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/jp/ - Otaku Culture


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11202651 No.11202651 [Reply] [Original]

Previous Thread: >>10978513

Finished Projects:

- Album project: The first /jp/ music project is complete! You can download it here: http://www.mediafire.com/?caz9uuvan03c5z1 and access the public dropbox here: https://www.dropbox.com/sh/7vymrf03krqs545/xMtFnbHOQo

Existing Projects:

- Loli Harvest Moon: Some discussion of a design and some art has been put forward. An anon is starting on the engine and it is accessible through the public SVN repository in https://www.assembla.com/spaces/lollysprout/wiki

- /jp/ projects repository: There has been some talk of making a repository website to store all of the /jp/ projects. There is a website for the album which you can check out here: http://jpproject.info/

Discussion of any potential other projects is, of course, also welcome.

>> No.11202669

Talk about reviving a ghost.

Though I think that currently there's only the loliguy making a /jp/-related game.

>> No.11202671

>>11202651

Really, Friday? Not even going to wait for the weekend shitstorm to blow over first?

>> No.11202685

Nice.

>> No.11202703

>>11202671
Seriously. Both archives are down too. This thread is asking for it.

>> No.11202712

Replying only for Momiji. I love you~

>> No.11202749
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11202749

>>11202651

The programmer for the loli harvest moon like game said to me that he felt in over his head and wanted to stop. It is unfortunate. I am not sure if he was on hiatus or wanted to stop altogether. I'm sure when he's ready to start again he'll let me know.

>> No.11202762

Can someone make a simple and easy to understand roguelike engine that's easy to contribute to?

>> No.11202790

>>11202749
That's too bad.

>>11202762
I wouldn't mind making a small 2hu game but I suck at drawing things.

>> No.11202811

>>11202790

Yeah. Although I'm not mad about it. We didn't get too far in and I can understand how something like that would be a lot of work. I suggested perhaps a simple game so we could work our way up back to it but we couldn't think of anything.

>> No.11202812

>>11202790
Just make a roguelike and have the touhous be letters and symbols.

>> No.11202828

/jp/ music compilation 2 when?

>> No.11202829

>>11202811
Thought so. But seriously, like we said it was a bad idea to start such a huge project using Java. Of course it'd mean lots of work, you sort of dig up your own graves here.

>>11202812
No thanks. I'm tired of making engines or games with placeholders.

>> No.11202837

What happen to that one card game someone was making?

>> No.11202857

>>11202837
What kind of card game? Missed that one.

>> No.11203938

>>11202749
Fug

>> No.11204792

>>11202828
Whenever you want it, baby

>> No.11204819

Hello jp !
https://soundcloud.com/citronsec/instrument-of-death-grace

>> No.11204863

>The only finished project has nothing to do with the board
Keep it up, lazy /jp/

>> No.11204872 [DELETED] 

>>11204863
Who are you quoting?

>> No.11204876

>>11202651
>she sees your incompetence

>> No.11204890

>>11204872
me

the only finished project has nothing to do with the board

>> No.11204913

remember when we made katawa shoujo

>> No.11204914

>>11202762
I could, but what are you expecting and what reason do I have to think it will actually be used for anything?

>> No.11204915

>>11202651
I downloaded the /jp/ album yesterday but only got to hear it today; I was surprised to find some fun stuff to listen to in there. Good job on it, /jp/.

>> No.11204923
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11204923

Anybody want to do anything for 7DRTS? I usually do these things solo, but this time I can't think of anything interesting enough that can reasonably be done in 7 days. Preferred language is C#/XNA, also familiar with Java and Unity, willing to learn other stuff as needed.

>> No.11204930

>>11204923
That sounds fun, I have quite a lot of experience with C#/XNA too!

We could try doing something like this? http://www.lostgarden.com/2005/03/game-post-mortem-hard-vacuum.html

I also have a small incomplete design document for an Alpha Centauri style game.

>> No.11204946

>>11204923
I would also LOVE to contribute to this
though, as mentioned earlier i have close to no knowlege in Graphics in Java and have mostly coded in python so far
but i AM a quick learner so if someone gave me a short explanation i will most likely be able to pick up quite fast
i also heard C# is somewhat close to java so i could learn that as well

>> No.11204951

ITT: we do nothing

>> No.11204970

>>11204923
>>11204930
>>11204946
How about a sci-fi corporate espionage & sabotage RTS with minimal combat and huge risks of getting discovered if you play dangerously?

So basically you are in a futuristic mega-metropolis. You start out with a small office or small company, then you have to research business or engineering stuff. As your profits go up other companies take notice of you and try to infiltrate your R&D department, put a hit on your people, price war, or send their lawyers. You can do the same in retaliation or set up bugs in their offices or steal their schematics while trying not to get caught, and if you do you have to tie up loose ends.

>> No.11204987

>>11204970
well if were not careful enough with these mechanics well end up with a simulation game where you just buy spys and they do stuff for you.
it could be a really great game if we think it through very carefully

>> No.11204983

>>11204970
http://satellitereign.com/

>> No.11204998

>>11204987
I'm going to assume you don't make it so that you just buy spies that do everything for you in a simulation. Just like I'm going to assume you don't make an RPG or Sim City clone.

>> No.11205014

>>11204983
Other than being set in a futuristic city and the background of a corporation I don't really see the resemblance between the two ideas. In one you control units in a city simulation with mind hackers and other techno-magic for strategic combat. In the other you have a business, build and expand, and sometimes use units for espionage/sabotage. But I guess making a Dune or Alpha Centuri clone would be more original.

>> No.11205023

>>11204998
of course thats not my intention or whatever but i cant grasp the strategy aspect
if we say the main feature should be sabotaging we gotta look for a strategic mechanic

>> No.11205027

Suck it.

>> No.11205049

>>11204923
Remember that RTS where a bunch of school guys are fighting over hearts and spades tiles? Do that but with school girls.

>> No.11205096

Realistically, to make this actually happen, one person would need to settle on an idea and just start working, make something, a prototype, a design document, concept sketches, anything. Then other people who are interested can join in. At the moment we're just throwing around ideas, and that's okay, but if someone doesn't take the next step at some point, it's just going to end like this, with lots of good ideas but no work being done.

Also keep in mind that the idea has to be really simple. Especially if we want to finish it in 7 days, we can't have incredibly complex gameplay mechanics and tons of content. That would just never get done.

>> No.11205107

Don't suppose there are any translators that would be interested in contributing to Touhou doujinshi translating? I do all the editing usually and most of the books I edit are my own scans.

>> No.11205118

>>11205096
It should be noted that 7DRTS doesn't start until Monday. That's when we can actually start doing stuff.

>> No.11205147

>>11205096
true.
but before we can settle on one idea it should really be solid and clear. from experience discussing works better when you can talk with each other.
anyone got a teamspeak server we could join for this purpose?

>> No.11205371

The covers for the /jp/ music compilations look good. Though I'm not a huge fan of compilations.

>> No.11205734

Guess that's another project dying before even starting.

>> No.11205795

>>11205734
seems like it
seriously where did everyone vanish to?

>> No.11205822

>>11205734
I think everyone here realizes that /jp/ (as a collective) is indecisive and never gets anything done.

I'm working on a short otome VN right now for the hell of it and I actually finished writing a route (!), but If I don't get the rest done within a month I think I'll just release it as permanently incomplete. Meh.

>> No.11205836

>>11205822
Are you a girl?

>> No.11205893

>>11202651
I know this isn't a collaborative project, but I was wondering if anyone is interested in a tutorial in how to make some touhou plushes. Like a website with pictures and tutorials, or maybe just make a couple of infographs.

I'm gonna try to make a youmu/yuyuko/suwako one today because I got extra cloth of those colors.

>> No.11205920

>>11205893
That would be really cool, especially if there was a template for the main body.

>> No.11205948

>>11205893
I would be really interested in that as I've always wanted to try but I'm not very good at working with fabric.

>> No.11205961

>>11205107
Only if there's only loli females in it and contains no dickgirls or Sakuya.

>> No.11206079 [DELETED] 

I am making a Phoenix Wright "Adventure Visual Novel" and would be grateful for the help of a character artist

>> No.11206083
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11206083

I am making a Phoenix Wright-style "Adventure Visual Novel" and would be grateful for the help of a character artist

>> No.11206088

>>11206083
>http://aceattorney.sparklin.org/index.php?sid=ef8174e06fd65197d6efa8b289d3486f
Here you go.

>> No.11206099

>>11206088
I said Phoenix Wright-style (as in hunting for clues and general sleuthing), not an actual Phoenix Wright fangame.

>> No.11206102

>>11206099
My bad. Good luck finding an artist then. Seriously, you'll need it.

>> No.11206468

>>11205023
Sabotaging can be as involved or simplified as you like. It can just be like sending an engineer into an enemy building and avoiding whatever security they have set up.

Just think of it as C&C but with a city instead and office building. No damage but stockmarket value instead which also replaces tiberium. Your basic units are office workers, then sales men, marketeers, executives, lawyers, engineers, hitmen, thieves, security guards. Your buildings are office buildings, research facilities, various types of businesses, warehouses, factories and so on.

So imagine FamiMa vs. Lawsons or Burger King vs. McDonalds in downtown Tokyo. There is a lot of competition and differences with ad campaigns, opening times, menu and so on but they generally target the same areas geographically.

>> No.11206538

>>11206468
wow.
That sounds really amazing but still:
what do you do with your units? while its kinda obvious what you do with hitmen, what do you do with office workers? im sorry if im a little bit slow here

i really like the idea of McD vs. BK maybe even make it the main gamemode

and not that im opposed to it but theres gonna be a lot of simulation work to be done since we have to calculate how opening times, ads, etc. gonna influece the costumers

>> No.11206563

>>11206099

So you'd be a detective?

>> No.11206669

>>11205795
They're busy working on their projects.

>> No.11206687

>>11206538
Well your office workers would be your basic "troops" and you need them to get things done and train them into other unit types so they climb the corporate ladder and your other units get other things done. So an office building with no workers wont be operational. Think of it like a garrison but there would be a productivity bonus by having them in the office.

Anyway it will sort of be like Dungeon Keeper/Theme Hospital in some ways and C&C in other ways. The "attacking" other corporations would be more like Metal Gear though and less like Star Craft.

>> No.11206714

>>11206687
i see i see
sounds good so far
attacking like in metal gear? sure it sounds nice but we would need some sneaking action implemented. sounds a little much for a project of one week

man im doubting and doubting i feel like a retard here

>> No.11206809

>>11202762
>>11202790
>>11202829
A user expandable rogue-like would be something nice. The initial game could just be very basic and short. If someone is going to make it I could do some art-assets. A little example is here:
>>11206738

>> No.11206842

>>11206714
Security guard units wander their building and have an inverted cone of vision. Infiltrating units just need to stay out of that cone.

It doesn't have to be complicated just as long as you can convey the main idea of sneaking instead of zerging.

>> No.11206871

>>11206842
okay i think i understood all the main concepts of your idea. I really like it
Now lets just wait if the other guys interested in this show up some time again
we should be 4 in total right?

>> No.11207019

>>11206871
I can do the actual coding in Unity. Although I'm not the best at coding, I'm pretty sure I can do at least a simple 2D game, but if there's someone else who would rather do the coding, please feel free to take over. I think it's generally a better idea to stick with one programmer only.

