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Amateur Game Development General: Be Kind To Beginners Edition Anonymous 09/02/2024 (Mon) 23:41:26 Id: 67de55 No. 1008893
Its a shame Sakurai is ending making videos soon (or maybe ending his channel entirely). He had some great advice and insights.
Where are the posts? Are the amateur game developers just gone?
>>1009136 Probably too busy making their game :^D
benis
>>1009136 >Where are the posts I ate them (burp)
>>1009150 they are "bussy" alright
>>1009136 busy drawing furnigger porn instead of making game
>>1008997 When?
>>1009136 I finished a new track for rogue. https://youtu.be/X5TgvFosiH8
>>1009809 betty nice :DDDDDDDDDDDDDDDD
>>1009208 Sometime this year. He said that it was always intended to be a stop gap between projects.
>>1010045 He's probably waiting for the next Smash or Kid Icarus announcement to happen.
>>1010052 His video where he showed off his portfolio implies that he has been working on some project for a while. It could be Smash given the he is often the first person outside of Nintendo to have insight on their next hardware, but I really feel like he wants to move on from Smash especially since it would be really difficult to top Ultimate, but he has openly stated that he can't find anyone else to do the series justice. Imagine him passing the torch to Toby Fox. https://youchu.be/watch?v=frNXwWqZpkI
>>1010058 >Imagine him passing the torch to Toby Fox. That would probably be the biggest "fuck you" in the history of video games.
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remember to practice a lot and get comfortable with your tools
>>1010098 Benis
>>1010098 Bonus for cookie clicker clone should be someone makes a wiki for it.
>>1010098 I've done a few simple games in GaymeMaker Studio the past month and I'm surprised at how fast I've been able to just learn how to make things work in GML without any prior experience in any computer programming stuff. But I noticed hit a point where I just run out of ideas and I struggle to find some way to make it more interesting beyond just a simple brickbreaker or sliding puzzle or something. I'm like, at a canyon of suck on the super noob side. I guess I gotta keep doing simple projects and building on them until I find some inspiration and some way to keep making a bigger game.
we need. a game jam. maybe.
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>>1011057 How about a Game where I Jam my dick up your ass?
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>>1011069 Ok, but you're coding
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>>1011076 I'm coding my semen into the mainframe!
>>1010098 I have done >pong >a bare minimum asteroids >brick breaker though you could say it was space invaders more since the projectile didn't bounce off bricks and the bricks moved left to right >tetris >and a mario clone Tetris was the hardest because I was following a shitty "pure programming" tutorial and didn't realize I could just physically move the blocks and check if it was in a straight line in Gamemaker.
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I've done some progress on a bullethell/survivors/run and gun game that's based on edf. How does it look? Does the gunplay feel punchy in this video?
>>1011315 Needs more animation, better hit detection and a score counter.
>>1011315 The Obnoxious screenshake and sound effects certainly makes it feel punchy. Good taste in musics. I'd say turn down on the obnoxious screen shake and make the killed or shot enemies knocked back. If you don't want shot enemies knocked backward, definitely have the killed enemy corpses flying based on damage dealt.
>>1011315 Punchy to me implies some level of speed and spikes, this looks more steady than punchy.
>>1011727 Good. How long have you been working on it anon?
>>1011346 I have tried to improve hit detection, see if it looks better now. More animations will be added to both players and enemies, what kinds of crazy and cool stuff would you like to see? >>1011615 The enemies do get knockback from bullets, heres one with more pronounced effect. The screen shake does get a bit annoying so it will be used sparingly. Glad you like the music. >>1011749 Can you describe more on how you see a game as punchy, level of speed and spikes. Cuz that sounds more like how a gameplay flows, fast movement, move in kill a lot and then slip away. I think i get what you're saying with steady - that enemies fall in at a steady speed, you keep shooting them while circling them, killing them at a set rate, damage is fairly minimal etc.
