/v/ - Video Games

it's fucking video games, baby


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Onion may have brief downtime on the 22nd

Regarding recent events: >>>/meta/4978 

READ THE RULES


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OFFICIAL DEMO DAY THREAD
Please no bully edition

>What is demo day?
A seasonal community event in which your fellow nodev anons show off their projects, 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.

Please post criticisms/bugs/etc in this thread.
After this thread is culled, please post criticism/bugs/etc here: https://trashchan.xyz/agdg/thread/1628.html
Last edited by warmsun
Replies: >>253378
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Link your submissions to this ANCHOR POST.
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>demo day
Are you telling me there are VIDEO GAMES being made on this board RIGHT NOW?
Replies: >>253364
>>253359
It's curious that some of the most popular indies from recent years are associated with /agdg/.
Replies: >>253372 >>253373
>>253364
It's especially neat when they're associated with 8/agdg/, although most of those are still in development.
Replies: >>253373
>>253364
Which ones? I'm pretty sure Pizza Tower was its own thing with no real ties to /agdg/. Dorf RTS dev sold the fuck out and his game is still in development. The only other aggydag game I know of that both finished and didn't turn out to have faggot devs is Speebot, and I've never heard of Speebot outside of /agdg/.
>>253372
Still holding out hope for Kill Things With A Sword over here.
Replies: >>253374 >>253379
>>253373
You forgot Thistlebro.
>>253345 (OP) 
>trashchan,xtz
>xtz
You had one job op... Here's the correct link: https://trashchan.xyz/agdg/thread/1628.html
>>253373
There's Brotato, World of Horror, Your Only Move Is Hustle and something else I'm forgetting.
I wish people in these obscure backwater imageboards stopped taking credit for what some normalfag posted in 4chan.
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Is this the new /agdg/ thread? I want to ask something. I have no experience with 3D game development and I have an idea for a game that would only really work in a 3D environment and with 3D gameplay. I could just make a normal 3D game in Godot or whatever, but I also had an idea of making it in a 2D framework/engine (Love2D is what I use) and have the characters and objects be 2D sprites (which 3D hitboxes, and also visually scaling depending on their Z coordinate relative to the camera, etc), and the presentation to be top-down but with the structures and environments (which are not too geometrically complex) being rendered in 3D in real time instead of just panning one large image (set of tiles) like traditional top-down games do. Picture is an example of what I'm describing, left is like a normal top-down game, right is what I want to do. A normal top-down presentation wouldn't be suitable since it's for more "flat" games but as I said the game would play like a 3D game and need a 3D environment. The problem is that I don't know any of the math stuff needed even for something basic like this.
So my question is, would it be easier to just make a normal 3D game in a normal 3D engine, or to learn basic 3D math and make a mix of 2D and manually-coded 3D? And if the latter is better, where and how do I even learn 3D math? Like, what are the names of the specific formulas and stuff?
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https://eyeballtank.itch.io/project-nortubel/devlog/779982/10aug2024-part-6lahiurn
Part 6 finally released.
Replies: >>253583
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>>253562
Next update will have a fantasy world.
Uulga will be a third companion in Herrko level 4.
Replies: >>253613
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>>253583
Also not a big deal but I felt like redoing the artworks for Ricotto and Matysha.
With Rico, I just gave him strapped socks because I used Ciel from Black Butler as a reference.
With Matysha, I just gave her an extra image with a basic display of her face and clothes (Even if the game's art style is still shit).
But I also did a cute image of the 2 together since their relationship ranges from criminal partners to like a mother and son.
Replies: >>254990
>>254287
If you need to ask, use an engine.
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>If you need to ask, use an engine.
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>>253613
NPC stuff.
You'll get to give Uulga her towel.
Replies: >>256031 >>256036
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>>254990
https://eyeballtank.itch.io/project-nortubel/devlog/796332/9924-nortubel-part-7herrko
Nortubel part 7 has arrived.
Replies: >>256367
>>254990
That goblin has stupid long arms.
Replies: >>256041
>>256036
It's because her species swings around from trees and does acrobatic stuff.
Kind of intentional.
Replies: >>256042
>>256041
Naruhodo.
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I've tried to model and paint a sword, I liked it but I'm not satisfied with the final look, it doesn't look hand painted, it looks like someone sculpted and baked it as a texture, I'm not sure if its the colors or the default brush that I used, I'm not a trained artist I'm a complete amateur, I don't know what I should do to improve the look of it.
First I painted it in grayscale and applied the colors with a color ramp, the albedo is used as bases for the metallic and roughness values, I also used it to generate the normal map, I applied a fresnel to the dark areas to give a fake rim light, for the shadows I used this technique https://yewtu.be/watch?v=lTIX8ycmc1E
One thing that I discovered is that specularity, low poly and normal maps don't work well together, it breaks the illusion so I turned the specularity off.
Replies: >>256244 >>256419
>>256225
Specular maps are no longer a thing in most engines, just use roughness and metallic maps and keep specular at default value. It looks fine, you can bake pointiness in blender and use it for highlights. Some values seem a bit clipped and it might create weird shading. As for style I have no idea. Style is harder than realism. Sometimes it works, and sometimes it doesnt. Your sword looks just fine. You can try to apply some filters in gimp to albedo. I would play with various values, especially roughtness and normal. Metallic objects also require hdri or a scene to reflect stuff.
>>256031
I'll be off-line until maybe 16, so Nortubel will take a break.
You can still see the game in the GitHub rep and this script even shows the passwords for all levels and cutscenes so far:
https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish/blob/main/screens/MainMenu.gd
Feel free to give me feedback while I'm gone.
Replies: >>256695
>>256225
sword looks good, try to get the green on the copper blade to pop a bit more with the normals, as if there's a layer of 'green rust' on top
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>>256367
Also did this shit https://eyeballspunk.itch.io/sweet-dreams just because.
Replies: >>259449
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QRD on C game development?
If I'm new to C and want to make a simple 2D game, what library/framework should I use? Assume I never used lower level stuff (ie. only used things like Godot and Love2D) but I could learn it without too much trouble.
Also do you have to recompile the game for every small change, or can you only compile certain code files that were changed? Maybe it would be wise to store constants etc in a text file to easily do minor changes without compiling?
Replies: >>258853 >>258913
This isn't actually the new /agdg/ thread, it's the demo thread. Even if we only got the huebrr's Nortubel. We should probably make an actual new thread, or at least have a mod change the OP, right?

