Nerve Center

Welcome + News/ Rules / Meta thread

Welcome to /agdg/, home away from home.


The recent Fickle Prick spammer infestation proved that the board has unfortunately been unmoderated for the past few months. I have claimed the board and wish to return the board to a fraction of its former glory. I can't always be around, so I'd love you to apply for a board volunteer position using the email provided!

Please add your games to the wiki and help make the best use of the tutorials available there. Some really dedicated anons have been hard at work to make them as helpful as possible.

Shout outs to the recently started thread at >>>/vg/27335 and the official unofficial /agdg/ Disagreement server at

The rules

Please feel free discuss all aspects of game development here.

Make a thread for the game you are working, it will be lovely to follow your stuff. Shining examples of that are sgt. Shinobudev >>30078 and Fables of Laetus bros >>30488. If you want to develop your game concepts or have small tech questions, go to the design/implementation thread >>29080.

Do not spam or dox. Spoiler any NSFW images. Spamming is defined as making the exact same post over and over again, or deliberately trying to hit a thread's bump limit and will get you permabanned.

If a post or thread needs policing, report it and move on. Also, feel free to send any suggestions, critique and complaints to

Detailed notes on allowed content here


Sim Loli

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

Autumn Willow

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

Shinobu Project 2

After completing my dream marriage simulator, I realized I had a loooong way to go for modeling. I learned a great deal about do's and dont's, basic topology, and most importantly, rigging properly. I'll be posting progress in this thread about my journey to becoming a good 3D cartoon modeler so I may start my next VR project with my wife Shinobu. As well as posting tips and providing insight to help others achieve similar results. I will be starting with posts I did not log since 9/30/17.

Design + Implementation General

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources



- Gamemaker:

- Unity:

- UE4 tutorials and resources:

- Godot:

- Sly: (2D)

- Xenko: (2D/3D)

- Construct 2: (2D)

- Urho3D:


- Python:

- Javascript:


- WebGL fundamentals:

- OpenGL in-depth:




Free audio






Other stuff

- An in-depth walkthrough of making a full game from nothing (very, very long series): (episode guide:

- Video series on game design:

- About "juice" AKA game feel:

- Sound effect creator:

- Source code for classic id Software games:

If you know any more resources/tutorials, let me know.




Come watch/add some AGDQ/Speed runs/Vidya with like minded people -

I really, REALLY want to hear your opinions on this.

I was wondering, why there is a relevant number of open source community developed project, while there are almost zero games done that way?

Clearly design and balancing can't be done by the community, but for every other aspect it's just like another program.

>pic Unrelated

charge and release mechanic

i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.

the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.

>you keep a button down and a bar start charging.

>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.

>if you do that too early it's inefficient.

>if you do that too late it's wasted/inefficient.

>your position and what you are aiming at is extremely relevant.

>while charging it's extremely important to move in the right way.

on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.

from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.

when i noticed this similar system in two completely different game i started thinking what other genre could use it.

does anyone knows other (good) game built all around this charging mechanics?

So I have actual experience with coding in multiple languages, but for games I mainly use Construct 2 for development due to simplicity, etc, etc. I have my own minor problems with it, but I'm gonna be taking on a larger project soon, so I'm wondering if learning godot would be a better choice.

Note that I took a quick look at the docs before, and it looked a little complicated, so I passed on learning it...

I was told to come here, maby you can help.

Im working on an isometric game in Gamemaker.

my problem is im stuck on depth.

my character will go under the tree the closer i am to the screen and above the tree when im farther at the top of the screen.

Group projects

Why don't group projects ever work, or even get started to begin with?

How can we fix this?

I want to contribute art and designs and maybe small bits of code to a game project where other people do most of the programming, because I'm not so good at it myself. I crave to design worlds for a game, but this kind of projects seem nearly nonexistent and you need to be crazy good (usually with many things at once) to be hired in a studio.

I've been waiting for so long for an interesting project to surface, but it never seems to happen. Or am I not looking in the right places?

Ideas for Stat System

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:


Reduces the chances of fucking up in battle like critical failures.


Reduces the chances of getting critially hit and getting status effects.


Reduces the chances of messing up dialog


Reduces the chances of messing up in science related skill checks, common sense.


Increase turn order priority.