>>1011857 Your post made me spend almost an hour searching for an old-ass game I played in my childhood in one of those "200 demos" CD-ROMs they sold with game magazines. https://www.youtube.com/watch?v=HUcIR1JetGk
>>1011803 >Good. How long have you been working on it anon? Kinda complicated. >Finished a game dev tutorial >Felt doing starting game dev >Started a game by copying a tutorial video but the project went to shit, so I just restarted by copying another tutorial/demo game >Some shit related to GitHub like me trying to individually upload each file and shit before using the actual desktop program Some of these points explaind why the game has "2" in its name even though it's not a sequel and how "main-ish" is a result of it being reuploaded to GitHub like 3 times and also why the actual day when the game officially started development is not properly documented. There's also some shit about me getting a new computer and not being able to do much in 2022 but by 2023, I managed to implement a lot of features required to have a "base" and got 2 chapters done. This year things went forward as I've managed to come up with things even before their respective chapters like illustrations, enemies or even specific features like how Uulga companion was done a few updates before Herrko levels. It took a series of tutorials and help from other people but most ideas I wanted to add got added even with some changes or setbacks and whatever.
did lolisim dev vanish?
>>1011864 >Can you describe more on how you see a game as punchy, level of speed and spikes. Cuz that sounds more like how a gameplay flows, fast movement, move in kill a lot and then slip away Yep. You want your actions (or the actions/appearance of your enemies) to register a sharper feeling for more punchiness in some way. A good example of a very punchy-looking game that I feel is similar to yours is Synthetik. https://youchu.be/watch?v=r5tsEJgPn30 Some suggestions or ideas to make the spikes more impactful, maybe have a brief period of increased rate of fire or damage upon a well-timed weapon switch (if you have or decide on a method to make weapon switching as a mechanic that is), and/or an increase in player speed upon that kind of action. Even just having an increase in movement speed for a few steps upon an action can probably make the game feel very different. Different enemies should also come in and force you to make them a priority when appropriate, like say a rushing suicide bomber type enemy, or a spawner type. Stuff like critical hits/headshots/flashing-parts-of-enemies, powerups (random or otherwise), or other RNG and whatnot as mechanics can also add to spikes and general punchiness of a game. >I think i get what you're saying with steady - that enemies fall in at a steady speed, you keep shooting them while circling them, killing them at a set rate, damage is fairly minimal etc. Yep.
>>1012923 Basically, you want your players to chase for the next high between each particularly satisfying moment, and give them opportunities to do as much.* Stuff like having combo/swift-succession actions in some way can also heavily add to punchiness if done right imo. Reward the player for successfully taking risks too if possible. Like say if a weapon deals more damage at closer range or gives an increased chance of some positive random element occurring if you kill a certain number of enemies within a small timeframe. Might be a pain to program and difficult to balance for and maybe not even what you want so I'd understand if its not appropriate for your game but just an idea is all
>>1012923 >>1012926 Meant for >>1011857 obviously, dunno how that happened.
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>>1012917 aare you asking about the one that made the VR Shinobu Wedding?
>>1012935 no, i'm asking about the one who made a 2d gta loli kidnapper simulator, he posted the source code of his game and i lost it
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>>1012939 >>1012935 He means this game.
one or two of you niggas might find this mildly interesting https://archive.ph/HZ7OJ
>>1012950 yeah that game, do you have the source? there used to be some irc channel where the dev is active
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I am once again trying to make puzzle game
>>1012923 thanks for the input anon. I haven't looked at synthetik since im basically making an 2d edf clone. Its way too much for my feeble programming skills, but I can make cheap imitation of some of its features.
>>1013333 wait, the game is top down 2d, but the balls are affected by gravity going downwards? Or is there a magnet pulling the metal balls?
>>1013333 Nice quads, puzzle dude.
How viable would it be to run a game studio that is solely (or mostly) funded by services like Patreon or Liberapay? Right now, it seems like the only games that are funded that way are FOSS games, but that is just for the game itself and not the actual organization working on it.
>>1013637 Theoretically it is possible, as there are some porn games that get tens of thousands of dollars every month, which could allow you to have a team of 10 or so people, depending on where they live maybe even 20, while also outsourcing some of the work, such as music(something that even big studios like Bethesda or Nexon does). Now those games started with sub 100 dollars and if just so happened to fill a niche and the money kept on pouring. It would be like asking how viable it is to use Kickstarter to fund your game, and look at the Kickstarters that got over 10 million dollars, sure it's possible but highly unlikely that (You) will be one of the lucky few. If you are serious about this, then you will have to work alone, or hire one or two guys on your own money, keep on releasing the product for free(with link on Patreon) and pray that your game magically gets picked by normalfags. https://graphtreon.com/top-patreon-creators/games https://graphtreon.com/top-patreon-creators/adult-games
>>1013637 that's like 50% of the indies games that isn't backed by publishers or government video game initiatives. Its very viable. But making an actual living? That's a bit tufff.
