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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 68rd Attention-Hungry Games
/d/ - Home of Headswap and Detachable Girl Threads

January 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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

cc6769  No.29079[Reply]

Welcome to /agdg/, home away from home.

News

The recent Fickle Prick spammer infestation proved that the board has unfortunately been unmoderated for the past few months. I have claimed the board and wish to return the board to a fraction of its former glory. I can't always be around, so I'd love you to apply for a board volunteer position using the email provided!

Please add your games to the wiki http://8agdg.wikidot.com/ and help make the best use of the tutorials available there. Some really dedicated anons have been hard at work to make them as helpful as possible.

Shout outs to the recently started thread at >>>/vg/27335 and the official unofficial /agdg/ Disagreement server at https://discord.gg/k2e67JB.

The rules

Please feel free 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 sgt. Shinobudev >>30078 and Fables of Laetus bros >>30488. 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, 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 suggestioPost too long. Click here to view the full text.

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f9eaa9  No.33313

>>32678

Creativity is linked with being left-leaning and mentally ill. Explains a lot honestly.




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

446b52  No.28950[Reply]

Post what you're dithering on.

Previous thread >>24615

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6f2e04  No.33311

File: f68f5f54db36b04⋯.jpg (57.04 KB, 1280x720, 16:9, maxresdefault.jpg)

>>33309

Awesome. Yeah there's no collision detection, you can literally walk on the ocean. It'll probably crash if you walk off the map.




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

40944d  No.32567[Reply]

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

Demo-lition edition

>What is demo day?

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

>That is?

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

Obligatory Notices

Please post criticism/bugs/etc in this thread.

38 posts and 25 image replies omitted. Click reply to view.

368e92  No.33310

>>33295

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

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

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




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

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

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

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

85dc4a  No.33283[Reply]

f24cb9  No.33285

About what? The awkward video or the unreadable screenshots?


512ff6  No.33322

>>33283

Wait what is this?




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

8d4f54  No.33318[Reply]

NSFW Loli for us

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

8d4f54  No.33319

File: 8a69093aa8934d3⋯.jpg (Spoiler Image, 84.31 KB, 1067x1067, 1:1, 2.jpg)


e22dc1  No.33320


8d4f54  No.33321

Its made in renpy.

So far I have a system for the game but no content.

Done:

-Inventory

-Moving to different locations

-Day Night cycle (kinda)

-Stamina

Basic but needs to be redone:

-Combat system

-NPC conversation system

-NPC moods /(emotional) status effects

Needs:

-Characters

-Quests

-General content

I have a game without content. But the system has functionality of a basic rpg.




File: 9a73c72c4dedec4⋯.gif (2.16 MB, 503x373, 503:373, running to adults 2.gif)

File: 02140bb81c03764⋯.png (4.15 KB, 145x189, 145:189, tropical cutie.png)

File: 6082091644da457⋯.gif (3.16 MB, 503x373, 503:373, 6082091644da457a823f5e07df….gif)

File: f3bb08409cceecb⋯.png (2 MB, 1962x4595, 1962:4595, 839513cc353328ba1ea6f2a05c….png)

5f1096  No.31931[Reply]

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.

399 posts and 95 image replies omitted. Click reply to view.

2e91ae  No.33241

>>31931

hi I love you and your game :)


ec654a  No.33252

Is there an way to set over dlg clothing from the loli


753375  No.33282

Failed assertion (lowest) on line number 184 in file c\dialogue\scenario.cpp

when going the sick dick route


0da4de  No.33316

Don't let this thread die :(


5f8ae3  No.33317

Let this thread die, as pedos should.




File: 6c29250141760ca⋯.png (12.33 KB, 400x400, 1:1, AGDG.png)

de77a4  No.29080[Reply]

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

Tutorials/guides

Engines:

- 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/

Languages:

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

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

Other:

- WebGL Post too long. Click here to view the full text.

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799b1b  No.33302

>>33299

There's resources on the wiki. You'd have to give us more detail about what kind of game you'd like to make if you want deeper info.


17b934  No.33306

>>33301

I mean, you'll be watching hours and hours of footage before you get to the point where he can draw 2D images onto the screen, and that's without hardware acceleration. Even the language he uses is quite meticulous and "inconvenient" in some ways, it has a lot more educational value in terms of programming than game dev I think.

