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/agdg/ - Stand and Deliver Edition Anonymous 07/14/2025 (Mon) 08:53:41 Id: a9384a No. 1561432
Demo Days Next: https://itch.io/jam/agdg-demo-day-62 Previous: https://itch.io/jam/agdg-demo-day-61 Older: https://hackmd.io/LhEB6VCZSx-oBalI2cWWoA AGDG resources https://hackmd.io/dLaaFCjDSveKVeEzqomBJw Helpful links New Threads: >>>/vg/agdg Archive: https://arch.b4k.dev/vg/search/subject/agdg/ Steam Games by AGDG: https://agdg-steam.netlify.app/ /agdg/ Steam Games: https://made-by-agdg.vercel.app/ Post your progress and no crab bucketry round here. Keep that shit in cuckchan where it belongs.
Previous Thread >>1228578
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Currently revamping my entire workspace before I possibly do gamedev streams more. I'd been doing Crop and Claw 2 work so much lately that I might've burnt myself out, but reworking my living space has helped and I'll probably try a relatively smaller project as a dev stream pet project, since CnC2's a lot more complicated and tends to be harder to stream while chatting. I even got myself a fun setup where I can stream pushing updates to my RG35XX-SP as I'm developing and recording off of it, so there's a fun physicality to it. I could probably post here next time I try a stream if folks are interested. I don't really consider myself a streamer or videomaker or such, but I do have fun messing around with such, especially to shill these dumb devices as game dev platforms. This side project will probably be a 3D game, which means some comically horrible optimizations would be needed to get things running well.
Have a Godot question, I'm making a 2D game and for some reason when loading certain scenes for the first time, the game stutters. I am not using custom shaders for those, so I don't know if its related to shader compilation or something. I suspected it was the fonts being loaded, I tried preloading them during the loading screens but the stutters still happen, at least it is only the first time the scene is loaded after that it works normally until you close the game but I really want to stop that. Also I can't use the profiler to figure out what it is because I'm using C#, and I don't think it is C# related because I tried to run JIT precompile on all functions for the related classes but that changes nothing (and it is only with a few UI related prefabs, hence my font suspicion).
>>1585459 Ok I think I figured it out, it was indeed the fonts, don't use "multichannel signed distance field" rendering for fonts, unless you really need to.
Are there two threads that should be merged or is the other one just for a project? It looks like people started using it as just a regular /agdg/ thread anyway.
>>1585459 >>1585815 Just have a 100-millisecond long loading screen. It should take care of most of that presentation-wise.
>>1571789 I don't really know how to deal with burn out, I guess just take it easy and get back to it when you're able to do so.
>>1585878 The other one is for a specific project and kinda just too long for a merge to not fuck things up, just direct people here.
>>1586200 Alrighty then. Reposting from the other thread because I'm retarded, I know. >>1586184 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.
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>Hate Python >Hate dynamic typing >Hate using blank spaces/tab for code blocks >Laying down at night, tired but not ready to pass out >Open laptop, start dicking around in a browser game >Don't want to click on a touchpad, would rather press a key >Don't want to fuck with AHK >Python has a library for this? alright fuck it >Create venv >Install library >Didn't need to compile >Didn't need cmake >Didn't need any other requirements >No seg faults >It just works At last I truly see. Not really an /agdg/ related experience, but makes me wonder if I shouldn't give GDScript another chance.
Nice, my art got in Vket. Thanks to Cole Dingo for pointing this out.
>>1587428 Noice 👍
>>1586663 >Hate dynamic typing You can use static type annotations in Python and a static type checker like MyPy. I use them all the time at my day job, I could not imagine working at that scale without static typing.
>>1586663 >>1588095 Set up your editor to use a language server for code and type hints.
Prototyping a new Kasha project in Godot. I feel like a fraud about it though. Though I am coding some of it myself and tweaking stuff, I'm using AI as a cheat sheet. At least the pixel art is all me. I tend to prefer it in platformers when characters have inertia (like Mario/Sonic), but for some reason this isn't a popular choice. When it comes to platformers, do you guys really prefer the 100% friction unity default controls of games like Shantae and others? Where the character has no acceleration/stopping distance and instantly starts and stops at full speed on a dime?
>>1586043 For me, it's doing the same thing over and over for a long time. I write for CnC2 sometimes so I stop writing code. Sometimes I need to switch tasks drastically. As long as I'm not rewriting a single game from scratch constantly and returning to the main project at hand regularly, it's not a big deal.
