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R:229 / I:182 / P:1 [R] [G] [-]

Progress General #6

Post what you're dithering on.

Previous thread >>24615

R:0 / I:0 / P:1 [R] [G] [-]

News/ Rules / Meta thread

Welcome to /agdg/.


Old news/meta thread got corrupted, image was lost, so I'm starting a new one.

We're going through time of turmoil yet again and it's understandable that many don't want to stay on 8kun. The agdg community deserves to stay together, so the wiki features a list of all the currently active bunkers and alternative boards:


Should this place become abandoned, it shall remain an archive of our efforts over the years.

The rules

Please discuss all aspects of game development here.

Make a thread for the game you are working, it will be lovely to follow your stuff. If you want to develop your game concepts or have small tech questions, go to the design/implementation thread >>29080.

Do not spam or dox. Spoiler any NSFW images. Spamming is defined as making the exact same post over and over again (I'm looking at you pickle rick), or deliberately trying to hit a thread's bump limit and will get you permabanned.

If a post or thread needs policing, report it and move on. Also, feel free to send any suggestions, critique and complaints in this thread.


R:2 / I:0 / P:1 [R] [G] [-]

Why hasn't everyone here yet banded together to form a single, unified indie studio? Surely one cannot deny that a team would make more progress, and do so faster, than individual devs could apart. Its worked for farmers and it can work for indie game devs.

R:263 / I:65 / P:1 [R] [G] [-]

Design + Implementation General

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources



- Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html

- Unity: http://unity3d.com/learn

- UE4 tutorials and resources: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4

- Godot: https://github.com/okamstudio/godot/wiki

- Sly: https://github.com/guildhall/guile-sly (2D)

- Xenko: https://xenko.com/ (2D/3D)

- Construct 2: https://www.scirra.com/ (2D)

- Urho3D: https://urho3d.github.io/


- Python: http://www.codecademy.com/en/tracks/python

- Javascript: http://www.codecademy.com/en/tracks/javascript


- WebGL fundamentals: http://webglfundamentals.org/

- OpenGL in-depth: http://wayback.archive.org/web/20140326132506/http://arcsynthesis.org/gltut/


- http://opengameart.org/

- http://www.blender-models.com/

Free audio

- https://machinimasound.com/legacy-tracks/

- http://freesound.org/browse/

- http://incompetech.com/music/

- http://www.mattmcfarland.com/

- https://www.fantasymusica.org/

Other stuff

- An in-depth walkthrough of making a full game from nothing (very, very long series): https://handmadehero.org/ (episode guide: https://forums.handmadehero.org/jace/guide/)

- Video series on game design: https://www.youtube.com/user/McBacon1337/videos

- About "juice" AKA game feel: https://www.youtube.com/watch?v=Fy0aCDmgnxg

- Sound effect creator: http://www.bfxr.net/

- Source code for classic id Software games: https://github.com/id-Software

If you know any more resources/tutorials, let me know.

R:97 / I:70 / P:1 [R] [G] [-]

Unconventional Warfare

UW is a tactical shooter with waifus.

Posting progress and answering questions and stuff.

Harsh critiques are welcome!

twitter : https://twitter.com/unwargame

R:48 / I:14 / P:1 [R] [G] [-]

Kike Klicker

Ever wished you could carry out Hitler's dream? Want to rid the world of those filthy Jews?

Well let me introduce "Kike Klicker", a shit knock-off of the somewhat well known autistic time waster "Cookie Clicker"


It's currently pre-pre-pre-alpha, honestly just uploading this version for shits and giggles.

Suggestions welcome.

R:0 / I:0 / P:1 [R] [G] [-]

In case anyone still doesn't know, most people left 8kun some time ago due to technical problems with the site, disagreements with the rebranding (8chan -> 8kun) and other things that came along with it such as the disclaimer on posts, and the final nail in the coffin was some controversy regarding loli imagery.

The /v/ userbase split into 2 major parts, https://zzzchan.xyz/v/ for people who didn't like Mark (the original /v/ BO), and https://8chan.moe/v/ for those who did. Both have an /agdg/ thread.

There's also an /agdg/ board that is connected to zzzchan through a "webring", though it's not very lively:


R:0 / I:0 / P:1 [R] [G] [-]

Infinity Cup poll

Hey guys, /icup/ here with a question on how we're going to handle the next iteration of the Infinity Cup ( https://anon.cafe/icup/ )

We're trying to poll whether certain boards are interested in playing in the cup, or if there's some specific team that you'd like to see play. If you want to, please answer or add your own answer to the poll in https://poal.me/6x3j1u

R:8 / I:8 / P:1 [R] [G] [-]

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

Lolicon Market.


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.

R:8 / I:3 / P:1 [R] [G] [-]

How much time do you guys split between deving and gaming?

Genuinely curious. I'm in a trap. Every game feels like a huge waste of time, but at the same time I am feeling some burnout and need to relax. Playing games seems like it'd be a good way to re-ignite my passion, but I can't even pick them up anymore. Is anyone else suffering this problem?

R:8 / I:2 / P:1 [R] [G] [-]

Does anyone even still post here?

R:12 / I:0 / P:1 [R] [G] [-]

So I have actual experience with coding in multiple languages, but for games I mainly use Construct 2 for development due to simplicity, etc, etc. I have my own minor problems with it, but I'm gonna be taking on a larger project soon, so I'm wondering if learning godot would be a better choice.

Note that I took a quick look at the docs before, and it looked a little complicated, so I passed on learning it...

R:77 / I:24 / P:1 [R] [G] [-]

Hellas: MMORPG in Ancient Greece

Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft.

Combat, talents, leveling and gear inspired by vanilla WoW.

>Build persistent structures

>Found or join a city, and (optionally) share tools, resources and storage

>Declare war on an individual player or a rival city

>Engage in trade

>Unlock new tech through crafting and construction

>Use vehicles to cross rivers or move goods

>A mix of history and mythology

Still a ton of work left to go, including the majority of content. There are no dungeons yet, and tech only spans from the stone age to tin (no copper/bronze/iron yet).

The reason I'm making this thread now is that I've finally implemented rudimentary client-side prediction of movement; before that the game was unplayable at moderate–high latencies.

Download the client: http://hellas.timgurto.com/client.zip

R:3 / I:1 / P:1 [R] [G] [-]

Anyone want textures?

Does anyone want textures or sprites for a game? I want to be able to learn how to use drawing software efficiently, and I thought that something like this would be the perfect opportunity. If you want me to try and make texture/sprites for your game, email me at demonichead@protonmail.com with a description of what you want, and I'll email you back the thing!

R:3 / I:0 / P:2 [R] [G] [-]

Slave Game

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

R:13 / I:5 / P:2 [R] [G] [-]

Looking for Writefag

I've got the basic mechanics of my boxing game working, and my artist/3d modelling/animator person will be free in a few weeks to work

looking for a writefag to write a story for this, since i wanted it to be sort of a yakuza-like rpg, while also having simple boxing combat

i've got a sort of working tree-based dialogue system

i should note, that you'd be working for free, since i'm as poor as a gypsy, and just want to make a game

R:77 / I:30 / P:2 [R] [G] [-]



If you don't think you have anything specific go to progress general and explain whatever you did since the last time you made a post.

If you were pathetic and did nothing in that timeframe shitpost in this thread.


This is how I shall revive this board

Anons who ignore this post are triple nodev

R:64 / I:11 / P:2 [R] [G] [-]

Old welcome thread

After a 4 month exodus and hunkering down in various bunkers, we're finally home. We've all been hard at work or ideaguying on our various projects, new ones have been spawned as well. Time to update your threads and just like make game.

Two demo days took place during that time, the presented demos will be posted in their dedicated thread. Perhaps you missed them? Here's a chance to play what fellow anons were up to.

Please add/update your games to the wiki http://8agdg.wikidot.com/ and make the best use of the tutorials and other resources available there. Some devs have disappeared without a trace and the active/dead project list needs attention.

Shout outs to all the bunkers that we had going, they are still places worth posting progress on, especially the agdg board on anoncafe

https://anon.cafe/agdg/ https://vch.moe/v/res/135927.html https://endchan.net/v/res/11733.html https://julay.world/v/res/4470.html https://smuglo.li/vg/res/129.html ...and the chen2 thread that got purged

Thank you for your service!

Also shout outs to the official unofficial /agdg/ Disagreement server at https://discord.gg/k2e67JB.

R:448 / I:406 / P:2 [R] [G] [-]


Last thread reached bump limit

Old thread: >>27922


Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free


R:15 / I:3 / P:2 [R] [G] [-]

I really, REALLY want to hear your opinions on this.

R:2 / I:1 / P:2 [R] [G] [-]


How much would it take to hire one or more of you to make a simple game idea into a reality? I'm not in the market now, just wandering for potential future reference. Sorry in advance if this is off-topic or low-quality for board standards, will delete if it is so.

wooooooooooooooooooorrrrrrrrrrrrrrrrrrrrddddddddddddddddddssssssssss ffffffffffffffooooooooooooooooorrrrrrrrrrrrr mmmmmmiiiiiinnnnnnniiiiimmuum characters ammmmmmooooouuuuunnnnntttttttt

R:3 / I:0 / P:2 [R] [G] [-]

charge and release mechanic

i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.

the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.

>you keep a button down and a bar start charging.

>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.

>if you do that too early it's inefficient.

>if you do that too late it's wasted/inefficient.

>your position and what you are aiming at is extremely relevant.

>while charging it's extremely important to move in the right way.

on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.

from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.

when i noticed this similar system in two completely different game i started thinking what other genre could use it.

does anyone knows other (good) game built all around this charging mechanics?

R:23 / I:25 / P:2 [R] [G] [-]

Super Metroid Randomizer

Since the /v/ threads also advertise vidya modding (and /vm/ is basically a dead board), I thought I'd just post my current project here.

So when I learned that randomizers were a thing a few years ago, I found it to be a very novel concept. Earlier this year, I remembered that shit, Super Metroid is fucking popular and it already has a number of item randomizers made for it. I played them and enjoyed the way it spiced up the experience.

My current project is to make a randomizer, but in such a way that not just the items, but the entire game is changed up (much like Roguelite).

R:288 / I:57 / P:2 [R] [G] [-]

Godot Engine General

ITT: we discuss the Godot engine
R:11 / I:5 / P:2 [R] [G] [-]

Kasha's Peculiar Pilgrimage

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

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

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

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

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

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

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

Apple: Jackhammer

Mint: Spear

Banana: Grapple Arm

Cherry: Bomb

Watermelon: Minigun

Licorice: Coil Spring

Pineapple: Bazooka

Cola: Unicycle

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

This game takes place in a universe that I've had in my head for almost 20 years which takes place in the same universe as my other game GigaMaidens, and I'll be posting development updates here from time to time.

R:1 / I:0 / P:2 [R] [G] [-]

Networking solutions for Unity

Im currently making a fast paced fps game in Unity.

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

R:91 / I:124 / P:2 [R] [G] [-]

Sigma II Game Engine Development

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

There is a page on the wiki here:


R:9 / I:7 / P:2 [R] [G] [-]



>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.

R:50 / I:12 / P:2 [R] [G] [-]

Idea Garage Sale thread

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

R:26 / I:16 / P:3 [R] [G] [-]

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

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

R:9 / I:2 / P:3 [R] [G] [-]

Could echolocation be simulated in a game?


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

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

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

R:44 / I:11 / P:3 [R] [G] [-]

'Idea Guy' to Developer

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

how much to pay/how often

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

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

how to prevent myself from getting robbed

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

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

Thanks in advance

R:19 / I:4 / P:3 [R] [G] [-]

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

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

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

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

R:5 / I:4 / P:3 [R] [G] [-]

On Publishing

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

R:8 / I:2 / P:3 [R] [G] [-]

Looking for artist/art fag

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

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

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

R:572 / I:115 / P:3 [R] [G] [-]

Sim Loli

Main development thread for Sim Loli

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

R:510 / I:632 / P:3 [R] [G] [-]

Shinobu Project 2

After completing my dream marriage simulator, I realized I had a loooong way to go for modeling. I learned a great deal about do's and dont's, basic topology, and most importantly, rigging properly. I'll be posting progress in this thread about my journey to becoming a good 3D cartoon modeler so I may start my next VR project with my wife Shinobu. As well as posting tips and providing insight to help others achieve similar results. I will be starting with posts I did not log since 9/30/17.

R:15 / I:2 / P:3 [R] [G] [-]

So I spent the last week designing on paper a game that was wondering my mind for a while.

So I want to build a city building game. Pic related is one of my favorite games of all time and I would like to make something similar.

My question is... What engine should I use? I'm torn between Godot and Unity. Personally I am decently fluent in C#, while I know just a couple of swear words in Python, so probably Unity is better, but I like Godot for its better support of 2D and open source structure.

What do you guys say?

R:18 / I:6 / P:3 [R] [G] [-]

The Last Boundary

I've been working on this sci-fi, Star Trek inspired, choose your own adventure style game. For the demo-build, there won't be any combat, but it's the first thing I plan to add. Basically, you're the captain and you need to make all the decisions.

R:22 / I:22 / P:3 [R] [G] [-]

Mix between a perverted second life and an imageboard


I am a french artist and a semi-professional game coder. I love to draw gore stuff, science-fiction stuff, pretty close to the universe of Maurice Dantec (the writer of the Babylon A.D. or Babylon Babies), and I also have a vast array of fetish, most being related to bondage. I am also a libertarian, thinking there’s too much regulation applying to the regular citizen, and I am pretty excited by bitcoin and people like Cody Wilson.

