lainchan / λ

Lain Game Dev General /lgdg/

Pulse · 2021-05-21 22:24
Game Dev thread time! Hey lainons, how is that game dev project going? > Discussion Starter: What is your favorite game engine or library? What are your favorite game dev resources? Favorite programming language for game dev? What is that dream project you got in the works or that some day project? What is your current game dev project that you are working on? Favorite band or song to listen to when deving? What was a hard problem you been facing recently? Favorite game jam or type of game jam? Anyone writing games or engines in Lisp? > Engines / Frameworks / Libraries Godot (Engine) https://godotengine.org/ Armory3D (Engine) https://armory.itch.io/armory3d Ren'Py(Engine) https://www.renpy.org/ Unity (Engine) https://unity3d.com/ Unreal Engine 4 (Engine) https://www.unrealengine.com/ GameMaker (Engine) https://www.yoyogames.com/gamemaker SDL (Framework) https://www.libsdl.org/ cl-sdl2 (Framework) https://github.com/lispgames/cl-sdl2 Allegro (Framework) https://liballeg.org/ SFML (Framework) https://www.sfml-dev.org/ Love2D (Framework) https://love2d.org/ Monogame (Framework) http://www.monogame.net/ LibGDX (Framework) https://libgdx.com/ raylib (Library) https://www.raylib.com/ Ogre3D (Library) https://www.ogre3d.org/ CEPL (Library) https://github.com/cbaggers/cepl cl-opengl (Library) https://github.com/3b/cl-opengl > How to make Webm obsproject.com gitgud.io/nixx/WebMConverter
Marly Krushkhova · 2021-05-22 00:14
>What is your favorite game engine or library? SDL; it's very efficient and easy to use. I just wish I could find an implementation for Scheme, though. >What are your favorite game dev resources? Books primarily; I'm currently reading the book "Learn OpenGL - Graphics Programming" to learn how to do 3D graphics with OpenGL. >Favorite programming language for game dev? My favorite programming language is Scheme, but I opt for C because of the lack of libraries for Scheme I could use. >What is that dream project you got in the works or that some day project? A remake of the game Starmade; a game which has hardly developed much in 4 years. >What is your current game dev project that you are working on? I technically could make a 2D game if I wanted to, but all my ideas are primarily with 3D, so I'm holding off on making any actual games until I learn how to use OpenGL. So, nothing, for now. >Favorite band or song to listen to when deving? Music distracts me from working. >What was a hard problem you been facing recently? I only have a digital copy of the OpenGL book I mentioned earlier, and I have a hard time reading ebooks on my monitor; I much prefer real books. >Favorite game jam or type of game jam? I've never participated in one. >Anyone writing games or engines in Lisp? I hope to one day.
Ishikura "Tatsu" Tatsuhiko · 2021-05-22 01:45
>What is your favorite game engine or library? Dunno, I'd need to look through all of them (There's dozens of different engines). For now, UE4. >What are your favorite game dev resources? Playing through video games themselves -> inspiration. >Favorite programming language for game dev? C. >What is that dream project you got in the works or that some day project? Engine-from-scratch consisting of cutting-edge features (Vulkan + Ray Tracing + Mesh Shaders... Want to see what can be done when performance is secondary to graphical fidelity). A platformer... >What is your current game dev project that you are working on? Above. >Favorite band or song to listen to when deving? Mario Maker soundtrack. >What was a hard problem you been facing recently? Myself. >Favorite game jam or type of game jam? Haven't participated in one yet. >Anyone writing games or engines in Lisp? Probably.
sizeof · 2021-05-22 02:30
Does anyone know some games that have open-source levels made in Blender? I've ported a couple to some FOSS games and it's worked out well. >tfw too many ideas and failing to update any old project once the first is adequate
Gyula Kovacs · 2021-05-22 03:42
>>25916 >What is your current game dev project that you are working on? I've been putting a little effort into a shmup. Which is to say I've been working on some boss ideas and a few songs, but that's it. I haven't had the motivation to work on much else, too much personal stuff going on these days. >Anyone writing games or engines in Lisp? Well I'm using Godot and its own scripting language, but I've made a Lisp interpreter that runs on top of it that I call HARBL (Half-Assed Replica of Basic Lisp) primarily because I have little experience with Lisp, so I just know it's going to be wildly different from any existing dialect. It arose from a need to have a dialogue/cutscene description language in an RPG project I was trying beforehand, started off as something akin to Windows batch until I realized that something Lisp-like would be easier to implement, maintain, and extend. Here it's used to determine when and where the enemies will spawn throughout the level. For instance, this makes it to where a "Dummy" enemy spawns in a random position, once every 20 frames starting at the 500th: lisp (for (i 0 100) (set-event (+ 500 (* i 20)) (spawn-enemy "Dummy"))) >What was a hard problem you been facing recently? With the Lisp interpreter, I've been trying to figure out a good way to implement property lists. Also need to get off my ass and start implementing closures too, otherwise I'll be extremely limited in what I can do. On top of that I've been bikeshedding over what to even call the game. I was thinking "Nadir" but another game beat me to the punch already.
Motoko Kusanagi · 2021-05-22 11:01
>What is your favorite game engine or library? Torque3d at the top followed by spring and godot. >What are your favorite game dev resources? Have to scratch these together myself from where i can. >Favorite programming language for game dev? Lua, used in spring, love the api there. >What is that dream project you got in the works or that some day project? Gta type game with whole fantastic world and all sorts of vehicles and cool soykafe. >What is your current game dev project that you are working on? Gta like open world game right now. >Favorite band or song to listen to when deving? hbr1.com all day every day. >What was a hard problem you been facing recently? Im trying to figure out how to make realistic weapons aiming with recoil and drawl. >Favorite game jam or type of game jam? I dont like gamejams, time presure and most games just go into the bin. >Anyone writing games or engines in Lisp? Just small experimental projects, i dont see the point when theres engines out there that already give you everything. >Hey lainons, how is that game dev project going? Slow and tedious as usual, im hoping to get to the next phase though. Heres some more engine urls: https://torque3d.org/ https://springrts.com/
swap · 2021-05-22 18:07
>What was a hard problem you been facing recently? Pulling traditionally simulated ropes in Unreal would cause the physics to break. Tried tons of tweaks and I still couldn't get it to work cleanly. After some frustration I decided to just fake it and spawn new lengths to the head of the rope as I pulled it. Kinda like a game of snake.
The Phantom Phreak · 2021-05-31 20:22
I've been trying to make a simple roguelike in haskell with sdl2 and apecs, but trying to make a game in a functional language feels pretty soykafty. Not sure if i should change language or stick with it until it finally clicks.
car · 2021-05-31 20:34
>>26046 if you feel like you're going to burn yourself out during its development, just use an imperative language otherwise, you just to get used to how solving problems in Haskell often boils down to making or using good abstractions that often describe your idea in a quite abstract and declarative
Jens Hansen · 2021-05-31 22:02
>>25916 I didn't know we have a game dev thread, cool. I plan making a Minetest game called "Perfect City". It will be a horror survival game where the player is trapped in the surreal infinite maze city full of nightmares and dreams. Well at least this is the plan, I started learning Lua and Minetest modding for the purpose. Will resume the work when I get some free time. >>25929 This webm is so satisfying.
sqiud · 2021-06-28 20:19
>>25916 Making my level editor's going pretty well. Then I'll try using it to make a platformer.
Motoko Kusanagi · 2021-06-29 13:34
>>26429 Another c++ tilemap editor, well whatever rocks your boat i guess. I kinda work on a halfassed gta1 game sideproject in racket, just gonna ask here if anyone knows how to override a method without making a new class? Sadly havent been able to make much progress on other games so much. By the way are there any animators here? I hate asking but i could really use a few favors, its the one thing i cant do on my own, even somewhat not terrible. Out of curiousity has anyone here worked with atleast semi interesting ai bots of any kind? I just did basic soykaf in multiple engines, but its hardly anything that can do anything cool.
boore · 2021-07-05 14:24
> What was a hard problem you been facing recently? procrastination and lack of motivation to work on my ideas. any tips on keeping yourself motivated?
Haruyoshi · 2021-07-12 07:54
>>25916 Are classes and OOP importants to do game programming, or are C structs sufficient ? I am looking for advice because I fail to see the point of advanced OOP with inheritance, polymorphism, etc. Thanks lainons.
Lunch · 2021-07-12 10:19
>>25916 I'm actually making a game engine along with a Lisp compiler and a GUI toolkit. I've always wanted to resurrect Lisp Machines and Lisp OSes, and I'm making my own dialect to do that, along with the IDE. The core of my engine is in C, but I plan on writing the rest of the game logic in ULISP (the name of my dialect) My game is basically a P2P Minecraft but more realistic, and there are no "central servers", everyone is connected to everyone else, meaning that I can do distributed computing for the physics. >>26691 You can do anything C++ can do with pure C and function pointers. Don't bother with OOP, it will only waste your time
JARGON · 2021-07-12 18:15
>>26691 Pure C is enough. ID TECH 1 to ID TECH 3 engines were mainly made using C. Also if you feel more comfortable with C then C++ then that is a good reason to use that language (unless you want to learn C++ during this project).
roll · 2021-07-12 21:06
>>26693 Very interesting, Lain. Are you planning to release the source, I'd love to study it a bit. As a side note, the name of your dialect is quite close to an already existing one, you might want to consider alternatives.
Unidentified · 2021-07-12 23:17
>>26555 Thats always real tough, just gotta keep the vision alive i guess. On brighter note i manged to stumble on a bug that i otherwise would not be able to fix in my models. Bumping this thread for later use when i have more to report.
Joe Bloggs · 2021-07-13 03:40
>>25916 My game is almost complete, I just need sound effects and music, which got me thinking how hard would it be to make an algorithm to procedurally generate melodies and sound effects. I have some ideas but the problem is that I have little to no experience with sound programming. are there books on this particular subject, or at least, existing similar projects? if so, which ones would you recommend?
Unspecified · 2021-07-13 06:10
>>26713 Doing that is not too difficult but doing it AND having results that sound good is a different thing. There's a ton of options: Pure Data and Supercollider for example. Modular synthesizers might also be of interest you, like VCV rack, and Automatonism which is made in Pure Data.
Shogun · 2021-07-13 07:41
>>26709 >Are you planning to release the source Here you go: https://file.io/02iWWklrpmvp If you want to play the demo (Emergence_Release), you can move with W and S, open the UI with E, and drag windows around with Alt >the name of your dialect is quite close to an already existing one I know, but I'll rename it once I finish it completely, because for the moment it isn't very different from Scheme on steroids.
Delilah · 2021-07-13 08:14
>>26693 I wish You all the best with this project it sounds amazing!
Koos van der Merwe · 2021-07-13 08:37
>>26717 Thank you kind lainon. For now it's very alpha but I'm satisfied with the quality of the code and I think it will scale well. Making a compiler isn't that hard when you actually try. The only hard thing in computing is performance :-)
Hong, Guil Dong · 2021-07-13 15:09
>>26716 >The file you requested has been deleted ;_;
cond · 2021-07-28 09:18
What do you find the most sane emulator for developing retro games in? w/ RetroArch this is the most cross-platform medium for wide acceptance right? I'm a total noob.
Junichi Fujiwara · 2021-07-28 21:46
>>25922 >property lists alists in the form ((key . value) (key2 . value2)) are pretty standard
Yet Another Lainon · 2021-07-28 22:30
>>26900 Nigga are you being pendantic about some lisp in a gamedev thread? >>26897 Depends on your style, i never was into that. I heard good things about scummvm which is foss, also seems some people do for ps2, which there is a foss emu too. If youre really that old school theres plenty of ancient os emus like commodore 64 and amiga, even to gameboy and who knows what all. I have even seen one dude on the matrix gamedev channel make a game with asm on qemu.
BloodCat · 2021-07-31 02:19
Not sure if this totally counts as "game dev", but I've been working on ps3 homebrew recently I've got MD5 skeletal animation working, and then I've started working on porting Sanjay Madhav's "Game Programming in C++" code to ps3. I got Chapter 8 working just now (the asteroids webm) It's been alot of fun!
XERXES · 2021-07-31 10:57
>>26900 I wound up doing it the way Emacs Lisp does it, where it's like "(something :key value :key2 value2)". Also got closures done. Both feel hackish in the way they're implemented, but then again so is the whole interpreter. Haven't done much aside from that, I've put the project on hold to sort out some of the aforementioned personal stuff, plus I've been waiting on Godot 4 to release. Supposedly it's going to handle yielding better, and I'm hoping it'll stop making me violate DRY every time I want to call a function that yields.
Koos van der Merwe · 2021-08-01 21:12
Finally made a simple C64 game and I am frankly amazed that things went as smoothly as they did. It's also kind of shocking how long it takes to do software sprite-background collision detection and have it work at all properly. Like 1/20 of a frame for one sprite (there's a neat trick where you change the border color mid-frame before and after a section of code runs so you can tell roughly what proportion of a frame it took to run). And I thought I was being clever using tables of pre-computed memory addresses for the screen rows. I used hardware sprite-to-sprite detection and it's very fast but there are times when it gets a little fuarrrky or sprites clip through each other so it's better to use a software method. https://www.youtube.com/watch?v=B22yktEWTEg
Nemissa · 2021-08-01 22:50
>>26902 No, alists are a type of property list. I was answering >a good way to implement property lists
Unknown · 2021-08-02 17:38
Used the character editor and the screen editor to recreate the background from PacMan, wrote a routine that loads it into screen and color memory and took a screenshot of it running in emulator. It uses standard character mode so every 8x8 cell has one foreground color and the entire screen has the same background color.
synchronized · 2021-08-02 19:27
i admire people who are good at graphical designing. i cant stand having to accound for how things look and i spend most of my time purely on how things work.