>>1588223 >I tend to prefer it in platformers when characters have inertia (like Mario/Sonic), but for some reason this isn't a popular choice. When it comes to platformers, do you guys really prefer the 100% friction unity default controls of games like Shantae and others? Where the character has no acceleration/stopping distance and instantly starts and stops at full speed on a dime? I've played so many kinds of platformers with such different kinds of handling that I'm not even sure what kind I prefer. It's really up to the individual game I think. The only advice I can think of is if you're designing something with very precise platforming then give the player precise control. On the other hand if the player character has lots of abilities to correct themselves ( double jumping, floating, flying) them make them as loosy goosy as you want.
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>>1588372 Yeah that is a criticism I've heard. People hate platformers with inertia because they keep accidentally falling off into pits. I think Kasha would have lots of opportunities to correct herself. Generous coyote time, wall cling/climb with claws, and different tail abilities that give her a lot of air mobility. I think maybe that's why Kirby works.
>>1588501 >minigun tail <not catling gun
Anybody up for joining the brackeys jam next month as a team?
>>1589520 I'm always willing to lend out my pixel art services if they are needed.
>>1561432 Could have put the matrix link back into the op.
>>1589520 ok, what table bring?
>>1588501 >Kirby Yeah I was going to bring up just that. Kirboo is all over the place but it doesn't matter because he can fly.
>>1571789 why are you holding that gameboy hostage and who will pay the ransom?
>>1589520 fuck brackeys. do a team project but don't submit anything to a brackeys jam. he has done enough damage to indie gamedev with his shoddy tutorials and psychopath grinning mug. guy's never made a game, he just sold the shovels during a gold rush and all it produced was, well, shovelware.
>>1586663 congrats, you've discovered what python is good for, very quick prototypes that are simple and easy to make.
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Recently started a project in Godot, however I'm ass at actually starting code from scratch so I haven't been able to produce anything usable yet. How much hand holding are you guys willing to put up with? I'm trying to make a real time (with pause) Space Hulk with generated maps and light dating sim elements. In the meantime, just been churning out art assets.
>>1590888 >How much hand holding are you guys willing to put up with Like an actually disgusting amount
I think I'm wall-jumping between projects a lot. Yesterday I prototyped a small bit of Kasha platformer and today I feel like doing some 3D stuff. Kitty still has no tail, gonna rectify that today. After that I dunno maybe I'll work on Sachi's model.
>>1589966 3d modelling and very shitty coding >>1590611 I chose brackeys because the time frame is good but im down for any jam that is happening around the same time thats at least a week long
>>1591418 >2nd pic wasnt this the one with the cock or am i thinking of something else?
>>1561432 It sucks how Josh took over these threads with his fetish larping. I really wish he'd fuck off.
>>1593416 He was banned-on-sight at one point.
>>1593416 If he manages to actually deliver I'll consider it forgiven.
>>1593300 ...I literally never made one with a cock. Why are you making shit up?
>>1593416 He is meiking geim though.
>>1594862 i don't know if i'm hallucinating this but in an earlier /agdg/ or draw thread there was this guy who posted a picture of a BBW with a futa cock that looked similar to this. anons were calling out the tranny and the guy was like "Wow, thanks for the great feedback guys! Really helped me out here!" or something
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>new thread Alright.
>>1587428 ♂️ Orange ♂️ Dog ♂️ Next ♂️ Door
>>1588223 https://godotengine.org/asset-library/asset/1062 https://godotengine.org/asset-library/asset/2201 Don't forget there's plenty of platformer plugins you can grab on the asset store if you want to use that instead.
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>>1608653 I already have most of the basics down, what can this do?
>>1610747 What do you mean, it says it right in the description.
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>>1598270 pls rate my model boys
>>1621283 It's time to graduate to learning textures/materials/shaders. You've got a solid foundation, now you just gotta build on it.
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over the last two days I've been experimenting with the Wonderland Engine. it's a web game engine and similar but simpler than Unity. ergonomics are pretty good! for example play mode = it compiles the whole game and opens it in a new tab in your default browser in less than a second. and there's a button to simulate physics so you don't have to switch to the browser if you merely want to confirm that physics objects land/collide as you expect. I haven't coded much in it (Javascript) but even just looking up the documentation and thinking about how I would create a minimalist version of my main project in this toy engine had my mind racing with cool ideas. one of those ideas ended up in my main project a couple hours ago so I'm still making real progress on this little detour. my take-away so far: it can be really productive to imagine you have to start your current project over from scratch and make a simplified toy version of it. what would be different, what would stay the same? how would you solve problems you already solved (but maybe you're not 100% happy with the solution you came up with)? I don't know if I will actually make the simplified version of my main project in Wonderland Engine for laughs. but I want to at least get a decent FPS character controller going, with shooting and a moving and shooting enemy, maybe 1-2 more important mechanics. then upload a build to itch.