For now though we still have one more day for brainstorming, and I'd like to see some more refinements of the idea, in particular the practical aspects of it:

- What is the main objective of the game? Win conditions, loss conditions, sub-objectives like collecting resources, etc.

- Single player or multiplayer? For single player we'd need to implement AI, so depending on how much complexity is needed from the opponent, multiplayer might be easier to do.

- Where does the game take place? Everything in one location, like a single floor of an office building? That would be the simplest thing to do. Multiple floors or buildings at the same time could make things more difficult to implement.

- Gameplay and UI. How does the player control the units? Generally, how many units will you need to control at the same time?

- Content. How many different units are there, and what do they do? Tech tree, different types of objectives, resources, abilities, etc.

- Art assets, overall look of the game, color scheme, etc. How many sprites will we need, for characters, environments, items, UI? Static sprites, animated sprites? Retro style graphics, or something more modern?

Basically, we need the specific stuff to actually start coding. And remember, the simplier we keep it, the greater the chances of success.

>> No.11207139

>>11207019
I think it would be better to have other coders doing other parts of the work. Like one person does the basic engine stuff, and the graphics, maybe the UI and events. Another person can script the game mechanics. Meanwhile somebody else does the AI or whatever.

Probably better to do it 3D too to cut down on the texture art needed.

The objective is to put the other company out of business? They go bankrupt, hostile take over, legal problems, die, or you gain a monopoly position.

Single player is probably easier. Just use simple AI techniques, map actions performed to utility gained for ranking what to do next. Try this, then this, then this, etc.

Game takes place in a city with simple grid layout. A building can have various types. Office building are composed of floors. You can control one or all floors in a building.

Since you're a pro at Unity can you get something simple done in an hour? Like a square map with roads in a grid and different sized/colored boxes inbetween. Then you can move around and rotate the scene. And a sidebar UI with minimap of the level, and one or two buttons that hook to events like post text. And one small box or something like a "car" that goes back and forth down one road but also shows up on the minimap.

If you can get something simple like that done the rest is really just fleshing it out. Hooking more events, scripting mechanics, better rendering, AI, art assets, and so on.

>> No.11207167

>>11202762
What kind of engine? The classic roguelike with floors and monsters?

>> No.11207254

>>11207167

Yeah, nothing like those more complicated ones or anything. Just something you could easily toss touhous or something in and modify basic templates to make spells. Basically just allowing you to make/gen maps, move around, attack some dummy creature, and save&exit the game. Anything else could be added in at the user's leisure, but in particular with the monsters being easy to add in just using templates from text files or something, and some basic effect types(like a variable sized explosion) to put together into "spell" and other projectile effects.

>> No.11207277

>>11207019
>2D game in Unity.
You... do realize what you're talking about right? I seriously hope you've got the pro version with a bunch of toolkits.

>> No.11207319

>>11207139
>If you can get something simple like that done the rest is really just fleshing it out. Hooking more events, scripting mechanics, better rendering, AI, art assets, and so on.
The thing is, the fleshing out is by far the most difficult part of it. Unity mostly takes care of the technical side of it, in fact, I even already have an RTS engine with pathfinding and save/load functionality that we can use. So we have pretty much already have the engine, but the question is, what next? That's why I'm asking for specifics, because otherwise we will end up with a beautifully working engine and no actual game to play (speaking from personal experience here). What we have now is an idea, but we need a concrete design.
Of course this is something that everyone can contribute to. I'll work on a design document now to throw around some ideas for the design. We still have a day to work it out, and we can modify it later along the way as well.

>Probably better to do it 3D too to cut down on the texture art needed.
Keep in mind that untextured 3D can look like shit if not done properly. Also we might still need someone to model some simple meshes. We could just use primitive meshes like cubes and cylinders, but that might also look like shit.

>I think it would be better to have other coders doing other parts of the work. Like one person does the basic engine stuff, and the graphics, maybe the UI and events. Another person can script the game mechanics. Meanwhile somebody else does the AI or whatever.
Problem is, this would need a lot of organisation, careful management and communication, which could take more time and effort than just one guy doing all the stuff. Also I personally have no experience with working in a team, so I have no idea how to even go about organising that.

>> No.11207320

>>11207277
2D in Unity is not any different than 3D, except you use one less axis and an ortographic camera. I don't see a problem here. I've done a 2D game in Unity once and it went perfectly fine.

>> No.11207387

>>11207320
I see...

>> No.11207420

>>11207319
Actually I prefer rapid prototyping and iterative design to other more traditional methods. You get to find out fast whether stuff works or not without having to sit down and iron out all the details. Since there are only 7 days it's better to just get something working and interactive out asap and then expand on that. So if you could make a demo of what was outlined that would be the best way to start.

Don't worry about the details of 3D models too much because it's not too difficult to go from a rectangle to a textured rectangle as a skyscraper to adding more detail. But you don't want to get stuck on that stuff when you don't even have a game yet.

It's not that hard to work together as long as you don't mix stuff up. Everything should function seperately so you don't do graphics code in the game mechanics or resource/entity handler code, and you don't do game mechanics in the graphics code. Everything should have an input and an output and the main engine is just like a state machine that takes one output, modifies states, and supplies inputs.

So for example doing pathfinding could be a function with input a graph, and output as a path. As long as you don't make the input/output too unique it can be modified to any data representation used by other components.

>> No.11207486

>>11207420
Okay, I can have a working prototype within an hour or two, and we'll see where we can go from there. What I can do for now:
- a simple flat map with boxes
- moveable camera
- UI with minimap and clickable buttons
- moveable units with pathfinding

>> No.11207530

>>11207486
Okay that would be great. The faster you can get a barebones engine up and running the faster other people can contribute and say "hey this needs to be added" which means less time worrying about pretty much unimportant stuff during the next week.

Also probably best to do it in 3D because it's less time consuming to churn out quick results and alter it in Blender or something later on.

If possible try and get it to open/store/use something simple like .obj mesh files, some simple script parser for like lua or something, a texture file or .jpg, UI probably defined by xml, JSON/xml/text files for dialogue, and probably .wav files for sound.

The more you can get it parsing files for input the less programming, and more that can be done independently.

>> No.11208056
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11208056

>>11207530
Alright, so this is what I have for now:
https://www.dropbox.com/s/05ti1iijpwvvlct/jpp0_1.rar
You can order the dudes around with right click, and control the camera with the mouse. The move button doesn't actually do anything, but the stop button should work. There's some issues with pathfinding, but I had it working correctly before so I'm pretty sure I can fix it.
The source is 200 MB right now, so it will take a while to upload on my shitty connection

>The more you can get it parsing files for input the less programming, and more that can be done independently.
Well, this is what kinda scares me, I've always just hard coded stuff for simplicity since I've never worked in a team before. It's relatively easily to add assets to Unity, it pretty much takes all file types (even .blend and .psd), and you can write scripts in Javascript or C#, but if you want to access external files at runtime without actually compiling them previously, then I pretty much have no idea how to do that.
So basically people can add stuff but there would still have to be one person to manage and compile everything together.
Well anyway, for now I'll just attempt to keep the code as clean and modular as I can, and see what happens. We don't even know if there will actually be other people interested in contributing yet.

>> No.11208110

>>11208056
Heeeh... Not bad.

Looks like /jp/ is going to finish something at least.

>> No.11208123

>>11208056
200mb is pretty insane for something like that...

>> No.11208276

>>11208110
Let's hope so, but remember that this is the easy stuff, the all the real work is yet to be done.

>>11208123
Well, it has a lot of unused standard assets that come with Unity and some old assets from the project this was originally from.

Anyway I uploaded the whole source folder before realising that it makes it impossible to actually download the whole thing as one file, so I cut some stuff out and now reuploading as a 50 mb rar.

>> No.11208334

>>11208276
ok, here's the source:
https://www.dropbox.com/s/2kmke01mj9ivji7/jp%20project.rar

>> No.11208962

>>11208056
okay sems like shit went down while i was asleep
looks really good so far better than it would if i had started working on this

>>11207019
>>11207139
we will definetly have to work in a team if we want to get this done in a mere week.
i agree that we should split the work by theme(like graphics, mechanics, etc.) so we dont have to worry that two people with different coding styles interfere with each other.

>Well, this is what kinda scares me, I've always just hard coded stuff for simplicity since I've never worked in a team before.

i think that shouldnt be much of a problem as long as the methods are distinguishable and the purpose is clear

for my part i would like to concentrate on mechanics and simulation aspects since i have no experience with unity and i surely wouldnt be able to do interfaces or whatever

>> No.11209094

>>11208962
>for my part i would like to concentrate on mechanics and simulation aspects
That's fantastic, this is pretty much the number one thing I need right now to continue working. I'm going to sleep now, it would be great to have at least some basic mechanics to start working on by the time I wake up.

So other than that, what we might need is a UI artist/designer, possibly 3D/texture artist, sound guy, music guy, and additional Unity programmers.

These aren't necessarily critical, we can probably do okay without every role filled, but there's certainly work to be done if more people want to contribute.

>> No.11209096

>>11209094
ill see what i can do

>> No.11209156

>>11208334
Make a github repo so it's easier to contribute.

>> No.11209261

I could do some programing as well, been doing small games in unity before.

>> No.11210393

>>11204792
c84 is only like 3 weeks away
get to work, onegai

>> No.11210865

>>11207254
I was planning to start this today but I ended up lazing about instead. I'll start tomorrow, I promise!

>> No.11215924

So how's your game coming along, /jp/?

>> No.11216203
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11216203

http://www.mediafire.com/download/i2u1cgbz7c0waa5/yummy_nigga_madotsuki_route.zip

ok with this release the game is fully translated
includes one route two endings by kikiyama

>> No.11218081
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11218081

Well, it seems like the interest for the project has died down, so for now I'm just working by myself on the engine, adding some generic RTS stuff. Box selection, rudimentary combat and AI.
https://www.dropbox.com/s/2g99izeyi4j94m8/0_2.rar
(select the middle button for normal move, right button for attack-move)

I might just continue on my own if noone else wants to join in, it's probably going to turn into a pretty generic urban warfare type RTS with some stealth elements, which I plan to add next. It's still a good time to throw around some ideas and design, as the project is not really going in any specific direction yet.

>> No.11218103

>>11218081
i can't help but that looks neat

>> No.11218109

>>11218081
sounds cool. isnt there some game making thread on /vg/? prob should post there if youre looking for help

>> No.11218113

>>11218109
http://www.spiderchan.com/vd/

>> No.11218134

>>11218113
no thank you

>> No.11218167

>>11218109
I'm not necessarily looking for help with my own project, I just wanted to do something together with people from /jp/, as a /jp/ project. The original idea wasn't even mine, I'm just supposted to be doing the technical stuff.

I figure since it would be a shame to just let the work go to waste, I might as well finish by myself, but I guess there's not much point in posting it on /jp/ in this case.

>> No.11218178

>>11218167
Well, currently I'm working on a 2.5D project in Unity, so we're just not doing the same thing.

Also, considering what you've done, I don't think I have that much experience in Unity so I can't really help you, and actually I don't think that anyone here probably could with all the knowledge you displayed at the beginning of the thread.

>> No.11218205

>>11218178
This.
I asked a friend to explain Unity to me and he did but still i wouldnt know how to help you since i dont have any concrete idea of the features that should be in the game

i we/you really want to do a project with the people on /jp then we should consider making clear structures of how a/the game should look, what features should be included and maybe like this guy suggested >>11209156 make contributing to the project easier

>> No.11220236

>>11218178
Currently I'm working on a 2.5D project in C++ and just replaced some of the windows and X stuff with SFML.

