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/agdg/ - Amateur Game Development General

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See also: /ideaguy/ | /vm/

File: 12ff90085cb1617⋯.png (170.1 KB, 500x417, 500:417, AAAAAAAAAAAAAAAAAAAAAAAAAA….png)

99636a  No.33274[Reply]

I have an idea for a bullet hell electronic card game (inb4 'don't start with your big idea,' this is mostly just for me to learn), but looking into some of the aspects of everything that goes into dev work from normal wageslave software development, I'm honest-to-God feeling overwhelmed.

Where exactly do you guys start? Do you begin with the proof-of-concept? The Character designs? Learning music theory? Learning how to model? Trying to get into contact with people to help with some of the work? I already know which engine I want to use (UE4 with C++), but for pretty much everything else I'm hopeless in prioritizing which I should learn first, or even the basics of.

For some of your one-man-teams out there, how exactly did you get started?

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dd7383  No.33275

>>33274

>Trying to get into contact with people to help with some of the work?

Don't ask people to waste time working with you if you've never made anything before and don't even know where to begin, not to mention when it's "just for you to learn".

>I already know which engine I want to use

>prioritizing which I should learn first

Make (or learn to make) a game prototype with your engine and ignore literally everything else. It's completely useless to make "character designs" and shit if you don't have anything resembling a game yet. Use MS paint placeholder graphics and some random audio files until you have the game's functionality down, then start polishing the assets.

Becoming a 1 man army is not a weekend project, it's going to take you something closer to half a decade if you want to go that way and not suck balls at it, unless you're specially talented. Art, music, and programming are all involved enough that most people to dedicate their lives to one of them. Of course you'll get overwhelmed and confused if you try to learn them all at once as a part of a game, those are 3 completely different fields so you need to treat them as 3 separate skills to learn, not as components of your game.

If you want to 1MA them then learn the required skills first, because any game you make now will not be relevant to you by the time you've learned art/music/whatever.

If you don't want to 1MA then you definitely need some kind of skeleton of a game before you can ask people to make assets for you, otherwise you're asking them to do work that is almost certainly never going to be used for anything.

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4e2a6f  No.33279

>>33275

>half a decade

ha

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4e2a6f  No.33280

>>33274

Also to answer your question OP, you should do what >>33275 says. Coding is the hardest part for brainlets so if you can cross that bridge and establish a functioning prototype then the rest can come together nicely. When you want to make something look nice, then make it look nice. Design in advance is something that you do when you have experience with the process.

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be705a  No.33289

File: 20477d77fb5ddb7⋯.jpg (23.09 KB, 335x250, 67:50, 6Q1MFfa.jpg)

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File: e9c0807a27faee1⋯.png (347.03 KB, 640x480, 4:3, 1.png)

File: d55a7b14daeefe1⋯.png (442.91 KB, 640x480, 4:3, 2.png)

File: 377321e1b76cfca⋯.png (470.19 KB, 640x480, 4:3, 3.png)

File: 20b28389127ad93⋯.png (336.82 KB, 640x480, 4:3, 4.png)

9979d8  No.33235[Reply]

What do you think about this? Feedback/First impressions?

https://www.youtube.com/watch?v=_E5coTmOfN8

https://gamejolt.com/games/drt/380830

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828671  No.33236

Did you make this? My first impression is that I have no idea what it's about and I can't figure out what to do. An intro or tutorial would be nice. Is it supposed to be a walking sim?

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842764  No.33239

>>33235

Somebody here likes mason lindroth a bit too much

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c77399  No.33287

looks like some puzzle game

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File: 994fa1170b618d1⋯.png (5.09 KB, 220x244, 55:61, 220px-The_game_maker_logo.png)

198f32  No.33188[Reply]

Is there an engine that's basically functionally the same as gamemaker, but doesn't limit what platforms you can release to? (Or at least doesn't charge for multiple licenses for each platform)

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b236d6  No.33191

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618dcc  No.33277

>>33191

Not the OP, but thanks for the suggestion. I'm giving it a look.

Not sure about the java dependency to use the IDE, but maybe a promising alternative is in the works from what I've read?

