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/jp/ - Otaku Culture


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11095114 No.11095114 [Reply] [Original]

I want to play this game, /jp/.
Make it.

>> No.11095121

sent ;)

>> No.11095131

>>11095121
Thanks.

Can you confirm this, Derek?

>> No.11095140

>>11095131
confirmed ;)

>> No.11095152

It looks like kusoge

>> No.11095154

>>11095140
Derek smiles the other way.

>> No.11095156

I'd rather make a game with it's own unique characters, not Touhou characters

>> No.11095182

>>11095156
make it moddable, so we can add in touhous

>> No.11095212

she want a cucumber.

>> No.11095245
File: 150 KB, 958x539, rKwBu.jpg [View same] [iqdb] [saucenao] [google]
11095245

http://www.mediafire.com/download/uxycflduz4izm40/USC.rar

>> No.11095252

>>11095245
Played that, it's lonely there.

>> No.11095339

Gimme some sprites and I'll make your game OP.

>> No.11095352

http://danbooru.donmai.us/pools/1636

>> No.11095355

>>11095140
I like the layout, reminds me of Atelier Iris. Would def like to play an mmo typegame with /jp/ in that style of world.

>> No.11095362

>>11095352
Let's go one at a time.

>> No.11095366

That guy does a lot of cool mockups. I like the Zelda one.

Also check the zuntendo tag on Pixiv.

>> No.11095422

>>11095352
Has anyone even tried to make a real game out of this? That would make him happy wouldn't it?

>> No.11095517

If you were going to make your own game, then what kind of game would you make?

>> No.11095572

>>11095517
An SRPG, probably

>> No.11095618

what is this supposed to be?

>> No.11095635

>>11095517
Fully immersive VR game using military grade equipment. I would make so you can do anything, be anyone. I would sell the game carnival-style, where a certain amount of money would get you a certain amount of time.

>> No.11095647

>>11095635
that's dumb.

>> No.11095659

>>11095572
what kind

>> No.11095660

>>11095647
It's no more stupider than any Sim game.

>> No.11095684

>>11095114
If someone provided me artwork, I'd gladly start working on the game engine and tech.

>> No.11095715

>>11095517

There's too many things I wanna make. The thing I want most is a wild 3D beat-em-up in a magical land. You play as a shut-in rich girl that gets kicked out of her home by her sister because she's lazy and does nothing but read stories about legends. You're pretty much playing through missions and exploring the land so you can make your own legend and earn the right to be lazy all day at home.

>> No.11095718

>>11095684
Stick around here, it's why I made the thread. I may have nothing worth contributing, but I'd at least make this thread yearly.

>> No.11095822

>>11095684
that's not how it works
you make the game engine and tech
then you find an artist

>I'll be the creative direction hurrrrrrrrrrr

>> No.11095906

>>11095822
Who are you quoting, obnoxious /v/ermin?

>> No.11097219

I don't know why /jp/ hasn't made a game yet. There's people that can draw, and there's a clear overlap of /prog/ posters in here.

So why?

>> No.11097222

>>11097219
No one wants to code the garbage collection or draw the grass.

>> No.11097225
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11097225

>>11097222
>No one wants to code the garbage collection
You can just code it atop .NET!

>> No.11097233
File: 39 KB, 500x480, ZoGoT.png [View same] [iqdb] [saucenao] [google]
11097233

>>11097219
Isn't it obvious?

>> No.11097242

>>11097219
Making a game is hard work!

>> No.11097254
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11097254

>>11097242
it's true...

>> No.11097257
File: 454 KB, 1366x768, 1652103.png [View same] [iqdb] [saucenao] [google]
11097257

This project died as well?

>> No.11097261 [SPOILER] 
File: 39 KB, 639x359, 1164336512603.jpg [View same] [iqdb] [saucenao] [google]
11097261

>>11095517
3D Mami Tomoe adventure. You'd run around pulling guns out of your body and shooting various paper-craft enemies while collecting cake. Possibly guest staring Yomiko Readman and Archer Emiya

>> No.11097264
File: 76 KB, 59x68, aya_animation_1_by_spikewible-d31u7ht.gif [View same] [iqdb] [saucenao] [google]
11097264

>> No.11097267

>>11097219
/jp/ isn't /tg/

>> No.11097270

>>11097219
I'm lazy and would rather not work with other people, especially not ones from an anonymous image board.

>> No.11097394

>>11097219
>There's people that can draw
Actually that's not true. You can find a lot of fan-arts but when it comes to draw materials for a game it feels more like working and artists get bored easily.

The remedy would be to hire and pay artists but do you really expect /jp/ to money for that?
bonus point when you have to pay for shitty arts

>> No.11097441

>>11095114
Consider it fucking done. Come back to /jp/ the 26/12/2013. You'll have a thread waiting.

>> No.11097448
File: 633 KB, 1280x720, 1372178992020.png [View same] [iqdb] [saucenao] [google]
11097448

Will it feature cute characters like in my pic?

>> No.11097451

>>11097441
Tadaima.

>> No.11097453

>>11097448
It will feature cute things like this *grabs dick*

>> No.11097457

>>11097441
Deal.

I swear to god : I'll check on /jp/ that day, no matter what.

>> No.11097460
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11097460

>>11097453
Hey, I'm alright with that too!

You're pretty good at this.

>> No.11097461

>>11097448
You got me all excited about a new character only to find out she transforms into some boob woman. Fuck that.

>> No.11097480

>>11095114
i'm making the game right now
please wait warmly

>> No.11097499
File: 21 KB, 320x256, dowait.jpg [View same] [iqdb] [saucenao] [google]
11097499

>>11097480

>> No.11097509

>>11097499
How come he still had electricity when he's dead and couldn't pay the bills?

>> No.11097526

>>11097509
he waits patiently but he's shocked.

>> No.11097529

>>11097509
He runs his own hydroelectric generator.

>> No.11097594

>>11097509
He got so bored of waiting, he kicked over an medical skeleton and it fell on the keyboard.

>> No.11097617

>>11097594
Did he throw up some cobwebs too?

>> No.11097630

>>11095517
A yuri tower defense game, where the enemies are first-year students recently enrolled in a prestigious girls' high school and your "towers" are gentle onee-sama type girls who seek to initiate them into the forbidden pleasures two girls can enjoy together. Your towers throw flowers instead of shooting bullets or spikes, and when an enemy is defeated, she walks over the tower who "destroyed" her with hearts over her head and vanishes. This gives you "lily points" to use in constructing or upgrading your towers. Upgrades can be generic damage/range/speed increases or tower-specific traits like "stalker" (tower becomes mobile and slowly chases after targets to keep them in firing range) or "monogamous" (prompts a choice for a single first year girl, the tower will prioritize this enemy over any other target and gain bonus damage against her).

A tower's features would be based on the flowers she utilizes: Stylidium, for example, would be a slow-charging, close-range tower that launches back any target she hits for a significant distance and hinders their movement afterwards (the pollination mechanism of this flower involves ramming a touch-responsive column into any insect unfortunate enough to fly near it, and the plant also secretes a sticky mucilage to trap insects), while a bladderwort tower would periodically produce a suction wave and heavily damage any enemy drawn near her at the time. The towers' design can also draw from the flowers they use: Bladderwort-tan for example could be a petite, school swimsuit-wearing member of the swimming club, while Stylidium-tan would be an aggressive tsundere. The towers could also wear the flowers of their plants on their hair.

It goes without saying that the lily tower should be the strongest and most expensive unit in the game.

>> No.11097673

>>11097630
http://steamcommunity.com/sharedfiles/filedetails/?id=92918806

There's kind of something like that.

>> No.11097698

>>11097673
The music was terrible.
The game seems terrible.

>> No.11097706

>>11097673
Isn't that more of a turn-based strategy game than tower defense, though? But thank you for pointing it out, it looks like a nice game.

Speaking of turn-based strategy, a Gadget Trial that didn't devolve to Souka Wars could have been nice too.

>> No.11097768

>>11095245
This game was ultra boring when it came out not so long ago.

>> No.11097793

>>11097673
What the fuck is this.

>> No.11097787

What about a turn-based touhou strategy game? Something like Final Fantasy Tactics, except your party is made of touhous

>> No.11097842

>>11097509
It burned into the screen.

>> No.11097845

>>11097441
There aren't 26 months in the year.

>> No.11097849

>>11097842
You can't see ghosts when the monitor is off.

>> No.11097855

>>11097849
My friend's dad had a display that had a newspaper front page burned into the display that was visible while the it was turned off.

>> No.11097868

>>11097509
It could be an e-ink display.