>> No.11220286

>>11218205
The problem with a public repo is that you make it open source. There is only a real benefit to open source when the project has a lot of interest and mutual benefit. Otherwise you're just precluding your rights to ownership in an awkward way. Tools like Unity let you build for various platforms and most platforms are monetized in some way these days. The entry level to making a profit in game development has been made dramatically lower which allows small unfunded projects the chance of competing with larger funded projects.

A lot has changed since about 10 years ago and there is not much reason to not be able to make a game or make money by making games. If you win interest with a free or competition game there is also nothing stopping you from further developing the idea into a product people would pay money to play.

On the other hand you always have the open source arguments. But they usually fail to point out that primary open source contributors are often highly skilled, well trained, and well paid professionals as opposed to basement dwellers or poor struggling students.

>> No.11220312

>>11220286
The idea with the github repository was that everyone who wanted could contribute without having to pass around the zipped source - and you get a nice log of what everyone has been doing as well.

If you're set on becoming a millionaire on this project then shell out $5 for a Github account with private repositories, set up your own git server or find a place with free private repositories.

And just because you put your project on Github doesn't mean you give away your rights to it. Add a license and you're set.

>> No.11220315

>>11220286
You don't lose any rights by releasing your source code. You can put a giant copyright notice at the top of every file and nobody can do anything with them (at least not legally).

>> No.11220316

Any of you guys play rhythm games like Stepmania? I remember some people trying to make a /jp/ Stepmania pack but I wonder if they are still here. I'm a stepchart maker myself.

>> No.11220331

>>11220236
>C++ & SFML
I've learned way too many things recently, not enough motivation for C++ right now. Maybe next year.

>>11220286
>Interests
>Mutual benefit
>Rights
I... think you might have misunderstood what was supposed to be the /jp/ Project Thread #8.

If you really plan to gain real benefits or something from the game, you should try a more appropriate board.

>> No.11220340

>>11220312
The point seems to be that github makes it easier to contribute but putting it on github has some drawbacks and getting around those makes it extra work.

>>11220315
Sure you do. Copyright is a pretty shady business so you wont realistically be able to enforce your licensing terms.

>> No.11220341

>>11220340
What drawbacks?

>> No.11220349

>>11220341
That you have to use github, potentially have to toggle identities, share all your source code and assets.

>> No.11220355

>>11220331
>I... think you might have misunderstood what was supposed to be the /jp/ Project Thread #8.

Nothing about that means it has to be opensource either. This isn't GNU and /jp/ isn't the Free Software Foundation.

>> No.11220361

>>11220349
It will be impossible to work on a programming project without any versioning system, and I don't think anybody minds if code and assets for a community project is visible to others.

About having to switch identities then that will be a possible problem for every provider.

>>11220355
Open source != Free software.

>> No.11220363

>>11220355
If you get rich, please remember to share with /jp/!

>> No.11220366

>>11220355
What are you even doing here in the first place?

The /jp/ Project Thread was MAINLY about making -some things- WITH people out of our free time. It has nothing to do with actual publications or any kind of benefits, and I suggest that this is also why we had some things working in the first place, because we all could take it easy.

I'm just being real here, the very fact that you're starting this shit in this thread right now will only make it go extinct for several months one again. If you want to make benefits, gain reputation, whatever , there are plenty of indies boards for that.

>> No.11220379

>>11220361
>>11220363
>>11220366
Again I'll point out that most open source contributors are highly skilled, well trained professionals with a high income.

The problem /jp/ has with finishing projects almost always has to do with motivation. I would prefer a /jp/er get the chance to make a few bucks off their game a few years down the line than nothing ever getting finished but plenty of my_first_project.c's getting shared with the world.

>> No.11220385

>>11220379
I don't see why it would matter if most contributors to other projects are highly skilled and paid? I also don't think the point of these threads is to make a profit.

>> No.11220407

>>11220379
I give up. Do what you want. Just don't tell us that we didn't warn you afterwards.

>> No.11220418

>>11220385
I don't think the point is to preclude profits or distribute source code either. Making something opensource when only one or two people are working on it is really not necessary at all.

>>11220407
But how will the source code enhance your enjoyment of a game?
Do you also ask drawfriends to upload their brushes and image/project files?

>> No.11220422

Open source is really the only realistic possibility for a project like this. The reason why I haven't set up a GitHub yet is because I'd prefer to work on the code by myself, because as I said earlier, it is the easiest part and I think it would be simplier for just one person to take care of that. Contributing to the actual game design and content doesn't require you to directly modify the source. But then maybe it's not the best way of doing things, as I've said I have no idea how to do team projects.

So I will try setting up a GitHub soon and see what happens. First though I gotta clean up the code a little bit, it's a mess at the moment.

>>11220379
It sure would be nice to make a few bucks, but it's very unfair for one person to collect the money from a project with potentially many other contributors. And splitting the profits in a situation like this would be next to impossible.

>> No.11220443

>>11220418
I'll repeat myself one last time.

If you want to make your serious/secure/blahblah thing with a friend of yours, fine, do what you want, we're not going to stop you.
But the people who participated in the /jp/.
Project Thread didn't have that awful mindset. It was more like giving away small things left and right and see how the whole project turns out in the end.

If you're concerned about stuff like rights/muh properties/and such, you shouldn't even start talking about a project here. This is why I told you that you might want to go to a real indie, or heck even some sort of hobbyist board for game development.

Don't get me wrong, I'm not saying that it's obligatory, I'm just saying that the /jp/ Project Thread is possibly not appropriate for something like this.

>Do you also ask drawfriends to upload their brushes and image/project files?
THIS is why I told you that you didn't understand the point of this thread.

>> No.11220454

>>11220443
>This is why I told you that you might want to go to a real indie, or heck even some sort of hobbyist board for game development.
Just to be clear, the guy arguing for closed source is not the same person who is doing the RTS in Unity. I'm all for keeping it open, that was the idea from the very beginning, I just kind of failed to do it properly I guess.

>> No.11220465

>>11220454
Yes, I noticed that afterward. My bad for the RTS guy if I misquoted in the process.

>> No.11220481

>>11220443
The thread isn't /jp/ related if you're that upset about closed source. Actually it would be much more appropriate to move it to /g/ or some indie board where they all worship open source stuff.

I'm saying people shouldn't have to share everything and host it on other sites with public access because hurr durr it's /jp/ and that's what we do here.

People should be able to do what they want with things they work on and keep their options open. They should not have to ascribe to one way of doing it because that has absolutely nothing to do with this board.

>> No.11220642

>>11220481
>upset about closed source
>open source stuff argument
Good job, you missed the whole point.

>> No.11220659

>>11220642
Maybe because you never had a real point.

>> No.11220910

Alright, I made a github.
https://github.com/jpprts/jppRTS

I hope I did this correctly, because I actually have no idea how this works.

By the way, I'd like to adress >>11218205
> i wouldnt know how to help you since i dont have any concrete idea of the features that should be in the game
That's the problem right now, nobody has any concrete ideas. I've been asking everyone for ideas since the beginning. It's amazing because usually threads like this have lots of ideas but no actual work being done, but now it's the opposite. I could just go with my own ideas but then it's pretty much just my own project and that's no fun.

Well, in any case, since the project has no concrete direction right now, you can contribute pretty much anything you'd like, so feel free to mess around with it.
I still have hope that there are some people here who actually do want to make something happen.

>> No.11220922

>>11220910
Great! might want to move the files out of the "jp project" folder and add a README markdown with a short description.

>> No.11220965

>>11220922
Added a short readme.
I'm keeping the files in the folder because Unity handles projects based on folders and it's easier to keep track of it this way.

>> No.11221430

What's up with all this talk about money and open source

Don't you guys just want to work together with people on some project for fun?

I hope the few of you that regroup don't do something retarded like starting an engine from scratch in C/C++.

>> No.11222057

>>11210865
Sorry for being so lazy, I'm going to start right now!

>> No.11227213

age

>> No.11227856
File: 219 KB, 414x414, dddd.png [View same] [iqdb] [saucenao] [google]
11227856

I'm looking for free ambient, experimental music tracks for my VN but they're few and far between unfortunately. I'm afraid of using doujin tracks due to potential copyright bullshit, otherwise I'd use stuff from albums like Drawn Drones Drown Drone. ;-;

Help /jp/?

>> No.11227870

>>11227856
Check soundcloud, they have a lot of indie music and the advanced search lets you find tracks which are free to use.

>> No.11228105

Why is there no IIDX tracks in the playlist?
That shit gets me hyped.

>> No.11228114

Has GJT from the /jp/ album done any other Touhou remixes?

>> No.11228221 [DELETED] 
File: 114 KB, 556x463, 1364415965880.jpg [View same] [iqdb] [saucenao] [google]
11228221

I'm writing a story about /jp/.
http://pastebin.com/AiGTjPtY

I'm also available if anyone needs a novice writer for a project of any kind.

>> No.11230502

>>11202828
>>11210393
Is the guy who put together the first one ever planning on doing it again? Or is he done?

>> No.11230956

>>11230502
Nothing's really stopping anyone from making another one, but last I checked everyone wanted to wait for the "/jp/ Project" idea itself to cool down.

>> No.11231241

>>11230502
That guy here, and I have the same opinion as >>11230956

I'd still like to make another one in the future, probably when the memories of the first one have subsided.

>> No.11231257

>>11231241
i'll be waiting

>> No.11232269

So it's been one week. Did /jp/ get that RTS done?

>> No.11232301

>>11232269
>/jp/
>done
Take a gamble.

>> No.11233914

>>11232269
>>11232301
Still one day until the deadline right?

It was a good decision to put it on github seeing all the progress done now.

>> No.11234482

>>11230502

Also, we need some time to actually make new songs. You can't really just 'shit out' music, especially if you want it to sound 'good'.

>> No.11235302

>>11234482
Or, you know, we start making it when the project starts, as is the reason why it has a 'duration' and a 'deadline.

>> No.11235310

>>11235302
I wounder who from composers of the first project is still here.

>> No.11235337

>>11235310

Several, I Imagine.

>>11235302
Perhaps you're able to make a song in the course of a week or so, but I'm fairly sure it took most of us much longer, especially those who're doing it as a hobby. If we leave up the album for a month or two we risk having drop-outs or late-starts that have no way to make the submission in time.

Basically, the composers don't need a reason to compose, they'll do it on their own regardless. the deadline's so we actually put something out instead of talking about it, not so it functions like a contest of sorts.

>> No.11235350

>>11235337
I'd like to make a new album but I remember people saying that it had nothing to do with jp and that it was bad and all. I think jp isn't ready for a new album.

>> No.11235366

>>11235350

That was just some paranoid moron who was trying to convince people that everyone involved was a crossboarder.

If you want to make music, make music, and we can sort out the details later. There's a lot of '/jp/ related' stuff anyways.

>> No.11235549

>>11235310
>>11235337
i was one of them. i'm actually afraid that if we wait too long to do another one there will be too many submissions. then again, if there are too many we could always split them up by genre or touhou/original or something, so it's probably nothing to worry about.

i finished one song i hope to include in the next album and am working on a second. took me a full month to finish the one, partly because i've been experimenting with a lot of sounds and partly because i only work on it a few times a week.

i find it's a lot more fun to compose for a potential spot on a /jp/ album than for any other reason i've had in the past.

