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/agdg/ - Amateur Game Development General

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Winner of the 83rd Attention-Hungry Games
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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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2a3b91  No.34008


>that gif



you can't hide from me gadmin

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

cc6769  No.29079[Reply]

Welcome to /agdg/, home away from home.


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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3f80c2  No.33851


anime game delusions general

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.

514 posts and 107 image replies omitted. Click reply to view.

549156  No.34012


71147d  No.34015

very ded game

7b907b  No.34026



Not at all, it updates around Christmas time only with only one or two exceptions happening in July so far.

01e2da  No.34036


Even Santa Claus is making games now.

What's your excuse?

42c09e  No.34049

You should chill considering this game is free, unsupported, done by a single person, illegal in most of the world

And featuring many banners in this board

The game will come because he said so, and that's all we should need tbh

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

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

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

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

3ed14c  No.33710[Reply]

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

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

>Build persistent structures

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

>Declare war on an individual player or a rival city

>Engage in trade

>Unlock new tech through crafting and construction

>Use vehicles to cross rivers or move goods

>A mix of history and mythology

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

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

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

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6793f8  No.34042


you don't lose the water walking skill from your bars when you leave the tutorial. i used it to cross the rivers right south of the starting zone before i tried removing it and realized i couldn't put it back on my bar only to see it missing. that skill is really just cheating in the early game because it saves like 5 minutes of walking both ways per river you cross.


maybe have grug have another part of his family near the clay that he points you to mining or something? that would make it really obvious when you find it and give an excuse for better directions. i havent found it yet either though so idk if you already did that. or just ditch grug altogether and have someone more helpful especially if it's that critical of a quest.

6793f8  No.34043

File: 1bec6e17aa1e35b⋯.png (123.9 KB, 1498x843, 1498:843, oracle health bar.png)

healing an oracle with prayer causes this to happen

3ed14c  No.34047


>you don't lose the water walking skill from your bars when you leave the tutorial.

The intention is that you keep that spell past the tutorial. It does mean that rivers aren't a meaningful obstacle for Zealots (or Scholars). Given the current design it's a cost I'm willing to pay, but eventually it'd be nice to push that spell to later into the game.


>i couldnt find a volume control or mute button

Volume controls are in the backlog, but given you're the second person to ask for it I might bring it forward to the next release.

>sometimes reverses your controls for a moment

As >>34041 said, it comes down to disagreement between client and server. It shouldn't be happening much, though, due to client-side collision detection. If it's a constant problem then it'll need to be fixed.

3ed14c  No.34048

File: c6204dcdb97e990⋯.png (13.63 KB, 274x242, 137:121, loom.png)

I've made a quiet update to the server. It's now at version 0.12.2-248-gdf032981 and a new client is available.

There have been a number of small bugfixes, but one critical issue forced me to release immediately: the Loom couldn't properly be constructed, which effectively blocked the tech tree. This should now be fixed.

The health-bar bug in >>34043 should be fixed, and more explicit instructions were added to construction sites in response to >>34039.

9d6d00  No.34050


I don't have much to contribute and haven't played your game yet, but it looks interesting. Please continue to do your best with 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.

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47f305  No.33977


I'll try the latest version, thanks for clarifying, i had no idea i could/should do that with her in the bathtub.


So i messed around a bit with the texturing, while making stuff transparent is easy enough i want to make it semi transparent to give it a wet or thin look, i know i can do the wet effect by just painting faint skin color but it would nice to have the option either way, plenty dresses have some semi transparency to it.

Maybe i'm missing some PNG format setting to allow for that but as far as i can tell the save settings i use in Photoshop do allow for semi transparency.

64862e  No.33980


Because i had to remake her panty mesh after i remade her pelvis. Meaning the ubs were obsolete. Id have to remake that black bat panty.

b5dd59  No.33984

This board suck so much

14ae4a  No.34031

Hey Shinobu dev, what was that site that you used to find the voice actress. ;-; I want loli voices too

ae4ccb  No.34045



Better brush up on your nip.

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

ce3248  No.14637[Reply]

ITT: we discuss the Godot engine
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d1f647  No.34010


>Is there a reason I shouldn't use Godot to make a VN?

ren'py. equally free and literally made for that specific purpose.

e44a27  No.34028


The Godot 2.x branch is more toaster friendly if you still want to use it. Godot is a pretty shitty engine though with lots of stutter issues on toasters (both rendering and sound). Can be improved with lots of arcane tweaking but I'd recommend just using something else to be honest.