>>258847
Raylib is nice to use, though I've never seen it used for a serious game. Only small projects. Pretty sure that's because it's made for ease of use, and sacrifices performance for it. May be nice to get into it at first, or for small projects.
SDL has been used for tons of games, probably better to use long term if you're planning to make something big.
>Also do you have to recompile the game for every small change, or can you only compile certain code files that were changed?
What you want is called Incremental Compilation. Depends on the compiler you use.
Even if you do have it, you kind of need to mind how you structure your program to actually make it useful. You edit ah eader file that gets included in everything, everything gets recompiled. 
Keeping data out of your code and loading it at runtime does help a lot with recompile times. You can even reload them without closing the game if you put in some effort. Some scripting languages also can do hot reloading for code. But that of course means you'd have to integrate a scripting language into your program. At some point, work like that stops being making a game with a framework and starts turning into making an engine.
This blogpost by Keyreal (ex-anon, or at least I haven't seen him in ages) is kinda relevant: https://kircode.com/en/post/how-i-make-games-in-my-own-3d-game-engine speicfically the parts after the subheader "Storing game data in text files"
>>258847
>what library/framework should I use?
Raylib or SDL. Former is newer and designed for gamedev, latter is more general-purpose and has way bigger userbase (thus more help online).

>do you have to recompile the game for every small change
My game compiles from scratch in 2 seconds, I just add temporary code that goes straight to the state I want to work on.

You can compile some part of your game into a dynamic library and re-load that while the game is running too, but it comes with some constraints and I don't have enough experience with it to describe what that's like in practice.

Data files and assets can be loaded dynamically, but it may also help to create some kind of simple console/editor that allows you to change variables on the fly. Even if it can't save changes, it's still useful for finding the right values. For example just add 2 inputs somewhere, one to select what variable to modify and another to change the value. Internally it's just a big ass switch block with cases for all the possible variables. Very simple to implement and very flexible, no need for an elaborate "editor" UI. As a bonus, create a log that lists all the variables you've modified through it so you can copypaste them to your data files afterwards.
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>>256695
Doing cutscene work.
Replies: >>259860
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>>259449
https://eyeballtank.itch.io/project-nortubel/devlog/819038/201024-nortubel-part-8untotern
This one is technically fitting for Halloween.
Replies: >>260012
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The journal threads inspired me to try making a game as well.
Today I set up CI to test and publish everything on a IPFS site.
/ipns/k51qzi5uqu5dihk954xdxa3hfnt5hdp196mt8r144es7ixzyfkultjo49t5wup