Like the /agdg/ wiki suggests, there's many layers to dev and you eventually get to the point where it starts to become less relevant to gamedev. It's not very useful to know how to tell Windows to open a window and read mouse input and shit when you could just use some kind of a framework like SFML to handle it for you. You're never going to change that functionality no matter what kind of game or engine you make, except maybe if you do some esoteric program that uses the window or operating system in a unique way.

I'm not telling you not to watch it, but just be aware that it shows you EVERYTHING done from scratch, it's easy to get overwhelmed and think gamedev is too much work or too complicated.


e1c5e4  No.33308

Anyone know much about handling dynamic stuff in pathfinding? Not many of the tutorials I'm able to find cover collisions well, just some general pointers. Right now I've got a vector field working, my NPCs just follow it to their goals (each goal is a different field). However, there's some narrow corridors, if I put a guy there, everyone just piles up waiting for him to move.

Calculating the field seems too expensive every time someone gets in the way. And in the case where there's a pile-up, I think some NPCs would get stuck.

If two guys are going in opposite directions, they will both refuse to get out of the way.

What do?


799b1b  No.33312

File: 732cf2f12be3963⋯.jpg (34.78 KB, 300x315, 20:21, zax.jpg)

>>33308

Some games resolve the pileup problem by having units "ask" each other to move out of the way. It's common in RTS.


9c43a4  No.33315

Any good suggestions for learning blender? I've tried a couple tutorials but not really grasping it.




File: 16430537f5d2990⋯.png (92.95 KB, 580x590, 58:59, 0.PNG)

File: ed45f1e425f7fd7⋯.jpg (128.5 KB, 354x502, 177:251, 1505976273.jpg)

4a96fc  No.30078[Reply]

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.

437 posts and 611 image replies omitted. Click reply to view.

005528  No.33111

File: 055982f6a9e3c82⋯.jpg (648.57 KB, 1080x1080, 1:1, thumb.jpg)

I released v0.3.1 today if anyone is interested in playing the whole thing so far. Free.

https://www.patreon.com/posts/shinobu-project-23946970


005528  No.33196

YouTube embed. Click thumbnail to play.

Working on polaroid camera.


52c4f2  No.33240

>>33196

Maybe consider making the polaroids "stuck" to the camera until the player grabs them instead of them just falling to the ground after you shoot


56fd05  No.33267

>>33240

Yeah thats a good idea. I was getting annoyed by having to pick them up.


19a1af  No.33314

YouTube embed. Click thumbnail to play.

Working on poking.




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

b5c5d4  No.30488[Reply]

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/

339 posts and 327 image replies omitted. Click reply to view.

3b1e13  No.33284

File: f6f0afb3f79c7c4⋯.png (16.43 KB, 468x885, 156:295, carrot.png)

The improved cooking system is about halfway done, my brother is making the UI right now, the ingredients have been converted into xml and the recipes will be converted into scripts for easy modding


3b1e13  No.33286

File: 844e9971ef5201a⋯.png (345.74 KB, 1092x867, 364:289, Ballista.png)

File: 8e9225cf6c0bc92⋯.png (394.78 KB, 1006x947, 1006:947, crane and ballista.png)

File: 1b9f8dd275dd0f5⋯.png (199.44 KB, 1006x947, 1006:947, crane.png)

Made a crane and ballista, right now they are just decorations, but will be used for minigames in the future, it was fun making those, i needed to do something other than UV mapping walls, it was too boring.


b88821  No.33288

File: ad078f58a7cbd01⋯.jpg (Spoiler Image, 72.14 KB, 480x270, 16:9, DcdTEpD.jpeg.jpg)

>>32676

>Centaur


d428e6  No.33291

>>33288

Will require a special model, so she won't come out soon.


d428e6  No.33293

File: 372643845cede60⋯.png (375.5 KB, 800x600, 4:3, cannon turret.png)

File: 9eba8ff679731f1⋯.png (583.01 KB, 1081x642, 1081:642, defenses.png)

File: 50fdbdba33e2e99⋯.png (528.04 KB, 800x600, 4:3, town hall.png)

File: b1ecf79d7fc689d⋯.png (389.04 KB, 800x600, 4:3, town hall2.png)

Added two cannons, finished the wall, and remade the central building (community center? i never actually gave it a purpose) into a proper town hall that takes only 1/3 of the space leaving a large open area in the middle of the city for the much needed town square

The defenses right now are just decoration/lore,but i wanna use them for minigames in the far future




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

b70ac8  No.32310[Reply]

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.