That monitor looks pretty high-tech, and this image is presumably from the future.

>> No.11097932

>>11097257
It doesn't look so bad, what is this?

>> No.11097956

>>11097932
It looks like one of the earlier versions of Taisei Project:
http://www.youtube.com/watch?v=HXuYmsA-1ng

Not sure though.

>> No.11098006

>>11097257
Ok, one is Reisen, and what about second one?

>>11097956
Or maybe they gave up on Zun-arts and did black-and-white version?

>> No.11098062

i could probably make a game if my motivation and attention span wasnt shit.

>> No.11098309

>>11095517

It would basically be Touhou with a different setting with different characters, which is why I'm not making it.

>> No.11098962

>>11095517
some sorta monster hunter like game, but with magical girls.

>> No.11099063

>>11098962
Are you hunting magical girls or playing a magical girl hunting monsters?
also have you guys heard of this touhou doujin game? http://www.youtube.com/watch?v=m5QHhFuAJPE

>> No.11099101

touhou moon

>> No.11099174

>>11099063
it would be playing as a magical girl fighting the usual things that appear in magical girl animes.
there would be frilly dresses, flying, nanohalasers, tentacles and other fun stuff.

>> No.11099207

Anyone know where the sprites in OP's image came from?

>> No.11099871

>>11098006
It looks like Kaguya. And it seems you don;t have a life bar, just "motivation" bar.

>> No.11099885
File: 16 KB, 480x360, 18462184.png [View same] [iqdb] [saucenao] [google]
11099885

>>11099207
They're custom. That guy does a bunch of pixel art mock-ups:
http://www.pixiv.net/member.php?id=648642

>> No.11099886

>>11097441
what

>> No.11099921 [DELETED] 

>>11097242
That's not true. Even making a game from scratch is just a lot of work. None of it is particularly hard work. It's only hard as in you are "intelligent" if you can type
>./configure && make && make install
over and over, and google error messages and read tutorials.

>> No.11099943

>>11097242
That's not true. Even making a game from scratch is just a lot of work. None of it is particularly hard work. It's only hard as in you are "intelligent" if you can type
>./configure && make && make install
over and over, and google error messages and read tutorials.

>> No.11099949

>>11099943
>>using autotools

Fucking GNU devs. Your build system is one of the worst things to happen to computing in the past 20 years.

>> No.11099983

>>11099949
>your
Whoa there buddy I'm no GNU dev. But unless you want to use outdated binaries or port every library you're going to have to get used to stuff like GNU make.

>> No.11100059

>>11099983
How about writing portable code and using standard makefiles?

If you absolutely need to do something a certain way, e.g. Windows requires a certain header file, use #ifdefs. Hell, write a Windows-specific header file.

Autotools is arguably less portable, since the last time I checked, the configuration scripts it generates include bashisms.

>> No.11100158

>>11100059
Not my libraries. Like that other anon said nobody wants to code garbage collection or draw grass.

You can always cross-compile with mingw or cygwin for the libraries and do your own application normally.

This gives an idea of what you might need for a fairly standard 2D and simple type of game project. While not directly a game itself mind you.
>http://www.pygame.org/wiki/MinGWBuildingDependenciesByHand

>> No.11100181

I know how to write game engines, as well as how to optimize game engines and of course wrap everything up to work as actual games.
I can't draw worth shit though, and from my own experience, artists with the skill to actually draw proper game assets, tend to be too full of themselves and or too eager to use their art for something, that they drop projects only to support something else.

Provided you don't manage to tie one down through contracts or something.
But that's so troublesome, if not even costly. And on that tangent I am no too comfortable when it comes to interacting with other people, so in the end I haven't really done much of anything.

If I can learn how to draw in 15 years, and learn how to make music in 15 years, I might be able to make some indie game sometime in my 50s, provided people still play games then.

>> No.11100184
File: 312 KB, 1280x720, paper cirno.jpg [View same] [iqdb] [saucenao] [google]
11100184

>>11095114
The premise for this is super dumb but it looks good.

I want this to be a real thing

>> No.11100192

>>11100059
>>11100158
Instead of being so focused on portability, executables and optimizing I wish people would actually fucking start to code a game instead.

Reminds me that I'm also amused at all those flame-wars ongoing between the programming languages when it comes to hobby development on 4chan, or everywhere on internet actually. People sure know how to bash everyone but we're all still waiting for them to fucking release something.

>> No.11100220

>>11100192
Fucking this.

Nobody cares how optimized your code is or how portable it is. People only care about playing a fucking game.

>> No.11100238

>>11100059
>>11100158
Add onto that stuff like libman, xvid, lua, odbc, glu, qt, PostgreSQL or SQL Lite, Newton, libxml, Assimp, and so on. You end up with a lot of subsystems in a game that you don't want to or have time to get too involved with.

>>11100192
>>11100220
It wasn't a point about the optimization or portability. It was about the configuration and maintainability of dependencies.

If you want to actually make a game you are probably better off sticking with something like Game Maker.

>> No.11100279

>>11100192
>>11100220
Brutal Touhou is not the hero you need but the hero you deserve.

>> No.11100297

>>11100181
As a fellow programmer I can attest to this.

Artists know their importance so it's just impossible to find one unless you're willing to suck it up to them all the time. That's lame but it's reality, this is why I envy Japanese people because at least they have an insane amount of artists or wannabe artists creating Touhou materials on a daily basis. Meanwhile, we have shitty communities like Deviantart which are more focused on fame and licenses than anything, don't even think about using their arts which they probably don't even use.

I can only suggest you to learn how to draw. Go by the whole process, beginning with basis anatomy. It doesn't mean that you'll be able to draw shit but at least you -will know how it's supposed to be done- and to be honest it helped me a lot when editing any kind of sprites after that (even if I still suck at it).

The only drawback being that once you started to do everything yourself, you might just stop at some point and think : "Wait, what's the fucking point? Why am I wasting my time to make a game and share it with people (probably lots of artists in the pool) who don't give a flying fuck about helping others? Fuck this."

>>11100238
Depends. Actually even RPG Maker might be enough to make a good game, the problem being that free tools means lots of shitty games in the pool. Add to that the stuck-up artists I mentioned earlier and you can partially understand why we have so many shitty games.

>> No.11100324

>>11100297
I don't know. I think that argument is just garbage.
>if only I had an artist I wouldn't be lazy
Meanwhile you could have gotten an entire game finished with placeholder assets or your own poor attempts like other doujinsoft circles do.

Of course artists are vain, especially the western ones that grew up in western fandom communities. So?

If all you needed were art assets to finish your game then it would be finished pretty quick.

>> No.11100332

>>11100238
I (almost) wrote my game in pure java, not even needed openGL - GUI in XML, patterns and enemy movements in JS, images in SVG (for vectors), l18n and UTF-8 everywhere because fuck you shift-jis, all cool shit like that. I rewrited it like four times and still have no motivation to finish it.

My friend noticed me rhat someone posted preview here >>11097257

The most troublesome thing in programming is. motivation, indeed. That's why I hate myself for being a lazy fuck.

>> No.11100333

>>11100238
>If you want to actually make a game you are probably better off sticking with something like Game Maker.

Sadly, this is true. There is so much work that needs to be done on tech and there are so many potential problems that it becomes not worth it for the average one-man game dev team.

>> No.11100358

>>11100181
>>11100297
These. I've made more "move the ball into the square" games than I can count. It's not that I can't program something more advanced (I've made squareballing games you wouldn't believe), it's that I don't have the assets.

Sure, there are some fantastic "open" assets outs there, but nobody wants to make a serious game using the same sprite sheet and music that everyone else is using. As with any project, you need that individuality. This is my game, this is the tone, this is how it looks. I think part of the reason a lot of teenagers' Game Maker games are so shitty is because they build their games entirely around the resources they have available.

Basically, more artists need to learn 3D modelling and pixel art. Then make friends with programmers. There's more than enough of us competent enough to make a good game.

>> No.11100386

>>11100332
Java is a programming language. OpenGL is a library specification. You could use all the stuff mentioned and only use C or C++ so it's not a real comparison.

Java is probably a better language with more support and easily available libraries for stuff like administrative tasks. On the other hand it has classically been poor for things like graphics and in my opinion GUI and event handling.

Although it has no doubt been improved you are probably better off using C# rather than Java so you can easily use DirectX.

>> No.11100421

>>11100358
>Sure, there are some fantastic "open" assets outs there, but nobody wants to make a serious game using the same sprite sheet and music that everyone else is using
Say that again after you've seen the many thousands of custom SC1, WC3 maps with more game types than you can ever dream of.

