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/agdg/ for idiots - Awful Games Done Goofily thread Anonymous 04/13/2025 (Sun) 00:09:55 Id: 0ed894 No. 1088605
Hello, I am a lazy-assed motherfucker who wants to program vidya but has the attention span of a fruit fly and can not stick to a project for more than a week before giving up and abandoning it. So let's have a thread for people like me to plan out a simple game, slap it together, stick to it, get something done, and show off to each other. We will each follow a general outline, and each of us will add our own flair to it. This week is prep week. We need two things. 1. a VOLUNTEER to be our guru and decide on a technology platform, and to be able to answer tech questions. The platform must be free-as-in-beer and run on my broken toaster of a computer, and newbies need to be able to use it. I hear that Godot is popular. I have seen some good games made in Twine but have never gotten custom code to work correctly. Other than that I have no idea what games are programmed in these days. 2. we need to decide what sort of simple game we want to make. Do we want to do an Asteroids clone? A Choose Your Own Adventure? Feel free to recommend some simple game from the 1980s or an old classroom assignment. We can point to an online tutorial and say "let's all do that" and let's do it. Newbies who have never programmed a game before are encouraged to join. This is where you get started. I will be the incompetent middle management making overall decisions. This week: get your dev environment set up and play around with tutorials April 19th: I will announce the project First week: Start coding your game April 27th: Give an update on how it's going Second week: Add flair and finishing touches May 4th: Show us what you've done, no matter how bad it looks. Give us your crashing error screen. We'll take it and laugh at it together. We've all been there. In between: feel free to ask "does anyone know how to...?" questions. The quickest way to solve a technical question is to ask on a forum. You will figure out the answer just after the post goes through. To make your own artwork: https://www.gimp.org/downloads/ To make your own music: https://lmms.io/ or recommend something else > we already have an /agdg/ thread >>1045009 That one is a general, this one is for a specific project (that we have not decided on yet)
>>1088605 Interesting thread OP, I also recently wanted to make a random game. And i have a free week so i am gonna give it a try. >a VOLUNTEER I pass kek, I suck with techical stuff like programming. Sorry ;_; Although i will try to collaborate and stay active in this thread. >I hear that Godot is popular. I have heard that aswell, a ton of indie devs are using it. I also know about a fork called "Redot" Created for and by "anti-woke" people kek Here the link: https://www.redotengine.org >we need to decide what sort of simple game we want to make I wanna make a game racing game, Something like Extreme G (an old N64 game) >Newbies who have never programmed a game before are encouraged to join Good, the closest i ever got to making a game, was wasting my time in unity playing demos a decade ago kek. >or recommend something else Good programs but i prefer online alternatives. So here some random resources i use. →Photopea (Photoshop but online and free): https://www.photopea.com/ →Three.js Editor (3d editor for broken people like me kek): https://threejs.org/editor/ →AudioMass (Free audio editor, I been trying to find an online music maker, but this is the closest thing i got.) https://audiomass.co/ →Itch, a plataform to share and play games. Most indie devs post here → https://itch.io
A WarioWare-like game sounds more fitting for this kind of project.
>>1088605 I'm not a newbie in programming or making games, but I'm certainly not qualified to be a guru either. I have never managed to finish a game. However I have two books to recommend, 'Deep Work: Rules for Focused Success in a Distracted World' by Cal Newport, that will help you improve your attention span and 'A Playful Production Process: For Game Designers' by Richard Lemarchand to help you organize better in making vidya. The second book has a lot of advice directed to people who work in big teams, but you can glance through those pages if you don't find them useful to you at this moment. As for programming I recommend learning the basics of a language like python and then watch tutorials for the game engine you want to use. Best of luck to you and everybody else who will try making a game, including me.
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>We need to decide what kind of simple game we want to make My suggestion would be a Breakout clone
>>1088703 A common programming exercise is sokoban, but sokoban is hell.
