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/jp/ - Otaku Culture


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11295050 No.11295050 [Reply] [Original]

Previous Thread: >>11202651

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

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

>> No.11295078

I want to make a sandbox game where you go around and do things in a world of cute fairies.

I don't know how to make 3D and I'm not sure if a 2D game would work as well though. How do I learn to 3D? Are there some cute anime fairies I can just throw into something?

>> No.11295081

>>11295050
Do you think /jp/ could make a VN?

>> No.11295108

>>11295078
Please make it in 3D with occulus rift support.

>> No.11295120

>>11295078
Sprites would be cuter.

>> No.11295707

You're making these too quick, OP. Give us some time to work on these projects. These threads always devolve into the same old shit anyway.

>> No.11295766

Can you use another Momiji picture from the same artist in the next thread?

>> No.11295831 [DELETED] 

So the progress on my VN isn't going as well as I anticipated. I scrapped two of the routes I wrote because some the writing was pretty cringe-worthy and I didn't like the characters (not to mention the routes didn't tie in with the overall arching plot at all). Oh well...

Out of curiosity, does anyone have any links/resources on what the development process of a professional VN looks like?

>>11295081
Yes. Stop asking and start writing.

>> No.11295837 [DELETED] 

>>11295831
*some of the writing

>> No.11298769

>>11295078
3D isn't too hard and it's mostly just math.

>>11295120
You can still use sprites in a 3D world as 2D billboards. There is no real reason to use 2D techniques in this day and age and modern 2D is usually done as 3D without a Z axis for depth testing.

Why? Because it runs faster to treat sprite data as textures on the GPU.

>> No.11300270
File: 600 KB, 621x395, please teach your daughter about the dangers of traffic.gif [View same] [iqdb] [saucenao] [google]
11300270

Well I asked on AGDG but I got no responses and then got banned when I asked if any of the females could give data to me on stretching.

So here, /jp/. I need a way to calculate tearing/stretching of the vagina/anus from insertions.
Right now I have it so that it gradually heals at a rate proportional to how much damage there is, like... it heals (1 - damage) every period of time (where damage is <=1) so there's a threshold where it can't repair fully. I'm not sure if this is a good idea though. It would be a good motivation for you to be careful when fucking your loli though.

Tearing will occur once the stretching hits a certain threshold. For example, if the base vaginal size is V, and the amount she is stretched is S, and the threshold for stretching is T, then if T > V + S(or maybe V*S, not sure how I'll handle it) then tearing will occur based on how much greater T is than V+S. I will also put in something to keep track of how much stretching has been done in the past though, so you can slowly stretch her out over time with increasing sizes of dildos. We'll call that amount N. So I guess that makes that above formula if T > (N + V) + S. That might turn into N*V though. I'm not sure how vaginal stretching works with growth. Can anon femanons here enlighten me? Like if you stretched the hell out of a 5 year old girl's pussy so that instead of, say, n inches, it's now n + k. Now let's say she grows and now her vagina is twice as big. Would her vagina be 2n + k, or would it be 2(k + k)? I suppose over time the k there (N in my other example) would decrease to a certain extend if no insertions are done.

And then there's the fact that vaginas != anuses. I was thinking of making an Orifice class, but then I wasn't sure if there would even be any carryover since stretching of one might be different from the other. I know my functions for calculating them are slightly different. I guess I could try to parametize them or something though.

>> No.11300282

>>11300270
>got banned when I asked if any of the females could give data to me on stretching

Why do the mods hate you so much? It's not like you broke any rules...

>> No.11300313
File: 172 KB, 1684x437, is this nigger serious.png [View same] [iqdb] [saucenao] [google]
11300313

>>11300282

My guess is enough normalfags report me so the mods just blindly do it thinking I'm just trying to troll (the ban was for "Shitposting, spamming or trolling") and don't realize I'm talking about gameplay mechanics for my game. Luckily they've just been 3-day board bans. Although it's kind of dumb to be banned for "off topic" posting when you're talking about an amateur game you're developing in an amateur game development general. Pic related.

Can we get back on topic though? I need to know how to handle orifices and stretching/tearing.

>> No.11300342

>>11300270

I don't know what kind of advice I could give that would help. I know the vaginal canal can grow to accommodate a lot of lengths with aroused but on average it's about 3 inches I think for the grown woman. It's why rape is very painful regardless of age. I wish your game was about something else though because it looks interesting. Good luck!

>> No.11300376

>>11300342

I'm thinking more along the lines of stretching the circumference. I'm no expert on rape though, but I thought that if it wasn't long enough you'd be more likely for her to suffer from a bruised cervix or something rather than any kind of stretching. Wouldn't stretching/tearing occur more from it being too thick for her?

>> No.11300503

>>11298769
I meant 3D modeling.

>> No.11300844

>>11300503
3D modeling isn't hard either if you're good at 2D, because 2D is essentially 3D projected to 2D. You have to be able to imagine how a surface transforms at angles
However if you don't know how to draw 2D then shit gets hard, because you end up having to learn it while learning a bunch of tools.
Learning the tools themselves isn't hard, but it's easy to get misguided into thinking the wrong way about things, thus ending up with a model that's shitty in some way or another.

>> No.11300877

>>11300313
Maybe next time you should also say that you plan to make it available on Steam and/or Apple app store. Maybe start a crowdsourcing campaign with Kickstarter or Indiegogo from what I've heard they also help legitimize your game and get the word out there to people.

Otherwise maybe your game just isn't considered professional enough or artistic enough to be an art game?

>> No.11300889

>>11300503
It's 3D modeling. A 2D plane in R^3 is still 2D, it just depends on the projection whether it appears that way from the point of origin or not.

>> No.11300894
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11300894

Aye, may as well sell myself out. Writing, for any media to any appeal. S'about all I can do.

>> No.11300920

>>11300894
punpun sucks.

>> No.11300940

>>11300920
Stop it, he'll kill himself.

>> No.11300954 [DELETED] 

>>11300940
sucks. sucks more than a vacuum in a vacuum.

>> No.11300957 [DELETED] 

>>11300954
a vacuum in a vacuum wouldn't have much to suck

ur mom on the other hand.....

>> No.11300960 [DELETED] 

>>11300957
Also doesn't have much to suck.

>> No.11300962 [DELETED] 
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11300962

>>11300957
a-asshole! SAGE! SAGE!

>> No.11302656

>>11300877

It's AMATEUR game development general. It's arguably more professional than some of the other games in the thread.

>> No.11303716
File: 715 KB, 1074x872, 4934a2a72b1339f59d74285095f7219e.jpg [View same] [iqdb] [saucenao] [google]
11303716

How about making an artbook with references for touhou characters? The picture is from http://danbooru.donmai.us/pools/2550 .

>> No.11307710

gentle bump

>> No.11308109

/jp/ made an album? I haven't been paying attention to the board so much lately so these threads went completely under the radar for me.

Colour me impressed, maybe I can be productive one day too.

Who am I kidding.

>> No.11310967
File: 17 KB, 512x288, we need more marisa platformers.png [View same] [iqdb] [saucenao] [google]
11310967

>> No.11312922

>>11310967

What are you making that in?

>> No.11312942

>>11310967
Cute.

>> No.11312963

>>11310967
Finally, something worth looking at.

