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See also: /ideaguy/ | /vm/

File: 1444032092787.jpg (47.1 KB,600x600,1:1,Adobe-Flash-Logo.jpg)

b0b50c No.22728 [Open thread]

So, at the school i'm at we're taught flash/AS3.0 and i just fail to see the value in deving with flash, since it's being killed at an ever accelerating rate...

So, is it even worth wasting my time trying to learn it properly or should i just do enough to pass the class and on my own time focus on some better language to make games or use some ready-made tool like RPG Maker (just a random example, bought them years ago) or game maker (isn't it free now?) or something like that.

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b0b50c No.27781

www.newgrounds.com

/r/webgames

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b0b50c No.27782

oh, and kongregate, of course

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f1f95c No.29335

f

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5291aa No.31805

>>22922

Nope HTML5 is rather 'penetrated'. Especially with webasm on the horizon and emscriptens asm.js optimizations that can convert C SDL into WebGL and similar web technologies for performant graphics.

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dc4bda No.31858

If you really want something like Flash, you're probably better off with OpenFL + its Starling port.

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File: d3268b4ff6547e7⋯.jpg (65.44 KB,384x548,96:137,RPG-Maker-VX-Ace-Free-Down….jpg)

939430 No.31839 [Open thread]

I'd like to make a game in rpg maker. I know it's not the best and that I should move on to something better/more flexible but for now I really want to just make something and it works for what I am making. I have VX Ace. Are there any recommended tutorials or things I should look into? My original idea before I scaled back had two battle systems although I don't see any good example of games that do that. I don't mind limiting it to just one but if anyone has any examples of that in VX Ace project let me know.

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File: 72118b577be6ba8⋯.jpg (8.08 KB,100x100,1:1,classics.jpg)

5437d2 No.31781 [Open thread]

Topic for little touches you can make to immediately make your game seem better, especially things you might not notice at first. One example, and probably the best thing I can think of, is text noises. For some reason, a lot of people forget them.

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400972 No.31788

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5437d2 No.31789

>>31788

the devil is in the [lack of] detail

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bb970b No.31826

Here are some things that I think instantly make your game better, and it shows to anyone considering your game:

>Effort put into the assets

In other words, try not to have your game have shitty repetitive music, grating sound effects, pixelshit graphics, mobileshit graphics, or rip your graphics from elsewhere (unoriginal graphics, Unity store shit). The game should try to be unique and stand on its own.

>Don't use over-extravagant animations for everything

By this I mean don't do shit that looks like it would be in an old licensed Barbie game, a mobile game, or some other shovelware. Really, you can look at a lot of trash games for examples of what NOT to do, and this seems to be a common one. It's a dead giveaway that you're playing literal shovelware.

>A nice, consistent art style and theme

Whether it's cartoony, anime, abstract, realistic, or whatever, there shouldn't be anything that looks out of place unless it is expressly meant to be out of place. Also goes back to original graphics.

>Attention to contrast/color theory

For example, in a platformer, the foreground should be distinct from the background. A player should be able to take a quick glance at the screen and tell what can be interacted with and what can't, and in what ways. Thought should be put into how the game looks in screenshots; what is the general tone of the game, or the particular level, scene, etc? How easy is it to see or miss things during play?

>Special attention paid to controls

How the game feels is really important to if the game is fun or not. If the controls are awful, you might have a game that is only fun at specific moments in the game and shit everywhere else, like certain 3d Sonic games. Key configuration/gamepad binding built in is good too, particularly if it works with whatever you throw at it.

>Bugs have been removed and the game is stable

Some bugs are okay if they are fun and don't break the game, but everything else must be fixed. If you can find a bug almost immediately when playing blind, then you just know the gPost too long. Click here to view the full text.

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5437d2 No.31857

>>31826

Thanks, this is exactly the kind of stuff I had in mind.