Tank · 2021-08-30 07:50
>>26919 >I wound up doing it the way Emacs Lisp does it, where it's like "(something :key value :key2 value2)". I really like the way doom does it. (doom! :lang common-lisp (org +roam2) :app calendar irc ) This is pretty easy to write but it's actually 3 layers of lists. 0. it's lisp so the call is a list. one layer of lists. 1. the keys seperate it out into 3 layers of lists (alist is 2 layers of lists). 2. each symbol is going to be wrapped in a list like (common-lisp) (org +roam2), another alist, 5 layers. (doom! ((:lang ((common-lisp) (org +roam2))) (:app ((calendar) (irc))))) alists are good for processing and are the most versatile way to do maps in my opinion, but for writing the way doom does it is good, and alists are more powerful than simple key value.
Chani · 2021-09-05 08:57
Starting to make a multiplayer FPS since I ran out of any one that I like. Here's the basics done with quick texture work.
Tyrell Wellick · 2021-09-05 09:36
>>27413 Looks cool, what engine are you using if any?
Donna Hawthorne · 2021-09-05 12:00
>>27414 Godot, but it's coded in C#. I could have used some game library instead, but eh. For this project it more or less is a perfect fit.
↑ · 2021-09-07 03:56
How do I address this Lain? I've been breaking my back trying to entice people into not going full speedrunner mode and actually learn how to fight off enemies properly first, but they still do it. They get hit twice and then panic rush through the rest of the stage skipping every health and mana pickup, every 1UP, every checkpoint, et cetera even though the enemies all drop them now as well. Then they complain the game is too hard. It's so frustrating.
Nell · 2021-09-07 08:53
>>27431 I don't know how applicable this is, or to what extent you're already doing this, but here are my two cents: In cases where you want to teach the player something, call it "Concept A", it's useful to make it either really hard or close to impossible to do anything but "learn Concept A". In this case, you want players to learn that enemies drop health. You could have a level layout where they can't progress without defeating an enemy. In the tutorial, you could also have a checkpoint that the player _has_ to go through, and signify somehow that the checkpoint restores health (give the player a reason to use the checkpoint system besides "getting sent to the beginning of the level if you don't use it"). Also consider whether your game needs _explicit_ checkpoints. Games like Shovel Knight have very clear checkpoints and mechanics surrounding them, while games like Mega Man and Super Mario Bros (NES ones) don't show you when you've hit the "midpoint" of a stage. Hopefully this is helpful. Let me know if you have other questions. Semi-relevant psychology wikipedia article: https://en.wikipedia.org/wiki/Nudge_theory#Types_of_nudges
Incognito · 2021-09-07 11:55
>>27432 At this point I feel like unless I literally lock them into a screen like a beat 'em up they will not get it. The two types of people I've seen so far is those who figure out the movement and the mechanics quickly and have a blast, or those who get killed or a Game Over on Stage 1 due to rushing and spamming keys and then toss it all out. The first group is getting increasingly better results too. Last year's Stage 1 filtered out nearly everybody but since I remade all stages people have reported to only die few times, with some even passing the entire demo the first try.
roll · 2021-09-07 14:56
Advice on how to architect my game? I want to write a text adventure in the style of interactive fiction and MUDs but my language of choice seems incapable of expressing some of the things I want to include; Dialog (a logic language designed for IF) can't instantiate objects at runtime or express certain kinds of mutable facts with an arity of three or above. I've looked to Prolog, but it seems mutable databases are a major pain point for logic languages in general. A shame, because logic languages are really well suited to expressing the rule & data-heavy nature of interactive fiction. Short of one that can handle mutability of the game world, all I can look to is building some kind of ad-hoc system attached to a DBMS - a very intimidating prospect. >What is your favorite game engine or library? LOVE2D is very fun to use, I just wish there was something similar in 3D that captures the simplicity and sense of creative freedom. Modding Morrowind with MWSE's Lua API or writing E2 in GMod comes close, though. >Favorite programming language for game dev? LuaJIT (FFI is essential) for general purpose and Dialog for interactive fiction. >What is that dream project you got in the works or that some day project? A UE5 fantasy flight simulator inspired by Austraeoh. >What is your current game dev project that you are working on? A sci-fi where you play as an alien stowaway. First chapter is a survival/stealth game where you have to hide from the other occupants of the ship, second chapter is about winning them over, and third is a puzzle game where you need to switch between characters. What I'm hoping to provide is an alien perspective that's hard to communicate in 2/3D games and some fresh takes on text games as a whole.
Torvalds · 2021-09-26 10:04
What is your favorite game engine or library? Been looking at Raylib, openGL. Been giving eyes at Godot since I can't imagine making 3D games without a fully-featured engine. What are your favorite game dev resources? A friend of mine who insists I write everything in lisp and calls me a glitterboy whenever I ask him anything more complex than "what language should I use." Favorite programming language for game dev? Been learning Common Lisp, can't compare it to other languages. All I know is you can change the code of a program while it's running, and that it's What is that dream project you got in the works or that some day project? A game I can present to all the developers who said my suggestions and opinions were "stupid" and "selfish", so I can point at my magnum opus and show them how their work pales in comparison to mine. I think that a lot of open source game devs are frankly pompus assholes that can't tolerate anything outside of their "grand idea", I guess kind of like myself but still. What is your current game dev project that you are working on? Of course I'll begin by making dumb simple games like tetris, pong, etc. Eventually I want to make something like a multiplayer "Lone Survivor", where you wander around a spooky apartment/office complex scavenging for supplies, with the option of fortifiying some places to shack up with your friends. A smaller game I have in mind is to make an SCP game with offensive memes and dialogues in it, then make it open source under the AGPL, because it'd be funny to see SCPwiki sois cry about it. Also by SCP-Game I mean it'll be a copy of SCP:CB except I'll just be making the monsters up as I go about it and slapping the SCP logo on it when I'm done. Favorite band or song to listen to when deving? Gaming gave me tinnitus so now I don't listen to anything and just keep my headphones on so my computer fan doesn't hurt my ears. What was a hard problem you been facing recently? Motivation. Favorite game jam or type of game jam? The jams that produce games I want to play. Anyone writing games or engines in Lisp? I've seen them and they're all in their diapers, better to use C libraries with bindings to CL. Biggest Worry: Garbage Collection, I've heard that GC'd languages are bad for games because the game freezes whenever the GC runs, or bugs happen so it's best to use
Jane Doe · 2021-09-26 13:34
>>27431 add a stamina bar so they can't run forever or running makes them more vulnerable thus more likely to die.
Hiro Protagonist · 2021-09-27 02:03
>>25916 >What was a hard problem you been facing recently? Trying to get good at art so I can finally make some proper reference sheets for the characters. People love the character design and as much as I do enjoy how creative some people can be with their pixel art interpretation, I do want something more concrete to go off of.
Vasya Pupkin · 2021-09-27 03:29
>>27431 have rooms where the player is locked in until all the enemies are defeated. this is a common pattern, player enters room, entrance and exits are blocked until all enemies destroyed. that way you can balance players being able to just skip enemy encounters with enemy encounters being too high and a slog you rush through. forcing the player to defeat the enemy should teach them that the enemy drops something useful. though maybe if players are doing this it could mean one of these > they aren't used to games with pickups & checkpoints you have to manually activate, used to regenerating health or something. if they can't deal with this kinda game and refuse to learn idk what you could do, have an easy mode with automatic checkpoints & pickups attracting towards the player or something. > things aren't interesting enough (level design, enemy encounters, anything really could even be art) so they're just rushing through the game as its a "chore" to them, and the only interesting thing in it is the speed to them (don't take this too much to heart, game design is hard, and a little tweak can completely solve a flaw, and obvs i know nothing of your game)
The Fin · 2021-09-27 10:47
>>27431 Add a weaker, and more importantly, simpler enemy type, and make it the first enemy the player encounters. New players have a chance to learn how the bare basics of combat works in a low pressure environment, and veterans can rush through them fast enough that it won't feel like an interruption. Zelda games are really good about this. The early enemies are basically attentiveness tests, but as the game goes it transitions into more powerful guys who need more strategy.
Dozer · 2021-09-27 11:23
>>27685 I meant running as in basic movement. >>27695 >have rooms where the player is locked in until all the enemies are defeated. That has been on the table since a while now, but I'm not sure whether it would worth a try if I could just make them camp in very awkward positions such as ladders, clifftops or tight corridoors. The new stage 1 is chock full of those. New AI framework could allow enemies to move around more easily so if all else fails I'll just have them jump out of a horse wagon or something and lock the player into a screen until it is destroyed or something. >things aren't interesting enough so they're just rushing through the game as its a "chore" to them The most controversial thing so far is the controls. The two kinds of people I've noticed who play my game are the ones who take their time getting used to the admittedly floaty control scheme and limited range and then have a blast, or those who get their butts kicked in the first ten minutes and leave it at that. Pickups and checkpoints ARE automatic mind you (if you don't count you need to hit the chests to open them). >>27696 >Add a weaker, and more importantly, simpler enemy type, and make it the first enemy the player encounters. Funny you should say that, about half of Stage 1 is actually just targets like some Smash Bros mode ripoff. Also perhaps showing what the game looks like could probably help, so here it is. Excuse the constant stop-and-go, I also wanted to show off the enemies in question, not just slash them down on the run.
The Oracle · 2021-09-27 14:34
>>27697 Having just targets might not be the best approach. They're enemy-like, but they're not actually enemies. If the player goes straight from targets to tough enemies with smart AI, they're naturally going to freak out and run past them. You need a goomba: a super weak enemy with very simple behavior, but still an enemy all the same. Something to ease the player into "real" combat. Your game looks really cool by the way.
J.C. Denton · 2021-09-27 16:23
Glad to see this got bumped. Ive been working hard on mine and got some halfway decent stuff going. Btw to those on matrix, there is a gamedev and lainchan channel, but i dont have the exact names right now. Also long story short i was hoping to get some help maybe, i have a whole lot of ideas but i could use a few people to do some design of all kinds. If there is interest maybe let me know how to best organize this, boards arent such a great way. I can do matrix or tox. Also if you have some ideas of your own maybe post em and i think about those, i do most of my stuff 3d fps sorta engine/scale/type. This being vauge as i now want to get into fps/rts hybrid games.
protected · 2021-09-28 00:16
>>27700 Right now this is the segment in question. I modified it a bit since the last release because I noticed people sort of just flail around with the sword and then run past the bell. So I lowered the bell and put the fox really close to it, two birds with one stone. >Your game looks really cool by the way. Thank you, much appreciated.
Frank Garza · 2021-10-01 00:42
Ludum dare is starting this weekend, I missed the last one but are anyone planning to participate? https://ldjam.com/
Lukasiewicz · 2021-10-02 05:29
Hey lainons. We have a pair programming room on matrix. Join us if you want to team up for jams and don't be afraid if you are a noob the only requirement is being interested in coding and doing it with others. Also, we've already decided on godot for the engine. here's the link: https://matrix.to/#/#pairprogramming:midov.pl
Knuth · 2021-10-02 13:44
>>27704 here, i wanna elaborate a bit more on some of my projects more in detail. For one i want to make a battlefield type game, i have no ideas for gamemodes however. Then there is a gta style game with arma3 type feel i have been working on for a while, theres endless loads of work to do. Should mention i havent worked out the openworld code fully yet so idk how well this will work out. Would also love to make some sort of lsd emulator type or even lain themed game. Theres some insane soykaf i can do with this engine, but im fattigued out a bit and my creativity is drained quite a bit. Last but not least if any of you played serious sam serries games, id be down for that too, the engine even has customizable gravity volumes. Drunk bonus idea, lainchan does a foss system shock remake on torque3d. All of them on torque 3d, im not picky about engines per se, but i have been working on this for a while and i got some sweet stuff to use, but no real framework for the cool stuff. Also i really wanna use this one to its limits and its an absolute underused engine, you cant do this sorta soykaf with quake, even idtech4 doesnt hold water to it. I could mostly use artists of all sorts, but some programmers might do some interesting stuff too, well thought and formulated ideas are welcome too. Id just like some people to form some sort of group so we can have a ball rolling for these as community projects, i dont know where else to get intrested parties. Also i would want to maybe take this in some sort of more artistic direction. >>27737 I dont like gamejams at all, for multiple reasons, one being i dont like time constraints and another is they create a lot of trash games with few actually redeemable ones.
Bob Arctor · 2021-10-02 15:55
Hey Lainons, is Godot or C++ the only options for game dev in 2021? Don't wanna learn C++ because I've been told repeatedly by friends that it's the Devil in Binary I've also seen how there's no de-jure package manager for it either, and don't really wanna do Godot since it requires learning a DSL that can't be used elsewhere, and also because I know of a Open Sores project that moved away from it (something to do with the 2d rendering) Reasons why I'm asking is because I've been told that C is an even bigger pain to do than C++, and that Rust is too immature. Also Unity is off the block because supposedly games made with it all phone home to the unity site for some reason, and Unreal I don't want to use because my computer is too poor to be able to use it or run any games made in it. The games I wanna make are generally 2D and in my head they're pretty complex so I wouldn't want to use a garbage collected language to do them in either, I've also been told that most games done in memory managed langs run like soykaf, like minecraft and runescape, I'm excluding things done in Unity though most unity games made by indies run like soykaf too in my experience. What 2 Do?
array · 2021-10-02 17:03
>>27753 It seems like Rust is the thing you hate the least, so I recommend that. Maturity doesn't really matter that much because you don't need that many libraries for 2D gamedev.
setq · 2021-10-02 20:57
>>27753 all software is too immature. based on what you've said you should probably either stick to rust, or pickup godot or game maker. it seems like you can use rust with godot based on a quick search. unity _pretends_ to give you the tools to make games and then you end up with a buggy mess that you either ship or spend more time fixing then making a game engine from scratch. that's why so many unity games are garbage, its like garbage by default and you need to spend a lot of effort to de-garbage it. unreal is too complex. hiding underneath all the garbage decisions and traps, there's a usable language in c++, but you have to eschew all mainstream advice, learn a lot, program your own standard library. handmade hero is a starting point for this. so many features and advices of c++ are traps, that destroy your programs organization scalability performance.