As a programmer, I worked with Unity 3D and made an home-made virtual reality FPS on Google Cardboard. Unfortunately, I never finished the project at 100%, even they’re was numerous people asking me for more features (like multiplayer, level editor). But let’s be realist, I cannot invest a large part of my life in a quality project without a financial compensation.

My current project:

A virtual world, multiplayer, where the users can post picture and messages, can interact and fight in a very basic way. I started some proof of concept of the game (screen-captures related) The purpose is to create some kind of layer of abstraction a 3D world to protect free speech. An hybrid between the web site and video game.

Features of the game / the world:

Combat / special interaction turn-based to make something easy to code

Posting picture on the wall

Cyber coffee where you can chat between users

Example of interactions:

Using guns



Burning people alive


The game engine:

The game having some HTML feature, like embedding elements like Youtube / Twitter, torrent, bitcoins, I want to make it run on an HTML friendly environment.

I am experimented with Unity WebGL, but there’s a major problem to it : it doesn’t run on mobile and Linux.

I’ve also experimented the BabylonJS lib and the stuff looks nice, but I am afraid than the engine will be more time consuming than Unity, due to the big quantity of thing than Unity allow to automize, like dialog tree, collision, dynamic level download, being able to arrange your level in the game engine, etc.

My problematics:

-Finding a good compromise between a game engine to render a 3D world and easing interaction into it, and a support for more extensif feature like HTML display, and interaction with other C++ and node libraries

-Making money of all this

-Making an achievable project

The attachment pictures are screen capture of my prototype and assets of my artworks.

Thank you in advance for your time and consideration.

R:6 / I:0 / P:3 [R] [G] [-]

How do you build Farming sim like Harvest Moon and Stardew Valley, but simplify it into text game?

R:7 / I:2 / P:3 [R] [G] [-]

Super Bunny Kick (action platformer yuri game)

gameplay footage (video quality isn't great): https://youtu.be/VSaCK0gzyOM

I've been working on this game for a few months now. It's more or less content-complete, but there are a lot of mechanics to iron out, assets to create and/or finalize, playtesting to be done, all that good stuff. You know what they say: the last 10% of the work is 90% of the development effort, right? I'll post the full version for free on itch.io when/if I ever finish it.

I'm making this in Game Maker Studio 1.4, and though I've started projects before, this is the closest I've gotten to a polished and finished game. I'm in charge of programming, design, writing, and art (though I don't really consider myself much of an artist) with a couple of friends on sound and music duty.

The gameplay and bosses take a fair bit of inspiration from the Mega Man Zero series, with quick attacks and tight platforming (I'm still working on making these areas smoother and more intuitive to play with). It's not very long, just three levels with a boss in each.

There's also, as shown in the video, some visual novel-esque dialog scenes between levels. I originally started this game for a yuri game jam so that's one big theme for the writing and characters, but if people just want to get into the action gameplay it's all 100% optional and skippable.

R:6 / I:1 / P:3 [R] [G] [-]


I've been doubling down on my own stab at the CoC-like ero VN/RPG genre but with richer sim aspects and 3D graphics. I'm thinking something like a lewd Animal Crossing. I'm still working on basic core features and polishing up my modeling skills, but I'm happy with progress so far and would like to make this a place to post regular updates.

R:8 / I:5 / P:3 [R] [G] [-]

Tunnel Vision

Tunnel Vision

>A disorienting arcade style "shooter" where you need to make your shots count because you only get one and you control its trajectory the entire time. taking inspiration from movies like Wanted, and games like Superhot. The games main objective and goal is to reach the boss room at the end of the level and eliminate the target by avoiding collisions with anything that might stop your bullet.

>As you ascend the tower, each boss has a significantly larger floor plan, each floor is also randomly generated, making it that much more difficult to reach them. Currently we only have straight tiles to the boss, but are adding branching rooms to allow for full turns and dead ends.

Our 1st place winning submission for our colleges 48 gamejam made by 2 people.



R:8 / I:18 / P:4 [R] [G] [-]



>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.

R:8 / I:5 / P:4 [R] [G] [-]

>Thanks for tuning in at Brackeys

R:5 / I:0 / P:4 [R] [G] [-]

Cthulhu's Catharsis

This is my first time post so hopefully it works properly.

Be an evil alien God in this turn-based strategy where You play as dread Cthulhu!

Draw and create your own nations to add an all new layer of depth to your strategies.

Coming this spring to a PC/Mac/Linux near You.

Am I allowed to shill my website? https://www.cthulhu.fun/

R:28 / I:10 / P:4 [R] [G] [-]

Bavarian Scout Ranger

This is the AGDG Demo Day Thread for this WIP, turns out I hadn't made a thread yet for this game.

Currently in pre-alpha stage. Mainly a weeb third person shooter with flight combat, tower defense, and RPG elements. There is lewd but depends on final release platform.

agdg demo day higher resolution trailer:


agdg demo:


R:8 / I:0 / P:4 [R] [G] [-]

How to find good artists?

I'm working on a small project but I suck at art. I got referred to an artist friend of my mate but she is moving at a glacial pace and frequently creates deadlines then misses them. I've still yet to get a proper concept art, or any concept art beyond one minor character that apparently caught her interest.

I'm worried that she won't be up for the entire project or if she is it will be produced too slow so I want to find a good alternative.

Emphasis on good, how do you find and attract good artists /agdg/?

R:25 / I:18 / P:4 [R] [G] [-]

Autumn Willow

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

R:15 / I:3 / P:4 [R] [G] [-]

Working with other people

How do you work with other people? I'd like to dev my game but the idea of working with someone else kinda causes me anxiety especially when you feel like you'd lose control over your game.

R:6 / I:0 / P:4 [R] [G] [-]

npc interaction

Say I want to make a top down text based rpg and fill it with a bunch of npcs who have thier own daily routine and "talk" to eachother like in es oblivion but to have them actually make coherant conversation, how would I do it?

Would I actually need to handcraft each dialog interaction or is there some way to make it automated but not seem robotic.

R:15 / I:6 / P:4 [R] [G] [-]

8 of Spades dev thread

A fork of the Ace of Spades client Openspades for /v/, to recapture the 0.54 experience.


Design suggestions and contributions to the client/server code welcome. We could use a logo too.

R:1 / I:0 / P:4 [R] [G] [-]

I added a grenade. Does my game look good or no?

R:8 / I:0 / P:4 [R] [G] [-]

How to make a fighiting game

So, i feel is time for me to pay homage to a manga that had the downfall of having a pedophile as a writer. I can see Kenshin fall down not because of absence of quality or relevance but solely because of agendas.

I wanna make a Rurouni Kenshin fighting game to keep the idea that the art is separate from the artist.

So, how do i make a fighting game?

I've got no notions on how to program but i feel like i'm destined to do it

R:12 / I:0 / P:4 [R] [G] [-]

>posting your game on a fascist CP website

Hope you enjoy being hated and millions boycotting your gams

R:6 / I:1 / P:4 [R] [G] [-]

What the fuck is wrong with me? I start with unity to make a 3D game, and then I want to make a 2D platformer, so I switch to GMS 2 because I dislike unity's 2D tools and now I want to make a 3D game again.

On one hand I like gamemaker for it's workflow and all the built in tools, but it has no 3D, Unity has both but is bloated as all FUCK. And I can't do shit with Godot because it uses an autistic node setup.

Am I autistic, whats wrong with me? Why can't I settle on a fucking engine and start making games?! WHY IS IT SO HARD TO STICK TO IT?!?!

R:7 / I:1 / P:4 [R] [G] [-]

I had a small panic attack yesterday trying to figure out Unity. This crap isnt accessible. I've got an idea for what I expect to be one of the next hottest games and I can't make it, no matter how fuckin hard I try.

R:26 / I:9 / P:4 [R] [G] [-]

I want to make a game that looks like a 2D animated cartoon. Something like Cuphead. How did the devs make those Fleischer art? I'm not aiming for something overly ambitious. Just imagine those sprite games with smooth animations like the Marvel vs Capcom games and replace them with 2D art.

R:8 / I:3 / P:5 [R] [G] [-]

NSFW Loli for us

NSFW Loli for us

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

R:2 / I:1 / P:5 [R] [G] [-]


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"?

R:41 / I:25 / P:5 [R] [G] [-]



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.

R:9 / I:5 / P:5 [R] [G] [-]

Dungeons of Dukkha

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.


-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),

R:2 / I:2 / P:5 [R] [G] [-]

/monster/ GET

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

R:43 / I:19 / P:5 [R] [G] [-]

Anime Desktop Waifu

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.

R:4 / I:1 / P:5 [R] [G] [-]

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?

R:3 / I:0 / P:5 [R] [G] [-]

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



R:3 / I:0 / P:5 [R] [G] [-]

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)

R:8 / I:9 / P:5 [R] [G] [-]



>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.

R:4 / I:2 / P:5 [R] [G] [-]

Pixel Art

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.


R:32 / I:2 / P:5 [R] [G] [-]

How do you figure out what to make

>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?

R:10 / I:8 / P:5 [R] [G] [-]

JoN2 - Jack-o-Nine-2

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 lot of variety while maintaining uniformity

for that I took on a goal of ripping art assets from good old KISS 2d games, which were practically masters of the paperdoll art,

with the help of talented anon I was able to rip from CRV and make sane importing system so that we can use them without going crazy,

this was planned of course only as example since its stolen anyway, should any derailed anon want to design its own art for this in the future,

but it could also be done by smart 3d rendering of layering and imports, or even implementing the 3d right into the game, but only a possibility for real distant future

The code is fully copyleft and hosted now on gitgud, if anyone wants to check it out

pic related were some pretty old samples, first is navigation, second is the layering at work



R:11 / I:1 / P:5 [R] [G] [-]

Resources for learning GML

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?

R:13 / I:2 / P:6 [R] [G] [-]

So i tried using rpg maker

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


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?


R:0 / I:0 / P:6 [R] [G] [-]

Breeding Season

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.

R:5 / I:0 / P:6 [R] [G] [-]

Learn 2D or 3D art for games/projects???

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.

R:6 / I:1 / P:6 [R] [G] [-]


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

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

R:9 / I:5 / P:6 [R] [G] [-]

Render Thread

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.

R:1 / I:1 / P:6 [R] [G] [-]

Java codemonkey needed for autistic /v/ plays server

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

R:33 / I:1 / P:6 [R] [G] [-]

Whats with the agdg guys and being so unwilling to actually follow through? Its like every time I talk serious with you people, you freak out and go no-contact, like youre scared of actually getting something done.

In the long long ago, I worked with an independent studio in a permanent position, after a couple of years we had to downsize because we had some salty ass programmers get a beef with each other and ended up with the programming lead the only one left. He about had a cow and we immediately tried to replace them, but this was juuust about the time Indies were blowing up, and suddenly every faggot on gamasutra with a high school programming credit wanted insane levels of pay. The director stepped down and I was put in charge, I put a halt on development, dumped a few dozen grand into the studio, and pulled out some smaller, personal projects so we could produce quick content and get some new cash flow.

Then our servers ????? Resulting in massive data loss, our programmer had forgot to back up his work the entire month, and all of my personal backups of his builds were from the same timeline. He got frustrated and quit, I literally begged him to not give up, but he told me "good luck" and fucked off for 5 years before contacting me again.

After learning just how fucking hard programming is with dyscalculia is (Even a visual system like gmk eventually hits a wall where I get a fucking panic attack trying to figure what the fuck im doing wrong.) I fell into a drunken mess, got a shitty wagecuck job, and have lived miserably since.

But every now and then I come into agdg threads, pick up some guys, and become immediately disappointed by their unwillingness to work.

What does it take to get you people to devote a fraction of time each week towards something you supposedly wish to do? What do you want, scifi games? Fantasy? Noir? Platformer? Action? Puzzle? Ive got them all, premade, in need of nothing but a programmer and artists. What excuses can you possibly keep making?

What is honestly stopping you from saying "you know what, former professional artist and systems designer? Youre right, I need to stop being a self loathing neet, and make a fucking game"?

R:2 / I:0 / P:6 [R] [G] [-]

Game Off 2018 general

Yeah yeah it's probably a shitty jam, but just in case any anons wanna participate in it, you can all coordinate ITT

>The theme for this year's Game Off is HYBRID!

>Submission date: December 1st 2018 at 13:37


R:3 / I:0 / P:6 [R] [G] [-]

I've made a post on the /v/ thread already, but I thought I'd make one here as well since I'm a faggot and the thread has already reached bumplimit. >>>/v/15572767

If any anons with experience of javascript/RPGMAKER MV are out there, then I think I need your help.. This seemingly easy idea has been proving extremely difficult to implement thanks to how RPGMAKER sees the UI anyway, to an extent.

In short, I need some assistance with javascript/plugins I believe. UI NEW is what I intend to do with the UI, and UI OLD is what is currently being displayed. I had wish to use hudmaker but it spams the console with error messages and honestly, if there is a way to do this with the least amount of conflicts then I will take that route.

>You're using assets from honey select!

Yes I am and I intend it to be the most original use of said assets because, well, for one, this obviously is NOT a VN. I intend to raise the bar a bit.

>Why is every character the same?

It's a placeholder at this point in time, I've been trying to concentrate on securing the fundamental basics e.g. UI/hud before moving onto anything else


MV to be exact. This project is just to be somewhat of a short term work because every week I spend on this is another week without reliable income. I intend to get some form of functional demo out shortly so that I can proceed onto the next steps.