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File: 1b3e1187b982858⋯.png (96.03 KB,1280x704,20:11,DualSiegeNoFeatures.png)

File: 193002683dfd8c8⋯.png (37.7 KB,1294x726,647:363,experimentation4.png)

File: a33624c2925f3ab⋯.png (35.41 KB,768x500,192:125,Progress (2).png)

File: 94f48d2915aff1e⋯.png (128.45 KB,1278x716,639:358,PaladinsMap.png)

File: be2a0cc22a0bd87⋯.png (113.75 KB,1286x746,643:373,Snowyland4.png)

7c15ec No.29152 [Open thread]

WE'RE STILL LOOKING FOR PEOPLE, MAINLY LEVEL DESIGNERS/ WRITERS

Infinite Wars is a project made up from anons from 8chan that's been going for over one year now, at a slow but steady pace. I thought i'd make a thread here to show off progress and see if anyone would be interested in helping us out. These pictures are from several different versions, and as you can see most of the art is placeholder. However, codewise a lot of things are done and ready, and we're lacking in the design department.

I guess i haven't got much else to say, ill be back with some more info and screenshots.

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cd1503 No.31406

>>31317

you should, tho. you've been working on it for years, haven't you? So what's up with the rare progress?

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d00c0a No.31475

>>31406

no, im not the op, im talking about the 3d city.

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3fe94f No.31809

>>29686

>Not game dev

Levels are in games

https://www.indeed.com/q-Video-Game-Level-Designer-jobs.html

>Plenty of positions in game dev focusing specifically on level design

Are you retarded?

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74fff7 No.31813

>>29152

>MAINLY LEVEL DESIGNERS/ WRITERS

Learn good PCG OP, and you'll have an infinitude of levels.

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

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74fff7 No.31815

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File: 37a2c6b32f7638a⋯.png (341.36 KB,450x323,450:323,kitty-dj.png)

File: 1ab47b19390c3bf⋯.mp4 (881.81 KB,128x128,1:1,Cold Hearts.mp4)

File: fae3fb6ef54f562⋯.mp4 (1.66 MB,128x128,1:1,Foray.mp4)

File: d6368318aeecd5c⋯.mp4 (568.26 KB,128x128,1:1,Cirque de Société.mp4)

File: 38d2ee34667b36c⋯.mp4 (1.03 MB,128x128,1:1,But the Future Refused.mp4)

33c398 No.29215 [Open thread]

Switched from Gamedev to music to escape a creative rut. I think I've made a lot of progress in the last month.

I'm curious what sort of music other people are making/need, I notice some music related threads died in the April 1st fiasco.

I'm curious about the music everybody else is making, assuming you don't just use placeholder music and put musicdev off until the end. Maybe we can get a general going with basic strats for GAME-music.

To start, here's a classic 'interview' with Grant Kirkhope that the Gamegrumps did back before Jontron moved east.

https://www.youtube.com/watch?v=t70l-9n1rCQ

My own current goal is to create a wide variety of musical ideas, that I can cannibalize later for games. I'm better at dark-ambient-thudhop than anything but I fuck around with my software enough to put out all sorts of material; projects I can use as references later if they're close to a feel/sound I eventually need.

https://xenmen.bandcamp.com/album/ep-what-did-i-ever-do-to-you

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e82389 No.31511

>>31497

>lol why, what kind of game is it?

Forgot I made that post. Back then, the game was raw. The engine is done now. I'm doing stages, art, and sound now. An OST isn't really important. Sound effects are. I'm inept in all these things so it's taking a long time. It's a shmup.

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5695f7 No.31515

File: 33eff2736f76272⋯.jpg (159.18 KB,800x600,4:3,1526413853979.jpg)

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af53b2 No.31729

File: 9ebb500f58b088a⋯.png (74.09 KB,300x329,300:329,CCGM-Book.png)

read pic related and now I want to start. But I'm pretty much just a classical composer (little to no DAW experience).

Actually, the only musical influence I can really pin down for me is the sound of my own hitting the piano for fun. The thing I have most trouble at is writing in any style of music other than the usual sound of my hammering.