If anything, easily used assets promote game creation, rather than the opposite. As of now, you look retarded and lazy compared to the many 15 year olds who actually manage to create maps that people play/played.

>> No.11100448

>>11100421
I understand what he's talking about, though. If you use someone else's sprites, your game feels artificial; it's as if you don't really own it.

I want MY art and MY music and MY code in MY game, and that's why I'm learning to draw and compose.

>> No.11100455

>>11100358
A lot of projects start by rapid prototyping with existing assets usually from existing games.

I think the problem is that a lot of programmers and creators can't make a proper plan of what to do. It's like they lack both inspiration and motivation by the time they need it.

In the end a game engine is just an interactive viewer for a game. You have to know what it is you're trying to view. Lets make an analogy to the world wide web.

>goal is to make an interactive media site like youtube or something
>start by making a web browser
>get to the point you can load some basic html
>make a basic html website
>no web designer
>give up

Sounds stupid right? Of course you don't make your own web browser to make a web site. For games you also have a lot of existing game engines in all flavors of freedom and price ranges.
For a website you also don't wait for the webdesigner to do everything. There is plenty to do like sorting out the content and actually making the website backend and even frontend. Optimally you just want the designer to give you a visual template, stylesheet, and some graphics.
It's the same for games. The artist doesn't write the story, do the game mechanics, level layout, asset loading, or any of that other stuff.

>> No.11100459

>>11100448
AoS/DotA had zero original assets, and its genre is currently one of the world's most popular(read: casual) game.

How about you stop whining and actually release something?

>> No.11100460

>>11100421
I mean things like sprites and music.

Levels made with tools are simple enough. Any nerd can pick up Hammer or Lunar Magic.

In fact, ROM hacks are a good example of what I'm talking about. There are thousands of Super Mario World hacks, but they all rely on the same elements. Obviously it's the same game, but it's like if one person makes a custom sprite or converts some Touhou music, EVERYBODY uses it. So you have hundreds of people making levels, but maybe ten or so people making new stuff to use in those levels. It's nuts.

And frankly a lot of the things people make for free use aren't very high quality. Most of the stuff on OpenGameArt sucks balls, and the good things are going to be used in a lot of projects to the point where they'll eventually became associated with one game. Kind of like how everyone associates that Wilhelm scream or the pottery_breaks sound effect with the first film they saw in it.

Music is a big one, too. Most public domain music is classical or folk, which doesn't really work well as game music. Sites like Jamendo are for ordinary popular music made by bands. The only good no-cost royalty-free music projects I can think of are Incompetech (used in countless YouTube videos) and the Celestial Aeon Project (already being used in a few games). And again, people overuse this shit because it's all they have. Ren & Stimpy made amazing use of old stock music, now every time I hear http://youtu.be/gspg08BHpL4 I want to die.

>> No.11100464

>>11100324
Here we go, typical, but I'm not surprised.

Sorry to break it to you but I made several games which I'm proud of, even the shitty ones when I started coding back then. I had my fun with placeholders, sprites or spritesheets that you can find everywhere, musics from emulators etc.. But like >>11100358 mentioned, at some point you'll start to need a bit more.

I'm tired, and I'm pretty sure I'm not the only one, of seeing the same ripped-from sprite and/or ripped-from background.
If you want to make something a bit different you WILL have to create some kind of arts at some point, and this is where you really started noticing how people don't give a fuck about everything in the West.
And your claim that you don't need art assets to finish a game is preposterous if we think about the Touhou fan-games. It's just about clones and clones but with Touhou arts and it's precisely why it's working so good. Basically it's the other way around, if you have some arts assets it's easier to make a game that will fit.

Also, that : "Stop whining and do everything yourself" reply like the one you just gave is something I forgot to mention. When basically you enjoy sharing things with people and they keep on giving you that kind of shitty answer, it's no wonder that you don't even feel like trying for them afterwards.

>> No.11100469

>>11100386
>On the other hand it has classically been poor for things like graphics and in my opinion GUI and event handling.
It's way better for making things way more customisable. Just like GUI. And graphics, Using OpenGL isn't even necessary for simple games such as danmaku.

And java is portable, but who even cares about this overrated shit. It's way better for keeping code clean and object-oriented, ergo more scalable and scriptable,

>> No.11100468

>>11100459
Why so rude, anon? Did I upset you in some way?

I'm planning out a platformer engine right now.

>> No.11100476

>>11100469
>Using OpenGL isn't even necessary for simple games such as danmaku.

If you want snazzy particle effects, it's a good idea. Rendering thousands of sprites in software can be a pain.

>> No.11100483

>>11100469
If there's one thing I've learned, if you want to make a game hard-code everything. Use a design document to pre-plan all the hard-coding you're going to do.

>> No.11100484

>>11100469
You don't need an OpenGL library for GUI but if you make your game in C or C++ you can use one of the opensource GUI libraries that use OpenGL and system functions.

>> No.11100486

>>11100468
> planning out a platformer engine right now.
No, take the engine from somewhere if you can. You're making a game, not a damn engine. Look at Gravity Bone for a good example, he made something. You haven't.

>> No.11100496

http://www.gnu.org/licenses/gpl.html

>> No.11100498

>>11100483
Pretty much this. It's a good idea to get an idea of what you need and to set the scope of your game, plan out the different scenarios, implement a rapid prototype in an easy generic game engine, test it out and identify what you will need to get it done for real.

>> No.11100501

>>11100476
Everything can be buffered beforehand, it;s not a magic, using the same GraphicConfiguration as your display has makes wonders (that's actually true). It causes your app to weight a little more but it's significantly faster.

>>11100483
Hard coding? In java? In java everything is reflection-driven. So using it to make hard-coded shit is just plain wrong. Well it looks just wrong because there is so may things it can offer to you and you just make same thing it can be done in c++ and here we go - unnecessary garbage collector and objects out of nowhere. Really?

>> No.11100535

>>11100501
I don't think you know what you're talking about. When it comes to graphics all that matters are matrix operations these days. The only buffers you should be interested in are the ones on your graphics card.

People also use the term hardcoding to refer to anything that needs compilation or building.

>> No.11100566

>>11100501
>reflection

sounds like a poor, overly verbose substitute for duck typing and method missing shenanigans.

>> No.11100587

I've been wanting to make a 2hu game for some time now, but have been lacking an idea. The other day an anon gave me a good idea for a 2hu game, so I started writing up a game design document to explore the idea further.

I'm fairly experienced with programming, and have written many things in C/C++; but for this I'm looking to use something more simple: Lua with LÖVE, at the very least for prototyping. Whether or not I stick with it, I haven't decided yet.

The design document isn't complete, so it might be a bit premature to post this. I am interested in what peoples' opinions are on it; get some comments, suggestions, and constructive criticism about it. I'm not going to write a line of code until I finish the document completely so I know exactly what I'm doing and what I need.

https://docs.google.com/document/d/1q0kMu9laV3_kmnhPKUgb4zdzZceDP0HiHoFOxT5y0fM/edit?usp=sharing

>> No.11100600

>>11100587
You have more story than gameplay in that document.

Your gameplay is basically a side-scroller with a unique sun(light) mechanic. Sounds good enough to me. You seem to grasping the concept of using your mechanic as much as possible well enough, so there's nothing to correct on my part.

Too lazy to think of suggestions at this point.

>> No.11100603

Hotline Miami but with Touhous

>> No.11100610

I made a shmup once for school, for j2me devices with touchscreens. It had 3 unstable levels that lasted 30 seconds approx, but you couldn't see them because the second enemy killed you by ramming directly into you.

>> No.11100644

There's always a bunch of people claiming that they're making a 2hu game on /jp/ but I never saw a single one.

What happened to the Loli Simulator from the old /jp/ project?

>> No.11100638

>>11100600
I know. It's not good to start off with a story, but I find it helpful as it gives me a framework to design the game around. Elaborating on gameplay is harder than coming up with story. I have the bare basics, but I'm trying to think of ways to flesh it out and give it a little more variety.

>> No.11100740

>>11100644
i don't remember it ever taking off except for that one thread with the sprites.

>> No.11100761
File: 345 KB, 800x600, screenLimitRO128.jpg [View same] [iqdb] [saucenao] [google]
11100761

>Ragnarok will never have Touhou sprites and you can change their hats and take it easy all day making hats to show off

>> No.11100768

>>11100644
From what I saw of that project, there was no organization or communication. Nobody did anything outside of the thread. An anonymous collab project on an image board alone does not work.