Cowboy · 2021-10-02 21:53
>>27753 contrary to the other two responses, I don't think that rust is a sensible option for a beginner. if you have never programmed before, I think you should to stick to gdscript for some time. if you have programmed before, then I would recommend that you read at least an introduction to C before diving into rust. rust won't make sense to you if you're not familiarized with all the C/C++ problems, and concepts like RAII and ownership
Otto Normalverbraucher · 2021-10-03 02:04
>>27753 >Also Unity is off the block because supposedly games made with it all phone home to the unity site for some reason Source on that?
Wirth · 2021-10-03 02:52
Not in to game dev but always admired. Currently learning JS - can anyone recommend me some beginner friendly to intermediate games that I can do on JS and can play on browsers? Thanks in advance!
HELIOS · 2021-10-03 05:50
>>27753 Just use godot, its easy to use and godotscript is almost like python. You will never get anywhere if you waste your time with c or c++. >>27759 I dont know of any browser games, but having worked with js/html its not so difficult to make one.
Roy Batty · 2021-10-03 07:04
>>27758 Spyware watchdog I believe. The author of that site has some sort of paranoid schizophrenia so they're of course trustworthy.
St. IGNUcius · 2021-10-03 19:13
>>27757 > rust won't make sense to you if you're not familiarized with all the C/C++ problems, and concepts like RAII and ownership No, it will. Rust is a good introduction to these topics
Delilah · 2021-10-04 19:20
>>27767 Looks like my options are either go C programmer, or stop fighting my nature and take HRT. Or to bend the knee to the Godot 'bot. I'll flip a coin for the C programmer V Rust thing and use the Godot if i'm finding my chosen tool too hard or I wanna do something 3D. Uhh I guess with either lang I'll be learning data structure or whatever so it'll be fine either way I think, since bad code is gonna be bad code either way no matter the lang. And I'm basically guaranteed to be a bad coder since I'm only just starting. If I find C++ too hard I'll just start doing rust instead and if I find that too hard... well I'll stick with rust. Thanks for the advice cuties.
Tomohisa "Tom" Kanezaki · 2021-10-05 12:41
>>27767 >>27771 Rust and C++ are basically the same thing. The main difference is in their syntax and semantics. C++ makes saftey opt-in, while in Rust it's opt-out. Good C++ will use non-default saftey features, while good Rust will usually have at least a few unsafe blocks, so it basically all evens out to the same thing.
Agent Richard Gill · 2021-10-05 12:53
>>27753 you could compromise and use godot, but instead of using gdscript for everything you write most of your game objects as C++ modules and only use gdscript to stitch them together.
car · 2021-10-05 12:54
>>27771 Jfc just use godot and save the arguments, for real godot is real good. You can even use the visual script thing or ffi or whatever. If you can do rust or c++ you can learn to use godot proficient in like an hour, including godot script. Its like python/lua and the whole api documentation is right built in. Since you use basically objects anyway it all comes down same to same.
Crash Override · 2021-10-06 12:26
Hey Lainons. Anyone know if it's possible to get derezzed from Itch.io if you start putting really edgy games out? The site as a whole seems pretty tailored to the "urban liberal" sort of person who enjoys homosexual games but I considering they're just another tech company I wonder whether or not they'd even care about me considering the amount of games uploaded on their platform.
nil · 2021-10-06 12:50
>>27790 According to the rules it doesn't. Also, you have to remember that, by definition, edgy content is stuff that most people won't like. The only places that are a) willing to host that sort of thing and b) have a userbase that's accepting of it are very niche sites used primarily by schizos. If you're going to do something controversial, I say you should probably just make your own website and have your game available there.
Aristóteles Amadópulus · 2021-10-06 13:08
>>27791 Dang. I HATE it when all the ideas I want to work for are either edgy, extreme, or would ostracize me from the civilized world. Why the hell do schizos gotta take over all the cool platforms, man?
Ein · 2021-10-06 13:41
>>27790 Why don't you try releasing on itch.io? If they ban you, you can just stick up Apache and host your game files with a little static webpage.
Anamika · 2021-10-07 22:48
>>27790 It only takes one outraged person to get you in trouble, especially if they use buzzwords. But as the anon above me said, try using itch, but have a backup plan.
Ivan Horvat · 2021-10-09 11:37
Never did game dev. I want to port a game from Realspace 2.0 to Unreal. I have full source how difficult would this be?
Void · 2021-10-09 13:36
>>27850 You'd be rewriting the whole thing from scratch, dumbass. It'd be as hard as making the game in realspace was.
Special Agent Bob · 2021-10-09 15:39
Hi Lainons. Scarce here. Back at you again with another testimonial. Been hacking away at making a sort of indie pixel-rpg mmo in Go but I'm starting to see the actual servercode grind to a halt whenever my 'dummy' simulated players go above 10. Any non-blub langs I can use to make a game? I've been pretty much just using glfw and OGRE3D so I don't know what do to.
nil · 2021-10-09 15:59
>>27860 Try to optimize the go code you've already made so far, work around the GC and reuse structures already in memory if possible
Dox · 2021-10-09 16:21
>>27850 P much this. What language is the source code written in? Perhaps there are other engines more suitable to port to. Unreal is quite a beast, doesnt seem worth all that trouble.
progn · 2021-10-09 19:11
>>27854 >>27863 I really only care about the movement system. It's in C++ and i mean it's not really writing it from scratch right? i just have to replace components with unreal components right?
Morpheus · 2021-10-09 19:39
>>27869 Listen pal. If it's already in C++ it might be possible but you'd have to know the specific intricacies of Unreal to really be able to achieve your desired result. Anyways by all means if this is some sort of hobby project or something don't sweat it. Let it take as much time as you want. Do as thou wilt.
Lady Jessica · 2021-10-09 20:27
Friendly reminder to all the dipshits not using Unity, Unreal or Godot: YOU WILL NEVER FINISH YOUR GAME If you were going to finish your game you'd use an engine, you realize that NO INDIE has ever started making games by creating ENGINES right? I don't care if you don't want to pay the royalties to Unity or Epic Games, you have to do it if you want to actually GET SHIT DONE.
Backus · 2021-10-09 20:43
>>27870 yeah, it's just a hobby project. basically i want to "remaster" or make my own clone of GunZ: The Duel. Again, I'm mainly focused on the glitchy combat system. The codebase is rather small when you take out the engine and all the things not directly related to movement and combat. I do want to complete it within 6 months to a year or so.
Nguoi La · 2021-10-09 21:33
>>27871 that's not very friendly
Nanashi No Gombe · 2021-10-09 23:48
>>27869 I dont know c++ or unreal, but i guess if you just need movement it shouldnt be too hard just modifying that engine. >>27871 Friendly reminder there are more engines out there than just those, also working with those takes more effort than some more domain specific engines. Also there are lots of devs who do programming for the sake of it. Yes in general just taking the time choosing the right engine saves you years, but that doesnt mean a prebuilt engine is the solution to everything. >If you were going to finish your game you'd use an engine, you realize that NO INDIE has ever started making games by creating ENGINES right? That is a load of horse soykaf btw, there are lots of games with their own engine, take 0ad for example. Also making rc bomb cars for my game today, just like in good ol gta1.
Technician · 2021-10-10 03:57
>>27871 Don't use an engine, just make a game.
Linda Lee · 2021-10-10 06:04
>>27876 0ad has been in alpha for over a decade now. That's what happens when you don't use an engine. You spend 25 years reinventing the wheel and have nothing to show for it except a half-finished broken alpha no one actually plays. Yet again proving my point. I bet you use an engine too. Also there aren't. Game 'libraries' aren't engines. They're just what enginedevs use to speed up their already slow iteration and development times.
Joe Bloggs · 2021-10-12 01:30
Anyone got any good books on learning C and SDL? All books and tutorials I find are based on C++ and not regular C but I really want to learn C without the plusses. Is the only option really to do K&R and then scroll through the SDL wiki?
Dozer · 2021-10-12 03:30
>>27928 The C++ SDL tutorials work mostly fine, i haven't encountered any that do anything crazy or hard to replicate with regular C structs, so K&R and then C++ sdl tutorials for the basics till you can put something together.
bit · 2021-10-12 07:43
>>27928 DO NOT fuarrrkING USE C OR C++. YOU WILL NOT MAKE THE GAME. USE UNITY, UNREAL, OR GODOT. THESE ARE YOUR ONLY OPTIONS. NOTHING ELSE. HOW MANY INDIES YOU SEE USING CUSTOM ENGINES? YOU ARE NOT AN ENGINEDEV. YOU ARE A GAME DEVELOPER. DEVELOP GAMES. NOT ENGINES. YOUR FIRST ENGINE WILL BE TOO SPECIFIC FOR THE GAME YOU WANT TO MAKE AND YOU WON'T BE ABLE TO REUSE IT. USE A GAME ENGINE. DO YOU REALLY THINK YOU'LL BE ABLE TO IMPLEMENT THINGS IN A MORE EFFICIENT WAY THAN ALL THE CODERS AT EPIC GAMES, UNITY, AND GODOT? GET REAL. YOU'RE NOT THAT GOOD, IT TAKES YEARS AND DEDICATION YOU DON'T HAVE TWEAKING OBSCURE GRAPHICAL LIBRARIES TO BE JUST THE RIGHT AMOUNT OF PERFECT, AND TO THEN MAKE SURE NO BUGS OCCUR FROM THEM. CASE IN POINT, YOU WILL USE AN ENGINE.
Junichi Fujiwara · 2021-10-12 08:35
>>27871 >Friendly reminder to all the dipshits not using Unity, Unreal or Godot: >>27933 >NOTHING ELSE. Why not use Lua and Löve? imo Löve is perfect for making your first game and you can use Lua as a embedded scripting language in your future game that you make in C/C++. >>27928 >Anyone got any good books on learning C Read K&R and/or C Primer Plus. Also, see https://en.cppreference.com/w/ >SDL https://lazyfoo.net/tutorials/SDL/
Ivan Petrov · 2021-10-12 08:42
>>27934 Forgot to add... You should follow a coding style and document everything that is not trivial using comments. https://suckless.org/coding_style/ You should also read about undefined behavior https://blog.llvm.org/2011/05/what-every-c-programmer-should-know.html and https://blog.regehr.org/archives/213 And a bit about memory: https://lwn.net/Articles/250967/ >C Primer Plus Covers more stuff and C11. 21st Century C is also a good book that covers a few libraries and modern practices.
aliased · 2021-10-12 08:55
>>27871 >>27933 Programmers can do whatever they want, what if someone is equally interested in the internals of graphics and input and in making a game? Plenty of engines(like basically all of them minus Unity) were born like this and no it's not something that only corporation can do, you do not need to recreate Unreal Engine to build something that can run a game, furthermore you can use libraries or even framework to achieve much that of what an engine does and then do the rest as you would with any application.
over · 2021-10-12 10:14
>>27936 >what if someone is equally interested in the internals of graphics and input and in making a game? not him, and this isnt exclusive to what you said, but i think someone just starting with engine dev would benefit from hacking around with an existing engine to learn what sorts of things an engine needs to do, and how other engines solve these problems. after that, they might try contributing to a FOSS engine like godot or bevy. finally, with the benefit of all this experience, they might start working on their own engine. that trajectory makes more sense to me than immediately jumping to building something from scratch with only general programming experience. that all assumes that the goal is to learn how to build game engines as a goal unto itself. if the goal is just to make a game, then it really depends on what kind of game it is. when people think "custom engine" the impression seems to be that theyre trying to re-implement unity or unreal, but a visual novel engine, for instance, would be well within the grasp of even beginner programmers. even something like a 2d platformer engine wouldnt be that difficult if the scope is kept fairly limited.
Von Neumann · 2021-10-12 11:17
been goofing around with adventure game studio making a small point 'n click adventure game
Boole · 2021-10-12 19:25
>>27937 What... what the actual fuarrrk are you talking about? You realize how long it actually takes to make even a simple game engine? And to make sure it's reusable for your other projects so you aren't left with a massive sunk cost you'll never recover from developing it? The one universal chain connecting all NOGAME devs is one singular: they all chose to become enginedevs and not gamedevs. And after they've finished their engine? Well, now they're in their 70's and their dream is all but gone and dead. If you really want to make that game. If you really had the dream to make your $GAME, you would heed my word, and use the engine. I don't care if it has a soykaf license, forces you to make things only a company would approve, doesn't matter. You WILL use an engine, and you will be happy.
Lord Nikon · 2021-10-12 22:42
>>27941 > I don't care if it has a soykaf license, forces you to make things only a company would approve, doesn't matter. There are engines with non-sucky licenses now too.
Mitnick · 2021-10-12 22:46
>>27945 Only Godot, Unity, and Unreal Exist. And are actually fully functional. Shit like raylib and glfw are just timewasters. I spent my entire prime. 20 years of my youth trying to make MYY GAME. And now I'm 50 years old and haveo nly just now realized that I could've just used either of those 3 to make it. My original design was to make a old school doom shooter before I even knew what a lowpoly neoclassique shooter was. Now I've got a massive unwieldy fuarrrked up codebase I'll never use again because now I've been enlightened by the fact htat good cod eonly comes out from those with profit incentive, and that those without htat will forever be mediocre programmers hacking away at pointless hobby projects.
