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READ THE RULES


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>EA used to make great games 

Truly the past is a foreign country
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>>276083
>yeah i'm thinking ea is back
Yeah, back at publishing absolute garbage.
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>>276074 (OP) 
>make
Isn't EA a publisher? They don't make games.
>>276083
>Tales of Kenzera
>look it up
>Nigger game made by niggers.
Damn, I forgot that trashfire.
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>>276074 (OP) 
I remember when FIFA was a sweet football/soccer simulation, nowadays it's a terrible mixture of all the worst aspects of a simulator and an arcade, with no charm of either, and a huge focus on microtransactions and online PvP, it's a disgrace to the sport and I have no idea how football/soccer fans still buy it.

I'd rather play the PS1 titles than the current ones.
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>>278773
>I remember when FIFA was a sweet football/soccer simulation
I akways thought Konami's ISS Pro / PES was better.
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>>278781
I prefer it too, Winning Eleven used to be peak before Konami killed it off, I'm just mentioning that FIFA was good too at its peak, not neccessarily the best of them all.

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I don't know how to make a game, but I'm at the point where I've gotten far enough in learning how to program that I can start to learn how to make my dream game. This thread is my public log. I'm going to make exactly one post at the end of every day summarizing my progress and replying to other posts. If for whatever reason I do not make a post, I will try to follow up on a subsequent day. 

>Background
I would describe myself as a beginner programmer with some competency in C and in the process of learning Python and C#. I also feel that I have a decent natural artistic and mathematical sensibility. Beyond that, there isn't much else, and rest assured the start will be slow-going. I will be sharing the names of books, videos, online course, and other resources I use and try to upload what I can if there are interested people. 

>Goal
My goal is to produce a decent, non-2D indie game within the next five years. At the moment, I have not typed a single line of code for any game project.

>Ending
This thread will end for likely one of three reasons; I have missed my deadline, I am unable to continue for whatever reason, or I am successful. In the last case, the more I get done the less I will share about the project aside from some demos.

See you tomorrow.
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>>263333
That hurts a bit anon
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>read this thread. full of retardations, which is to be expected
>"the code is dependent on raw input rather than smoothed"
>retarded 'smoothed' input nonsense, all of this could be solved with  gdscript's move_toward() or generic platformer acceleration/speed code 
>doing physics/logic shit in _process() instead of _physics_process()
>then jumping ass to love & lua, because ??? this shit isn't even 3d but even then the jump is quite large (need to set up: rendering 3d then skeletal animation & 3d collision. these three systems are quite the big jump when comparing  godot to love+bunch of libs)
>no information on blender know how to
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I'm going to explain what I've been doing, but first I need to explain why I went AWOL (and later on, why I will go AWOL again).

>What happened
Nothing bad happened. As you can probably tell, I was in a rut, but it became more than that and I began to hate what I was doing. This isn't something I was expecting because I have thought about game development since adolescence, so once I realized how fed up I was with the process I stopped cold turkey. I blame it mostly on my focus on theory rather than practical experience because I am not a naturally studious person, but I force myself. I burned myself out just reading pages of documenation and manuals on Lua, Git, LÖVE, and Blender, and not doing anything with it, so I stepped away. The first week was convincing myself to follow through, and the second was just writing every single thought about the game on paper, which I really enjoyed doing and that's what gave me the confidence to try again.

>The project
It's a very simple word game where you guess acronyms of quotes, sayings, lyrics, whatever. It's presented for a mobile interface because I wanted to try my hand at design and not deal with the hell that is web development. You select an acronym and then it goes to a play screen where you make your guess. Very simple stuff, but it played into my work on databases, string manipulation, and interface design without having to deal with assets.

>What I've done
The first thing I tried to do was work on a scrolling list, but then I realized that Lua didn't have a CSV library, so I wrote a CSV file parser that converts a CSV file to a key-value table. While I say CSV, I'm not going to pretend that it's compliant with standards because I did not read them, but for my purposes, it does exactly what it needs to do and the only caveats are that the file must be sanitized of extra newlines and each entry is enclosed in double quotes. The next thing I did was work on the listing functionality, where each entry in the database is converted into an object that can be scrolled through for level selection. This also works and you can scroll through by clicking and dragging with the mouse. There is still much work to be done on this, but I feel impelled to do the play screen. I can also do basic git now.

>What I'm doing right now
I'm currently working on the keyboard. My strategy thus far is to store each row as a string then print each individual character on the screen. The theory is that this should allow for alternative keyboards like AZERTY or DVORAK just by listing the keys, not that I plan to add options, but I really want to avoid hardcoding things.