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b236d6  No.33281

>>33277

Yeah they're working on this: https://github.com/enigma-dev/RadialGM

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File: 96e28d36e56452c⋯.gif (410.65 KB, 499x477, 499:477, demoday_2.gif)

c3b45e  No.33244[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.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

3 posts and 6 image replies omitted. Click reply to view. ____________________________
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8dbb59  No.33253

File: af750ae14552f0b⋯.webm (9.72 MB, 1024x600, 128:75, 2019-02-02-1902-30.webm)

>>33246

Nice to see your progress. I like that there's a target now. The gun looks better than before. I didn't notice when the gun ran out of ammo. That happens to me IRL sometimes. The gun gets bugged near the end of the video.

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c3b45e  No.33254

>>33253

Thank you for playing. I was told last time that there needed to be something to shoot at so I added a target for demo day. The current gun is less of a placeholder, glad you like it. I've already fixed the floating magazines since some people in the /v/ thread brought it to my attention.

I don't know why but that gun bugging out there at the end is really funny. It threw a fit. The bug seems to come from inserting a magazine that came from the table and has been in the inventory into the pistol. If I had to guess, magazine collision is not being disabled properly.

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ce3d42  No.33256

YouTube embed. Click thumbnail to play.

Shinobu Project

Autistic singleplayer experience with my waifu.

There is a new tutorial inside for controls and instructions.

This is hardly a game and more of a simulation of hanging out with a loli. Will eventually have more outside adventures where you can explore places but the main focus is taking care of her and deep character interactions. I'm working on v0.4 right now which will have more props and stuff you can do with her like video related. v0.5 will have bathing.

Download for wangblows here no Patreon required, it's a free game: https://www.patreon.com/posts/23946970

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f4c4c5  No.33258

>>33245

Fug I forgot. Anchoring. >>33256

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feae56  No.33260

File: 9d7deeb2cfc9377⋯.png (9.24 KB, 628x412, 157:103, heaven.png)

File: 888ce47baf8432b⋯.png (26.68 KB, 580x394, 290:197, hell.png)

>>33245

Earth B

An unfinished demo for an RPG Maker game I'm making inspired by LISA: https://mega.nz/#!90pDmaaS!qG2erTzL-gBLstHkGdqv-T2-rIs01MlfawEubzI0OnU

Controls: numpad or xbox 360 controller, 0/B is cancel/menu, enter/A is confirm.

My goal is to make a cyberpunk QRPG that plays open-ended, kind of like Fallout. You're dropped in a world with little exposition and you're given a vague suggestion to kill stuff and collect artifacts. Since it's a 30 minute demo for what's intended to be a longer 5 hour RPG, not much of the story is revealed. Whether or not you want to learn about the world is up to you. There is a Quest Log in your items to help you stay on track.

I did a couple interesting things with the battle system. First of all, there are certain Techniques that "expose vulnerabilities" and then you can use other Techniques that target those vulnerabilities for extra damage. There are also "Gambits" which let you sacrifice 75% of a stat to simultaneously sacrifice 75% of the enemy's stat. Some Gambits expose vulnerabilities without doing damage or costing TP. Then there are a bunch of status effects. You also have the equivalent of "Act"ing from Undertale with "Check battlefield".

I still have a lot of the stock graphics in place, so brace yourself for that…it's not pretty. Music is either by me, from Sonic Xtreme, Nier, or anime.

Due to it's open-ended nature it's been really difficult to beta test so expect bugs too. It's "over" when you are free to leave the city and blow up all three magic barrier generators.

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File: 61b3be003709cfa⋯.jpg (24.11 KB, 620x450, 62:45, 61b3be003709cfa510f6f2d48b….jpg)

File: d68905337e7e5fe⋯.jpg (47.06 KB, 620x450, 62:45, putinsky.jpg)

File: 397c4ea6cae647a⋯.jpg (28.95 KB, 415x300, 83:60, putinsky2.jpg)

File: 374cced9c855aec⋯.jpg (33.52 KB, 320x320, 1:1, putinsky desu.jpg)

9ed70b  No.33224[Reply]

I begin with lowres image of irl person. In Gimp

>I scale him down to 10% with cubic interpolation.

