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

File: 9327178766c7eee⋯.jpg (38.13 KB,673x456,673:456,2b.jpg)

eec38b No.33318 [Open thread]

NSFW Loli for us

VN/ RPG about a dude in a place where adult women are loli.

3 posts and 1 image reply omitted. Click [Open thread] to view. ____________________________
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eec38b No.33323

File: 4c6f11d31b52822⋯.png (651.5 KB,845x1476,845:1476,3.png)

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205a1d No.33342

File: 4c5c98c1aa7a6f2⋯.jpg (99.55 KB,1280x720,16:9,black-bullet-1006.jpg)

>>33323

Is that your art?

Looks good

Also I like the idea, like Planet of the Apes, but instead you somehow end up on a loli planet.

I would never leave

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cd3349 No.33345

The probability of this being actually made is -120%

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92ba70 No.33363

there's a version on git and a download in itch.io

you don't want to see the placeholder art so just give me some time to draw pictures

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eec38b No.33396

Its still being worked on.

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File: b5758d1befeafee⋯.png (514.36 KB,640x479,640:479,ClipboardImage.png)

a29899 No.33356 [Open thread]

How is the process of finding out how to modify a game?

How do you find out the format of the files, the scripts, etc?

And in programming do you have to add some logic to make the game "modifiable"?

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ca2c78 No.33373

File: 5fe52f0487279f2⋯.jpg (21.7 KB,352x300,88:75,rTr5OP2.jpg)

That is a very broad question. In some games all you can do is change textures or models. Some games have some kind of scripting system which you can use to add your own content (like Elder Scrolls Construction Set). Some games have a community of absolute madmen who reverse-engineer the game code and add all kinds of crazy shit, like Super Mario Maker 64, various Pokemon romhacks, Zelda randomisers etc. Technically you can reverse-engineer any game and add what you want, but realistically you will be dependent on whatever tools the community has.

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72ff63 No.33390

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File: 229af92ed128058⋯.png (264.69 KB,1280x800,8:5,fall_demoday_new.png)

6ad3af No.32567 [Open thread]

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

Demo-lition edition

>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.

36 posts and 24 image replies omitted. Click [Open thread] to view. ____________________________
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b76ee7 No.33043

File: 7c82a99ea049beb⋯.png (84.16 KB,800x600,4:3,153964075872.png)

>>32602

Interesting idea, however, link and pic-related.

https://en.wikipedia.org/wiki/Meme

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f80875 No.33295

>>33043

That + politics. I get why more and more people are moving to much more moderated communities to try and avoid the current "culture". My inner tinfoil-hat tells me someone is behind the mass dumbing down of millennial's and Gen X who'd otherwise oppose the status quo. More realistically though, it's probably that but to a larger extent just instant gratification and shortened attention spans.

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21ebb6 No.33310

>>33295

Why would somebody have to be behind it? Humanity was given the society it wanted. As long as you can show up to work every day, then society is designed to keep you alive. Kinda like how cows don't need to do anything except eat grass and grow. The side-effect is that people become stupider. If there's no reason to learn things, then most people are going to be perfectly content going through life ignorant.

We also insulate ourselves from danger. Initially this meant protecting our homes and families, but slowly things have gotten worse and now people want to be protected from thoughts that make them feel uncomfortable. Eventually people will get scared by anything they aren't familiar with. The scariest thing is that humans want this. I once had a supervisor complain to her boss, saying "he makes me feel unsafe". This was in a fucking factory lol. We have these people in the blue-collar industry now.

Anyway this rant doesn't belong here really. My point is that people are perfectly capable of destroying their own society without any external force.

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e1bcf9 No.33350

>>33310

>Humanity was given the society it wanted.

Not really. Colonialism forced this way of life upon the rest of the world.

They didn't want it, they were forced to accept it. And it doesn't end there.

The forced institution of fiat money puts everyone into debt slavery.

The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

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d8b4ec No.33386

YouTube embed. Click thumbnail to play.

>>33350

I wasn't making the argument that you as an individual wanted this. It's what out society collectively decided. I live in the west and therefore I talk from a western perspective. There are cultures out there that do things differently, but so far it seems that capitalism is the only system that's working. Unfortunately it's also self-destructive.

>The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

Debating this would require a comprehensive explanation of how economies work. I'm not prepared to do that here, however The Ascent of Money is a good primer.

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File: 1401b7b50993517⋯.png (1.26 MB,1280x705,256:141,Screenshot at 2018-06-09 1….png)

3d476d No.31634 [Open thread]

I spent almost a year making this shit. Its a clone of Wizardry in RPG Maker MV and I have no idea how to release it. I want to submit it on steam but i have no money to pay for the publishing fee.

Features

-Job creation system (Fighter, Mage, Priest, Theif, Bishop, Lord, Samurai, Ninja)

-Job change system

-8 floors of 3d dungeon exploring + puzzles (although not very complex)

-boss fights

-super hard difficulty

-90% grinding and

-terrible graphics, all prerendered no animation

-cursed items, chance of permanent death on revival (just like in the original wizardry),

4 posts and 5 image replies omitted. Click [Open thread] to view. ____________________________
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e31fad No.31702

Isn't the publishing fee like $100?

