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/agdg/ - Amateur Game Development General

AGDG - The Board

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

File: c5b2b89de27dca0⋯.gif (237.98 KB, 752x484, 188:121, pixel_waterfall.gif)

7d45ab  No.28950[Reply][Last 50 Posts]

Post what you're dithering on.

Previous thread >>24615

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2a5628  No.34270

File: 934dbd684dcfb8f⋯.jpg (663.39 KB, 1701x1275, 567:425, 62.jpg)

File: 86c11100dbb0028⋯.png (1.18 MB, 1695x978, 565:326, 62.png)

File: 06aa372614614b5⋯.png (1.02 MB, 1179x1179, 1:1, city60.png)

File: 5e276ff7a7eb0a2⋯.png (2.22 MB, 2304x2304, 1:1, city45.png)

Making a lot of progress on modeling out the buildings.

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File: d0ff32791978d96⋯.png (260.96 KB, 1080x1080, 1:1, logo_render_transparent.png)

08dbf2  No.29079[Reply][Last 50 Posts]

Welcome to /agdg/, home away from home.

News

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.

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. Shining examples of that are Fables of Laetus bros >>30488. If you want to develop your game concepts or have small tech questions, go to the designPost too long. Click here to view the full text.

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f303fe  No.34229

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File: 0154f0f9146bcd6⋯.png (25.88 KB, 423x364, 423:364, combat.png)

File: 1ee2ba32ac6d04f⋯.png (77.66 KB, 692x620, 173:155, city objects.png)

File: 1ef9f623e2ad1b9⋯.png (18.64 KB, 594x387, 66:43, raft.png)

File: eb68ce94cef91e4⋯.png (32.01 KB, 695x343, 695:343, trade cart.png)

e5cced  No.33710[Reply][Last 50 Posts]

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

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d6aa75  No.34272

>>34194

region_lock

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1d10b8  No.34273

>>34272

>>34195

>>34194

If it's not too resource intensive, might I suggest offering two or three servers? One could be open to global players, one region locked to glorious NA/EU, one region locked to asia/everywhere else

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231e5c  No.34276

>>34273

For language reasons, that's certainly an option. While I have a small player base, though, I'd prefer to keep everyone together for the network effect.

If you guys think that's likely to cause problems then I can expedite the feature.

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231e5c  No.34277

File: 1e15abc6a82374e⋯.png (1.95 MB, 3754x5005, 3754:5005, tree_20200328.png)

Finally time for a new content release! The tech tree has been relatively stagnant for about three years, but now it's been massively expanded.

Content:

- Copper weapons, armour and tools

- Woolen armour

- Fishing

- Coinage: Metal bars can be struck into 100 coins, and coins can in turn be re-smelted into bars.

Balance:

- Fires, ovens and kilns now last much longer before requiring more fuel.

- You are now limited in the number of pets you can have. The base limit is 1, but this number can be increased with certain pieces of gear.

- Crafting Small Pots and Tin Bars can now be unlocked by trading for Crude Clay and Tin Ore respectively (not just by gathering them).

- Ovens can now be unlocked by re-lighting an extinguished Fire (not just by building new ones).

- Rafts are now available very early and are relatively inexpensive. A new, faster boat has been added later in the tech tree.

- Rivers and coasts are now a new, shallower type of water. Rafts are limited to this shallow water.

- The tutorial quest "Burning Desire" now rewards 8 sticks, in addition to teaching you to build a Fire.

- Food now restores health only, and not energy.

- Water Vessels can be consumed to restore energy. Just like when watering a farm, when a Water Vessel is consumed you will receive a Small Pot.

- Small Pots and Water Vessels now stack, up to 5.

Usability:

- Vehicles now move better, and are easier to mount and dismount.

- Construction sites now have an "Auto" button that adds every material you have in your inventory that the site requires. This also works for watering farms.

Aesthetics:

- Highlights on mouse-over have been improved.

