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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)
>>1218992 The only worthwhile Godot fork is Blazium and Voxel Tools, those actually have features Godot doesn't have that make them worth using if you need them.
>>1088605 Hello I can program and work with Godot. >>1088627 I loved extreme G as a kid. I'd love to make a racing game
who Unity ECS/DOTS here?
>>1088605 >make a game for me Fuck off
Question for unity How do I set it so whenever I press a certain button the player's sprites changes to one that I can assign it? Like if I press space for example they'll transition to a jumping sprite. I already have states that the player is set to when pressing a button, I'm assuming theres a function I can use to simply change the player sprite so long as it's set to an assigned state, but I don't know what it is.
I have an idea for a streamerbait game, simple enough that i could code the ganeplay on my on, but id rather focus on modelling and animation than netcode implementation. I think we could drop it before the year ends if a few people commit to help
somebody tell the anon who made the (non avatarfag) threads that we're here now. this thread is not supposed to be THE agdg thread.
Why is GameMaker used more that Godot for commercial games despite GameMaker being paid and Godot being free and open source?
>>1226901 Is it? Well, Gamemaker is much older and doesnt have any weird community baggage associated. But somehow I doubt that it is bigger in retail games.
>>1224763 I wish I could make something popular
>>1227745 Gamemaker is practically free these days. Like Unity. You only have to pay for a license once you've made a fairly large sum of money.
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>>1218656 >Not really a scam but they definitely are grifters that just strip the godot branding Yeah, but is that even a bad thing? Isn't that how every open source project works? The whole linux enviroment is like that lol. Retards stealing from other retards lel. Although yeah i agree that they ain't doing any real improvements of the engine kek. >>1218992 >I just wish Redot would add C# support, if they haven't already. I think they have, heres a quote from the FAQ in the Docs "Which programming languages are supported in Redot?""The officially supported languages for Redot are GDScript, C#, and C++." This is the source: https://docs.redotengine.org/en/stable/about/faq >>1219109 >God I'm not even sure what to do. >I want 4chan back Calmdown, its gonna take the feds some weeks to fix that mess kek. Also you dont need cuckchan to function. Just focus on an idea, add some mechanics and give it a try. >>1221034 >I got some more assets to spice up the environment more. Good job, i also need to work more in the textures and the map. Thanks for the reminder. >>1222083 >I loved extreme G as a kid. I'd love to make a racing game A fellow racist enjoyer. Great! Do you prefer the arcade or realistic games?. I like a mix of both. The high speeds + the powerups. >>1222419 >>make a game for me No, it is "make a game for (you) and then show it". Learn to read between lines. >>1224763 >I have an idea for a streamerbait game I dont like that type of games but i respect if you do. You are still a fag though. They only lasts some weeks then disappear. Like lethal cuckmpany, or the new shit called "REPO" RAPE kek. But whatever, what is your game gonna be about? >>1226901 >Why is GameMaker used more that Godot for commercial games Because boomers prefer proprietary software that is backed up by a company rather that open source free software made by some randoms. The solution? Stop buying those stupidly overrated $99 AAA games. >>1234127 >I wish I could make something popular Change that mentalily, and start making games for (you)'rself, make something (you) would like to play. Fame and popularity are just luck factors that dont measure the quality of a game. >>1202331 Also today i fixed the annoying camera problem. Found global varibles and learned how to reference other nodes. Now i can make the camera stay still or follow the ball. Here's the fixed code. And some vids. extends Camera3D @onready var ball = get_node("../Ball") #Calls variables from Ball func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: self.position=Vector3(0,1,1) + ball.global_position #Set the position of the camera look_at(ball.global_position) #Looks at the ball
>>1235940 i get your point of view regarding streamerbait games and i agree to some extent, but back when i played awaria i thought the game would be a lot better with more people, and as i started thinking about how to design the game around multiplayer and expand the mechanics i realized that it fit right in with streamerbait games
>>1235940 Arcadey is more my thing
>>1239425 > i started thinking about how to design the game around multiplayer and expand the mechanics i realized that it fit right in with streamerbait games Interesting, i personally prefer singleplayer games Cause i have no one to play with kek. But its true that coop games are very popular these days. >>1260588 >Arcadey is more my thing Yeah, arcade are more fun generally. Remember playing Diddy Kong Racing in the N64. It was quite good. >>1235940 I did something these days. Added some objects and made the camera rotate. Using this script if Input.is_action_pressed("ui_up"): camera.x += 0.1 #Sets up rotation if Input.is_action_pressed("ui_down"): camera.x -= 0.1 #Sets down rotation if Input.is_action_pressed("ui_left"): camera.y += 0.1 #Sets left rotatio if Input.is_action_pressed("ui_right"): camera.y -= 0.1 #Sets Rigth rotation self.rotation=Vector3(camera.x, camera.y ,0) #Rotates the camera Also i noticed this: >>1088605 >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. Kek, I know is silly but i am gonna try to present something for tomorrows date. I think maybe adding a menu and some sort of finish line lel.