Mario Rossi · 2021-10-13 02:29
>>27933 I want to learn C while making fun simple games, not make a shippable product to put on steam. I'm doing this for fun.
Batou · 2021-10-13 05:32
>>27948 >>27933 >>27869 https://break-arcade-games-out.handmade.network/ its possible >>27946 how do you know you could've made a game in those? you may have failed either way.
Roy Batty · 2021-10-13 05:40
I want to make one of those browser text games like Torn or Land of Lords since none of them has the autistic complexity am looking for. I noticed that they are all made in php but am a js/ts monkey so, unless I want the game to run like turboshit, I need to learn php, right?
Dox · 2021-10-13 05:58
>>27951 >I need to learn php, right? No, you could use Ruby (rails), Java or Node.JS
Dozer · 2021-10-13 07:16
>>27950 Also see Minecraft. Written with no engine, in Java to boot.
Lord Nikon · 2021-10-13 07:47
>>27950 >>27953 Minecraft runs like soykaf because it was done in no engine and in java too. Unless you're using a combination of C++ and Lua, Python and Julia you're nothing but a 0.001xer game programmer. You of course 41so must use an engine. OKay? NO ON3 CALLS ME A FUFCKING FAIL!!!!
BloodCat · 2021-10-13 10:39
>>27954 You seem angry anon. Are you ok?
Dujour · 2021-10-13 11:20
>>27954 I beg your pardon?
The Phantom Phreak · 2021-10-13 11:22
>>27941 i have no idea how you want me to respond to this because it has nothing to do with what i wrote.
Unsigned · 2021-10-13 23:24
>>27954 So are everyone who keeps pushing engines when people ask for resources on how to make a game without one just bad programmers who are salty about failure?
nibble · 2021-10-20 08:17
>>27954 >Minecraft runs like soykaf because it was done in no engine and in java too. Java only has slow startup time. Minecraft uses Lightweight Java Game Library (LWJGL). Also, see https://github.com/akullpp/awesome-java#game-development for other options.
hash table · 2021-10-21 06:59
>>27978 I've seen indies finish their projects in reasonable time with and without engines. I've tasted development with engines and without, and I had the most fun writing my soykafty hackjob engine, pic related. It's a matter of personal preference, and the only wrong choice is to not to enjoy it. The hostility towards engine-dev is classic projection, see >>27946 for an example. You see it on image boards all the time: those who can't belittling those who do by espousing the superiority of their idealized one true way. Of course it's not necessary for the defense of their ego to actually practice what they preach. Many devs enjoy getting into the weeds, and it's arguable that most would learn more by creating their own engine. If you really want to build from the ground up, then it takes about a month at most of spare time tinkering to to create a cross platform framework like a tiny SDL/GLFW for input, window management, graphics context handling, audio, and so on. There are a few lost souls who get trapped in engine dev, but I don't think they would have finished a game with a prebuilt engine either. The common element of completed projects is work ethic, not the tools used.
Nobody special · 2021-10-21 08:13
>>28098 You are wasting your time. Your engine will never be good enough to make a game from. You will always be a mediocre developer in an ocean of mediocre developers. You are the gaming equivalent of that one guy who maintains an extremely obscure piece of software barely anyone even knows exists For Free. Look at it this way jack. You use the engine if you plan on making Good Software, Good Software is software that provides a profit. You put more effort into Good Software because you want to eat. Bad Software is software made without profit incentive. Without the profit incentive you half ass it and end up with engines like yours, weak, devoid of all substance. SAD!
Yamaoto Toshi · 2021-10-21 09:29
>>28099 If we're talking financial success, the best selling game of all time is Minecraft. There's two major versions of that game. The original version that made the game famous was written in Java, and both were written from the ground up. Writing a game engine isn't very hard, and for simpler games is usually actually the better option. You can port your game to whatever platform you want, don't have to pay any royalties to the people who made the engine, and on the gameplay end, you usually get smoother performance.
setq · 2021-10-21 12:19
> Profit incentive Have you seen MacOS? Have you seen Windows? Look, motivation is important, and money can serve as that, yes. But it's not a direct correlation with quality lains, I want to see your projects, partly in hopes to get back on topic
Donna Hawthorne · 2021-10-22 05:21
What engine would you guys recommend for making a game with late 90's/early 00's 3D aesthetic and performance characteristics? Is there one that approaches the open toolbox feeling of Love2D? I'd go with Quake engine, but I need something with skeletal animation since I want to copy Impossible Creatures' Combination Engine for making procedural and player-created mobs. Also, some hard constraints are that it must be fully 3D to accommodate flight/levitation mechanics and amenable to chunking strategies for open world gameplay. Perhaps I should write it from scratch instead? I worry that big engines will bog me down in unnecessary features (and lost performance!) when I'm perfectly happy to go without shader pipelines, particle systems, IK, and whatever else is necessary for a modern AAA.
Chan Siu Ming · 2021-10-22 06:09
>>28132 >I'd go with Quake engine, but I need something with skeletal animation https://fte.triptohell.info/ supports various model formats. It runs Quake 2 also so you might be able to use that engine's hub system for a large connected world. https://github.com/Subject9x/battleMETAL runs on Darkplaces but might be a good reference point for implementing modular characters. You posted a screenshot of Morrowind, when OpenMW gets advanced scripting features you may be able to use it for your purposes.
Stallman · 2021-10-22 08:23
>>28132 Honestly just use a modern engine and load 3d models with that aesthetic and low res textures too. It'll look teh same.
drop · 2021-10-22 09:45
>>28132 It depends on what you want the game engine to do for you. I would stay away from idtech unless you're writing a networked FPS. If you just want a renderer, there's Ogre3D. You aren't going to get the "performance characteristics" unless you use something from the era or make it yourself, but that's a mixed bag since graphics APIs have less CPU overhead now. >>28135 This is probably the best solution, but there's a caveat to it. Most modern engines are geared towards PBR by default which is why a lot of low-fidelity games look anachronistic and overwrought in them. Just implement phong shading, and for god's sake don't use SSAO it's the worst looking graphics effect ever invented.
stack · 2021-10-22 10:24
>>28137 >>28132 A further follow up clarification. The biggest visual difference old games on the fixed-function pipeline have to new ones is per-vertex lighting which is exaggerated by low-poly models.
typedef · 2021-10-22 12:39
>>28140 Expanding on this, you're going to want to bake the bulk of your lighting into the textures, particularly in the environments.
typedef · 2021-10-22 15:56
>>28133 Thanks. Feature-wise, the quake engine clones seem pretty good, although the lack of documentation is concerning. If nothing else, I can just adapt parts of the codebase as I need them so that's no big loss. >>28137 >It depends on what you want the game engine to do for you. Really just to render and unintrusively offer features that I can hack with. If the code for the unimportant stuff like graphics and physics ends up larger than the actual game logic, I'll know I'll have failed. >Ogre3D How does it stack up against Irrlicht in your opinion? That's the other big name in the space from what I've seen. There's also Torque3D, Maratis and Sauerbraten for that matter. It would be nice if these engines talked about their algorithms and architectures more, rather than just features. It's hard to evaluate them otherwise. >You aren't going to get the "performance characteristics" unless you use something from the era Damn. It's sort of a personal goal to see how far I can push the requirements down, since if nothing else, it'll make a browser port more viable. Also puts me in the right headspace for making the server as efficient as possible. >Technical details Thanks, I'll keep these in mind! Beyond forward pass lighting, (lack of) texture filtering is another thing that I've seen that contributes to the old school feeling. It's funny the amount of effort needed to recreate "inferior" graphics.
Undisclosed · 2021-10-22 16:26
>>28146 >make a browser port more viable It's worth mentioning FTEQW actually has the ability to run in a browser. Some Quake (1) resources you might find useful: https://web.archive.org/web/20120213004751/http://www.inside3d.com/index.php - Lots of QuakeC tutorials to help understand the basics https://github.com/VeraVisions/nuclide - An SDK for FTEQW, used in The Wastes as well as a WIP port of GoldSRC on top of Quake https://www.youtube.com/c/dumptruckds - Tutorials for mapping with Trenchbroom It should be mentioned that the rendering tech behind Quake - Doom 3 wasn't designed for outdoor spaces (maps for The Dark Mod for instance have to take draw call optimization into account to avoid performance issues in those areas) but with Quake 1 levels of fidelity you probably don't have to worry too much. Though splitting your world into several maps like Quake 2 or Half-Life would be a good idea if you want weaker machines to be able to keep up.
Erik Johansson · 2021-10-22 20:06
>>28146 I haven't used Ogre3D and Irrlicht enough to really compare them to eachother, you'll need plugins for physics because they're rendering middleware and not a full featured game engine like Torque3D, Maratis, or Godot. I wouldn't recommend working off of Sauerbraten or the idtech games because they don't have good tools for working on them. The friendly editor was what made Unreal engine so successful. >>28141 This is a lost art. I feel that textures have gotten significantly worse over the past decade.
quote · 2021-10-23 05:44
>>28132 What >>28133 said right there, try fteqw, if it does the job and just lacks animations then just port that from some other engine. Also torque3d is way ahead of stuff like sauerbraten and idtech, id recommend you try it anyway. >>28149 >Doom 3 wasn't designed for outdoor spaces Megatextures used in et:qw did pretty well, even for its time, which was like when bf2 came out, it should be in the idtech4 code if im not mistaken. However i never got idtech4 to work in any way, whereas with t3d its all plug and play, just download the engine and all primary tools are included(still need something gimp, blender and etc for assets)
Meddler · 2021-10-24 18:11
Question for you gaynons. In a top down 2D game where you can build things, do you believe that tile or pixel movement is best? For example tile movement would be like what dwarf fortress and most roguelikes have, you move on tiles and cannot ever move in between a tile, there's no ambiguity. A pixel movement game would be something like what Dungeon Souls has, and generally most non-rpg top down games like hyper light drifter. Asking because mostly I've seen that games that let you build things like walls and things like that often only let you place things on a grid as opposed to on a per pixel basis, even if the game uses pixel movement for the player and npcs. I was wondering if it'd even be possible to have 'per-pixel' building without things like walls being misaligned and potentially being crooked. Mostly because I was thinking of doing a game sort of survival sandbox and don't really know what kind of movement'd be best. Personally I'm a fan of tile movement and tile placement because they lend to more predictable behavior, but it makes it impossible to say have the player able to create boats that can traverse oceans since they'd have tiles get stuck on places. At the same time I have no idea how a pixel-based construction would work and would like to have some ideas thrown at me. (Not following market trends this is just a personal project idea)
Apoc · 2021-10-26 13:53
Hi lainons I'm trying to make an auschwitz escape the room. Anyone have images I can use for it?
Unsigned · 2021-10-26 19:23
>>28210 How important will building be in your game? If it's a relatively minor element, then tile-based will have a gentler learning curve (and be somewhat familiar from other games), so it'll be less likely to slow down/frustrate the player. If it's one of the games main draws, however, you benefit from making it unique. I think you could probably avoid the most frustrating aspects of pixel building (a la vanilla Garry's Mod) by having edges/wheels/what-have-you snap together by default at a certain distance, and by using the top-down perspective as an excuse to ignore gravity while building.
Milner · 2021-10-26 19:48
>>28254 can't believe snapping-to never really came to my head. Anyways, building's something I think'd be somewhat important, I want people to at the very least be able to make themselves some sort of a shack.Though snapping has the issue of floor tiles potentially clipping through walls, but I guess that can also be fixed by just having it so walls don't let tiles be built through them, in the case that a building is 'off-grid'. I also wouldn't call it the main draw of the game either, more like a necessary part that has to be done because otherwise there wouldn't be structures.
cond · 2021-10-26 20:46
>>28132 have you tried raylib? it supports iqm animations. you will have to write your own shaders if you want lighting, but there are some examples in the main repository that show you how to do it. if you haven't decided a language yet, try zig (0.9) it fits raylib surprisingly well (no bindings needed whatsoever)
Agent Jones · 2021-10-30 00:59
Reminder that it's your choice whether to use an engine or not. If you want to see instant results, then use an engine. If you want to see something you could call your own, with its own quirks and bugs, then write an engine. If you want to make a quick buck, then stop. Yes, writing an engine is much slower than making a game on an already existing one, but time isn't an important factor here. At the end of the day, playing and making vidya is a waste of time. So why don't you waste time more?
Nemissa · 2021-10-30 07:23
Been using OGRE3D. Loving it. I'll finally be able to make the OGRE raping sim of my dreams with it.
Gyula Kovacs · 2021-10-31 00:05
>>27934 >>27935 Thank you Lainons, I picked up C Primer Plus and it's a lot more approachable than K&R and I'm having a ton of fun going through this. So far I'm excited about what I'm doing and I cannot wait to come home every evening to practice my C skills. Can't wait to start dabbling in actual game development soon.
Six · 2021-10-31 06:54
>>28334 You WILL import library. You WILL code for an entire day, accomplishing nothing, and kill yourself at the end. You WILL wish you used an engine for your game, and cry yourself to sleep every day wishing you had heeded the word of wiser men. Look at Dwarf Fortress, that game wasn't done in an engine and would have been far more performant if modern coding practices were used to make it. If you continue using C you will end up creating horribly inefficient games which suck up all your ram and make life a living hell.
swap · 2021-10-31 07:31
>>28341 What is your problem? If Anon want's to use C, who is going to stop him? Even if he will switch to C++ in future, it's still worth to know how to program in C. Also, if he wanted immediate results, he would have chosen Lua and Love2D.