>Why don't you just use plugins

I have tried, I find that about half the time they'll just conflict with one another or refuse to work entirely. Several times I've just had to tweak values in the actual files. At this point, if there is an easier way to do this e.g. going into the games files and injecting some fresh javascript in there, I'm all ears. In fact, I've somewhat gone down that route already, but I have no idea what I'm doing and at this point have no shame in admitting that staring at a notepad ++ for hours at a time seems to yield results only very slowly.

Anyone know of the best way to do what I intend to do with RPGMaker MV?

R:14 / I:5 / P:6 [R] [G] [-]



>Website(read dev logs and get builds)


>Twitter(alerts on new logs)


I've never made a full thread for my project, so I suppose I will now since the demo day is today and people may come here for information. It'll be another good place to log stuff at too.

Occultus is a 2D action platforming game inspired by several of the great ones from the late 80's and early 90's. The controls are straightforward and the objective is simple: get to the end of the stage and defeat the boss to move on to the next one until you beat the game.

I've tried to design the game with a high-ish level of challenge, but not in a mindless manner. I have attempted to put thought into every enemy placement, how I introduce obstacles and new foes, and to what degree I expect the play to be prepared for what lies ahead. So while some stages are harder (or easier) than others, I do my best to continually provide the most engaging challenge I can, while being fair. After all, the game is ultimately you the player pitting your skills against my design abilities. So expect the game to put up a good fight, don't go in expecting to beat it easily. But maybe you're a lot better than me and you'll find my challenges easy, who knows.

I'll try to keep this thread up to date with stuff I'm working on. I'll also try to visit every now and then to answer any questions if anyone ever has any.

R:8 / I:0 / P:6 [R] [G] [-]

Anton & Coolpecker

It's us, Mobius Trip! We haven't made a thread since earlier this year, but that's because we have all been busy with our own issues and with half of us now (myself included today) working full-time, it's difficult to continue chugging along at the same development speed. We decided to use /agdg/ this time because we are at a critical stage in development as finishing this tutorial stage will lead to development of the rest of the game.

We have been working on this game for over three years now, but we think that it's safe to say that our tutorial stage is nearing completion. We have made several big changes, including: ground interpolation implementation for movement on 3D slopes, fully implementing basic player controls, and migration to itch.io because our manager for the previous build's page address is seemingly MIA and we absolutely need to make the master build available for play.

For those unaware, A&CP is a 3D "Collect-a-Thon" platformer inspired by the likes of Banjo-Kazooie and Mario 64. The idea was proposed in a mere thread on /v/, but we ended up forming a team under the name "Mobius Trip" and have been working on this game ever since.

We're open to recruiting artists and programmers for C# language. We still have only one or two 3D modelers/riggers and animators left. It is our weakest link and in a 3D platformer is absolutely vital. Therefore please consider joining the Anton&Coolpecker team or recommend this to those you know who are skilled in 3D software such as Blender. It isn't very difficult to pick up and learn, but to work at it consistently is what our team needs as it is a time-consuming endeavor. We need dedicated members or this project will continue to decrease in productivity. Please share our contact email at the bottom of this post with anyone willing to continuously contribute to this work.

Feedback and suggestions are more than welcome so give our playable build a try and report any bugs encountered during play. Also, give us feedback on the overall shape of the tutorial stage. We have yet to implement the river platforming obstacle and boss fight at the end, but both are WIP. We've recently implemented swimming and underwater mechanics too in this new build, but they need proper testing. What better way to test than playtesting? Give it a spin and tell us what you think!

While I won't be here, other team members will be so please go ahead and ask away. Relevant links and information, but not all, are listed in the following post. Feel free to ask for access to any resources you remember that may not be listed.

Contact us at antoncoolpecker@gmail.com


Playable build: https://mobiustrip.itch.io/anton-coolpecker

Previous thread: http://archive.fo/etGAB

What is A&CP? https://docs.google.com/document/d/1IpxfRFI-V29xxWRhlK0t03qB4FiiO6FA5JwJZB-E9E0/edit?pli=1

Feedback Doc: https://docs.google.com/document/d/1rCyG32DbUh42ryXuUFDQ5ysnNOjhn4JfCHIUjDodCTI/edit?pli=1

Twitter: https://twitter.com/MobiusTrip_


Movement: WASD

Jumping: Spacebar

Camera: Mouse

Player Switch: Z

Attack: LMB / Shift

Anton's Bounce: RMB midair

Coolpecker's Glide: Hold F midair

Anton's Tongue Swing: MMB when target is available

Water Dive: RMB, steer with mouse

Frog swim w/ input: Just use movement controls/joystick - Stop and move in a rhythm

Frog swim w/ button: Press MMB or the Y button(XBOX 360 CONTROLLER) while swimming in a rhythm


R:1 / I:0 / P:6 [R] [G] [-]

Dragonball Climax

Hello /agdg/!

I'd like to share for a moment a game similar to Space Station 13 in engine only, called Dragon Ball Climax.

We have a thread over on /v/ ( >>>/v/15300175 is the current thread as of now) detailing the server portion.

However, we're running into a real problem: the current state of our custom codebase we've ported over from a older version of the one we're currently using for the main server is taking a long time to develop. So far, we've got health bars, a WIP but better skill system, some customization options, the beginnings of sounds and a title screen... and that's about it. It's been about a month, and from two coders that have been semi-active, and another novice whose still learning it, to one or two potential novices, it's clear we need more help.

Not only would we like nigs to play on the server, but more importantly I'm begging for codefags to help out if it seems like something they'd like to get involved in.

>Here's the source of what we're working with right now: https://gitgud.io/dankus10/Finale/commits/master

It's BYOND code, but on top of that most of the code is not ported/redone yet and is really shit. Hell, even some of the 'finished' portions has real shit code.

Some of you might have already seen this post on /tg/. Unlike /tg/, here I'll post a quick FAQ.

>Why the fuck should I help/care?

There is literally no reason for you to be involved if you don't care or don't want to play a improved version. Honestly, you should only get involved if you want to contribute briefly and leave your mark on something others will play (read: code 1 thing then fuck off), or if you want to play it. It'd be pretty shit to waste time and energy on something you're not even interested in.

>Why post this on /agdg/?

Because right now I'm a amateur codefag working on a game with three-ish other anons, and help is wanted.


Because the source we're building off of allows us to have a base to work with, in addition, the engine and game source are things the players are already familiar with. If we could recreate the entire thing within three or four days, point us to a different engine. (I'm being serious here- BYOND is a shit engine and every second we codefags code further is a second we realize how far into the rabbithole we have gotten.)

>I want to contribute but I don't know h-

BYOND is perfect then. It's coding structure is Yandev tier and BYOND's Datums are like Minecraft's Redstone. Make basic shit so that it works, later on experienced codefags can revise your work. Everybody wins, you've contributed and made lives easier. Everything is literally If statements.

R:8 / I:1 / P:6 [R] [G] [-]

Skill VS Grind

What's your thoughts on making collectibles and power ups skill based as opposed to grinding based?

The GBA Castlevania games have lots of attacks you gain from grinding enemies until their soul drops. This makes it so if you want a specific attack you have to find a spot it spawns and go full murder hobo until it drops. Even with low drop rates you can pretty much get anything with a ranged attack and enough time to waste.

The other option I was looking at was closer to pokemon. You find a monster you want or an ability you want and then you have to weaken it without killing it. Then you have a chance to capture it (which varies based on capture items). It requires a little grinding if the enemy is rare and doesn't show up often but it's mostly about having the skill to not kill it and preparing in advance with items needed to capture it.

What's /adgd/'s thoughts on these systems? Which would you suggest works better or what alternatives would you recommend in enemy based ability collection?

R:19 / I:8 / P:6 [R] [G] [-]

Saving the world from Muslims

Apart from IS Defense, I'm surprised there haven't been more games about defending the free world from radical Islam.

I'd like to see a Metal Slug-style game about this. You start off in Islam-infected western locales like Canada, France and Germany and gradually push them back to their homeland while destroying Islamic superweapons across the way. It'd be a cartoony and bloody romp.

I could do graphics for it if anyone else wants to take up coding and sound.

R:23 / I:0 / P:6 [R] [G] [-]

Help you code C++/OpenGL/GLSL

Hi guys,

I don't have time to be the lead programmer, or even a credited programmer in your game. But I can offer to solve small problems for you. Please credit nodev in your game instead.

Mainly C++/OpenGL/GLSL, but I can do Javascript or PHP as well.

I can also offer help and suggestions if you're trying to post on StackOverflow but the fucking question-nazis are stopping you from learning.

Here is a Variant type in C++ that I just finished. Although you may not need it, I hope that it is enough for you to know that I'm serious and happy to help you. It's recursive for both itself and it's use in classes. For example:

typedef Variant<int,bool,OwnType> RecursiveVariantType;
RecursiveVariantType v = 12;
RecursiveVariantType x.Set<RecursiveVariantType>(v); // can't use assignment because of copy-assignment operators

works and so does:

class X
Variant<int,bool,RecursiveWrapper<X>> m_data;

If you're wondering what I get out of this, I get to feel like I'm useful.

Full thing incoming.

R:3 / I:0 / P:7 [R] [G] [-]

Catgirl Platformer

Hey there, /agdg/.

I'm from /v/, some people there know me as "GigaDev". I'm a guy working on a fighting game where all the characters are giant women called GigaMaidens, I've been working on it for several years now and I occasionally post updates in the fighting game thread there. Development has been pretty slow but I'm still chopping away at it. You can view a "recent" video of it here: https://www.youtube.com/watch?v=U9nGu_wda3g

In my downtime I've been interested in prototyping another game starring one of my characters. The other game I've been wanting to make is a 2D platformer starring this catgirl character of mine, and I've been looking for someone to help me out with it. I'm able to do sprite work and animations, but I do need help with the coding.

This game I want to make with Kasha is platformer that draws inspiration from the Wario Land series, as well as Mystical Ninja/Ganbare Goemon. It's about this catgirl with a magical shapeshifting tail that she can turn into a variety of different objects and weapons. Some such tail abilities include being able to turn it into a grappling arm, a tennis racket, a sword, a flashlight, a bazooka, a minigun, a jackhammer, a coil spring and a wrecking ball (performed by Kasha curling into a ball while grappling with her arm tail). Ideally I want this to be a cutesy nonsense platformer with an absurd sense of humor and fun, challenging platforming, as well as simple yet engaging combat. Kasha has basic attacks she can perform as well as more complicated maneuvers (such as being able to rocket jump with her bazooka tail), and she gains access to different tail transformations via milkshake machines.

I'm actually against making it like a Metroidvania, I want it to be a more level-based game with a world map, where levels have numerous exits that lead to other paths on on the map and potentially secret/hidden areas. I very much want it to be like an early SNES platformer which is where I personally think these platformers were perfected.

So far I'm only in the concept phase with some sketches and ideas for stuff Kasha can do. I've sought help from other folks privately, such as getting a concept sprite by Neweegee (pixel artist behind Super Mario Flashback), but unfortunately, he had other projects that needed his time. Haven't been able to find any reliable coders either - one person just told me he was going to help and then never said another word to me after repeated attempts to contact him.

Are there any coders willing to help out with this project?

R:2 / I:0 / P:7 [R] [G] [-]

Hi. I am currently working on post-apocaliptic game Sealand.

SeaLand - 2d survival in God's forgotten sea on the ruins of human civilization. Where the old gods and creatures have found a new, technogenic form.



R:9 / I:3 / P:7 [R] [G] [-]

Game Jams / PyxlHaus 2018

I'm a software dev, have a b.eng in software engineering and game design. So I know how to document, plan, and develop a game. Thing is, I've never actually gone ahead with it besides making pic related in university (the trash sprite art was my classmates).

Just wondering if anyone who knows how/is learning how to do pixel art would want to work on PyxlHaus 2018 with me. It's small, only 15 participants so far. It's one week and it starts tomorrow at 3am. The prize is that someone makes an illustration for you.

R:11 / I:3 / P:7 [R] [G] [-]


Hi /agdg/ In this thread I'll show you and talk a bit about my demo for the Commodore 64. It is not a game and if you think it shouldn't belong here you can remove it, but /tech/ is full of dev larpers and /v/ seemed interested in the demoscene when I made 2 or 3 threads some time ago.

The embeded video shows the current state of the demo. Two 99% finished parts and a third one which is almost done, there's just some design work to be done yet. My plan is to make 5 parts + an end part and release it.... hopefully soon. In the next posts I'll talk about some technical details.

R:6 / I:0 / P:7 [R] [G] [-]

Text-Based Vidya

Thinking about getting out of the nodev state I'm in right now, and throw together a quick, text-based/UI-based/point-and-click/cookie-clicker type of game. Something simple, using logic, and probably just fucking around in mainly the UI in whatever engine that I decide to use, but I can't decide what to make it about and need some inspiration.

What do you guys think would make one of these fun?

R:0 / I:0 / P:7 [R] [G] [-]

Game Maker's Toolkit Jam Games

Hey guys, let's rate each other's games for the jam, here's mine:


R:3 / I:1 / P:7 [R] [G] [-]

what ever happen to Plok3D dev?

Do anyone remember him?

R:5 / I:3 / P:7 [R] [G] [-]

Keeping your dev environment comfy

I always loved modding games. It just was so convenient and fun. When I tried making my own game it suddenly became a bit more painful, and as things have progressed the tools I've made have become unwieldy and tedious. I noticed a lot of anons that post progress seem to have their shit pretty organized, so I thought I'd ask.