Is today the day?
>>1088703 Can confirm that getting the basics down for a brick breaker isn't too hard. With a tutorial I went from zero knowledge to putting together one with simple MSPaint graphics in GameMaker last year. Didn't have the passion to take it further but it was nice to have something working with level progression and high scores and all. >>1226901 GameMaker is older (more known/understood), has a visual coding language, and if you keep your games PC exclusive it's practically free.
Where are the collabers?
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>>1313544 >Is today the day? Yeah, it was. TIme flies and my game still sucks kek. >>1314092 >basics down for a brick breaker isn't too hard. With a tutorial I went from zero knowledge to putting together one Yeah, it requires some math for the trajectory of the ball but the rest is relatively easy. >Didn't have the passion to take it further Valid response. I had also gotten stuck in proyects. I remember a stupid unity proyect that didn't progress at all for 2 years. But now I tried again have done more in some weeks in this game. Is not about failing or not, but about getting up and keep trying! Not good being motivational, it sounded too corny, lel >>1314293 >Where are the collabers? Idk, I still here though. Going to continue till the game becomes playable lel. >>1316239 >I don't know why it's been difficult to prototype, maybe it's just because I'm an artfag and not a codefag. Maybe you should try starting from the bottom. Example: Code > Mechanics > Textures. Thats what i am trying to do with this proyect. LIke the making of a building. First step is to build some strong foundations, then the essentials and later to add the unique decorations that make it special. Theres nothing wrong with prototyping and testing future designs, but if you daydream all day then nothing is gonna get done. Trust me, i have a whole notepad filled with ideas and concepts that i have never tried lol >>1312072 I did the menu and the finish line. It tooks ~3 hours (less that i expected kek). Here the code for the menu (I finally learn how to use the dumb signals lel) extends Control @onready var Menu = get_node("../Menu") func _on_start_pressed() -> void: self.visible = false #Makes the menu disapear Menu.visible = true #Makes the menu appear func _on_quit_pressed() -> void: get_tree().quit() #Closes the game func _on_options_pressed() -> void: pass # Nothing func _on_menu_pressed() -> void: self.visible = true # Makes the menu reappear. and heres the code for the finish line (quite cursed code but it works kek) extends Area3D @onready var Win = get_node("WIN") #Gets the Label func _process(delta: float) -> void: var Collisions = get_overlapping_bodies() #Gets the collisions for Collision in Collisions: #"Filters" the collision from the rest if Collision.name == "Ball" : #Check for the ball Win.visible = true #Makes the label visible
>>1317766 what the fuck I am looking at, a cruelty squad rip off?
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>>1322428 >what the fuck I am looking at, a cruelty squad rip off? What? I had to look that thing up. And It looks disgusting, the over saturated colors made my eyes bleed kek. So thanks for the reminder to fix the skybox. Also why all jewtubers had 4 hours video essay's trying explain that shit game? Look like pure nonsense to me. >>1317766 Fixed the skybox, added some textures (gradients) and a speed counter. Heres the code. extends Label @onready var ball = get_node("/root/Node3D/Ball") func _process(delta: float) -> void: text = "Speed: %.f" % ball.velocity.length() I need to work in the broken movement system and make it more ergonomic.