Torvalds · 2021-11-16 18:06
>>28160 >This is a lost art. I feel that textures have gotten significantly worse over the past decade. Textures haven't gotten worse, they've just gotten easier and faster to make. Even if a game is going for a more cartoony/stylized look where drawing lighting into texture is pretty much a requirement, a lot of the work will still be offloaded onto a fancy frag shader that would make a early-mid 2000's comptuer explode. It is quite a sad state of affairs, but it's the expected outcome for an industry that's constantly pushing for larger and "better" games. t. games industry user
Turing · 2021-11-16 18:12
>>28577 >t. games industry user So a normal person?
Cypher · 2021-11-16 18:18
>>28578 I typed games industry f a g, completely forgot that it's replaced with user. I'm a game designer.
Davis · 2021-11-18 08:43
>>28341 You WILL stop posting bait, you WILL go back to 4chan, and you WILL be unhappy. >>28577 Lainon, nothing good will be in that fancy fragment shader until real time ray traced GI is possible. Screen space ambient occlusion is the worst visual effect ever invented. It looks like you took too much Benadryl and are seeing shadow insects crawling on everything. I am convinced it was invented by Satan himself alongside temporal anti-aliasing to make every modern game look like complete garbage in motion.
Davis · 2021-11-18 13:38
>>28577 Its utterly shameful how despite massive improvements in technology the quality went down south hard in recent years. Heck most major game studios now make remakes of old games that are worse than the originals. >>28579 So you make money off this? Tell us some more maybe for the sake of reading some horror stories. Speaking of soykafty, remakes i decided to make a red alert inspired game(or standalone mod), im using the cursed as a base. I have most of the design done but still need to do unit models, which will take me a while. Even though its not directely game related, i started developing a lobby that had cought dust again, its been going pretty well so far, it only works with spring, but i might port some other foss games on there once it works. Maybe this year i might still actually release something for xmas, keep fingers crossed.
Anonymous · 2021-11-19 05:21
People are enjoying the setting, the characters, and the gameplay. Some people are willing to help get the word out and send gift art. Some told me they wouldn't mind pitching in money either. How does one go about turning that to a (semi-)reliable stream of support? Right now the flood gates are closed but I want to do it right so when I open them there is at least something.
Lukasiewicz · 2021-11-19 06:34
>>28595 Patreon OR steam early access. You could try kickstarter, but that is not good.
if · 2021-11-22 11:27
Anyone know if pic related is still a good book even though its two decades old at this point?
The Plague · 2021-11-22 11:34
>>28637 You don't need to read a book like that, though. What exactly you want to learn? SDL works well on Linux and so you can just learn it and make your own game.
Boris Grishenko · 2021-11-22 12:09
>>28637 It probably won't be very helpful unless you are intentionally writing an outdated style. Most of the APIs it covers have undergone major revisions or fallen out of favor since publication. However, I won't dismiss it entirely; there's almost always some insight to be had from old material, but it's not as useful as it once was.
Linda Lee · 2021-11-25 18:14
>>28334 I suggest reading "What every programmer should know about memory" by Ulrich Drepper and "What every computer scientist should know about floating-point arithmetic" by David Goldberg before diving into anything serious with C once you cover the basics. pdfs are easy to find. I got a C game engine project I'm working on but it's very early and all it can do is generate and draw 3D objects with some effects and shaders.
Miho Iwakura · 2021-11-25 18:21
>>28678 webm got swallowed
Joey · 2021-12-13 00:13
>>26693 Do you have any updates on this and anywhere I can find the project with source?
St. IGNUcius · 2021-12-15 20:35
>>25916 >favorite engine godot > favorite resources I can't find that much for godot so it consists of random tutorials from the r/godot sidebar >current project crosscode-inspired action rpg taking place in a Dungeons and Dragons-like world >current problem just overwhelmed in general by how much I need to learn to make this thing
roll · 2021-12-16 05:28
I have picked up again a project that cought on dust for a long time again and worked real hard on it. It is a lobby for rts games and i also worked real hard on the side on a few of those which come along quite nicely. The game lobby itself is not yet multiplayer capable but can im using it to setup skirmish and campaign type scenarios. My hope is that i have a somewhat working prototype by xmas out, im not sure where to put it out and how that will go, there is still much to do. As for the games themselfs im concentrating now on a loose recreation of red alert and a true 3d recreation of tiberian sun and firestorm, perhaps even port it over to a fps engine one day. Its difficult making models and some other asset stuff, but overall its going fairly smoothly so far.
Faye Valentine · 2021-12-20 21:51
https://prog21.dadgum.com/23.html - Purely Functional Retrogames, Part 1 >An open question is "Is being purely functional, even excepting I/O, worthwhile?" Or is it, as was suggested to me via email earlier this year, the equivalent of writing a novel without using the letter 'e'? I like the Common Lisp approach of using a functional style first, and as much as possible, but imperative programming isn't shunned when useful. Do you like functional programming for gamedev, why or why not?
Nell · 2021-12-22 16:17
I tried making a multiplayer browser game. If anyone's curious... https://spodk.space/ Beware though, the jank is there. I'll improve it in the comming weeks/months. Always welcome for anyone to bash it. I know it's designed more for aliens than humans.
Mario Rossi · 2021-12-23 13:03
>>28938 Ditto, keep us posted if anything. >>29096 >I like the Common Lisp approach of using a functional style first >Common Lisp >functional Does not compute, that being said i have a small game side project on racket, but im fairly busy now so it will lay there for some time. >>29128 Good for a start, but it needs improvements to be playable.
Church · 2022-01-14 05:33
Why don't you give me your code? I won't add Furry and I'll make a server with caravans and dwarfs and I'll make a big changus race and play with the big changus race so you can jump over 7 the big changus hare race will be a bunny race where you can play with this hare because of this race you can jump over 7-i turfs but you can get burnt very easy cause you have a lot of fur. still i could add bee and fox races there will also be transgender cats (not to be classic rpg they will be junkies) there will be yellow goblins that will breed jaundice (yellow fungi that release carbon monoxide) still i could add childbirth, and if a woman (or transgender) would be mutated, then the child would be mutated with a chance of 80%. you could also add a mass that would eat corpses and it would get bigger and bigger (thanks to this creature everyone would clean up the corpses, I would have added an advanced brain system like it would be possible to divide one brain into several parts like one hemisphere, second hemisphere, intermediate brain, medulla, varroley's bridge, cerebrum, etc. I would have recommended adding a shield to the effect that it would be possible to make people with weird colours of hair look like they are mutants. Also, I would recommend adding such a thing to the ligaments or tendons can be done handcuffs they can be removed in 25 seconds, but still it's something else I would not have added wikipedia and more, I would add a special role on the type of knight + but this role you get only if you were lying together with Rogue Randy in one hospital or you can pay 5k for a knight and all the role your skills legend armor and weapons legend f fuarrrk. I would also add a race of human pigs they are very slow but fuarrrking armoured these pigs would be played by people who have not been in the rog tovn in a while. I would also add a race of human pigs they are very slow but fuarrrking armoured these pigs would be played by people who have not been in the rog tovn in a while.. I would add a special role on the type of knight + but this role you get only if you were lying together with Rogue Randy in one hospital or you can pay 5k for a knight and all the role your skills legend armor and weapons legend f fuarrrk....
Chan Siu Ming · 2022-01-17 09:57
>>25920 Check out {b]UPBGE[/b]'s Discord https://upbge.org/
Pris · 2022-01-17 10:04
>>29520 >discord stupid fuarrrk
FILLER · 2022-01-17 21:35
>>29520 I go click on community and I'm greeted by a single <h2> that says "Community". Still better than discord.
Sabo Engle · 2022-02-09 11:00
I have been doing some shader dev in unreal engine recently. made some fancy damage effects and fog. I can't imagine doing this in my own game engine, it would have taken years to get to this point. Sure there's a lot of soykaf in there but you aren't forced to use anything, just roll your own systems if you don't like the systems in the engine, and use the ones you want.
Koos van der Merwe · 2022-02-10 12:32
I bought a Wii and I'm looking into making some small homebrew games for it. I'm still in the "figuring out of soykaf works" phase though
:) · 2022-02-10 18:13
>>30063 Come back when you've something to show.
Sabo Engle · 2022-02-18 06:08
I'm a beginner so I don't really want to make anything too complicated. I wanted to start off witha simple text adventure game, so I would love any resource on that. If it is in Java, that would be really nice as well.
Unknown · 2022-02-18 12:33
>>30158 https://www.google.com/search?q=write+text+adventure+in+python https://web.archive.org/web/20201112004807/letstalkdata.com/2014/08/how-to-write-a-text-adventure-in-python/ https://www.askpython.com/python/text-based-adventure-game >If it is in Java, that would be really nice as well. i think pythons better suited for this. with java, users always need java runtime installed whereas pyinstaller (converting/compiling your py files into a standalone executable) doesnt require them to have python installed. after this you'd have a clear path into pygame, then pyopengl (together w/ pygame), whereas with java you have lwjgl or libgdx which is a pretty significant jump in complexity/difficulty for a beginner, unless you really want to try swing or javafx in between, e.g.: https://www.youtube.com/watch?v=bn8MDLsubOQ Point and Click Adventure Game in Java Part 1 - Swing GUI Programming Tutorial https://www.youtube.com/watch?v=DkIuA5ZEZ_U JavaFX game Tutorial [SpaceRunner] [Lesson 0] just plz don't unnecessarily strain your users' CPUs in pygame et al. as i say to all beginners, always add the time.sleep(0.001) function at the end of your game loop, or unless you're using pyopengl with vsync on, cap the fps to 60 with something like below: fps = 1/60 initial = final = time.perf_counter() # beginning of game loop dt = final - initial initial = time.perf_counter() # insert game loop stuff here, with game objects updated multiplied by dt variable for velocities etc. # end of game loop time.sleep(fps) final = time.perf_counter() a lot of game developers are assholes especially these days and dont give a soykaf thinking its ok to unnecessarily peg their users cpu cores/threads wasting lots of electricity and cranking up noisy cpu fans when it takes just a few lines of code to bring cpu usage down to 1% while still running the game just fine. beginner devs almost always neglect this.
Chan Siu Ming · 2022-02-19 00:20
>>30163 This is why better systems use rendering callbacks.
Crazy Jake · 2022-02-24 15:37
Am writing a lowlevel game/engine in colorforth for the x86 linux, I know most of what there's to know about graphics and calling conventions to get it to work nicely on windows but audio I know jack. Does anyone know a way to play samples that can be compiled using mingw?
Patera Bach · 2022-02-24 15:51
>What is that dream project you got in the works or that some day project? A 3D VN type thing where you talk to a depressed bunny girl. >What is your current game dev project that you are working on? A 3D Godot game where you're in a monochrome world talking to monochrome creatures and solving simple puzzles. Just to finish a project. >What was a hard problem you been facing recently? Pretty severe depression and anxiety. Also hoping I can get something to make music with.
Patera Bach · 2022-02-24 15:55
Dunno how this site works yet, not sure why it didn't attach a file...
Mitnick · 2022-02-24 16:37
>>30242 lainchan file uploads can be super soykafty sometimes just because its slow and breaks, and it might have distaste for certain types of attachments, or attachments with identified types different from their extensions
Gλtoλnimico · 2022-02-25 01:43
>What is your favorite game engine or library? Renpy, basically becausei didn't learnt other one. >What are your favorite game dev resources? I like to use image references for the artistic process, also, i like to learn the way some games were developed, so i can use (steal) some charm. >Favorite programming language for game dev? Python is very easy to use for me, when dealing with lowcode programming, it isn't like you needed something more complex to make a visual novel y'know. >What is that dream project you got in the works or that some day project? My dream project is some kind of visual novel/RPG (OFF style) where you go to hell and try to deal with the political behaviour of the demons and the fictional crysis of the government, using some psychological soykaf about existance and romance for dead girls, trying to recreate Dante's vision of the whole thing. >What is your current game dev project that you are working on? A VN about a sad frog and how he deals with everyday life knowing everything completely is like kicking dead whales down the beach, i'm trying to recreate human life, exaggerating it fully to achieve the vision of a bitter being tired of its own existance... BUT, at the same time showing how hypocrite someone can be being negative, not doing anything to improve it's way of living. >Favorite band or song to listen to when deving? I prefeer to listen a mix or track with only jazz or cozy beats only because when i'm deving the lyrics and rythm of the music affects how i develop the game direction. >What was a hard problem you been facing recently? I don't have enough artistic abilities to draw the whole game, i get frustrated easily so i just leave the proyect in stand by. At the end, i'm not looking forward to hire someone to do it, so i can control the concept by my own. >Favorite game jam or type of game jam? None. >Anyone writing games or engines in Lisp? Good luck, mate.
William Holtzer · 2022-02-25 20:44
>>30240 you could try using directsound on windows. handmade hero had some videos on that (search for sound) https://guide.handmadehero.org/code/
() · 2022-02-26 07:36
>What is your favorite game engine or library? Godot, raylib, PixelGameEngine >What are your favorite game dev resources? https://gamefromscratch.com https://www.geeksforgeeks.org and docs of these two, maybe youtube >Favorite programming language for game dev? C/C++ or Nim >What is that dream project you got in the works or that some day project? Open world game with HL/Quake like vibe based on exploration and making money in medieval times >What is your current game dev project that you are working on? The one above >Favorite band or song to listen to when deving? None, some shuffle playlist or listening to someone deving too >What was a hard problem you been facing recently? No problem is hard really >Favorite game jam or type of game jam? The ones that are forcing you to be very unconventional, like making game for blind people, where you can't have graphics and you need to rely on other stuff, maybe gamepad rumble or sound pitch or maybe have arduino connected to some sort of servos and map layout. >Anyone writing games or engines in Lisp? No please no
Lunch · 2022-02-26 08:24
>>30158 Learn Lua, it's simple and easy language. Read https://www.lua.org/pil/contents.html Once you have finished with Programming With Lua, install Love 2D https://love2d.org/
let · 2022-02-28 17:59
>>30263 Nice, thank you. Its not portable but its a start.