Next is drawing glTF meshes, or writing down the game idea before I forget it.
The game will be a cunnified anti-hero sandbox set in a lab, like Prototype in one building to reduce the scope.
I will likely get stuck on the math, physics, art, animation, and audio which I'll learn along the way.
Replies: >>260511
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>>259860
Did another "4 characters" summer art but with a male focus and Clarity just because.
It's a sequel to this other one with 4 girls.
Also, can anyone see if the first level lags the game because of the ingame videos?
Specially if you test around different versions of the game (Browser vs downloaded) and specially in different browsers.
Replies: >>260559
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There's such a proliferation of game dev journal schizo threads now that I don't know which one to post in. Last time it was only 2D so it wasn't really fair to lucky numbers guy who wants to make a 3D game, so this game is 3D.

https://smilin-howie.itch.io/100m-hurdles

If the game dev journalists started four hours ago they could be posting games right now. You could start right now and upload a game before the end of the day.
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>>260307
Not running your mysterious binaries, sir. Provide us with the source code.
Replies: >>260338
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Does Itch offer any tangible advantage for hosting games over something like Neocities?
Replies: >>260328
>>260326
Itch has tags, search and an infrastructure that makes it easy to join a game jam and get noticed through it. If you use neocities by itself you're just screaming into the void and nobody will know your game exists.
Replies: >>260329
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>>260328
But what if I don't necessarily want my games to be popular with fags and streamers and want them to be more of an imageboard/autist thing?
Replies: >>260331
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>>260329
Then you're going to lose motivation and never finish it.
Replies: >>260337
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>>260331
Pray tell Anon, does your motivation come from how much LGBT streamer clout you have?
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>>260325
It's made with Godot.
The binary source code is here: https://github.com/godotengine/godot/tree/4.3
The game logic source code is in the pck which is practically a zip file: https://litter.catbox.moe/d6073b.zip

You can get the binaries from Github since they are identical to the ones found in the Godot 4.3 export templates archive.
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
Copy over the binary for your platform and rename it to be the same as the pck.
It might be possible to get the game running on more platforms than Windows and Linux this way.
E.g. Rename "linux_release.x86_64" from the archive to "prototype" and put it next to the pck, replacing the binary that I provided.

I did have the source of the C++ version up on the IPFS site but it hardly does anything: https://litter.catbox.moe/voep2r.zip
Replies: >>260339
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>>260338
Thank you Anon. After all your game doesn't seem to have code to send all my files to the CIA.
>IPFS
What/who?
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>>259963
Reduced scope down to 2D and started learning pygame-ce.
https://litter.catbox.moe/syzppi.zip
Replies: >>260525 >>260608
>>260511
Pray tell, why Python exactly? Why not Lua or something.
Replies: >>260536 >>260574
>>260525
No reason really, I saw a video on pygame and chose it.
https://odysee.com/@gamefromscratch:1/that-game-engine-fork...:3
I'm learning Lua now.
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>>260012
https://eyeballtank.itch.io/project-nortubel/devlog/825182/301024-update
A minor update but still.
Replies: >>261262
>>260525
Every bozo is learning it in college, because it somehow became the defacto scripting language for everything.
Replies: >>260576
>>260574
>bozo
You mean pajeet?
Replies: >>261182
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>>260511
I'm not sure why I jumped to PyGame when Godot can do 2D.
Anyway, now I'm on Defold.
https://litter.catbox.moe/xj1gy6.zip
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Just a heads up, because tim sweeney is a greasy nigger he wants to close sketchfab, thousands of models will disappear because they want to force everyone into their new faggot store called fab, he already removed the option to download free models, its only a matter of time before timmy shuts down sketchfab for good.
Found this tool to rip models from the site, I haven't tested yet, do what you want with this information.
https://3dripper.com/
https://inv.nadeko.net/watch?v=0frfq57DBBc
I would have something interesting i did for haloween, but i have no place where i can upload like 2gb without hastle.
If anyone knows a anonymous file hosting service that can take such large files then you would get something to keep you busy, if youre not going to a party(cmon):
>>260626
>2gb
I'm interested to know what those 2 GBs consist of... Are you using 4K textures and WAV soundtracks for your game?
>anonymous file hosting service
Try mega.nz with a VPN or something.
>>260626
Divide it into a multi-part archive with parts up to 1GB and upload it to Litterbox (up to 72 hours (3 days))
>>260626
>but i have no place where i can upload like 2gb without hastle
split the file into two or three parts
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>>260608
I understand Defold enough to work with it I think, except for the gui stuff.
Objects created at runtime can't be found or changed if the generated ids aren't saved or sent somewhere.
https://litter.catbox.moe/9j6475.zip
Replies: >>260997
>>260861
Fixed a collision bug and added bees that reset the game when touched.
Not sure where I'm going with this so I'm heading in another direction.
https://litter.catbox.moe/6hdqw6.zip
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So I decided to make and started to learn some PygameCE. Fired up some youtube tutorial and coded along. I made a game. But how I had some problems. It wasn't truly mine and the code needed some help. The process of making acceptable code is way more interesting to me than the game itself. First I made base window class so I don't repeat myself like parrot and added some scaffolding to pack give the code a neater package. Several new methods streamlined wording later, I cold dick around. Time to change the assets. I replaced the main character with a gondola and added a some more graphics. Also changed the music. 