Communication is the most important aspect in any project, and from what I remember, nobody bothered to organize a Steam chat or Skype group. So it doesn't come to me as a surprise that it failed.

>> No.11100775

>>11100768
Asking /jp/ to communicate is too much.

>> No.11100793

>>11100768
Agreed. Experience shows that you need solid organization and communication and a team where everybody has a role and knows what they're doing. That's what Touhoumoon did and look how they turned out. They got a website and forum set up in a few days and had to tell /jp/ers that they had all their dev slots filled already.

>> No.11100828

Would totally be up for something but finding good pixel art is hard. There are lots of mockups but no artist wants to make 500 tiles or thousands of sprite frames.

Then again, its hard to find coders committed to doing a complete job, and even designers who can think a concept all the way through.

The game needs to be designed generically and with a powerful enough editor that anyone can add to it by dropping images into a folder and changing some config files.

>> No.11100837

>>11100828
Really?

Because I am sure that more pixel art gets posted than actual games.

>> No.11100849

>>11100761
>Third Class

>> No.11100853

>>11100828
You know I thought about graphics before and decided if I did anything I would probably go with fixed-camera positioning and 3D model tiles.

>> No.11100862

>>11100793
I don't think it's a good idea to compare Touhoumon to a 4chan game project, Touhoumon already have some kind of notoriety.

>>11100837
Random arts are not enough to make a game, unless you're making a VN with static image. A character will need at least 3 different pictures for a walk animation for example. Making a fan-art is fun but I doubt that artists think that making a spritesheet is fun too.

>> No.11100874

>>11100828
All you need to do is claim it's retro and you can get away with terrible pixel art.

>> No.11100871

>>11100862
Not Touhoumon. Touhoumoon.

>> No.11100877

>>11100853
I thought about it but for some reason the MMD models aren't compatible with any kind of 3D game engine I tried. It feels almost like the Japanese did that on purpose.

>> No.11100882

>>11100862
It takes a fair amount of autism but there are people who enjoy making and editing sprites.

>> No.11100887

I was actually really into isometric pixel art based games a few years ago so OPs image brings back a lot of memories. Got as far as a basic MMORPG (Essentially a tech demo consisting only of the networking + tile rendering + A* click to move) but ended up fizzling.

I'm a few months from my CS degree now. Not sure what people are using for platform independent games nowadays though, unity?

>> No.11100898

>>11100887
I've heard that Unity is a very good engine, but only if you're looking at 3D. Unity isn't too good with 2D, but it's possible. I would just use something else if you're looking to do 2D, which is obviously much simpler than 3D for everyone involved.

>> No.11100916

>>11100887
I'm making an isometric 2hu tactics MMO using HTML5.

>> No.11100941

>>11100877
Well you don't need to use MMD models, and apparently they're proprietary PMD files?

But there seems to be a load of info available for them. You should have enough to write your own loader and converter if you need to use them.

>> No.11100948

>>11100877
>>11100941

>http://mikumikudance.wikia.com/wiki/MMD:Polygon_Model_Data

Forgot the link.

>> No.11100951

>>11100916
>MMO
I hope that it's not your first attempt. Also why would you ever want to make a tactical Touhou online? I'm not sure you realize the implications of such a big project :
- online management, compatible assets, rendering limitations, game mechanisms patches, balance adjustment updates and fixes etc.

Just make it an offline game first and see how it turns out and if people like it.

>> No.11100963

>>11100951
Or a nonmassive multiplayer game.

>> No.11100983

>>11100941
>Well you don't need to use MMD models
Are you suggesting that I should model them myself? Sorry but I suck at drawing and I'm not an artist, so modeling is obviously out of the question.

MMD models are the only 3D models that are, somehow, free for use on internet and good enough for any kind of Touhou games. What I meant by incompatibility is that the pmd/pmx meshes topology are a horrible mess, they work fine with MMD but outside of it just forget it.

Reconstructing them at this point would be exactly the same as remodeling them from scratch. So in the end I can't start 3D unless I manage to make my own model first, but if it was that easy it wouldn't be a real job in the first place.

>> No.11100996

>>11100983
Then don't start with 3D?

>> No.11101008

>>11100983
>bad at 2D hand coordination and sketching
>not active in the art world
>therefore cannot use a technical program for mapping vertices

wut

>> No.11101013

>>11097441

Dafuck?

>> No.11101021

>>11100951
I already have patches/updates figured out, it's very simple since it's in-browser.

What do you mean by online management, compatible assets and rendering limitations?

It's like Wakfu/Dofus if you have ever played those.

>> No.11101029

>>11100996
Drawing 2D sprites is harder and more time consuming actually.

2D : You have to draw every single step of your character animation - walk1, walk2, walk3 etc.
You will also have to draw/simulate light, draw/simulate angles, draw/simulate movements etc.

3D : 1 model to go and you just have to animate it by moving vertices around, it's as easy as playing with a doll. Compatible with light rendering, 3D worlds, multiples cameras etc.

>>11101008
I dare to make a 3D model right now if you think that it's so freaking easy, sperglord.

>>11101021
I thought about things like hosting, costs, accounts management, updates on your engine when people will start to find bugs and/or cheat some values as it will affect the whole community since it's an online experience, etc.

>> No.11101031

>>11100983
What reconstructing are you talking about?

I said the file specification seems pretty much reverse engineered so you shouldn't have trouble writing a loader. All you have to do is open the file and read bytes of the expected length and convert that as per the file specification to a struct in your program.

It doesn't need a topology or whatever that's supposed to be. It just needs a list of points at the very least and you can deduce shapes and the rest from that.

>> No.11101044

>>11101029
Are you just that stupid?

Ever take a look at the wikibook Blender Noob To Pro?

Besides if you actually had experience with programming graphics you would be able to handle some basic 3D modeling. But whatever. You got the choice to either sound smart on an anonymous message board or ask for advice from people that obviously know more than you which seems to be next to nothing.

>> No.11101092
File: 248 KB, 1205x680, ex_meshes.png [View same] [iqdb] [saucenao] [google]
11101092

>>11101031
For example look at this picture.

Basically you would want to have a topology like the one to the right. She's cleaner, easier to work with and compatible to any kind of exports to another platform, be in a 3D software or a game engine.
The problem with the pmd one to the left is that it's full of unordered triangles to begin with, and even if it works fine for MMD it's a pain to either edit or even export it to others 3D tools or engines. I've got lots of weird problems when trying to import it to Unity for example.

Well long story short you have to work on the mesh.

>>11101044
>Ever take a look at the wikibook Blender Noob To Pro?
Yeah sure, and next you will tell me that all you have to do to learn drawing is to start to pick a book and a pencil? Are you a fucking idiot or missing the point purposely?

>> No.11101340

>>11101092
Sorry but it's obvious for anyone that knows anything about graphics programming that you're talking from an end-user perspective. You probably don't know anything not because it's too hard but because you never sat down and tried to do it.

Internally pretty much all graphics engines use triangles and not quads because triangles are 2+n=O(n) and quads are 2+2n=O(2n). Internally most graphics engines will convert a mesh composed of other polygons to a series or strip of triangles that wrap around like an orange-peel. It's a do-once conversion after I/O so even if the reverse held true (which it doesn't) you could convert a mesh made of smaller polygons into a mesh of larger polygons. The triangle also has a greater possibility for geometric expression because each vertex of a solid mesh consisting of quads will affect 4 faces no more and no less. On the other hand when considering a solid mesh consisting entirely of triangles you can see that each vertex will affect at least 3 faces yet there is no upper limit when composing conical forms. To compose circles with squares you must build multiple layers around a center leading to sub-optimal results. For a circular form consisting entirely of triangles you need only consider the granularity of the outer edge.

Of course you could make the argument that you could compose a mesh with a mix of various different polygons but that would be extremely naive. Graphics cards operate by processing homogeneous matrices in parallel. So basically everything has to be the same, and considering that triangles are the most efficient polygon as well as the smallest just about lines (which have no face) you can see how much of a blunder you made.

>> No.11101345

>>11101092
>>11101340
Now it could be that the PMD format really randomly specifies groups of 3 vertices and composes a mesh as a set of independent triangles. That would be a worst case scenario, other than random lines of points. But then consider that their location is specified by numeric co-ordinates. That means even when you don't know what belongs to what you can still deduce that three or more shapes with vertices that intersect at the very same point can be culled to just one vertex, stitching the three together, and then going over the entire set of vertices recursively until the entire mesh has been constructed i.e. there are no open ended vertices left.

You can go further and cull the shared edge of a pair of triangles and creating a quad instead, and then repeating the process until you have described the entire set as quads. Or go the complete reverse and just describe it as points or lines. Almost every 3D modeling application has built in editing features that does these kinds of operations too, so there isn't a reason to complain.