Chan Siu Ming · 2022-03-01 14:49
>>30063 I've started wii homebrew recently as well! Attached is what I currently have implemented. The code's here if you'd like to look: https://bitbucket.org/williamblair/wiiprogtest/src/master/ Would love to see your progress as well as you go
Eldon Tyrell · 2022-03-02 15:58
>>30288 that's a really good start, do you alredy have an idea for what you want to make when you have all the groundwork laid out?
Fred Nurk · 2022-03-02 16:13
>>30266 crash Bandicoot was written in lisp
Arisu Mizuki · 2022-03-03 16:00
>>30295 Thanks - I'm thinking about an on rails/point-and-click shooter thing. I got 2d sprites and wii controller input working today
Neuromancer · 2022-03-06 06:52
>>30267 I hear love recommended tons, but would it be worth learning lua just for love if i could use pygame (or similar) instead?. I would learn lua eventually anyway, however i ask because id like to complete an actual project instead of learning another new language first I spend the last three months learning haskell and now i don't know what to do with it
quote · 2022-03-06 11:30
>>30315 Lua isn't that different from Python, but honest it just doesn't matter that much what library/framework you choose. Just choose something and work on it. 'Finishing' a project is purely subjective.
Switch · 2022-03-07 05:58
>>30315 >>30316 Python was the first real programming language I learned. I can confirm that Python is a fuarrrken ghetto language. Lua is much simpler. In my opinion, Lua+Löve is the fastest way to get a working 2D game.
Mentat · 2022-03-07 19:26
What's a good book to learn programming for SDL in C?
fsociety · 2022-03-08 12:20
>>28099 I don't think that you're aware of the true scale of mediocrity when it comes to development. The very notion of sperging out in an obscure chan is already putting you far outside the mental plane of mediocrity.
Frank Garza · 2022-03-08 12:30
>>28590 >Its utterly shameful how despite massive improvements in technology the quality went down south hard in recent years. Money-powered mindsets push game studios to prioritize development time instead of game quality. Same (or worse, due to team size overhead) game, released in a lot less time. Money also pushes studios to take the absolute safest route when it comes to making new games, which is why you see the same game re-hashed yearly for decades, coming out of some studios. Fortunately, the one to three men teams of game developers who used to write doom clones or similar haven't gone anywhere and have simply been re-branded as indie. The new and improved engines that allow sweatshop programmers to pump out garbage on the play store daily also allow one person to conjure up experiences an atari 2600 developer could've only seen on LSD trips. It's a double-edged sword, end of the day.
aliased · 2022-03-15 15:10
>>30306 That looks real swell, self made portable stuff sounds rad, maybe i have something working on my phone with godot one day. >>30342 Well its not news exactly, the most awesome concepts never seeing the light of day isnt earth shattering either. Yes its quite amazing what a small team could do back in the day, then again the engines and tools nowdays we have for free are insane too. Also sadly beyond crappy gruntwork i havent really gotten much done sadly, hope someone else is gonna have something cool to show one day.
Lord Nikon · 2022-03-15 15:49
>>28590 One of the only things modern machines do well is play video games. Doing anything useful with a machine is hard, because of decades of soykafty languages and designs. Amazing silicon foundries exist, and they get used to make soykafty processor designs to run a soykafty, fifty-year-old operating system family hacked together by idiots. >>30342 People still write new Atari VCS games that beat what existed back then. They're able to do this because the Atari VCS is frozen in time, whereas everything about modern platforms is variable and ever-changing.
Patera Bach · 2022-03-24 07:44
Well, finally finished my first game. It's not anything ground breaking but I'm satisfied with it as of now. Wish I learned more about music and did better writing wise but eh, that's for future projects. Will have to get a job now so I'm not sure if I'll be able to make games anymore, back when I had one I really couldn't.
Hong, Guil Dong · 2022-03-28 01:17
>>30334 Go the the SDL wiki ans read the doc. A good place to learn it if you know OOP is lazyfoo https://lazyfoo.net/tutorials/SDL/
Cat Mother · 2022-03-28 01:19
>>30575 Not that you should use OOP and c++, but if you know it, you can adapt the code for C easily
Mitnick · 2022-03-30 10:01
>>30530 Congratulations on finishing it, Lain. That's more than I can say about my soykafty games. I know the bittersweet feeling of getting a job and no longer being able to find time to do what you want: independent, but no longer free...
Eldon Tyrell · 2022-03-31 13:01
>>25916 How to start programming games? What do I need?
Switch · 2022-03-31 15:28
>>30596 you could start with something like "game maker"
renames · 2022-03-31 22:50
>>30599 Proprietary payware crap. The OP lists at least a dozen frameworks.
Crash Override · 2022-04-04 02:07
Put a little dress-up game together to learn some JavaScript. Needs more stuff but the base is good enough and it made for a good change of pace. Let the donut steels rain.
Kay · 2022-04-12 08:53
Lainons, I wanna make a game. Specifically, a Lain-themed game. A moody, somewhat intense, and more importantly, short game about the modern Wired and how it's evolved. One issue though -- I'm not sure how what mechanics to add apart from just walking and talking with a first person perspective. I don't want it to be a walking sim, 'cause I find them boring as fuarrrk, but nothing else really comes to mind. Anyone got any ideas? If anyone wants to join and help out, especially anyone at least somewhat capable of making low poly 3D stuff, please do add me on Tox. E0FE88C52B7690AD078495ABC76335BA1FB251136361D45B0D055B2AD7ABFB1BE6F59E4B48AC
Lunch · 2022-04-12 23:48
>>30729 collectathon or random enemy encounters is the low hanging fruit idea. add some small aspects to break up the monotony and add some kind of challenge or give the player something to keep them occupied. enemy encounters could chase you around to force you to fight them instead of appearing out of nowhere. rpg maker games often seem like 2d walking simulators with a little turn based combat to shake things up a bit.
Dox · 2022-04-13 04:04
>>30748 That sounds the easiest option, yeah. I was thinking a stealth game? Sneaking through places to get to their server rooms and infiltrate private Wired networks to get to the mystery, and such. I think that could be cool. It'll probably end up being really lame, which is why I'm not going for it right now.
Koos van der Merwe · 2022-04-14 17:09
>>30751 why would that be more likely to turn out lame than the other options? you don't have to restrict the game to dingy server rooms if you go for stealth. and you can just have simple mechanics like rotating cameras and guard entities on a fixed patrol. like just lite stealth elements and collectibles and npcs behind stealth sections. and even in the overworld just some minor stealth bits to make traversal more than a walking simulator.
HELIOS · 2022-04-14 17:52
>>30729 You can choose any character of any perspective, it doesn't have to be lain. It could be a knight, a detective, a bystander, a bartender, and so on. Each would provide a unique window into the world, think hard about what you want to show because you have to choose to only show a small bit of it.
let · 2022-04-20 14:46
Started working on a dumb duck hunt style shooter I tried many times to get into game dev but I never could for some reason. Trying with SDL right now and I think it's finally the "one" but to be honest I only tried out big engines like godot before.
Terzibashjian · 2022-04-20 16:22
>>30872 Does anyone know resources to organize your game code? I only ever worked in a single file ever and it's getting incredibly messy very fast and I have no idea how to even begin to untangle it
Technician · 2022-04-20 17:44
>>30875 You probably have a bunch of code at the beginning and the end of your main function. You can split them into different functions. Extract the main game loop body into some sort of tick() function. Then move what functions you feel go together into another file. And going together often means you would be working on them at the same time. >>30872 >I only tried out big engines like godot before. I've noticed that most of the people talking about engines haven't made a lot of games because they're too busy worrying about if they're using the right tool. And as a consequence are never able to gain enough experience. Good on you for taking a dive with SDL!
Drifter · 2022-04-20 18:03
>>30876 Thank you man. It's not a matter of choice for me it's just that I wasn't really comfortable. I'm making progress de-spaghetti-fying rn
setq · 2022-05-06 17:58
>>30306 I've been porting my code to different systems and bringing it together into a single library Attached is it working on my PSP Platforms so far are PC, PS3, Wii, and psp https://bitbucket.org/williamblair/gamelib/src/master/
limited · 2022-05-16 00:17
>>30729 I don't know if it helps but i had the idea to make a game inspired by Phantoma, but would probably not do it because I'm developing my first game yet and have at least 4 ideas on my queue to work first. It would be a procedurally generated peer-to-peer dungeon crawler >Beginning You start the game in a hub like the one from Yume Nikki or The End of Time from Chrono Trigger, from there you choose a dimension to go, every dimension has different items, monsters and biome and all of that is procedurally generated >Mechanics The main objective of the game would be looting, essentially like Escape From Tarkov, you enter a randomly generated dungeon, steal loot, and come back safely if you can because the game has a multiplayer where you can get connected randomly with a player, he can be friendly but most of the times not, but not only the player connect but their world too, if the world is based on tiles is not that hard to retrieve their world and sum it with yours, and you can never tell if you are in your world alone aside from traces leaved behind by a player, this is where the horror and mood of the game builds in, you never know if you are being chased and if you know you are being chased you never know when you will stumble on the enemy, imagine the anxiety of being chased in an endless maze, that's the feeling I'd search in this project >Graphics Of course the graphics have to be extremely simple so a computer can handle with ease, they would probably look like Devil Daggers but way worse >Your ideas My idea suffers from lore issues, if there is no explanation of anything most of the things would look rather boring, thinking now lore could be added to random npc's and item descriptions in a souls-like fashion I've posted about this on Lainchan early but my thread didn't got attention
The Fin · 2022-05-16 02:49
I can't find any games I want to play for many years now. I think I want to try making my own but I'm too down on my own abilities and don't know where to start. I think it's like it to be 3d. Sadly getting a degree in CS has not prepared me at all for this. And when you can't code can't draw can't write can't make music you can't make a game. What's the fastest easiest way to get something 3d up and going? If there are any young lains here don't go to college. Don't make my mistake.
Batou · 2022-05-16 15:30
>>31178 > What's the fastest easiest way to get something 3d up and going? persistence
Terzibashjian · 2022-05-17 01:32
>>31178 if you can't code then don't start by making a 3d game. they don't make it easy and it's already complicated. start with a tetris clone or even tic-tac-toe or something. if you wanna do 3d anyway, i dunno, maybe godot or a doom sourceport like gzdoom would be one of the easier options.
Yamaoto Toshi · 2022-05-17 10:19
>>31178 > And when you can't code can't draw can't write can't make music you can't make a game. Tell that to Notch. He can't draw, write, or make music. Yet he managed to code an incredibly popular game.
BloodCat · 2022-05-17 12:27
>>31182 >>31186 >>31197 Alright I am sorry for asking. I guess it really is impossible to make anything vaguely appealing
Jens Hansen · 2022-05-17 17:08
>>31198 it's not impossible but you can't expect nice results on your first try with ANYTHING. unfortunately programming classes are largely a scam run by people who can't program and who aren't aware they can't program. you're probably disappointed that after all your efforts there you can't get results, and are burned out from all this. this shouldn't be your first time programming after all - yet it kinda is, that's just how it is. >>31197 i'm pretty sure notch had a lot of "ghost writers". you don't make a game that big and then fail to do anything else and fail to even continue updating it. minecraft is not programmer art, programmer art is way way uglier. (not saying minecraft's art is great, but you have to admit it has some sort of charm to get so many people hooked into buying toys and watching minecraft youtubers)
Yet Another Lainon · 2022-05-17 17:56
>>31199 yeah i graduated years ago after busting my ass and i STILL feel burned out from technology work. the worst part is that i dont even know how to really program. i have zero confidence with it and after taking such a gap im so rusty i might as well be a beginner which frustrates me to no end because i dont have the patience(or humility) to sit through the the super beginner stuff yet i dont have the skill for anything advanced. >>31186 i get that 3d is harder but thats just the type of game i want to make. i cant really get as excited over a 2d project. I think its too late for me to really do this though. it feels like to do anything in this modern era you have to have been doing it since you were a kid. im just too old and pathetic it seems
Roger Pollack · 2022-05-17 19:30
>>31201 > it feels like to do anything in this modern era you have to have been doing it since you were a kid Everybody's a kid, some kids just have more beard. If you start today, you'll get there 1 day sooner. Almost all "hard" things are hard not because it takes genius but because you have to care enough about the end result to suck through the suck, and that stops most people because potato. If you want to make a 3D, go make a 3D. fuarrrk people who say "start with something simple". If you don't want simple, what's the point? Start with what you want. You'll probably run into something you don't know, so you learn it, and you'll be motivated because you know it's necessary to get what you want. Repeat banging head against this wall until desired result emerges. If you give up, that means you didn't really want the thing, you just wanted to daydream about the thing, which is also OK. But don't lie to yourself.
Yet Another Lainon · 2022-05-17 23:17
>>31202 thats a mean thing to say. if i give up its because its just impossible. thats just how life is. not everyone enters life with the same stats here. i entered life with nothing at all. so im just kind of fuarrrked. theres nothing i can do and in 2022 nobody wants to work with a guy like me at all. theres no opportunities to learn to make games or any of that stuff. you basically need to be a master at every aspect of game creation and thats just not realistic for most people
Roy Batty · 2022-05-18 04:14
>>31202 >keep banging your head against it until desired brain damage emerges fuarrrk your toxic positivity! Telling people who honestly for reasons beyond their control cannot do what they want, that they can do anything is depressing if you dont convince them and harmful if you do. >>31205 >boo hoo life is hard fuarrrk your toxic negativity! Yeah you cant just learn a little code later in life and get hired making AAA soykaf. Yeah having success in the indy market is like winning the lottery. Yeah it takes 10 thousand hours to master something and you can barely scrape two. This is YOUR life. Do you want to spend it complaining you cant win the lottery and become a rockstar programmer? fuarrrk that. Figure out what you really care about and sacrifice what you can in pursuit of it.