Reduces the chances of messing up things like lock-picking and stealing.

...and I'm not sure about this one


Minor increase in HP

How do I practice?

Are there common ways to warm up before designing and coding a game?

Stretches or drills I can excercise to throw myself into it?

Like maybe recreating a randomly selected wario ware game from scratch or something.

would that help me in the long run, or would I just be wasting my time.

Persona/SMT fangame

Sup /v/. So, I want to make a Persona fangame that also has SMT elements, such as the Press Turn system. I am going to make it on RPG Maker VX Ace. While it will use SMT's art and music, it will have it's own original plot and characters.

I haven't really fleshed out the plot yet, but here are the basics:

There's a world where demons exist. If a demons is killed, his soul will be transformed into a demon card. Everyone that has one of those can use the demon's powers.

(Basically it's like SMT but instead of trying to talk to the demons to make them join you you just kill them until their demon card drops randomly. Demons will also have elemental affinities, and you can fuse them to create new ones.)

Thoughts so far, /v/?

Is there a good, standard way to do 3D animation? I've been working with Blender, exporting with Collada, and exporting my animations in BVH format, but it's pretty flawed. Namely, I really wish it could be one single file for the whole thing with animations (though I don't care so much about this point. I could handle 1 file for mesh and bones and one file per animation), and Blender's BVH output outputs every single frame independently instead of using proper keyframes (ie. if I have keyframes on frame 1 and 15, BVH instead outputs all interpolations between these keyframes, instead of just giving me the keyframes and letting me interpolate; I shouldn't have to ship a new set of poses to the GPU every frame).

If there isn't anything, I'll just have to output collada plus some hand-made format for rolling into my own format.

Note that I'm doing C++ and OpenGL, so I'm not doing anything that can be solved with a Unity or Unreal solution or anything like that.

I posted in the thread on /v/ but it's kinda dead.

What is a good engine to use for a project in 2D? I've tried using Godot but it's a pain.

I've tried using LOVE but its too lightweight.

Project head refuses to use Unity.

Only option I see at the moment is Game Maker, which is not exactly ideal.

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

Help you code C++/OpenGL/GLSL

Hi guys,

I don't have time to be the lead programmer, or even a credited programmer in your game. But I can offer to solve small problems for you. Please credit nodev in your game instead.

Mainly C++/OpenGL/GLSL, but I can do Javascript or PHP as well.

I can also offer help and suggestions if you're trying to post on StackOverflow but the fucking question-nazis are stopping you from learning.

Here is a Variant type in C++ that I just finished. Although you may not need it, I hope that it is enough for you to know that I'm serious and happy to help you. It's recursive for both itself and it's use in classes. For example:

typedef Variant<int,bool,OwnType> RecursiveVariantType;
RecursiveVariantType v = 12;
RecursiveVariantType x.Set<RecursiveVariantType>(v); // can't use assignment because of copy-assignment operators

works and so does:

class X
Variant<int,bool,RecursiveWrapper<X>> m_data;

If you're wondering what I get out of this, I get to feel like I'm useful.

Full thing incoming.

AoS Revival: Voxelwar Development

>VoxelWar consists of a client and a modification for PySnip. It plays differently than openspades. For example, the scoping system is a bit different: it's harder to aim, so it's more difficult to hit somebody at fog range or to headshot someone. This results in less headshot spam, which makes the game much more fun. For graphics I use an improved version of Voxlap, whose main advantage is that it runs pretty smooth.

Because the original developers on this dropped it cold turkey, we at /v/ would be grateful if you could help us compile and revive this shit. This is the closest we can get to remaking the original AoS, and the source code is still there, so if anyone wants to continue it's development and clean it up, here's the files:


Also, the threads it's supposed to be on are also dead as dick, and wayback machine can only return so much.


Last thread reached bump limit

Old thread: >>27922

Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free

Where the fuck did all the OpenTK and pencil.gaming documentation go? Why aren't there any decent C# wrappers for any graphics API?

What's holding you back?

What specifically is holding you back from making games? Lack of knowledge, lack of art, some mechanic that's giving you trouble, or something else that always gets in your way?

"No motivation" isn't an excuse, either you want to make games or you don't. If you don't have motivation, then there's something discouraging you.