>>1011727 I'll be off-line until maybe 16, so Nortubel will take a break. You can still see the game in the GitHub rep and this script even shows the passwords for all levels and cutscenes so far: https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish/blob/main/screens/MainMenu.gd Feel free to give me feedback while I'm gone.
>>1013640 >If you are serious about this, then you will have to work alone Yeah, I suspected that any studio that does this would either have to at least start as a one-man endeavor or be a non-profit organization. I only ask this question because I've noticed a change of ethics regarding piracy over the years, even among normalfags (possibly due to waking up to the bullshit that comes with streaming services). The common sentiment is that if you like a game or other piece of media, pay for it. But from what I've been told by developers who have experimented with the donationware model, it's a mixed bag. So I was wondering if the Patreon-type model would be a better option. The only other option I can think of is to have physical versions for collectors (they want the official versions) as a reward for purchasing the game.
>>1013637 It's possible if you convince enough to pay your Patreon or Liberapay, but that's very hard, so it's not plausible for most.
Is Boen former AGDG?
>>1013687 By the way anon, what do you mean by "studio"? Do you just want to be a one-man studio and have a logo appear when the game boots up? Do you want to have employees? How many 3? 10? 50? The more people you have, the less codding you will do, as you will need to do management work. Are you even good at managing people, schedules, meetings and so on, or better yet do you want to manage people? Do you want to have a physical office somewhere where people will come to work, if so where are you going to hire the people from, fresh graduates from Universities? Or will it be 100% remote and you have people from all around the world India? Do you want to learn about taxes and hire a lawyer to manage the finances of your studio, especially if it's 50 people? What exactly do you want? >So I was wondering if the Patreon-type model would be a better option. Keep in mind that only a very few people actually get those tens of thousands of dollars per month. I know of devs that make decent hentai games that fill a particular niche, and they are one of the few who are in that niche, yet they only get a few hundred dollars per month. Sure it's decent as a sidegig, but not enough to support yourself(unless you live in the third world), and clearly not enough for a company. Also these are the lucky ones, there are hundreds of more patreons that get like 10 dollars or less per month. Besides kickstarter, another option would be to get a loan from a bank, but be ready to mortgage your house, something the Cuphead devs did in order to release their game, and unlike them, you might actually loose your house.
>>1013637 American Mcgee when he was making the pitch for Alice 3 was funded by patreon.
>>1013787 >What exactly do you want? I have no plans on doing any of this anytime soon. If I do start something like this it would probably be just me and I would hire a small amount of people along the way, but it would only be people I would trust. It would probably be less than 10 people. It could be remote or local depending if I find these people in person or online. I was just wondering about a possible business model and I feel like this is the best place to ask.
>>1013637 How many game Patreons have been launched? How many game Patreons made enough to solely or mostly fund a game studio?
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Crop and Claw dev here. Finally did a public Screenshot Saturday for the first time in a while, particularly to signal the sequel is formally in works. The code base still has rush jank but is way better as I got deeper down the first-class-functions and functional programming rabbit hole. Building the core from scratch, this time instead of 2D Dragon Quest, it's more PS1/DS Dragon Quest.
>>1014259 huh. This is really good and you shouldn't change anything but man the dragonfucker-goodra-esque crowd is going to have a field day with your characters if your game takes off.
>>1014283 I believe somebody referred to this as 'fuck monster' in one thread.
>>1014286 the tongue really doesn't help lol
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>>1014283 >>1014286 >>1014306 They appear in CnC1, though most the comments are about how they crit you to death and are the first real difficulty spike in it. (Certainly happened when I streamed a dev playthrough a couple weeks back.) I can't control what people like about them, but whatever subsidizes us by selling copies. They did actually get used in a test animation when the artist was messing with Blender's grease pencil tool.
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ehehe
>>1014310 >It's just a branch, bro
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More incremental progress on... whatever this thing is gonna be. I kinda panicked at the end of saturday cause I realized I didn't know where I wanted to go with the battle system and if I could display all the information I wanted to onscreen, I was a bit worried that I was gonna stall out on this game too, but right at the end of the day I my brain just kinda served me a way display cards while not taking up too much space. Still gotta do calculations for blackjack hands and such but I think having little mini cards slide up from behind your last played one works well enough. Only reason I'm saying all this is cause I spent a good chunk of my time this morning goofing off and I just came to a solution. So if for anyone else in here that is struggling to figure out what to do, (while it should be obvious) walking away from something is sometimes helpful if you're lost as long as you're not just procrastinating. Also, maybe having another project that you can switch to when you hit a blocker can help, not sure if anyone has any experience with that.