I wanted to add secret levels. This necessitated a change to the way the maps are loaded. Made it so the map names are stored in a list and I could check whether you should be in a secret level or not. Cool. Now didn't have to give damn how the maps are named and how many there. To make the secret levels accessible, I added level exits. 

Another thing I added was a effect for displaying text. I can display the level name every time you enter new one. Another thing I added while making a mixin class for the actual tutorial code to prevent myself from going full retard was blood. Every time you kill an enemy, he explodes into an cloud of blood. Last thing I added was support for gamepads. What? Dude, my finger hurt from playtesting that shit with keyboard. controls. This took way longer than anticipated, because I was somehow too stupid to even initialize those things. Turns out you have to have them visible to your event listener. The game supports gamepads. You can even plug them in while the game is playing it doesn't give a fug. Another interesting to me thing I've noticed is the difference between gamepads. Most dpads are what is called a coolie hat. Unless the gamepad is from Japan where they are considered something for troglodytes who fap to guro. Then they are buttons 11 to 14. At least in pygame.

Anyway, if you are interested, you can check it out here. 

https://files.catbox.moe/utiyjx.zip

>>260576

Pajeet, timmy and benis are all learning Python in College, because its piss easy once you learned to deal with its weird quirks. In case of Pajeet, its probably the only language he writes, because you can get away with it nowadays when you get a job writing the code coffee machines in it all day. Just don't claim you are doing real computer engineering if you happen to get such a position.
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>>260559
https://eyeballtank.itch.io/project-nortubel/devlog/830079/7nov24-update
>New prefab on UntoternLevel1: A basic variation of the art book scene where it's a mirror and it plays an animation of Katrin looking a bit scared while a face pops up occasiona
>Lots of other level changes on: LevelTutorial1, LevelTutorial2, NortPartThree (All 3 levels), KrimbLevel3, MassagLevel1, MassagLevel2 and GrekLevel3; Some seem small but others are noticeable.
>LevelTutorial3 has an extra book about the soccer ball
>Tutorial level books and videos have fading red question marks.
>Texts changes on a piece of lore (Text about the black chicken enemy) and some cutscene lines (Cutscenes 7 and 9).
>Peeking platform kinda "nerfed" where the platform stays a bit longer.
Replies: >>261681
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>>261262
Just in case, I do hope someone plays Nortubel and gives me feedback because I want to make sure the game's finished this year.
Right now, I'm doing cutscene stuff and then I'll try music on LMMS.
Here's the level passwords so far:
galeria, tutor1, tutor2, tutor3,
c4rr13, k4tr1n, m3lv1n, osc4r0, p33tt3, ang3l4,
l3300n, oott00, b0rhrr, p4m3l4, sh3lly, b3rn4d,
b00k3r, r1c0t0, phn34s, st3ll4, z4r1n4, sh1hr0,
h0lm3s, mcshry, jol1t4, b4rn3y, k4rl44,
l13fd1, x444ng, am4l14,
y13g0r, clr1ty, kl3rrr, tf00r1, zrkv1l,
d3c4rd, fl3nnn, brkstn, m0nic4, ill0uu, b0nkyy, b0nk44,
cl4ud1, b0nk3t, dr1l0u, j3r0ld, chrl3s, lmshtn,
e1rr4c, n1rt4k, n1vl3m, n4myl3, p3bble, iv4nnn, eul0r1, uulg44,
r4cs00, eet33p, al3gn4, k4luub, al1sss, b34trc,
h1rdr1, kr1mbs, msgc0v, gr3klv, br1nk4, l4h1rn, h3rrk0, unt0tr, n0rtbl
Replies: >>262191
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Programming graphics with opengl is the bane of my existence.

You need like 100 lines of code to set up some stupid buffers and indices and attributes just for drawing some sprites. If you want to change literally anything about it, you need another 100 lines of code to set up the same thing except slightly differently.