>> No.11314087

>>11312922
Right now it's just an image done in GraphicsGale.
>>11312942
>>11312963
Thank you.

>> No.11314273

>>11295050
Is the music project a compilation project or muic made by /jp/?

>> No.11314278

>>11314273
It's music made by /jp/.

>> No.11314300

No vocals? I guess none of you are actually little girls.

>> No.11314301

>>11314278
wow, will there be a second one?
I want to participate

>> No.11314312 [DELETED] 

>>11314300
use placeholder vocals

>> No.11314316

>it's not hard, learn2 model
>it's not hard, learn2 music
>it's not hard, learn2 everything
>Don't mind that it's a /jp/ project general anyway.
Well. Good luck, but I don't see /jp/ making games anytime soon with that kind of attitude, sorry. Almost reminds me of AGDG.

>>11300270
Wait, you really got banned because of the game? I thought it was because you snapped at some point due to the stupidity of the overall thread.

>> No.11314343

>>11314316
It's not hard to to learn anything. That is what the brain is there for. Yet it's still much easier to make shit posts in a shit thread.

>> No.11314353

>>11314343
I'm not biting. Let's just sit down and enjoy together how many games will be completed with your mentality in a "project thread", okay? I don't mind, this is only the #9th after all.

>> No.11314369

>>11314353
That just simply isn't true there are already two things /jp/ started here and look how far they've come.

>https://github.com/jpprts/jppRTS

>https://www.assembla.com/spaces/lollysprout/wiki

>> No.11314388

>>11314369
Like I said, let's just sit down and enjoy.

>> No.11314867

>>11310967
Okay guys, let's do this.

I'm making a simple platformer engine, with a level editor so that everyone can contribute content. A basic working version should be done within a day or so. The core gameplay mechanics will be pretty simple, and most of the gameplay depth will come from the level design. Once we have enough levels, they will be arranged based on difficulty, and maybe tied together by some story.

I'll be adding content (enemies and such) based on the ideas and sprites posted here. I'll also be tweaking the gameplay based on your feedback (the pace, difficulty, feel of the controls, etc). However, the majority of the work will be done through the level editor.

In the meantime, we need sprites. Terrain, characters, items, whatever else you can think of that you'd like to see in the game. They should be 32x32 for most things, and the terrain should follow this template. The yellow line is where the characters will stand, the edges should be transparent (save as a transparent PNG file). There's two layers available for the terrain (foreground and background).

Aside from sprites, you can share some ideas for the content. What kind of enemies should there be, abilities, special mechanics, etc.

Also, most of the code for the editor is already done, I just need to wrap it up nicely, and implement some basic platformer gameplay, which is relatively simple. I could have waited with posting this until I had a working demo, but I figured I'd give you guys a headstart if you want to start working right away.

>> No.11314871
File: 19 KB, 596x513, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11314871

>>11314867
forgot to attach the template.

>> No.11314905
File: 7 KB, 512x288, 32x32.png [View same] [iqdb] [saucenao] [google]
11314905

>>11314871
Don't know how relevant it is but the tiles go straight from top left to bottom right on 32x32 pattern. So they're tiled as in the image.

>> No.11314917

>>11300270

Pedophilia is not /jp/.

>> No.11314918

>>11314867
>>11314871
Have you considered using Tiled and Love2D?

>> No.11314934

>>11314905
That makes it more difficult because the top of the tile would be a separate sprite. It's easier to just keep it all within one sprite.

>>11314918
Well, I'd have to learn these from stratch, and I just want to get something done as quickly and efficently as I can, so I'd rather stick with what I already know. Also from my experience external tools tend to be more complicated than necessary and integrating them into your project is often more difficult than just simply coding what you need from stratch, as long as you're not doing anything too complicated.

>> No.11314937

>>11314934
>stratch
how the hell did that happen... And not once but twice, too.
How embarassing.

>> No.11314951

>>11314934
>>11314937
Just as long as you're not stumped at how to separate code into other files, and know how to load content from files. Some people are like that and don't know anything other than minigames in main.c and that's about it.

Don't be that guy.

>> No.11314968

>>11314951
I'm loading the level data from a file already. Other than that, there's no need to separate the code, I'll be the only one working with it, because honestly it's not necessary to have multiple people doing the code for a simple platformer.

The sprites and levels are where the real work is, and that can be done separately by anyone.

>> No.11314973

>>11314968
What kind of platformer is it? Lots of momentum/inertia, or is it more Mega man style?

>> No.11314975

Ok guys. Where do I go if I want to publish a written Touhou story?
(No choose your own adventure, no porn, etc)

Any ideas? I've posted mine here on /jp/ once before a long time ago and received good feedback that time. But this is an imageboard. I'm not sure what to do. And I don't get a good feeling from th-p.

>> No.11314978

>>11314975
How about /prog/ since that's the textboard?

>> No.11314977

>>11314973
I don't know yet, the final feel of the game is to be decided. My preference would be fast paced with no inertia, something along the lines of I Wanna Be The Guy, but maybe not quite as hard.

>> No.11314984

>>11314977
>I Wanna Be the Guy

Lord, how I hate everything about that game. Fast paced with no inertia can be awesome (Magical Pop'n comes to mind), but fuck I think IWBtG is a wreck of a game.

>> No.11315132

>>11314867
What technologies are you using to make it?

>> No.11315145

>>11314978
This is a good idea. You should absolutely post your fanfiction on /prog/.

>> No.11315148

>>11314934
Tiled is super easy to work with and there are several exporters for XML, JSON or you could even write your own.

>> No.11315611

Would anyone be interested in a coop translation effort for doujinshi? I can handle all the editing and everything else, I just need English scripts.

>> No.11316215
File: 12 KB, 256x256, pai.gif [View same] [iqdb] [saucenao] [google]
11316215

>>11314867
this is paipai-chan
she will be my character

>> No.11316248

>>11314975
Tea Hat Party.

>> No.11316259
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11316259

>>11300270
This is some Beeblefox tier premium content.

http://www.youtube.com/watch?v=J0e9Kai7JDs

>> No.11316390
File: 1.39 MB, 1000x1414, 1355738355841.png [View same] [iqdb] [saucenao] [google]
11316390

>>11302656
I have faith in you LSD!

>> No.11317014
File: 192 KB, 1382x805, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11317014

Alright, here's a working prototype. It's not really usable for anything yet since there's basically no content, but the core stuff is there. The character movement is pretty much just a placeholder at this point though, I'll implement some proper gameplay tomorrow. I'm also considering redoing the way the sprites behave so that they will link up neatly automatically, but I'll need to figure out how do it in a non-retarded way that won't require a million different sprites to work.

https://www.dropbox.com/s/lbel6be15ssqi6r/marisaPlatformer001.rar

The controls:

F1 - Save map
F4 - Load map

F - switch between editor and game modes
1,2,3,4 - switch between layers in the editor
w,a,s,d or arrow keys - move the camera in the editor mode or move the character in game mode
R - reset player position

>> No.11317150
File: 396 B, 32x32, moe.png [View same] [iqdb] [saucenao] [google]
11317150

>>11317014
Here's a cute little thing I mad in paint ;)
Can the jumping sound be similar to the one in Jet Set Willy? It's my favourite jumping sound of all time.

>> No.11317193

>>11317014
What is this made in?