>I scale him back up to 1000% with no interpolation

Now I have glorious pixel image of Comrade Putinsky to use as art asset in shitty pixel game, no artistic ability required. I provide two additional Putinskys created by the same method, with variations in the scaling percentages.

So I have a question about this, but I'm not quite sure how to word it. Basically are there any ratios or formulas that would achieve the optimal result for this effect? Like to accurately imitate an 8bit or 16bit art style.

I want to be more helpful to anons, so here's a FOSS tool (Apache2 license) for making sprite sheets and animations. They don't really mention it, but there's an offline version of the app under downloads.

https://www.piskelapp.com/

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d9f97d  No.33225

Why are you scaling it back up? Just render the game view to a low resolution target texture then scale that texture up to window/renderer size. You also have way too many colors. Clamp to a fixed number and range to mimic an indexed palette. Also you'd get better results with some slight sharpening post processing to better define features that are lost during downscaling.

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6c9d95  No.33226

>>33224

I would tell you that you can then use posterize or one of the other color tools to limit the palette, but they don't apply dithering so it's still shit. Perhaps you could convert it to 256 colors with dithering in Kolourpaint, then open it in Gimp and posterize it, then open it in Aseprite to tweak the palette however you want. Or maybe Krita does all of this, I've not used it extensively yet. Just in the short time I have used it though, it is way better than Gimp so it wouldn't surprise me.

>>33225

>Why are you scaling it back up? Just render the game view to a low resolution target texture then scale that texture up to window/renderer size.

>Also you'd get better results with some slight sharpening post processing to better define features that are lost during downscaling.

Also this.

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9a20f3  No.33227

File: f140140d2393d4c⋯.png (44.12 KB, 620x450, 62:45, vlademon0000.png)

Most actual pixel art™ uses 1x1 pixels and not 10x10 pixels like in your examples. Don't make blocky pixelshit anon.

You can manage to make shitty C64 looking stuff by converting to a low color depth with dithering, then apply a sharpening filter and a blurring filter. Pic related is a demon version I made quickly using that technique + a bit of manual editing in GraphicsGale.

>accurately imitate an 8bit or 16bit art style.

With today's technology this can't be automated. You'll still need to adjust it and manually place pixels and use the various pixel art techniques to do it justice. Read the pixel logic PDFs if haven't already, they should be on the wiki.

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69ca5c  No.33238

File: 39229bbb68dfc2d⋯.webm (273.46 KB, 640x360, 16:9, CYKA BLYAD_.webm)

>>33227

>/agdg/ summons abdulov

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YouTube embed. Click thumbnail to play.

9714c5  No.31829[Reply]

>tfw this video summarizes me whenever I think about making something

How the fuck do I actually come up with something and make it? I always feel like I'm just screwing around and can't come up with anything when I'm actually devving. It's only once I leave my PC and start doing something else I come up with fantastical ideas for stuff to make but it's usually never anything specific like an environment to build.

How do you guys do it?

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9ab542  No.32551

For me its the opposite, I have so many ideas but don't know to approach them. I can code and I am fully capable of planning I just stop once I start it.

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859199  No.32560

>>31829

Just to add my input to the pile.... Whenever I play a videogame, there's some voice in my head which says things like "this game would be better if they did X". Over time you start building up a mental image of your perfect game, and slowly start to fill in the details of exactly how it would work. Then you start to make it happen. And whenever I sit down to play some vidya, and I get frustrated by some mechanic, it reminds me I'm supposed to be working on my own stuff.

As for these more specific details, it's part of building up that mental image. Imagine sitting down and playing your finished game. Let your mind create whatever details it would like. Then write that shit down in a design document or wiki. It's important to write this stuff down so you can remember it all. Let the ideas build up and then go over them and think of a way to make all these separate ideas come together.

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fc435b  No.32638

i dont think its even worth making a game, I've spent 10 years of my neet life playing vidya all day, and 90% of the games I want to play have been done 20 years ago. I'll often find myself thinking up of an idea for a game, and then find out its already been done on the SNES and it's 100times better than something I could ever do.

You should just make assets and templates for a preexisting engine since idiots are asset flipping and pushing shit onto steam and other platforms.

