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File: 1426856765114.jpg (6.75 KB, 189x68, 189:68, image.jpg)

b5bd0b  No.14637[Reply][Last 50 Posts]

ITT: we discuss the Godot engine
283 posts and 57 image replies omitted. Click reply to view. ____________________________
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b6fa2c  No.34030

>>34028

Thanks for the information. I don't understand why Godot is so popular if it's so bad, is it just good marketing?

>I'd recommend just using something else to be honest.

Can you please give me a few recommendations? Unity? Gamemaker?

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cf1236  No.34033

>>34000

No. Either ES 2 or 3.

>>33997

It's fine. People struggling with Godot will struggle with any engine. It's easier to blame the tools though instead of learning to use GDscript correctly, design performant algorithms, and move what they need to be very fast into C++

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8d4c3b  No.34044

>>34030

Godot is popular because it's the only free and lightweight Unity like engine that is developed enough to actually ship games with. It also has a lot of shilling done for it as you suspected.

If you want to make something more toaster friendly and want something fully free I'd recommend a framework like monogame or haxe. Unity and Gamemaker are unironically more toaster friendly than Godot, but both aren't fully free, require accounts and may get more toaster unfriendly down the line.

>>34033

The 3.x ES2 implementation is god awful compared to what they had in 2.x.

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4f1487  No.34269

Can someone give me a rundown on how to use C++ for game logic in godot?

I've looked into native module but it all looks so complicated

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f41277  No.34280

>>34269

I found a series of short tutorial videos on doing that:

https://www.youtube.com/playlist?list=PLWc2hibTd7kqTk2wkYw7LsgE3V801AROL

It's a bit outdated now, but after a quick look on the NativeTools github, it doesn't look like much has changed.

What specifically are you having trouble with?

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File: fdadcb610cfa171⋯.png (79.21 KB, 1020x727, 1020:727, ClipboardImage.png)

File: 3260aee21b7968e⋯.png (134.57 KB, 1000x721, 1000:721, ClipboardImage.png)

c3174e  No.34265[Reply]

I Am in the process of making a slaver game with java and wondering what UI elements you would consider essential in this type of game? the goal is for training info to mostly be given through text to help build immersion in the world, this is a quick mock up of what I have so far. the back end for most of this is already in progress with some already implemented so its mostly deciding on the UI now

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2829cc  No.34267

What's the plan for if you have two or more slaves in a scene with your MC? Will you be able to tab into the second slave's bio on the left, or will they both be displayed scrunched into one spot?

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2341a9  No.34268

Plan is a tab into system for the slave view, so you can rotate them, maybe sometime in the far future multiple, but at this time its not planned.

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File: d80a55f4383c06f⋯.png (40.37 KB, 1294x701, 1294:701, ClipboardImage.png)

File: a435bb1cb50fd9d⋯.png (60.73 KB, 1290x754, 645:377, ClipboardImage.png)

File: b1f000c09ce1827⋯.png (57.92 KB, 1920x1080, 16:9, ClipboardImage.png)

File: f1c348afd81c879⋯.gif (11.07 KB, 272x272, 1:1, kashawalk-preview2.gif)

File: 184acdeb114650c⋯.png (46.29 KB, 871x868, 871:868, kasasit-noartifacts.png)

9b7832  No.34165[Reply]

Hi everyone. I wanna share a platforming game I'm working on with a friend. Most people on ?v/ here know me as GigaDev, the GigaMaidens guy.

Recently I got back together with an old friend of mine in the UK and we began work on a platformer starring a cute catgirl named Kasha. I'm doing the spritework and he's doing the coding.

I have a lot of hopes and desires with this game. I want to make it a big adventure at least on the same scope as Super Mario World.

Kasha's adventure is about her looking for her mommy. But since she thinks she's the cutest girl in the world, that must mean her mommy is the prettiest woman in the world. So she imprints on any pretty lady she meets as her mommy.

Essentially she travels the world on her own except for her caretaker Milchi who is secretly following her around, meeting mommies and adding them to her mamadex in her mama journal.

She has a variety of base abilities, including rolling, punching, and wall-climbing. But the real fun stuff in her game comes from her tail. Kasha has a magical, cartoony shapeshifting tail (not currently sprited) that can turn into a variety of different things depending on milkshakes that she can drink.

A few of the planned tail transformations and their respective milkshake flavors include:

Apple: Jackhammer

Mint: Spear

Banana: Grapple Arm

Cherry: Bomb

Watermelon: Minigun

Licorice: Coil Spring

Pineapple: Bazooka

Cola: Unicycle

Among other things. Each milkshake gives her new abilities that she can then use to find new paths and secrets in levels, which then lead her to new areas on the world map where she can find new mamas. Finding all the mamas is a 100% completion objective, but there is also the main story where a demon uprising is happening and for some reason they're possessing animals and coming after Kasha specifically.

Post too long. Click here to view the full text.
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9b7832  No.34179

Streamable embed. Click thumbnail to play.