>> No.11235588

>>11234482
I got so many songs just sitting around on my hard drive. Whether or not they actual sound good is another deal entirely.

>> No.11236582

>Thread #8
>Still nothing useful

>> No.11236630

Anyone want to do a VN? I want to work on a collaborative project with you guys but all I can do is write.

And before anyone says "write something first and then try to get people interested" I've tried that twice and no one even read what I wrote, so fuck that.

>> No.11236671

>>11236630
But, it's true. No drawperson will unconditionally agree to help without knowing the general story first.

>> No.11236685

>>11236630
What else can you do?

You can't just write. Nobody ever just writes and only knows about writing. That's not how it works. Writers write about what they know and good writers know or have experienced a lot.

The typical NEET /jp/er is often poorly equiped to write well.

>> No.11236718

>>11236582
Read the thread. It's not about making something useful it's about having fun sharing useless crap and hope somebody makes something.

>> No.11236729
File: 109 KB, 640x480, 4kYmD.jpg [View same] [iqdb] [saucenao] [google]
11236729

>>11236685
Did you learn that in school?

>> No.11236831

>>11236671
Has there ever been a case of someone writing a full VN script and then finding artists and musicians and putting together a final product? I've never heard of any.

Besides I want the story to be something I create with other people. If I just wanted to write my own story I'd write short stories or novels, which I already do.

>>11236685
I meant in terms of creative abilities that would be relevant to a /jp/ project. And I'm not a NEET so spare me the trite advice.

>> No.11236846

>>11236729
No, I just read a lot of stuff and used to wonder why fanfics and most amateur stories were such trash.

I also wondered why news sites were horrible to read compared to industry blogs and the like.

It wasn't hard to figure out.

>> No.11236850

>>11236831
Hey, you're the one that said people don't want to read what you write. You don't even need to be a NEET to have nothing interesting to write about.

>> No.11236948

>>11236850
No, they literally did not read it, meaning they had no way of knowing whether it was interesting or not.

>> No.11236977

>>11236948
Whatever you say. Nobody in this life can comprehend your genius.

>> No.11238050

>>11236948
Ignore >>11236846, he's a troll who clearly has no idea what he's talking about (a good writer can write about shit he doesn't know much about, and a bad writer can't even make things he's obsessed with sound any interesting).

The reason nobody reads your stories is because there are tons and tons and tons and tons and tons and tons and tons of stories available to read to everybody. Why should anybody waste their time reading a completely unknown piece, if they can instead read something else of which they have some indication that they'll enjoy it? There's more writing than there is attention, so the attention only goes to the writings with the highest expected enjoyment value.

The same goes for almost anything any nobody creates - stories, music, even complete games - unless people have some indication they should check your stuff out, they will ignore whatever you make, regardless of quality.

>> No.11238049

>>11236718
>nobody makes something

>> No.11238068

>>11235310
I am.

>> No.11238134

>>11236948
Post your stories? I may not know a lot about stories and writing, but I'd like to read them!

>> No.11238296

>>11238050
Finding an audience has never been as easy as it is now. The problem is that most young creative people put too much emphasis on superficial fixtures for lack of anything genuinely interesting to share.

On the other hand you can always get a job writing MMO quests or game related companion fiction.

>> No.11238382

>>11238296
>Finding an audience has never been as easy as it is now.
Wrong. There's more competition in free products of art than ever. You can no longer wow local people with your amazing art, because everyone can get better stuff off the internet.

People are achieving greater success than ever, sure. Someone who would have a fanbase of 100 people thirty years ago may now have a fanbase of 100,000 people. But it's a winner takes all situation; those who succeed, succeed immensely, but the percentage of people who succeed (if you call the 100 people fanbase 'success') has also decreased tremendously.

>> No.11238443

>>11238382
No. You're wrong. You just fail to understand some basic concepts such as percentages, target audience, and market share.

People consume more media both free and otherwise than ever before with a far broader diversity in content and distribution.

If you really want to get an audience for whatever you're doing then you have no good reason to not be able to get one with minimal effort. However if you are set on making yet another minecraft-like game, vampire vs. werewolf story or whatever then that is your choice.

>> No.11239084

>>11238443
It's hard to belive what you say. I participated in the music compilation and jp really is my first and only audience, people around me don't give single shit about what I do while I've been doing music for years.

>> No.11239092

>>11239084
Pretty much the same for me. I'm permanently unknown.

>> No.11239111
File: 20 KB, 500x461, knowthatfeel.jpg [View same] [iqdb] [saucenao] [google]
11239111

>>11239092

>> No.11239494

What programs do you guys use for making music, or games, or whatever? I have no skills whatsoever but the itch to create is still there

>> No.11239512

>>11239494
It's not so much the program but what you do with it, I don't know anything about music production - but when programming you just have to find an editor that suits you and then learn all the shortcuts.

If you want to make games then something like Game Maker or even RPG Maker will be an easy way to get started.

>> No.11239566

>>11238049
Just take a look at the thread.

When someone tries or talk about some sort of /jp/ related project there's ALWAYS a bunch of pro-assholes ruining the thread and everyone's motivation in the process.

>> No.11239570

>>11239494
For an easy start in music, torrent FL Studio and watch tutorials on YouTube. Actually read the manual for the TRUNEET level.

>> No.11239575

>>11239570
I would recommend Renoise over FL Studio.

>> No.11239576

>>11239494
some DAW programs :
FL studio, Propellerhead Reason, Cubase, Native Instruments Komplete

>> No.11239582

>>11239576
>Native Instruments Komplete
Useful, but it's not a DAW.

>> No.11239684

>>11204819
The compilation was pretty cool. That's all.

>> No.11239709

>>11239494

Personally, Cakewalk's Music Creator 6 + a MIDI keyboard. But, DAW's are pretty similar so really it's a matter of picking one. Cuebase seems to be popular if you want to do Vocaloids; it looks like it has some plugins for them.

>> No.11240267

>>11239684
Oops. Meant to quote that post saying the song was good, and in addition to that I liked the compilation.

>> No.11241138

>>11239084
>>11239092
>>11239111
If you did it to get some kind of fame and recognition then you should just leave /jp/ and do it somewhere else. Being a whiney asshole is probably the worst marketing pitch you can think of in any case.

>>11239566
Since when was /jp/ supposed to be their personal hugbox?

From what I see most "pro assholes" are usually right about what they say and the poor victims are really just morons that aren't going to budge on their terrible ideas, were doomed to fail, and weren't really that interested in making something anyway.

>> No.11241178

>>11241138
what are you going on about m8

>> No.11242314

>>11241138
There's a difference between wanting 'fame and recognition' and being concerned that nobody gives a single fuck about what you create. Art is made to be enjoyed by people, and it sucks as an artist when not a single person enjoys your work.

>> No.11242312

>>11241138
Do you have some kind of brain issues or something? Is English your third language? Because these are the only explanations I can think of regarding your behavior. Where exactly did anyone say that they took part in the compilation to become famous? How can anonymous comments be marketing pitches? Hugboxes suck, but how does being an asshole suddenly qualify someone's opinion as fact? If people can be biased in favor of something or too nice to say anything bad, there is an equal chance they can be biased against that thing or too mean to just let someone enjoy something.

Even if I grant you that if people stop working on something because of criticism it was unlikely they could go very far, it still doesn't say a thing about the quality of the product either. And there is another factor you overlooked: people shouldn't be intrinsically overjoyed with doing work that doesn't appeal to their target demographic. If they're really doing it for the board, and the board doesn't seem to like it, how is it a surprise that they might quit or not share more? Content is provided as there is a demand, and /jp/'s board culture is all about escapism and taking it easy; you can be sure, if people here wanted to do something just to get shit for it, they'd go outside and have jobs.

If there's anyone who should leave, it's you, because you don't understand the board culture at all.

>> No.11242341

>>11242312
You're grasping at straws and it's unsightly.

The reason people give up is because they aren't any good and weren't that interested in what they were doing. No matter how much you assholes prop them up and defend them against people that know what they're talking about they wont ever make anything worth while. You're backing the wrong horse.

>> No.11242345

>>11242312
I get the feeling you are young and haven't seen 15+ years of failed projects and creative communities.

>> No.11242367

>>11242341
By your definition, anyone who doesn't give up has a good project worth their while. Therefore, there is no such thing as a bad or lazily done book, game or piece of art. If that's not grasping at straws, I don't know what it is.

>>11242345
I'm actually old, and I was always the last person in the forums or IRC channels. I might be a failure, but I'm not a quitter; not that I'm proud of it, but you misjudged me based on your own perception.

>> No.11242372

>>11242314
No there really isn't much of a difference. Get real and stop making up excuses.

"Technically I didn't fail I just put it on hold. Indefinitely."
"I don't want recognition. I just want people to like my work."
"Because it's anonymous I'm not doing it to be popular. Even though pseudonyms are basically the same thing."
"I'm doing it for the community. They better appreciate the hard work I am doing in their name!!"
"Everybody that doesn't like what I do is a retard and an offboarder and doesn't belong here and they should die and if you are a true /jp/er you have to like my stuff!"
etc.
etc.
etc.
etc.

You people are all so annoying if you can't make something without someone to hold your hand every step of the way then just shut up and take a backseat.

>> No.11242376

>>11242367
I never made that kind of definition. This is what I mean about you grasping for straws. It's kind of retarded.

Anyone that keeps working on something will get better at it. Anyone that publishes something will be found by an audience.

>> No.11242392

>>11242367
>I'm actually old, and I was always the last person in the forums or IRC channels. I might be a failure, but I'm not a quitter; not that I'm proud of it, but you misjudged me based on your own perception.

I was giving the benefit of the doubt. But ok, sorry I made a mistake. You are just dense and can't take a hint, better?

>> No.11242407

>>11242367
Usually when somebody does something and it keeps on failing they learn to do it differently and come to terms with being wrong about their ideas.

>> No.11242411

>>11242407
Usually, when someone keeps failing time and time again, they will find someone to blame.

>> No.11242428

>>11242341
>The reason people give up is because they aren't any good and weren't that interested in what they were doing.
I'm not sure how you can make a statement like this only days after Phil Fish's infamous ragequit. You can think of him what you want as a person, but it's undeniable he was good at what he did and obsessed with what he was making. Yet he quit after receiving hundreds (perhaps thousands?) of insults on a daily basis.

>> No.11242439

>>11242376
>Anyone that keeps working on something will get better at it.
Not necessarily. You can work wrongly, and find yourself stuck, or have little to no significant change. There were periods in human history where we barely had any advancement in several technological fields that were actively used, for example, manufacturing shoes. And then, after the change that came with the creation of production lines and an industrial setting, the time allocated to make one shoe could be used to make many, which led to more time to work on different models and more monetary resources. Method matters.

>Anyone that publishes something will be found by an audience
Yes, and sometimes that just happens after the author is dead. Is it a possibility? Of course. Should anyone feel compelled to accept that and keep on working on their craft because someone someday might enjoy it while they don't feel comfortable doing it in the present day because of their peers? It's their choice.

>>11242392
Or maybe I'm ethereal and just don't care what you think that much. Just enough to discuss things on a surface level.

>>11242407
In an ideal world, we'd all learn from our mistakes. But in this one, people get abortion after abortion instead of just using preservatives, go back to jail for reasons other than not being able to find a legal job and vote Republican.

>> No.11242446

>>11242372
Contrary to most of /jp/, I've actually made tons of stuff. Small projects, large projects, anonymously, using a pseudonym and using my actual name, with the works being noticed by less than a handful of people to hundreds and hundreds of people.