089f62  No.34030


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

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

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

8e0ee3  No.34033


No. Either ES 2 or 3.


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

e44a27  No.34044


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

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


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

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


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


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270fef  No.33949


should make the tag filter a drop-down menu

129d99  No.33952


there are over 200 tags bro

3366cb  No.33955


Are you still open to feedback on it? It could use some flourishes and adjustments but I don't want to waste time making a mock up if you're content with where it is.

129d99  No.33956


We started the next window, but i will listen to you, if it is something i can do fast i could do it

fbec07  No.34023

File: 80be31eada38ffa⋯.webm (4.43 MB, 1280x720, 16:9, 2019-07-19 14-25-07.webm)

We got some progress on the cooking system, still glitchy though

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:


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e1db7f  No.33987

File: 7e606e4cee451bb⋯.png (341.24 KB, 1086x896, 543:448, Sigma Editor II (Pelles C ….png)

File: ea8b6a452641fa5⋯.mp4 (6.48 MB, 800x600, 4:3, editor_timelapse.mp4)

The map editor now has a working clipping tool , or rather, a working clipping routine, you cant save any of these maps or compile them, yet, but it's a very big start, lots of code rewritten to be much better than before, and hopefully by the time the 8/8 demo happens the engine will be able to show off some really cool maps that make use of the sloped surfaces!

There are a lot of screenshots of me debugging that I wont bother posting, once this feature is mature enough to become useful other work can be done, like skyboxes, etc. It's bothersome to not be able to depict an "outdoor" map at all. That should come soon but I don't know if it will work on 8/8 yet.

c5b59d  No.34003

File: f6c5b719d7657bb⋯.gif (144.95 KB, 500x585, 100:117, totally rad.gif)

File: 1649e2f1d784bc9⋯.mp4 (4.02 MB, 540x360, 3:2, king of the hill duke.mp4)


This is some good progress m8 keep it up, I also like your choices in muzyka.

e1db7f  No.34004

File: 038a79de50b005e⋯.png (1.24 MB, 1920x1017, 640:339, Sigma Editor II (Pelles C ….png)

File: 21c4c277708106c⋯.mp4 (1.2 MB, 640x480, 4:3, editor_undo_cut_brush.mp4)

File: 3feaf6f6affbace⋯.png (489 KB, 640x480, 4:3, sigma2_2019-07-06_13-13-58.png)

File: fecbb1f87e59322⋯.png (28.58 KB, 800x600, 4:3, Sigma Editor II (Pelles C ….png)


Thanks friend, I am working on some new stuff, for example you can undo, delete, save, and compile clipped brushes, however I have an error in my code that I am working on for the past few days, there is a problem with the portal generation for leaves of the BSP tree that contain no polygons at all, and until now I was simply unable to make maps that were complex enough to have this issue, so I have been working on an algorithm to extract bounding boxes from the BSP tree itself (the portal generation needs accurate bounding boxes of all of the leaves) instead of basing my bounding boxes on the polygons themselves (since these leaves contain no polygons at all).

The first image is a map that reaches this complexity, the and the third is a compiled map with a sloped surface, and the fourth is an example of one such leaf, there are missing portals in that image, but it's hard to explain, basically I can look into two leaves there despite a portal being in between them. That shouldn't exist...

I think in a few days I will have it all sorted out. Then I can work on making a skybox.

a88d6b  No.34019

This is very cool. I love this style of engine. Looking through I didn't see any source, do you have any plans of releasing the code? When I get a chance I am definitely trying this out, thanks for the Linux build.

In case you arent familiar a guy named Bizqwit has a video on a Doom style engine that is pretty entertaining: https://youtu.be/HQYsFshbkYw


e1db7f  No.34020

File: a059742a377a5d6⋯.png (484.27 KB, 646x505, 646:505, sigma2_2019-07-18_11-33-06.png)

File: 4b620e5dd2ca54d⋯.png (160.04 KB, 640x480, 4:3, Sigma Editor II (Pelles C ….png)

File: 349094615ec1e64⋯.png (32.79 KB, 800x600, 4:3, Sigma Editor II (Pelles C ….png)

In my last post there is an error, it's not possible for it to generate leaves without any polygons, the issue is, I think a problem with the winding order of my portals. The problem with portals not spanning their entire leaf was fixed so far by projecting the portals into 2D space and scaling them by 10, then projecting them back... i'm getting close to fixing this issue completely, I can compile the complex map "arches3" that I have shown a picture of earlier, it still has incorrect culling but not to the degree I was experiencing it earlier, soon I will have fixed that. These are just some misc. screenshots, mostly me trying to break the map editor in a simple way.