>> No.11317205

>>11317014
>No source code

>> No.11317229

>>11317193
Unity

>>11317205
I could upload it but I don't think anyone is going to even look at the code anyway. We tried the github thing last time and it was rather pointless in the end.

>> No.11317232

>>11317205
What would you want to do with the source code anyway?

>> No.11317235

>>11317232
Exercise the four essential freedoms.

>> No.11317240 [DELETED] 

>>11317235
ur alredy excersing ur essental rite to b a fag lol

>> No.11317242

>>11317235
The only thing you can't do is modify and redistribute. Why do you need to do that?

I used to think open source was good and then I saw that aside from the essential tools and mutually beneficial libraries there little to no evidence that open source works let alone works better than proprietary software.

>> No.11317871

>>11317229
It's a nice gesture to release the source code, shows that you're a humble person.

>>11317242
Open Source != Free software
http://www.gnu.org/philosophy/words-to-avoid.html#Open

>> No.11318157
File: 8 KB, 160x256, tiles and stuff.png [View same] [iqdb] [saucenao] [google]
11318157

>>11317014
have the originals.
The bounce when she is landing feels unnatural. For a normal object it may be fine but organisms don't bounce that way in my experience.

>> No.11318163

>>11314867
Once you've finalized the character movement, I'll start designing some levels. Are we going to be able to create our own objects using the editor?

>> No.11318183
File: 2 KB, 64x64, marisa_run.gif [View same] [iqdb] [saucenao] [google]
11318183

>>11317014
I'm currently trying to make a 8 frame walking/running animation. I assume that frames should be by the power of 2 (not sure if this is the correct term, I mean 2, 4, 8, 16 etc.) for easier handling but I'm not sure.

Every help/critic/advise/information/tut/etc. on the matter of sprite animation is welcomed.

>> No.11318241

>>11318183
where is her head?

>> No.11318256

>>11318241
It's a work in progress, right now I haven't figured out how her hair and hat will move.
It's also missing arms and real legs, the legs there right now are just placeholders that help me imagine the movement.

>> No.11318298

>>11317229
>I could upload it but I don't think anyone is going to even look at the code anyway.
I would. Since you're doing that in Unity I'm curious to find out if you used something like 2DTK or use your own UVclass. But then again it might be a good idea not to show your source so you'll avoid people shitting up your code and this thread with "pros do it that way" replies.

Talking about Unity, why don't you just 'borrow' a Marisa model from MMD and make the whole thing 3D? I planned to make some Marisa Land in 3D but then realized that my love for Touhou wasn't strong enough for this.

Unless you really enjoy drawing 2D stuff and animations, then discard my reply.

>> No.11318374

It was okay, I guess.

>> No.11318747

>>11318157
The bouncing is actually a bug. The movement is just a really quick 15 minute prototype, just to have some sort of gameplay. I couldn't be bothererd to fix that.

>>11318163
>Are we going to be able to create our own objects using the editor?
Probably, to some extent. I'll see what I can do with this. Custom sprites would be pretty simple to implement, but if we're talking custom scripts, that's a lot more difficult to do. I think maybe we can just have a core set of behaviors that you can add to your objects to customize them.

>>11318183
Looking good so far. You can use however many frames you want, though it might be a good idea to standardize this across all sprites just to have some consistency.

>>11318298
>>11317871
Okay, no problem, I'll upload the source code with the next release.

>it might be a good idea not to show your source so you'll avoid people shitting up your code and this thread with "pros do it that way" replies.
Yeah, that will be inevitable because my code is shit. Honestly I'm not a programmer, I just know the bare minimum to make games and I'm more concerned with making something that just works rather than doing this the "right" way.

>I'm curious to find out if you used something like 2DTK or use your own UVclass.
I don't even know what these are...

>why don't you just 'borrow' a Marisa model from MMD and make the whole thing 3D?
It doesn't make any difference to me in terms of difficulty, but I don't know about others. I'd assume 2d sprites are easier to make than animated 3d models.


Anyway, I'm going to be working on the gameplay mechanics for now, expect a proper release somewhere within 12 hours I guess. I'll try to get it to a point where you can start working on content properly.

>> No.11318785

Would any of you be interested in collab visual novel or game?

>> No.11318809

>>11318785
I'm sure a few douzen people would be interested.
0 are willing to give continued effort and dedication once they realize the amount of work though, that's why most projects fall through.

>> No.11318998

>>11318809
Eh, I'd be interested if I had someone to work and discuss problems along the way with.

It also depends on the medium, why don't you tell us a bit more about your idea and what you would be contributing with?

>> No.11319070

>>11317871
Unfortunately that doesn't refute the point that is made, which still stands because free software is open by its nature as the terms of their license require the developer to distribute the source code.

In truth free software is very far from free as it certainly comes with a cost. As mentioned libraries and mutually beneficial tools are the primary produce of free software. Tools that are mostly geared towards developers and therefore come with the price of open source code redistribution.

Free does not refer to price or monetary compensation. As indeed it is often pointed out that highly trained individuals in silicon valley and well funded academics around the world earn money from free software and by selling services related to the free software that they collectively developed.

There is little to no evidence that free software nor open source in general has any kind of developmental value or sustainable return for an "out in the wilds" developer. However it can be argued that it takes a toll on the ego with adverse psychological repercussions that impact the project.

>> No.11319121

>>11317871
>It's a nice gesture to release the source code, shows that you're a humble person.
>>11318747
>Okay, no problem, I'll upload the source code with the next release.

Steps to kill a game project on /jp/:
1. Get them to release the source code.

>> No.11319151

>>11319121
I don't run executables from non-trusted sources.

>> No.11319161

>>11319151
So you don't play any Japanese games?

>> No.11319164

>>11319121
>>11319070
Should I not release it then? I don't really care either way. I don't think open source is necessary for this project, but I don't mind it either. I don't see how releasing the code is going to kill the project, though.

I only wish we could discuss ideas for the game instead of mostly pointless idealistic arguments about freedom.

>> No.11319180

>>11319161
If I know the identity of the person releasing the game then that's different. Trusting an executable from a person on an anonymous imageboard is a whole different thing.

>>11319164
It's your game, do as you wish.

>> No.11319217 [DELETED] 

>>11319180
Are you a windows user perhaps?

Here are some tips for running an executable without too much risk.
1. Go to your desktop and delete your cc-nr.txt file or whatever you called it.
2. Sign out of Facebook.
3. Turn on windows firewall.
4. Put Norton anti-virus on maximum settings.
5. Unplug your router.
6. Reinstall Windows 98 SE after you finished playing the game.
7. Buy a new Mac Book Pro: It just works.

>> No.11319220

>>11319164
I really want to discuss ideas for the game with you, but I'd just really want to have some kind of firm decision on what sort of direction you want to take it. I've got a lot of ideas, but I don't know how well they'll gel with what you're looking to do.

>> No.11319226

>>11319217
Why would I want to use Windows in this day and age?

>> No.11319227

>>11319180
As long as it is in development it shouldn't matter. Imo we should release the source code when finished. Maybe a bit earlier for fixings but not at the beginning.

>>11319164
Just ranting out questions that may or may not help:
Should it have difficult platform elements?
Should it have enemies?
Maybe puzzles?
Should it have items (like health) that help you?
Should there be upgrades (better weapons/double jump)?
Should it have selectable levels, level after level or even an open world (metroidvania maybe)?
Does it have an aim or is it more a sandbox?