I've been trying to work out hypothetical games I could compose tracks for, determine genres I could emulate, etc. Recently I've been eyeing the idea garage sale thread here, for instance. But the vast majority of my composition sessions degenerate into hitting the piano for fun, pulling horsehair across a cello for fun, uttering mysterious chants to myself for fun, etc.

What do? I've been fooling with Caustic 3 and that's been fun, but I don't know how to think outside of my classical music box.

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b8894a No.31738

What DAW to use that's free, preferably open source that will let me write music using actual musical notation?

I have used pirated stuff before, Cakewalk Sonar from memory with a bunch of VSTs that were pirated, but I would much prefer to do everything legit.

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92457f No.31811

>>31738

maybe Musescore? It's for producing sheet music

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File: 2d10201cc13d199⋯.png (1.73 KB,102x62,51:31,Capture.PNG)

f6368d No.29059 [Open thread]

Sup /adgq/. I'm planning on making a sort of game backend thing with a database (MySQL? or maybe a higher performance one if it matters) and a front end in whatever. Would this be at all viable? I didn't try benchmarking latencies or throughput yet so I have no idea if it's going to cause issues loading object data from a database for a game.

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eb268f No.29174

>>29066

>discussion about tools that can be used to make games are not gamedev

Holy shit youre retarded

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995e46 No.29292

>>29059

SQLite is usually used for an offline database

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32ad3a No.29293

Woah, do not allow your database to be connected to in any way freely. That's begging to get fucking ruined. Create a server that communicates in some well-defined API (Protocol Buffers, Cap'n Proto, and homemade JSON are good choices), and use your database from that. There are way too many things a raw database connection can do to trust that. You should only expose the absolutely most limited functionality necessary.

That, and raw database queries are brittle. You can make changes to your database while still maintaining a stable frontend API if you use a server to broker your data. If you allow raw database connection, your API will be impossible to keep stable. This also moves all the server logic from the server side into your client side, which you don't want.

If your concern is "TCP messaging for various front ends", then bypass that shit entirely and use a proper message serialization library like protobuf.

Again, if you can access your database directly from the internet, you're doing it very fucking wrong.

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b39006 No.31798

>>29066

Okay, so on a distributed RPG on a website that lets you play, how is MySQL not part of game dev? Or for that matter, lets say learning Canvas for the game UI?

Please kys.

Systems engineering is absolutely salient if your making a game that isn't a stupid simple 2d platformer for one player.

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b39006 No.31799

Totally depends on what type of game you're making, what language you're using, and everything else. Your Op is utterly useless to garner any help.

Are you making a MMO type thing? Is it being handled by a dynamic back end like PHP/Python(Flask)/Node(Express)? How often does your volatile data change? You might want to use Memcached for your data. Is your client using something like Canvas/JS for the UI? Are you using Ajax for something like Websockets for multiplayer interactions?

etc.

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File: 243eda07dc91387⋯.png (62.39 KB,400x400,1:1,ClipboardImage.png)

377b32 No.31686 [Open thread]

Let's talk about procedural generation and random generation. Anything that gives you content while being a programming fag.

Do you know what Smooth Gradient Noise is? Do you know why it's important? Are you working on a routine to generate a dungeon floor, character names, AI? Let's talk about it.

I can provide a lot of help on this topic, I'm fairly knowledgeable about procedural generation. So ask your questions.

RESOURCES

Perlin Noise

https://web.archive.org/web/20160303232627/http://www.noisemachine.com/talk1/

Simplex Noise

http://www.csee.umbc.edu/~olano/s2002c36/ch02.pdf

LibNoise

This is a library that helps you to make interesting textures. These can be used for actual textures of things in your game, or maybe use them to build a height-map for a world.

http://libnoise.sourceforge.net

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b5dba3 No.31741

>Have 33x33 mesh, generate 2D vector values randomly on each point

>Interpolate between 4 corners to generate values

But apparently this isn't Perlin Noise unless you take surface normals?