Anyone got general advice on keeping dev environments from becoming a hassle?

R:3 / I:1 / P:7 [R] [G] [-]



Presented by the Reich 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.


More will come as devs get ready




R:0 / I:0 / P:7 [R] [G] [-]

Let's say I have two uniform blocks defined in my shader, call them A and B.

In my program code I generate the name and create data store for each one using

something like:

glGenBuffers(1, &buffer);

glBindBuffer(GL_UNIFORM_BUFFER, buffer);

glBufferData(GL_UNIFORM_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);

I then bind each one with: glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, buffer);

and set the block bindings in shader: glUniformBlockBinding(handle, UBOindex, bindingPoint);

Now it's time to update the buffer data. I call glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data).

Since two UBOs are bound and the above call does not accept binding point I have

no idea what will happen. Can anyone help?

R:1 / I:0 / P:7 [R] [G] [-]

Is there someone up to help me to make a turned based RPG - Horror like?

It's a little bit like Darkest Dungeon, I got a programmer and an artist, I really need someone who can think about a cool battle system, this is the thing I need most.

R:14 / I:8 / P:7 [R] [G] [-]


Allocated a new topic for properly organizing Demo Day, as it wasn't very well organized for February 2. If no one else makes the official /v/ post for Demo Day, I'll go ahead and do it, but note that'll be 12:00 PST.

If you're not gonna be available to post at that time, you could post your demo's info here as you'd like it posted on the official topic and OP can follow up posting it once the topic is made. But you'll be up at that time anyways, won't you anon?

R:10 / I:3 / P:7 [R] [G] [-]

Where do you find people for art, music, writing, programing/scripting, design? Are there any tips for building a team and keeping it together?

Where do you find people? What about unique skill sets or knowledge that goes beyond basic stuff like specific art styles or subject matter?

R:26 / I:6 / P:7 [R] [G] [-]


I've been working on this project for a bit, but just recently decided to make my own thread concerning it.

The name is bland, the assets are placeholders, and many of the core features are undergoing development.

The goals for this project are simple.

> Implement industry-standard features for this genre.

> Build a code base that is maintainable, professional, and modular.

> Develop additional features to differentiate this game from its competitors.

> Release the source code as freeware for any devs in the near or distant future to use.

The most recent playable demo can be found on itch.io


I will use this thread primarily to announce the release of playable demos, and will appreciate any constructive feedback.

R:0 / I:0 / P:7 [R] [G] [-]

Book information

I remember reading somewhere a book like pic related existed. I don't remember if it was on /tech/ or /v/.

A book where you program your own engine and end up with a doom clone. Probably a very simple clone but I'm looking for that book nonetheless. I haven't had much luck with google so I was hoping some of you might know the book I'm talking about. It's fine if you don't actually have it, by giving me accurate information about it (title, author, publisher, etc) I can search it on my own.

I'd apologize for killing a thread for this but the last threads in the catalog haven't shown any sign of activity since early 2016

R:24 / I:0 / P:8 [R] [G] [-]

Deving a game with flash worth it?

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.

R:0 / I:0 / P:8 [R] [G] [-]

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.

R:4 / I:0 / P:8 [R] [G] [-]

The devil is in the details: making idiots think your game isn't kuso

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.

R:17 / I:9 / P:8 [R] [G] [-]

Infinite Wars


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.

R:16 / I:8 / P:8 [R] [G] [-]

Music Dev General - /mdg/

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.


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.


R:13 / I:0 / P:8 [R] [G] [-]

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.

R:19 / I:9 / P:8 [R] [G] [-]

Procedural and Random Generation

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.


Perlin Noise


Simplex Noise



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.


R:5 / I:0 / P:8 [R] [G] [-]

Game Balance

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?

R:13 / I:1 / P:8 [R] [G] [-]

Game making order

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?

R:37 / I:11 / P:8 [R] [G] [-]

True 8 bit in indie

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/?

R:4 / I:0 / P:8 [R] [G] [-]

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.

R:28 / I:9 / P:8 [R] [G] [-]

resources for learning C

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.

R:8 / I:2 / P:8 [R] [G] [-]

Need an artist

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

about the story and what i'm creating

R:2 / I:0 / P:8 [R] [G] [-]

Give me your 2D game ideas

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

R:1 / I:0 / P:8 [R] [G] [-]


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


R:9 / I:1 / P:9 [R] [G] [-]

I have a several month long case of game dev's block.

I've been working on the pictured game completely solo for over a year now (building it up completely from scratch, physics engine and everything), and have been incapable of moving past the engine phase to the actual game phase. No level, mechanic, or design I come up with sticks, and with each idea I'm feeling more and more discouraged to put in the time to develop it, as I just end up abandoning it within a week. This isn't exactly a first for me, as I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far). Is there anything that can be done to break out of this cycle?

R:21 / I:72 / P:9 [R] [G] [-]

Reference and inspiration thread

Post cool images, resources, that sort of shit that really gets the noggin' joggin' and inspiration flowing

R:19 / I:4 / P:9 [R] [G] [-]

rpg plot construction

Did you ever encounter a methodology for branching story construction laid out? Esp. handling it in engine?

I have a couple ideas and I'd love to compare them to industry practices.

R:17 / I:2 / P:9 [R] [G] [-]

How the fuck do I stop nodevving?

R:4 / I:4 / P:9 [R] [G] [-]

W.O.R.M. Online

Yup, that's the game I'm working on. A worm gear is a nifty looking gear with a spiral that threads through the teeth of a gear. It's a type of memory that stands for write-once-read-many. If it's all the same to aggy-daggy, I'll post progress here for anyone interested.

R:12 / I:2 / P:9 [R] [G] [-]

OpenGL and Engine Dev

I'm pretty good at OpenGL and engine dev. I've been working on a city builder game in the style of Sim City 2000.

Does anyone know a good efficient way to make a mousemap for an isometric engine?

I've done it by writing integer values to a second color attachment that correspond to the tile index in a map array. But I can't help but think there's a simpler way.

R:7 / I:1 / P:9 [R] [G] [-]

Game Mechanics

So I made a library that allows you to add any game mechanic to your game in few lines...

You know how sometimes you think of this cool addition to existing genre, be it a new mechanic or just doing things different, so you start coding this idea but then you realize that this game have shitloads of mechanics (especially when talking about RPG) and just left the project out of frustration?

So I made this (very) simple library, it allows you to create and share mechanics, it's still very new and

you can't persist data just yet (you can write the mechanic code but I need to write some database wrappers).

I honestly think that with some community anyone could have any mechanic they want in their game and work on the

part that motivated them in the first place.

I still have a lot to do and I also want to build generic RPG mechanics such as inventory, player stats, quests etc..

for now, it would be awesome if you could take a look around at the project, I made a page on how to create a very simple fishing mechanic and how to implement it (2 minute implementation)


R:2 / I:0 / P:9 [R] [G] [-]

UDK: How good is it?

I recall using UDK in the past. I know it's not the same thing as Unreal Engine, but I was wondering: how advanced is it? could you make a full game out of this from scratch?

R:1 / I:1 / P:9 [R] [G] [-]

Alright, I don't post much but I wanted to show you guys what I've got. I'm hoping to polish this up over the course of January and go public.

Back on demo day I posted a Mega Man (Z)X style platformer, titled "Dash Blitz". Then I vanished off the face of the earth.

Since then I think the game's improved a lot. I'd love to get some feedback, demo day helped kick my ass in gear and get a lot of shit done I hadn't even thought about.



I've got some low quality webms as well so you can see just how bad I am at my own game. The music is filler, hopefully my musicians will get something to me soon.

>The pitch

Dash Blitz is a fast, fluid platformer with an emphasis on boss battles and head-to-head versus elements. I'd say it falls just short of a "fighting game" or "platform fighter", but is designed around head-to-head play. The goal is a game that's easy on the eyes and feels good just to handle. Something fast-paced but ultimately quite simple.

The game's split between its standard fights, where you can add in AI fighters for light boss battles, and Qualifiers, where you try to smash up all enemies and get to the exit as fast as possible.

I recommend using a gamepad. Keyboard controls are an option, but you should probably customise them first.

>Character select

The teleporters in the middle of the lobby will change your character. Just interact with any of the active pods.

The frog, Kero, is very out of date. She's perfectly functional, just an eyesore with awkward attacks. Everyone else should be fine.


Same deal, just access the teleporters on the left of the lobby. In multiplayer you should be able to put the chosen stage to a vote, but I haven't tested this too much.

>Adding AI

From the lobby, drop down to the ground floor. There's a series of monitors there with plus and minus buttons. By interacting with those buttons (Y Button, or A key by default) you can add up to four AI characters and change their colours. You can also change their difficulty with the blue button at the top of the monitor, but that's not really too functional right now.

Currently only #1 has an AI routine. The other characters just act like sandbags. Changing difficulty doesn't change his routine at this stage, but it will prevent him from flinching.

>Playing Qualifiers

Qualifiers are in the Challenge tower, right at the top of the lobby. Just access the teleporter on the right to go to your character's teleporter.

Currently only #1 and Rondo have working qualifiers. You can still take the other two characters into these stages in co-op.

>Switching off cutscenes

You, uh, you can't right now. In the future you'll be able to switch them on and off for each mode.


Currently not implemented, but I think I'll be able to get them into my next demo. I've knocked out a lot of the work around them, but there's still visuals to set up.

It's important to me that the items are implemented as early as possible, though.


R:0 / I:0 / P:9 [R] [G] [-]

Untitled Multiplayer FPS

Making this thread in preparation of demo day so anons can post bugs they find, give their details for hosting games and where I can keep updated build links. The zips will contain Windows, OS X and Linux bundles as well as a readme with some basic information. Big thank you for anons that have been supporting me in the /agdg/ threads.

For those that don't know: this is a multiplayer-only FPS made in Löve and is a spin off of a larger parent project. The current game-mode is instagib but there'll likely be more fleshed out modes later on. All the in-game art is placeholder but I'm intending to have edgy 90s aesthetics, with some influences from Clive Barker and Tsutomu Nihei. Right now there's only the initial test map as I've not done a level editor - but one will be included at some point in the future.

R:26 / I:1 / P:9 [R] [G] [-]

Meta Thread

How can we improve traffic to this board?

Even years back on /vg/, /agdg/ was it's own distinct thing, and shitposting aside, had more than enough traffic to justify its own board. Here we are, but we've been slowly dwindling users sitewide. Even /v/ is much slower and filled with shitposting, and this board gets maybe 1-2 posts a day, and essentially is a slower archive of the /v/ threads.

I always thought of /agdg/ as it's own entity, rather than piggybacking off of /v/.

I should mention that I'm not the board owner, but a concerned anon.

R:11 / I:1 / P:9 [R] [G] [-]

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

R:27 / I:5 / P:9 [R] [G] [-]

Do you have an idea for a game?

I'd like to hear people's game ideas or general thoughts on making games. I only have random bits of knowledge I've picked up from school and the random book here and there, but I'm definitely no expert.

Skype: jlinden809@gmail.com

Discord: James#1866

R:9 / I:0 / P:9 [R] [G] [-]

Which engine to use for hobbying...

I'm a proficient programmer (though I've never created any large projects) and might like to try one of a couple techfag ideas I had.

1) Dark Messiah of Might and Magic With Better Combat: Tech Demo Edition. I suppose only 3D would do it justice but you be the judge.

2)VOXELS IN SPACE (Basically I want a space sim with meltable, destroyable hulls that you can weld more junk onto to keep flying.) 2D or 3D is fine. I called it Space Junker so you get the idea, literal, physical components and cargo that you have to make room for and wire up together to make a servicable ship.

3) So what if there was a 4x game going on which was the server but for all the other players it's an RPG and the kingdoms provide the setting. It'd be neat but EHEHEHEHEHEHEHEH

I've looked over the features for Torque, Ogre, and Godot, and snubbed my nose at unity and unreal due to royalties and bullshit I don't feel like dealing with. (Unreal is bullshit that doesn't let me just code things, and unity has (((chaching))) everywhere despite just letting me code things and is also owned by chinese.)

Torque looks like it's made for shooters, Ogre could be useful, and I'm unsure about Godot. Languages are no problem as like I've said, switching between languages isn't a huge issue with me. t. collegefag that's taken a lot of programming courses and actually learned something, but never implemented it into huge projects aside fromFUCKING DATA STRUCTURES HEY KIDS WHY DON'T YOU CODE THIS BULLSHIT FROM SCRATCH USING ZERO LIBRARIES SEE YOU SOON HAHAHAHAHAH

Really just looking to mess around every now and then and see if anything comes of it; I'm not looking to engage in big official projects or obligations as there's lots of other things vying for my time... but it's always nice to have another option than just playing vidya or shitposting.

I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

Honestly I think #1 would be easiest to do as it's the least ambitious and therefore the most realistic to accomplish anything with. The point would be to get two guys (bot or not) to be able to kick each other off of ledges and stuff and also maybe a custom combat system. Thinking something between For Honor and Absolver, but much slower paced, as both surprisingly have quite deep mechanics.

R:2 / I:0 / P:9 [R] [G] [-]

Using Game Maker: Studio. The players X and Y coordinates can equal values with decimals. (Example x = 19.198213) Should I floor the coordinates to equal whole integers? This is only for tracking the players position, not for changing his coordinates manually.

R:0 / I:0 / P:10 [R] [G] [-]


We're creating a language based on 8chan culture. We're trying to recruit people because the board is kind of dead. Thank you.