I would love a touhou metroidvania where you're solving some kind of incident. That would be pretty cool imo but requires more planning than a straight forward platformer.

>> No.11319239

>>11319227
>As long as it is in development it shouldn't matter
At least make a repository for the maps if they're going to be user submitted, having to upload files here and trying to sync to the latest version is a recipe for disaster.

>> No.11319260

>>11319164
That's up to you. There really is only one or maybe two autistic people on here that care about the source. There is also no evidence to support a theory that open source development on /jp/ has been beneficial to any projects in the past. But plenty of dead projects with open and collaborative development. The few things that get done are mostly closed and done by one or two people.

>> No.11319292
File: 79 KB, 512x512, 1361455017426.jpg [View same] [iqdb] [saucenao] [google]
11319292

>>11319220
You know what, I'm just going to blurt out an idea I've had kicking around my head and see if anyone else likes it.

Physics wise, I'd love something similar to the DKC games. i.e., not much momentum on the ground (like a couple frame delay from kickoff to full speed) but momentum in the air is very important. If you run off a ledge and haven't jumped yet, you can defy the laws of man and God and jump again.

Marisa would start out with just a basic, Mega Man style projectile out of her Hakkero, but you can find power ups for it stashed around the level. Like, pick up a fire elemental and you can now shoot fire out of your Hakkero. It would work like Castlevania's sub weapons where you can only hold one at a time, and collecting another one overrides the one you were previously holding.

Levels would be pretty big and with lots of various and paths and tons of vertical movement and secrets. Most linear 2D platformers released near the end of the fifth generation were moving in this direction and experimenting with it, but the advent of 3D console gaming kind of killed most devs drive to make 2D platformers.

I think it'd be cool to have multiple exits in some levels that lead to alternate paths around the world map and new levels, or just to different levels if there's no world map a la Rondo of Blood.

>> No.11319300
File: 85 KB, 400x327, 1359840049289.jpg [View same] [iqdb] [saucenao] [google]
11319300

cont
>>11319292
Another thing I thought would be cool is if for boss stages and fights, Marisa hops on her broom and suddenly it's a horizontal shmup. It could play like a mix of Touhou and Cotton Boomerang or something.

That's all I've got, and this is first time I've written any of it down, so sorry if it seems kind of unorganized and shitty.

>> No.11319310

The expectation that other people will contribute is what kills projects developed in an open manner, not the release of the source code itself.

A successful project will likely be developed primarily by a single dedicated developer, and making the engine free software simply had the added potential that technically inclined users may make improvements and submit them back to the primary developer.

>> No.11319311

>>11319151
You're not supposed to run them on your home partition anyway. There's probably a keylogger registering all my keystrokes right now and I don't really care because I use this partition exclusively to pirate games and stuff, I use a separate opensuse partition to check my mail and buy stuff online.

>> No.11319314

>>11319292
*forth gen
Not fifth, oops.

>> No.11319319

>>11319227
>touhou metroidvania

After playing Touhou Mother, I always kind of wanted to make a Metroid clone starring Sanae. That would be a lot of work, though.

>> No.11319320

>>11319220
>>11319227

Well, that's the thing, I hate to just decide the entire game design for myself. It makes like I'm just doing my own game and recruiting random people from 4chan to do the dirty work for me. I'd much prefer if we could share some ideas in the thread and maybe reach some general consensus. I can say what I have in mind for now, and then we can discuss and refine the ideas.

So my current idea is a difficult (on par with official Touhou games), fast paced platformer with many dynamic obstacles, like moving/falling spikes, enemies shooting danmaku, etc. Everything will be somewhat customizable in the edtior, so for example you can precisely determine the path of a moving spike. Items will restore your health or give you some bonuses (faster movement speed for a few seconds, ability to destroy terrain, etc). These elements could be used together to make some interesting and challenging levels.

For simplicity I think it would be best to keep the level progression linear, ordered by difficulty. Alternatively we could have all levels avaialbe from the start. Either way seems fine to me. The aim would be simply to complete all levels. There could also be some hidden stuff in each level so that you'd have to find all the secrets for a 100% game completion, to add some replay value.


>>11319227
>As long as it is in development it shouldn't matter. Imo we should release the source code when finished. Maybe a bit earlier for fixings but not at the beginning
That sounds good to me.

>>11319239
Map files, even old ones, should always be compatibile with the latest version, so syncing shouldn't be an issue. We can make a repository once I start packaging the maps together into a complete game.

>> No.11319341

>>11319292
>>11319300
Yeah, everything sounds pretty good to me. Gonna stick with these ideas for now. However boss fights might be a bit too complicated to implement. Maybe if I have some free dev time later on, when the essential things are done.

>> No.11319362

>>11319341
Sounds good to me! I'll be checking back here somewhat frequently, so you'll hear from me again. We'll need to set up an irc channel or something for everyone to talk in if this really gets off the ground.

>> No.11319375

>>11319310
Of course releasing the source code is just a matter of clicking a few buttons or entering a few commands. But there is a whole baggage of psychology to it that's more than just expecting others to contribute. For example a greater focus on "quality of code" (i.e. trying not to look dumb to other people) taking priority over added functionality, progress, and quick updates which would help maintain interest.

>> No.11319417

>>11319375
Having incentive to clean up the code is rarely a negative. It's much easier to add functionality to a well thought-out design than to an ad-hoc pile of hacks.

This is an issue that really depends on the preferences of the lead developer, though.

>> No.11319427

>>11319320
>Well, that's the thing, I hate to just decide the entire game design for myself
there's a lot of words so i didnt read anything else, but you should do this to start with and then add additional functionality as requested.
if i do use it, i would just want to make the most interesting level possible within the confines of your program. that would be a game in itself (for me).
just my 2 cents.

>> No.11319470

>>11319320
Pixeldude here, was thinking about something along the lines of >>11319292 while making graphics.
Just what I had in mind but I'm pretty open to anything else:

Story: Something is foul in Gensokyo and Marisa has lost her magic abilities (reason for not being able to fly and limited access for abilities), can you help her recover her abilities and solve this incident?

World would be maps which you can visit and unlock megaman style but with a more map-like overview (maybe 3~9 beginning maps and 1~3 unlockable final maps). In the maps would be the platforming parts and some parts with point-and-click like puzzles (nothing too fancy, main part being the platforming).
For example you decide to go to the magic library for research and have to platform your way through the mansion and then discover that the library is to well guarded to enter. You then get to the map selection again and go somewhere else where you find a bomb or are able to convince someone to cause some distraction in the mansion so you could sneak inside, find a book or talk to Patchouli and get information of the incident unlocking another map.
Important would be to avoid to much forward and back traveling to avoid making it tiresome and too hard puzzles as these should just compliment the "Incident solving" feel.

I also like the approach of the prinny platformers where your choice of order for the maps has inpact on the maps itself, giving the game some replay value.

>> No.11319505

>>11319417
Plenty of reasons why that incentive can be a negative. Plenty of instances where quick hacks are used to good effect.

>> No.11319578

I've got a question for programmers here.

How do you feel about working on VNs/games designed and/or written by other people?

I feel, as a writer, that my only chances of making a VN are to learn to code myself because finding someone willing to devote their time to working on "my" story borders on impossibility. This isn't even mentioning the art, which would probably be even harder as I haven't the first idea about proportions and such.