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1e3cb9  No.34216

Streamable embed. Click thumbnail to play.

Not that anyone's reading it but here's a minor update testing some swimming logic. Probably a lot is going to change.

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a0a580  No.34217

YouTube embed. Click thumbnail to play.

Looks good so far anon. Sprite looks a bit big but shouldn't be too hard to adjust later if necessary

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9b7832  No.34218

File: 50619fb4bf5c3c5⋯.png (241.75 KB, 1920x1080, 16:9, ClipboardImage.png)

File: cd81a94cf579a0b⋯.png (234.81 KB, 1920x1080, 16:9, ClipboardImage.png)

File: 829f407d17ce208⋯.png (274.32 KB, 1920x1080, 16:9, ClipboardImage.png)

>>34217

I did some experiments with making it smaller but sadly I'm not able to make it look as good as I want, and also it would necessitate redoing all the sprites I've already done.

Still will consider it if it turns out to be a problem.

There are going to be larger characters in the game though, so I'm not entirely sure what I should do at this time.

I tried rescaling the sprites in aseprite but it has a destructive scaler and it didn't do a good job.

There's three character sizes: a child (Kasha herself), an adult, and an amazon (Kasha's parental figure, Milchi). These are how big their sprite sizes are.

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9b7832  No.34264

Streamable embed. Click thumbnail to play.

Got some new footage.

Implemented the swimming animation, some sound effects, and added an NPC character.

The bigger catgirl's name is Milchi, although her sprite is a placeholder (I just had a sprite of her in a fighting game style laying around). I'll replace it with more appropriate graphics later.

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File: fc57af4a5e8422b⋯.png (33.21 KB, 1200x436, 300:109, Unity_Technologies_logo.sv….png)

248a8e  No.33099[Reply]

Im currently making a fast paced fps game in Unity.

I've been using Unet this far but I recently found out that it's deprecated (I'm not entirely sure what that means). Should I keep using Unet or should I switch? I need something that works with fast paced games, I'm don't think I'll be able to wait for Unity's new networking solution. I'm an amateur when it comes to multiplayer games so I would prefer something that's easy to pick up.

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27301e  No.34254

>>33099

Uh, what's wrong with using Unity Photon?

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File: 85ee948655e6aef⋯.png (17.63 KB, 512x512, 1:1, s2-3dlogo.png)

File: f4548e516c66839⋯.png (413.25 KB, 646x505, 646:505, sigma2_2018-03-05_01-45-12.png)

File: 543ec720dc7dbf3⋯.png (44.59 KB, 648x507, 216:169, Sigma Editor 2_2018-03-24_….png)

fe2893  No.31318[Reply][Last 50 Posts]

This thread is for my game engine, Sigma II, since I needed to get around to making such a thread any-way. It will be where I post all of my progress and what kind of stuff I am working on in one place in case anyone is interested in seeing the progress the project has been making over time.

There is a page on the wiki here:

http://8agdg.wikidot.com/sigma-ii

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6123d9  No.34158

File: e9903b7ae973f93⋯.png (397.59 KB, 800x600, 4:3, sigma2_maus.png)

File: b23f79190bdad66⋯.jpg (73.61 KB, 512x356, 128:89, Maustank.jpg)

File: 55d07b699703092⋯.jpg (335.23 KB, 1280x933, 1280:933, Munster_Maus_Modell_(dark1….jpg)

File: aac67d1db9e7611⋯.jpg (203.83 KB, 1600x1071, 1600:1071, o0bsm.jpg)

>>34154

>>34152

Those are some interesting music choices, what genre is it called? My guess would be 70-80's synthetics (dunno which nation)

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2eadbd  No.34159

>>34158

It's not that old, I can just post a music list, starting at the bottom:

mousefade.mp4 - Altwave - Donkey Kong Country Medley

mousefade_mesh_texrotate.mp4 - Tempest 2000 OST - Hyper Prisim

sigma2_UI_system - Prana - Geomantik - Taiyo (Chakra Remix)

editor_texture_controls.mp4 - Snaketicus - Die Totenmaske Zwei OST (Unreleased) - D E P O T

editor_multi_select_stretch_mode.mp4 - Vincent De Moor - Fly Away (Original Mix)

editor_scaling_works_FUCK.mp4 - Chris Zabriskie - Divider

editor_texture_browser_scrolling.mp4 - Phoenix849 - Netware Violators

editor_multiselect_test1.mp4 - Synthadelic - I'm a Secretary (Radio Soulwax: Cherry Moon On Valium Mix)

editor_multi_select_cut - Vincent De Moor - Fly Away (Original Mix)

editor_copy_paste.mp4 - (cant find it)

editor_absolute_paste.mp4 - Snaketicus - Die Totenmaske Zwei OST (Unreleased) - background sound

editor_undo_cut_brush.mp4 - Juno Reactor - Transmissions - High Energy Protons

editor_timelapse.mp4 - Svenson - Sunlight Theory (O-Zone Mix)