No matter how much I try to simplify this process, the only thing I manage is to make things harder for myself. I can do anything I set my mind to but for some reason this shit has been cucking my progress for 2000 years.
Replies: >>262204 >>262212
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>>261681
If anyone doesn't mind playtesting the game a bit, I did an update where the soccer ball can be picked up for a certain short time.
Replies: >>262608
>>261729
Are you doing purely 2D graphics? If yes, you can just use SDL2 textures or surfaces. You'll get to avoid OpenGL entirely.
>>261729
it only changes based on how complex your shader is and even in most engines and books that talk about this kind of stuff it limits to the big three
>vert, normals, color - debug or simple primitives
>vert, normals, uv coords - non-animated meshes or textured primitives 
>vert, normals, uv coords, bone index, bone weight - animated meshes
when it comes to setting up the buffers

after that, you decide between either a god shader or a hundred shaders for handing multiple use cases
Replies: >>262234
>>262212
The buffers for grass that flows in the wind are not the same as the buffers for entities,
which are not the same as the buffers for the tileset,
which are not the same as the buffers for particles,
which are not the same as the buffers for drawing polygon lines or lasers or lightning.
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>>262191
Think I did ok with this cutscene so far, now I wanna review some stuff and then I'll try music on LMMS.
If anyone knows any good places to get sound/instrument samples, let me know.
Replies: >>264965
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The 4th horseman of the agdg nodev appocalypse has arrived.
I'm making an rts. I'm not an artist, so expect no more than moving rectangles and red dots vaguely resembling bullets.
If there's not a prototype by christmas, please deliver a pipe bomb down my chimney.

my 'blog': bdipzz45xjusvtct767aoozkbs6h73hvng6iecefp2ejirvmlccwxqid(dot)onion/dev/thread/1.html
P.S. you can't post because I don't want to moderate it.
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Merry Christmas, Anon!
Maybe next demo day won't be as empty!

Yours truly, trash/agdg/.
Replies: >>264973
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>>262608
The song for the credits cutscene will have it so when it reaches the cast sequence, it will have different songs based on the setting represented.
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>>264617
Merry belated Christmas, Anon.
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>>264965
Game is very close.
Now I want to check some music related shit and maybe the updates just to cool my autism off.
Replies: >>265082 >>265142
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>>265005
Will be the last wedding image and just like the previous one, it's accessable in a specific area where to get there, you make use of an exploit involving jumping and taking damage.
Replies: >>265142
what would a gdd to work on godot or whatever new engine looks like?
basically planning out levels and enemies and even things like stats or interactions, cinematics, and even how where the trigger is and how to go in cutscenes, stop game , get out cutscnes and continue?
Replies: >>265141
>>265123
GDD are a meme unless you're a studio or looking for publisher funding. Just like make game.
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>>265005
>>265082
https://eyeballtank.itch.io/project-nortubel/devlog/860107/nortubel-is-finished-hopefully
May have to check something if it seems off but still.
Replies: >>266134 >>266572
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>>265142
After being done with Nortubel, I want to start another game.
Also did this character that will be new to the game.
Despite the style here, she will not be added to the previous game (Since it's already finished) and I plan to tweak the art here, since I want to try a different style.
Replies: >>266571
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>>266134
Ended up doing 2 new characters.
Much like Lulu, their art will have a "new style" version so it's not just this Nortubel style.
Loorhuleen is like an adopted daughter of Euloria and is belived to be from a race of Yevlen that's gone extinct.
Heilga is the niece of Staphen and I could make her a boss.
Replies: >>267271
>>265142
Good job!
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>>266571
I promise this the last new character using Nortubel's style, because the other new characters will actually be on the pixel style I should try.
Much like Heilga, she could be another boss.
Replies: >>270209
I'm having my semi-yearly burst of MMO design enthusiasm.

If you're a warrior in an MMO party and you find a staff, you're obviously going to keep it for yourself and sell it. However in a real adventure the obvious choice would be to give it to the mage in your party; try to share loot equally. I wonder how an MMO could encourage people to share loot and resources with whoever in the party needs it instead of greedily keeping it yourself. You could use some kind of loot distribution/access mechanics to force it, but that feels like a bad hamfisted solution to a deeper problem.

I think this problem is almost inevitable as soon as you add money/trading into the game, but maybe you could steer it by limiting inventory space. Make personal inventory very limited, and use some kind of carriage-style system to haul loot back home. This way people can't just grab stuff and act like nobody else can touch it, they are forced to put most of the loot into a shared pool. The party could then "vote" for who gets what, so if the warrior wants the mage's staff then other members can object and say that obviously the mage should have it.
>>267669
Add a secret karma stat that influences RNG. The stat lowers over time and goes up as you do things for others.
Replies: >>267729
>>267669
You can't trick people into being altruistic. Any effort like that would be better served into trying to develop a tight-knit, collaborative community. Your vote idea doesn't solve anything if the community is full of faggots, you're just moving it along. So instead of dicking you out of a drop when it happens it would be at the end where they'd vote you get nothing just for shits and giggles or because you were using the wrong skill or whatever inane shit modern day MMO retards get upset about.