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78931b No.31724

>>31702

In the ex-Second or currently Third World, that can be a significant portion of the average paycheck.

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a94a56 No.31936

What is it about Wizardry that interested you to re-create it? That's an obscure taste in 2018.

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16b080 No.32119

>>31634

how many testers do you have, how many hours have they spent beta testing, how many hours long is the game

publishing on steam is a beast in and of it self. doing a non-shit job is a lot more expensive than the publishing fee.

But two hours of man labor is plenty expensive on its own.

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a5ba5b No.33362

>>31634

Damn dude I love Wizardry, sign me up.

>>31640

Is it not possible to heal using your priest and then recovering his spellpoints for free by sleeping at the stable?

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File: 5748bf55776e029⋯.png (347.74 KB,1141x835,1141:835,gremlin party.png)

File: ad704733d381ff8⋯.jpg (634.19 KB,977x1200,977:1200,gremlin kc.jpg)

File: cc06c0fa7a52ece⋯.jpg (199.89 KB,714x842,357:421,lackadaisical gremlin.jpg)

File: 1836ca70039923c⋯.png (163.33 KB,895x893,895:893,gremlin ohayou.png)

File: 254e9107f160736⋯.jpg (352.27 KB,2800x4000,7:10,gremlin chemist.jpg)

ef6099 No.33333 [Open thread]

reminder to keep designing your games so you can attract a gremlin waifu

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7195ef No.33334

File: 338ccf1bf9fd33f⋯.jpg (49.81 KB,500x476,125:119,338ccf1bf9fd33f5bbae21d869….jpg)

>>33333

checked

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3c85ba No.33344

File: e009b238391a009⋯.jpg (62.84 KB,597x335,597:335,dubs.jpg)

>>33333

We have our orders boys

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File: 27b2ccf2361e7c7⋯.webm (729.24 KB,1440x1080,4:3,dedwarebulletin.webm)

File: 5b6561c10e626be⋯.png (235.08 KB,640x480,4:3,1.png)

File: 34aef1d1ab486f5⋯.png (280.39 KB,640x480,4:3,2.png)

File: c5d3de5b60f005e⋯.png (241.75 KB,640x480,4:3,3.png)

c68676 No.33283 [Open thread]

____________________________
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3a7468 No.33285

About what? The awkward video or the unreadable screenshots?

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37e0fb No.33322

>>33283

Wait what is this?

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File: eddaa23753b69d7⋯.mp4 (15.81 MB,1920x1080,16:9,Shitty demo.mp4)

e33b85 No.32310 [Open thread]

I'm looking for suggestions for my desktop mascot program. That and I also want to share my progress. As to whether you can consider this a game, there's a togglable WASD so I consider it so. That and I plan to add extra gameplay/ interactions down the road.

So far it has gravity, can be thrown around with velocity and that's about it. It also reads all its sprites (placeholder) and movement variables from an XML file; allowing anyone to easily mod themselves a custom mascot.

I also plan to have to wonder about the screen and walk on open windows by somehow finding solid color blocks of pixels. The goal is to have a nifty desktop companion that's superior to the Chii one that's also included in the video. I also plan to pay an artist for custom sprites.

That being said, any ideas on features I can add? I'm trying to make it both entertaining and somewhat useful beyond eventually supplying the user with >>>/robowaifu/ propaganda.

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b43593 No.32614

Requests:

The character should be more bouncy. If you drop her form too far up, she should bounce once before stopping on the ground. Same for the sides of the screen. Physics are cute.

Also, does the system you have support using animated images? I think that might be important in the future.

Bug?:

If you grab her midair, she'll stay in her falling animation.

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e33b85 No.32615

>>32614

I like the bounce idea, I'll see about adding it. As for animated images, the images used are gif so there shouldn't be any trouble using animated images. You can test this by replacing the frames in Data with a gif of the same name. If not I'll see about adding it.

> bug

thanks for reporting it. The next big feature apart from another code refactoring is the animation state manager which should handle all animations and fix these issues. I appreciate the feedback, it'll make the next update a lot better.

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464f0a No.32623

>>32615

>You can test this by replacing the frames in Data with a gif of the same name.

The two .gif's I tried animated only the first 2 or 3 frames, which made them look awkward.

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bbd928 No.33234

As much as I like the idea of desktop mascots, they do occasionally get in the way, so maybe a way to put them in time-out while you're busy would be good.

Drop in a kotatsu, a cardboard box, a bubble or something and put them in it while your busy, then when you don't mind them wandering around and interacting remove the 'time-out' object.

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3ba463 No.33290

File: fdbba102c015b7c⋯.jpg (108.59 KB,768x768,1:1,drinking my problems away.jpg)

>>33234

Genuinely a great idea. I might as well use a box and throw in a Metal Gear reference if I ever get around to it.

Off topic, but like most of my projects I've once again burnt myself out once art became an issue. So I think I'll henceforth just try my best to improve my coding alongside learning to 3D model + maybe some light art. I'm not a genius so I dunno if I can actually get good at multiple things like that. But hopefully in 2-3 years I'll be a skilled coder and able to produce good quality drawings and 3D models.

TL;DR - project is on hiatus because I'm autistic.

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

99636a No.33274 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread] 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 [Open thread]

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 [Open thread]

>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 [Open thread]

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 [Open thread]

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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