editor_cut_mode_test.mp4 - Zymotix - Rachel In Trance (Maximum Cut)

snap_to_grid.webm - Defender 2000 OST - Track 03

editor_gs.webm - Defender 2000 OST - Track 02

editor1.webm - TRF - Ez Do Dance

editor2.webm - ALEPH - Take My Life

frustum_culling.webm - Ken Laszlo - Hey Hey Guy

ocw.mp4 - Silent Circle - Stop the Rain in the Night

2018-08-06 01-45-17.mp4 - Scott Brown & Dmo - Just Walk Away

CSGworking.webm - Kraftwerk - Neon Lights

CSGbug.webm - Kraftwerk - Neon Lights

hall1.webm - Mr. Flagio - Take a Chance

sigma_II_BSP_working_rooms_map_8megs.webm - 009 Sound System - DreamscaPost too long. Click here to view the full text.

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2eadbd  No.34166

File: 9792c41bf8ecb1a⋯.mp4 (8.98 MB, 640x480, 4:3, defender_speed_changes.mp4)

Flying spaceship and cubemapped material inputs , it gets updated using a matrix callback.

Almost done with the basic materials system.

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6123d9  No.34210

File: 6158732036d4e3c⋯.jpg (38.29 KB, 468x316, 117:79, serveimage.jpg)

>>34159

Thanks for the list.

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2eadbd  No.34249

File: 0e54d8bda90638b⋯.png (32.14 KB, 648x507, 216:169, Obj Viewer_2020-02-21_16-1….png)

File: 0e8336828cc6a43⋯.png (164.38 KB, 646x505, 646:505, sigma2_2020-02-21_01-54-22.png)

File: 6abf8d62cab7052⋯.png (243.44 KB, 646x505, 646:505, sigma2_2020-01-27_06-42-24.png)

File: af0399ddf80566d⋯.png (710.41 KB, 1920x948, 160:79, Unity_2020-02-14_18-08-26.png)

File: 57a61483d6ab46d⋯.png (593.66 KB, 1292x600, 323:150, texture_sampling.png)

Did more work on improving the map editor, it can now export as .obj files, which for example allows it to be imported into the unity engine. Useful for making the rough geometry of the level in unity, and then doing the actual detailing of it in probuilder. Saves a lot of time compared to actually working in probuilder, not that I would ever subject myself to that.

The materials system is being upgraded, it's possible to have sphere mapping, different texture filters, etc. now. Next step is to fix the map importing process, so that I can render levels with these new materials, which should be pretty nice. I expect to have shiny env-mapped windows and metallic surfaces, parralax scrolling cloud layers on my skies, etc. Then I can work on integrating entities into the engine, so the levels can be populated by models. A lot of work to do...

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File: 19beda1d4baa545⋯.jpg (165.6 KB, 499x477, 499:477, medium.jpg)

fc00ff  No.34225[Reply]

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

>What is demo day?

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

>That is?

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

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436003  No.34231

File: 5c3f2ad524b7b0f⋯.jpg (230.52 KB, 1280x544, 40:17, photo_2020-02-02_15-48-22.jpg)

File: 3cbb0954588307f⋯.jpg (194.27 KB, 1280x515, 256:103, photo_2020-02-02_15-52-58.jpg)

>>34226

Everyday Life: Edengrall 2/2 Demo

If you already played the previous demo (released in late december) this isn't too different, we spent this month updating Unity, cleaning the project and optimizing.

There is a new girl, Anna the Oni, she is a lovely lady who the player will be able to marry.

We are also expanding the grass system to allow things like flower fields and crop fields.

We would like to apply for the Demoday Fund

bitcoin:bc1q2vyuclssfhk0759xtm7yzsqplk6clnaluf7p7u

Here are the links:

https://www.mediafire.com/file/ox9xtwgiww8qhzq/Demoday_02-02.zip/file

https://mega.nz/#!mxsDnagK!Fm5AecE3eFAfbyWYUJsnGzkAcKYhU8aYbcmhVOKWmHE

If you need a guide for the cooking system you can watch it here

https://www.youtube.com/watch?v=JeZOrFBLI0c&t=

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763d94  No.34232

File: 77b6ef069ac4399⋯.png (5.28 MB, 1637x1571, 1637:1571, ClipboardImage.png)

>>34226

Peripeteia

A cyberpunk stealth shooter with PS1-inspired graphics and a cute protagonist.

https://shodanon.itch.io/peripetaia/download/vFE8z_vVbUuMwSX8DScOCqYVuMjJfQOGlb6QX1rb

Think Deus Ex mixed with Splinter Cell. Avoid confrontation until you find a gun, hack computers and panels by mashing your keyboard to discover the password. Switch between first person and third person view by scrolling your mousewheel. Watch your light meter and shimmy on ledges to stay out of the patrolling enemies' sight. Hold F to hide bodies.