R:2 / I:0 / P:10 [R] [G] [-]

I have been meaning to make a megaman battle network game for some time now but I have been wondering what is the best language to start with. Because I have been unable to install Visual Studio due to slow internet I am wondering if Python and pygames are enough to simulate the experience, but through forums I heard they might not be strong enough. Any help/tips?

R:14 / I:0 / P:10 [R] [G] [-]

game dev

im working in a videogame and i want to know your opinions https://www.youtube.com/watch?v=ddOFgRY_2Jc the game is abot a block in a lab or something and you need to push the block whit fire to reach a goal or a dor .. but theres traps in the way

R:0 / I:0 / P:10 [R] [G] [-]

3D modeling (cars)

Hey my dudes, I've been meaning to get into 3D modeling.

As for my credentials, I've used SketchUp tons of times and can more or less handle myself in solidworks if it's a very easy task and I set no time limit, which says a lot about my 3D skills.

As for the purpose of creating these models, I want to model cars that I personally find interesting to use as mods, but which aren't represented in commercial games, which throws converting models out of the window.

What software would you recommend that I learn with which methods (books, videos) and what file format should I use to make it as mod friendly as possible, at first a solid slab should be fine for some games but I'd like to move on to functioning hoods/doors at some time in the future.

I guess the games I want to mod are relevant but not too important as the model can be modified to suit its needs I guess.

My end goal would be to get them into BeamNG which is way up there so I'd likely start with games that don't have destructible cars or moving parts other than the wheels/suspension

R:5 / I:0 / P:10 [R] [G] [-]

So I'm struggling a bit in building my game economy. Do you guys have any article/essay/book on this subject?

R:305 / I:196 / P:10 [R] [G] [-]


Im currently going all out with my dream game, will be a farming game inspired by Harvest Moon: Back to Nature and Breath of Fire 3

Top down, 3D models mostly, with some sprites here and there will made on Unity

The theme will be "comfy", the game will focus on stamina management instead of time unlike most games of the genres, there will be no combat at least until the 2nd expansion All farming/gathering/crafting mechanics will have higher depth than the usual for the genre

Also all villagers will be qt girls, marriage and romance won't be on the 1.0 version, but very very veeery close friendships will be possible, also every NPC will have a specific way to help on the farm if you get close enough to them (example: the slav girl will help only taking care of potatoes, and only if they are close to a squattable object like a fence)

My brother is working on the unity part while i make some of the features in standalone C# executables for showcase

The first system in working on is cooking (25% done), you can download the current version below


R:1 / I:0 / P:10 [R] [G] [-]


So I'm close to having something to show for my work, and I'm starting to think about going public. Specifically, how to.

There's obviously YouTube and shitposting here, but how do we actually get attention? How does a game go from unknown to trending? How do we generate interest in our demos/kikestarters/streambait? I've thought about using


but I don't know the first thing about that shitshow or how to exploit it. Likewise for Tumblr, which I've seen a few anons use for documentation at least.

I think sending free copies to e-celebs and journalists is a pretty solid option when a project's nearing completion, but there's not necessarily an incentive for them to cover it. Usually if a YouTuber has any kind of sway, they're getting paid to make those videos.

R:5 / I:1 / P:10 [R] [G] [-]

is using pirated software dangerous if you release the game at some point

for example:

if someone uses fl Studio (pirated) for the Music of the game and publishes the game, is there any danger that he gets in Trouble.

Or if someone uses pirated photoshop, etc..

someone has to provide evidence for the piracy.

are there examples of People who got into Trouble for releasing a game made with pirated Software???


R:1 / I:0 / P:10 [R] [G] [-]

Is it possible to make cut out animation for animu girls with opentoonz??

I know opentoonz has rigpuppet Tools, but is it actually possible to make good looking cutesy Girl cut out animations with it?

Like for example this one:


R:10 / I:2 / P:10 [R] [G] [-]

**Text Adventures**

What's generally considered to be the best for game devving when it comes to Text Adventures, whether it be the traditional Infocom fare, or CoC or Cursed's style of 'Button-Clicking Adventure'?

I pretty much plan on making a lewd sideproject while I continue getting tangled in Godot.

pic tangentially related

R:6 / I:3 / P:10 [R] [G] [-]

>tfw it's takings too much time finish

I-I-I'm gonna make it right? It feels like so many work to do. If I can't finish this shit before Xmas, I'd probably kill myself before end of the year. I need your power /agdg/, lend me energy.

R:751 / I:194 / P:10 [R] [G] [-]

Sim Loli

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

R:5 / I:0 / P:10 [R] [G] [-]


Main blog for updates and progress stuff:


GMOTA is a medieval action gameplay modification for Doom 2, you take control of the knight Lord Blaz and fight a bunch of demons in a very fast paced melee-focused style, using a sword, a grappling chain to pull enemies in, and an arm cannon to paralyze enemies. There are also subweapons for both the sword and arm gun, adding more variety and options to combat.

More characters will be added with future updates!


Compatible with pretty much any custom doom map out there! You'll need either the newest version of Zandronum (3.0)

https://zandronum.com/ (Just click on the GET THE LATEST VERSION: 3.0 for windows, up on the top right)

Or GZDoom 1.8 or newer


You will also need either the Doom 2.wad, or grab Freedoom, though that might make certain sounds not as great.


and finally, you'll probably want some custom maps to play!

I recommend Scythe


Or Scythe 2


So after downloading all of that crap, you're probably asking "How the hell do I run this?"

I personally recommend getting ZDL, Q's new version


Just have ZDL point at your sourceport, and then Iwad under the SETTINGS tab. In the load order of ZDL, have the map over the gameplay mod.

If you managed to do all this, congratulations! You should be looking at the title screen of GMOTA, at this point, just go into options and the control options, and make sure to bind your action keys, then go forth and go medieval on their asses! If you get confused, hit F1 for a pretty barebones how to play.

If you didn't want to bother with all this nonsense, I don't blame you, seriously.

Plus post feedback and criticism by replying to this post, I'll make sure to keep track of all this

R:134 / I:24 / P:10 [R] [G] [-]

ITT we talk about 3d-graphics

So what do you fine folks know 'bout volume culling in deferred rendering for shadow volumes and stencils.

I'm trying to do this as lazily ass possible so I can move on to based Oren-Nayar diffuse lighting with Cook-Torrance specular lighting, transparency, diffraction, diffusion etc.
R:13 / I:10 / P:10 [R] [G] [-]



Please be patient we have autism editiion

>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, tell us how we can improve, show us the untapped potential you see, tell us how much our games suck (or don't, after you've played of course), and why it does or does not suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

This thread serves as an archive, and also a backup thread to the demo day thread on /v/. Feel free to use either.


More to come, but here's the already posted demos by sleepydevs.






R:2 / I:0 / P:11 [R] [G] [-]

Learn made VideoGames

Hi /agdg/

What i need for make a rpg like this one?

I'm a old programmer, but i never try made a videogame or other like. I know Java and C.

What i need for learn made videogame like this video or Dofus since newbie to master.

R:5 / I:0 / P:11 [R] [G] [-]

It is a language game.

I'll update this thread later.

R:47 / I:29 / P:11 [R] [G] [-]

Free art request thread

ITT: I will make free art assets for you.

Post what art related help you need and I will try my best to make it for you. It can be a 2D sprite, 3D model, concept art, character model sheet, tileset, background image, or I can just help you adjust your current stuff or whatever. Don't be autistic and request too many things at once though, make it about a specific thing.

Other artists can make stuff too if you want.

R:41 / I:12 / P:11 [R] [G] [-]

Two-Week Game Dev Jam (Spooked Edition)

Ok, so I had an idea about making a game within a two week limit. Just in time before Halloween. Is anyone else interested in collabing? This is a challenge to see what we can make in a short amount of time and also something fun to do.

Here's what we need:

- Writers

(plot, character bio, objectives, dialog)

- Sound FX / Sound Engineer

- Programmers

(objective & environment interactions, a.i. behavior, UI, player inventory)

- Artist

(character, environment, marketing materials, logo, wallpapers, poster)

We have two weeks to submit a fully working game into the market.


Acquiring the pride and experience of having worked on a game development team. A finished project you can add to your portfolio and show off. The chance to meet and work with like minded industry talent. Equal ownership in the final released game.

If you'd like to join our team, announce yourself and state what you'd like to work on.

If we get enough interest let's open a discord channel.

R:3 / I:2 / P:11 [R] [G] [-]

Started kickstarter friday. Only got 3% so far. Demo's in the campaign. What else do I need?


R:6 / I:2 / P:11 [R] [G] [-]

Windows retrogaming

I realize this is more of a /tech/ thread, but since the Stallmanist screeching would blot out anything to do with Windows or gaming, and /v/ are too technically illiterate, this seems like probably the best board to ask.

The state of emulation for early Windows games is simply atrocious. The booter and DOS eras are pretty well covered, and of course nearly all Win ≥7 games still work under Win 8/10 with minor tweaks at worst, but the 95/98/ME era is utter disaster, and the XP era, especially the transitional early XP era, verges on impossible.

MS's official hypervisor environments don't support hardware 3D, WINE on Linux varies from flawless to complete joke, and emulators like PCem or QEMU are primarily for DOS with very limited support for Windows or the era-specific graphics/audio hardware used by period games. This leads to my question.

Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

R:18 / I:44 / P:11 [R] [G] [-]

Turn Based Strategy game with midgets

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suited for destroying fortified units. Experimenting with things like smoke and chemical weapons could be cool, too.

I'd also like to expand more on the environment having a greater role in the game, where it not only affects unit movement, camouflage and defensiveness, but can also be altered, so things like forests and cities could also be flattened if enough artillery is dropped on them. It would also make for a cool aesthetic, with the battlefield slowly turning into a grayish-brown mess after enough conflict has occurred.

I would prefer the game (at least, the single player campaign) operate somewhat similarly to a roguelike rather than a conventional strategy game campaign, in that you progress through the conquest of the enemy nation as a series of semi-randomized battles, where your troops and equipment is "purchased" along the way with funds you acquire. This would also present the opportunity for a larger arsenal of units that wouldn't need to be meticulously balanced; something I like is the idea of patterning each faction's unit list in a somewhat realistic manner, where early-game units might be primitive WWI-style tanks, however while these would eventually become outdated with the introduction of superior technology, the old tanks could at least stay somewhat relevant in late game by introducing upgunned/uparmored versions of those units, or variants converted to become tank destroyers or self-propelled guns. In-game this could function as a kind of upgrade system.

Anyway, since I've mostly just created artwork for the game, I'll use this thread to dump what I have so far.

R:11 / I:2 / P:11 [R] [G] [-]

We've got a wiki

Get in here faggots and make an entry for your game


R:1 / I:0 / P:11 [R] [G] [-]

Urho3D 1.7 Released

Urho3D game engine got new release.

Change log:


R:4 / I:0 / P:11 [R] [G] [-]

2d beat-em up where you play as cartoony monster girls.

Hi there! First off, let me just say thank you for taking the time to read this post. We here at Team Salmon realize that you are a busy individual with a scheduale so lets get to the point.


Here is the current build of our prototype for our Debut title "Monster bust" (think streets of rage with Monster girls).

The controls are

z = Jump

x = Punch

c = Kick

There is no button to close the program at the time of this post, just close the window when you are finished.

We would appreciate any honest feed back you fellas might have, it would help us improve.

R:1 / I:0 / P:11 [R] [G] [-]

Rpg maker vx ace Resource advice

I will keep this short i am building a game on rpgmaker vx ace as a warm up before i try more advanced programs like unity, unreal, ect. Of course I hit a snag. In my opinion the stock tile set and bgm suck. No surprises there i know. So i need help finding a new fantasy tile set and music. Also I'm thinking of spending in the 20$ to 30$ range total but i'm not above going over that .

Anyway since I'm shooting from the hip on this project I will lay my cards on the table and take any advice at face value.

1. My general tastes run for bgm is between Final Fantasy 4-6 to Elderscrolls 3-5 and some classic Japanese music is not needed but wouldn't hurt. I will explain latter.

2.my main problems with the stock are that one the pov on all the tiles are messed up and that really distracts me. Also the way the terrain doesn't mesh well. Example if you put a grass tile next to a swamp tile there will be an awkward dirt strip between them.

3. As for style of tiles. 16 to 32 bit fantasy rpg would be nice but it i would prefer that it has sprites that cover a few vague concepts.

Here are some concepts I would like to use in the game if you think of a tile set that covers these points that would help.

The bulk of the story will revolve around visiting castles from opulent to ruins, towns ranging from modest to run down, lastly ship exteriors and interiors.

Sprites both battle and should have a good selection of distinct nobles, knights, and commoners as well as the standard monster manual monsters.

As for props in addition to the basics (tables, chests, coffins, ect.) Battlefield ( weapon racks, training dummy, and so on) and ship (rigging, oars, sails, you get the point.).

While swords and sorcery are the priority I,m not against japanese sprites if theirs enough to sell the idea of limited trade with japan.

Lastly one of the factions i would like to have more fantastical armor as in metalic wings, chains like Doc Ock's arms ect. It is not a priority but if the tile set has them it would be a plus.

R:20 / I:6 / P:11 [R] [G] [-]

Good 3D Modelling Resources

Wanna develop vidya (and beyond) already can program and know how to progress in that area, but how to get ahead in 3D art? CGCookie seemed like a good intro to Blender, but after running you through the very basics they went full Jew and blocked the rest until I give them shekels.

What other good resources are there for getting on with proper modelling in Blender rather than just kiddie shit like copy, add, navigate and delete?