Yamaoto Toshi · 2022-05-18 04:48
>>31207 its not toxic negativity and i dont care about any of that. i literally just cannot do it. I tried. I cannot fuarrrking do it. nobody will help me.
Cypher · 2022-05-19 14:02
>>31208 it's quite easy once you know the basics (game loop, how to draw to screen, how to decode images, handle keyboard and mouse input, delta time) and some maths (algebra, geometry, trigonometry, basic calculus, basic vector maths, basic matrix/linear algebra). where are you stuck at?
Backus · 2022-05-21 17:43
>>31222 everything. i just dont know where to start. i just cannot do it. i got a masters in CS. waste of my life.
Lunch · 2022-05-21 19:24
>>31242 have you done these two tutorials yet? https://lazyfoo.net/tutorials/SDL/ https://lazyfoo.net/tutorials/OpenGL/
() · 2022-05-22 06:22
>>30315 >, but would it be worth learning lua just for love if i could use pygame (or similar) instead?. Yes because Lua is faster & more lightweight, Löve is better, you could learn another language and you could use Lua as scripting language for your future serious™ game project. >>30596 >>31242 > i just dont know where to start. Start the easy way: install Lua and Love 2d. Then learn Lua and make a simple 2D game. >>30267
JARGON · 2022-05-22 12:21
>>31243 >>31247 It's too late for me. I need help so bad. I wish someone would help me.
Milner · 2022-05-22 14:04
>>31252 late for what
Patera Bach · 2022-05-26 06:45
So after I made my first game, I entered a 2 week long game jam. My brain does not like that, I severely burned myself out. Been trying to start proper work on a new project for a few months now but I'm struggling a bit, especially with character models. I might change the art style a bit for character models, hopefully that helps. But WOW it's so much easier working on games once you've already finished one and have all the processes in place.
The Plague · 2022-05-28 19:18
>>31298 That screenshot looks very cool; do you mind sharing a link? I'd love to try it out
list · 2022-05-29 03:15
Bumping because I wanna see/try out >>31298 Lain's game.
Patera Bach · 2022-05-29 06:48
>>31336 Ah, sure. I have two games, I'd recommend Somber Idyll because the latter is just a game jam game and is really meh :< https://patera-bach.itch.io/
The Plague · 2022-05-29 19:15
I know nothing about android programming but I have ideas for casual games and the prospect of making some money is really enticing. What are some good books about android programming? be games or in general Anyone with any experience on making games for android? What should I know before sinking in?
H.R. Giger · 2022-05-30 09:04
>>31355 read android developer guide and libgdx docs, search libgdx tutorials online. or go the harder route of learning opengl and lwjgl first.
Trinity · 2022-05-30 10:22
>>26721 >>28938 >>29148 I'm back lain, and i've decided to take a big pause in the development of this game. Here is the source code if you're interested. You need glfw and GLEW to compile it if you want. There is a rendering engine, a procedural terrain generator, a custom UI, a full lisp-like programming language (called YUKI, file yuki.c and yuki.h if you're interested in language development), a basic physics engine and a start of networking. It's far from finished, but it's already 13k lines of C. https://github.com/Psycomic/emergence
John Rain · 2022-05-30 16:20
>>31361 I compiled it but got a segfault. Have attached program console output for info. Running Debian.
Vasya Pupkin · 2022-06-01 17:55
>>31343 Just played Somber Idyll - great job! I loved the art and music, very relaxing. Also the characters reminded me of Vivi from FFIX
Patera Bach · 2022-06-02 05:10
>>31394 Thank you Lain! And yeah, I got that a few times. It's a cute design I think.
Morpheus · 2022-06-02 09:49
Should I use SDL2 or Godot?
Chani · 2022-06-02 10:42
>>31407 Godot is easier.
Patera Bach · 2022-06-02 10:54
>>31407 I'd recommend Godot. Especially if you're working on stuff by yourself it's so much more efficient.
Ivan Petrov · 2022-06-03 09:10
If anyone's interested in a game-jam, the two-week LibreJam just started. You can join on IRC: leagueh.xyz:6697, SSL only, #librejam.
Molly Millions · 2022-06-03 18:04
>>31407 SDL is a simple graphics layer, but Godot is an engine. youll have to program EVERYTHING else with SDL, but with Godot youll get straight to the game making part.
overriding · 2022-06-04 02:58
Does anyone here use a specific architectural pattern like Entity Component System? Searching on the internet for how you can structure code related to videogames is weirdly rare (apart from bespoke ECS). The general idea is of ECS is making the code more modular. It's roughly structured like this: - Entities: collections of components which represent 'things' in your game - Components: some plain data that represents for example - Systems: functions that iterate through all entities with specific components and act on their data There are many simple frameworks like tiny-ecs for love2d which implement this approach, thus even some of them say that it's quite simple to do ECS without any. Also do you think that spending too much time on code quality on small personal gamedev projects is a waste of time?
progn · 2022-06-04 03:00
>>31424 messed up - Components: some plain data that represents for example data necessary for some function
St. IGNUcius · 2022-06-06 15:20
>>31424 >Also do you think that spending too much time on code quality on small personal gamedev projects is a waste of time? Don't overengineer to the point you never get the damn thing done.
Patera Bach · 2022-06-07 11:28
Finally worked on some modelling for a new project today. The summer heat is killing my drive to do anything. I should start documenting my process so I don't mess up the workflow, I had some issues with that in the past.
Netrunner · 2022-06-07 14:26
>>31424 you can't know what design you need until you start making it. so you need to get things working - don't let them get too messy but some mess is fine, and design is ad-hoc. then as you progress it becomes clearer what the design should be. if its worthwhile then you can rework things into the correct design. for the sake of performance of the current project, for the design and performance of future projects if you're reusing the codebase, for fun & learning. for my games i have an integer/enum that is the type of the entity, data shared across every entity, and a union of data that is only for specific entities. most entities don't have much data, if there was ever a time when a single entity type would hugely expand the size of the Entity struct I could store a pointer to additional data (which would be like ECS). having all the data in a single struct helps cache locality and to me is more organized and easier.
Cereal Killer · 2022-06-08 07:54
>>31450 That model is very cute.
Y.T · 2022-06-08 15:58
>>31424 Yes. Performance and correctness are important, but getting a working product out is infinitely moreso. When writing code, you should focus on the big picture. The compiler will take care of the details, and when it can't, it's not that hard to go back and tweak them yourself.
Switch · 2022-06-08 17:53
>>31459 >Performance and correctness are important, but getting a working product out is infinitely moreso. I don't write games often, and mine are experiments in very small sizes at that, but this is wrong. Correctness is important in all software. My games get played on an annual stream along with others, and theirs may have flaws that see them mocked, but mine don't.
Shogun · 2022-06-08 20:27
>>31459 >Performance and correctness are important, but getting a working product out is infinitely moreso. If you have no pride in your work, sure. >The compiler will take care of the details, and when it can't, it's not that hard to go back and tweak them yourself. Sometimes it actually is pretty hard. You have to select good algorithms from the start if you want to get any major improvement from tightening your inner loops.
Wirth · 2022-06-08 20:53
>>31461 >I would rather build nothing at all, than build something even the slightest smidge less than perfect, this is because I take pride in my work. Have some pride and actually do the things you set out to do. Perfect is the enemy of good, and good is 90% of perfect.
list · 2022-06-09 00:25
>>31462 To clarify, I'm this poster: >>31460 >I would rather build nothing at all, than build something even the slightest smidge less than perfect, this is because I take pride in my work. Yes, exactly. Some of my best works have been totally rewritten several times now, and I don't start on goals doomed from the start. I cheat by thinking a lot before hacking. >Have some pride and actually do the things you set out to do. Perfect is the enemy of good, and good is 90% of perfect. That's a cute way to look at it, but it's less cute when every stupid asshole thinks that way, so nothing fuarrrking works. Since we're misquoting others: >Have some pride and actually cook the things you set out to cook. Cooked meat is the enemy of raw meat, and raw meat is 90% of cooked meat.
Yu-ichi · 2022-06-09 00:40
>>31464 I had that issue when it came to a few of my projects. After studying how historical design processes went, I came to a conclusion. You should make a list of requirements, come up with parts to meet those requirements, and then refine from there. There are nearly infinite ways to meet a goal, and so it will take your brain nearly infinite time to reason through them. Instead you just get to the destination and then work back from there. Over time you will get better at reaching that destination with good internals in-between. Make a few stinker projects that work and you will find your skills improving a lot faster than if you make one perfect project since you will have tried a lot of varied paths to reach each end goal of your stinkers rather than trying a few relatively similar goals to reach your one perfect ending.
The Fin · 2022-06-09 00:53
>>31465 >You should make a list of requirements, come up with parts to meet those requirements, and then refine from there. Yes, clearly. >There are nearly infinite ways to meet a goal, and so it will take your brain nearly infinite time to reason through them. Come on, this isn't a reasonable argument. >Instead you just get to the destination and then work back from there. Over time you will get better at reaching that destination with good internals in-between. Sure. I've rewritten some of my programs multiple times, successively improving their internal representations. I never left a bug and thought perfect is the enemy of good, however, and instead wrote programs that actually work. It's not enough that a program works, it should also work well. Correctness matters.
Eldon Tyrell · 2022-06-09 21:19
>>31461 I'm not saying you shouldn't care about code quality whatsoever. Efficient algorithms and sound logic are very important. What I'm saying is more that you shouldn't obsess over unnecessary micro-optimizations. It's the same thing Donald Knuth said. >>31460 >>31464 That sort of thinking is nice until it isn't. Once a project exceeds a certain level of complexity, perfection becomes unfeasible.
Arisu Mizuki · 2022-06-15 05:06
You guys are way higher level than me, so maybe I should just hide in a corner and cry, but I have decided to show my tiny project to the world as well. I'm working on a card game engine for web. I was playing Gwent a ton lately and for some reason I wanted to try coding something similar. The cards have no effects yet, I got severly burned out just by trying to code the card drawing mechanics, lol. Anyway, here's a link: https://qrayz.itch.io/silly-card-game
Lunch · 2022-06-15 05:21
>>31501 Here's the code: https://rentry.co/xdad3 or https://privatebin.net/?2bbd1aa7fb1b4827#69WarcUmmdyrH1qqT1AMYDMUFahq8d1fAN2qvbuAYqkv
protected · 2022-06-17 09:21
Any open-source games that use relatively modern OpenGL and you would recommend reading it's code based on code quality? Can be a small project. I'd like to build something small from scratch and I'd rather read code rather than a book. I know Doom 3 for example usually gets recommended because of it's code, but I guess it has old OpenGL features and also it probably doesn't help that it's so big and featurefull.
Haruyoshi · 2022-06-18 06:31
>>31501 Okay, I have added some basic game mechanics (pic related). So now you can actually play the game!
Demeere · 2022-06-18 06:39
>>31520 Again, here is the full code... https://rentry.co/ortvn or https://privatebin.net/?154aba04a6314322#xWRCbxfBVzv9rJuejbScx2vqiqMWVGZXtS7dBDkXYow
Tyrell Wellick · 2022-06-18 12:58
>>31520 fuuuuuuu, I've just noticed that I've misspelled "grants" as "grands". Fixed. But you could have said something...
Shogun · 2022-06-24 21:24
r8 my work in progress. 100% homemade ANSI C engine including gltf support, PBR shaders etc. models using Blender, textures using GIMP and sound using my homemade modular synth. Very simple game but surprisingly addictive. >>27933 Kek touch grass you loser.
Tank · 2022-06-25 06:32
>>31606 > 100% homemade ANSI C engine
Cypher · 2022-06-25 12:28
>>31606 Smooth & comfy aesthetics 10/10
Sabo Engle · 2022-06-25 13:19
>>31606 Dude! Funny grass meme! Just like funny twitter. Top keck indeed. Jokes aside, this doesn't seem like it gains abything from being written from the ground up as opposed to using a library like SDL or even a premade engine like Godot.
push · 2022-06-25 14:00
>>31612 >written from the ground up as opposed to using a library like SDL SDL by itself doesn't support 3D, it just has some barebones 2D texture rendering library if you choose not to use OpenGL or Direct3D. It's possible he's already using some components/libraries of SDL anyway, e.g. SDL_mixer for audio playback. >or even a premade engine like Godot. Yeah but that's no fun. Maybe he's not doing this solely for profit.
John Titor · 2022-06-25 21:05
>>31612 When I say 100% homemade I'm somewhat lying, I'm still using GLFW for context creation and input cause I want my game to be portable. I also use Nuklear for the UI, which also happens to be written in ANSI C. The 3D stuff including asset imports and even the sound engine are homemade however. And I'm working on a text-based synthesizer/sequencer also written in ANSI C with virtually 0 dependencies to make the sound effects and music. >this doesn't seem like it gains abything from being written from the ground up It gains the fact of being enjoyable, fun and insanely instructive for me to write. webm related is another project using the same engine, also 100% C89. Collision response also homemade and could need some improvements. I want to make an asteroid mining game with a KSP-style ship building. Don't mind the laser pointing nowhere, it's just debug.