- Shadow edges are now softer.

- PlPost too long. Click here to view the full text.

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231e5c  No.34281

File: 7ddea6bb32bacf9⋯.png (78.55 KB, 1288x747, 1288:747, 2020_03_29_155905.png)

Self-expression: one of the eight kinds of fun.

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

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

ITT: we discuss the Godot engine
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b6fa2c  No.34030

>>34028

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

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

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

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cf1236  No.34033

>>34000

No. Either ES 2 or 3.

>>33997

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

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8d4c3b  No.34044

>>34030

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

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

>>34033

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

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4f1487  No.34269

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

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

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f41277  No.34280

>>34269

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

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

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

What specifically are you having trouble with?

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File: 7f67a4b23c058ce⋯.png (1.35 MB, 1000x729, 1000:729, ClipboardImage.png)

fbf3bc  No.33749[Reply]

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).

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fbf3bc  No.33953

Haven't had much free time. Still thinking of the best way to construct rooms. What I posted >>33904 is suitable for hubs, but not feature rooms.

Once I break an area into regions, each region is broken into 2-4 major rooms that act as hubs/main rooms through that region. These will branch off into separate, linear paths to each feature room. A feature room contains things like save points, major items, etc. Once feature rooms are placed, additional hallways connect them to hub rooms.

My difficulty right now is generating a desireable shape for feature rooms. Hubs can use a combination of walkers, A*, or whatever to rough up the shape, and hallways can use roguelike HVH or VHV lines to assemble a minimum spanning tree between each key feature.

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fbf3bc  No.33954

Also, most doors are for horizontal traversal, rather than vertical. I quickly counted the number of doors in the game, and got through about 3/4s of it and had something like 7 or 8 vertical doors to 120 horizontal ones. So this needs to be a factor in design as well.

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fbf3bc  No.34058

Kinda dropped this project for the moment.

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e2654e  No.34271

File: 2f54abec2a9cf13⋯.png (47.53 KB, 1047x809, 1047:809, ClipboardImage.png)

Picked this back up and worked on a few things here and there. Just had a week or two of free time off work (unrelated to Coronavirus).

Pic related was made programmatically (and viewed in an existing editor, SMILE). I'm using a Grid<T> class I implemented in another small utility framework I made, which lets me take an array of data and interpret and change it in terms of rectangular values (eg, flip, shift, blit). I am currently working on "tile brushes" so I can draw features in a layer stack and then compile them to rom.

This particular room was hardcoded, but it features two Grid.Fill() operations to generate the room's frame, and then a brush to place the blocks and the door. I keep trying to decide between a dedicated Tile struct (easier to work with, but more cumbersome to code things with) or just using a ushort so I can take advantage of bit logic (slightly faster, which won't matter, but feels elegant).

Brushes also need to have XY flip and a few other things.

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e2654e  No.34275

File: a9cd764ac955b97⋯.png (54.37 KB, 1047x809, 1047:809, ClipboardImage.png)

>>34271

Right now I am still trying little things with my framework, tidying it up, and making it more general purpose. This is mostly for me to test how to block fill and work with room data a little easier. Still a bit of ways to go.

As for the actual generation, what I've done here is give each tile a random "enabled" value. This determines whether its open space or a closed square. For each screen, I test whether the screens to the right, bottom, and diagonal bottom are also enabled. If so, it sets a direction flag that says to merge it. Then, it iterates each screen and sets appropriate flags for diagonals, and upleft and such (done this way for lazy bounds checking).

In production, it would check the diagonal flags so you don't have block islands in clear space, and it would also reinforce screen edges (sides of screen like normal rooms would). In addition, directions are forced, and some rooms could very well have sub tunnels.