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84a571  No.32642

Between old games being clunky and new games being made for the lowest common denominator, there's not many games worth playing. That's the niche to fill.

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04344a  No.33233

>>31930

>I know a dude who thinks Minecraft and Rimworld are new things, even though they blatantly ripped off Dwarf fortress

Are Minecraft and Rimworld not good games? If they are good games, I don't understand the argument you're trying to make. OP is asking for help coming up with ideas, not making the next Doom.

>Every ones just reusing old ideas and adding a twist to it.

Aka the history of mankind.

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File: 240b7a6cde5568c⋯.webm (1.78 MB, 1280x800, 8:5, sample20161009_18.06.37.webm)

File: 84883849d8b330d⋯.gif (1.14 MB, 1292x843, 1292:843, morelayers.gif)

c7f4fa  No.30539[Reply]

Hey fellow nodevs...

This thread is for the development of Jack-o-Nine-2 slave training game, or JoN2 for short

First of all, I was just want to say that I already had a dead thread in /hgg/, but since most of the traffic there is just about brainded horny anons, it was frustrating finding any input that mattered

Second, I first start this project about two years ago, I did some nice progress for a long while but it remained half dead for most of that time, including some HD crash that really crashed my motivation

now I'm back with a newfound motivation, and mostly because I got a lot a free time now and need a creative outlet, I really think its a good idea even though I have very little chance of getting anything back

So what the game is supposed to be about? its basically a spiritual successor to the original Jack-o-Nine-Tails

at first it was supposed to be more of re-write of the original in sensible code, but now I'm aiming to distance myself from it for a simple reason: the game was boring

though the original had a really good slave training mechanic, you need to manage your slave body and mental health, in sort needing to break her in without breaking her mind

however the game was mostly constituted of stolen random pictures that didn't fit together, and somewhat unplanned by design, but having very bad ecchi content,

thus failing at in main objective, that is to be an hentai game, what I want to do instead is inherit that slave training depth while also giving it good hentai to fap to

For that task I've chosen godot which is a reasonable featured open-source engine and easy enough to work with (which I'm sure most of you know it already)

I'm aiming for the same basic navigation design for the overall game, just menu based navigation, with the occasional dialog or something else, in general daily training aspect will be the same

and of course one of the biggest let downs were the unrelated stolen images, my idea was to break this by introducing paperdoll mechanic, where you have a whole Post too long. Click here to view the full text.

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9b4ddf  No.33036

File: 2de790d1c3aebf5⋯.jpg (67.76 KB, 600x854, 300:427, necropost.jpg)

Heya there folks, original developer here, bumping this up from beyond to ask some two serious questions.

The first is that I sort lost hope with this project on the sole reason that I may never be able to make a reasonable income with it, given stolen graphics, music and everything else, the only thing I could claim as my own would be the code.

This was a long time realization and reason why I never really devote much to it, while focusing on my normie life, studying finding a proper job for my wanted career, taking care of my health and relationship with a real woman.

The bad news is that much time has passed and everything went to shit, still failed to find a job, gf broke up my heart nearly myself with it, relapsed into bad habits over porn consumption and now am sitting on huge amounts of free time on my hands.

So naturally, while I'm still working on improving myself (while also trying nofap), I'm sitting on huge amounts of free time that in turn brings me more anxiety and lack of motivation, so I've considering taking back on the project, even if just to pass some time.

So what I'm really asking here is for some insight from you bros that have been developing steadily for longer, I usually go into this devoting too much for some weeks literally only this, only to burn out later and completely leave it behind, I've guess in the end is not really what I would to be focusing on life right now, but its still something I liked to do.

The only way I could see getting some income from this would be to open a patreon page solely for supporting development, not for releasing the game as I intend it be open/free and I wouldn't be able to sell the assets anyway. But even then to get even the smallest of support I need to devote a lot of time and work to show off and to get some decent demo going on.

So help me bros, and its even a contradiction here since I want to steer away from degenerate content, but I guess creating it is better than falling in consuming it.

Another point that I want to make as well, with the possibility of giving it up for good, is that I'm open to pass the torch on to someone with interestPost too long. Click here to view the full text.