I haven't released any code yet, I plan on doing so eventually, once a more substantial demo can be made. I have seen the video, it's pretty good. Although it's a much simpler style of engine, much more like the build engine. It would be interesting to try and make a similar video explaining how something like this engine is made, although live programming it would be much more difficult, because of how much code that takes... still an explanation of the algorithms with good visuals would be interesting to see.

File: 1dc800a5e3b45e0⋯.jpg (144.28 KB, 1882x1155, 1882:1155, Untitled-1.jpg)

f5fd81  No.33528[Reply]

Does anyone even still post here?

e58009  No.33530

File: 7f56589842c6743⋯.png (2.39 KB, 322x263, 322:263, gondola no.png)


2af095  No.33531

File: 52dd2b6adc144eb⋯.jpeg (1.19 MB, 2048x2048, 1:1, bsr shark.jpeg)

I have never posted here because I'm too retarded to learn Godot, much less Java and C++

f5fd81  No.33533


Go for unity and c#. I tried starting out with Godot and didn't get far at all. But Unity was a completely different story. There's also so much out there already that you'll have no trouble getting help and finding tutorials for literally anything and at any skill levels.

323d87  No.33552

I still lurk but I don't have any progress to post. Hopefully soon.

bb47d0  No.34017

Working on a casino mobile game for some easy cash flow. Unity is incredibly fast, though its taking more time than I anticipated - but I should have a complete prototype done within the month. My only real problem is that I'm not an artist, and the only good artist I know is a true artist who doesn't work unless 'inspired', yet he still asks me to do the work regularly. I have no money to pay someone and the game isn't going to make enough money to make royalty system worth it. Just trying to break out of wage slaving, piece by piece.

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

cfadfb  No.31374[Reply]

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

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5079af  No.33744

>of course the holds most people care about are the ones that allow genital contact. Using these moves make the OP meter increase much more quickly, but, like trying to break from a hold, activate a minigame that may distract you from the other aspects of battle

>in this case, it's a simple rhythm minigame.

>you can still do other things during this minigame, but good luck keeping the rhythm if you also have to fight at the same time.

>when a male character (hopefully the player character, but no reason we can't allow different variations for you faggots) maxes out his OP, he enters a refractory period wherein his stats all drop to near zero.

>however, cumming on another character also affects their OP meter

>cumming on a female character increases her OP a bit, but cumming inside a female character increases her OP a lot

>player (male) can thus try to time his orgasms to make sure his female opponent orgasms at the same time and joins his side so she can fight for him while he is in his refractory period

>on the other hand, female opponents can try to make a male character orgasm too early so they can then beat him in his weakened state

>theoretically you could have female player characters and male opponents. Females would of course have different stats/moves that mean you have to fight differently if playing as them

>for example, maxing out PC (f)'s OP doesn't lower stats as far, but maxing out male opponents' OPs means you have to protect them during a refractory period or they'll be killed by opponents before they become useful.

>most enemies are somewhat simple, basically the type that could be made in a character creator

>any allies you have at the end of a level are permanently "caught" and in your harem

>certain modes/levels allow you to select a certain number of harem members to begin the level with

>any attributes (physical features and moves) oPost too long. Click here to view the full text.

88ade0  No.33804


Just play SS13

9a4e46  No.33899

A GURPS-based or inspired simulation of almost daily life like in Stick RPG 2, with less dated cultural references, more jobs and career paths, advantage and disadvantage system, age progression, hidden conspiracies you can either fight or Join

b68b1f  No.33959


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

828d97  No.34016

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

YouTube embed. Click thumbnail to play.

27ea66  No.27895[Reply]

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

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

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dcac93  No.29805


>he's The One

d60629  No.29870

YouTube embed. Click thumbnail to play.

I like this shit as well.

Here's an old demo for Penumbra's engine.

They also released the source:


2e1b73  No.33780


I like panoramic firstperson view games like Darkness Within.

You can even see lint & kernels float in sunrays inside a room and the ambient adds alot.

soundfiles: http://pc.joshw.info/d/Darkness%20Within%20-%20In%20Pursuit%20of%20Loath%20Nolder%20(2007-11-06)(Zoetrope)(Lighthouse)%5bPC%5d.7z

772235  No.33801

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



b12bfc  No.34014

YouTube embed. Click thumbnail to play.