>>267708
And how do you classify 'do things for others' that won't be exploitable? Give items to those that need them? Someone will just take gear off and you farm karma by giving them all the drops, then blow that on drops you actually care about.
Replies: >>267730
>>267729
>And how do you classify 'do things for others' that won't be exploitable? Give items to those that need them?
That's one option, but also partying up with lower level players and helping them grind or do quests.
>Someone will just take gear off and you farm karma by giving them all the drops, then blow that on drops you actually care about.
It's not a currency to spend, it's a server-stored value that tracks how much you help others (and the server would of course check for basic bitch exploits like that). The players don't know their own karma, or how much it changes with each act, or how much a given value affects things, or what the maximum value is, or even if there's a maximum value, so a meta would be pretty hard to develop.
Replies: >>268070
>>267669
There's multiple components to what causes the difference in "real adventure" as you call it.
>permadeath, so you want to make damn fucking sure your party is as strong as it can be at any given time so they can save your ass
>you don't usually team up with randoms for a half hour dungeon romp, you're in a group of people who will be stuck together for days or weeks. Probably even a permanent group, more like a small company
>you have a strict limit on how much you want to carry, so you can't haul a whole dungeon's worth of loot back to town to sell. You're dropping most of your loot anyway, may as well put it to good use
You only adress the latter. Of course all of this doesn't translate well to videogames. Most people hate permadeath, and you can't expect people to play together for long periods of time. Closest you'll get is something like Wurm, where people will in most cases be pretty group-minded within a community. But even there you'll see people who decide to act like selfish pricks because in the end it's just a fucking game, there are no consequences.

And therein lies the problem: in reality you can't just say "no this is my loot" because the other person can also just fucking stab you and take it. But if you allow that in a game, since there is no true consequences to such behavior, that just leads to everyone constantly PKing each other.
Replies: >>267758 >>268014
>>267669
If you want to encourage loot spreading, make the game force the Most Efficient Tactics Available at all times. This will force players to optimize their play as hard as possible. Of course, this generally leads to formulaic or grindy puzzles that most definitely filters out most casuals and low attention span "easy gratification" players, and even most "masochistic" players if it's done poorly. In "real adventures," either tabletop or in "literature," player characters/adventurers would share loot not only for practical reasons, but also because if they're killed, they die. 
>>267733
What if, instead of permadeath, one looked to Diablo's style of punishment on death?
>Current gear lost on death, plus a gold tax
If one wanted to have deep consequences, the items could be lost permanently, no looting (which I think kind of breaks immersion) or for a less severe punishment, the gear is able to be recovered, either by corpse run, or some NPC selling your 'unique' gear back to you.
>Strict limit on how much you want to carry
This has me thinking of certain games where items or abilities have very limited use or short durability, incentivizing the thought of weapons as consumables, rather than enduring tools
Replies: >>268014
>>267733
People will bitch about permadeath because they're stupid pussy faggots, but it's only a factor that decides whether they play or quit when there's open world PVP or huge RNG. If the player is in control of the risks they take, they won't quit because of permadeath.

You can potentially simulate the conditions of a long-term party by making it difficult to just do whatever you want. For example if the MMO revolves around delving deep into dungeons and it takes a lot of time and effort to get out, you'll be incentivized to play nice with your teammates. If your team tells you to fuck off, you'll have to do unproductive and dangerous solo dungeon delving for the next hour.

Related to anon's karma idea, you could implement a social karma. Allow people to "review" other players, give rewards to players who submit a review of their party members. If you act like a greedy asshat then people will know that before they even party with you. If you're nice then you'll attract people who appreciate friendliness and will act friendly in turn. People often value social rewards and status and prestige more than material rewards.
>but then people will review bomb just to grief
But then you ban them from the game. If someone enters your shop and starts shitting on the floor, you call the cops and kick them the fuck out, it's not complicated.

>>267758
If you incentivize minmaxing, then you also incentivize a lot of other negative aspects like playing through a wiki, optimizing the fun out of the game, racing to the endgame and then bitching that there's no content, putting the focus on number grinding as opposed to enjoying the adventure and social aspects.
Replies: >>268023
>>268014
You're thinking about the pussified version of permadeath. I admittedly was as well when I said people hate it, but not when I mentioned it in the greentext. We're comparing to real life here, not some roguelike where you roll a new character. You're DEAD. You don't get to play anymore. Unless you want to believe the hindu nuffins of course. 
That's what incentivises people IRL to do everything they can to stay alive instead of hoarding some shit to make a bit of extra coin. When your one and only life hinges on the damage output of the mage being sufficient you sure as fuck are going to give him the staff of +2 asskicking.