R:4 / I:0 / P:11 [R] [G] [-]

Space Station 13

so we have an actual full time 24/7 server up, we have someone looking after that server and we have a mapper but so far the most important aspect we need hasn't shown up yet, which is coders.

we need coders otherwise our server is going to fail horribly, please consider having a look at byonds language and coding for us.

if you are interested please contact me at discord Wolfspider#8471

R:2 / I:1 / P:11 [R] [G] [-]

Making Games :)

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games


40€/High-Quality 3D-Games

+10€ for own Licenses +2€ for publish online with your name.

R:3 / I:0 / P:11 [R] [G] [-]

Minigames to get into amateur gamedev

As stupid as it seems, although I can program, I don't know how to apply the 'programming mindset' for a game. My plan would be to make a sandbox game like Animal Crossing but I feel like I should learn how to make minigames or simpler stuff before I jump to that big project. I also don't know what to use:

Unity? I heard it's relatively easy and I can get shit done with C# (I can also use Java and C) and I can get a multiplat game easylly with no fuss. Any recommendation or suggestion?

R:18 / I:5 / P:12 [R] [G] [-]

Grocery Sim

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

R:0 / I:0 / P:12 [R] [G] [-]

server code

Is a non tickbased server possible? What is that even called?

R:7 / I:3 / P:12 [R] [G] [-]



/Also requesting some minimalist starter code

R:13 / I:0 / P:12 [R] [G] [-]

2b or not 2b

These are some pretty big questions that lead to large discussions so I felt they needed a whole thread.

>want to develop game but I feel like using jewnity is a cuck-out but don't have enough knowledge to design an engine

>idea that I really, really want to so requires a medium-scale game but don't have a lot of experience so I can either do it medium scale and potentially fuck it up or do a small scale game and maybe remake it later with more content

>don't know how to art so wondering if I should get somebody (and potentially waste their time or have them waste my time) or just do it myself

>if i make a small scale game with my idea, i don't know if I should waste time bugfixing it and improving it/adding more stuff or just remake it completely with more experience and content

Any advice?

R:3 / I:0 / P:12 [R] [G] [-]

Approaches and algorithms

So I've been having troubles with writing parts of my game like z-layering and structuring my game code. Are there any good resources on algorithms and code structure? Or should I just cheese it

R:2 / I:0 / P:12 [R] [G] [-]

posted in /v/ as well but:

>top down

>player is alone vs rooms of enemies, kind of like hotline in setup

>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room

>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)

>player doesn't have a health bar, they die upon a successful enemy attack

>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well

>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight

>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)

>player has a gun they carry with them throughout the game, has a preset amount of bullets, not

>is reloaded only between rooms, can't be used as the player's primary option

>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu

>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'

>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking enemies off will only get you so far)

>the further into the zone the player gets, the more bonuses they recieve. melee attacks do more damage and stun longer, shots are lethal at longer range and autoaim up close, sprint recharges much faster

>if the player spends several seconds in the middle of a intense fight and is making crazy plays, maxes out the zone gauge, they can pull off a special move killing nearby enemies in a badass and satisfying animation

>enemies will always act in a deterministic way to certain conditions, no random element in how they behave

>quick restarts after death

>every enemy in a room has 3-4 different spawn locations, randomized on level load, meaning the room will have a huge amount of permutations and be near impossible to bruteforce, actually need to gitgud

>different enemy types introduced beyond 'dude with gun', possibly enemies that are slow and unarmed but immune to player stuns, enemies immune to enviro hazards, etc.

>maybe a nu-arpg style skill tree to let the player specialise- bullet time in sprint, extra ammo per room, faster movement, etc

would you play?

R:21 / I:1 / P:12 [R] [G] [-]

Would people buy an rpg maker game?

R:3 / I:1 / P:12 [R] [G] [-]

Platform Fighter

I made some sprite for a plataform fighter i'm planning to make. it's only the second time in my life i use gimp and i never attempted pixel art (or drawing) in general.

Is it the best board to ask for this? didn't went to loomis because my intentions are to make those good for vidya more than good for the eyes if i can do both the better

R:43 / I:24 / P:12 [R] [G] [-]

Yet another hacking game

I'm starting to make progress on my spy sim. The short description is its a 'snoop-em-up' where you can hack into peoples computers, follow them around, search their houses when they're not home, examine their credit card charges, etc. All for perfectly valid security reasons of course :^)

This is really a reimagining of an old Sid Meier game called Covert Action. You played a CIA agent going around wiretapping drug cartels and raiding locations, trying to uncover a plot before it was too late. There were two levels of gameplay to it, first being the minigames you performed to tap a phone or search a location (the latter being a topdown shooter that could get pretty intense). But the other layer of gameplay, that I think had more potential, was the metagame of deciding who to investigate and how to allocate your resources. Its this second mechanic that Im trying to focus on with my game. So there won't be a clear 'go here, now go here, now do this' linear procession, it'll be a very organic mix of what do you know, how much time do you have, and what resources are available.

Player resources take the form of cash, earned through successful missions and periodic milestones, as well as freelance work on the side. Another resource is prestige, so you can't simply go around kidnapping people off the streets to interrogate. If you aren't prestigious enough as a private security firm to convince an ISP to hand over a customers records, you can always simply hack your way in, although this will harm your prestige even more, forcing you to spend money on media consultants to protect your brands good name (or take matters into your own hands if a particular journalist is being too persistent).

In the previous example, unmasking a user via their IP, the 'right' way to do it is to build up enough evidence against the suspect to get a subpoena to force the ISP to hand over the records. There will be a lot of weight given to legal-but-cumbersome versus questionable-but-direct methods. I'm not sure if I want to address 'enhanced interrogation' directly, but the questions it raised are definitely a theme of the game.
R:8 / I:1 / P:12 [R] [G] [-]

I want to mod Tome4, need art!

I made this thread on /v/, and they directed me here...

I am making a mod for Tales of Maj'Eyal, also known as Tome4 (Tome1, 2, 3 were "Tales of Middle Earth")

The mod is a new race (kinda OP one actually :/ because I suck at the game, but didn't wanted to cheat too much) that I made new lore, dungeon, talents, even abused some game mechanics in unindenteded ways.

I wanted to add some lore art, like the ones I posted (this is from existing in-game lore art), but I am not an artist...

Someone know where I can find that?

My mod is open source, and it works only on the open source campaign (I don't even own the paid campaign), so of course I can't pay anyone.

R:5 / I:3 / P:12 [R] [G] [-]


I've been working on a while on this project for a metroidvania.

I am focusing on the technology itself to allow for people to easily create metroidvanias and content for games designed for the engine and less on the game itself.

I think I got it on a state that its worth posting on agdg places.

You can find the code and stuff over gitgud.io/LynxVania

More videos at


R:2 / I:0 / P:12 [R] [G] [-]

Where to get 2D assets

Hi /agdg/, I'm a competent programmer and I feel fairly confident in my ability to make a game by teaching myself various engines through tutorials online. I also have a couple of ideas for games which I think could be interesting.

Trouble is, I am no artist. In fact, I'd argue I'm one of the worst people you could pick to make art. I can just barely scrape together some passable environment tiles, but I just cannot do character design, art direction, etc.

What resources are there that I can use? I've tried searching for sprite databases, and although the one in the sticky seems alright, I'd like to have a large variety to choose from if possible (I understand that this is difficult given that I'm too dumb to make my own art). Are there any other fairly sized websites hosting sprites that you don't have to pay for/are dirt cheap?

Thanks for your help.

PS: In case you're interested, the current project I'm planning on building is a kind-of single player, top down RPG with a Star Trek kind of thing. You play as a ship commander and have interpersonal relationships with your crew which affects their ability in combat, out-of-combat events, etc. I'd like to make it somewhat freeform so you can be a pirate, law enforcer, diplomat, miner, trader, etc. This image is my sketch for the combat window and is approaching the limits for what I'm capable of producing graphically in GIMP (ships are plagiarised from google images)

R:3 / I:0 / P:12 [R] [G] [-]

Release Trailer?

Guys, question - I've just finished an awesome trailer for my game, but it's initially for companies as I'm looking to partner with one to finish the game.

Is there any reason to not post my trailer publicly to get the most attention? Might a company be turned off that I'm 'advertising' an unfinished project that I'm looking to partner with? Was planning to send to companies only.

(sidenote: the game and the trailer turned out amazing, mindblown.pdf)

R:3 / I:1 / P:12 [R] [G] [-]

Persona/SMT fangame

Sup /v/. So, I want to make a Persona fangame that also has SMT elements, such as the Press Turn system. I am going to make it on RPG Maker VX Ace. While it will use SMT's art and music, it will have it's own original plot and characters.

I haven't really fleshed out the plot yet, but here are the basics:

There's a world where demons exist. If a demons is killed, his soul will be transformed into a demon card. Everyone that has one of those can use the demon's powers.

(Basically it's like SMT but instead of trying to talk to the demons to make them join you you just kill them until their demon card drops randomly. Demons will also have elemental affinities, and you can fuse them to create new ones.)

Thoughts so far, /v/?

R:36 / I:3 / P:12 [R] [G] [-]

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

R:2 / I:0 / P:13 [R] [G] [-]

I posted in the thread on /v/ but it's kinda dead.

What is a good engine to use for a project in 2D? I've tried using Godot but it's a pain.

I've tried using LOVE but its too lightweight.

Project head refuses to use Unity.

Only option I see at the moment is Game Maker, which is not exactly ideal.

R:3 / I:5 / P:13 [R] [G] [-]

Welcome to AGDG + Help / Beginner / Small questions thread

CONTENT MOVED TO >>29079 AND >>29080

R:39 / I:2 / P:13 [R] [G] [-]

Why do people hate source so much?

Not for development, but as an end user. It seems as though any time you show someone a Source engine screenshot, or say "I'm using Source for a project", they lose their mind.

What's the deal?

R:4 / I:1 / P:13 [R] [G] [-]

AoS Revival: Voxelwar Development

>VoxelWar consists of a client and a modification for PySnip. It plays differently than openspades. For example, the scoping system is a bit different: it's harder to aim, so it's more difficult to hit somebody at fog range or to headshot someone. This results in less headshot spam, which makes the game much more fun. For graphics I use an improved version of Voxlap, whose main advantage is that it runs pretty smooth.

Because the original developers on this dropped it cold turkey, we at /v/ would be grateful if you could help us compile and revive this shit. This is the closest we can get to remaking the original AoS, and the source code is still there, so if anyone wants to continue it's development and clean it up, here's the files:




Also, the threads it's supposed to be on are also dead as dick, and wayback machine can only return so much.

R:63 / I:27 / P:13 [R] [G] [-]

Low poly

I really like low poly graphics when done right like devil daggers, but I think it looks like trash in games like minecraft I'd like to start making some for my game so what are some guidelines to follow to make it look good? What is the best program to create low poly graphics in?

R:0 / I:0 / P:13 [R] [G] [-]

Infinity Jam late entry: Lair of the Bigfroggr

I didn't quite get it as far as I'd hoped it would go, but it's a 'finished' game in that it has a menu, gameplay, and even a credits screen. Gameplay's pretty simple; you have a weapon that shoots flamey blasts of fiery death, but so do the bad guys. Most of them will try to kill you with their fiery death blasts, but you can dodge them, and when your blasts collide with theirs both blasts disappear. Instructions on the itch.io page. Made with Python3, Pygame, the Pymunk physics library, some Open Game Art assets, and a bit of spritework of my own. No .exe yet, maybe not ever because python's a bitch


R:25 / I:16 / P:13 [R] [G] [-]

anti fascism game

making an anti fascism game in which you storm the white house and remove the fascists from power and restore the white house to the people


R:8 / I:2 / P:13 [R] [G] [-]

HELLO /agdg/

As a total complete noob, where should I start if I want to make my own video game?

What languages do I need to learn, or would be most beneficial, or are the most common for 2D, side-scrolling and or over-head view games like Hotline Miami and La Mulana? I have no programming experience besides a little Javascript, so take that into account.

There's an engine I want to use. Its a popular one but I can't think of the name. I read that it allows anyone to use it for free even commercially unless they make $100,000 in a single year. Then they'd have to pay like a monthly fee or something.

R:2 / I:1 / P:13 [R] [G] [-]

Explain something to me.

why do games need years upon years of hundred of people working on them?

What makes the average game to take so much time and effort?

The coding?

The art?

Is the amount of content it has (hundreds of hours)?

R:9 / I:0 / P:13 [R] [G] [-]

Hello everyone

I am posting the latest build of my team's project


We're making neat little Zelda Hydlide Dragon Slayer clone action adventure game starring a robot boy who's lost his memories.

Post comments, suggestions, etc. either ITT or on our blog (read the readme)

R:9 / I:5 / P:13 [R] [G] [-]

Skeletal Animation

>hours of suffering through XML parsing

>figuring out the thousand little rules like non-deformation bones not allowed, root bone must have weight > 0 and so on by trial and error

>finally no null pointer exceptions

>webm related

End my life violently

R:3 / I:1 / P:13 [R] [G] [-]

2017 game design challenge: Consent

Consent is an important issue in today's world so this year's Life.Love Game Design Challenge will feature it as the core subject matter for this year's game design challenge.

Make a game design concept based around the idea of consent and the importance of it for a chance to win some great prices.

You can win cash prices for up to $10k for your game idea.

For more information please visit


R:5 / I:0 / P:13 [R] [G] [-]

Voice acting?

What do you guys think about adding voice acting on your games? Would you do little quips and sounds like Banjo Kazooie or actual lines? Discuss.