My points remain. It sucks when people don't even give your works a chance, and the chances of your work being discovered are minimal unless you manage to somehow get external factors to help you, such as being featured on a popular site or being part of a popular compilation.

>> No.11242455

>>11242428
>I'm not sure how you can make a statement like this only days after Phil Fish's infamous ragequit.

I don't even know who that is. Okay after googling I see. Some hipster indie dev that gets mad about stuff. Why should I care?

Yeah I guess I don't belong here anymore...

>> No.11242456
File: 208 KB, 544x416, zl.jpg [View same] [iqdb] [saucenao] [google]
11242456

>>11202651
So, do translation projects also apply to this thread?

>> No.11242467

>>11242376
>Anyone that publishes something will be found by an audience.
Hilarious. That's 'Becoming a Disappointed Artist 101' right here. It's a misunderstanding most newbie creators have, but the truth is that unless you somehow manage to bring your art to an audience, NOBODY WILL EVER FIND IT. The vast majority of all art in this world is discovered by less people than you can count on two hands. Nobody cares about it, and then it is lost forever.

People will not come to you automatically just because you make something great.
People will not come to you automatically just because you make something great.
If you want to be an artist, remember that at all times.

>> No.11242479

>>11242446
Touhou had a slow start. It was only after the 6th official game and about five years that it slowly started to get popular with a fanbase.

>> No.11242482

>>11242467
Agreed. But I guess that guy thinks Top 40 really are the best musicians in the whole world at the moment, objectively.

>> No.11242515

>>11242467
All I see is you whining and crying for the bleeding hearts and artists. When was that ever part of /jp/ board culture?

You're just spaming words and feelings but you have no real point or anything intelligent to add. Why does the most simple logic need to be explained to you?

Ok, here goes.

If you make something and hide it under a rock where nobody can find it then nobody will care.

If you make something and distribute it enough then somebody at some point will care.

>>11242482
Of course just like you think licking your own ball will grant you super powers.

>> No.11242532

>>11242515
Hey, I wasn't the one saying every good artist instantly gets fans. But my balls do seem pretty magic, thanks for noticing.

>> No.11242560

>>11242532
I didn't say that either. I just said potential appreciation is not a good motivation and if you need it to complete a project you aren't going to do any well anyway and you wont get much appreciation. But if you make something and distribute it then you will get fans.

If you understood it differently that is because you are either stupid or didn't bother to read the discussion.

>>11242479
Touhou is a good example of how something gets popular. Find me one series that has consistently had minor improvements over a span of about 15 years and 20 or so (including mini and unofficial) games and has never had a fanbase then I will concede my argument.

>> No.11242584

>>11242560
>Find me something that has never been seen that you've seen and I will concede my argument.
If it has no fanbase, we don't know about it. If we know about it, then that's because we are part of the fanbase. You're asking us to find something nobody knows about, that just isn't going to work.

>> No.11242598

>>11242584
Stop being an idiot, ok?

I know it might be hard for you to use your brain but please humor me. Imagine a world where the creator of a work publishes and distributes their work or has a company do it for them.

>> No.11242600

>>11242560
>I just said potential appreciation is not a good motivation
Agreed.

>if you need it to complete a project you aren't going to do any well anyway
Disagreed. Different folks, different strokes. What you might need to finish a project might not be the same as I do.

>and you wont get much appreciation
Disagreed. People can appreciate things even if the creator is a dick, such as with the musician zomby, who has been proven to steal some of his most popular songs.

>But if you make something and distribute it then you will get fans.
Every time you say it, you are only proving that you know nothing about business.

>Touhou is a good example of how something gets popular
The other poster said it took 6 games for it to take off. If ZUN quit before that, you'd most likely never hear of it, regardless of its quality. Which is why I talked about Top 40; popularity and quality aren't necessarily correlated. And this is what is so stupid about this last part of your argument: there might be several of those, but we might not be aware of it, like >>11242584
said.

>> No.11242675

>>11242600
>Every time you say it, you are only proving that you know nothing about business.
Just give me one instance, and not some retarded dream scenario, but one instance where somebody continues to make something and make it readily available but never gets a fanbase. Never.

>The other poster said it took 6 games for it to take off. If ZUN quit before that, you'd most likely never hear of it, regardless of its quality. Which is why I talked about Top 40; popularity and quality aren't necessarily correlated.

I never said popularity and quality were correlated. It's the fact that ZUN kept on making his games that the popularity continued to slowly increase and it got popular.

Every single perimeter circle at Comiket that I can think of started on a table in the halls. Circles like EastNewSound started on a small table in the halls and these days they're on the perimeter with lines zigzaging outside.

That sort of thing doesn't happen overnight. It happened because they consistently kept on making new releases for each event even though groups like IOSYS were more popular.

Some circles aren't as popular. They only release once every few years or sometimes just a demo or a copybook/printout of unfinished work. Those circles don't become popular.

>> No.11242784

>>11242600
>>11242675
Here's another example. Mega Tokyo. They recently did a Kickstarter campaign to release a shitty renpy VN about the web comic.
>4,958 Backers
>$299,184 pledged of $20,000 goal

I remember years ago when Fred just started out and there was that other guy too. It was only ever marginally humorous, the art was lazy, no real plot, and the updates were slow. The other guy had a fallout with Fred and left. But Fred continued to make updates even after being made fun of by 4chan, even though it became shitty pencil sketches and a mary sue self-insert awkward love adventure.

Now he has 300k for something any random /jp/er can do. Because he kept on doing it and built a loyal audience over a very long time. And he hasn't even made it yet.

>> No.11242803

>>11242675
>>11242784

You dense, dense motherfucker. Has it ever occurred to you that you don't get every convention release, but only the releases that someone found worth their money to buy and put it on the web? That there is doujin music, game and art in this world that you will never hear of? That there are literally millions of bands that will never make it in the industry regardless of how serious they are about their craft, how much time they're willing to invest or money out of their own pockets? I can't believe there can be someone as stupid, idealistic and delusional as you.

What you're saying here is literally "Justin Bieber got discovered on YouTube. If I put enough videos on YouTube, I can be Justin Bieber too. Everyone can."

>> No.11242808

>>11242600
>>11242675
Another totally different example is AKB48 which had a now pretty famous sob story about how they had hardly any fans at the start and how they still had to perform each day infront of an empty theater.

Some members quit and some stayed and kept on pushing for success. One of the waitresses at their cafe kept on handing out fliers and worked hard every day too even though she failed the first audition or something. Then she later became one of the most popular group members until she graduated.

AKB was around for years before they really started to get popular. They worked hard and eventually they started to build an audience. Now they aren't forced to try and give away their tickets in hopes someone sees them, now people have to win a lottery to be able to get a ticket to see their daily show.

They worked hard and kept on bringing out new songs. Now they're the undisputed #1 most selling act in Japan.

>> No.11242811

>>11242803
Has it ever occurred to you that I go to Comiket and checked out and sometimes bought those things that never get uploaded?

>> No.11242812

fun threads get deleted but psuedo /soc/ shit gets generals?

>> No.11242825

>>11242803
So according to you only Justin Bieber can get popular on YouTube. Sounds more like you have some issues to be honest.

>> No.11242839

>>11242803
>>11242825
>>11242836
https://www.youtube.com/watch?v=4_S4HcPQjIs

/thread

>> No.11242836

>>11242811
My dad is Comiket.

>>11242825
I didn't say that. My opponent has, however, said that everyone who continues releasing things will eventually make a fanbase appear out of thin air.

>> No.11242853

>>11242836
Except for you. You probably wont get a fanbase because you are a buttmad monkey and anything you make is probably terrible.

>> No.11242859

>>11242853
Joke is on you, I'm ZUN.

>> No.11242861

>>11242456
No? Ok.

>> No.11242919

>2 days after
>Still the same guys insulting people
And you STILL wonder why no one here bother to make a game?

>>11242515
>All I see is you whining blahblah
Say, except from calling people retards and incompetents, do you have, like, something useful to suggest? Or even a /jp/ related game to propose for this thread? Doubt so, mind you.

>> No.11242927

>>11242919
People too busy arguing over crap to be interested in people working on stuffs like >>11242456

>> No.11242946

>>11242919
How about you post your contribution?

Maybe the Urban Warfare RTS is finished now since the competition deadline is over?

What? Nothing to post? Nothing made?

And you wonder why these threads turn into arguments? Because these people are useless and get in the way despite their good intentions.

>> No.11242958

>>11242946
>How about you post your contribution?
Wrong move anon.

I'm here since the very first /jp/ Project Thread, I was even willing to work on the Harvest Loli Moon before it turns into a simple generic loli simulator.
I wasn't the only one, and you know what? Most of the anons decided to stop because this thread got flood at some point by people being assholes exactly like you. They even go to the extent to summon others boards to shitpost on this thread.
If it hasn't been that much advanced at the time, I suspected that even the /jp/ compilation wouldn't have been finished because of that.

>> No.11242974

>>11242958
>I'm here since the very first /jp/ Project Thread
So basically you are the biggest useless faggot of them all. Ok you win the prize do you want your crown now?

>> No.11242991

>>11242958
You just keep on blaming everyone else. Nobody ever expected you to make anything and to be honest by trying you just make it harder for people that are actually capable of making something.

>> No.11242990

>>11242974
Way to show your true colors, crossboarder. Don't bother replying, everyone.

>> No.11242994

>>11242958
>>11242974
>>11242990
The /jp/ project thread is by crossborders you dolt. We already have OC threads.

>> No.11242998

>>11242994
You're not from here, or you'd know the /jp/ project started on the OC threads. Back to /a/ with you.

>> No.11242999

>>11242946
>>11242990
>>11242836
>>11242919
>>11242825
>>11242808
>>11242803
Samefag.

>> No.11243009

>>11242998
>>11242990
Let me get this straight. Eight threads and all you could do was throw together some music tracks.
Then when some posters make valid criticisms about all the nothing going on you get on the defensive and argue to the point of retardation.
Then when it looks like you don't have any good arguments to make your case you get mad and say the other person should do what you said you would do be didn't do.
Then they say no you have to show what you can do. So you reply saying you've been here the entire time and involved with all the projects and did nothing but it was other people's fault.
You get called out on blaming your incompetence on other people. Then you get mad and say anyone that disagrees with you or doesn't like the thread for valid reasons is actually not a /jp/ poster but part of some conspiracy to ruin your fun?

I think you have issues, friend. You and people like you are more of a reason nothing ever gets made here than any offboarders.

>> No.11243017

>>11243009
>valid criticisms
It's not valid criticism but plain shitposting. As a matter of fact we're still waiting for you PROS to do some work.

At least, we tried, all you did was criticism and shitposting. This is also why we didn't have a 2nd compilation project, because you guys were mostly focused on claiming everywhere how shitty it was instead of giving good piece of advices.

>> No.11243021
File: 148 KB, 500x390, miubny1WZO1qmgd8oo1_500.png [View same] [iqdb] [saucenao] [google]
11243021

please work together /jp/!

>> No.11243026

>>11243017
This is your problem:
You talk a lot and do nothing.
People give you advice and you get defensive.
Things don't go the way you hoped and you make up excuses.
People disagree and you get mad and start shit posting.

Then you turn around and demand the people you just threw a tantrum at go, put their head down, work hard and make you something nice.

You are a fucking idiot.

>> No.11243032

>>11243021
This is my wish.