You can even take this stitched together model and write it out to a sane file format that describes data as you would expect it and not completely random. If you didn't want to do that you could keep the files in the less efficient format but as I mentioned before, convert them as a do-once I/O parsing operation and process them normally for your internal data structures. It's all pretty deterministic stuff and there are libraries for reading and writing other formats so you can conceivable write your own model conversion tool and convert PMD to collada for example.

>> No.11101350

>>11101092
>>11101340
>>11101345
Since it doesn't seem like you know much about programming either I'm not sure if any of this information is helpful to you. Your problems with Unity is an end-user issue and you should ask their support channels, forums, and community about what you have to do. As it was mentioned before however the PMD format is proprietary and made for MMD so there probably isn't much interest in it outside of the MMD community.

>> No.11101529

>>11101340
>>11101345
>>11101350
Now that you've finished acting like a smart-ass, I'll just have to say this :

>You can go further and cull the shared edge of a pair of triangles and creating a quad instead, and then repeating the process until you have described the entire set as quads.
Nice one. The fact that you just suggested this proves that you only wanted to act like some elitist and copy'n'paste things that, mind you, I was already aware of.
Also, I mentioned Unity as an example but since you're so smart I won't have to tell you where I had that kind of issue too, you probably know which softwares I'm talking about right?

Next time try to talk about something I'm really clueless about, so I could feign ignorance and praise your name.
Allow me to summary your 3 posts : "lol try harder". Thanks for being useless.

>> No.11101577

>>11101529
Third party here, you're the one who comes off as the idiot, not him.

>> No.11101598

>>11101577
You know what? Fine.

I'm unqualified so I'll just give up and don't make any game. You awesome guys who knows so much about graphics programming resolve the problem and make this /jp/ game.

Good job. I'm out.

>> No.11101606

>>11101598
As if you were going to in the first place, you're only kidding yourself.

>> No.11101608

>>11101598
Bye.

>> No.11101719

>>11101598
holy shit what a drama queer
get the fuck out of /jp/ forever and don't come back, bitch

good riddance

>> No.11102530

What was that one beat em up game where you play as Youmu?

I remember seeing gameplay of it online before but I never bothered to check the name of it.

>> No.11102565

>>11101598
Hey you.

>>11097441
This guy there had got this shit under control.

>> No.11102592

>>11100535
It would be important but not considering fact, that we're making simple 2D games, such as danmaku or rpg-maker stuff.

>>11100566
sounds like you really have no idea about java. Most of it's features are based on reflection.

>> No.11102595

Why didn't the /jp/ project thread make a game in the end?

>> No.11102602

>>11102595
These threads are only about bitching around, complaying about teamwork with anonymous weeaboos, about free time and motivation and, of course, my programming > your programing. Same shit like everywhere, nothing to be surprised about.
But it's nice we can see something is happening, maybe someone would pick up some of these ideas or reach out with helpful hand, who knows. After all it's not as simple as making own visual novel such as Katawa Shoujo, you have engine already and need only music, bgs, spirites ant plot.

>> No.11102604

>>11102595
Probably because...
>>11101529
>>11101598
This is pretty much the reason /jp/ projects never go anywhere. Too many people with little experience and superstitious opinions that only try and protect their ego over the dumbest stuff. An argument could have been made about sub-division of quads showing that there are instances in which quads are preferable to triangles.

So the problem with /jp/ projects is that you have all these posers that make it impossible to talk about anything, procrastinators and lazy people that never do anything ever, and people that know whats up but don't want to work with the other two groups.

For a /jp/ project to go anywhere people would have to agree to stop acting like assholes and work together to productively figure out what needs to get done. That or one guy does almost all or all of the work.

>> No.11102608

>>11102602
There are engines for most game types already though and stuff like Game Maker and Unity3D for custom games.

>> No.11102619

>>11102608
Yeah, I'm aware of that, Some of guys won't use them though, they want to make a game from scratch. It doesn't change fact that you still need programmers *and* everyone else for graphic and music. Unless you are Zun and you think you can draw and just use copy-paste for coding. It works too. Better done than perfect.

>> No.11102625

>>11102604
>procrastinators and lazy people that never do anything ever

That's me!

>> No.11102631 [SPOILER] 
File: 5 KB, 225x250, faget.png [View same] [iqdb] [saucenao] [google]
11102631

>>11102625

>> No.11102633

>>11102530
I know what you're talking about, I have it book marked on my comp. I'll post a link to the site later today.
Posted from my Android

>> No.11102636

>>11102619
>Unless you are Zun
The only difference between ZUN and some random anon is that ZUN just did stuff and didn't just talk about doing it or why he can't do it. There are plenty of one-man doujinsoft circles.

>> No.11102650
File: 431 KB, 771x511, 1369981689790.png [View same] [iqdb] [saucenao] [google]
11102650

>>11095517
A game where you play as the "hidden" student reporter character in the PMMM universe. Son of the O.L. in episode 2, he mysteriously has a third eye in his mind that gives him subconscious independence from the time loops influenced by Homura. Prologue-ing a week before the loop and continuing to the end, the player's choices allow him to develop his story incognito, or become involved with the magical girls and try to help them. Another unique feature is that the game does not end at one loop, but continues for a set number of interrelated stages governed by DESTINY FACTOR, Madoka's karmic value, which in turn influences the story. (ex. Preloop - DF 0, Stage 1 - DF 10, Stage 2 - DF 100, Stage 3, DF 1000....)

The premise of the story is an aspiring reporter looking into the mysterious fatal events that occur at Mitakehara, and the rumored magical girls related to them. The main Homura route becomes available a week into the loop when the MC expresses interest in the disappearance of billions of USD in Japanese government weaponry, and after his mom attempts suicide. As a friend, a shadow, or lover, the MC is free to search for his own answers - the reasons the magical girls exist and fight, why Homura is free of time loops, how to destroy Walpurgisnacht, and why he has this mysterious power to begin with.

I'd love to develop this, but the original anime/movies 1&2 (possibly 3) would have to be the only canon reference material.

>> No.11102658
File: 426 KB, 500x326, 4071655207_868ca417cc_o.png [View same] [iqdb] [saucenao] [google]
11102658

dwarf fortress: stonesense

>> No.11102660

>>11102658
Now this is something we could do, a 2hu dorf fortress skin/mod.

>> No.11102665

>>11102660
That sounds awesome and terrifying at the same time.

>> No.11102669

>>11102665
Indeed.

>> No.11102671

>>11100587
Lots of love packed in there. Do your best!

>> No.11102718

So if the posts above are any indication, I'm totally fucked if all I have is a story, right?

>> No.11102724

>>11102718
Not if you're making a visual novel!

>> No.11102731

>>11102724
>>11102650 Would this be too long, or is it just noone cares enough about PMMM to back it?

>> No.11102974

>>11102604
You're still free to make the game. As far as I can tell aside from talking smart you're not making anything.

>>11102602
Not really, sometimes we have people willing to do some work, but people like >>11101340 and >>11102604 would rather talk shit about everyone rather than help. It's fucking stupid to get sensitive on 4chan but they're pretty good at killing people's motivations.

>> No.11102994

>>11100181

It never stopped ZUN, you could probably get to his level in 2 weeks. No, it should take you around 2-3 years to draw at an "acceptable" level if you put the work in. It only takes people 15 years when they do it as a hobby and don't have the internet to teach them.

>> No.11102995

I'll begin making my own game one of these days

>> No.11103063

>>11102995
When you do, don't give up, alright?

>> No.11103064

well, this thread is somehow motivating, i'll pick up some of my old projects

>> No.11103068

>>11103064
not sure if it'll be touhou related one

>> No.11103158

>>11102671
Thank you based anon

>> No.11103740

>>11102974
That's not talking smart or talking shit. That is telling a person they can use something they said they can't use which causes them to not be able to make what they claim they otherwise can make. The people talking shit are the ones making up game dev fairy tales and spreading misinformation about technical things over the internet.

What usually happens is that some aons tell tall tales. Along comes someone that knows what they're talking about, informs them of the reality, and gets treated like a party pooper for crushing their make believe.

When that doesn't happen projects actually take off and tend to be as successful as Touhoumoon and Warehouse Project.

>> No.11103786

Alright guys, it's final, we are going to make a touhou game.