>nobody has posted this yet

File: bf0f5a1182b622e⋯.jpg (16.17 KB, 300x168, 25:14, download (12).jpg)

d8b193  No.29236[Reply]

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

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

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

What do you guys say?

10 posts and 2 image replies omitted. Click reply to view.

1eace9  No.29414




What advantages does godot have for 2d?

Im in a similar position to OP and finally decided it would be better to make my 2d game in unity

4e86bd  No.29436



Godot has any feature you would want in any 2d engine. I don't know how this compares with Unity.

4395b9  No.33932


Is that Caesar III? That's my favorite game also. Suggestion: Don't use a pre-made engine. It's 2D and mostly just placing pre-drawn tiles in fixed spots; the only "game move" logic needed would be for the people wandering around your town. Well, unless you're adding the military aspect to your new game; that could get interesting.

5c7875  No.33950


Why are you digging a 2 years old dead thread?

5d42bf  No.34011

You can use C# as a scripting language in Godot, with Mono installed. There's literally no reason to use Unity, especially with former EA-kike John Riccitiello as its CEO.

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



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

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

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

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

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

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

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

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


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

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


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

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7185d4  No.33974

Completlely new to the board so I'll just jump in.

So I'd like to develop a game similar in style to king of dragon pass. Story wise it's about you and the 8 other surviving colonist trying to get this new planet ready for the next colony ship thats coming some years down the road. Unlike KoDP there are no other people just you and your "advisors", yes they are all waifubait.

I have an economics back ground so I decided to use python but other than doing udemy boot camp where should I begin? Do I even need to use something like unity?

3d6a4f  No.34005

>Decide to finally try to make a complete game instead of dicking around

>GM sounds easy enough and has ton of tutorials and support from the community

>GM2 requires online connection

>Alright, let's fall back to godot

>barely any tutorial, the community page won't even load on their site


a94e2c  No.34006


This is why you either give up and use Unity, or make your own engine.

3d6a4f  No.34007


isn't unity ,ore complicated if i just want to make a simple platformer, or zelda clone?

Also, don't they get a cut of your earnings when you sell your game?

35a021  No.34009


>isn't unity ,ore complicated if i just want to make a simple platformer, or zelda clone?

not really, back then 2d stuff was kinda shit and more of a "3d hack", plenty of features now.

also a lot of learning stuff, especially platformers etc. there's even a learning project which lets you do shit without any code at all (although due to the way it's deployed bit of a bitch to get running in current versions, got to update packages yourself and alter the code, which kinda defeats the purpose).

>on't they get a cut of your earnings when you sell your game?

not royalties at all, after 100k you gotta pay, more after 200k but no more limits (epic takes a 5% cut for unreal engine, unless you publish via epic store). so unless you manage to create an indie hit or make it big on kickstarter nothing to worry about.


>I have an economics back ground so I decided to use python but other than doing udemy boot camp where should I begin? Do I even need to use something like unity?

there pygame, but never used it myself. unity/godot should be more than enough for a kodp clone, you only really need unreal if you want to go heavy 3d. if you need learning material probably unity.

File: c49be582087b136⋯.png (150.31 KB, 2557x1439, 2557:1439, screenshot-new.png)

c1db6d  No.32357[Reply]

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

13 posts and 5 image replies omitted. Click reply to view.

c1db6d  No.32677

c1db6d  No.33903

I'm resurrecting this game with some changes.

Now, the game will be less story driven. Your ship and crew will still be randomly generated, but now the idea is that you and your crew have been transported, unwillingly, across space to a distant star (basically the premise of Star Trek: Voyager).

As a result, your ships computer has calculated some jumps to get you home. These jumps are shown on the star map. So from your current star, you can jump to one of several stars etc. You can see all the jumps that can be made ahead of time so you can plan your moves.

No one star is a "dead-end", every star leads to another one.

The player also has limited supplies, so trips to the different systems will yield different amounts of supplies. When the player is choosing a system they can see what the long-range scanners say in the way of supplies and danger.

Goal is to get to the home system

c1db6d  No.33912

YouTube embed. Click thumbnail to play.