>>1014259 >>1014283 Anon please don't change a thing. He's perfect.
>>1014819 No reason to change it. Their design stuck since the first entry. A lot of designs were meant to project a sort of iconic look (DQ enemies did that a lot.) The specific sprite there is probably temporary because we don't know what the combat sprite style will be. CnC1 was easy because it was just 64x64 sprites. CnC2 supports 3D combat screens but we don't have the time or material for animating, and the resolution's larger which increases time per design. Behemoss are technically relevant in a small writing project on the side while CnC2's framework is being put together, but that's all I can say safely.
>>1014839 The head of Behemoss should be higher on his body, it looks like it fell off.
>>1014306 Or the nude green anthro body.
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>>1015012 That's likely due to the hunch and the neck turning back to angle the head towards the camera. There's not much art of them in a neutral stance, but their old concept art when they were still being figured out show the neck more. >>1015041 They pull their design from a few places, but primarily FF's behemoth (it's right in the name) which I wouldn't really call anthropomorphic, and they're seen closer to beast than anything. That might just be projection.
>>1014259 Is the game being actively developed? Asking since I don't see an early access tag on the Steam store.
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>>1015055 Crop and Claw 1 was released Greenery Day this year on Steam and Itch. Crop and Claw 2 (those in the screenshot) are in early active development but doesn't have a public Steam page yet. Currently hacking together the turn-based loop and integrating some basic menus to get the proof of concept in place before I clean it up and stabilize it. Artist is figuring out the best way to construct zones between Blender and Godot. We're mostly trying to get some visually presentable stuff sooner than later so a trailer can be cobbled together, followed by an eventual demo that might have a single, self-contained story for the sake of public testing the core for bugs and issues.
>>1015059 Ah, understood. I hope it works out anon.
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>>1015059 Thought that was a creeper at first.
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when should I keep going with a project and when should I just pick up something else to work on? I originally decided to make a small 2d platformer "to get familiar with godot", but developing extra features for it is making me reconsider it and just grabbing something else to do. besides, i think i'm mostly learning how to work with a tileset, random generation, and other things that, ideally, wouldn't be in the game that I really want to make in the long run.
>>1015118 Go read the AMA the Fight Knight dev did.
>>1015118 If it's "to get familiar with godot," keep going with the project until you're familiar with the features it taught you, then drop it. Finishing touches are pointless if it's to get familiar.
>>1015245 this.
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Round and round. Wanted to get a follower prototype working sooner than later. Does some funny tricks to store and pass tracking around.
>>1016395 The animation's jank and I can't tell what the sprites are.
>>1016443 We'll probably have to zoom the camera a bit. I was feeling like they're too far out and things move too fast. Not much to be done with the small sprite resolutions though. PS1-esque Dragon Quest except with the pure-cardinal directions omitted to save on time.
Proceeding with Sachi model.
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>>1016474 THIGG :DDDDDD
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>>1013649 Also did this shit https://eyeballspunk.itch.io/sweet-dreams just because.
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Yet another Yume Nikki clone under development. If I manage to implement the basics, I will consider more interesting mechanics.
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Stuff I have been redoing for the DWM mod
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>book a week off >progress has been good Doing this by hand in FNA, currently The pieces work together almost perfectly, I have a few rough spots to figure out, but now I can start to do a better pass on the graphics and particles
>>1017618 Looks nice anon. >>1015059 >>1014839 >>1014795 >>1014307 >>1014283 >>1014259 Good progress. I just finished now the Locust Rocket Launcher, now I need some rest...
>>1017573 >>1017755 Looking good Renafag. A little curious question though, why the green and gray color scheme? Because they complement yellow and white fur?
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>>1017855 (checked) Thanks >A little curious question though, why the green and gray color scheme? Because they complement yellow and white fur? Well that's how the Enforcer and the Locust Rocket Launcher looked like so I just copied the color scheme, though it seems for the assault rifle that was not the case, ah hell that's what I get for not looking over the picture more but it's a easy fix.
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>blender saved the render as a tif Fucking hell.
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I needed to get a transition system in sooner than later which allowed me to call either built-in animations or inject special-case ones at need. Only the former used now, but I've got a basic fade-in/out and for testing its usability, I recreated FF6's overworld -> combat transition. Stole the SFX until I get around to proper sound selection or make a different transition, but it's kind of neat to see it in motion and at least is more fun than simply fading to combat while testing.