Marly Krushkhova · 2022-06-26 02:27
Wrote down a list of things to do and added it to a kanban board. The plan is to make a customizable engine for roguelike/mystery-dungeon games using SDL and C++ alongside a simple demo. By the end of August it would be nice if it supported >randomized floors (with seeds) >easy creation of game-mechanics (HP, Items, Gear, etc.) >menus >tiles and ascii-mode >logging >enemies >maps with options for overlay or seperate window >story/dialogue-events Things that would be cool but aren't obligatory for the first deadline >responsive adjusting to window-size >mouse controls >controller support >light-rays for peeking around the corner/holding flashlights >>31422 >>31410 >>31411 Almost a month late. Thanks for the input and I'm sorry that I may end up disregarding your advice. Figured out that part of what interests me is the engine-development aspect and the studying that comes with it. It should be possible for a genre like roguelikes that have a lot of resources to look up.
Yamaoto Toshi · 2022-06-26 07:54
>>31619 > The plan is to make a customizable engine for roguelike/mystery-dungeon games Sounds good. I always wanted to write my own engine for rogue-like games, but I figured that I'm not going to have enough patience to finish it, so I never even started working on it. I'm glad that you are turning your dreams into reality Lainon. There is never enough roguelikes out there.
Marly Krushkhova · 2022-06-27 17:53
Not a super exciting thing to share but I've found some tooling that I'm hoping I can finally settle on. I've discovered Haxe and have been working on the basics of writing a game in it using the Heaps library. It has everything I want from a language in terms of ecosystem, design and portability pretty much so I'm very happy to have found it. I need to try some of the level editor stuff still though but so far I'm very pleased. I'm hoping to enter into a game jam or two to beat the engine into shape a little bit before working on something larger. Here's a pic below showing my basic testing, it's just showing the developer console. The actual thing is just a bouncing cube that can be sped up by holding the c key since I'm still finishing the input handling stuff. Then I'll try textures and sound loading.
cdr · 2022-06-27 20:17
>>31672 I didn't realize Haxe was still around. I made a few games in it years ago when it was announced Flash was getting the axe. I moved from ActionScript to Haxe and, at the time I used it, it was a mess. Ecosystem was soykaf too. I'm curious if it's evolved since then. Check out EvoLand, it was written in Haxe and it's by one of the main devs, if I recall. It's a few bucks on Steam and basically you play through the different eras of games.
Lukasiewicz · 2022-06-28 05:52
>>31674 I've seen Evoland, I think it was its sequel that was actually in Haxe. It was also used in the game dead cells, which birthed the Heaps game engine. Haxe has a lovely ecosystem now, including a package manager called Haxelib, a vm called Hashlink and compilation to C.
DEBUG-CONTENTS · 2022-07-11 10:37
I just made a character portrait. What do you think about it from a game dev perspective?
Erik Johansson · 2022-07-11 10:48
>>31501 I love your art style, looks like it has a lot of potential
Agent Richard Gill · 2022-07-11 11:23
>>31606 >100% homemade ANSI C engine including gltf support, PBR shaders etc. I have yet to see someone make a game in holyc, on Templeos using Terry's sprite maker, now that would be something.
Neuromancer · 2022-07-11 11:28
>>31790 > I just made a character portrait No, you just posterized a photo (and not even very well at that)...
protected · 2022-07-11 11:36
A guy by the name CrunkLord420 makes games for TempleOS: https://gitgud.io/CrunkLord420/diggaym https://gitgud.io/CrunkLord420/blazeitfgt I've never played them, but really should at some point.
Wintermute · 2022-07-11 11:47
>>31793 I wanted to use posterized photos because it fits the game. Could've just said it was badly posterized. Do you know how to posterize a photos well? I've never done it before.
Dozer · 2022-07-11 11:55
>>31794 The first one is licensed under MIT+NIGGER which led me to a site called: https://plusnigger.autism.exposed/ Which had this in it: +NIGGER License About The +NIGGER License is a license modifier that requires the inclusion of the word "NIGGER" in the LICENSE file. Why? By including the word "NIGGER" in a LICENSE file that must be distributed with the software you will ensure: The software will not be used or hosted by western corporations that promote censorship The software will not be used or hosted by compromised individuals that promote censorship Users of the software will be immune to attacks that would result in censorship of others How? Include the following text in any compatible LICENSE file: The above copyright notice, this permission notice and the word "NIGGER" shall be included in all copies or substantial portions of the Software. Example Licenses AGPL-3.0-only+NIGGER MIT+NIGGER This is some advanced kind of warfare.
limited · 2022-07-11 12:08
>>31794 He also made this: > https://gitgud.io/CrunkLord420/png2holyc Which can be used to convert png's to holyc sprites, which means we can do some funky stuff.
Elliot Alderson · 2022-07-11 20:20
>>31795 Not him, but you have too much crap going on in the background. Either reshoot the picture next to a blank wall or something, and/or go into an image editor and lasso-tool out the background. It's also too hi-res. It's got just enough detail that it looks like a photo with a filter on it, rather than a stylized picture of a character. Shrinking things down a bit would go a long ways in making it look more "real". Finally, assuming this is the "default" pic for this character, it's probably not a good idea to have them staring off into the distance. It should look as if they're looking at something. Hope that helps. >>31796 >This is some advanced kind of autism FTFY
Roger Pollack · 2022-07-11 21:34
>>31796 That's very racist but also very funny.
Tequila · 2022-07-11 22:39
>>31801 Maybe if you find the word "nigger" funny. I used to back when I was 15, but I'm a grown-ass man now. Take the naughty word out and it's just standard schizo soykaf.
Cereal Killer · 2022-07-12 03:24
>>31802 >but I'm a grown-ass man now. That dosen't change soykaf when you have an autistic brain like me, im the kind of person that can find very eleboratly setup jokes funny while also laughing at the racist funny word.
Lainon · 2022-07-12 04:55
>>31802 Actually, I find it pretty smart to create this in order to have certain companies not use your soft But yeah it should be done with something that doesn't have a segregation history>>31802
Davis · 2022-07-12 09:17
>>31800 Ah ok. I'll go back and try to make it more low res and fix the background thanks for the help!
hash table · 2022-07-12 09:19
>>31806 Seems like a roundabout way to avoid just licensing all your code as AGPL, to be honest. I know any GPL license adds a bit of extra requirements on the maintainer to be compliant, but companies know at this point that copy-left licenses like that are enforceable, as older GPLs have been proven in court in the past.
bit · 2022-07-12 09:57
>>31808 thats ridiculous and you should know it. Google and their ilk might dislike AGPL but there's a lot of people who don't care. Nigger is an almost perfect shiboleth to filter out certain types of people and organizations. Maybe for your own purposes it doesn't align exactly, and that's fine; shiboleths by their nature are not general solutions. You can see nevertheless that this one is working by the fact that some people in this thread seem to be recoiling, unwilling to even type the word. If that's you, then you're the sort of person its meant to keep out, not just Google. The main trouble with the nigger license is the same trouble with all free/opensource licenses; its very easy to just ignore.
Linda Lee · 2022-07-12 10:15
>>31809 The fact it's so predominantly easy to ignore is the exact point I'm making. Without any legal backing, or any assurances to the modifier, there is absolutely nobody stopping anybody else from just removing the modifier and moving on. It's just words in a text file, and unless someone using the modifier is willing to find lawyers to go to court over it, it will remain just that. Yes, GPL licenses may not keep everyone you want away, but relying on the hope that a socially uncouth word will keep them out is very optimistic.
The Plague · 2022-07-12 10:17
>>31800 Ok, I updated the picture. How does this look?
Jane Doe · 2022-07-12 13:00
Artists here. I want to make simple games, something you'd see on a game boy advance. What is a good platform/language/engine for this? Because I was just reading about HTML5 and I didn't hear good things, that it is very limited and that javascript is difficult to work with and I'm not sure how true is that, I was interested on it because I assumed it'll be the easiest platform to learn and use. My dream project is just a clone of Megaman Z/ZX, what's the best tool for that?
H.R. Giger · 2022-07-12 16:48
>>31812 have a look at love2d or pygame. >Because I was just reading about HTML5 and I didn't hear good things, that it is very limited and that javascript is difficult to work with and I'm not sure how true is that, I was interested on it because I assumed it'll be the easiest platform to learn and use. javascript isn't that difficult. the thing i'm not a fan of is how game saves have to be handled (browser's cookies/webstorage, which is volatile) and difficulty in the game's preservation/portability. at least back in the day with flash games you could just save them as swf files. if your game doesn't need game saves then javascript is fine.
Neuromancer · 2022-07-12 17:50
>>31812 I wanted to add that I'm a big fan of 2D 32-bit games and I love effects like sprite scaling & rotation and similar stuff, being able to perform these types of effects will be my only requirement. What platform or whatever can do these things? >>31813 >have a look at love2d or pygame. Interesting, it seems the choice boils down to if I want to learn Lua or Python. >how game saves have to be handled (browser's cookies/webstorage, which is volatile) Ah yes, plus the issues of cookies tracking the user and such. Preservation is also something I care about so making the source code available is not an issue for me and if it is possible to let the user download the game, play it locally and keep the cookies locally then I hope that can solve those issues.
John Titor · 2022-07-12 17:51
>>31812 >>31813 If you go with javascript, you could do downloadable save files. There are zip libraries that let zip binary blobs and the user can download them. Or if the game state is simple, just have the user download and "upload" json text files. Heck, you could even do copy pastable game states. That's kinda fun cause then you can post your game to a friend in instant messaging or whatever.
The Fin · 2022-07-13 03:38
>>31815 > If you go with javascript, you could do downloadable save files. There are zip libraries that let zip binary blobs and the user can download them. Yes, that's how Twine / SugarCube does it for example. > Heck, you could even do copy pastable game states. That's kinda fun cause then you can post your game to a friend in instant messaging or whatever. Exactly. That's the simplest solution of all. I have used it in my own visual novel engine as well.
Moore · 2022-07-13 12:55
>>31815 For my dream project I do imagine the game state will be complex enough to not allow for these simple solutions. The issue now is what engine gives me more results with less effort, what engine can do those 32-bit effects I love like mode 7 or scaling without fuss. love2d seems like the way to go but I'm unsure how useful could lua be outside of it, it'll be dumb to learn a language if I don't have much use outside for it outside love2d. Python is a very useful language but I'm not hearing good stuff about pygame, that's very slow and limited so even if I can find uses for python outside games it'll be terrible to get invested on it and then see that my ideas do not run well with it. Javascript/html5 is still on the table but I'm unsure what can it do and what can't it do.
SHODAN · 2022-07-14 09:57
>>31822 >>31812 https://ebiten.org/ https://godotengine.org/features#script
Linda Lee · 2022-07-14 20:19
it would be nice if microsoft could make a dev kit that didnt suck
quote · 2022-07-15 09:42
Im basing my setting in present day in an unknown city. Would not having an entrance or exit be immersion-breaking? What are some ways of implementing a fake entrance or exit that doesn't involve invisible walls?
John Rain · 2022-07-15 16:27
>>31848 Do what Animal Crossing does and make the only route out of town a gate you can't get past.
Switch · 2022-07-15 23:14
>>31848 non euclidean geometry. You ever made a seamless tile-capable image? You typically start by duplicating the image into a 2x2 square, then blend the edges. Gimp has a filter "tile seamless" for doing this, IIRC. Now, go forth and apply this infinite tile technology to your world map. TADA, a city you can't get out of, but doesn't depend on invisible walls. Pretty sure that's how the "globe" myth was started.
Otto Normalverbraucher · 2022-07-16 04:06
>>31850 This is ok for a town but I'm making a metropolitan city gates leading out of it would look off. >>31852 I might use this. It fits the setting and makes everything more unsettling this combined with fog would be perfect for making the city seem larger than it is.
Patera Bach · 2022-07-16 12:16
So I started work on a new project, and I added King's Field controls to it (arrow keys move your camera) as a joke. But it looks so nice that I am probably going to just continue working on the first person game with this style now. I just need to retool the outline shader for characters though, which is proving to be a bit harder than I anticipated.
Jane Doe · 2022-07-16 12:59
Hey volks, I want to get into 3d game dev with godot but I've only got an AMD igpu. On a scale of catholic priest to hunter biden how fuarrrked am I?
Patera Bach · 2022-07-17 07:04
>>31876 If you're just starting out and doing low-ish poly, you won't have much issue. GLES2 workflow works in my case even on an igpu on a i5 7200U thinkpad. GLES3 is a bit harsher, but you in general won't need much of the features there.
Unidentified · 2022-07-18 05:04
>>31873 I'm curious what you'll do in the project in the future!
Knuth · 2022-07-19 07:18
>>31848 Put an emigration office there and have them require papers, then lock getting those papers beyond the main questline in a way that initially appears simple and straight-forward, but then explodes in complexity like some programming problems do.
list · 2022-07-19 07:22
>>31812 Game Maker 8, once you figure out how to code your own pix3/-perfevct 2D physics in there it's very easy going. Not 7 because 7 doesn't have builtin sprite transparency or PNG import.
Patera Bach · 2022-07-26 07:25
I need to both make a game design document and a to-do list and I have like no energy for it atm. Heat is killing me. I did get jumping in properly at least.
Cat Mother · 2022-07-26 14:27
>>32025 Did you make the assets yourself? This scene looks fantastic.
Pris · 2022-07-26 17:11
finally dabbling around with network multiplayer.... my dream to make a four swords adventures type game is slowly becoming real....
Patera Bach · 2022-07-27 10:29
>>32028 yeah. I only have a few assets for this project now, I will soon go on a proper asset binge when I properly make a list of what i need. Last time it took about a month to get like 95% of all assets done. But I'm also busy learning to draw. Doing surprisingly well! I can draw cute bunny characters now, or at least enough for me to use as basic concept art.