Made in around 2 weeks by a group of anons, including members of Die Totenmaske team and Beelzebox devs. We hope you enjoy the demo.

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2b12cd  No.34243

==Uncommon Time Retuned== (Working title)

Uncommon Time Retuned (help me think of a better name please), is a near-total-conversion of FeralPheonix's game, Uncommon Time. 99% of tumblrshit has been removed- including the faggotry/tumblrshit of two of the game's playable characters. This game serves as a "to the side" alternative universe of the original game. Uncommon Time sought to challenge classic hero's story tropes, Retuned seeks to reincorporate them, thus more main characters for the story have been added.

Changes from last demo day.

-- Currently up to Bel Canto, rewrite progress as of this build stops after you get instruments.

-- Truncated dialogue in some parts, mostly arpeggio pass.

-- Added a wandering merchant in dungeons where you can't return to town.

-- Rework of damage formulas across most of the board to make it more uniform and less clunky.

-- Switched from Yanfly's Free-Turn-Battle back to Vanilla, shit was way too clunky for what I needed.

Known flaws, bugs & other shit

-- Just started implementing seperate-window nametags, progress is inconsistent. I will take effort to iron this shit out in the meantime, as 90% of the offending dialogue is strictly in act one.

-- Arena flaws. I need to eventually get a script that allows me to disable the use of items in glissando arena's battle sections, furthermore, some battles have bloated stats.

-- Difficulty is all over the place. This is the challenge working with pre-made content.

-- Healing is broken. Healing is supposed to use part of the target's current missing HP and factor in stats from the healer and the patient, but it's just grossly overpowered somehow.

-- Placeholders galore, the new characters are temporarily using stock stuff and recolors of old characters, plenty of temporary music from other vidya. Some of the party (most notably Mezzo) do not have a good range of faces for certain lines in the game. When Post too long. Click here to view the full text.

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2b12cd  No.34244

File: 6e5448c4e71c1a7⋯.jpg (103.51 KB, 642x418, 321:209, UCTR_altered_instrument_se….jpg)

File: f67a7108f5c93d2⋯.jpg (156.47 KB, 640x420, 32:21, UCTR_battle_full_party.jpg)

>>34243

images didn't upload for some reason, if this doesn't work a second time, I'm going to be irritated

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85c41d  No.34246

>>34226

>>34243

>>34244

Might as well point out because I don't feel like redoing another build package.

Uncommon time retuned has a debug map set as its opening scene. To start the game as intended, do the following:

-- after starting a new game, talk to the old man and go to the warp room.

-- interact with the bridge concealed in the upper left corner of the warp room.

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File: f9a6b6f9571b994⋯.png (90.91 KB, 259x194, 259:194, ClipboardImage.png)

6bc8c0  No.31374[Reply]

Borrowing the concept from /tg/, post half-baked concepts you'll never get around to doing, so other anons can put it to use. Half idea guy, half abandoned project, post 'em ITT

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63a9bf  No.33959

>>33652

if your game idea is just a story, its a shitty game idea and probably a shitty story idea as well

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08bb1b  No.34016

A city-builder/strategy game in the vein of Tropico and Total War, where you play as the dictator of a fictional nation in Europe, Asia, Africa, Latin America, and North America from the 1815 to modern times.

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ac6474  No.34069

>>31464

>2D ripoff of Thief

>I don't think anyone has made a game like this yet

can you be this dumb?

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1d476e  No.34219

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96d5c8  No.34220

>>34069

Why?

>>34219

Nice, I'll check this one out. I'm working on something similar.

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YouTube embed. Click thumbnail to play.

b8c381  No.27895[Reply]

Am I the only one who finds videos/pictures of a game engine just starting out comfy as fuck? Or just examples of how to do stuff floating in space. Something about them motivates me to continue on my game.

Hell even things like janky-ass ports of games onto mobile platforms have a similar charm.

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f17f3d  No.33801

File: 8831d16a76f66d5⋯.png (366.04 KB, 750x749, 750:749, yukari_boomer.png)

>>27895

>(16)

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1f9184  No.34014

YouTube embed. Click thumbnail to play.

>nobody has posted this yet

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d9929e  No.34083

Invidious embed. Click thumbnail to play.

This looks interesting.

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33bf8b  No.34208

File: 93010e0e9986caa⋯.jpg (86.29 KB, 1024x768, 4:3, thief dark project.jpg)

File: 5a2eccb73095b56⋯.jpg (58.05 KB, 900x675, 4:3, morrowind.jpg)

File: baef9dc483dfccd⋯.png (1.36 MB, 1920x1080, 16:9, forest_temple_entrance_hal….png)

File: aeeb3bc3b2437ca⋯.jpg (267.19 KB, 1920x1080, 16:9, deusex.jpg)

File: fbad37a81a13a55⋯.jpg (81.82 KB, 1024x768, 4:3, mgs1.jpg)

>>27895

I just really like 90s game engines in general. Like, the first engines which had proper 3d and polys, but didn't have all the modern stuff like shaders, bump mapping, etc. Games had to compensate for the plain appearance by just being fun to play. All the graphical improvements apart from maybe lighting and shadows are just eyecandy which don't really improve the gameplay. I got nothing against the fancy new shit if it's available, but I wish they prioritized the gameplay a bit more.