Mine is graphics rendering. I'm an engine dev because that's the way I like it, but I have no idea how to use OpenGL and I don't know where to learn what I need to learn. I mean I can use it, but I have no idea how I'm supposed to use it, so I end up with shitty performance whenever I try to draw many things.

Where to get 2D assets

Hi /agdg/, I'm a competent programmer and I feel fairly confident in my ability to make a game by teaching myself various engines through tutorials online. I also have a couple of ideas for games which I think could be interesting.

Trouble is, I am no artist. In fact, I'd argue I'm one of the worst people you could pick to make art. I can just barely scrape together some passable environment tiles, but I just cannot do character design, art direction, etc.

What resources are there that I can use? I've tried searching for sprite databases, and although the one in the sticky seems alright, I'd like to have a large variety to choose from if possible (I understand that this is difficult given that I'm too dumb to make my own art). Are there any other fairly sized websites hosting sprites that you don't have to pay for/are dirt cheap?

Thanks for your help.

PS: In case you're interested, the current project I'm planning on building is a kind-of single player, top down RPG with a Star Trek kind of thing. You play as a ship commander and have interpersonal relationships with your crew which affects their ability in combat, out-of-combat events, etc. I'd like to make it somewhat freeform so you can be a pirate, law enforcer, diplomat, miner, trader, etc. This image is my sketch for the combat window and is approaching the limits for what I'm capable of producing graphically in GIMP (ships are plagiarised from google images)

Looking for Writefag

I've got the basic mechanics of my boxing game working, and my artist/3d modelling/animator person will be free in a few weeks to work

looking for a writefag to write a story for this, since i wanted it to be sort of a yakuza-like rpg, while also having simple boxing combat

i've got a sort of working tree-based dialogue system

i should note, that you'd be working for free, since i'm as poor as a gypsy, and just want to make a game



Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start with Engineering, then Medical, then Security, then Command and then Science. Hopefully the rest of the work won't be as frustrating as all the stuff I've done so far (pff, as if).

I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

I'll answer any questions you might have in this thread. I'll also have another in /ss13/

You can find information to contact me in the Youtube video, I also go by the alias "Kyron Kiranov"

Here's a link to a Mega with the files you need to run the game and test for yourself:!vxAFXRbY!CcIpEkE83ZsNuVDOnMaZ_cTECmtv3gzeuRfVaDg3pfo

Just a few things to keep in mind! The game, for some reason, runs really badly if you run a server AND a client on the same PC. Keep that in mind or test with another PC, please.

Also READ THE FUCKING MANUAL cause I made one and I'm making them come back in style.

Reviving Ace of Spades

Back in 2011, Ben Aksoy made a neat game called Ace of Spades, but sold it out to Fagex. Since Fagex deleted the source code to the original game, why don't we fix the source code and go from there?

Barring that, why not just remake the game from scratch?


I've been working on a while on this project for a metroidvania.

I am focusing on the technology itself to allow for people to easily create metroidvanias and content for games designed for the engine and less on the game itself.

I think I got it on a state that its worth posting on agdg places.

You can find the code and stuff over

More videos at

Original art, do not steal

Something something everywhere

In this game you get to ride helicopters

I am the most nigger mature

Pretend for a moment I know why you're frowning. Give me peace not. You have power, but do you have grace? Is it possible to improvise or will we die in the blink of an eye or two?

Can we pretend that airplanes don't fall, can we pretend to be nothing at all, can we hide and can we run or will we just get tossed about, like a rag or a bag of skin, in an emptiness that ignores us?

Yet another hacking game

I'm starting to make progress on my spy sim. The short description is its a 'snoop-em-up' where you can hack into peoples computers, follow them around, search their houses when they're not home, examine their credit card charges, etc. All for perfectly valid security reasons of course :^)

This is really a reimagining of an old Sid Meier game called Covert Action. You played a CIA agent going around wiretapping drug cartels and raiding locations, trying to uncover a plot before it was too late. There were two levels of gameplay to it, first being the minigames you performed to tap a phone or search a location (the latter being a topdown shooter that could get pretty intense). But the other layer of gameplay, that I think had more potential, was the metagame of deciding who to investigate and how to allocate your resources. Its this second mechanic that Im trying to focus on with my game. So there won't be a clear 'go here, now go here, now do this' linear procession, it'll be a very organic mix of what do you know, how much time do you have, and what resources are available.