WIP of the star map.

c1db6d  No.33918

File: 58fc459029437a7⋯.gif (4.47 MB, 640x360, 16:9, Birunji Engine 6_13_2019 3….gif)

Here's some more of the star map. I'm randomly generating the background nebula, but concerned that it looks out of place with the pixelated view of everything else. This is still WIP, but basically what I'm after.

c1db6d  No.33986

I've made a new demo build. Would love to hear some nodev feedback. https://deckhead.itch.io/the-last-boundary

File: 137d5b23d60d462⋯.jpg (116 KB, 1279x704, 1279:704, IMG_20190121_131049.jpg)

File: 0711407310bb8c7⋯.jpg (67.72 KB, 1024x640, 8:5, IMG_20190121_131014.jpg)

File: 27bca704d4a8c8f⋯.jpg (Spoiler Image, 29.4 KB, 1920x1280, 3:2, IMG_20190121_130107.jpg)

6e783c  No.33181[Reply]


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

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

My current project:

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

Features of the game / the world:

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

Posting picture on the wall

Cyber coffee where you can chat between users

Example of interactions:

Using guns



Burning people alive


The game engine:

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

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

I’ve also experimented the BabylonJS lib and the stuff looksPost too long. Click here to view the full text.

17 posts and 17 image replies omitted. Click reply to view.

a26d9f  No.33787

File: 4f3c407740b6b3a⋯.jpg (3.39 MB, 4032x3024, 4:3, 20190516_184823.jpg)

File: 44726f4fbb911c2⋯.png (3.94 MB, 2522x1476, 1261:738, Screenshot 2019-05-16 at 1….png)


Thanks Anon,

User's interactions are on the pipeline, mostly gore and lewd stuff, but for the moment I am working on level design + creating items (you can see some on the current map), which will have obviously huge implication on the player interactions. Also be aware than the current item system allow you to erase post (the sponge item) or to upload images (upload the ring).

No problem for blank post, I can easily delete them, but it’s strange than drawing is not working. On what platform did you test it?

To have a better organization around Radichan.net a Discord is in preparation.

One last word, the level design have been constantly remade, there has been lot of post deletions. There will be one last post holocaust, but I can assure you than the next level design iteration will last.

To keep you waiting here are some new assets ideas:

-Dead anon represent all anon that did move for a certain period of time

-Weed bag stand for a torrent file of all post of the board



8fbc48  No.33854

You need to spend way more effort into making this censor proof, or turn it wholly p2p.

This shit will be scrubbed from the face of this planet.

a26d9f  No.33877

File: 5b6c435b9fa5f0f⋯.png (1.02 MB, 1280x702, 640:351, Screenshot 2019-05-26 at 2….png)

OP here.

A quick update on my project:

-I added the ability to “correct a drawing” without having to restart all.

-I am back on the Snuffchan’s domain name. It’s an infamous name but at least people who like the site remember it and it suits well for my love of horror movies.

-I reactivated the ability to draw on posted pictures but I am suspecting the new code cause some lags.

For the future, I am less and less sure about doing user interactions. It’s would cause bugs and performance issues that I would not be able to handle.

I am now thinking about making a different format where users would host their own dungeon on the client side, with their own level design and hosted files, and would share their creations via the Peer to Peer network. There’s already some lib enabling peer to peer in the browser page.

This system would be a bit different from an imageboard logic, but I think it would be more easier to handle (less server side code) and still relevant.

The Dungeon: http://snuffchan.com/dungeon

a26d9f  No.33928

File: 1504c96807aec8b⋯.png (1.01 MB, 1276x697, 1276:697, Screenshot 2019-06-15 at 1….png)

File: b3b9f86d7701729⋯.png (1.18 MB, 1280x696, 160:87, Screenshot 2019-06-15 at 1….png)

Hi people!

A new version of my 3D Anon Imageboard is online!

-The UI has been improved.

-You can now reply to other post.

-You can navigate/share chan using just the URL.

-The map is currently the same for each level. But don’t worry, there will be some variants

-I reactivated the communication between players.

My future development will be about graphic, design and stories. I really like the idea of NPC showing you the way to some secret levels.

Have fun and play to the game here!


And remember, your body can die, but every piece of art you leave in the cyberspace is here forever ^^

As every time, critics are welcome.

You can follow me on twitter for updates, or just to DM me:


a26d9f  No.33983

Hi, friends, thanks a lot for your support.

For personal reasons, I am pausing my 3D Anonymous Imageboard project. It’s too much moderation and maintenance for a lone person and I will not be able to provide this amount of work during the following year. Lot of people were hyped by the project, so I published full the sources on Github: https://github.com/AlexKrunch/AnonIB-3D

It’s a pause, I will comeback with a new project (I think, in 1 year), with a minimal server side part + and the files being torrented to escape censorship.

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