Maybe I'm a huge autist or something but in older games also it's easier for me to mentally process what's going on. I play a modern game like Shogun 2 and there's fucking a million different shaders and animations playing at once. Fucks with my head.

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7720a5  No.34215

>>34083

Isn't that something Notch is working on?

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File: bbb176c025f27ca⋯.jpg (604.88 KB, 2500x1201, 2500:1201, header-island-bats.jpg)

de0959  No.33261[Reply]

https://en.m.wikipedia.org/wiki/Human_echolocation

I don't mean stuff like areas lighting up when you throw an object against a wall, but somehow managing to replicate the feeling that humans with echolocation actually experience, is it feasible or is it impossible for non blind people?

Also some interesting blog on how echolocation works, it's a fiction blog mostly http://planetfuraha.blogspot.com/2012/07/echolocation-sound-choice.html?m=1

Not an actual dev by the way, thought this board might be a nice place for discussion.

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babfc1  No.33355

>>33261

Short answer: yes it can.

I think it's pretty interesting idea - to make a game smh like daredevil. That a guy would lose its eyesight and have to learn to see with echolocation and tactile senses. And to the end of the have he become superhuman. It would be interesting for dude to be able to see through car and identify engine, but unable to see through glass because the room is soundproof.

But to actually implement it you need advanced 3d knowledge. And I barely can make some point and clicks with Godot.

P.S.: O.P. is ideaguy.

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575ed4  No.33374

YouTube embed. Click thumbnail to play.

>>33261

Also check out Scanner Sombre by Introversion. Apparently a good game that didn't sell too well.

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b06a1f  No.33596

File: a594a2c015ef878⋯.gif (3.86 MB, 751x514, 751:514, diluvion.gif)

Have the character send out regular clicks to see where they're going, with the option of the player hold a button to make the clicks faster if they need more accuracy or a more solid image of a passageway

also during combat/risky places it speeds up but during attacks/dodges the clicks are paused for that brief moment due to the body focusing on other actions so you have to carefully time that tradeoff of attack but loss of sight briefly

Diluvion had a system that visually could be copied for that echolocation effect

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6e0edc  No.33975

>>33261

>is it impossible for non blind people?

Yes.

The reason is that non-blind people literally have not formed the neural connections necessary for echolocation to be used. And the only way to form those connections is to force yourself to navigate by sound alone, which forces your brain to make those connections to better enhance your auditory senses to compensate for lack of sight.

The only way I can think of is to actually find someone who used to be blind, who has also developed a usable form of echolocation and interview them directly and ask of their ability to echolocate has diminished after being able to see.

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656026  No.34209

YouTube embed. Click thumbnail to play.

>>33975

What nigger, there are clickers designed for blind people to use to navigate.

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File: 1460880389828.jpg (157.78 KB, 1600x900, 16:9, le inquisitive negro face.jpg)

7113cf  No.26420[Reply]

I am an artist; as my skills improve slowly-but-surely my attention turns towards game development. I would like to enlist a programmer to help make a simple game project a reality but there's a few caveats.

how much to pay/how often

I don't buy this "I'll pay you when/if my idea pans out" stuff that seldom works out for anyone but the idea guy, at least not as a defining feature of someone's working relationship to my project or heaven forbid future projects. I've saved up some money over the years and I'm willing to pay as much as I can for good work on a regular or "work-for-hire" basis, but admittedly I'm a man of limited means and what's taken me a lifetime to save wouldn't amount to much to a professional programmer.

How can I expect loyalty from a stranger when I couldn't offer them what they'd typically deserve? I'd appreciate any programmers to chime in on this. In lieu of substantial payment up front, what do you expect in return following the project's completion?

how to prevent myself from getting robbed

How do I protect myself from outright fraud? I could pay someone however much and find out only after it's well too late that he's written thousands of lines of junk code (if any at all) and made off with a good chunk of my savings for his trouble.

How do I enforce transparency? Is there any way to quickly check code to see that it matches how it's commented without having experience as-such, myself? I feel like programmers in a similar position have a big advantage here. Anyone can look at a picture and tell that something's not right. While the skills to make aesthetic and appealing artwork takes years to master-same as programming-aesthetics are a universal language and ugliness or wrongness in that regard is readily apparent to the layman. Conversely it takes far more experience to wade into a morass of esoteric code-language and find something amiss, and I fear without being able to do that I would potentially be risking losing everything to a disingenuous code monkey that may never have even known whaPost too long. Click here to view the full text.