>>1588223 I like double tapping to run like Kirby
>>1621544 Can you embed what you make in websites? I'm still a little amazed some games can just be embedded in chats/other sites so people can just join a room and fps/cardgame/boardgame.
>>1621320 I'm out of school already dude
>>1621688 I have no idea, I've never even made a webGL project before. try this: https://itch.io/updates/introducing-game-embeds
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Submitted something to the GMTK jam. My original idea of a Zachtronics-like was showing early that it wasn't going to catch the deadline so I had to pivot into something simpler. Still keeping the original idea in my pocket though, I feel like I can make it work, going to be a bit before I can get to it, however.
>>1626583 Blender v2.77, my beloved....
Heavy Rain, but instead of quick time events it uses The Witness puzzles. Called, "The Wetness".
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Current state of KVK. Trying to polish what's here, but unsure what the game needs right now. More enemy types? Trying to think of some. Also trying to work enemy food eating behavior into the gameflow. >Brown rats: become fat and bounce around if they manage to eat food >Birds: lay eggs if they eat food >Grey mice: don't eat food. Just low level nuisance enemies. https://files.catbox.moe/iu5soj.mp4
>>1639175 Add a timer to pressure the player, like an arcade game.
>>1640824 There is one, it's just disabled at the moment
>>1641254 why isn't it enabledm
Does anyone know how these images are made? They seem amateurish so I imagine they'd be easy to imitate but it's outside my wheelhouse. >>1586258 Personally, I just went in with no knowledge and fiddled around in LMMS, song is my work. The hard part is knowing what the combined timbres will sound like, so I think it's best to focus on one sound, like piano or drum and bass, and gain experience until it feels intuitive, then mix in more timbres. As a beginner you'll probably find there's a narrow comfort zone where you can work, and you've just got to expand out from there; looking for an instrument for the notes, instead of notes for the instrument, is a trap I've seen others fall into. It's common that you put slight inflections and timing changes on tunes you imagine or find while jamming, and then when you convert it to another medium there's a lot of hidden changes in the complex differences in instrument and performance. You can record samples and play them at different pitches as a series of notes in LMMS, or create and export a synthesized sound and use it as a sample, but you can only have one sample per channel so you'd need to record a long hold compared to a quick strum, for example, and do the note roll on different channels -I don't know if there's a program that does it better. LMMS can also output in different bitrates of mp3, ogg, or wav; you don't want to get stuck in proprietary formats. I like SSH and Demetori but I've only found myself writing piano-like music. I kept wanting an instrument that sounded like wind to go with, and I finally found one. It'll probably be a while before I can make something like SSH but by the time I'm there it'll probably sound interesting.
Remodeled Sachi's ass. Haven't touched this model in a while because I'm having some trouble with her hair. I built her hair mostly out of curves and I don't know how to combine them into a single mesh without topology issues.
>>1650642 >I built her hair mostly out of curves and I don't know how to combine them into a single mesh without topology issues cant you just group the hair objects together and then apply a bone to the group extended from the head to follow ts movements and rotation? i know it sounds like a half assed quick and dirty fix but it might work
>>1639175 I'm just a tourist of this general and have no valuable insight but the gal is cute and I like what you're doing.
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>>1639175 Since the game's food themed, you could use an Adventure Island style hunger meter instead of a timer. Maybe?
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>>1655236 Thank you very much. I'm happy it even looks playable, I'm just bashing ideas together and going "eh it'll work". Also really grateful to the anon helping me with code. >>1656262 Kasha doesn't eat the food. The idea is that she's preventing the pests from getting it and they can't open the fridge so she puts all food items between waves in the fridge for bonus points. Various bad things happen if the pests eat the food. >>1651074 No, I meant more for aesthetic purposes, I just want Sachi to have a "front" part of her hair and a "back" part of her hair but I'm a bit clumsy at modeling it.
>>1650642 I need to practice making hair more.
New Kasha vs Kritters enemies. Still working them out. Monkey, hornet, snail, and a Gorilla boss.
>>1650642 >>1657017 Have you tried filling in the caps of the hair and then converting them into a mesh to join them up?
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Libtards.
Damn it I'm stuck. Want so desperately to make something yet lack the ability to actually make something. Made a flat plane with an orange ball in it Godot that doesn't do anything. Made a Kasha sprite that hops around. Unsure where to focus my attention because I'm encumbered with things I want to make and limited ability to actually make them. >>1689027 Yeah but the thing I'm worried about is how they'll join up. Intersecting meshes is messy and I can't ever get the topology right.


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