R:4 / I:6 / P:13 [R] [G] [-]


This is my and my friend first project. i'm the idea guy and i'm working on learning how to code i study italian literature but want to focalise on informatics editory, he is a programmer.

The game is about Margutte, an half-giant that wandering around found an empty tavern where he ate and sleeped only to find himself trapped and strapped of his most important belonging: his belly.

The game is a boss rush 2D platformer inspired by touhou shoot the bullet and touhou double spoiler. the bosses don't have an healthbar but a countdown and when it reach 0 they die.

almost all the bosses have helpers who throws healing attacks at them gicing them more time. the way to stop them are by incapacitating the healers but in most cases the effective way is by intercepting the healing attack and having it heal you instead of the boss.

Margutte has an healthbar but when it reaches 0 instead of killing him just revive him and gives a time to the boss.

Marguttes moveset consist of:

>Jumping (we have yet to decide exactly how)

>Changing his own gravity metal storm style this has to be slow enough to allow for multiple gravity shift without touching the borders and allowing for strifing left and right

>Hiding in his boots to become temporarly invincible

>Attack with his laugh who have not much of a radius and drain bosses time

As seen that is important for a platformer to have a pen and paper made map i decided that for planning in the material world for our game to make a pretty ugly stage with tokens who represents various phases of the figths and possible movesets.

pics related are those

R:109 / I:33 / P:13 [R] [G] [-]



R:9 / I:0 / P:14 [R] [G] [-]

Strategic RPG along the lines of FFT:A

The main question I have about this is if it would be possible to build it in Game Maker. I've used it in the past to make stuff like platformers and top-down shooters, but something like this is obviously way more complicated.

R:10 / I:0 / P:14 [R] [G] [-]


It is playable at http://tiledbattle.com

It only lacks the players :'(

Here is an old video


I removed fireball since then

I'll use this thread to devlog, we can discuss features and weapons and game modes here too!

Please play my game!!

This week I'm trying to make it run on mobile browser, then maybe later I think I'll go back to making npcs and PvE

R:14 / I:2 / P:14 [R] [G] [-]

How do i go about making a game like dwarf fortress where the world and NPC's generates by itself?

R:0 / I:0 / P:14 [R] [G] [-]

In this game you get to ride helicopters


R:12 / I:2 / P:14 [R] [G] [-]


Here's my collection of vidya books. Let me know if you have any requests (I have memberships in a bunch of piracy sites) or if anything else deserves to move to the Hipster Garbage folder. I work odd hours, though, so it might take me a day to get back to you.

re: https://8ch.net/v/res/9934620.html

R:187 / I:46 / P:14 [R] [G] [-]

Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start with Engineering, then Medical, then Security, then Command and then Science. Hopefully the rest of the work won't be as frustrating as all the stuff I've done so far (pff, as if).

I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

I'll answer any questions you might have in this thread. I'll also have another in /ss13/

You can find information to contact me in the Youtube video, I also go by the alias "Kyron Kiranov"

Here's a link to a Mega with the files you need to run the game and test for yourself:


Just a few things to keep in mind! The game, for some reason, runs really badly if you run a server AND a client on the same PC. Keep that in mind or test with another PC, please.

Also READ THE FUCKING MANUAL cause I made one and I'm making them come back in style.

R:3 / I:0 / P:14 [R] [G] [-]

I'm looking for a partner for an online game. I need a programmer who's experienced with HTML5/JS/SocketIO and hopefully phaser.io. I can invest $1000 of my own money into the game, we'd code it together and split the profit 50/50. We can discuss the details of the game together, or I'm open to your own game ideas and we'll collaborate together. Email: trap3z@hotmail.com if interested.

R:3 / I:0 / P:14 [R] [G] [-]

I'm too stupid to learn blueprints.

What other learning alternatives are there besides the UE4 playlist on you tube and the documentation

R:23 / I:2 / P:14 [R] [G] [-]

Debug Menus and Functions

Do any of you guys use debug modes in your games? Do they help in development or are they just a waste of time?

R:27 / I:14 / P:14 [R] [G] [-]

What would be your dream game to help develop /agdg/?

And no judging! We all have different wants in gaming

R:5 / I:2 / P:14 [R] [G] [-]

I want to make something with tiles. I have no idea yet where it will lead me I just want to know how it turns out to look like. It is a bit painful to find out if it tiles well or not so well. Is there a tool which automates tiling bitmaps, even when it is pseudo-3d like pic related?

R:11 / I:3 / P:14 [R] [G] [-]

Some older anon can give me a hand here?

I had the dream of making games since I was a teenager, but now that I learned the basics and I'm basically archieving it, I dunno, something changed on me.

It's something that changes from wow, I'm going to be the best indie developer in the world, I'm gonna beat everyone, wow, everyone's going to suck my dick.

It simply changes to wow, it's another fucking shit job, with 8 daily hours of work, most of the time the work will be boring shit and it will suck balls.

It's something that simply came, It changed from wow, I'm going to be the next notch, I'm going to be rich and famous to wow, I just want to make enough money to be able to sustain a frugal life.

It's like something that humbles you.

The worse part is that I'm just 27, dunno if the 30 life crisis have something to do with it.

R:6 / I:0 / P:14 [R] [G] [-]

ss13 needs coders

ss13 or space station 13 is a atmosphere simulation game set in space on a space station but it actually alot more then that since it's become alot more through lots of peoples efforts some good and some bad, it's become a space station simulation with some really in-depth game mechanics and some just solid enough to work for their intended goal.

we have servers up and people willing to host these servers, we also have spriters and mappers for our servers but the one thing we're always lacking in are coders.

there's a very good reason for this and it's because learning byond code is such a waste outside of space station 13 and also while being a headache, that said though the game its self is very good and has massive amounts of potential since it's more or less entirely open source with afew exceptions depending on serves since the code base is different on every server for the most part.

so I've come to gauge interest and seek coders to help out.

R:30 / I:5 / P:14 [R] [G] [-]

Etheria Offline

If you are interested in fun AI, then I hope that you're gonna like this game. I always wanted to have my own "offline" world to explore and NPCs to interact with, fight and chat with.

So in this game there are some monsters that don't just sit there, if they are surrounded (depending on their size) they dash, if you want to hit them they try to jump away, if you cast spells on them they try to run sometimes, they throw stuff, bite and all of that.

Parties aren't added in yet but it's there in the big list of features to be added. The NPCs are pretty fair meaning that they don't cheat to get stuff and they don't get massive bonuses or boosts, they do whatever you can do. Even when not in your area the NPCs still do their thing, buy items from shops depending on their needs, sell them, battle monster and get drops, travel, and I have a lot more to add.

They also chat depending on their gender and personality but the chat system is just at the beginning for now. I'll post progress here and make some demo if anyone cares about it.

To explain shortly, this is trying to be an offline mmorpg with AI instead of players, fun combat instead of boring grinding, and a lot of monsters that kinda do their own different attacks. I'm gonna post some webms now.

R:6 / I:1 / P:14 [R] [G] [-]

Can we get some kind of dumping ground for Unity packages for systems and code on the Asset Store? For those who aren't confident of spending dosh only to find out a promising package is either garbage or doesn't work for their projects like they intended.

Other engine packages/plugins welcome.

I used to have a torrent of packages, but they were for Unity4 and I can't find the link anymore. Will add if I can.

R:8 / I:0 / P:15 [R] [G] [-]

Homebrew games

Anybody here work with any kind of homebrew development? I've been looking at some homebrew toolchains and poking at a few sample programs for the NES, GameBoy, and GameBoy Advance (I've done a little bit of DS and 3Ds in the past) and it's pretty fun. It would be pretty cool to do some collaborative work with somebody on an open source NES or GameBoy game. You'd need some ASM and C experience (art and music would be good too, but I'm primarily looking for other programmers to work with; programmer art is fine with me).

Also, general homebrew discussion.

R:30 / I:1 / P:15 [R] [G] [-]

Aseprite 1.6

I took the trouble to compile Aseprite 1.6 and thought you guys might get some use out of it. I was the guy that compiled 1.1.1 awhile back. Haven't been on here much because I drifted back to 420chan after 8ch became a shit, but it was fun while it lasted. This is still the best agdg around.

Re: aesprite, as you may know it's basically the best sprite editor in existence. $15 unless you compile it yourself from their git. They update it a LOT and it's just been getting better and better lately. Many people now use this instead of Photoshop for sprite work, even people who've used PS for like 10 years. For a graphical rundown of features check out their site: http://www.aseprite.org Their Twitter also has a ton of inspirational pixel art (pic related). https://twitter.com/aseprite

Anyway. http://www.filedropper.com/aseprite16

R:3 / I:0 / P:15 [R] [G] [-]


Is there a resource for learning DirectX? I am looking to write simulations. I use Windows because of excel, matlab, etc. So DirectX is what I will be using. Any help?

R:60 / I:20 / P:15 [R] [G] [-]

Beginning 3D modeling in Blender

Last thread was bump-locked. Starting a new thread because I'm a narcissist, but also trying to salvage anything worthwhile from the last thread into copypasta. :)

After getting frustrated at MudBox and listening to some feedback here, I've decided to try and learn from the ground up using Blender.

ITT: Beginning 3D in Blender

Specifically, I think I'm going to stick to this playlist and try to get 100% through it before moving on:



YouTube channels:

the d-dub show / ward7299


Blender Guru









"youtube user MetalX1000 has one of the oldest and most complete programming and development channels, and has several playlist of blender game engine and blender render tutorials.

Here's his playlist of Blender Game Engine development with python, which will basically leave you ready to start your first project.


"Blender's documentation is notably crappy, with entire versions having no documentation whatsoever, so if you're not already a member of the http://blenderartists.org/forum/ and http://blender.stackexchange.com/ you're gonna have a bad time as soon as you can't find an updated tutorial on that one very specific thing."

"This looks popular on Amazon, and covers 2.7 the newest version:

The Complete Guide to Blender Graphics, Second Edition: Computer Modeling and Animation 2nd Edition



Use the period button on the ten key to reset camera back to the selected object. Nice. I'm sure there is somewhere in the settings to make the "orbit selected object" default, gotta find that later."

"after hitting S to scale, I can hit X Y or Z to then limit it to that axis, like using the manipulators."

"S to scale, then Shift + Z to scale on the X and Y at the same time (so, s for scale, shift z for "not Z")."

"I like this guy because he comments everything he does. His videos are about general modeling/animation, which doesn't always works in game dev (especially his animation techniques), but, I've learned more from him than any other youtuber, only because of the way he is teaching...




Shift + A

Add menu


Toggle Object Mode/ Edit Mode



Select all / Deselect all


Border select


Circle select






CTRL + Shift + Z










Extrude region

Alt + E

Extrude menu


Create Face / Edge

LMB + Shift + K

Knife cut midpoint

Alt + M

Merge menu


Loop cut


UV Mapping menu


Specials menu



Front view


Side view


Top view


Back view


Side view


Top view

T - Toolshelf menu on the left

N - Properties

>Would be nice to be able to "orbit" the object itself, and not some center-point as seems default.

File > User Preferences > Interface tab > Check "Rotate Around Selection"

File > User prefs > Themes tab > Science Lab (noice)

File > User prefs > System tab > DPI. Default is 72, 76-80 is easier on the eyes

To use OpenGL (AMD):

User Preferences > System > Compute Device Panel, and configure it as you desire.

500 sample image took 00:47.64 with OpenGL, 00:51.48 with CPU. 1.08 times faster with the GPU


Answer by VesuvianPrime · Oct 22, 2013 at 12:49 PM

Deygus, a typical workflow for games:

1) Build your low-poly character in a modelling tool like Maya, 3DSMax, Blender, etc

2) UV map the character

3) Export the character into zBrush/Mudbox

4) Do your high-poly sculpting

5) Bake out the detail into a normal map

6) Apply the normal map to your low poly character

After adding the mirror modifier, click "clipping" to keep the two halves "glued" together.

When using "I" insert of faces, like for the mouth, make sure to uncheck "Boundary" to make it work correctly along the mirror modifier.

R:41 / I:6 / P:15 [R] [G] [-]

Solo thread

Lets talk about going full solo in game development. Why do you think it's good? Why do you think it's bad?

I think it's the best option if you don't make games to make money. If you do it because you want to, because you like doing it, then it should be your work, from top to bottom. If more people work on one game then it looses character, but that might not even be considered bad since different games provide a variety of gameplay styles.

Would you agree that games are the highest form of art? They combine all other arts and add something that neither one has: interaction.You can't experience a game without interacting with it. So, if you're making games as a form of art, then it should be YOUR art, it should capture and embody your own personality.

R:10 / I:4 / P:15 [R] [G] [-]

Cant into terrain smoothing algorithms

Im working on a RTS game, and i want to generate the map not based on a heightmap but on a map of tiles. The tilemap is just a 2x2 integer array that holds terrain IDs, they can represent water, shore, flatland, swamp, mountains and so on. Height and texture is dependent on the ID, not on a heightmap and blendmap as usual. Is this a shit idea? If yes, whats a better method to achieve RTS maps? The scale isn't a battlefield like AoE or Starcraft, but more on par with /gsg/ or Totalwar games, that's why the system seems to make sense to me.

Assuming there isn't a better method, how do i do proper terrain smoothing? I've got simple smoothing working, but corners are fucked, and after two hours of trying to develop an advanced algorithm my shit looks like pic related. I've tried to subdivide each tile into 9 zones, which each smooth out based on their 4 cornerpoints, with the middle zone not smoothing out at all. Turns out that this shit is hard to debug and im giving up by posting here.