>> No.11319584

>>11318998
I couldn't be a project leader but if someone made a wikia or something. I could help out.

>> No.11319594

>>11319578
There are always VN engines like Ren'Py for example that doesn't require any programming knowledge.

>> No.11319596

>>11319594
You still need to fiddle around with it quite a lot if you don't want it to look and function like diarrhoea.

>> No.11319597

>>11319578
I wouldn't mind working on the engine for a game written and designed by someone else. I've made far more engines with test sprites and levels than games that can be considered complete.

>> No.11319613

>>11319470
>>11319292 here,and I absolutely love the idea of the clues, the maps, and your choice of maps effecting difficulty. To take it a step farther, your choice of map could even effect whether you get a good or a bad end. If I might extrapolate on this a little:

When the player starts the game, the only map open to them is the Forest of Magic or something. Each map could have 3-5 sub stages. When the player reaches the end of the map, they receive a clue that hints at the next map they should tackle.

Then three maps open up: Youkai Mountain, Hakugyokurou, and the Scarlet Devil Mansion. The hint tries to direct the player to SDM, but they don't pick up on it and go and tackle Hakugyokurou instead.

Instead of getting a hint that directs them to what map to tackle next, they get something misleading because they didn't follow the previous hint, and three new maps open up with the previous three being closed off. The player has followed the wrong clues, and now they won't be able to solve the incident (even if they don't realize it yet). The only way to get to the true final map and the true/good end is to follow the clues and play the maps in the correct order.

Additionally, this would create a lot of replay value because the player could never see all the game has to offer on any single playthrough.

>> No.11319616

>>11319597
Same here. Often I'd even prefer to work on someone else's game, because that frees you from the burden of having to actually design a game yourself, and you can just focus on the programming, which is fun in itself.
However, I'd only do it for someone if I liked their game idea.

>> No.11319620

>>11319578
if it were a more complicated project in which i'm working under a more experienced programmer than myself i'd be interested even if i didn't care too much for the source material.
but if it were something simple that i could do by myself i'd have to like it (or be getting money)

>> No.11319639

>>11319578
Let me explain. Everyone can be a writer with minimal effort. How do you feel about working with someone that can brush their own teeth and give ideas and other simple things you don't care about?

>> No.11319640

>>11319341
Also, this is something you might want to look into:

http://www.unikronsoftware.com/2dtoolkit/

It's for Unity, but it costs money ($65, so pretty reasonable honestly), but if we could actually get something organized and focused going I'd be willing to chip in.

>> No.11319643

>>11319639
>Everyone can be a writer with minimal effort.
Not a GOOD writer, no.

>> No.11319652

>>11319643
Yes that doesn't imply a self proclaimed "writer" is a good one. The same goes for pro writers. Think about boring MMO quests nobody reads. Those were written by people that god a graduate degree in English or Literature. Boring.

>> No.11319653

>>11319652
>Those were written by people that got a graduate degree in English or Literature.
Yeah, and they're still not good writers. I think you underestimate how much knowledge and experience good writing requires.

>> No.11319655

>>11319652
I kinda like reading the quest descriptions, especially if it's a small quest-chain. Ah.. I wish there was a fun MMO out right now...

>> No.11319660

>>11319613
>>11319470
Seems like you want a lot of inter-map interaction, which might be pretty difficult to do. I could hardcode it easily, but to integrate it into the editor and coordinate the map dependencies between different contributors won't be easy. Having the maps be mostly self-contained would be much simplier both for me and for the mapmakers.

Buut.. I'll see what I can do. But we will need a detailed plan of map dependencies for this to work.

>>11319640
That seems entirely unnecessary. I mean Unity is already so easy to work with that having some extra stuff on top of it would just complicate things instead of simplifying them.

>> No.11319674

>>11319653
>>11319652
You're both arguing the same point you know.

One anon just doesn't believe there's going to be a good writer on board and that it's easier to just do the work himself.

>> No.11319678

>>11319655
That might just be because you're autistic. I know somebody that is autistic and can tell me everything about all aspects of the WoW game lore like it was world history and he was a professor.

>>11319653
I've once made the point that a good writer isn't simply a writer but that they also need something to write about that interests them or in which they are greatly invested. That wasn't too popular and most people in that thread were convinced you can write wonders out of your ass as long as you are a good writer, whatever that's supposed to be.

>> No.11319685

>>11319678
I've played the game actively for maybe 4 years, and I barely know shit about the lore other than the basics. I forget about it very quickly.

>> No.11319687

>>11319660
The easiest way to do those kind of map interactions would be to have two versions of the same map, one before the trigger and one after the trigger. You pick which to load based on a flag that's set after you activate the trigger. It wouldn't be too difficult to integrate the mechanism into a general scripting system.

>> No.11319690

>>11319678
I see it like this: if you have the "mechanical" skills for writing (that come with experience), and motivation (meaning something you want to write, because motivation is a huge problem in writing), the result is going to be great. If either of these requirements is missing, well, it isn't going to be all that great.

I think most people dismiss the importance of good writing since they: 1) don't realize it isn't easy 2) really don't want great writing because they're fine with whatever mediocre story is FotM at the moment.

It's harder to find people willing to work with you on "your" idea with these factors in play.

>> No.11319694

>>11319660
I'm not a programmer but I think that after that brainstorming it would be good to flesh out the game mechanics, mainly the platforming. Map dependencies and such should come after that imo.

>> No.11319718

>>11319674
Not all posts have to be about someone being right or wrong.

>>11319685
Yeah it's pretty generic tropes type of stuff. Also I should mention they've never actually done proper endgame raiding.

>>11319690
The problem is that writing is an essential form of communication. It's a basic skill. It's so common that there is no point or beneficial result in having someone that only does the writing. They have to be able to do something else too.

>> No.11319737

>>11317235
That's plain bullshit.
Just because some guy creates arbitrary definitions of what he considers essential, doesn't make it correct.

>> No.11319755

>>11319718
>It's a basic skill. It's so common that there is no point or beneficial result in having someone that only does the writing.
Once again, not good writing. Anyone can shit out a greentext story or a cheap romance fic. But not anyone can make a story that's compelling, intriguing and emotional.

Of course, most people think otherwise because they've never tried writing a story and seeing for themselves how "easy" it is, and that's part of the problem.

>> No.11319771

>>11319718
>It's a basic skill.
Using writing to create an immersing story is a whole different subject.

>> No.11319778

>>11319755
That's pretty subjective when you get down to it. When it isn't it's just people justifying why they're not good at anything and fancy themselves a writer. What evidence does anybody here have of being a better writer than other posters so that they would certainly be able to write a better fiction whatever the subject?

>> No.11319780

>>11319771
Sort of obfuscating the issue there.

>> No.11319799

>>11319778
>What evidence does anybody here have of being a better writer than other posters
Maybe, I dunno, their writings?

>> No.11319816

>>11319799
So basically nothing. Just that "in theory" we are to believe that this is indeed the case.

>> No.11319822

>>11319816
>So basically nothing.
Wait, what? Are you saying that writers don't write? They just say they write? What?

>> No.11319833

>>11319687
>>11319694
I'll probably implement some map linking system when we're closer to the end of the development, but it wouldn't be a bad idea to have the map interactions planned ahead.