What genre would you like to make the most?
Examples:
- Platformer
- Danmaku
- RPG
- RTS
- Turn-based strategy
- Racing
- Or anything else, just post to let us know

>> No.11103820

>>11103786
4-player co-op beat-em-up

>> No.11103829

>>11103786

Action RPG

Plz no more Labyrinth of Touhou/Genius of Sappheiros/Devil of Decline/Touhou Fantasy knockoffs.

>> No.11103843

>>11103786

Punch-Out style boxing game where you play as Sanae "Little Miko" Kochiya.

>> No.11103847

>>11103829
So a more "original" Action RPG? I like that idea, could be like the earlier Zelda games

>>11103820
Sounds complex to implement, but could turn out nicely

>> No.11103848

>>11097225

C# master race thread? C# master race thread!

>> No.11103856

>>11095517
A Final Fantasy 1 / Zelda 2 homage.

>> No.11103857

>>11103843
I like this

>> No.11103861

>>11103848
Real men use Bass.

>> No.11103863

>>11103786
Fishing with Mokou

>> No.11103868

>>11103786
Little Fighters but with toho

>> No.11103878

What about Final Fantasy Tactics, but with touhou?

>> No.11103883

>>11103878
I'd be more interested in Phantom Brave with touhou. Its subgenre was never executed properly.

>> No.11103890

>>11103857

I mostly want to see Kanako hanging around Sanae's corner eating sweet potatoes and making jokes about the opponent.

>> No.11103895

>>11103883
Yeah, that kind of a game would be great, if properly executed.

>> No.11103899

>>11103843
Platformer. Not many good Touhou platformers.

>> No.11103901

>>11100761
Without 3rd class and we can talk.
I wasted so many hours on that game...

>> No.11103904

>>11095114
Make what? I dont even know what this image is supposed to be or what it is parodying.

>> No.11103914

>>11095517
Animal Crossing x Touhou crossover. Think about all the cute Touhou furniture and clothes and music that would be in it! I would probably have to add "casual" Touhous (not wearing their normal outfits, just wearing something a bit more "normal") and give them slight personality changes so there would be a lot of different villagers.

>> No.11103939

>>11103904
Cute girls doing cute things.

>> No.11103980

It is far in the future, and gensokyo has been destroyed in a great war. Many have died. The surviving touhous must make do with what they've got, and survive. Goal is to create gensokyo again.

>> No.11104024

>>11100849
>>11103901
Why does everyone hate 3rd classes so much?

>> No.11104088
File: 214 KB, 1024x1285, 1772070-game_engine_architecture_front.jpg [View same] [iqdb] [saucenao] [google]
11104088

To anyone with programming experience who wants to get into game engine programming, I wholeheartedly recommend this book, Game Engine Internals by Jason Gregory (one of Naughty Dog's current lead engine programmers). For me, it was THE text that took me from technically knowing how to program but having no idea how to "structure" a game engine, to generally knowing what I was doing. It's so dense with information that I found myself reading hundreds of pages in a sitting. A lot of it deals with AAA-dev issues like manual memory management techniques and 3D math, but a lot of the basic structural ideas apply to 2D hobbyist devs as well.

You should definitely grab it and curl up in bed with an e-reader thing for a few hours if you're serious about game programming. You can easily find a PDF by asking around at a certain bay of pirates.

>> No.11104095

>>11104088
s/Game Engine Internals/Game Engine Architecture

>> No.11104096

>>11104095
le forgetting the final /

that's some UNIX humor xDD

hacker culture #ftw :P

>> No.11104118

>>11104096
Epic shitpost, dude.
I like it.

>> No.11104136

>>11104088
Thanks man, I'll take a look at that

>> No.11104139
File: 1.18 MB, 2024x1433, Ibuki Suika 1.jpg [View same] [iqdb] [saucenao] [google]
11104139

>>11102658
>>11102660
>>11102665
>>11102669

http://www.bay12forums.com/smf/index.php?topic=44534.0

>> No.11104147

>>11104088
When you want to make a game, you must ask yourself an important question: are you making a game or an engine? Most programmers will say the former but do the latter. It's a very common trap that people fall into, and no game ever gets made as a result.

Regardless, that is a very good book.

>> No.11104157

>>11104088
Is there a great book like this for graphics programming in general?
Hopefully one that's fairly library agnostic. I don't really care if I into OpenGL or Direct3D.

>> No.11104180

I'd kill for a Harvest Moon-style game set in Gensokyo.

>> No.11104188
File: 727 KB, 877x1239, 1348799565866.jpg [View same] [iqdb] [saucenao] [google]
11104188

>>11104139
This pleases me.

>> No.11104211

>>11104157
I only skimmed it and put it aside for later (since I don't have the means to do a good looking 3D game ATM anyway), but lots of people have recommended this book (completely available online) for learning graphics programming.
http://www.arcsynthesis.org/gltut/
It teaches modern OpenGL (ie no fixed function pipeline, only the programmable pipeline), but the author makes it clear that everything is applicable to Direct3D as well.

>> No.11104224

>>11104211
I'll take a look at it then.
Honestly surprised on how helpful other boards like /jp/ and /int/ are compared to /g/

>> No.11104411
File: 1.44 MB, 1800x1200, game_concept_one.jpg [View same] [iqdb] [saucenao] [google]
11104411

I have been kicking a few of these ideas around in my head for a while now and put some of them down on paper and in this info image.

>> No.11104437

>>11104411
isometric minecraft with -slopes-?
I'd play it.

>> No.11104462

>>11104437
More like isometric Final Fantasy Tactics + Minecraft with slopes + distributed Second Life + slice of life Harvest Moon / Animal Crossing style gameplay.

>> No.11104465

>>11104411
How would you handle it when the player goes very far from the origin? In all cases a coordinate system whose values become very large (increasing distance from origin) will contribute towards the fraction of time a calculation takes in one second.

>> No.11104527

>>11104465
I'm note sure I entirely understand your question. But I will try to answer it as I left most of those details out of the info-image and haven't quite ironed out exactly how it will be implemented. I don't plan on using a universal Cartesian coordinate system.

>> No.11104530

>>11100587
Does anyone else have anything they'd like to say about this?

>> No.11104535
File: 22 KB, 400x309, 1370754808092.jpg [View same] [iqdb] [saucenao] [google]
11104535

>>11104411
This looks really interesting but I don't understand

Do I read it left to right
Do I read it right to left
Or do I start in the middle and spiral out?

>> No.11104556

>>11104535
You get to start wherever you like just like in the game you will do whatever you want.

>> No.11104632

>>11104530
>sun screen lying around Gensokyo
Those fucking travelers I swear

>> No.11104714

>>11099101
>>11100793
>>11100871
>>11103740

What about Touhoumoon? We haven't really gotten anywhere. I need someone who can draw OpenGL graphics.

>> No.11104716

>>11104714
Shut the fuck up. Touhou Moon is dead because the project leader was a huge faggot. Let it be.

>> No.11104720

>>11104716
I'm not a faggot. What did I do?

>> No.11104728

>>11104714
Wait- this was Touhoumoon?
https://github.com/arcanewulf/Touhou-Moon

You guys sure made a lot of progress. My harvest moon clone got farther than you.

>> No.11104738

>>11104728
The group kinda fell apart, yeah. I'm still trying to do something with it but nothing ever gets done.

>> No.11104747

>>11104738
The group for my Harvest Moon clone fell apart, but I still like to work on it from time to time.

Here's a hint: don't use direct OpenGL calls. You're already using SFML, so fucking use it.

>> No.11104766

>>11098309
I have the same issue, I just want to make a game full of cute girls. ;_;

>> No.11104770

>>11104720
suck a lot of dicks

>> No.11104775

>>11104738
>Touhoumoon
>this time it will be different guys this project will definitely succeed despite what anyone says and we will ignore all advice
Two years later and Touhoumoon has become an iconic example of failure.

>> No.11104799 [DELETED] 
File: 61 KB, 320x240, st_cut_03.jpg [View same] [iqdb] [saucenao] [google]
11104799

I want to play this game, /jp/.
Make it.

>> No.11104806 [DELETED] 

>>11104799
Coming Soon.

And please don't steal my OP post. Thank you.

>> No.11106450

>>11104747
It would be nice to play the finished version someday.

>> No.11106711
File: 491 KB, 1200x800, game_concept_two.jpg [View same] [iqdb] [saucenao] [google]
11106711

>>11104465
>>11104527
>>11104411
Part 2

>> No.11106770

>>11106711
That's horribly insecure, there is no way to validate against hackers.

>> No.11106800

>>11106770
What does that have to do with hackers?

>> No.11106827

>>11106770
You mean like warping around?