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e6da1b  No.33039

>>33036

Honestly, it looks like you've got a pretty decent amount of work under your belt. I think it would be absolutely wasteful to do nothing with it as it stands, though the borrowed art assets will definitely prevent you from monetizing it.

My personal advice is to spend some time researching similar projects and find out how much they're making, and observe what characteristics set them apart from their competition. See what sorts of themes and settings are popular, and try to keep that in mind when making this sort of thing.

My strategy in this regard is actually to look for a successful NON-erotic franchise that gets a LOT of rule34, then deliver something similar with an erotic twist.

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9b4ddf  No.33042

>>33039

Thanks, I did have a lot of work put into it, and I believe the design and finished product could be great. But at the same it will require a lot more of work as well, and then a good amount fiddling to find the best values for the mechanics and a whole lot more in terms of content filling.

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dbc778  No.33182

>>33036

I loved original Jack o Nine Tails and I've been drawing up some mockups, documentation and fiddling with renpy(cant code, and not the best engine for what I want but oh well) for the few past days because I've been wanting to start my own project for some time. The problem is it's very hard to start properly because there are so many things to do and I don't know which one to do first.

I'd honestly like to help you or work with you, the problem is I don't know any programming language or how to draw which are both extremely important. Writing is the only thing I could do with a modicum of skill and you can get away with text only, at least until you get Patreon neetbux to hire a decent artist for some scenes.

My game idea is inspired by Jack o Nine which is why I'm in this thread in the first place, just trying to scour through everything I can to see what people liked/disliked about it and get as much info as I can while working on my "game".

Lore and setting background are done to the point where I know where I'll be heading but not to the point where it's fleshed out. The nature of the setting means you can put in almost anything and keep it consistent, which is exactly the reason why I've designed it like this.

When it comes the the mechanics I'd like to implement some turn-based small scale combat that is at least somewhat fun, a raiding mechanic which would be part turn based-part VN style choices(not sure about this yet) and a slave management mechanic. Also some basic gladiatorial combat and hippodrome races(like blues and greens, except there would be 4 different teams to reflect each faction, maybe add some hooligan shenanigans for fun).

When it comes to slave management, I liked how the Oldhuntsman did it but it seems to me that he put excessive amounts of unnecessary complicated mechanics. Also the fact that every slave was randomly generated was boring and the grind was tedious. I'd like to add generated slaves you get from raids for instant H-scene gratification, but also uniques that you needPost too long. Click here to view the full text.

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9b4ddf  No.33187

File: cffc62e2f8dd5e3⋯.webm (1.76 MB, 1288x836, 322:209, preview-2018-03-16_15.50.….webm)

File: cd9b541c3e6e147⋯.webm (3.5 MB, 1288x836, 322:209, preview-2018-03-16_16.03.….webm)

>>33182

>because I've been wanting to start my own project for some time

I'm just going to warn you right there, how it is to do a project of this type all by yourself, specially if don't know programming or doesn't have any idea of what you're doing.

>I'd honestly like to help you or work with you, the problem is I don't know any programming language or how to draw which are both extremely important. Writing is the only thing I could do with a modicum of skill and you can get away with text only, at least until you get Patreon neetbux to hire a decent artist for some scenes.

This would be the kind of help I would have liked some time ago, I would still do with this stolen art (check attached), since I think even comissioning my own would be a major task to undertake, with the dangers of bad quality, bad commitment on the other part, specially being the internet and all.

I also think that my idea is quite different than what you had in mind. For one, the original Jack did not have randomly generated girls, it had tons of custom tailed girl files with their own stats and images, this is just something that made managing in that game a sort of a nightmare. Another thing is that the detailed slave mechanics is what intrigued me the most, so I would want to mimic or at least improve on that. And finally, that while you work on your slave stats, I would change completely on how the H is delivered, in a sense that you can certain scenes when unlocking stats/selling slaves/specific jobs, where there would be actual VN style scene, much like other KISS games and HRPGs if you ever played one. So in turn it would have any side minigames either, like fighting or other stuff like that.