>>1335252 Well im back, almost no progress but its still going on. Today i reworked the camera and movement system. Now the camera follows the mouse and the ball goes to the camera direction. Heres some code. var viewport = get_viewport() #Sets the Viewport var current_mouse_position = viewport.get_mouse_position() #Sets the Mouse current position var mouse_delta = current_mouse_position - initial_mouse_position #Calculates the change of position rotation.y -= mouse_delta.x * mouse #Rotates the camera horizontally rotation.x -= mouse_delta.y * mouse #Rotates the camera vertically
Bump because the other thread is bumplocked
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>>1551018 If this is the de facto thread now, then: Gem Domination ver0.12.2 PC, Linux, MAC and Android! https://mega.nz/folder/AQtQxDYL#gZK3vwaWbKkWoN07lyNkJA https://www.mediafire.com/folder/ee6scl5h9vlsj/Gem+Domination+v0.12
>>1561387 I never see you in our drawthreads, so I'm guessing you commission artists rather than draw these yourself? I'm curious about what that process looks like.
>>1561490 Yup, I'm just the coder and writer. >I'm curious about what that process looks like What parts specifically do you want to know about? The art process?
>>1563931 Yeah, how do you find the artists? Are they cool with it straight way, do you cycle through several?

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>>1564640 It's a whole can of worms. I just tried my luck messaging artists I like on Twitter; some of them used to be artists from Half/Co. Also, it depends on what you want to do. If the artist does a lot of The Loud House art, they are bound to be interested in a project about The Loud House, so you could hunt them down by going to galleries like Paheal and looking for whatever parody you want to do, then look for an artist. Now, if you want to do something original, like pic related, it's A LOT harder to keep the artist interested. But well, that's what money solves. Ask them for the prices, and if you can afford it, you've got yourself an artist. Try to be very detailed on what your project is about and what their workload will be, also keep references of what you need at hand, like poses and stuff. I recommend working by commission, as you won't be bleeding money that way, and you can potentially hire extra artists to tackle other parts of the projects. Lastly, just consider that artists are people like you and me, so give them the treatment you would like to have when working with someone else. Sometimes it's frustrating, but I let them take their sweet time to deliver the stuff, and it's usually worth the wait. I just hired other artists in the meantime, so I always have something to do and look forward to, while having enough money to cover whatever else the projects may need. Good luck, anon, it isn't that easy, and sometimes it's very frustrating, but if you have the funds and the patience, you can do it.
Why do a lot of projects use C# and not GDScript for Godot? Is it because of familiarity with C# coming from Unity, because they think GDScript is slower or because of the tooling that comes with Visual Studio?
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>>1568290 GDScript is slower, the bridge between the main engine and the scripting runtime is designed subotimally. Beyond that though, it's something new for the user to learn. If users have the choice to use a tool they are already familiar with there will naturally be more people choosing to use it than otherwise. In the specific case of C# preference Unity is probably the most significant factor though. If performance was the stronger bias it'd weigh towards GDNative instead.
>>1568290 Because C# despite being Microsoft™ MASS NIGGERS branded C with stupid capitalization rules, is still fucking C underneath the rot that's been piled onto it.
>>1568290 Speaking of Godot has any MCPs been implemented that worked okay-ish with the devkit?
As someone who likes music, whistles my own tunes, and knows the bare minimum of music reading and writing from my band classes like 8 years ago, where would a good starting point be for making videogame music? Actually studying music theory? Making chiptunes and trying to see what sounds good/doesn't? Messing around with my guitar that's been leaning against the wall for three years? Downloading FruityLoopsstudio and messing around? More specifically, are there any smaller, FOSS programs that let me make music like what I hear in the average indie/demake/high quality rip? And don't fucking say Mario Paint.
>>1585375 LMMS or Ardour, haven't messed around enough to be able to confidently tell you which one is superior.
>>1585375 OpenMPT, Bespoke Synth, Rosegarden, Reaper Studio (not FOSS)


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