Change the relative position of p1 and you change theta. Since every peer and client related to p1 has a local copy of p1 they are able to dispute p1 democratically and resolve inconsistency through the area host and world-map servers. As opposed to say having a main server that checks everything and says 'yes you did this' and then 'ok everybody yes they did this' for every single action.

>> No.11106847

>>11106827
what's to stop someone from generating a billion powerful items, if it's based around the client

>> No.11106851

>>11106847
In real life it's the same. You can think you are a bird but everyone else will think you are insane and lock you up.

If everybody agrees that it's a bad thing to be naked before a certain age then that's just how it's going to be. If you don't agree you would be better off finding a place that agrees with you.

If you're all by yourself then there is nothing stopping you from doing whatever you like.

>> No.11107463

I can do some 3d modelling and animation, or at least work with existing models well enough.

My abilities are limited but I would work on anything interesting that isn't Touhou. I would also want it to be simple, a project with big goals won't be completed. I could at least make still character shots or characters with animated poses.

>> No.11107522

dunno if this is the right place, but are you guys interested on a yukkuri sim?

>> No.11107670

>>11107522
Does it involve yukkuri torture?
If not, get out of my sight.

>> No.11107695

>>11107522
>>11107670
Isn't there one in the works right now?

>> No.11107857
File: 205 KB, 791x570, game_test_one.jpg [View same] [iqdb] [saucenao] [google]
11107857

>>11104411
>>11106711
Just throwing together some scraps to make a test engine. Right now I'm just using solid colors for stuff and only render the top surface. Reading height and type from file.

I haven't looked into other libraries so at the moment did everything directly in OpenGL.

>> No.11107920

>>11107857
>fps inverted g00
Quality font rendering dude

>> No.11108149

This thread has motivated me! But unfortunately I'm too lazy and unexperienced to create anything. I'm going to start reading >>11104088 and maybe will try to make a Touhou FFT clone. But I don't honestly think I can make it. I get great grades on college but I feel helpless and useless in the real world...

>> No.11108303
File: 335 KB, 791x570, game_test_two.jpg [View same] [iqdb] [saucenao] [google]
11108303

>>11107920
Too lazy for that sorry. Besides it will probably be fixed when I decide to add a portable windowing/gui library.

>> No.11108314

>>11107857
>>11108303
This already looks neat in its own way, kind of like Minecraft.

This uses OpenGL's orthographic projection, right? At least, I think that was built into OpenGL...

>> No.11108316

>>11108303

The way it's being done kind of reminds me of Breath of fire 3.

>> No.11108346

>>11108314
No, I'm handling the projection with my own matrices at the moment. Just a rubbish prototype at the moment to get an idea for how I could do it for reals later.

Currently using 20*20 tiles at 2 bytes per tile to load that scene. But it's pretty annoying to edit the file right now so I'll probably have to make a simple world editor and iron out exactly what kinds of stuff I want in there for now.

>>11108316
That's sort of the idea yes.

>> No.11108366

>>11108303
seems oddly slanted. also that cutoff tile up top. if you are going to keep the camera in same place you might as well use 2d

>> No.11108395

>>11108346
Well, it already looks neat as-is.

>2 bytes per tile

Containing what, exactly? Could you post the data structure for a tile?

>> No.11108435

>>11108346

BoF looked really great this way, good luck!

>> No.11108482

So when's the game coming out?

>> No.11108500

>>11108482
See >>11097441

>> No.11108546

>>11108366
Yes what you see now is exactly how it will be when finished.

Actually I slanted and zoomed it to show more.

>>11108395
Tiles have type and height. At the moment they're just 2-tuples. I could reduce it to 6 bits I think but why bother at this stage? Using bytes makes it easy to edit stuff as text files right now.

I wanted to see how tricky it would be to infer stuff like walls and grid position. It would be ideal to do as much with as little descriptive data as possible because that opens up the possibility for interesting stuff like sending live area updates over an internet connection.

>>11108435
Thanks.

>> No.11108607

>>11108303
This looks nothing like the OP though.

>> No.11108628

>>11108607
Different ideas.

>> No.11108634

>>11108303
Why do you guys always want to make everything from scratch? Unless you plan to make a very, very, very, specific engine you shouldn't bother coding one.

Make games, not engines.

>> No.11108639

>>11108634
>>11108634
>>11108634
>>11108634

>>11104147
>When you want to make a game, you must ask yourself an important question: are you making a game or an engine? Most programmers will say the former but do the latter. It's a very common trap that people fall into, and no game ever gets made as a result.

>> No.11108787

>>11108303
Do you think you could upload your code to github or something similar?

I'd love to help you out

>> No.11108851 [DELETED] 

>>11108500
But that date is the same day this thread was created.

>> No.11109657

Touhou S.T.A.L.K.E.R

Kanako patchouli and nitori create the.first magical nuclear reacto undergrounf in old hell when something goes wrong and the reactor.melts down spreading magical radiation all over gensokyo

>> No.11110329

How many games has /jp/ actually been able to make? It seems like most people who want to make one end up making a bunch of excuses instead.

>> No.11111144

>>11110329
There was the marisa apple catching flying game which was made in XNA.

Everything else failed because people always want to make an engine from scratch.

>> No.11111176

>>11111144
Only the HD remake used XNA, the original was written in C with SDL,

https://dl.dropboxusercontent.com/u/8950820/MarisaSimHD.7z
https://dl.dropboxusercontent.com/u/8950820/MarisaGame.zip

>> No.11111354

>>11110329
When someone actually tries to do something there's an insane amount of wannabe pros shitting all over the thread.

>> No.11111504

>>11110329
DandyGirl and a few other VN projects come to mind.

>>11111144
Unless you use something self contained like Game Maker starting from scratch can seem preferable.

>>11111354
I always thought it was strange when it seems like something actually might happen people don't care or tell the person that's making stuff to go away.

>> No.11111653

>>11111504
What else do you expect, with a board full of autists and edgy teens?

>> No.11112163

>>11108787
Maybe later some time. For now I've just been been hijacking the draw phase of a VN engine I was working on 2-3 years ago. So it's a mess.

I'll probably end up taking part of what I did for sparky4 one afternoon last summer, part of that VN engine, and something like SDL or SFML, mix it all together and hope for the best.

I dislike littering my code with implementation details for basic stuff so I'll see if I can wrap SDL or SFML for windowing, I/O, and system messages.

>> No.11112569

>>11111176
>https://dl.dropboxusercontent.com/u/8950820/MarisaGame.zip
I was half expecting horrid code because it was all in one file but its surprisingly okay.

>> No.11113302
File: 286 KB, 1193x761, TouhouMaker_confirmed_for_shit.jpg [View same] [iqdb] [saucenao] [google]
11113302

Posting in fake game threads on /jp/ is probably more fun than it would be to play those games.

>> No.11113489

I've wanted to program a Black Rock Shooter roguelike for a while.

It would have a linear story

I would code it in python

>> No.11113496

>>11113489
Why python?

>> No.11113499

>>11113496
It's easy

>> No.11113507

>>11113499
Godspeed, Anon.

>> No.11113506

>>11113496
he has a fetish for forced indentation

>> No.11113525
File: 849 KB, 2953x2079, 1371446565419.jpg [View same] [iqdb] [saucenao] [google]
11113525

>>11113489
Also, it would involve a complex story about robotic lifeforms. BRS would be a human brain inside of a robotic shell (as would the other characters like DM).

Combat would be like you click a then the things you could shoot would blink numbers that you would then click to attack that specific enemy. It would have premade environments instead of randomized environments (maybe a little if I learn how to do that) since it's more easily conductive of a story.

The story would be like about a massive computer network that has usurped control of the planet (in order to protect the humans living on it from a perceived outside threat though that would be a plot twist), the tyrannical remains of past governments fighting for survival, and the survivors caught in between.

I need to continue learning python to do it though. I might actually be able to pull it off, I'm diagnosed with autism and I wrote a really simple roguelike in fucking bash when I was 12.

>> No.11113528

>>11113525
batch* not bash

>> No.11113566

>>11112163
Alright, that would be great

I'll try to get something basic running in the mean time as well.

>> No.11113614

Are there any good tutorials on pixel art?

The best I've found was http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

There are really no books on this?

>> No.11114346

>>11113614
Out of ALL places you had to pick a tumblr reference? Geez anon. If you're really going to do pixel arts (good luck), you could try :
> http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299
> http://www.vg-resource.com/showthread.php?tid=13868

Also, I'd suggested you to learn about real arts, starting with anatomy proportions etc. You don't have to draw them but when you know how it's supposed to be done it helps. There are a shit load of websites about them, but here are my 3 recommendations :
- Avoid Deviantart
- Avoid tumblr or any similar social webshit
- Avoid any website populated with kids or teenagers whatsoever. They are not criticizing but bashing people, the former is useful but the latter is stupid.