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6e184a No.31742

>>31741

Specifically for it to be classed as "perlin" noise you need to calculate a dot product (surface normal I guess is one way to say it) and interpolate.

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10975e No.31744

I'm completely new to procedural generation but I'd like to use it to generate dungeons. I have no idea how to start, so I was wondering if there were any good examples or tutorials for starting with procedural generation

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bb0f19 No.31760

>>31744

Depends on what kind of game and what kind of dungeons you are making. If you're interested in minecraft-style generation, look at http://accidentalnoise.sourceforge.net/minecraftworlds.html

If you're interested in Daggerfall-style dungeons: http://en.uesp.net/wiki/Daggerfall:Dungeons

If you're after something nethack-style: https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php

And finally, there's also the classic Legend of Zelda style, which doesn't require too much explanation.

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10975e No.31763

>>31760

Thanks for the links, the nethack one looks very promising!

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File: b1e6eda98056a63⋯.jpeg (36.2 KB,451x326,451:326,images (1).jpeg)

a995b4 No.31560 [Open thread]

How does one balance the different genres?

Right now, I am working on a single player game involving skills and attributes of multiple player controlled guys, plus items and equipment that increase and decrease this. On top, I then have abilities of characters that affect these stats of other characters.

How do I balance? My first thought was to load it all into spreadsheets and tweak numbers and formulas in there before adding to the game code. Does that make sense? I am thinking I could run game move simulations in the spreadsheet?

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893c05 No.31563

Beta testing is probably the best option. There's a lot more to it than tweaking numbers though. Unit X might be superior when played a certain way against Unit Y, unless Unit Y uses Z strategy. Shit's complicated. Probably best to tweak as best as you can, and just hope nobody finds an exploit. If they do, you're gonna end up in the whole nerf/buff cycle. Also there's no need for 100% balance, it just doesn't need to be terribly unbalanced. People will develop strategies to counter minor unbalances.

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a995b4 No.31565

>>31563

How would I get the initial balance right? Or is it simply a matter of setting some "finger in the air" numbers and just tweak like crazy for 100's of games? Balance is extremely important to my game, so I want to try and be scientific about it. I know that in the end gameplay and experience wins over statistically accurate models, but if my game has 1000's of gameplay options, I think that doing this statistically will cover more scenarios quicker than just tweaking as I beta test.

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893c05 No.31573

I doubt there's a formula you can use to ensure the initial figures are balanced. Too many variables to consider. I think the only real automated solution would be AI vs AI testing. But AI would not play the same way as humans.

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f47436 No.31590

>>31560

>I am thinking I could run game move simulations in the spreadsheet?

Absolutely. Excel/VBA is a very good fit for what you are talking about.

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bdf380 No.31705

I've seen people taking a specific part of the throwing random action a million time by a CPU. They usually save the result in a hash table in which they key is a list of action/item/card... used in order in the test and look toward the ratio of success/failure by each key. It's extremly effective for card game apparently.

Sometime, when there's no absolute solution, you can only find your answer by doing empirical test.

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File: 48f56f34bcd1769⋯.png (201.81 KB,359x277,359:277,BreakOut_arcadeflyer.png)

59856c No.31391 [Open thread]

I was working on a city sim, but it's just too complex.

I like making my games from the ground up, making all the libraries etc. I have made a networked, multiplayer pong previously.

What's next? I remember reading someone saying making pong first, then make breakout, then make pacman etc. Is there an order I should be making games to get to the point of being able to make a sim city clone?

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1bf125 No.31421

File: 6273ed8c06cbc37⋯.png (203.11 KB,2256x1039,2256:1039,ClipboardImage.png)

This is what I've come up with.