So what I wanted to show in these examples here was the positive point of the random/customized paperdoll style thing, I would slave would generated with randomized attributes and body, so you can have a proper representation of her in every specific scene, clothes, tattoos, and other appendages are additional attributes, and then when writing the scenes up you can check on each addiPost too long. Click here to view the full text.

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File: 8e68017f397358e⋯.jpg (15.74 KB, 458x190, 229:95, IMG_20180524_005146.jpg)

ac0d3c  No.31544[Reply]

I've been in a slump for years and haven't been able to wrap my head around this. Are there any good resources for learning GML?

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235056  No.32122

>>31790

Nothing that I know of, except maybe the weird GUI.

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bf2bac  No.32785

File: b5b599f7ba09445⋯.jpg (54.5 KB, 900x900, 1:1, b5b599f7ba094459a436be3ece….jpg)

>>31544

Anyone got a dl link? need the pro edition

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9cb61e  No.32908

>>31544

When I was 10 (9 years ago) I learned it mostly by using a "game" someone uploaded to the site which converted D&D to GML to help learn how to do things in GML. I used it as a reference when I would get stuck. I don't remember if my code was any good though. Considering I was a kid and just learning at without using any sort of guide, it was probably pretty bad.

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c60625  No.33092

>>31544

Just use the Help guide. The whole language is explained there. Also tutorials, like >>31574

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863204  No.33165

Out of curiosity, if I made games within gamemaker and had a site associated with them, could I sell the games on that site DRM-free as a steam alternative? Would that be within what the developer license allows?

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File: 73585b814ec98db⋯.png (14.72 KB, 1113x346, 1113:346, 1.PNG)

0c1988  No.33075[Reply]

Users on my Discord recommended I share the game more so here I am; The Bad Grammar Loliconman to present:

Lolicon Market.

https://loliconman.itch.io/lolicon-market-02-finalnsfw

Lolicon Market is a text-based (Lolicon/Shota) dating sim. While the game is still being improved, I pride myself on user input and a multiple choice story where almost every choice has an effect on the story; from massive to the hypocrite.

The game is the first game I ever made with twine and...Well, I was banned from twine discord instantly and told I could never host it on their site due to the Admin being triggered. I respect honesty and love to receive both good and bad input, but if you're not a lolicon I'd recommend not to even play it.

Hope you enjoy, next update coming out on the 15th to remedy small bugs and most of the typos.

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127a2b  No.33147

File: 6366249864f4395⋯.jpg (20.56 KB, 340x277, 340:277, dejected loli.jpg)

>>33075

Wait but Mister, if I was abandoned by my parents and told to take care of a newborn baby girl, I'd make sure she turned into a good woman! I wouldn't be angry!

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127a2b  No.33150

File: e4ef76d611af8c7⋯.jpg (125.15 KB, 601x583, 601:583, smug_kuroko.jpg)

>implying I'd let my sister/daughter anywhere near a public school

>implying I'd let my sister/daughter/ anywhere near my degenerate habits

>implying I wouldn't let them go for my sister/daughter's sake

Anyway, definitely needs some editing work. To name two examples, "gestor" should be "gesture" and

>"'You’re doing well! Don't be shy, my sister here to be your new friend.'"

is missing an "is" between "sister" and "here", though even then the sentence sounds a bit off.

Otherwise I kind of wish there were more customization choices. Even if simple, like hair/eye color. I'm still playing through it, but so far I kind of wish there were more options; feels too linear.

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127a2b  No.33151

File: e6f249412f791dd⋯.jpg (140.91 KB, 900x636, 75:53, wutkit.jpg)

>>33150

>Soon after your sister begun grade school, you often see her with her two friends you introducted to her.

Wait, there was another? I only met Suika.

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127a2b  No.33152

File: bfc3eb9f5389ea8⋯.jpg (52.91 KB, 594x439, 594:439, newspaper_really_m8.jpg)

>>33151

*Suiko

>daddy has anger issues normal temperature for modern first-worlders

>scold daughter

>get pressured into apologizing

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127a2b  No.33161

File: 9a980a173c6a76a⋯.webm (2.09 MB, 568x360, 71:45, SWTOR_-_le_Dark_Side.webm)

File: c28374c9b213974⋯.gif (426.7 KB, 200x198, 100:99, wait_what.gif)

>mother is a CEO

>cannot afford the bills whilst paying for the condominium

Don't remember, but is he just paying the bills, or mortgage as well? If the latter as well, why doesn't he just move to a smaller abode? If he isn't allowed to sell the house, why doesn't he change the ownership? If it's more complicated then just visiting a government center, why doesn't he go to court? Doesn't really matter, and I understand that the point is that the parents really don't give a shit about their children, but still.