Player resources take the form of cash, earned through successful missions and periodic milestones, as well as freelance work on the side. Another resource is prestige, so you can't simply go around kidnapping people off the streets to interrogate. If you aren't prestigious enough as a private security firm to convince an ISP to hand over a customers records, you can always simply hack your way in, although this will harm your prestige even more, forcing you to spend money on media consultants to protect your brands good name (or take matters into your own hands if a particular journalist is being too persistent).

In the previous example, unmasking a user via their IP, the 'right' way to do it is to build up enough evidence against the suspect to get a subpoena to force the ISP to hand over the records. There will be a lot of weight given to legal-but-cumbersome versus questionable-but-direct methods. I'm not sure if I want to address 'enhanced interrogation' directly, but the questions it raised are definitely a theme of the game.


It is playable at

It only lacks the players :'(

Here is an old video

I removed fireball since then

I'll use this thread to devlog, we can discuss features and weapons and game modes here too!

Please play my game!!

This week I'm trying to make it run on mobile browser, then maybe later I think I'll go back to making npcs and PvE

Platform Fighter

I made some sprite for a plataform fighter i'm planning to make. it's only the second time in my life i use gimp and i never attempted pixel art (or drawing) in general.

Is it the best board to ask for this? didn't went to loomis because my intentions are to make those good for vidya more than good for the eyes if i can do both the better

Looking for artist/art fag

A friend and i are working on a KND dating sim, right now we've no artfags at all it's just me and him and we're gonna make it in Ren'Py most likely

Could anyone possibly give me a simple "sprite" for lack of a better word of Numbuh 86 simply standing, with 3 different facial expressions, them being neutral, angry, and happy

If anyone is able to do it, could it please be in an Artstyle similar to pic related, what's a WEG without an attractive artstyle,right?

Started kickstarter friday. Only got 3% so far. Demo's in the campaign. What else do I need?

W.O.R.M. Online

Yup, that's the game I'm working on. A worm gear is a nifty looking gear with a spiral that threads through the teeth of a gear. It's a type of memory that stands for write-once-read-many. If it's all the same to aggy-daggy, I'll post progress here for anyone interested.

We've got a wiki

Get in here faggots and make an entry for your game

Turn Based Strategy game with midgets

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suited for destroying fortified units. Experimenting with things like smoke and chemical weapons could be cool, too.

I'd also like to expand more on the environment having a greater role in the game, where it not only affects unit movement, camouflage and defensiveness, but can also be altered, so things like forests and cities could also be flattened if enough artillery is dropped on them. It would also make for a cool aesthetic, with the battlefield slowly turning into a grayish-brown mess after enough conflict has occurred.

I would prefer the game (at least, the single player campaign) operate somewhat similarly to a roguelike rather than a conventional strategy game campaign, in that you progress through the conquest of the enemy nation as a series of semi-randomized battles, where your troops and equipment is "purchased" along the way with funds you acquire. This would also present the opportunity for a larger arsenal of units that wouldn't need to be meticulously balanced; something I like is the idea of patterning each faction's unit list in a somewhat realistic manner, where early-game units might be primitive WWI-style tanks, however while these would eventually become outdated with the introduction of superior technology, the old tanks could at least stay somewhat relevant in late game by introducing upgunned/uparmored versions of those units, or variants converted to become tank destroyers or self-propelled guns. In-game this could function as a kind of upgrade system.

Anyway, since I've mostly just created artwork for the game, I'll use this thread to dump what I have so far.

Windows retrogaming

I realize this is more of a /tech/ thread, but since the Stallmanist screeching would blot out anything to do with Windows or gaming, and /v/ are too technically illiterate, this seems like probably the best board to ask.

The state of emulation for early Windows games is simply atrocious. The booter and DOS eras are pretty well covered, and of course nearly all Win ≥7 games still work under Win 8/10 with minor tweaks at worst, but the 95/98/ME era is utter disaster, and the XP era, especially the transitional early XP era, verges on impossible.

MS's official hypervisor environments don't support hardware 3D, WINE on Linux varies from flawless to complete joke, and emulators like PCem or QEMU are primarily for DOS with very limited support for Windows or the era-specific graphics/audio hardware used by period games. This leads to my question.

Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

Minigames to get into amateur gamedev

As stupid as it seems, although I can program, I don't know how to apply the 'programming mindset' for a game. My plan would be to make a sandbox game like Animal Crossing but I feel like I should learn how to make minigames or simpler stuff before I jump to that big project. I also don't know what to use:

Unity? I heard it's relatively easy and I can get shit done with C# (I can also use Java and C) and I can get a multiplat game easylly with no fuss. Any recommendation or suggestion?

Space Station 13

so we have an actual full time 24/7 server up, we have someone looking after that server and we have a mapper but so far the most important aspect we need hasn't shown up yet, which is coders.

we need coders otherwise our server is going to fail horribly, please consider having a look at byonds language and coding for us.

if you are interested please contact me at discord Wolfspider#8471

Sup /adgq/. I'm planning on making a sort of game backend thing with a database (MySQL? or maybe a higher performance one if it matters) and a front end in whatever. Would this be at all viable? I didn't try benchmarking latencies or throughput yet so I have no idea if it's going to cause issues loading object data from a database for a game.

Good 3D Modelling Resources

Wanna develop vidya (and beyond) already can program and know how to progress in that area, but how to get ahead in 3D art? CGCookie seemed like a good intro to Blender, but after running you through the very basics they went full Jew and blocked the rest until I give them shekels.

What other good resources are there for getting on with proper modelling in Blender rather than just kiddie shit like copy, add, navigate and delete?

Grocery Sim

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

>Thanks for tuning in at Brackeys



/Also requesting some minimalist starter code

2d beat-em up where you play as cartoony monster girls.

Hi there! First off, let me just say thank you for taking the time to read this post. We here at Team Salmon realize that you are a busy individual with a scheduale so lets get to the point.

Here is the current build of our prototype for our Debut title "Monster bust" (think streets of rage with Monster girls).

The controls are

z = Jump

x = Punch

c = Kick

There is no button to close the program at the time of this post, just close the window when you are finished.

We would appreciate any honest feed back you fellas might have, it would help us improve.

Would people buy an rpg maker game?

So I spent the last week designing on paper a game that was wondering my mind for a while.

So I want to build a city building game. Pic related is one of my favorite games of all time and I would like to make something similar.

My question is... What engine should I use? I'm torn between Godot and Unity. Personally I am decently fluent in C#, while I know just a couple of swear words in Python, so probably Unity is better, but I like Godot for its better support of 2D and open source structure.

What do you guys say?

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

posted in /v/ as well but:

>top down

>player is alone vs rooms of enemies, kind of like hotline in setup

>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room

>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)

>player doesn't have a health bar, they die upon a successful enemy attack

>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well

>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight

>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)

>player has a gun they carry with them throughout the game, has a preset amount of bullets, not

>is reloaded only between rooms, can't be used as the player's primary option

>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu

>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'

>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking enemies off will only get you so far)

>the further into the zone the player gets, the more bonuses they recieve. melee attacks do more damage and stun longer, shots are lethal at longer range and autoaim up close, sprint recharges much faster

>if the player spends several seconds in the middle of a intense fight and is making crazy plays, maxes out the zone gauge, they can pull off a special move killing nearby enemies in a badass and satisfying animation

>enemies will always act in a deterministic way to certain conditions, no random element in how they behave

>quick restarts after death

>every enemy in a room has 3-4 different spawn locations, randomized on level load, meaning the room will have a huge amount of permutations and be near impossible to bruteforce, actually need to gitgud

>different enemy types introduced beyond 'dude with gun', possibly enemies that are slow and unarmed but immune to player stuns, enemies immune to enviro hazards, etc.

>maybe a nu-arpg style skill tree to let the player specialise- bullet time in sprint, extra ammo per room, faster movement, etc

would you play?

Meta Thread

How can we improve traffic to this board?

Even years back on /vg/, /agdg/ was it's own distinct thing, and shitposting aside, had more than enough traffic to justify its own board. Here we are, but we've been slowly dwindling users sitewide. Even /v/ is much slower and filled with shitposting, and this board gets maybe 1-2 posts a day, and essentially is a slower archive of the /v/ threads.