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24f602  No.29795

>>29794

Thanks for the videos, I'm definitely going to want to check those out. Not only for the content itself but they remind me of the fact that there's a huge legitimate indie game and media community out there and that it'd probably pay to get involved with them to some degree from the beginning.

As far as a demo goes, I don't think that's in the cards yet. I don't have the money to pay for a programmer (part of what the campaign is meant to address) and I'm far too busy working on animations and trying to figure that whole process out. I could have several proposed in-game animations and pieces of splash art ready to give people an idea of what to expect and what their money is helping work towards though and I believe that will be sufficient.

I'm a big fan of physical media as rewards and would like to frame my Patreon as a sort of slow-rolling kickstarter. Do you know of any good companies offhand that make limited run games, music CDs, print books etc.? Part of the dream is reliving that feeling of opening the box and seeing that instruction manual with all of the cool character art and story blurbs and having something I made on my shelf. Is it possible or even desirable to contact a mainstream publisher about this sort of thing? Where do I go or who do I talk to to get a real game made?

In any case, I would like to be able to keep close track of who's given what and I'm not sure how that's done. I've heard a lot of horror stories of hit-and-run patrons who "donate" in whatever amount, take all the content available to them and bail before they actually have to pay (well, not so much a horror story but one of a minor inconvenience, I guess). Say I send out art books or something like that to Patrons who've given $100 or more over time (after taxes and Patreon's fee that'd be about $70 in my pocket I believe). I imagine printing a book is hugely expensive (wouldn't be surprised if it cost at least $20 for an art book with 50 pages or so and that's not including at least $5 for shipping) and the last thing I want to do is give something like that away to a mooch that looks like he's been supporting me for months but reallyPost too long. Click here to view the full text.

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fe2eb8  No.31484

>>26420

The answer you're looking for is: don't hire, get hired.

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fcff95  No.33052

File: 36743f997483b8e⋯.jpg (118.34 KB, 554x1006, 277:503, knigt.jpg)

Don't mind me, just trying to make sure this thread lasts at least three more years

>tfw my art hasn't progressed worth a damn this entire time

JUST

>>31484

>get hired

I don't think it's going to happen, I'm pretty much all-or-nothing "in" at this point. The lowest I could be brought is down to the level of some kid fresh out of college financially so I'm not worried about things not working out too much. Being a loser is my comfort zone, I want to make a genuinely good game and maybe make some money I can help my family and friends with but I'm trying to keep my expectations realistic-especially with how slow my artistic progress has been.

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0618f5  No.34204

File: fec870f62a22df7⋯.jpg (39.21 KB, 735x960, 49:64, Vampire Princess.jpg)

Annual and post-8ddit revival bump; I hope you guys are doing well. I don't think I've progressed a bit artistically since making this thread. wew!

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52dccc  No.34205

File: ac298004f04bb2b⋯.png (96.78 KB, 957x1404, 319:468, NHK_v03c017p004.png)

>>33052

Looks good

>I'm pretty much all-or-nothing "in" at this point

I know that feel. Such is the life of creatives. But I'd rather live modestly and leave a mark on the world than get rich working in an office cubicle. I feel like all that shit is talked up too much these days. There are other ways to live your life.

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File: 38bad1ded69b0a2⋯.jpg (22.6 KB, 545x353, 545:353, 1469963304348.jpg)

62c6a4  No.27793[Reply]

What are some advanced books on writing a C++ game engine?

I'm looking for something like gameprogrammingpatterns dot com that actually walks you through making a full engine, the "right" way with best practices.

Not necessarily a 3D engine or with heavy physics, I'm mostly interested in the way it's structured, how it handles memory, best practices, scripting etc.

Bonus points if it uses C++11 or higher.

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38051f  No.34081

>>34077

So this is what the bookshelf of a nodev looks like.

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1ea551  No.34148

if you like the idea of making a game engine sure go for it, you'll learn a lot and if you manage something it will feel really rewarding.

Seems like you already know Casey. Most of the things you see in that stream is how actual engine programming looks like, so there's that. C is simply a better tool than modern c++ because it lets you manipulate memory as you please.

Whatever you do please don't try to do low level programming in modern c++, it's just not what it was made for.

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3a429a  No.34190

File: ae862d78e22586a⋯.jpg (6.53 KB, 253x199, 253:199, ae862d78e22586ace72851d09e….jpg)

>>27800

>apparently treating C++ like C#/Java is bad and using new/delete a lot is inefficient and dangerous

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3a429a  No.34191

>>34148

Like this anon says, only code an engine if you want to do it for fun. Coding your own engine is #1 cause of missing persons cases

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577fe1  No.34193

You're best off learning general programming best practices. Not making problems unnecessarily localized is yet another lesson.

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File: c50afc8a2b77277⋯.png (118.54 KB, 247x304, 13:16, ClipboardImage.png)

246269  No.30656[Reply]

Has anyone gone through this process, and how did you go about it and remain somewhat incognito? Can you pull off something like a writer's pseudonym, or will it always obviously run right back to you?