38 posts and 18 image replies omitted. Click reply to view.

afdff4  No.32614

Requests:

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

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

Bug?:

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


b70ac8  No.32615

>>32614

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

> bug

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


980de6  No.32623

>>32615

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

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


ae47f3  No.33234

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

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


6aec55  No.33290

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

>>33234

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

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

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




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

0d8913  No.33274[Reply]

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

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

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

75dfb7  No.33275

>>33274

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

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

>I already know which engine I want to use

>prioritizing which I should learn first

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

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

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

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


933276  No.33279

>>33275

>half a decade

ha


933276  No.33280

>>33274

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


09717c  No.33289

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




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

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

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

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

4054c2  No.33235[Reply]

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

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

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

f2e8d8  No.33236

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


753a80  No.33239

>>33235

Somebody here likes mason lindroth a bit too much


03ba02  No.33287

looks like some puzzle game




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

5b6d62  No.33188[Reply]

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

3161e7  No.33191


bde46d  No.33277

>>33191

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

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


3161e7  No.33281

>>33277

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




File: e424d53b1cdf673⋯.png (1.1 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: bc47a7df2413ab8⋯.png (2.4 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: e29b706fdb78946⋯.png (2.54 MB, 1920x1200, 8:5, Beelzebuild Screenshot 201….png)

File: 56a105d094fe6ae⋯.png (900.15 KB, 1124x745, 1124:745, items.png)

File: 3c9aff2858e2d92⋯.png (1.35 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

be8d60  No.29865[Reply]

Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:

http://beelzebox.net/

I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips):

http://8agdg.wikidot.com/beelzebox

itch.io link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:

https://shodanon.itch.io/beelzebox

44 posts and 38 image replies omitted. Click reply to view.

f8045a  No.32411

>>32398

>I wish I knew anything about game dev so I could help

no problem, bro. If you played the demo and shared your thoughts, that would be more than enough.

>>32398

>releasing this for free or for money when it's done

demo day releases will be free, I will release this for a hopefully sensible price on different distribution platforms when it's done. Steam, itch, maybe GOG by the virtues of speaking the same language... But first it would have to be actually "finished".


f8045a  No.32432

File: f5ba500df547a8c⋯.mp4 (3.74 MB, 1280x720, 16:9, 2018-10-14 10-05-55.mp4)

File: e262e9d2fd8ffcb⋯.mp4 (2.13 MB, 1280x720, 16:9, 2018-10-13 19-28-32.mp4)

File: 57058c11cd640ee⋯.png (1.22 MB, 796x669, 796:669, ClipboardImage.png)

returned to the feature everyone was waiting for: the gore system. I'm gonna scrap the earlier implementation as boolean shaders are much faster than editing the texture alpha through code.


973e44  No.33221

>>32432

Dude holy shit you've come so far since you've started with this project. I remember when you were first starting out and posting videos of the character following mouseclicks.

Honestly amazing job man.


534632  No.33237

>>32432

Keep up the good work


f8045a  No.33278

File: 7a7780396f5754f⋯.jpg (194.55 KB, 1920x1200, 8:5, d71d33cadf27b77b9b6c340c6a….jpg)

File: 356356e05bae7de⋯.jpg (156.26 KB, 1920x1200, 8:5, bca1b3bdf1306f2f87860bc13a….jpg)

File: 25561a88d9e914e⋯.jpg (198.42 KB, 1920x1200, 8:5, a1808da2503ad8ac590d944a22….jpg)

File: 2cf1191590bb308⋯.jpg (98.42 KB, 1920x1200, 8:5, 07e34804338a591b98d16e8ae2….jpg)

File: 4599423044e9037⋯.webm (14.72 MB, 1280x800, 8:5, 4599423044e90373c543e5be0….webm)

>>33221

>>33237

thanks for the kind words, bros. I haven't posted the previous demo day version in this thread, so here are some (very late) updates. I've been working on Codename Waifus and haven't applied many criticisms and suggestions given in November, I hope to fix the problems in February.