Vehicle has a path to take which is a series of Intersections

-At each intersection it will look for a LaneConnection that connects it's lane to a lane that connects to the next Intersection it wants

-If it can't find one (it means the graph has changed), so recalculate the path

-The path finder should maybe have a priority queue to process stuck cars first so that they're not blocking traffic

-Needs to check if this intersection has lights

-If it does have lights, will only proceed on a green light to enter LaneConnection

-Needs to check if any of the blocking lanes have a vehicle in them. If it does, then it is blocked and will not be able to move forward into this LaneConnection

Intersections:

-Process Lanes in a round-robin way so that every lane gets a chance to inject a car into the LaneConnections

-Each lane is checked to see if there's a Vehicle there, and it's logic is processed.

-Then every other vehicle in that lane is processed

Vehicles travel down roads by measuring the delta distance between it and the car in front / end of lane.

-If the distance is getting larger, we can speed up at acceleration rate until no more than speedLimit or drivers speed limit

-If the distance is getting smaller AND the distance is less than the breaking threshold for this driver, we will calculate brake rate to match drivers speed before hitting them or 0 for end of lane

-d = distance between vehicle and leading vehicle / end of lane

-s1 = vehicle speed

-s2 = leading vehicle speed or end of lane (0 speed)

-sd = s1^2 - s2^2

-dr = sd / (2 * d)

-dr is the deacceleration rate to apply

-Vehicles should be processed from front of lane to back of lane

Vehicles wilPost too long. Click here to view the full text.

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000df3 No.31448

>>31421

I'll give a response some time soon, but don,t have the time to invest in a decent reply right now.

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56f9bf No.31449

>>31448

Whenever man, I'm not going anywhere. I appreciate the time you've already given me.

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000df3 No.31474

>>31421

In all honesty, we've approached the limit of complexity that a AAA studio's money-handlers are going to approve of funding. If you implement what you've got right now as a 3D simulation (using only x and y coords for movement), you'll have something special that non-technical people can admire. If you can find any nice assets to put over said simulation, all the better.

If you want to make it far more complex, however, here are some more considerations.

Does a car's position from point A to point B factor into lane switching? (ie, can two cars be side by side, restricting lane switching?) If so, can cars collide by switching lanes into occupied positions?

If a car brakes faster than the one behind it, is there a collision?

If there is a collision, how does this effect path finding? (ie will cars all get in another lane to avoid the lane with the collision?)

You describe the lane-switching logic as if the people will always make good decisions. Is there some percentage chance a person will make a bad choice?

What of stop signs and lights?

This could keep going, unfortunately.

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c1ed19 No.31564

>>31421

This is too complicated to start out with. There's a reason why the early Sim City games didn't have this kind of thing. Make a graph of interconnected intersections. Each path has a capacity of X cars based on various factors. Cars will try to path along the intersections to their destination. Each tick, cars will offload from one path to another in FIFO order. Then you can work on the other parts of the game.

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File: 1434966629202-0.gif (10.3 KB,256x240,16:15,battleto-snap.gif)

File: 1434966629203-1.gif (17.42 KB,500x447,500:447,nintendo_nes_ss_castlevani….gif)

File: 1434966629203-2.png (6.49 KB,256x224,8:7,Contra_(NES_version_screen….png)

5be8d7 No.18753 [Open thread]

Here is the deal. I am curious about something 8bit... or supposedly. The thing is, I am curious to how authentic a game must be when it claims it is 8bit. Would you rather a game look 8bit, by that I mean, adhering to the limitations of the NES, or would you rather it just look nice. Meaning not forcing the limitations for the sake of shoehorning authentication. How do you feel about this /agdg/?

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727b3e No.30560

use the ppu and apu core from a nes emulator but with modern control logic sans fpu arithmetic.

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727b3e No.30561

>>28134

nasir did it 30 years ago on an apple IIl

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426e18 No.30603

File: 8c7671ce1cb17a0⋯.png (636.68 KB,813x1181,813:1181,Roscoe.png)

Don't forget to include a scanline filter, faggot. Sprite art doesn't look right without it. Basic lines are bare minimum, bonus if you can simulate the color bleeding effect.