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4f7d77  No.32120

>>30656

I've published a game on steam.

You don't need to disclose any information unless you want to give someone access to the steamworks account.

Actually in the agreement valve will not disclose your personal information. But yes you do need to disclose to them your full legal name because of money laundry laws.

However, if you have a partner you trust, you can use their name.

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377fa7  No.33893

File: 5476972436f0982⋯.gif (352.29 KB, 256x256, 1:1, hmmmmmm.gif)

I always considered the amount of marketing AAA titles use for such an inherently limited market to be ludicrous and would opt to minimize it when possible but this still leaves the first breakthrough when you get your brand recognition from a fairly popular game. This is also the moment you usually have no money to spare for

How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)? I guess you can contact niche gaming communities + youtubers that then could promulgate it further but thats about it. Social media is only powerful if you already have a massive fallowing.

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7fd009  No.34135

File: 8712324b9f53e9b⋯.jpg (23.41 KB, 392x395, 392:395, 5bb3425653d6764bd4984eeaa0….jpg)

>>33893

>How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)?

This thread is so fucking old I could very well be replying to myself. I have though long and hard about this. The answer is simple. Everything /v/ says to do in regards to public relations, do the opposite.

Shill like fucking crazy. Everywhere. Even on some shithole like NeoGaf, Reddit and cuckchan. That's what Notch did.

A less appealing avenue is to go to IRL events, but then you're getting really tied in with the game industry. There was a GDC talk about how these events basically give you no exposure but it gives you connections. In this industry connections seem to be more of a liability than anything, because the second you wrong think you're blacklisted.

There is also the theory of making such an offensive game the game journalists will kvetch loud over it, but I doubt this actually works. Hatred's trailer was so edgy, brutal and grotesque it essentially was more of the trailer doing a good job than the SJWs. By the time the journalists showed up the game was already picking up speed. If it worked you'd hear a lot more games succeeding this way. It'll just get you blacklisted and cripple your chances of exposure.

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c1ab45  No.34141

File: 7218003bfdad18f⋯.gif (877.44 KB, 375x304, 375:304, 7218003bfdad18f07e96e02afd….gif)

Mine is already, unavoidably tied to me, so I guess I need to be somewhat careful not to be too controversial. The game itself is fairly tame, but it limits my ability to market it. Even the mere fact that I post about it on 8chan/8kun is somewhat risky.

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551a88  No.34188

File: a971b5613f8935e⋯.jpg (36.24 KB, 850x400, 17:8, a971b5613f8935ea61d4d9ebe4….jpg)

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File: e424d53b1cdf673⋯.png (1.1 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: bc47a7df2413ab8⋯.png (2.4 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: e29b706fdb78946⋯.png (2.54 MB, 1920x1200, 8:5, Beelzebuild Screenshot 201….png)

File: 56a105d094fe6ae⋯.png (900.15 KB, 1124x745, 1124:745, items.png)

File: 3c9aff2858e2d92⋯.png (1.35 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

22350c  No.29865[Reply][Last 50 Posts]

Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:

http://beelzebox.net/

I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips):

http://8agdg.wikidot.com/beelzebox

itch.io link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:

https://shodanon.itch.io/beelzebox

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d07044  No.34126

File: 2484dbaefe94ab9⋯.png (12.8 MB, 3573x2208, 1191:736, ClipboardImage.png)

>>34120

thanks my dude. I tried to keep the village lighting true to the original and I hope it's still close to it

BUT

there's been one thing I added to the 08/08 demo and that is a proper skybox, people did not finding the blood red mist too pleasing

Because of it, I had to change the lighting a bit to fit the time of day I took the photos for the skybox, which was during the golden hour. The shadows are now longer and the tint is a bit warmer.

Here's the entire town as it is now, I'll get into the eye candy when I get some time

But at a first glance, what fo you think?

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58599b  No.34130

File: 07f94f53d62b6e9⋯.jpg (1.31 MB, 4883x3725, 4883:3725, 1420445779134-0.jpg)

File: 0a26aecaf868bf2⋯.png (351.61 KB, 1920x1080, 16:9, 1398743464346.png)

File: 2cfb81aa4acce57⋯.jpg (208.35 KB, 1920x1080, 16:9, 1398832546738.jpg)

>>34126

Overall it looks great! The lights are good—nice and warm—and critical to convey that it's dusk/night (pics related). I also really like the half-harvested field; it alone tells a story.

The sunflowers seem a bit bright though (literally and otherwise)

>I'll get into the eye candy when I get some time

It's harder to move that stuff around, so generally it might be worth waiting until the town is more mature in terms of layout before worrying too much about decoration. On the other hand, it's worthwhile if you're trying to get feedback about how a particular area or technique looks/feels.