>What's next
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>>264211
Actual progress. Nice.
I guess only the original really matters.
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>>258343 (OP) 
This thread reminds me of when I downloaded Game Maker 8.1 Lite and Multimedia Fusion 2 many years back, I dreamed of making video games instead of having a boring regular job, of "making it" like those famous developers behind titles like Super Meat Boy, I watched all movies about independent video games I could find, but man... did I suck at making them.

I hope all anons here manage to make what they envision and be successful.

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The main reason I bring this up is because I decided to do a quick look into the Darksiders series and see the people behind it because I was curious if I really "missed" anything having only playing the first and possible second game. And I found it interesting that Darksiders 3 effectively had nothing to do with the crew of the first two games. The "brains" of the series Joe Mad left to form Airship Syndicate and work on Battle Chasers and (More recently) Wayfinder, Timothy Bell was picked up by iD and has been working on the nuDoom games (That explains a lot), and several of the other studio leads bounced off to Sega, Microsoft, or Crytek. And while David Adams and a few other people have stuck around and are still working on the series, I don't remember anyone really being that impressed with the third game.

And this is what brings forward my question, because Darksiders isn't the only series to suffer from this. DMC is going to be handed off to a new team with the depature of Itsuno (After Kamiya and Mikami already left), Halo and Sonic have passed through the hands of several entirely different teams, all of the leading Final Fantasy crew have left ages ago to form Mistwalker or Monolith Soft, Ninja Gaiden is no longer even being developed by Tecmo, Atari is revived by the French after they killed it once already, Call of Duty has none of the original MoH team who have since gone on to work at Epic or EA, Street 
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>>278491
Now use your own words to describe what makes it a template thread.
>>278459
I'm being honest.
I didn't find anything wrong with Dread and I assume Samus Returns is alright as well since it's made by the same studio.
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>>278491
And don´t forget to report any illegal activity too, goyim
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>>278503
is that real?
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>>278515
Yes. Reminder that archives have nothing to do with halfcuck itself. Not all of them have the same policies.

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Welcome to the fourth and final week of this gamenight month.
The third game to conclude it is...

Game 3: Jabroni Brawl: Episode 3
>Jabroni Brawl: Episode 3 is a free multiplayer Source engine game featuring an enormous variety of game modes, weapons and maps.
>It draws heavy inspiration from various forgotten Half-Life 1 mods, plus anything else we can think of. 

Where?
Join the server, its IP address and port are: 198.98.51.209:27015

When?
Next weekend, on April 25th to 27th, starting at 7:00 PM (UTC).
The server will run until April 30th so you may also join it at any time. Just make sure to post ITT for Anons to join if it's a weekday.

Downloads
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>>278306
I didn't get to play much because of my difficult work schedule, but I really did enjoy the limited time I got to spend there. I second the sentiment that this should be revisited in the future.

I'm still triggered by how good at farting some of you fags are.
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>>278349
Thanks. 
Brrrrrrrrrrrrrrrrrrrrrrrraaaaaaaaaaaaaaaaaaaaa~p

Also let's use "Smeleters smelled it, and dealt with it" as catch phrase when somebody gets dubs in a shit thread.
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Fun game.
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That's a wrap, server is now offline.
Thank you all for participating in last month's nights.
Until next time.
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>>278388
As expected it was a lot of fun, thanks a lot

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Another victim of troonlation. Will it ever stop?
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>>278353
why write meaningful contributions to threads or create good threads when you can act just like niggerpill and be an insufferable faggot about it?
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>>278356
>woof woof woof woorf ruff woof warf warf arf woof!!!
you wasted your time
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>>278358
Isn't lurking imageboards by definition a waste of time as well?
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>>278361
So is posting negative bullshit whenever something helpful pops up.
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>>278363
>negative
*niggertive.

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Do you go for the classic "NIGGERMAN" or do you get creative?
Also, to the anons who play VNs, do you name your character after you?
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>>255121 (OP) 
Either default name, random name (when they have it) or some random name from WC3 that I remember
They almost never matter anyway, its just "name for your save file"
>>255121 (OP) 
I used to have a single nickname everywhere but given the amount of lunatics who'll try to destroy someone's life for petty bullshit I now pick some random generic name (usually an animal, like "squirrel").
I do it all over the internet and decide it spontanously. Sometimes its whatever on my desk. Sometimes a reference and sometimes its something like BenisGarziom_guderian_nigger88. Not in online games where they can yank your account for offensive names of course.
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>>271266
90's please dear god.