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c11458 No.30607

>>18753

I would accept 8 bit for art style, but I would avoid imposing limitations of the 8 bit era if it meant a game would be worse off.

However, there can be things learned about keeping code compact in genreal by learning why nintendo programmed games the way they did in the 8 bit era.

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3cc775 No.31557

>>28134

Yes, in fact it looks like all modern NES development is done by one-man teams

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File: 00668a4a740d603⋯.webm (8.7 MB,1280x720,16:9,Beyond.webm)

8a2373 No.31525 [Open thread]

With the help of a game design book that I've barely scratched the surface on, I've come up with what I believe may be the single best game idea I've had in my life so far. I'm a fairly skilled coder and math skills aren't a problem. In short: I have what it takes to develop this game and so much more.

I never finish anything. I'm a complete fuck-up that can't even take care of myself. I've got a mountain of psychological issues to sort through. What the fuck?

How do I unfuck myself enough so I can develop this game and sell it? I even got a guy with the same kinds of issues to help me out. So far we've been writing a design doc on a private wiki somewhere.

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8a2373 No.31526

I hope this isn't too off-topic, so let me shorten it.

tl;dr

How do you deal with the psychological demands involved in developing games?

Do you have psychological problems? If so, what have you done to mitigate them?

shameless self bump

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e05dac No.31528

>>31526

/agdg/ would have more than a handful of released games if we knew the answer to that.

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b7098a No.31540

>>31525

I haven't released a game myself, but here's my two cents on how to deal with psychological problems from my experience:

Pretend you don't have these psychological problems. Try to avoid acknowledging them and just try to live life as if you're perfectly normal. And whatever you do, don't treat the psychological issues as some kind of disability.

Telling yourself; "I can't do X, because I'm too depressed/anxious/whatever" will only lead to failure.

Good luck with your game!

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74aed8 No.31543

>>31526

i´m going to throw a hunch and say to use that on your game. Similar to what Neverending Nightmares dev had done. Try to convert that issue onto the game as a premise, mechanic or whatever and you might be able to do something different.

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File: 246c9c276c941ff⋯.png (25.69 KB,468x312,3:2,quake3-files.png)

401655 No.28201 [Open thread]

Hey /agdg/

I'm building a game in the Quake 2 engine. I'm learning C from online tutorials but I'm wondering if you guys know of any good resources for learning C.

I know realistically it's going to take a while before I'm competent enough to advance beyond scripting in the engine but I'd like to get started somewhere.

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c9e6e0 No.30386

>>30128

>>If you don't start with C it will be harder for you to learn how to manage memory

What you really mean is ASM, and on platforms such as Gameboy or Sega Genesis.

That's when you really start to do some crazy shit for memory management.

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5ada9e No.31488

File: eb43cc016953b39⋯.jpg (103.24 KB,1170x677,1170:677,xPPP2frontNback.jpg.pagesp….jpg)

>>30128

>If you don't start with C it will be harder for you to learn how to manage memory

TBH, the vast majority of developers never really need to learn how to manage memory at a deep level, nor should they. It's a tricky area to get right. If you really want to go off the deep end and learn resource management of all types, including memory management (as any true autist should heh), then you learn machine-specific ASM, not C.

Instead using C++'s RAII idiom gives you all the performance and efficiency in time and space that C (or even ASM tbh) brings, w/o nearly the mental burden on the developer. Software reliability goes way up on average, as does ease of maintenance.

The single best approach for any newb needed a grasp of C is to read and understand Ch27 of Stroustrup's PPP2.

http://www.stroustrup.com/Programming/

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96c021 No.31517

>>31488

This meme needs to die.

Managing memory in C or C++ is easy if you take the time to learn how to do it.

And if you're making a game, you should be programming your own memory allocator anyway.

And that means conforming to the C++ STL Allocator model so that you can use the STL containers.

If you're only interested in PC, your own allocator isn't as important. But the second you need to do Network programming, Graphics programming (with OpenGL or some such), or need to be able to debug your own fucking code with a debugger, you damn well better be able to handle memory.