Also I'm gonna try to have the next build up soon. I'm going to implement a few different movement systems do you guys can test out some different possibilities and provide feedback.

>> No.11319835

>>11300270

i cant wait for your game to be complete

ganbatte

>> No.11319884
File: 10 KB, 522x379, jumpan.png [View same] [iqdb] [saucenao] [google]
11319884

>>11319833
Here's a rough idea of what I had in mind for the platforming mechanics, if you want another idea to try.

Some specifics:The green line is walking speed, and the red line is full speed. If the player lets up on the directional input at any point during the jump, they lose all air momentum and drop straight down, a la Mega Man.

Looking forward to the build!

>> No.11319903 [DELETED] 

>>11319884
I forgot: if the player has full air momentum during a jump and hits a different directional input (i.e., you're holding right to jump on a platform, jump too far, then hold left to correct the jump), there should be about a 30 frame delay before they regain full air momentum. Same if the let up on the input entirely, then press it again to try and correct the jump.

Additionally, if the player lets up on the directional input to drop straight down, then presses an input to correct the jump, they should again revert to walk speed air momentum.

>> No.11319910

>>11319884
I forgot: if the player has full air momentum during a jump and hits a different directional input (i.e., you're holding right to jump on a platform, jump too far, then hold left to correct the jump), there should be about a 30 frame delay before they regain full air momentum. Same if they let up on the input entirely, then press it again to try and correct the jump.

>> No.11319969

>>11319884
Oh god please don't do jump velocities like that.

At least make it some sort of a curve.

>> No.11319997

>>11319969
Yeah, sorry. Having the peaks pointed like that makes falling seem much more sudden than I intended. You definitely want the arc to be much more curved.

>> No.11319998
File: 17 KB, 522x379, untitled.jpg [View same] [iqdb] [saucenao] [google]
11319998

>>11319884
>>11319969
It might seem extremely obvious, but a lot of games get this wrong. You just have to play around with the length of the curve to see what feels more natural.

>> No.11320040

>>11318785
I want to make a visual novel, but I don't know if I'll have the time.

>> No.11320046

>>11318785
Depends on what you need done. A team probably could get assembled.

>> No.11320083

Is IG Maker a good tool to use?

>> No.11320087

>>11319998
This looks pretty nice. I recommended starting with about 30 frames of hang time at the peak of your jump, and tweaking it from there to see what feels right.

>> No.11320098

>>11320087
30 frames, as in half a second? Or 30 frames as 0.1 second?

>> No.11320103

>>11320098
Half a second.

>> No.11320150

>>11320087
yeah i was about to say give a generous hang time and then fine tune it for desired feel+difficulty

>> No.11320266

half second for mid-jump horizontal velocity correction seems a bit long, depending on how you curve the change in velocity
(as in, if the first frame of correction had the most effectiveness and the last frame had the least, converging on max vel it would probably feel pretty good but how you tune that shit totally depends on the type of game / level design / desired difficulty / idunno you gotta play with it)
i'm just tossing shit to think about out here, jump mechanics are surprisingly fuckin hard to do really well

>> No.11320738

>people arguing over releasing source code or not
Every time. I suspect that this project will also die, or simply be unfinished, just because you let the moralists in AGAIN. Maybe you'll finally learn your lesson someday, then we'll be able to actually finish something.

>>11320087
...

>> No.11320801
File: 155 KB, 1382x810, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11320801

https://www.dropbox.com/s/bljvl9stdyzdd5f/marisaPlatformer002.rar

Finally, new build. Doing movement well is a lot harder than expected. It's certainly not final, but should at least get us started on discussing ways to improve it. There's four versions, with momentum/no momentum and running/no running. It's pretty basic and probably doesn't exactly match what was discussed, but at least now you can point out specifically what needs changing which makes it easier for me.

In addition I have implemented a basic working system for objects and their behaviors, including enemies and items. Custom objects are also possible in that you can add or remove different behaviors, however the behaviors themselves are hardcoded because supporting an external scripting system is a bit beyond me. The custom object system is not available for use yet because 1. there's no actual content yet to use it with and 2. I'll have to make some fancy UI for this, and doing UI is suffering.

Controls:

left shift/right ctrl: run

F1-F4: switch between different control modes.
F1: no momentum, no running
F2: no momentum, running
F3: momentum, no running
F4: momentum, running

F9: Load map
F10: Save map

F: switch between game and editor
R: reset player

Next on the to-do list is a trigger system where you can add trigger at some place which will trigger an object somewhere else, for example a button that opens doors. I could also use this system to display text when a player reaches a certain area or even set some global flags to determine which maps are available for the player.
Most of the gameplay complexity should come from the object behaviors combined with triggers. The behaviors would be things like move horizontally left and right (moving platforms or enemies), shoot bullets at players, restore life when touched, hurt player when touched, etc.

Also I haven't implemented the sprites from >>11318157 yet but they should be there in the next build.

>> No.11321618

>>11320801
imo:
-small momentum for running (just for the feel) OR big momentum for running when it adds to the gameplay
-big momentum for slippery ground
-no momentum for walking

For running and no running it largely depends on the gamplay. I find it annoying if you can alway run without any additional danger or limitations but you have to push a button for it. In that case running should be default.

>> No.11321856

>>11320738
Hey FSF raped and pillaged my home village and I will never forgive them and train every single day to have my revenge and protect the rights of authors everywhere.

Actually I was working on stuff a few times before with other people, did most of the work, and they decided to upload the sourcecode under GPL without even asking me. Rather than kick up a fuss later it's easier to just say NO to Free Software from the start.

>> No.11321908

Are threads for /jp/ radio not allowed anymore? I've been gone a while. It still seems to be functioning at least.

>> No.11321910

>>11321908
moot banned all radio streams a while ago but I don't know if anyone in /jp/ cares.

>> No.11321930

>>11321910
Did he?

News to me, but then /jp/ always did stuff that is now banned.

>> No.11322373

anyone here know how to master music? all i know how to do is use the compressor in audacity, and that's not enough. i'm thinking i might import all the instrument tracks into audacity separately and then amplify different parts individually, but that might take a long time to do effectively.

just wondering if there's a better tool or something to help me.

>> No.11322448

>>11320801
F3 (momentum, no running) felt best to me for strict platforming. I do like having a button for running, but you built up too much speed and momentum with F4 imo.

>> No.11322632

Might as well bump this thread and ask some feedback from /jp/sies.

We're all talking about making games, but what kind of game do /jp/ actually enjoy to play? Platformers? RPG? VNs?

>> No.11322649

>>11322632
My favorite genres are management simulations, VNs, tactical shooters, adventure games and city building games

>> No.11322715
File: 308 KB, 920x920, mosaic0fef1ad261e4d4311c5de6c1cd8b9de8c749fa9a.jpg [View same] [iqdb] [saucenao] [google]
11322715

>>11322632
I also enjoy a good JRPG.

>> No.11322746

>>11322632
I like fighting games, and bullet hell games, and platformers, and generally most simple arcade-like games that have short duration and finite duration.

I used to read VNs and play a lot of various kind of RPGs and strategy. But strategy games quickly got into a rut with repetitive game formula and rush micro-managing gameplay.