Also, the default age says "18", but now I'm 24? Then I think it says I'm younger again, I don't know.

>have a thing for tomboys

But I don't actually I do, at least not Jewesses, unless she was supposed to be Anglo-Saxon-Hibernian shouldn't I be able to choose? Or is it based on how high the love meter is?

Otherwise, I select options that read, for example, "Smoking isn't for everyone", yet then there's all this extra stuff I did not anticipate when selecting. Vid related.

Also, I don't remember meeting Redia on day 2. Also also, what was that about the sister and her room? Is it revealed later or what? Most people would ask why everything strewn about and why she's crying.

I don't know if text games or Japanese VN are like this, if so, then I guess I shouldn't complain too much. I have not really played VNs. Anyway, I enjoyed it (really, there's something comfy about games like that), but the earlier chapters definitely need to be tuned before continuing.

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File: 1468984365204-0.png (14.79 KB, 640x480, 4:3, scr4.png)

File: 1468984365205-1.png (2.67 KB, 144x234, 8:13, vhurt.png)

File: 1468984365205-2.jpg (72.47 KB, 800x600, 4:3, wallpaper-rpg-maker-xp-typ….jpg)

File: 1468984365205-3.png (21.16 KB, 640x480, 4:3, scr3.png)

c160c1  No.27315[Reply]

I see some really neat rpg maker projects floating around (space funeral, Yume Nikki, Off, etc) so I decided to give the program a serious shot for the first time in a year

http://gamejolt.com/games/demon-waltz/166884

For a little thing developed in the span of three weeks, I think it came out alright.

I avoided the typical pitfalls of RPG maker games (generic fantasy cliches and tropes, stock assets, etc) and i tried to take some pointers from devs like thecatamites and ToG in making this nonsense.

The program is very, very restricting unless you feel like picking up ruby and/or finding a fuckload of custom scripts. I used XP, by the way, and earlier versions don't even have support for custom scripts.

If you want to make a 2d jrpg, it's okay. Obviously, anything much different than that isn't going to work well.

It does what it says it does well, but don't expect any more.

Anyone else have experience with this shit?

http://gamejolt.com/games/demon-waltz/166884

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e14764  No.31597

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f65b46  No.31619

>>27315

Does anyone know any good resources to learn the RGSS for RPG Maker XP?

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72304c  No.32331

>>31619

First, learn Ruby.

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f8fb35  No.32448

>>31597

Thanks for sharing man

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03551d  No.33002

>>27427

This issue keeps happening.

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File: f98e3d133642911⋯.png (Spoiler Image, 154.5 KB, 929x695, 929:695, Ike.png)

9d44e8  No.32969[Reply]

Can Breeding Season ever be finished? It's very much playable, even replayable in the state it was in when the dev team went to shit. I think if they just finished the artwork it would be a 10/10 game.

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File: 3702baa4bd06b25⋯.png (1014.01 KB, 652x567, 652:567, dogo saving a hoe.PNG)

44e089  No.32778[Reply]

I've been trying to finish a game(s) for 5 years now, but often abandon projects once it comes to the asset/art development phase. I can program, but my art skills are very poor. So here's my question, should I:

1. Focus on Blender, make 3D games and use those skills to make stuff on my 3D printer. Maybe start selling models on the side once I'm talented enough.

2. Focus on pixel art and digital art in general and make 2D games. Would allow for my projects like >>32466 to go a lot faster.

I'm already trying self-improvement, working, and studying programming, so I can't learn both. So I'd like some external input and to hear what some of you would/have done when in this situation.

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8469b7  No.32780

>>32778

Nigger what the fuck are you doing?