So here's the latest demo:

https://shodanon.itch.io/beelzebox/download/hDRHxbb5C_CCa2ZkSe21Du3qcts_5m_kR1TpPmES

Controls:

Left click – attack/move

Right click – activate skill

C – skill level up screen (you choose skills from the menu to the bottom right)

I – inventory screen

Alt – highlight all items

Tab - switch automap opacity

Space - toggle first person mode

Shift + click - attack in direction of cursor

1,2,3,4,5 - use potion on belt

Esc - menu. duh.

in first person mode:

WASD - movement

Middle Mouse - toggle freelook

Left click - attack and pick up items




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)

e6b9f1  No.31318[Reply]

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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1bd89b  No.33118

This is an incredibly interesting look at IDE design, and well-documented at that. I love seeing a real-time dev-tool development.

Could you explain exactly what it is about Linux that causes compatibility issues and requires re-compiling? It's got to be more than just implementing OpenGL, right? Linux exporting has been done automatically in all the programs I've used, so I'm interested in the specifics.


e1db7f  No.33119

>>33118

I don't think my Linux version has compatibility issues with the binaries that I can produce. Maybe I complain about it a lot because I am not as experienced as someone who runs Linux as their primary OS. My workflow just isn't going to be as efficient. I did have a problem with targeting x86 on Linux. I can compile on both x86 and x64 on Windows without thinking about it- but on Linux x86 is a second class citizen. So, I had to do some work configuring my system to be able to compile and run x86 binaries. Then I produced binaries that didn't work on other x64 Linux systems because they were not configured to run x86 binaries. The real solution was to just set it up to be able to compile both x86 and x64 binaries... it's not to unreasonable... in Linux, you can compile everything, so what's the point of supporting x86 if you have a x64 processor? I just did it that way because I don't want to leave x86 Linux systems behind. Also, since Linux programmers marginalize x86 more and more, the effort too support it doesn't seem to be that strong. I had to edit some makefiles in some of my libraries to compile for x86. But it wasn't a big deal since I solved all of my problems in the end.

Once you have the binaries, it's fine. Linux computers (on the desktop at least) all generally conform to some common set of features. You can basically expect them to all have OpenGL, X11, etc... I used Xlib, and XFree86VM for full-screen mode, because they were included in Slackware 14.2, which is the Linux distro that I use. I have never used a package manager unless I am using someone else's computer. I compile everything from source. Luckily its a fairly standard package to find, even though my friend trying to compile the engine on Debian a while ago had to download a lot of packages to do it....

Don't fall into the trap of writing "Distro Specific Software". Just read this: https://forums.svencoop.com/showthread.php/46288-Dropping-support-for-Windows-XP-2003-Windows-Vista-2008-and-Linux-GLIBC-lt-2-24

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1bd89b  No.33120

>>33119

Thank you for, I've never seen an accurate write-up on this.

>I don't know what you mean by an IDE though. Is that what you call that thing modern game engines do, where you work in some kind of weird software that is a combination of a map editor, a script writer, a resource manager

I think that most people just say "game engine" but whatever, yeah, that is what I meant by that. "Integrated development environment" expresses what it does, but then I guess you can get it confused with a programming tool like visual studio. 'Game Engine' is fine too. Disregard me.

>it all looks very complicated

you programmed your own game engine in C. I can't tell whether you're joking.


e1db7f  No.33123

>>33120

I'm lucky that slackware has easy instructions for enabling x86 support from x64. See here: http://www.slackware.com/~alien/multilib/

I don't know what the process is like for something like Debian, for example. I really wish that LSB was followed by all of the major distros, it's a shame that the effort didn't work. Then I can just read this spec here: https://refspecs.linuxfoundation.org/lsb.shtml

And I know what libraries I can expect and when to expect them. It would solve a lot of problems.

Modern game engines with that kind of environment that Unity, Unreal, Godot uses, just seems like a much more complicated tool than for example my experience with game engines, but I guess that's a funny way for me to say that I don't understand how to use them. I guess I can't relate too it. But I think writing code in C# or C++ is a lot more complicated and difficult than writing code in C.


ad26d4  No.33273

>listening on port 1488

cheeky




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