>> No.11243038

>>11243026
>>11243021
>https://github.com/jpprts/jppRTS
>1 contributor
>5 days ago

Don't worry guys /jp/ already released a readme game on github. A testament to how much of a great idea that was.

>> No.11243045

>>11243026
>You talk a lot and do nothing.
Read properly my previous posts first, then we can talk.

>> No.11243059

>>11243045
No. You never type proper English and you always say the most retarded stuff. Just shut up.

>> No.11243064

>>11243009
Let me get this straight. We've had eight threads and you're not only expecting us to have more than a project (which was a double album, on top of that) ready, but also pretend "hurr shitflinging is weeding out the weak" is a valid argument?
Then when some posters try to educate you on why there is no point in demanding anyone to do anything while being an asshole to them, you shift your argument to everyone will be successful if they keep on trying.
Then you assume that community projects depend on a single person's efforts, and if it takes long or fails, it must be because of the person you're arguing with because apparently a "whiner" cannot possibly produce something good, ever.
You get called out on your non-existent knowledge of economy, and anyone who disagrees with you lives in a "dream world" where, ironically, no dreams ever come true because all you need to do to be the very best like no one ever was and rise to the top is performing an activity repeatedly until it's your turn to be famous.
You get called out on how there are many more musicians, writers, game developers who will never attain any form of recognition, but instead you go back to you "muh fanbase" mantra, you, the personification of VGMdb, the one who knows all about all and every thriving performer, the prophet of how a group or two managed to so absolutely everyone can because this clearly is a kids' afternoon television movie from the 80's.

You have serious issues with delusion and I hope you're on some medicine.

>> No.11243066
File: 842 KB, 949x933, okuu.png [View same] [iqdb] [saucenao] [google]
11243066

wouldn't you guys rather do this in emails? some people watch this thread to see if anything is actually happening.

better yet, just stop responding to the people who have nothing better to do than degrade the attempts of others.

>> No.11243076

>>11243066
Actually this thread explains perfectly why there's no progress.

>> No.11243096

>>11243064
You don't have anything to back up your arguments. You're just inflating, puffing up, and repeating your opinions over and over again. The posts you're refering to give examples and reasons that didn't get a proper response only a NO YOURE WRONG reply.

Maybe your post would have been ironically clever if you actually had a point or if anyone actually did anything during the last week.

>> No.11243105

>>11243096
Long story short : people won't make or even propose a game as long as you're being an asshole in here. You're killing the thread, so stop posting or make something.

>> No.11243124

>>11243064
Actually it's the opposite. Most of the people in this thread wont make anything that gets much recognition.

The dream world view is that there is some kind of undefined cosmic power that picks and chooses who will succeed and fail and that amazing and some of the greatest works in our time will never be seen. There isn't. It's not magical and it's not random and it's not hard to understand.

The only reason that even came up is because of other posters like you making up lame excuses about why people aren't motivated and why nobody cares.

>> No.11243132

>>11243105
Stop making that same stupid argument. It's a lie. Everyone on /jp/ knows it's a lie. WAKE UP people don't not make things because someone was an asshole in a thread.

The reason they don't make things is because they're incompetent and way too proud to suck up their pride and either put in the hard work themselves or work with somebody that actually knows what they're doing.

Actually everybody already knows that shitposting in these threads is the real and only game there will be.
/thread

>> No.11243145

>>11243124
>>11243132
OMG SHEEPLE WAKE UP IT'S OBVIOUS MY PRESENCE IS WANTED AND NEEDED I'M JAYPEE'S BATMAN LOOK AT ME BEING EDGY WHY ARENT YOU BEING PRODUCTIVE AND COMPETENT AS I AM

ALSO I MISUSE SPOILER TAGS

>> No.11243152

>>11243145
Now you're just making yourself seem ridiculous.

You have nothing. Absolutely nothing. Just 8 threads, an abandoned git repo that nobody even contributed to after all that arguing, and a shitting music compilation that could have been posted in the OC threads.

Why even bother trying to save face at this point?

Make sure this is the last /jp/ project thread.

>> No.11243159

>>11243152
I seriously hope you're not assuming that it was the same guy that you quoted here.

>an abandoned git repo that nobody even contributed to after all that arguing
You're the cause.

>a shitting music compilation
You're the worst.

>Make sure this is the last /jp/ project thread.
This is why we can't have nice things.

>> No.11243177

>>11243159
>quoted
What?

I posted it to you or anyone else trying to continue this ridiculous facade.

>You're the cause.
Who cares? The people in this thread are the kind that drag projects down anyway. It was doomed to fail from the start.

>> No.11243206

>>11243177
He's bipolar, but whether he's doing the pessimist or optimist he's an asshole. Janny? Mods? We need clean diapers here.

>> No.11243207
File: 47 KB, 960x720, 1372211714478.png [View same] [iqdb] [saucenao] [google]
11243207

>>11243177
>The people in this thread are the kind that drag projects down anyway.
I agree with this, but :

>It was doomed to fail from the start.
I disagree with this.

I don't know for the others but when I first joined the /jp/ project series it was precisely because I was interested and motivated to do something with /jp/, or at least a /jp/ game with touhous or lolis or both.

Someone posted that picture and I started to code it in Unity, my first goal was nothing more to have that scene where you could move around the characters, so it would have been pretty easy and fast.
But when I asked for graphic/art suggestions, the thread turned into an "art" flamewar and I was called an idiot for even asking such a question in the first place. That and the whole ongoing drama are what killed my motivation. I don't know what happened to the others though, we simply stopped hearing from them at some point.

This is a shame, because we had lots of interesting ideas when the whole thing started.

>> No.11243250

>>11243207
Nah it was always doomed and I remember that picture from another thread like this.That thread was a little different but went the same way. The problem in my mind is that you have people can and want to make something but just aren't quite there yet. But you also have a lot of parasites that try to latch onto project and threads. They will do anything to keep their host alive except actually contribute something worthwhile.

They start arguments acting like they know what they're talking about but then start to show tell tale signs that they don't actually know. I think I remember the thread for that picture ended with a programming argument about why while(true) was bad and they just kept on going until somebody posted compiled assembly and comparisons that showed why it was bad. Then nobody bothered to reply anymore.

As long as people keep on BS'ing then it's extremely unlikely anything worthwhile will ever get made.

>> No.11243264

>>11243250
Go to bed, Batman.

>> No.11243277

>>11243207
>he thread turned into an "art" flamewa

It's a shame, because no matter how good of a programmer you are, you won't be able to do a decent game without any art for it.

And almost all "artists" are whiny sissies who routinely roam the streets for used condoms to lick cum off of.

>> No.11243320

>>11228114
Not to interrupt the hate fest, but can anybody answer this? Or give any info whatsoever on this "GJT" guy?

>> No.11243345
File: 214 KB, 660x660, 1372317463732.png [View same] [iqdb] [saucenao] [google]
11243345

why is this thread tolerated?

It's just a bunch of people with zero reading comprehension, who can't be fucked to understand what the board topic is, advertising and/or asking each other to make/do stuff.

>> No.11243374 [DELETED] 

>>11243152
>Make sure this is the last /jp/ project thread.
As the other anon said, this is why we can't have nice things. You can't pretend to be the voice of reason helping people find out why they fail at creating stuff, while at the same time so directly trying to stop people from making stuff.
/jp/ projects are always doomed to fail because of the people visiting /jp/ (and I am no exception). Lots of ideas, maybe some initial motivation, but not enough drive to keep any project going, along with a tendency to extensively discuss everything that can be discussed, severely harming productivity. There's trolls too, but we'd be having these discussions even if there weren't people purposely derailing threads.

As for myself, after the start of thread...#3 I think? I stopped checking the threads as there was too much irrelevant bullshit in it and I didn't want to waste the time required to sift through the thread to find the useful posts. (I'm a slow reader and have too many hobbies eating up my time.) I initially proposed working together for 7DRTS, but haven't made any posts about that beyond that, as I was getting strong 'complete newbie game developer with unreasonable expectations of a 7 day project' vibes from the ensuing discussion. /jp/ projects always fail anyways, but that one was even more likely (more guaranteed) to fail than usual.

>> No.11243372

>>11242456
That'd be like the one and only on-board-topic use for this thread, and it's better off with its own thread or threads (like the existing VN translation recurring thread) rather than hanging out in here with the retards and their internet make-believe drama (if people were really interested in doing something, they would just get started on it.)

>> No.11243384

>>11243152
>Make sure this is the last /jp/ project thread.
As the other anon said, this is why we can't have nice things. You can't pretend to be the voice of reason helping people find out why they fail at creating stuff, while at the same time so directly trying to stop people from making stuff.

/jp/ projects are always doomed to fail because of the people visiting /jp/ (and I am no exception). Lots of ideas, maybe some initial motivation, but not enough drive to keep any project going, along with a tendency to extensively discuss everything that can be discussed, severely harming productivity. There's trolls too, but we'd be having these discussions even if there weren't people purposely derailing threads.

As for myself, after the start of thread...#3 I think? I stopped checking the threads as there was too much irrelevant bullshit in it and I didn't want to waste the time required to sift through the thread to find the useful posts. (I'm a slow reader and have too many hobbies eating up my time.) I initially proposed working together for 7DRTS, but haven't made any posts about that beyond that, as I was getting strong 'complete newbie game developer with unreasonable expectations of a 7 day project' vibes from the ensuing discussion. /jp/ projects always fail anyways, but that one was even more likely (more guaranteed) to fail than usual.

>> No.11243442

>>11243384
No. These threads are why we can't have nice things. There should be a rule that you can't make this kind of thread without something to show.

>> No.11243487

>have a project
>afraid to share it because of bullies such those in this thread

feel...

>> No.11243687

i just wanted to see /jp/sies make something
what the hell happened

>> No.11243701

>>11243687
I guess that some people genuinely don't want us to enjoy something.

>> No.11243714

>>11243687
Two anons (maybe a bit more) argue over meta-stuff and ignore each others points, then argue over the ignorance of the other one and call ad-hominem at each other in the attempt to sound smarter. It's rediciously funny as it is sad; it's the true nature of /jp/ I think.

>> No.11243726

>>11243714
All I saw was a bully telling people they can't have fun if it's not his way.

>> No.11243750

>>11243726
Maybe, but regardless what side you mean (I'm quite sure I know which one), both said SOME valid stuff and both acted very retarded. If we assume that one of them is trolling then it shouldn't have gotten the attention it has gotten.

>> No.11243779

>>11243345
Because, if it weren't for the few fucking idiots who can't learn to GET A FUCKING ROOM, it'd be a perfectly fine thread.

>> No.11243853
File: 232 KB, 347x543, beet sugar.png [View same] [iqdb] [saucenao] [google]
11243853

you suck

>> No.11244218

I think the negativity in this thread is just due to the general frustration at the lack of things being done. And there's no need to blame anyone here. Making things is hard, really hard, and it's especially hard to do things together with other people. That's to be expected, and the frustration is part of it. But let's not give up just because it's hard and frustrating. Let's instead try to find a way to get things done despite the general negativity.

For example, we could take some ideas from /ic/'s collab threads (>>>/ic/1509945). They're actually working out really good, despite there being tons of angry and bitter posts in every single one of them. And it's certainly not because the people there are different. If anything, they're even more bitter, lazy and umotivated than /jp/sies. I think the key here is that it's very easy for one person to contribute on their own, without having to coordinate their work with a team. If their submission is good, it will be picked up by the next guy, and if it's shit it will simply be ignored without much hassle. So there's no risk of fucking up the project by shitty contributions, which encourages more people to contribute, and no need for communication other than just posting your contribution in the thread.
The music album from previous threads worked like this too. Everyone could just make and submit the music/art on their own, without actually having to work in a team.