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

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

c3174e  No.34265[Reply]

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

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2829cc  No.34267

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

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2341a9  No.34268

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

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File: 48973bb47b9c09a⋯.jpg (61.22 KB, 512x512, 1:1, uw_logo.jpg)

4d8f08  No.32403[Reply][Last 50 Posts]

UW is a tactical shooter with waifus.

Posting progress and answering questions and stuff.

Harsh critiques are welcome!

twitter : https://twitter.com/unwargame

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7f35d5  No.34242

File: 7062263769d360a⋯.gif (3.89 MB, 480x270, 16:9, star citizen.gif)

>>34240

Don't let it overwhelm you and only promise things you can actually complete in a reasonable time without running out of money you get from people.

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3eab88  No.34256

>>34240

Is there a non-Steam demo?

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21892b  No.34258

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d790a1  No.34262

>waifus

>ugly ass racially ambiguous SJWbait dykes

I love it when a game makes it as clear as possible from the beginning that I should avoid it. Thanks OP.

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7e5dbc  No.34266

Good luck bros

but that trailer song was horrible

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

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

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

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

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

9b7832  No.34165[Reply]

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

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

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

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

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

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

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

Apple: Jackhammer

Mint: Spear

Banana: Grapple Arm

Cherry: Bomb

Watermelon: Minigun

Licorice: Coil Spring

Pineapple: Bazooka

Cola: Unicycle

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

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

Streamable embed. Click thumbnail to play.

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1e3cb9  No.34216

Streamable embed. Click thumbnail to play.

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

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a0a580  No.34217

YouTube embed. Click thumbnail to play.

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

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9b7832  No.34218

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

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

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

>>34217

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

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

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

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

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

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9b7832  No.34264

Streamable embed. Click thumbnail to play.

Got some new footage.

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

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

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File: d8d52c2c0c9f4dd⋯.png (1.32 MB, 1128x900, 94:75, steel sauce run.png)

115461  No.33460[Reply][Last 50 Posts]

IF YOU SEE THIS THREAD THEN MAKE A POST ON THE BOARD

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.

JUST POST SOMETHING

This is how I shall revive this board

Anons who ignore this post are triple nodev

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d34eb7  No.34214

File: 85aa204278a5708⋯.jpeg (39.97 KB, 660x495, 4:3, EK5dvhAWkAAWqTq.jpeg)

i'd like to start game devving this year after i get a good 3d workflow going

but you know how life is amirite

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e7e3e2  No.34222

I'm gonna quit my day job and pretend to dev fulltime.

100% no CP games.

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813dc5  No.34247

I don't care about gamedev at all. I just wanted to check the board because it's related to programming. >>33460

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16a07c  No.34251

>Anons who ignore this post are triple nodev

kek

>>33681

There's a better way: doing it via your linker. You can embed any file into your program and it will magically show up as a char or void pointer and a length integer. You can then use a proper build system like CMake and automate it.

https://gareus.org/wiki/embedding_resources_in_executables

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8f5e27  No.34261

File: 6f728092bbc62c2⋯.png (218.01 KB, 695x564, 695:564, 6f728092bbc62c2c70246aee38….png)

I'm working on a simulation game and before I can even start to code one line I need to get all the formulas in excel working. Basically have the game working in excel. My level of frustration is quite high atm sigh

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

248a8e  No.33099[Reply]

Im currently making a fast paced fps game in Unity.

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

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27301e  No.34254

>>33099

Uh, what's wrong with using Unity Photon?

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File: f73344f8b3426d9⋯.mp4 (2.35 MB, 960x540, 16:9, Adam Walking on Grass WIP.mp4)

af8760  No.30488[Reply][Last 50 Posts]

Last thread reached bump limit

Old thread: >>27922

https://archive.is/PWxKh

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

http://store.steampowered.com/app/759800/Everyday_Lite/

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2dcd93  No.34236

File: 90d5a9e60bcb0f2⋯.png (309.65 KB, 1796x824, 449:206, Tiara.png)

File: 61a8bec05822d25⋯.png (16.64 KB, 150x150, 1:1, icon.png)

Working on Tiara the Faerie Queen (she is the icon of the prototype)

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2dcd93  No.34241

File: 1d9d88156b09a79⋯.png (293.42 KB, 786x965, 786:965, Tiana.png)

Tiana model's is almost done

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2dcd93  No.34248

File: be42a05562d05c6⋯.png (345.08 KB, 800x450, 16:9, wheat field.png)

Are you ready for harvest-able wheat fields that extend all the way to the horizon using our grass tech?