To whom it may concern: https://indie.live-expo.games/en/entry/ Entry to be showcased in the Indie Live Expo is underway.
>>1018536 Did any good indies come out in 2024? It's been a slow year.
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>>1018282 At least you have an engine you're using (Unity? from the looks of it) I have to do shit like picrel for my animations.
>>1018577 i wish to get to your level
>>1018578 I'm not sure whether that's encouraging or not, haha. I'm stuck on Windows 7 and Visual Studio 2010 is locked to C#4.5, which means I can't use things like NuGet or other distro methods. Besides that, my hardware is ancient and Godot and Unity are quite slow to load, if at all (eg, editors churn 25% cpu just trying to load shit) Honestly, a decent rig and even visual editors will go a long way, slogging through code and trying to set up basic shit that works out of the box is barely productive
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>>1017618 Spent a few hours just kinda tweaking things to make it look more presentable. The explosions are from Kirby and the boots are from Zelda, but the door animations were my own. Have to spend a good day or two reviewing how my interaction/signal system works so things behave the way they should (moving objects cannot trigger events, but this also means bombs don't explode correctly, and things like boxes do not trigger when they enter tiles if they were pushed)
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>>1018577 Dumped Unity in 2018. We use Godot. But the sprite selection doesn't use any built-in animator and is done from code. We'll have so many sprite sheets for the field that if we had to manually create animators for every single one, it would clutter the filesystem and make adding new sprites really slow. Instead, I just wrote my own sprite "charset" system which can automatically calculate how many sprites per direction and whether it's two-directions + mirror or four. I also use StringName (interned strings) as symbols so I can pass and allocate arbitrary sprites (such as emotional reactions) that may not go into the base walking sprites. So while I do use an engine, I tend to code my own features instead of using built-in ones if I feel the disadvantages of the preexisting tools or plugins outweigh advantages. It's why I use a custom menuing system and textbox, rather than asset store plugins. >>1018586 Linux will make old laptops not die, although I don't know if Godot 4.x would run well in compatibility mode.
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In other news, I ended up integrating the animation infrastructure in place. It's just the building blocks mostly, though. That and the game tends to crash after one or two attacks finish after adding the attack animation part. One day I'll fix it, probably.
>>1018801 Not bad.
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More animation testing. Fixed the crash and added a few variations. All players are using placeholder items, though third party member has two weapons equipped so they get two attack animations and strikes. (I wanted the options of dual-wielding for extra build customization.) Also realized it's way more interesting having more enemies on screen and I can catch multi-target issues quicker if I'm testing that way. Might throw in target selection tomorrow just to make sure that works. It's just random based on the teams at the moment.
>>1019268 I assume you aren't going to have limb-based combat like F&H
>>1019493 I don't know F&H, but I did set things up so I could in theory constrain equipment slots based on tags. Partially so I could make CnC3 have recruitable monsters akin to DQ5/Monsters. I want to save that as a possibility for 3 because we'd have to make field sprites for all recruitable creatures, and we already have a large asset count to fill for 2.
https://archive.vn/HaTP0 So what are the next best game engines?
>>1019609 No difference, Godot Engine is open source.
>>1019609 Still Godot
>>1019609 A fork of Godot, which is exactly the same except swaps all the logos with windmills of friendship
>>1019662 So true ally. Godot is almost as valid as Rust, I program pride flags in Wokot while dilating my neovagina. Love from Israel.
>>1019719 Rust is called rust because when trannies don't dilate they rust shut
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Internal refactoring to expand skills, improve some handling of stuff. Then on top of that comes combatant targeting menus, enemy AI, indicators when enemies attack, hit-crit distinguished animations, and probably a few other minor things. Foundation slowly coming together. Stop calling me Dave, board. I have no idea who that is.
>>1019774 >Stop calling me Dave, board. Agreed, this shit's stupid and pushes threads like this off subject, and if it stops but isn't reversed, after the fact it seems like one person namefagging.
>>1019782 Oh I didn't know some Dave meme existed these days. I thought I was somehow getting weirdness from someone using my VPN.