>> No.11244222

So a project that might have a chance of success could be, for example, a card game, where one person can easily contribute card text or art, or contribute to a discussion on the rules and gameplay in the thread. Then one person would put it together into a complete package based on the general consensus of the thread.

So perhaps instead of throwing shit at each other, we could throw around some ideas for a project along these lines, something that would be very easy to contribute to. Some possibilities are: a card game, an art book, a story, and putting the last two together, maybe even a short VN where the story is simply written by each contributor adding to what's been written previously by others.

>> No.11244265

>>11244218
>If anything, they're even more bitter, lazy and umotivated than /jp/sies.
This will not stand! We can't let some second-rate board be better than us at the only things we're good at!

>>11244222
>where the story is simply written by each contributor adding to what's been written previously by others.
While I enjoy those kinds of things, the results are always beyond terrible.

>> No.11244287

>>11244265
>the only things we're good at!
fakeNEET culture threads and discussing which 2hu we wud fug?

>> No.11244305

>>11244287
Being bitter, lazy and unmotivated. I mean, just look at this thread: All of it is bitching about how we never get anything done.

>> No.11244311

>>11244265
>While I enjoy those kinds of things, the results are always beyond terrible.
They don't have to be, because shitty contributions can be ignored or even rewritten by better writers, discarding the bad parts and refining the good. That's the way it works on /ic/ - sure there's a lot of crap added along the way, but it's mostly the good stuff that actually makes it to the end.

>We can't let some second-rate board be better than us at the only things we're good at!
I would hope /jp/ is good at taking it easy, not at being bitter and lazy.

>> No.11244388

>>11243320
Sorry there's nothing more from him.

>> No.11244512

>>11242456
All projects apply. I'm sure there are Japanese fluent-/jp/ers who wouldn't mind helping.

Though you might want to let some of this autism die down first.

>> No.11244585

>>11244388
Drat. Thanks for the info, though.

>> No.11245007

>>11243726
>>11243750
>>11243779
>>11244218
>>11244305
We wouldn't get anything done even if we weren't bitter. If it's not arguing there are always people posting overly positive and dim witted encouragement or passive aggressive excuses and obfuscate why nothing gets done.

>I didn't do anything all week because you are arguing with me today! You big bully! It's all your fault! Look what you did you ruined it!
Really? What about the last 7 threads?

Nothing gets done because people don't do anything.

>> No.11245031

Whoever told me my custom MtG project was doomed from the outset, you were right. I grossly overestimated levels of competence and interest in every board I approached.

I'll go back to doing nothing now.

>> No.11245191

>>11245007
>Nothing gets done because people don't do anything.
You're on a board with lazy neets with big dreams/hopes and no motivation

>> No.11245572

>>11245191
>If you don't wanna donate me free content you must be a LOSER!
'kay. Go fuck a duck, dude. Any legitimate board-organized projects already have their own threads and don't need your hosting them.

>> No.11245639

I wish /jp/ could relearn how to take it easy.

>> No.11245965

>>11245007
I have no idea why you have my post (>>11243750) linked.
That said, for me these threads aren't about finishing things, they're about starting things and having fun doing so. But please keep going, I find it very entertaining.

>> No.11246085

>>11245031
;_;

>> No.11246696

>>11245965
I linked it because it looked like you were trying to be clever and it really doesn't matter either way. Everybody that posts in or reads the whole thread is just as bad as the others.

There really isn't much to it, just post the blatant flaws and call people out on their blatant short comings. I perform a valuable service in showing everybody how futile it all is so that can give up now and go watch their anime or something instead of wasting months chasing pipe dreams.

I'm like a saint to be quite honest.

>> No.11246752

>>11246696
So how long until someone bans Holy Batman here?

>> No.11246816
File: 64 KB, 425x419, 1375060213062.jpg [View same] [iqdb] [saucenao] [google]
11246816

>>11246696
The best part is that this troglodyte genuinely believes he's right.

>> No.11246996

>>11246696
Sure thing. Just don't forget to keep bumping. I don't like your agenda but I started to enjoy your commitment. I hope people have learned something valuable, either to not try or to ignore post that lead to derailment. But I doubt it.

>> No.11247283

>>11246996
I'm really starting to think about making and finishing a game for /jp/ only to prove him wrong, even if it's a simple game. That's a bad motivation but I'm really thinking of this.

>> No.11247301

>>11247283
I'm glad you found motivation somewhere, but there's no winning when retards like him are involve; if you manage to finish the game, he's either going to claim it was reverse psychology or shit over your finished work as well, calling you a crossboarder or saying it just wasn't /jp/... the only way to win is to not "play the game": do it for yourself.

>> No.11247320
File: 148 KB, 500x500, 1297660639206.png [View same] [iqdb] [saucenao] [google]
11247320

>>11246752
Unfortunately people don't get banned for hurting your feelings.

>>11246816
No the funny part is that you replied unironically to the worst thread on the board.

>>11246996
People don't learn so quickly. You can expect a 9th thread and all of the project threads together still wont compare to a single OC thread. All there is here is people posting their awful opinions and circle jerking.

>>11247283
Go on make a half assed game like /jp/ Mansion part 1 just to prove a point: If you really put your mind to it you can make a half assed game instead of just talking about it.

>>11247301
The joke's on you.

>> No.11247352

>>11247320
Still, I wonder why you're so hostile.

It's not like you gain anything from it, unless you really plan to kill this thread and the whole /jp/ project thing, which makes you a bad person.

>> No.11247416

>>11247352
What is so hard to understand?

There is literally nothing good about this thread and the people circlejerking in it. Even the LN digital magazine thread was better than this and that bombed and got deleted on sight.

9 threads and regulars that circlejerk, shout down alternative views, promote bad ideas, send projects to their doom, make false promises of commitment, whine about not being appreciated, use off-board terms and reference hipster indie shit that I'm supposed to care about for some reason?

Lets just kill it off now and not in 3 months.

>> No.11247443

>>11247416
So how about the ones who are actually genuinely interested in the project?

I don't know if the whole thing really started because of some cross-boarders, and to be honest I don't care. Some of us were really interested in the idea of making some things (not necessarily a full game or an awesome Music Compilation 3.0) with fellow /jp/ users.
Though, at that time, the board was slow and thus more free of shitposters, circlejerking etc. I'm not surprised but I wonder why you all gave up to the shitposters instead of ignoring them and try to do something instead.

This is why I'm still lurking, and will also lurk in the future /jp/ project threads. I'm being optimistic but I hope that at some point we will have more motivated people than shitposters. Meanwhile I'm working on my own game.

>> No.11247471

>>11247443
I will never get why people take things too personal on 4chan. An annonymous imageboard. Which isn't known for adequate behaviour. Fuck. You all know this, yet you still act like you don't.
Btw. I'm working on my own project but sadly it hasn't anything to do with /jp/.
Now I just have to learn to programm and to write music.

>> No.11247494

>>11247443
There's no point when people already fouled the watering hole. Kill the infection and move on. At this point it should be clear nobody will make anything.

One time /jp/ was going to make a VN and offboarders came and ruined it with good intentions. Some of them stayed for a year before they outgrew the board.

>> No.11247505

>>11202651
The website is down.
>>11205893
If you're still here that would be nice.

>> No.11247515

>>11247471
>I will never get why people take things too personal on 4chan.
Well it's a human thing. Ideally we'd want to ignore all the idiots but some things will always trigger bad memories and stuff. Actually I mostly wonder how some people can actually really enjoy being an asshole to the others, I just don't get it.

Anyway it's the same for me, my current project has nothing to do with /jp/ only because I didn't manage to find enough touhou sprites and stuff since I suck at arts, but fortunately I can program fine so it's going pretty well.

But I'm still thinking of making a Marisa land with 3D elements

>> No.11247578

>>11247494
>At this point it should be clear nobody will make anything.
I'm about halfway through writing my VN and I plan on completing it since I have nothing else to do, but I'm having second thoughts about publicly releasing it due to some of the content contained within, unfortunately. If the tumblr faggots got their grubby hands on it they'd probably ruin it with their moralfaggotry.

For the record, in my otome VN there's a scene where the POV shifts explaining one of the boy's past which involves mother/son incest and a scene that's part of the True Final route, where the MC gets violated by primordial ooze beings

>> No.11247596

>>11247515
>I didn't manage to find enough touhou sprites
I like to pixel. If your project is solid and you don't need too much sprites I may be able to help out. I would make a throw away email now but I'm going to sleep.

>> No.11247639

>>11247578
Don't waste your time in this thread, keep writing!

>> No.11248268

>>11247578


If tumblr gets ahold of it, that's free advertising for you.

Just write and don't worry about it. You can always release it under a psudonym if you're worried.

>> No.11248275

Guys where do I release my writing? No one will read it on my personal webspace.

>> No.11248302
File: 54 KB, 300x400, neutral2.png [View same] [iqdb] [saucenao] [google]
11248302

>>11248275
No one will read it, period. Unless you very specifically cater to a very specific audience (things like /jp/ manor for /jp/) or you write a fanfic (which is really just a specific form of the former).

>> No.11248391

>>11248275
You're a westerner. No one will read your novel unless there's some nice art to go along with it.

If you were Japanese you could get away with shitty art or no art at all. In fact if I knew enough Japanese to write fiction and needed to viral my shit somewhere, I'd post here telling people a 13 year old Japanese girl wrote it before committing suicide. Imagine how much attention something like that would get.

But anyway, you're not supposed to write stories just to get attention. Write for yourself. If interactive fiction is your thing then maybe you should try /tg/ or /x/. Boards like /x/ and /b/ are actually great practice because their attention span is so short, only the most interesting stories will be saved and reposted.

If you don't believe me just ask yourself if you would really read something like Kanon if it had originally been posted in a place like DA. We're weebs and a we're a bit biased. Everyone in this thread should try to keep this in mind while producing OC

>> No.11248432

>>11248391
>reading key shit
LOL

>We're weebs and a we're a bit biased.
You're projecting. If a westerner could write/draw in good anime style I would have no problem with it. That means no Megatokyo type bullshit.

>> No.11248444

>>11248432
Explain the negative reaction to Katawa Shoujo, then. The art was fine.

>> No.11248455

>>11248444
Negative reaction? Are you talking about on /jp/? Because /a/, /vg/, and other communities love KS.

If you're trying to give advice on how to appeal to /jp/, then it's a lost cause. /jp/ will never be satisfied with anything unless its wacky and Japanese. Talentless shits like bkub are a good example of this.

>> No.11248460
File: 47 KB, 292x227, 1345335474710.jpg [View same] [iqdb] [saucenao] [google]
11248460

>>11248455

>> No.11248542

>>11248455
>. Talentless shits like bkub are a good example of this.
Fuck you
Everyone loves bkub chen

>> No.11248731

>>11248542
i think that's his point

>> No.11249218

>>11248391
CTRL-ALT-DEL, Order of the Stick, Penny Arcade, Mega Tokyo, Stuck Home, Digital Love Story, Don't Take it Personally it's not your story, Katawa Shoujo, Red vs. Blue, Pure Pwnage, Braid, My Blood Approves, and so on.