You're shit at art but are asking if you should re-specialize in making 3D models and sell 3D prints of them? It doesn't even sound like you have any idea whether to make 3D games or 2D games.

Before you do anything else, figure out what you actually want to be doing, and then learn whatever you're lacking to get it done.

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8a0e6b  No.32781

>>32780

I know how to make games, as I said, I'm a programmer. I'm asking whether it'd be more advantageous to go 2D or 2D and listed some benefits I can see, including being able to 3D print my models and potentially sell 3D models if I get good enough.

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fbe18d  No.32782

>>32778

3D modelling would give you way more options, definitely. Not just because you could use it to make your own models to print or sell, but you could also become a 3D animator, which is a pretty big market. In comparison, learning how to make pixel art is only useful for making games. Also pixel art is insanely boring unless you happen to really like it. It's a very time-consuming process that involves staring at the screen for entire afternoons moving single pixels around.

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a291de  No.32783

Use all the free 3D models and props that are floating around the internet to get your game off the ground, then just buy the models you need. There are plenty of 3D artists that will take commissions.

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4f4671  No.32868

If you learn 3d you can throw your models on the unity store and make money from retards making shit games.

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File: 16d956d201d4332⋯.jpg (133.28 KB, 1920x1079, 1920:1079, Screenshot_5.jpg)

99f192  No.29911[Reply]

How much does the average Steam game make in the first month?

nota bueno: by average I mean games with 20-40 reviews

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3c4612  No.32669

>>29944

God damn you have shit writing capabilities. I needed to skip over a majority of your sentences. Instead, I visually located the few words that held the real meaning to what you were communicating. Then I mentally attached those 4-5 words together at the end in order to conclude what you had just written. If I were to read each word in your sentences, I would go insane, or be filled with rage.

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504371  No.32670

File: a03162cc25b20b7⋯.jpg (22.89 KB, 300x400, 3:4, aAd1OQ0_700b.jpg)

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1c2914  No.32674

Not a cent from me.

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1915ff  No.32733

>>32669

*copys*

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671afb  No.32764

Here are a couple of GDC talks that go in-depth about making money selling games.

https://www.youtube.com/watch?v=uy0Dfr-mnUY

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

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File: bf4cb12ae48741b⋯.gif (268.85 KB, 576x324, 16:9, running.gif)

4a4479  No.29265[Reply]

Brass Golem just came out. You can render Blender projects in minutes for mere dollars worth of USD.

I'll be dumping images rendered using it and the time it took to render them.

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98ec9f  No.30489

>>29285

>>30434

Is this a thing where you're told to go to a different board? I've been from:

>>>/b/ to >>>/v/ to >>>/agdg/ >>>/3d/ to >>>/artass/ to >>>/bog/ to >>>/liberty/ to >>>/israel/ to >>>/white/ to >>>/black/ to >>>/pop/ to >>>/agdg/

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a08d3d  No.30504

It's still in alpha but it works well and it's free atm!

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a87a9d  No.30519

>>30489

It's called receiving correction, it happens when someone posts stuff that doesn't match the board topic / is an obvious shill.

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4888fb  No.32737

>>29265

>for mere dollars worth of USD.

wtf am I reading?

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88ceaf  No.32739

Those renders look like shit, you can render shit in real time better than that for free

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File: a2c4c45ae8ffcb8⋯.jpg (40.19 KB, 616x353, 616:353, 3915c756021dbb2a448944ccd9….jpg)

File: 46f0f971ba68fc8⋯.png (551.99 KB, 625x790, 125:158, HHLoss.png)

File: 3a856dac48dbeaa⋯.jpg (461.47 KB, 900x900, 1:1, Mightiest Nigger.jpg)

4a0854  No.32716[Reply]

Need a javajew to help codemonkey some mods for a Wurm Unlimited 8ch community server to go up in about 6 months. pay is optional. email mrfixitwurm at gmail dot com.

pleze help out last codemonkey literally fukkin died on us

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8fc389  No.32718

File: f4da09574131a85⋯.gif (1.92 MB, 550x309, 550:309, HAHAHAHAHA.gif)

>last codemonkey literally fukkin died on us

I know who he is, and he is working on my game now HAHAHAHAHA

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