I always thought of /agdg/ as it's own entity, rather than piggybacking off of /v/.

I should mention that I'm not the board owner, but a concerned anon.

Approaches and algorithms

So I've been having troubles with writing parts of my game like z-layering and structuring my game code. Are there any good resources on algorithms and code structure? Or should I just cheese it

Game Mechanics

So I made a library that allows you to add any game mechanic to your game in few lines...

You know how sometimes you think of this cool addition to existing genre, be it a new mechanic or just doing things different, so you start coding this idea but then you realize that this game have shitloads of mechanics (especially when talking about RPG) and just left the project out of frustration?

So I made this (very) simple library, it allows you to create and share mechanics, it's still very new and

you can't persist data just yet (you can write the mechanic code but I need to write some database wrappers).

I honestly think that with some community anyone could have any mechanic they want in their game and work on the

part that motivated them in the first place.

I still have a lot to do and I also want to build generic RPG mechanics such as inventory, player stats, quests etc..

for now, it would be awesome if you could take a look around at the project, I made a page on how to create a very simple fishing mechanic and how to implement it (2 minute implementation)

2b or not 2b

These are some pretty big questions that lead to large discussions so I felt they needed a whole thread.

>want to develop game but I feel like using jewnity is a cuck-out but don't have enough knowledge to design an engine

>idea that I really, really want to so requires a medium-scale game but don't have a lot of experience so I can either do it medium scale and potentially fuck it up or do a small scale game and maybe remake it later with more content

>don't know how to art so wondering if I should get somebody (and potentially waste their time or have them waste my time) or just do it myself

>if i make a small scale game with my idea, i don't know if I should waste time bugfixing it and improving it/adding more stuff or just remake it completely with more experience and content

Any advice?


Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:

I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips): link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:

Alright, I don't post much but I wanted to show you guys what I've got. I'm hoping to polish this up over the course of January and go public.

Back on demo day I posted a Mega Man (Z)X style platformer, titled "Dash Blitz". Then I vanished off the face of the earth.

Since then I think the game's improved a lot. I'd love to get some feedback, demo day helped kick my ass in gear and get a lot of shit done I hadn't even thought about.!hfgg0Z5Q!Amngng-ctKDaRys1OFySRV4v9CSyhUNxKaedKqWr3lA

I've got some low quality webms as well so you can see just how bad I am at my own game. The music is filler, hopefully my musicians will get something to me soon.

>The pitch

Dash Blitz is a fast, fluid platformer with an emphasis on boss battles and head-to-head versus elements. I'd say it falls just short of a "fighting game" or "platform fighter", but is designed around head-to-head play. The goal is a game that's easy on the eyes and feels good just to handle. Something fast-paced but ultimately quite simple.

The game's split between its standard fights, where you can add in AI fighters for light boss battles, and Qualifiers, where you try to smash up all enemies and get to the exit as fast as possible.

I recommend using a gamepad. Keyboard controls are an option, but you should probably customise them first.

>Character select

The teleporters in the middle of the lobby will change your character. Just interact with any of the active pods.

The frog, Kero, is very out of date. She's perfectly functional, just an eyesore with awkward attacks. Everyone else should be fine.


Same deal, just access the teleporters on the left of the lobby. In multiplayer you should be able to put the chosen stage to a vote, but I haven't tested this too much.

>Adding AI

From the lobby, drop down to the ground floor. There's a series of monitors there with plus and minus buttons. By interacting with those buttons (Y Button, or A key by default) you can add up to four AI characters and change their colours. You can also change their difficulty with the blue button at the top of the monitor, but that's not really too functional right now.

Currently only #1 has an AI routine. The other characters just act like sandbags. Changing difficulty doesn't change his routine at this stage, but it will prevent him from flinching.

>Playing Qualifiers

Qualifiers are in the Challenge tower, right at the top of the lobby. Just access the teleporter on the right to go to your character's teleporter.

Currently only #1 and Rondo have working qualifiers. You can still take the other two characters into these stages in co-op.

>Switching off cutscenes

You, uh, you can't right now. In the future you'll be able to switch them on and off for each mode.


Currently not implemented, but I think I'll be able to get them into my next demo. I've knocked out a lot of the work around them, but there's still visuals to set up.