The RPG genre just got way too bloated on THIS IT IT THIS IS THE EPIC END OF ALL ENDS AND MEANING OF LIFE IN ALL MULTIVERSES kind of stupid all across the board with generally long and protracted gameplay that just didn't feel interesting anymore.

I also became apathetic to the VN genre too and haven't bothered to read any for a few years.

So now I mostly play arcade-like games once in a while.

>> No.11322757
File: 146 KB, 1381x804, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11322757

New build:

https://www.dropbox.com/s/6afb961w51sfa22/marisaPlatformer003.rar

Added attacks and enemies shooting bullets.
Also tweaked the movement a bit. Running is now slower. I'd like to hear some more feedback before I make any further changes. Though actually the current movement system is probably usable already. The values of speed, momentum, etc can always be tweaked further.

Custom objects and triggers are not in yet, I'll try to have that done in the next build.

For now I think we're reaching a point where the core engine is mostly done, and what we need is just content. Specifically, sprites+object behaviors. As an example, the four objects already in the game are:

mushroom->restores health when touched;
enemy 1-> moves horizontally, hurts player when touched;
enemy 2 -> moves vertically, hurts player when touched;
enemy 3 -> shoots danmaku when near player;

So basically what we need is specific ideas for more objects/behaviors and the sprites for these objects. This is where I'm counting on your contributions. I can come up with some ideas myself, but I definitely can't do any sprites, at least not of the quality we already have.
We'll also need more sprites for terrain and scenery, especially if we want to have different areas like Forest of Magic, Youkai Mountain, etc. When we have some sprites for different areas avaialbe, we can start thinking about how to tie them together through the story.

>> No.11322763

>>11322757
Also, controls are same as before, with the addition of right alt or left ctrl to shoot.

>> No.11322769

Where are the (current) sprites from?

Also someone should draw a line art character templates first, that way we can work around those.

>> No.11322792

>>11322769
>Where are the (current) sprites from?
From this >>11310967

>Also someone should draw a line art character templates first, that way we can work around those.
That would be a good idea, but don't count on me here since I know nothing about pixel art. Maybe you can use >>11318183 as a template.

>> No.11322811

>>11322769
>>11310967 here,
I made them. I see what I can do.
>>11322757
I don't know how it's called but think about making the dropbox open so we can keep contributing when the thread dies.

>> No.11322865

>>11322811
It seems dropbox doesn't allow folders open for everyone, I'd have to send individual invites. I will make a github later, unless someone has a better idea.

>> No.11322869

>>11322632
Anything with action.
RPG's too, but not too much because they take a lot of time.

>> No.11322920

>>11322865
I'm unfamiliar with github, do I have to register to uplaod images?

>> No.11322939

>>11322757
After messing around with it:

With the addition of danmaku, I actually think F1 (no momentum no running) suits it best. It allows you to make really precise movements, and there doesn't ever seem to be a reason to not be moving at full speed so. The only thing I think could make it better is to add a little bit more vertical velocity to the jump, to make getting to the peak a little quicker.

For attacking, I think you should tweak how it handles a little bit :
You can only fire three in rapid succession. After the third bullet there should be a slight delay before you can start firing again. Maybe give the bullets a little more velocity, too.

I had an idea for an enemy, too.

Take Kedama, and put them in a stick three high. They each fire three bullets at you, with a fourth of a second delay in between each bullet. After the third bullet, they wait a full second before firing another set of bullets at you.

>> No.11323014
File: 932 B, 96x64, template_touhous.png [View same] [iqdb] [saucenao] [google]
11323014

>>11322769
here, hope that helps.
Also anyone feel free to make a better template.

>> No.11323066

>>11322920
I think you do. Actually I think you also have to download a client. But I'm not sure, I'm also mostly unfamiliar with it.

>>11322939
>With the addition of danmaku, I actually think F1 (no momentum no running) suits it best. It allows you to make really precise movements, and there doesn't ever seem to be a reason to not be moving at full speed so.
Slower movement could be useful for precision, like in actual danmaku games. Also having the choice between different speeds adds complexity and possibly makes the controls more engaging. But then, simpler controls can also be good. I'd like to hear more opinions.

>For attacking, I think you should tweak how it handles a little bit :
Yep, right now it's just the most basic attacking system. I'll have different weapons to choose from, including one that works how you described, as well as perhaps some fancy stuff like bombs thrown in an arc affected by gravity, danmaku, master spark style laser, etc. Speaking of which, additional ideas for weapons are always welcome.

>I had an idea for an enemy, too.
That's good, will put it in. By stick three high you mean, like three Kedama stacked on top of each other? Also should they move around or just sit there?

>> No.11323089
File: 1.23 MB, 1440x900, instructions.png [View same] [iqdb] [saucenao] [google]
11323089

>>11295050
What the hell is this thread? Some sort agdg for tuhu? Anyways, i've made this piece of shit in a month for a agdg bootcamp some time ago.

The newer models were going to be made, but then i lost interest in the game.

Windows: http://www.mediafire.com/download/pk1ngk2epl1d66m/AkiSistersOverthrow.7z

Linux: http://www.mediafire.com/download/uwd5p5drcgcmlxy/Sweet_potato_and_hella_linux.7z

>> No.11323114

>>11323066
>Speaking of which, additional ideas for weapons are always welcome.

Pocket Watch OF BLOOD:
One use item that functions that freezes all enemies and danmaku in place for a short time.

>you mean, like three Kedama stacked on top of each other?
Yeah, that's exactly what I mean.

>Also should they move around or just sit there?
Why not have both?

>> No.11323191

>>11323089
What is agdg?

Please don't use obscure "indie/hipster/iPhone" terminology in /jp/ that nobody understands.

>> No.11323193

>>11323191
>What is agdg?
gamedev general on /vg/

>> No.11323199

>>11323193
Oh well... Isn't that a new board? This is a thread for the time honored /jp/ tradition of starting stuff and never finishing.

>> No.11323212

>>11323199
>for the time honored /jp/ tradition of starting stuff and never finishing.
agdg doesn't finish anything either

>> No.11323262

>>11322632
All types of strategy games (RTS, TBS, 4x, TBT like XCOM and SRPGs), STG, beat em' ups, and Metroidvanias. Other types of platformers are fine as long as they aren't inspired by Megaman. Third person shooters/action adventures can be fun too, if they're the PS1 era type.

"Sandbox" games are fun too. Rather I mean GTA style games where you can mess around while having things you can do, not just "here's an engine, make your own content".

Oh and card games. I fucking love card games, like Triple Triad, and that Lovecraft card game that gets posted on /f/

>> No.11323359

>>11323066
>I think you do. Actually I think you also have to download a client.
That doesn't sound very convinient.
>>11322757
The editor modus doesn't work properly in the newest version, I can't switch between the groups. The tiles seem to be corrupted, too but I didn't bother to analyse it closer.
As for ideas I think of an unlimted main attack (probably close range or weak short range with long delay) and one special attack like castlevania as >>11319292 suggests or limited by either consumption (itemlike) or depletment of magic/mana/health/whatever. Another option would be something like cavestory where your weapons loose power when you're hit.

Expect some tiles and better grass from me tomorrow, I'm too tired to clean that up now.

>> No.11323766

>>11323359
>The editor modus doesn't work properly in the newest version, I can't switch between the groups. The tiles seem to be corrupted, too but I didn't bother to analyse it closer.
That's strange, everything works fine for me. If you could describe the problem more closely, that would be helpful. I'll also try double checking everything before the next build.