This does of course not translate to videogames at all. Be it because it's bound to be circumventable some way and thus leads to trolling, or just because it's stupid and no one would buy your game. That's why anon's quest for a solution is inherently flawed - it's just a fucking videogame, not real life.
>>267730
>It's not a currency to spend, it's a server-stored value that tracks how much you help others (and the server would of course check for basic bitch exploits like that).
If it's consumed for RNG benefit it's a currency by another name.
>The players don't know their own karma, or how much it changes with each act, or how much a given value affects things, or what the maximum value is, or even if there's a maximum value, so a meta would be pretty hard to develop.
You're being naive about the level of autism that can develop around MMO drops. Chinks have killed each other over some shitty obscure game's drops. Not to mention that the moment anyone gets an inkling to this system every bad drop streak is going to be blamed on broken karma system.
Replies: >>268118
>>268070
>If it's consumed for RNG benefit it's a currency by another name.
It's not "consumed" at all. The player doesn't decide whether or not to use it, and it goes down on its own over time, not when the RNG is called.
>Not to mention that the moment anyone gets an inkling to this system every bad drop streak is going to be blamed on broken karma system.
And if there were no karma, the drops would be worse still. Bitches gonna bitch.
Replies: >>268135
>>268118
So either it's a noticeable buff to drop rates and you spend X hours doing your karma farming then do areas you care about before it degrades, or it isn't and why even bother having the system.
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Not sure which /agdg/ thread should post this so I'm going to post in this one.
I've modeled this thing and rigged using rigify, I'm an amateur so I don't know if I rigged correctly. I liked using rigify it speeds up the rigging process and generates tweak bones for me, however it doesn't have any preset for insects, I've tried to rig a spider leg with the paw preset it kind worked but it wasn't perfect, the paw preset has a limit of 5 bones, I would be pretty cool to have a generic Ik chain.
If you want to check the rig its right here https://files.catbox.moe/fgnrc5.7z
Now I need to work on the UV map and paint it.
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>>268700
personally not a big fan of rigify but the chain you made at the front seems very gay to deal with if you want to lean forward or backwards for that matter
Replies: >>270283
>>268700
Looks nightmarish, in a bad way. You dont need to rig every single thing, especially for lowpoly model. What you need is to learn how to use invert cinematics, and how to keep proper topology in quads. And to keep detail level consistent, skull probably has more polygons than the rest of model. And dont use flat planes for wings, its okay for "tabard", but everything viewed from the side requires some volume to look acceptable. 

2 bones should be enough for a wing, 4 bones for body, 3 bones for arms, and depending on what the model is for, finger bones. Its pointless to have 10 bones for something with 10 polygons. 

1 min vid on inverse cinematics. https://www.youtube.com/watch?v=J9nY4Euvjvc
Rigify is alright, but its not made for game engines. And you can copy any bones, and they will transform into whatever you need, for example you can copy any number of finger bones, and they will act like extra fingers for your model (if you have them on model).
Replies: >>270283
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>>267271
Felt like desiging some characters just because.
But in the current game, they'll just be images and text, won't have a proper debut in this one.
I just did these just in case.
>>268700
scury
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>>268700
Texturing, I'm not  good at this and I think my UV map is quite bad, with 256x256 you can see artifacts on the UV seams and on the edges of the wing.
I've kept the range of the values between 0.2 and 0.8, except for the inside the cowl and the parts of the skull, now I'm going to make a map to colorize the different areas of the character, as well as maps to control the specularity, metalness and roughness. 

>>269011
Yeah, I'm going to fix that. 

>>269414
>skull probably has more polygons than the rest of model
It doesn't, but the hands do, 500 triangles on each hand.

>And dont use flat planes for wings, its okay for "tabard", but everything viewed from the side requires some volume to look acceptable. 
I'm aiming for that PS1/PS2/DS/PSP look, the depth is going to be baked into the texture.

>Its pointless to have 10 bones for something with 10 polygons. 
Depends, I want that squash and stretch effects in my characters so I need multiple bones for the rig, another reason why I have so many bones its because I don't like to weight paint, I prefer to use support bones and let blender do its job with automatic weights.
Importing to a game engine is going to be complicated but its not going to be the end of the world.
Replies: >>270514
>>270209
How come only the fat faggot has a closeup of his nipple?
Replies: >>270304
>>270295
He has eyes for nipples and even shoots them like projectiles.
The Otulp king is supposed to be a fucked up alien.
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What's up nigger? Today is the release date of wacky fps shooter, version 0.1. Codename: MVP. Download and extract the folder, there are scripts to run for both Windows and Linux. Check README.md for more information. Thank you and have fun guys. I had a lot of fun making this.