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>>1088605 I just want to point out you picked a shit time for this. There's already a game jam going on this month. Most people capable of helping are already working on their own thing >>1082245 I respect coming in with a solid timetable, but you should probably bring something more than >I have no idea what games are programmed in these days >I will be the incompetent middle management making overall decisions Do you have experience with git?
>>1088712 > I just want to point out you picked a shit time for this. There's already a game jam going on this month. Whoops, LOL. I am not going to ask anyone to pull double duty. Let people who are already working on that work on that. People who don't think they are up to that competition and are not going to participate, can work on this. > Do you have experience with git? Minimal. I've done some checkouts and commits but have no idea how it works internally. And what you're getting at with that is: everyone should use a revision control system so that you can rollback your mistakes if you save buggy code you can't fix over less-buggy code. I agree in principle, but if it's too much to figure out then it's not necessary. Git has a ton of options and it is easy to get lost in the documentation. All that a beginner needs to know is how to save your code and restore it. A Git 101 project for absolute newbs who want to try it out: Download it. Create a directory with a Hello World.txt file. Use git to turn the directory into a git repository. Change the text file. Use git to save a revision. Change the text file again, save the third revision. Use git to rollback and change between the different versions. Read documentation/tutorials to learn how to do all of this yourself, and to learn more about the program than you will get from someone simply telling you what commands to use. >>1088703 > My suggestion would be a Breakout clone A breakout clone is a good option for a simple game. The math might be difficult for those who have not taken trig in college, but whatever gamedev library we choose will have vector math functions to make it easier. We will just need someone to post "this is how you make stuff bounce" and everyone can work from that. >>1088711 > A common programming exercise is sokoban, but sokoban is hell. Let us abstract that to A Grid Based 2-D game. So if we choose that, we will be working off one particular tile-based game library + tutorial that someone recommends. I am not going to ask anybody to roll their own. >>1088627 > I wanna make a game racing game It sounds like fun but we would need a library+tutorial to build from, and it might be too much for a newb's first project.
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>>1088772 >And what you're getting at with that My concern was if you're going to be cat herding anons on a larger project you should at least know how to do the project management side of things, like handling pull requests and making sure design and style stay consistent between contributors iirc lack of good version control and consistent style was part of what killed anons bizarre adventure. My only experience with using git with godot has been less than ideal. Last project I tried cloning had fucked up spacing so it wouldn't run easily. Not sure if it was user error or because the project might have been built on windows and I'm using ubuntu, but you probably want to set up a main repo and test things like that if you're going to be managing a larger project. Only other advise I can give is document as much as you can. Decide on an architecture and try to stick with it, and have some simple docs/guides for anons to follow if they want to contribute. For example, if you decide to use ECS, have a writeup on how you want Systems structured, what Components should look like, and where those files will live in the project. Make it easy for anons to jump in and out by keeping things modular.
>>1088817 Cat herding won't be an issue. Everyone is going to do the same simple project themselves and put their own personal spin on it. So if we do Breakout, we will each come back in a couple of weeks with our own version of Breakout. If someone doesn't use revision control, it's on them. Since it is the end of the weekend and I have not seen a better option, I will declare Godot/Redot to be the preferred platform. Use this week to install it, figure out to add sound and art assets, and go through a few tutorials. If you run into trouble, ask questions. It will be a learning experience for everyone. You can use a different platform if you are confident that can code simple 2d games in it.
>>1088860 >everyone is going to do the same simple project themselves and put their own personal spin on it. I dont think thats the best idea, it will become into a competency, maybe its better if we something like this anon says. >>1088679 Making individual minigames, and later a main dev (maybe you OP)? will put it all together. > I will declare Godot/Redot to be the preferred platform Ok good, going to install Redot today after finishing some work. >>1088772 >it might be too much for a newb's first project. Maybe but i am gonna try to do it. Life is a race and I am a racist kek.


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