Otherwise, every programming problem you come across will become a question of "what existing library can I leverage?", and you'll forget how to be a fucking programmer.

This is like telling a driver that they don't need to worry about petrol.

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64a6a3 No.31537

>>31517

>"what existing library can I leverage?", and you'll forget how to be a fucking programmer.

haha sounds like a suit

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1580b4 No.31541

>>31537

You know it

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File: a7e1d14673a98ea⋯.jpg (8.07 KB,225x225,1:1,16939458_1026195790848802_….jpg)

9fb86c No.31437 [Open thread]

So, I'm creating an adult game, and I need an artist to work with me.

If you have played Dreams of Desire, Depraved Awakening or anything similar, I'm creating something like that

I'm lookin' for someone who knows how to create 3d characters on Daz, blender(your choice), or draw on photoshop.

Well, the game is about a guy who just finished high school and lives with his stepmother and her two daughters. One night, talking to his friend on the internet, his friend comments on a strange website people are talking about. He tries to enter this site, which at first glance appears to be offline, but for some reason, a few seconds later the site gets a strange white screen, and upon looking at that screen the MC faints. When he wakes up the next day he begins to hear strange voices, and realizes that he can hear the thoughts of the people around him.

I'm trying to do something different

my main plan is to create a game with 2 or more storylines

a game without game over

if you choose a stupid answer

you'll have to deal with it

for the characters

The MC personality will change as you play the game and depends of the chooses you make

You have a OK mother, but she's kind smart and if you not take care about what you say

she may notice some things

you have an innocent lil step sister (we cant miss some cliches)

and an very smart older step sister

I do not want to talk about MC friend for now.

if you're interested, I can tell you more

Post too long. Click here to view the full text.
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c01b4c No.31441

>>31437

Sounds like typical ideaguy shit driven by "I want dat porn".

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9fb86c No.31442

>>31441

It's not, believe me

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a3ec75 No.31444

Your ideas are meta-tier unless you're already done or halfway in progress with storylines/routes manuscript and designs.

Games shouldn't be excessively "featureful" and if it is then it's considered as a sign that there is nothing holding everything together - a sign of weak story. The end.

A simple and compelling slice of life without using magic can top a "story with all that complicated magic nonsense chuunibyou bells and whistles".

>a game without game over

How?

A VN with 3D is just overkill.

If you are serious about 3D just do some yandere school clone or a pokemon-level of polygons (3D chibi).

I hope you're not that "babbys first dev" who just mixes everything good unders the sun into the blender. A game must be compelling not attention-grabbing.

Just use live2D.

Good luck.

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93a6c0 No.31445

So you can't provide good writing, grammar or spelling, you can't provide the art, what do you provide? Are you actually good at programming?

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225136 No.31509

>>31445

>good at programming

You don't need such thing for porn game.

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File: 78862f35b67aca8⋯.png (1.32 MB,1000x1425,40:57,nazi lich.png)

df1c44 No.31462 [Open thread]

My main game idea is too grand to be put into 2D.

My 2D engine is just about done, but I just can't think of anything to fully flesh out into a game.

So give me some concepts for a game to develop, maybe it'll inspire me to finish my engine.

Some genres I've considered:

>tile sandbox

>level-based open world

>multiplayer dungeon crawler

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d5685a No.31465

I posted a couple ideas to >>31374. Probably best to keep all the ideas in that thread.

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df1c44 No.31469

Got an amazing concept for a game that seems doable. Mods please anchor this thread even though board's super slow lol

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File: 6aec0a322e4f9dd⋯.gif (1.18 MB,498x278,249:139,1516220162220.gif)

7ac346 No.31392 [Open thread]

Is this a good tutorial if im looking to make something like world of warcraft?

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

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42c249 No.31407

>like world of warcraft

Well, figuring out how to make a server and database would be high up on the list of you want to make an MMO of any style.

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