It's important to me that the items are implemented as early as possible, though.


On Publishing

Has anyone gone through this process, and how did you go about it and remain somewhat incognito? Can you pull off something like a writer's pseudonym, or will it always obviously run right back to you?



>Website(read dev logs and get builds)

>Twitter(alerts on new logs)

I've never made a full thread for my project, so I suppose I will now since the demo day is today and people may come here for information. It'll be another good place to log stuff at too.

Occultus is a 2D action platforming game inspired by several of the great ones from the late 80's and early 90's. The controls are straightforward and the objective is simple: get to the end of the stage and defeat the boss to move on to the next one until you beat the game.

I've tried to design the game with a high-ish level of challenge, but not in a mindless manner. I have attempted to put thought into every enemy placement, how I introduce obstacles and new foes, and to what degree I expect the play to be prepared for what lies ahead. So while some stages are harder (or easier) than others, I do my best to continually provide the most engaging challenge I can, while being fair. After all, the game is ultimately you the player pitting your skills against my design abilities. So expect the game to put up a good fight, don't go in expecting to beat it easily. But maybe you're a lot better than me and you'll find my challenges easy, who knows.

I'll try to keep this thread up to date with stuff I'm working on. I'll also try to visit every now and then to answer any questions if anyone ever has any.

JoN2 - Jack-o-Nine-2

Hey fellow nodevs...

This thread is for the development of Jack-o-Nine-2 slave training game, or JoN2 for short

First of all, I was just want to say that I already had a dead thread in /hgg/, but since most of the traffic there is just about brainded horny anons, it was frustrating finding any input that mattered

Second, I first start this project about two years ago, I did some nice progress for a long while but it remained half dead for most of that time, including some HD crash that really crashed my motivation

now I'm back with a newfound motivation, and mostly because I got a lot a free time now and need a creative outlet, I really think its a good idea even though I have very little chance of getting anything back

So what the game is supposed to be about? its basically a spiritual successor to the original Jack-o-Nine-Tails

at first it was supposed to be more of re-write of the original in sensible code, but now I'm aiming to distance myself from it for a simple reason: the game was boring

though the original had a really good slave training mechanic, you need to manage your slave body and mental health, in sort needing to break her in without breaking her mind

however the game was mostly constituted of stolen random pictures that didn't fit together, and somewhat unplanned by design, but having very bad ecchi content,

thus failing at in main objective, that is to be an hentai game, what I want to do instead is inherit that slave training depth while also giving it good hentai to fap to

For that task I've chosen godot which is a reasonable featured open-source engine and easy enough to work with (which I'm sure most of you know it already)

I'm aiming for the same basic navigation design for the overall game, just menu based navigation, with the occasional dialog or something else, in general daily training aspect will be the same

and of course one of the biggest let downs were the unrelated stolen images, my idea was to break this by introducing paperdoll mechanic, where you have a whole lot of variety while maintaining uniformity

for that I took on a goal of ripping art assets from good old KISS 2d games, which were practically masters of the paperdoll art,

with the help of talented anon I was able to rip from CRV and make sane importing system so that we can use them without going crazy,

this was planned of course only as example since its stolen anyway, should any derailed anon want to design its own art for this in the future,

but it could also be done by smart 3d rendering of layering and imports, or even implementing the 3d right into the game, but only a possibility for real distant future

The code is fully copyleft and hosted now on gitgud, if anyone wants to check it out

pic related were some pretty old samples, first is navigation, second is the layering at work

what ever happen to Plok3D dev?

Do anyone remember him?

Whats with the agdg guys and being so unwilling to actually follow through? Its like every time I talk serious with you people, you freak out and go no-contact, like youre scared of actually getting something done.

In the long long ago, I worked with an independent studio in a permanent position, after a couple of years we had to downsize because we had some salty ass programmers get a beef with each other and ended up with the programming lead the only one left. He about had a cow and we immediately tried to replace them, but this was juuust about the time Indies were blowing up, and suddenly every faggot on gamasutra with a high school programming credit wanted insane levels of pay. The director stepped down and I was put in charge, I put a halt on development, dumped a few dozen grand into the studio, and pulled out some smaller, personal projects so we could produce quick content and get some new cash flow.