>> No.11114380

>>11113525
>>11113528
Linux fagggg
>>>/g/

But if you are actually going to do this, do it in C++ and make it open source so I can contribute.

>> No.11114386

>>11114346
As much as I hate /vg/ nowadays the amateur video game dev threads are really good, both for motivation and resources.

>> No.11114395

>>11114380
Here we go again. This is why we can't have nice things.

>> No.11114403
File: 32 KB, 380x380, 1372359019318.png [View same] [iqdb] [saucenao] [google]
11114403

>>11114380
The language I know the most of is C++, but I hit a roadblock and never really learned how to design objects or use multiple files.

>> No.11114410

>>11114403
You should get on that, once you do it really seems natural.

>> No.11114420

>>11114380
I hope he does it exclusively using syntax you don't know.

C++ is the worst language for collaboration, especially between anonymous users with no agreed upon syntax.

>> No.11114431

>>11114386
Yes, the devs threads are not that bad but since I'm more interested in cute things and touhou this is why I just bump the occasional dev threads we have here.

>> No.11116729

>>11114431
Well good luck.

>> No.11116856

I'd help but I'm already helping out /int/ with 3D and scripting for Unity.
And I'm pretty much like this guy with C++. >>11114403
Those intro programming classes never really teach you how to handle multi-file projects or best practice in when to separate them into different files properly

>> No.11116934

>>11114420
>C++ is the worst language for collaboration, especially between anonymous users with no agreed upon syntax.

It's not hard to use an already existing design guide, or come up with one.

Just say no to multiple inheritance, strange pointer casts, and undefined behavior, and set the number of spaces per indent and similar stuff, and you're good to go.

>> No.11118131

>>11114403
>>11116856
What do you two even mean?

You give you code files the cxx or cpp or whatever extension and you give your headers the h or hpp extension.

Don't define too many classes into minute nonsense, think up some kind of core functionality that can work like a mini-program.

In your main.cpp you include your core classes with something like #include "classname.hpp". Every file that uses a class includes the header file too.

The compiler will turn functions and classes into symbols so you need to stop it from trying to do it more than once or it will fail. You do that with a macro #ifndef some_unique_keyword and then the macro #define some_unique_keyword at the top of all your header files and at the bottom #endif so your compiler wont try to redefine the symbol every time the header file is included in your program.

Then at compile you give it your main.cpp as usual and all the other .cpp's you use too.

>> No.11118160

>>11095517
Quake 3 with rocket launchers only

>> No.11118885

>>11118131
There's no need for header guards in 2013 when there's #pragma once, its superior in every way and any compiler that isn't outdated as fuck supports it.

>> No.11119101

>>11118885
You have no clue what you are talking about, do you?

#pragma isn't part of the standard, it's just something microsoft put together haphazardly to solve a problem which already had a solution. Header guards are standardized, work well, have worked well for decades, and won't break on you if you change your target platform.

The only reason to use #pragma ever is if you are already using Windows-only libraries to begin with, and don't plan on going cross-platform. It's still a stupid idea even in that situation, because header guards make more sense to begin with.

>> No.11119194

>>11118885
You know I didn't even think of that. There are lots of ways to obfuscate your program source.

Of you could just not be a moron and use standard header guards. There is not reason why you would not use them.
(classname).hpp

#define __(filename)__

class (describe functionality)

Do it like that and there is no reason for any kind of clash ever other than having two entirely separate things for exactly the same thing.

If you're dead set on redefining standard features you can throw it in your own namespace, then append that to your file name. But there's no point in arguing about this kind of stuff because if it's really an issue then chances are you still have trouble with writing Hello World programs.

>> No.11119595

>>11119101
GCC supports it.
Who cares if its not part of the tandard.

>> No.11119676

>>11119595
If you don't understand the importance of following industry standards, do us a favor and never program anything ever again.

>> No.11119684

>>11119194
This. Header guards are simple, standardized, and work right. I don't understand why new programmers today just want to use "new and hip" features instead of shit that is known to work for various projects.

Also, don't forget your #ifndef and #endif

>> No.11119720

>>11119676
It wouldn't matter for this kind of project.

>> No.11119757

>>11119720
It would be very important if you want to easily port the game to OSX or Linux. Also, why do you don't like header guards? There's nothing wrong with them, and they run perfectly fine.

>> No.11119777

>>11119720
That depends really. For something you do yourself it doesn't matter if you get it to work. Do whatever you want.

But why use something exotic that does practically exactly the same thing but also screams you're a huge flaming homo?

The same goes for stuff like while(true) and other retard practices. There is no valid reason why you would do that sort of thing.

>> No.11119784

>>11119777
>The same goes for stuff like while(true) and other retard practices
I'd love for you to explain to me how while(true) is a "retard practice"
Where you use it, it does what it's supposed to do.

>> No.11119791

>>11119757
>OSX or Linux.
Both of those have compilers that support this incredibly common thing.

This is retarded as an argument, MSVC isn't the only compiler that uses pragma.

>> No.11119842

>>11119784
The expressed meaning behind while(true) is junk and meaningless. It has as much meaning and practical usefulness as while(1) and serves as a sloppy way to create an infinite loop.

In most cases the desired functionality is not to create an infinite loop at all but to create a loop that will continue for the duration of the program for which the duration is undecided. The workflow of a program is supposed to guarantee that that it runs from start to finish and returns and exit flag to the OS. Uncontrolled exit of a program i.e. crashing is not a valid design feature and for the purpose of defining a main loop there are far better ways to express this.

For example while (!exit_flag), while(message != EXIT), while(run) produce exactly the same effect without undefined behavior.

>> No.11119853

>>11119791
MSVC also supports #define, #ifndef, and #endif without issue. These are standard. You don't achieve anything useful by using the alternative.

>> No.11119889

>>11119784
>>11119842
What's the other one h4|<eR5 luv for(;;) or something?

>> No.11120096

>>11119842
Isn't that the purpose of using break and continue, though?

Example:
- Start an "infinite" loop to update a game's physics and graphics, and get input
- If Escape pressed, or exit button pressed, break out of infinite loop, and handle clean exit

>> No.11120131

>>11120096
>break
>continue

Now you're just trolling.

>> No.11120132

>>11119842
>undefined behavior.
There is none.
You just use break; instead of exit = true;
Its not like using a bool will prevent crashes fuck.

>> No.11120141

>>11120131
>I don't know what I'm talking about, so I'll just adopt harmful dogmas so people think I'm halfway intelligent!

Every piece of a language is there for a reason, and has an intended use.

If you can't use break, continue, labels, and goto where they should go without your code becoming shit, you are doing something very wrong, and need more practice.

Programming is like a box of tools; why only limit yourself to the tools you already know how to use, rather than use the other ones as well that could help you out a lot?

>> No.11120218

>>11120141
>>11120132
>>11120131
>>11120096
>>11119889
Compilers do optimization with techniques such as dataflow analysis and arbitrarily adding jumps just complicates everything or makes it impossible to graph register allocation properly and other problems.

The general rule to using these tools is to only use them when you understand why not to use them.

>> No.11120675

Headers make for cleaner code. Only hacks use #pragma.

>> No.11120984

I accidentally made a real-time editable tile level system today by copy/pasting old stuff into the wrong place while fixing cpu throttling issues.

>> No.11121000

>>11120984
You must be very lucky.

>> No.11121807

>>11120218
>break is bad
You're retarded.

>> No.11121892

>>11121807
That's not what he was saying, read it again.

>> No.11121939

>>11121892
Just looks like he's being an autist unnecessary about micro-optimization.

>> No.11122769

>>11121939
The last sentence is the key. Do you need me to hold your hand through reading properly?

>>use these tools only when you understand why not to use them
That's it right there, that is solid advice and will make your code better.

Not using certain parts of a language because you want to remain ignorant about them is just silly.

>> No.11122798

>>11121939
>>11121807
Break isn't bad it has uses but loop control flow isn't one of them.

>http://www.mediafire.com/?974fg7tyb8xzfca

You can see that in one example the compiler understood the code and trivialized it almost halving the number of instructions because it understood the control flow.

In the example with a break the compiler wasn't able to trivialize the computation and only stripped the usual overhead. So it's not micro-optimization I am talking about since most micro-optimization is practically guaranteed by the compiler in this day and age. It's about control-flow optimization of the entire program and not pissing in the water hole by doing things like arbitrarily using jumps.

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