What do they all have in common? Terrible art/visuals and terrible writing and lame plot. Oh and they were all made by westerners and were a huge success.

Even if you go on Kickstarter these days you can find literally autistic and mentally retarded people getting thousands of dollars to finish their childhood project over 10 years in the making: a shitty generic 2D platformer.

>> No.11249355

>>11247515
>>11247639
here, I'm awake now. So, are you interested?

>> No.11249626

>>11249355
I'd be, but since I'm working on something else I'd rather not ask you to work on something on a whim for nothing.
Since you can sprite, don't you have some sort of idea you want to make out of your arts? When working with an artist I'd rather let him express himself and then see how I'm going to put that in code, sounds more interesting to me.

For ideas, I've been looking a lot at the "Collection: Fund It!" pool on Danbooru when the /jp/ project started. Lots of fun yet simple ideas involving touhou here.

>> No.11249913

>>11249626
>Since you can sprite, don't you have some sort of idea you want to make out of your arts?
This question is harder to answer than I thought.
Yes, I have all sorts of ideas but I guess I don't want to be responsible for game-mechanics and stuff I don't know anything about.

>> No.11250194

>>11249913
Well, depends on what you're trying to do. As long as it's not the next LoL or SoulCaliburX, I think it's not going to be that hard.

Also, this thread was supposed to "throw" ideas and see how possible they were, so go ahead, I'll tell you if it's supposed to be a pain or not.

The only drawback I noticed for artists is that the more difficult the game you're trying to make, the more beautiful your arts should be. For example, I don't think that anyone would want to work on some sort of Advanced Touhou Of Phantasia unless you have solid bases for this, and not 9x9 gray pixel arts.

Disregards my last sentence, pixel arts are everywhere nowadays. Also, didn't we have some sort of project in the OC thread? I forgot.

>> No.11250467
File: 341 KB, 708x2279, Zwade923rwefpwef896.gif [View same] [iqdb] [saucenao] [google]
11250467

>>11249218
>Order of the Stick
>terrible writing and lame plot
Hey, OOTS has greatly improved over the years. It actually has pretty good writing and plot now.

>> No.11250496

>>11249913
I don't like where this is going.
It's not about possibilities, I mean I would work on an unoriginal and simple game in an overdone genre that is fun, rather than a complex original game that isn't fun to play.
I'm making rpg game boy graphics every now and then since roughly jannuary. I do have ideas on what to do with them. But I doubt that I'm able to make a fun(!) to play game out of it or that people have interest to play a game boy rpg to beginn with. I wouldn't be interested in that, too, if I wouldn't do the graphics.
It's just that I would much rather work on someones else idea with them if it's solid than to work on my own idea that won't be fun just because I had it (exept the graphics). I work more along the lines of "can I make it good in this sort of enviroment" rather than "what enviroment is good to beginn with". I hope that makes sense.

Do you mean with 9x9 gray pixel art programmer art that indies try to sell as "retro"?

>> No.11250576

>>11250467
>all those words
people actually read shit like this? go get a light novel.

>> No.11250608
File: 30 KB, 1280x809, Pixel-Runner-II_2.jpg [View same] [iqdb] [saucenao] [google]
11250608

>>11250496
Well, my bad. Even game boy graphics can be pretty good if you know what you're doing. As for the 9x9 gray pixel joke I was making, just check the picture. Lots of people just come here claiming that they can -sprite- (or program) only to end up showing something like this. I mean, everyone can do that and it's not really /jp/ related.

Anyway since you have ideas but still unsure about getting a public, maybe you should try working alone first on easy tools like RpgMaker or GameMaker? Working out of the blue with someone on internet might not be a good idea, considering that there's only 3-4 of us talking in this thread.

Once I've got something solid enough to post then maybe I'll bump this thread and show some pictures, hoping that it'd motivate others to participate, which would be a first step.

>> No.11250611
File: 369 KB, 800x601, game_test_three.jpg [View same] [iqdb] [saucenao] [google]
11250611

Not sure if related. I didn't do anything for ages because it was hot and no functional air conditioning and other priorities.
I ended up porting over to using the SFML library for now which meant getting rid of all my own Win32 and X stuff and just wrapping SFML in a simple class so I don't have to care how it works.
Then I redid fonts with the SFML font stuff and synchronized my timed scheduler with SFML stuff and let it sync the refresh rate.
Not sure if I'm that happy with it, it's portable but the executable is already about 80kb now and it's about 10mb in RAM memory when running now too.
The level in its packed internal structure is about 200 bytes. Externally still just a text file to make editing easier. I looked into some ways of reducing the amount of memory needed to represent the level and compress it and I'm pretty sure I can reduce it to about 3 bits per tile.
I'm still using some old OpenGL stuff I already had except I got rid of the buffers and doing it the old way for now until I have a nice way of packaging my data in a preferable way for OpenGL.
I also made a small parser for configuration files so nothing is hardcoded anymore. The program looks for the configuration file, the configuration file tells the program where the resources and levels are, the resources contain the tile descriptions, the levels contain the level descriptions. The program then assembles it on the fly.
Still need to make a proper 3D object filetype parser to load in meshes, fix input keys with configuration files and SFML stuff, fix my OpenGL math, and add a scripting language.

>> No.11250634

>>11250608
Yeah, that's what I consider programmer art or for a better term place holder art.

>> No.11250648

>>11250496
Indies suck. They are literally the hipster scene kids of game developers. Being a game developer hobbyist was never new and being an independent developer was never new either. Just like the games, concepts, and graphics these indies use which are never new and rarely any fun.

>> No.11250652

>>11250611
What are you making?
Any reason as to why you're trying to keep everything so compressed at this stage?

>> No.11250716

>>11250652
Distributed world with decentralized allocation and authentication.

>> No.11251395
File: 600 KB, 621x395, please teach your daughter about the dangers of traffic.gif [View same] [iqdb] [saucenao] [google]
11251395

Can I post here too?

>> No.11251590

>>11250611
Premature optimization on an insane level.
You're deving for PC, not a NES.
You'll never get anything done at this rate.

>> No.11251978

>>11251395

Only if you kill more lolis.

>> No.11252273

>>11251978

What if I rape them instead?

>> No.11253415

>>11251590
I don't think it's premature and certainly not insane. If a game consisted of 100,000 tiles or points in length and width and you used an int to represent your values and you had a few values then you're looking at about 100gb, if you can do it with only a couple of bits for each then it would be under 10gb, if you had used doubles or longs it would have been more like 1tb.

In a few years it would probably be possible to load such a large world into RAM of a budget PC or transmit large amounts of world data over a domestic line, but not if you use excessively large data representation. But even with 10 billion tiles you could still only model the surface of Earth with say 10ft per tile at best.

There are lots of ways of solving this such as generation on demand and reusing large blocks of data over and over again.

>> No.11253994

>>11253415
>100,000 tiles or points in length and width and you used an int to represent your values and you had a few values then you're looking at about 100gb
Where do you get 100gb?
An int is usually just 4 bytes.
100,000* 4 is not 100GB, or even 10GB, its 400KB.

It would take at least 10000000000 ints to start worrying about space and memory.

Its not like you even need all those 100,000 tiles one screen at a time, you can load area into memory in chunks.

>> No.11254002

>>11253994
He said length AND width. 100k * 100k = 1 000 000 000 000 = 1 trillion ints, which at 4 bytes per int would be 4000 GB if my calculations are correct.

But you are right in that you're not supposed to load all that in memory at the same time. It just won't work. Divide it into cells and into areas and into other denominations and load those as necessary.

>> No.11254009

>>11254002
Never mind, messed up my calculations, it's 10 000 000 000 ints, which is 40 GB.

>> No.11254023

>>11254002
There's also the possibility of procedural generation, so you only need to save the seed to generate an area in the world.

>> No.11254327

>>11253994
No comment.
>>11254002
>>11254009
Yes, it's about 40gb per byte of information on a tile. You load what you need but what you need is going to be limited by what you can load.
>>11254023
There are several ways of using procedural methods to generate world data. They also have short comings and sacrifice granularity, consistency or persistence, usually in favor of saving space. Besides that procedural methods aren't magic because they are just amortized to deal with a certain threshold of best case scenarios. For the worst case scenarios you can imagine a situation where you need as many seeds as you have tiles then save nothing, but if you specify a single seed with all tiles you get the same result. The procedural method is a balance between the two and often trades time complexity for savings in space complexity.

But to be honest I don't really see why people feel the need to argue against being able to do more with less. Reducing the memory footprint of tiles to bare essentials doesn't mean other techniques can't be used and I believe some of my original posts in another thread also mentioned this.

>> No.11254898
File: 91 KB, 1902x980, 128 buckets.png [View same] [iqdb] [saucenao] [google]
11254898

>>11253994
>>11254002
>>11254009
>>11254327

You can always use compression as well. Simply using a different data type intead of an int will only change the scalar in front of your amount. The size still grows at n^2. It would be a much more wise idea to use some kind of compression, such as that used in PNG. Hell, you could probably use exactly the kind used in PNG since a 2D tile array full of 32 bit ints is pretty much the same as a PNG image with pixels consisting of RGBA (32 bits, 8 per channel).

That's for storage at least, for putting it into memory... you shouldn't have it all in memory. Only load the stuff in the nearest MxM grid around you.

>>11254023

Doesn't work if you have the ability to change the map unless you want to record every action that takes place too.


The big question: Are you planning on having 100,000 x 100,000 tile levels? Assuming 32x32 pixel tiles those maps are going to be over three million pixels across... which in height would be roughly three thousand 1080p monitors worth.

I'd probably be more worried about runtime for most games anyway (at least as far as optimization goes, of course extensibility and flexibility is the most important thing for most software). Getting a better algorithm/structure with better asymptotic running times will generally result in significantly better results than merely making the constant in front smaller. For example, pic related. Storing my lolis in more efficient structures results in allowing more lolis to exist in the city and more efficient querying of lolis (for stuff like collision detection).

>> No.11255328

>>11254898
There is a difference between c+n^2 and cn^2, where assuming c is in bits then it's possible that c > n or c > n^2, and I think it counts especially when the potential size of c may be an order of magnitude or two smaller/greater.
I also made a brief mention of compression and have toyed with similar ideas to what you mentioned with image compression.
Actually I think the bigger question is why do people want to second guess each other about the simple implementation details?
Surely there must be more interesting stuff to discuss than subject on the level of "how do you encode color" or "how do you represent coordinates" which are all done and dusted topics from decades past. Just like procedural terrain generation and compression.
The only only thing concerning the subject that I'm not entirely certain about is how it will impact the performance of things like addressing and cache. Which to be honest isn't all that interesting except that I might test several methods on various architectures to see if there is any significant gain.

My point is I just spent more time defending why I did something two weeks ago than I spent doing it and it's kind of hard to justify continuing that line of discussion. Also the "tiles" are 3D rendered just in case anyone was confused about that, and there will never be a need to draw or touch every single tile property or pixel.
I rather discuss how much data can be packed in various constrained environments such as CPU, GPU, RAM mounted images, Disk I/O bandwidth, network/internet bandwidth, and what kind of interesting stuff can be done with more data onhand or being able to guarantee a good supply of data in poor conditions.

>> No.11255429

>>11254898
>Doesn't work if you have the ability to change the map unless you want to record every action that takes place too.

There are way around that. A simple solution would be to let seeds be overridden, combined with overlays, or added to a pool. If there is a change you're going to process it anyway so you can check for a match for the change and add one if it's unique.

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