How to play:
Keyboard arrows to move, left mouse to shoot. 

Download link:(sorry zchan doesnt allow zip upload)
https://www.mediafire.com/file/dh7azyze1yh126h/wacky-fps.tar.gz/file
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>>270283
>>268700
I'm done with the texture work, Its not perfect but I like this look, it has two textures maps, one for the light side, and one for dark side, this way the darker areas can have a different set color than the lighter areas, I could even go one step further and add third map for the highlights, but I think two is enough for this exercise.
I tried to create a rim light with the fresnel node, the diffuse shader and the emission shader, the rim light is affected by the position of the light so the rimlight will not appear in the darker areas, only in the lighter areas, this was inspired by the No Rest for the Wicked graphics, that game looks great.
Replies: >>270520 >>271183
>>270514
I like
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>>270209
Went some places.
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>>270530
Did another one.
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>>270514
Not bad but the highlights look nasty.
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This was meant to be a more private thing, but I got roped into making it a legit game jam for those that are interested.
https://itch.io/jam/addjam

Simply put it's a game jam with no theme, just pick something in your backlog of ideas that's been nagging you and make a simplified version of it.
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>>271165
Third Nortubel/Hirdrih beach image.
May be the last because for some reason Blender won't open and I think it has to do with it finally realizing the Xnalara addon is outdated.
Replies: >>271959 >>273359
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>>271796
>>270209
More hidden characters but this could be the last time I do this.
Mainly because of weird shit going on with Blender.
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It's me, big Micro Mike, here to show some progress on my long awaited game! I'd be stoked if you could show your support! This has been a long time coming!
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>>272145
More like
Nigger Maidens
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>>271796
Fourth and final image.
Plus some edits.
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>>273359
What programs should I use if I'm going to try making a game on Linux? I'd have to use Godot/Redot but aside from that how practical is it?
Replies: >>273391 >>273422
>>273384
If you're using an engine like those two and your other dev software and asset production tools run on Lignux, pretty practical. Something like Godot will shield you from a lot of platform-specific details, so unless you're using a partially set-up distro for DIYfags like Gentoo without entirely knowing what you're doing, things should generally work reasonably well without too many weird surprises certainly a lot better than dealing with Windows 11, if you've ever had the misfortune of dealing with that shitheap of an OS.
Replies: >>273514
Also, a word of advice: don't feel like you have to do this, since different people learn things in different ways, but if you're the kind of person who learns better through books, you might want to consider going through https://linuxcommand.org (a greatly shortened version of The Linux Command Line) or a book like Brian Ward's How Linux Works on the side to gain a less-fragmented view of the OS' architecture and how it expects to be used. It won't be entirely relevant most of the time when you're using a big, abstraction-heavy multiplatform engine like Godot, but having some kind of mental model for your OS vs just searching things on stack overflow every time something goes wrong can be incredibly helpful when you have a lower-level issue or have to write anything that goes beyond the world of your game engine.
Replies: >>273514
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>>273384
I did make this in godot4 on debian12
Replies: >>273514
>>273391
>>273392
Cool. I'm glad to hear that there is at least one option that Just Werks and won't induce headaches.

>>273422
That looks pretty functional. I'll give it a shot and see what I can come up with.
Cris cade voc~e meu fio
So this is where we post now? What a curious place.
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Turns out I went back to "Nortubel OC art" but this time, it's for 2 potential enemies in the Hirdrih game.
One is planned as a flying melee enemy, the other with a projectile that drops toxic goo as it travels.
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How do I make my own game engine? 

I want to learn how to actually command a modern computer to display a given scheme of pixels with arbitrary rules for their behavior.
>>275976
Lrn2code
Replies: >>275983
>>275976
Why does this need a thread instead of being in QTDDTOT?
But to actually answer your question, depends a lot on how autistic you want to be about it. If you slap some form of window output, an OpenGL/Vulkan/DirectX renderer, input handler, and some audio output together - congrats you've made an engine. Not a good one, but it's still a game engine.
Further enhancements to that pile of shit would be adding importers for various file types, some way to manage objects in one of various ways (for instance ECS), a scripting language, some way of defining and loading scenes so you wouldn't have to manually handle loading new levels, some way of handling saving and loading, some kind of scene editor, etc.

It's important to note that not all of those are strictly necessary. It all depends on what kind of games you want the engine to be capable of creating, and if you actually want to make a game with it instead of just creating an engine you should very much only be adding what you need. You can always expand its capabilities while working on your next game. And in almost all cases, you can pick between making something yourself, or just bolting on some libraries someone else made. 
But the most important part is >>275978 
>>275976
https://guide.handmadehero.org/
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