Additionally, how do i get more than 4 textures on my terrain? All i find is using blendmaps, which don't go beyond that amount.

R:1 / I:1 / P:15 [R] [G] [-]

need maps for my gayme.

been making an fps using Unity

>inb4 its shit.

i'm doing it for fun, just to play with some friends.

the thing is, maps are really time consuming to make, i'm the only dev i and i want to play it before i die of old age.

so i thought of picking some up from HL2, but it imports without the textures.

can't find any free map available.

doesanyone know where i can find some ?.

not particularly looking for something fancy, just decent looking, half life 2/CS:GO would be fine.


R:2 / I:0 / P:15 [R] [G] [-]

dead board

R:14 / I:0 / P:15 [R] [G] [-]

Running/jumping/falling physics

Hi, not sure if this is worth an OP but couldn't find a fitting thread.

I work on a parkour game and currently I try to find a formular for running/jumping.

I came to the point where I have to decide how deep one can fall without taking damage. I chose to take the acceleration done in a vertical jump and interpret it as deceleration at landings.

The character can fall deeper than he can jump upwards. Because:

Right before jumping he knees with a 45 degrees angle of the thighs, which is a acceleration-path of 1/sqrt(2)'th of the leg lenght.

But at landing the character can do a roll which I interpret as 2/3th of the leg length for deceleration. This is longer than 1/sqrt(2)'th which means he is able to decelerate from ~11.1m/s to 0

This results in my case in ~7.2m depth for maximum depth.

What I want to know: Do you think this is somewhat realistic?

btw The character can run and sprint. In the picture it is f(x) and g(x). g(x) seems awfully long with the ~7.2 depth...

Sadly I need to do such stuff before working on the map or otherwise I dont know how high I can make walls etc.

If I find the help here useful I'll post the soccer stadion I have as a map wip atm. :3

R:38 / I:16 / P:15 [R] [G] [-]

Recruiting writefriends for VN

A anthro VN.

I'm looking on forming a team to get this project of mine off the ground. The brief outline is done. The detailed outlines are not. We've already got a code person. Art will be acquired later. If you can write, have free time and are interested. We could use the help. The more the merrier.

Thank you.

R:37 / I:2 / P:15 [R] [G] [-]

Construct 2 thread

Can we have a thread about the pros and cons of Construct 2?
How many of you can learn it by yourselves and how many need tutorials?
R:20 / I:0 / P:15 [R] [G] [-]


This is the most powerful motivation video that I saw, if this doesn't get you deving and learning, then nothing does.

R:33 / I:5 / P:15 [R] [G] [-]

What are some good game engines and game dev tools for Linux?

R:10 / I:2 / P:15 [R] [G] [-]

I am the most nigger mature

Pretend for a moment I know why you're frowning. Give me peace not. You have power, but do you have grace? Is it possible to improvise or will we die in the blink of an eye or two?

Can we pretend that airplanes don't fall, can we pretend to be nothing at all, can we hide and can we run or will we just get tossed about, like a rag or a bag of skin, in an emptiness that ignores us?

R:16 / I:0 / P:15 [R] [G] [-]

Reviving Ace of Spades

Back in 2011, Ben Aksoy made a neat game called Ace of Spades, but sold it out to Fagex. Since Fagex deleted the source code to the original game, why don't we fix the source code and go from there?


Barring that, why not just remake the game from scratch?

R:305 / I:68 / P:16 [R] [G] [-]

What's holding you back?

What specifically is holding you back from making games? Lack of knowledge, lack of art, some mechanic that's giving you trouble, or something else that always gets in your way?

"No motivation" isn't an excuse, either you want to make games or you don't. If you don't have motivation, then there's something discouraging you.

Mine is graphics rendering. I'm an engine dev because that's the way I like it, but I have no idea how to use OpenGL and I don't know where to learn what I need to learn. I mean I can use it, but I have no idea how I'm supposed to use it, so I end up with shitty performance whenever I try to draw many things.

R:34 / I:1 / P:16 [R] [G] [-]

Games design horror stories

What you anons have any stories on the horrors of how shit game dev schools are?

R:2 / I:1 / P:16 [R] [G] [-]

Original art, do not steal

Something something everywhere

R:7 / I:0 / P:16 [R] [G] [-]

Another idiot interested in RPG Maker

So.. I saw RPG Maker Ace VX is on a 90% discount, only 6 €, and I'm seriously thinking about buying it to make some easy RPG, but then I noticed RPG Maker MV and I was thinking about waiting until it had a discount of that level.

I have no experience nor knowledge about programming, also don't know how Gamemaker will work in the end, yet I saw many people playing stupid RPG Maker games and thought that maybe... maybe... I could get some easy bucks if I work hard in a good RPG game using the engine and then after getting some experience and have some assets jump into Gamemaker and make a beat'em up spin off.

So... what is your recomendation besides stop being a faggot and actually learn how to program a game?

R:11 / I:1 / P:16 [R] [G] [-]

Dev Blog?

I never had a blog before, but some friends have been suggesting me to make one for my game, any of you folks have one?

I was thinking of something to be updated weekly like DF bay12 website

R:13 / I:0 / P:16 [R] [G] [-]

Guys, I have these two friends and they told me they want to make a puzzle game. Neither of them have any programming experience. Having failed my first year of CS I know what a challenge programming can be.

I set the bar low and told them to learn python and found suitable libraries. They haven't bothered to learn any python nor read the documentation I provided. I told them to hold off UI design until they understand the libraries and their capabilities but they have spent all their time (2 months) drawing pictures.

Now they have declared they are moving to the Unity engine because one of them watched a YT video where the guy made a game using no code. I told them they still need to learn programming but now it will be C++ which is more difficult. They said that's fine, like they completely ignored the words coming out of my mouth.

The moment one of them said "game engine" I immediately quit in my head.

I feel fairly confident they are going to fail hard. I have decided to just let them do it if they aren't going to listen to me anyway.

What do you think their chances are? Can a couple of idiots with zero experience make a game using Unity?

R:2 / I:0 / P:16 [R] [G] [-]



R:0 / I:0 / P:16 [R] [G] [-]

Where the fuck did all the OpenTK and pencil.gaming documentation go? Why aren't there any decent C# wrappers for any graphics API?

R:72 / I:39 / P:16 [R] [G] [-]
What sort of constraints do people typically put on themselves for a "low poly" artstyle?

Do they limit themselves based on tris, verts, filesize or something else I can't think of?
R:1 / I:0 / P:16 [R] [G] [-]

Is there a good, standard way to do 3D animation? I've been working with Blender, exporting with Collada, and exporting my animations in BVH format, but it's pretty flawed. Namely, I really wish it could be one single file for the whole thing with animations (though I don't care so much about this point. I could handle 1 file for mesh and bones and one file per animation), and Blender's BVH output outputs every single frame independently instead of using proper keyframes (ie. if I have keyframes on frame 1 and 15, BVH instead outputs all interpolations between these keyframes, instead of just giving me the keyframes and letting me interpolate; I shouldn't have to ship a new set of poses to the GPU every frame).

If there isn't anything, I'll just have to output collada plus some hand-made format for rolling into my own format.

Note that I'm doing C++ and OpenGL, so I'm not doing anything that can be solved with a Unity or Unreal solution or anything like that.

R:14 / I:17 / P:16 [R] [G] [-]

considering suicide

>Pixelart is a great easy way to make game art Anon!

>tfw all my pixelart looks like ass

how to git gud?

R:4 / I:0 / P:16 [R] [G] [-]

So have you guys heard of Processing and P5.js? They use Javascript and I'm learning how to use them for game development.

R:12 / I:1 / P:16 [R] [G] [-]

Cant wrangle time




I cant into time. My autism compels me to use floats (C/C++ user here) and i know damn well I am supposed to use fucking anything else. like a double.

My question is - how did quake/HL/anyone fucking else do this?

R:9 / I:0 / P:16 [R] [G] [-]

How do I practice?

Are there common ways to warm up before designing and coding a game?

Stretches or drills I can excercise to throw myself into it?

Like maybe recreating a randomly selected wario ware game from scratch or something.

would that help me in the long run, or would I just be wasting my time.

R:2 / I:0 / P:16 [R] [G] [-]

i made thing

R:10 / I:3 / P:17 [R] [G] [-]

Data-Oriented Design

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

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

A basic example of this being implemented:

Class dog {
sound bark;
attack bite;


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

R:7 / I:1 / P:17 [R] [G] [-]

Anton & Coolpecker: An N64 Style 3D Platformer

For about a year now our development team "Mobius_Trip"

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

named "Anton & Coolpecker".

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

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

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

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

We are a very small team consistent of very talented people

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

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

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

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

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

More information about the game here:


You can listen to the OST here:


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

by sending an email to antoncoolpecker@gmail.com

R:64 / I:4 / P:17 [R] [G] [-]

Making your own engine

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

Let's talk libraries, architecture and tool development.

R:3 / I:0 / P:17 [R] [G] [-]

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

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

R:13 / I:2 / P:17 [R] [G] [-]

Making a game in RPG Maker

Please provide me with dumb ideas.

R:14 / I:14 / P:17 [R] [G] [-]









R:11 / I:2 / P:17 [R] [G] [-]


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

What have you done in LÖVE?


R:7 / I:3 / P:17 [R] [G] [-]

Shilling your game

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

R:12 / I:1 / P:17 [R] [G] [-]

hi /agdg/

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

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

t. /v/

R:98 / I:9 / P:17 [R] [G] [-]

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

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

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

inb4 waste of time

R:141 / I:45 / P:17 [R] [G] [-]

anti police brutality game

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

spriting some cute characters first

R:13 / I:2 / P:17 [R] [G] [-]

Pico-8 General

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

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

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

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


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

R:3 / I:0 / P:17 [R] [G] [-]

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

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

R:40 / I:2 / P:17 [R] [G] [-]

Has anyone made money with game dev?

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

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

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

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

R:6 / I:1 / P:17 [R] [G] [-]

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

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

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


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

please help

R:3 / I:0 / P:18 [R] [G] [-]

Is it any good?


R:301 / I:49 / P:18 [R] [G] [-]

GameMaker: Studio General

So this is going to be a new general in here I guess, suggest links.

>GameMaker:Studio Homepage

>GameMaker:Studio Marketplace

Who master collection here?
R:0 / I:0 / P:18 [R] [G] [-]

I wanted to share with you this thing.

Is basically a custom rendered for Panda3d (really), it has PBR and that post 2013 kinda look to it.


R:17 / I:2 / P:18 [R] [G] [-]


How to write interesting, non-cliche characters? Any tips?

R:7 / I:0 / P:18 [R] [G] [-]

Math is hard

I do design and programming stuff, but I'm shit at math. I want to do some brushup on algebra and stuff, and build up to be able to handle more complex stuff. Problem is my attention span and comprehension is shit because a lot of guides, online academies, whatever are really boring in presentation and can't get through to me. Is there any particular guides that give context to the math and show practical, real world use of it, especially in games? Extra credit if they explain these things in bizarre ways that serve as great memotics for formulas and their uses. Extra extra credits if they're presented in imageboard levels of fun.

R:1 / I:0 / P:18 [R] [G] [-]

Gamemaker Pro Humble Bundle

Humble Bundle is selling GameMaker Pro+a bunch of export modules+some games and their source code for $15 bucks.

Or you can pay 1 cent and just get GM Pro.

R:4 / I:0 / P:18 [R] [G] [-]

DirectX (d3dx9) C++ fastest way to render a texture

Hello my fellow goyim,

Does anyone know the fastest way to render a texture on screen? I'm currently drawing a primitive using device->DrawPrimitive and device->SetTexture to render it.

R:1 / I:1 / P:18 [R] [G] [-]

Worldbuilding Thread

This thread is for discussing worldbuilding, lore, naming characters/locations, and asking misc questions about how to implement something that fits with the setting of a game. All the lore/story of your game can be discussed in this thread.

R:0 / I:0 / P:18 [R] [G] [-]

Come watch/add some AGDQ/Speed runs/Vidya with like minded people - https://www.cytu.be/r/SpeedRunGeneral

R:10 / I:5 / P:18 [R] [G] [-]

Ideas for Stat System

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:


Reduces the chances of fucking up in battle like critical failures.


Reduces the chances of getting critially hit and getting status effects.


Reduces the chances of messing up dialog


Reduces the chances of messing up in science related skill checks, common sense.


Increase turn order priority.


Reduces the chances of messing up things like lock-picking and stealing.

...and I'm not sure about this one


Minor increase in HP

R:28 / I:4 / P:18 [R] [G] [-]

Group projects

Why don't group projects ever work, or even get started to begin with?

How can we fix this?

I want to contribute art and designs and maybe small bits of code to a game project where other people do most of the programming, because I'm not so good at it myself. I crave to design worlds for a game, but this kind of projects seem nearly nonexistent and you need to be crazy good (usually with many things at once) to be hired in a studio.

I've been waiting for so long for an interesting project to surface, but it never seems to happen. Or am I not looking in the right places?

R:18 / I:13 / P:18 [R] [G] [-]

I was told to come here, maby you can help.

Im working on an isometric game in Gamemaker.

my problem is im stuck on depth.

my character will go under the tree the closer i am to the screen and above the tree when im farther at the top of the screen.

R:15 / I:0 / P:18 [R] [G] [-]

I was wondering, why there is a relevant number of open source community developed project, while there are almost zero games done that way?

Clearly design and balancing can't be done by the community, but for every other aspect it's just like another program.

>pic Unrelated