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d07044  No.34131

File: fd83c702ba552bb⋯.jpg (1.44 MB, 3840x2400, 8:5, bbScreenshot-2019.10.27-23….jpg)

File: 04de02d0f4dd6a6⋯.jpg (897.25 KB, 1920x1200, 8:5, Blood Bowl Screenshot 2019….jpg)

File: 936717044feea02⋯.jpg (1.82 MB, 3840x2400, 8:5, Desktop Screenshot 2019.08….jpg)

File: 04e73ab69f77195⋯.jpg (1017.49 KB, 1920x1200, 8:5, Blood Bowl Screenshot 2019….jpg)

>>34130

>pics related

that campfire pic is super comfy. I'm not sure a campfire would fit the village theme (unless under the witch's couldron) but thanks for noticing my goal in making the lighting the way it is.

November is the month of All Saints and All Hallows, a nice contemplative time, I hope I can distill some of those feels in game, in the cemetary and the chapel that will come later.

>The sunflowers seem a bit bright though

they look okay in-game but the billboard renderer doesn't fit the current fidelity anymore, I think

>It's harder to move that stuff around

I hope that the hierarchy I have set up for these things will allow for tweaks in placement and the like. It will be a bitch to move the field because it's based off unity's terrain component. I don't have any roads in the village because of that

>trying to get feedback about how a particular area or technique looks/feels

It was actually my main question for DD, how does the abandoned cathedral, volumetric lighting and skybox look/feel

cos I'm pretty proud of it

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9aa05e  No.34136

hecking great work man. glad to see you're keep making good progress

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d07044  No.34151

File: 59ce970d2d04aba⋯.png (3.52 MB, 1894x1100, 947:550, ClipboardImage.png)

File: 56c3cb193e6f4f0⋯.png (3.56 MB, 1894x1100, 947:550, ClipboardImage.png)

File: 45cddf49f85b9c6⋯.png (3.68 MB, 1894x1100, 947:550, ClipboardImage.png)

>>34131

remade three of these screenshots with the added grass

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File: c3491cecbeb4cfd⋯.jpg (Spoiler Image, 252.14 KB, 750x1000, 3:4, 92199d4954912298849144ef5a….jpg)

bf843f  No.29670[Reply]

A friend and i are working on a KND dating sim, right now we've no artfags at all it's just me and him and we're gonna make it in Ren'Py most likely

Could anyone possibly give me a simple "sprite" for lack of a better word of Numbuh 86 simply standing, with 3 different facial expressions, them being neutral, angry, and happy

If anyone is able to do it, could it please be in an Artstyle similar to pic related, what's a WEG without an attractive artstyle,right?

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1a47c2  No.32776

>>32693

Unless you're posting on desuchan, then yes. Or at the very least sage it if your reply isn't in support of OP. Let bad threads die.

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2d8d45  No.33958

>>29670

Add me on discord manic#4266

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b5fd8b  No.34108

File: 8d4892349a7dcf1⋯.png (Spoiler Image, 2.43 MB, 1332x2004, 111:167, 473a9ba9a8808cec54f5630098….png)

>It's been 2 years

IF I COULD SAVE TIME IN A BOTTLE

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2712a9  No.34109

>>34108

tropic is that you?

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b5fd8b  No.34110

File: 07c7025d6fcf9ed⋯.png (Spoiler Image, 70.65 KB, 290x516, 145:258, Naughty_Schoolgirl_Kuki_pr….png)

>>34109

N- No!

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File: 9a73c72c4dedec4⋯.gif (2.16 MB, 503x373, 503:373, running to adults 2.gif)

File: 02140bb81c03764⋯.png (4.15 KB, 145x189, 145:189, tropical cutie.png)

File: 6082091644da457⋯.gif (3.16 MB, 503x373, 503:373, 6082091644da457a823f5e07df….gif)

File: f3bb08409cceecb⋯.png (2 MB, 1962x4595, 1962:4595, 839513cc353328ba1ea6f2a05c….png)

f4e7cf  No.31931[Reply][Last 50 Posts]

Main development thread for Sim Loli

IRC channel: #simloli on irc.rizon.net - webclient link: https://qchat.rizon.net/?channels=simloli (but it's advisable to use your own client since the webclient isn't too great). Remember to wait for a while sine you won't get an instant response.

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964ab6  No.34354

>>34353

Third party people have made some loli patches that I've seen before.

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49f0d4  No.34369

is this it? is this the end?

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7d187d  No.34371

>>34369

It seems like that

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964083  No.34372

does a version 0.5 exist out there?

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549f44  No.34373

i really "have to" rework impregnation system

-sperm rate of like 300M /ml is basically stud horse level and roughly close to theoretical limit

-pregnancy chance (if you disable this demo shit that every girl gets preggo every time) is like idk 1 to several trillion

to do:

- more realistic, returning general pregnancy chance

- maybe it should be dependent on cunt pH

- one value for semen and another for sperm amount

-configurable girth, semen and sperm amount/production rates (idk, it's so hard to try to modify someone else's code. i mean custom UI elements "should" work but they don't)

personally i would love to make it shota x loli game

>>34372

on dev's private github probably

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