Then our servers ????? Resulting in massive data loss, our programmer had forgot to back up his work the entire month, and all of my personal backups of his builds were from the same timeline. He got frustrated and quit, I literally begged him to not give up, but he told me "good luck" and fucked off for 5 years before contacting me again.

After learning just how fucking hard programming is with dyscalculia is (Even a visual system like gmk eventually hits a wall where I get a fucking panic attack trying to figure what the fuck im doing wrong.) I fell into a drunken mess, got a shitty wagecuck job, and have lived miserably since.

But every now and then I come into agdg threads, pick up some guys, and become immediately disappointed by their unwillingness to work.

What does it take to get you people to devote a fraction of time each week towards something you supposedly wish to do? What do you want, scifi games? Fantasy? Noir? Platformer? Action? Puzzle? Ive got them all, premade, in need of nothing but a programmer and artists. What excuses can you possibly keep making?

What is honestly stopping you from saying "you know what, former professional artist and systems designer? Youre right, I need to stop being a self loathing neet, and make a fucking game"?

So i tried using rpg maker

I see some really neat rpg maker projects floating around (space funeral, Yume Nikki, Off, etc) so I decided to give the program a serious shot for the first time in a year

For a little thing developed in the span of three weeks, I think it came out alright.

I avoided the typical pitfalls of RPG maker games (generic fantasy cliches and tropes, stock assets, etc) and i tried to take some pointers from devs like thecatamites and ToG in making this nonsense.

The program is very, very restricting unless you feel like picking up ruby and/or finding a fuckload of custom scripts. I used XP, by the way, and earlier versions don't even have support for custom scripts.

If you want to make a 2d jrpg, it's okay. Obviously, anything much different than that isn't going to work well.

It does what it says it does well, but don't expect any more.

Anyone else have experience with this shit?

Godot Engine General

ITT: we discuss the Godot engine







Progress General #6

Post what you're dithering on.

Previous thread >>24615

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.

thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.

inb4 waste of time


I want to mod Tome4, need art!

I made this thread on /v/, and they directed me here...

I am making a mod for Tales of Maj'Eyal, also known as Tome4 (Tome1, 2, 3 were "Tales of Middle Earth")

The mod is a new race (kinda OP one actually :/ because I suck at the game, but didn't wanted to cheat too much) that I made new lore, dungeon, talents, even abused some game mechanics in unindenteded ways.

I wanted to add some lore art, like the ones I posted (this is from existing in-game lore art), but I am not an artist...

Someone know where I can find that?

My mod is open source, and it works only on the open source campaign (I don't even own the paid campaign), so of course I can't pay anyone.

Urho3D 1.7 Released

Urho3D game engine got new release.

Change log:

Making Games :)

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games


40€/High-Quality 3D-Games

+10€ for own Licenses +2€ for publish online with your name.

Hello /agdg/

I want to invite you to join my discord server, 24

>what is 24?

24 is a place for people with niche interests to come, hang out, listen to good music and talk to each other. I advertised here specifically because the server seems to attract a very creative group of people (more than I expect) and I bet you guys would be interested.

I advertised in very, very specific boards and this place being a niche group with high-quality discussion ticked all the boxes.

Welcome to 24!

Can we get some kind of dumping ground for Unity packages for systems and code on the Asset Store? For those who aren't confident of spending dosh only to find out a promising package is either garbage or doesn't work for their projects like they intended.

Other engine packages/plugins welcome.

I used to have a torrent of packages, but they were for Unity4 and I can't find the link anymore. Will add if I can.

What would be your dream game to help develop /agdg/?

And no judging! We all have different wants in gaming

Debug Menus and Functions

Do any of you guys use debug modes in your games? Do they help in development or are they just a waste of time?

Hello everyone

I am posting the latest build of my team's project

We're making neat little Zelda Hydlide Dragon Slayer clone action adventure game starring a robot boy who's lost his memories.

Post comments, suggestions, etc. either ITT or on our blog (read the readme)









Making a game in RPG Maker

Please provide me with dumb ideas.

Making your own engine

Has anyone else been stupid enough to start game programming by making their own engine?

Let's talk libraries, architecture and tool development.


This shit is amazing, but I don't see a topic on it yet. Just finished my first project and I'm pretty excited.

What have you done in LÖVE?