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eb15b8  No.34250

File: 8051895b605fba3⋯.png (523.29 KB, 800x400, 2:1, Anna-and-Adam.png)

>>34248

No, but I am ready to walk trough the flower field with Anna while holding hands

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2dcd93  No.34253

>>34250

I see you like big girls

for you

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

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

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

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

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

There is a page on the wiki here:

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

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6123d9  No.34158

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

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

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

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

>>34154

>>34152

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

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2eadbd  No.34159

>>34158

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

mousefade.mp4 - Altwave - Donkey Kong Country Medley

mousefade_mesh_texrotate.mp4 - Tempest 2000 OST - Hyper Prisim

sigma2_UI_system - Prana - Geomantik - Taiyo (Chakra Remix)

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

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

editor_scaling_works_FUCK.mp4 - Chris Zabriskie - Divider

editor_texture_browser_scrolling.mp4 - Phoenix849 - Netware Violators

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

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

editor_copy_paste.mp4 - (cant find it)

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

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

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

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

snap_to_grid.webm - Defender 2000 OST - Track 03

editor_gs.webm - Defender 2000 OST - Track 02

editor1.webm - TRF - Ez Do Dance

editor2.webm - ALEPH - Take My Life

frustum_culling.webm - Ken Laszlo - Hey Hey Guy

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

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

CSGworking.webm - Kraftwerk - Neon Lights

CSGbug.webm - Kraftwerk - Neon Lights

hall1.webm - Mr. Flagio - Take a Chance

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

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2eadbd  No.34166

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

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

Almost done with the basic materials system.

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6123d9  No.34210

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

>>34159

Thanks for the list.

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2eadbd  No.34249

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

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

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

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

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

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

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

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

fc00ff  No.34225[Reply]

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

>What is demo day?

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

>That is?

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

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436003  No.34231

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

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

>>34226

Everyday Life: Edengrall 2/2 Demo

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

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

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

We would like to apply for the Demoday Fund

bitcoin:bc1q2vyuclssfhk0759xtm7yzsqplk6clnaluf7p7u

Here are the links:

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

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

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

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

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763d94  No.34232

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

>>34226

Peripeteia

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

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

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

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

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2b12cd  No.34243

==Uncommon Time Retuned== (Working title)

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

Changes from last demo day.

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

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

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

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

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

Known flaws, bugs & other shit

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

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

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

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

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

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2b12cd  No.34244

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

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

>>34243

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

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85c41d  No.34246

>>34226

>>34243

>>34244

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

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

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

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

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

6bc8c0  No.31374[Reply]

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

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63a9bf  No.33959

>>33652

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

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08bb1b  No.34016

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

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ac6474  No.34069

>>31464

>2D ripoff of Thief

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

can you be this dumb?

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1d476e  No.34219

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96d5c8  No.34220

>>34069

Why?

>>34219

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

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YouTube embed. Click thumbnail to play.

b8c381  No.27895[Reply]

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

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

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f17f3d  No.33801

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

>>27895

>(16)

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1f9184  No.34014

YouTube embed. Click thumbnail to play.

>nobody has posted this yet

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d9929e  No.34083

Invidious embed. Click thumbnail to play.

This looks interesting.

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33bf8b  No.34208

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

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

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

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

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

>>27895

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

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

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7720a5  No.34215

>>34083

Isn't that something Notch is working on?

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