>>1019789 Some fag in the meta thread apparently made a retarded post about an average anon being named "Dave" in some autism post, and presumably cake kike thought it was funny and now the board is shit for a day, assuming he'll change it back by then ofc
>>1019798 Nothing retarded about that post: >The average user of /v/ (let's name him Dave), or anywhere with gaming discussion, comes for a good time discussing video games. How successful fomenters kill /v/, then, is making sure Dave has a bad time discussing video games. GCfag hounds Daves 24/7 to make sure they have a bad time discussing video games. Others hound Daves for less time. >Dave likes anything related to video games or posts anything at all? Ridicule it. Ridicule Dave for liking it so Dave won't discuss it. Ridicule others who like it so they won't discuss it. Ridicule it for many posts. Ridicule it now. Keep ridiculing it later. Ridicule it in various threads. Derail many video game discussions so they're not video games so video gamers won't like them. Bait Dave to have wearisome arguments that don't end. Wear Dave down with them. Frustrate Dave by lying about him, what he said, and what happened. Concede nothing. Defame Dave. Turn people against Dave. If you can't, pose as these people and agree Dave's awful and what Dave said is awful, so Dave feels isolated, outnumbered, and alone. Tell Dave that Dave is doing what you're doing. Make Dave have a bad time discussing video games. >Dave will have a worse time discussing gaming, on "/v/ - Video Games," than Dave would on places not for video games. Dave came to discuss video games, not for 5 hours of mental warfare. Dave won't stay to improve /v/, that's 1-sided, /v/ benefits but Dave doesn't. Dave probably won't complain here either. Dave will leave, then have a good time discussing gaming somewhere else. The hounds, more eager to foment destruction than Daves are to stop it, then attack Dave after Dave until no Dave remains. >Most Daves left. /v/ is these hounds now. GCfag hounds the most, and others hound too. When hounds make more posts than Daves, hounds run the board de facto, take over discussion, peddle fake history to conceal their wrongdoing, and fomenters gloat over /v/'s decline. You sound like the guy it's talking about. Anyway this is what I mean by "this shit's stupid and pushes threads like this off subject," Amateur Game Development General now has meta shit where it shouldn't be.
>>1019807 Ok Dave.
>>1019807 I literally do not give a shit about the post itself, autist. You literally quoted the wall of text when you could have just had a reply to the post for whatever retard actually wants to waste their time reading that shit, then you complain that the thread is going further off-topic after furthering said derail.
>>1019811 You gave enough of a shit to lie about it and you give enough of a shit now to try to stop people from reading it by telling them it's a waste of time for retards. You sound like the guy it's talking about. The thread was already derailed when I came and the derail was over before you started it again.
>>1019813 >having an opinion is now lying Nah, you have the 'tism.
>>1019827 Pretending >>1019807's a retarded autism post when it's simply explaining how forums are subverted is lying. You're doing the very derailment and shit stirring it's talking about.
>>1019609 This looks like this part: >Ridicule it. Ridicule Dave for liking it so Dave won't discuss it. Ridicule others who like it so they won't discuss it. Ridicule it for many posts. Ridicule it now. Keep ridiculing it later. Godot isn't bad because Godot's Twitter manager is bad.
>>1019835 Yeah, yeah. You're an original Dave and your shit doesn't stink. We get it.
>>1019719 This post also follows the ridicule of Godot with more ridicule. Woke managers of Twitter accounts aren't problems with Godot or Godot's developers.
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>>1019515 Fear & Hunger! It's basically a survival/horror/dark fantasy themed game in RPG Maker. Unfortunately, it's gotten popular among the gender community >>1019609 Reminds me, I saw this today
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Oh yeah and here's a bit of progress for today
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Does anyone have any links to (free) game source code so a retard like me can understand its basic functionality? I mean even simple shit like 2D platformer will work as long as its easy to understand.
>>1019964 I recommend against looking at the code of completed games/software, as it's generally extremely hard to figure out and debug code that it's hundreds if not thousands of lines of code long. You are better off searching on Jewtube something like "2D platformer Godot" as that way you get to see how it's made step by step plus receiving an explanation, as opposed to searching through functions upon functions to figure out what this function that is 10 layers deep in the call hierarchy does.
>>1019964 I'd recommend looking at some fantasy console shareware like PICO-8. Just go to the website, browse for an interesting game, and then load it up with the development tools and look at how it was put together. https://www.lexaloffle.com/pico-8.php
>>1019964 It's fairly easy to find Terraria's decompiled source code, but the problem is like >>1019966 said: it's a decade old, fairly complex, and being decompiled has generic symbol names from the compiler (eg var1, var2, var3, etc)
>>1019964 It won't ever be easy to understand completed game source code of 2D platformers.


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