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Any recent vidya pickups?
Anything you want to get?
I got a bunch of stuff from Nippon:
>Idolmaster Live for You! Limited Edition
>Famitsu Xbox 360 February 2007 issue which comes with an Idolmaster poster, a 360 Onechanbara skin (It also came with a EDF3 skin, but I decided on the Onechanbara one), and a DOAX2 calendar (you swap the cards as the year progresses).
>Marie Rose mousepad
>The first Project Diva and 2nd for the PSP, which I also got, but my battery hasn't arrived.
>PS4 Taiko no Tatsujin Session Dodon Don! Bundle
I'm also getting an N64, but it hasn't arrived yet. I'll show it when it comes.
Thinking about getting a K-On! skin for my PSP.
I've always been reluctant of buying these oppai mousepads because using the mousepad over a character's face would probably feel awkward/disrespectful.
And besides, I'm more of a flatchad.
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using the mouse*
>>278199
Marie Rose's tits are flat.
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>>278199
There are ass mousepads and you can just order a custom one from chink land same with regular mousepads.

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what are your best VR experiences? be it games, tech demos or Nature Films. 

I've just finished Silent Hill 2 remake in VR and it was freaky, UEVR I salute you.
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>>276140 (OP) 
Once I finally got over the angst of what ((( they ))) did to the Oculus I tried the stand alone Oculus and the augmented reality was really neat but I got sick after playing a full VR game for 5 minutes and my face felt very hot.
Replies: >>276758
My brain must be broken because I don't find VR immersive at all. It feels no different than having a screen strapped to my face, I don't feel "inside" the experience whatsoever. Meanwhile every family member that I've let try my VR headset starts throwing around the controllers and running into walls because they're so immersed and they forget it's not real.
>>276385
>was really neat but I got sick after playing a full VR game for 5 minutes and my face felt very hot.
You need to immediately stop when you feel sick. Eventually you build up a tolerance this way instead of teaching your brain to stay sick.
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>>276758
I bought it anyway but are now asspained by game downloads resetting to zero after hours of my waiting for it to download with le pending payments. Then after it's finally done and paid for it wants moar downloads.I hate this. If I realized meta meant facebook rebranded I'd have noped this thing. Oculus and accessories included, plus two games, I've probably already spent 500 dollars and haven't even plaid it longer than 5 minutes....460 usd rather, I did the maths just now....I should have just bought faster Internet and copyright infringed a fuck ton while using half the shekels. Thing is ass.
VR is fun, its just most devs are lazy and dont even try to make something fun beyond a short tech demo instead of a full game. They also dont lean into the VR aspects of manually handling weapons with motion controls very well.

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There was an issue I've had to deal with in my last MP game of OpenTTD (which was a few months ago by now) that I've never been able to solve due to lack of time and being an actual retard. What you're looking at in the pic is a very, very basic sketch of what I have to contend with. 
So, I wanted to connect several industries (about eight or more) into a single port. Then I wanted to use that port to create farming and engineering equipment to boost the productivity of those industries to increase the production of both primary and secondary products, which would then double or even triple my income and network stress. The problem is... I don't know how to design a station which 
1) would have enough throughput to satisfy up to 40 to 50 trains in the INPUT lane and
2) did so without wasting a dozen km2
Signalling is also an issue. The most sophisticated trick I can do is stacking trains in overflow depots and that's it. All the complicated logic stuff just goes over my head. 
If you have any tips on how to build better stations, balance cargo, or signal my railways better, I would appreciate it.
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OpenTTD pro here, I'm actually having trouble even understanding what the problem is that you're trying to communicate anon.

>40-50 trains
Per what?  Is this a rate?  Keep in mind every train set and the trains within them usually have different cargo capacities and loading speeds  Simply saying X number of trains isn't helpful, you need a lot more context for an observer to try and figure out what your real bottleneck is.

>stacking trains in overflow depots
I would try to avoid this to be honest.  It seems like it might be a useful idea, but it doesn't really enhance your network flow in a useful way that a lot of people often assume.  Depots at station exits can be useful for mandatory servicing, but when you're designing really optimized-flow stations you actually want to avoid situations where multiple trains end up in the same depot, because that means you're actually disrupting the traffic as it tries to get back out of the station.

I'm not even sure I understand what you're trying to do with that station.  I don't see an intermediate industry, is this just a transfer station from boats to trains or vise versa?  If so, there's no reason to have multiple independent input and output train stations.
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>>277554
sorry for the late reply, I got a bit distracted, and then I got distracted again by trying to get to the point where I could naturally get to the point I wanted to get to. 
>Per what?  Is this a rate?  Keep in mind every train set and the trains within them usually have different cargo capacities and loading speeds  Simply saying X number of trains isn't helpful, you need a lot more context for an observer to try and figure out what your real bottleneck is.
I wanted to leave the rates unspecified. I guess what I should have asked for directly were suggestions for a station design that can handle loads of throughput whilst being compact and expandable. Uhh, pic kind of related. I started a new game and I'm connecting up a basic steel chain for early-game cash but I'm already hitting throughput issues with the sheer volume of cargo I want to process both at the input and the output station. Adding more lanes seems like the obvious solution but do you know if there's a better, more future-proof way of building stations?
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>>277568
I'd say the first thing you should do is get rid of those extremely tight turns.  Some trains sets will let you get away with rather tight turns, but if you're playing with the original engine set at least, you typically want to make the length of straight track pieces in a turn no less than the length of a train.  Does this make your networks bulky when using long trains?  Very much so, but it eliminates the first major source of traffic congestion: when a train in front of another slows down and forces anything too close to it behind it to slow down too.  Once you've resolved that persistent source of traffic congestion, only then can you begin to appreciate how the shape of your station impacts traffic disruption as trains are exiting it.
>>277526 (OP) 
What I've always found about strategy games, and openTTD and the other tycoon games, is that there are two ways to build 

>The most efficient way
>The most elegant way

The most elegant way is almost never the most efficient way, it's only the best way to keep everything organized and beautiful. Efficiency is fucking ugly, and while you can find a just werks solution relatively easily that's probably better than something that looks nice, it won't scale and you'll quickly be neck-deep in problems you made before that you forgot the solution to

>Why does this matter for OpenTTD?
Because you have to pick and choose your battles for elegance, especially in something like a competitive strategy game. Not everything can be beautiful, if this is a major hub that isn't going to scale, make it an inelegant but efficient mess. 

>if there's a better, more future-proof way of building stations?
Kind of a catch-22 of elegance unless you knew for sure it would end up becoming the capital of your empire.

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ITT: Games you used to play, but can't anymore because they're either defunct, or changed beyond recognition.

Tell me about them, and reminisce about the good old days
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>>273496 (OP) 
>AIRCRAFT IN SIGHT!
>AIRCRAFT IN SIGHT!
>TORPEDO IN SIGHT!
Yeah buddy, I miss that shit.
It's more /tg/ than /v/, but still partially /v/ - Cardfight Vanguard.
From release through G-era, I loved Vanguard - it was one of my favorite games. I have fond memories of sipping some tea, listening to some music, and spending entire days playing against people on Cardfight Area. And then the first reboot happened. 
It wasn't enough that it was a "rotation" either - the new V era cards had bigger numbers, the Imaginary Gift mechanic, and were a big increase in power while also taking most of the mechanical complexities that gradually grew over the first few years of the game and throwing them out the window.
Eventually, though, V era began to have interesting mechanics, Premium (equivalent to MtG's Legacy) began to have players, and they even released a Duel Links-esque mobile game that, while being simplified Vanguard, was still pretty fun. The game wasn't quite how it was when I loved it, but it was still a fun game.
A few years passed. The mobile game died. Another reboot happened - D era, bringing with it more radical changes than the V reboot, including consolidating the 24 Clans into 5 Nations (they were already part of these Nations as a lore thing, but now the number of actively supported strategies and mechanics is massively reduced), adding one of the swingiest mechanics a card game has ever printed, and adding a V Premium (analagous to Modern) that stole a bunch of the Premium players.
I miss it. Sometimes I solitaire G era decks against myself.
>>273613
came to this thread specifically for this
I still sometimes get the SHAZBOT shakes
feels like it's taunting me every time I see it in my steam library
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>>273652
>>274257
Matchmaking did untold amount of damage.

>>273654
Anyone still have to image of the julayniggers failing the gatcha? Speaking, apparently cuckchan janitors had the ability to force specific people to have captcha's with invisible letters.
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Robocraft

Unironically one of the things that "radicalized" me. FreeJam was fucking obsessed with getting new players at the expense of their most loyal followers. They also turned to greedy schemes like lootboxes, which was the straw that broke the camel's back for many (including me).
They had an absolutely amazing competitive game, but for whatever retarded reason they were OBSESSED with funny artbots even though the majority of the playerbase had the creativity of a literal brick.

Also fuck mechs. Mech legs were overpowered bullshit only added to appeal to normalfags with the retarded idea they'd prefer humanoid-looking "characters".

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