>> No.11324035
File: 1.03 MB, 2400x2834, 25e4872c971e781d78bf597926bd75e6.jpg [View same] [iqdb] [saucenao] [google]
11324035

>>11322632

A game I'd really like to see is an actual war simulator. Instead of having to deal with the socioeconomic bullshit that comes with 4x games, have a game that's about planning, executing, and managing a war. Like where to invade, tactics involved, etc.

Think Risk, but the ability to control the actual battles. So, Risk crossed with the Valkeria Chronicles gameplay.

I don't want to have to care about what my neighbor's thinking, how to 'build my base' (most of the in real war time you don't get the luxury to build defenses anyways), or having enough 'food and production' to have a city produce an infantry unit. I want to worry about what units I have available, the best ways to deploy them, crisis management on the battlefield, and how to deal with an oncoming enemy force of a poorly defined size.

I'd salivate at the ability to modify terrain and actually allow for clever tactics/strategy.

Of course, there really isn't an 'engine' for anything like this, so it'd be a heluva lot more work than an indie game made on the internet...

>> No.11324051

>>11324035
So what, like total war games?

>> No.11324078

>>11324051

Similar, yes, with a little less emphasis on economy. Outside of the Total War series I haven't seen many games like this, but would definitely appreciate any pointers.

>> No.11324097

>>11324078

Kessen was kind of like that but very boiled down. Dynasty tactics was a lot more refined in terms of strategy but it was turned based.

>> No.11324099
File: 98 KB, 1023x597, 1339590819159.jpg [View same] [iqdb] [saucenao] [google]
11324099

>>11324035
Risk a shit. Axis and Allies best war strategy boardgame.

>Everyone's face when you get the heavy bombs with one research die

>> No.11324385

>>11324035
What about World in Conflict?

>> No.11325102
File: 1 KB, 256x448, tileset-explanation.png [View same] [iqdb] [saucenao] [google]
11325102

>>11323359
I stayed with the way I tiled them, hope this and the comming pictures are explanation enough +this gives possibilities for more variation.
How many layers background can we have by the way?

>>11323766
That was just me being stupid. I tried to switch with F1-F4 and didn't realise that I can scroll.

next comes the new grass.

>> No.11325104
File: 2 KB, 96x224, tileset_grass.png [View same] [iqdb] [saucenao] [google]
11325104

>>11325102
Grass tiles. Have changed the background, top row and the affected edges.

>> No.11325105
File: 2 KB, 96x224, tileset_cave.png [View same] [iqdb] [saucenao] [google]
11325105

>>11325104
Cave tiles (maybe for hell?). Same middle- and bottom-row as grass tiles. I'm not too happy with the background, maybe I'll change that.

>> No.11325106
File: 1 KB, 96x224, tileset_scarlet.png [View same] [iqdb] [saucenao] [google]
11325106

>>11325105
Scarlet tiles. Not much to say here.

I'll now work on the animation again, but that may take a while as that is new territory for me.

>> No.11325126

As this looks like to shape up to be a touhou-related game, you might consider making it have full multiple characters support, and possibly even a make your-own-touhou part. Seeing as >>11318183 already has animation of parts, there may be a good idea to make a full sprite made of parts that are above each other. If you want to go there, at the very least you should go for 4 layers for skin/eye colour and body base, hair, bodywear and hat, which would probably let you make your favourite character, instantly letting you gain /jp/ fame.

>> No.11325149

>>11325102
>>11325104
>>11325105
>>11325106
That's fantastic, good job.

>How many layers background can we have by the way?
There's one layer for the background (stays behind other objects, can't be solid) and one for foreground (stays in front of other objects, can be solid). I can probably add another background layer if one isn't enough.

>>11325126
That's doable, but someone will have to make lots of different sprites for this.

>> No.11325153

>>11325149
Possibly, but keep in mind recolors are laughably easy to make in sprites.

>> No.11325154
File: 10 KB, 455x230, sasuga japan.jpg [View same] [iqdb] [saucenao] [google]
11325154

>>11295050
sasuga /jp/

>> No.11325196
File: 1 KB, 192x64, basesprite.png [View same] [iqdb] [saucenao] [google]
11325196

>>11323014
tried to cleanup and fiddle with it a bit.
This is why they don't take off the hats.

>> No.11325199
File: 3 KB, 576x192, basespritex3.png [View same] [iqdb] [saucenao] [google]
11325199

>>11325196
and sized up for easier viewing

>> No.11325211

Really good, I like it.
Good job!

>> No.11325374
File: 43 KB, 200x200, boom.jpg [View same] [iqdb] [saucenao] [google]
11325374

gonna touch this up a bit later

>> No.11325404

>>11325374
What is Battler doing in 2hu game?

>> No.11325410

>>11325404
I guess she's being an exboss.

>> No.11325730
File: 3 KB, 128x256, plainsilly.png [View same] [iqdb] [saucenao] [google]
11325730

Because whynot?

>> No.11325733

>>11325730
Can't fap to this.

>> No.11326041
File: 172 KB, 1382x806, キャプチャ.png [View same] [iqdb] [saucenao] [google]
11326041

New build.

https://www.dropbox.com/s/ckzxof61jhiwb0w/marisaPlatformer004.rar

Added triggers. They can be linked to other objects and cause them to do some stuff. As an example, I've added a door that gets destroyed when a trigger linking to it is triggered. Press 5 in editor mode to link triggers to objects (first click a trigger to select it, then click an object you want to link it to). It's a relatively simple system but I think that combining different triggers with different kinds of objects can give you lots of possibilities for designing complex and unique levels.

That's all for this build, but the good news is that all the difficult technical stuff is done. Now I can focus entirely on adding content. Next build will focus on adding proper player weapons, more enemies, etc. I'll also add the new sprites, and maybe implement animations, if we could have some animated sprites done sometime soon (maybe a template for character animations, at least?)

>> No.11326182 [DELETED] 
File: 942 KB, 640x640, 5795 - animated_gif konpaku_youmu touhou.gif [View same] [iqdb] [saucenao] [google]
11326182

requesting:
Legend of Zelda: A Link to the Past.
Here's the story I've touched up a little so far (the brackets mean that it need editing to fit the story):
The game starts with Youmu being awakened in the middle of the night by a plea from Yuyuko, who tells her that she is being held prisoner in the [dungeon of the ???].
Now wide awake, Youmu finds her master, Youki with [a katana] in hand. He tells Youmu not to leave the [house], then sets off for the [Castle].
Youmu ignores her master's warning and follows him, only to arrive at the [castle] to find him gravely wounded. He gives Youmu his [katana] and entrusts her with the fate of Yuyuko.
Youmu proceeds to rescue Yuyuko, and the two escape the [castle] [through its sewer system] to the [sanctuary just north of the castle].
There, the [priest] tells Youmu that the only [weapon] powerful enough to defeat Agahnim were the legendary [Hakurouken and Roukanken].

>> No.11326190
File: 942 KB, 640x640, 5795 - animated_gif konpaku_youmu touhou.gif [View same] [iqdb] [saucenao] [google]
11326190

requesting:
Legend of Zelda: A Link to the Past fitting with Touhou with Youmu as Link.
Here's the story I've touched up a little so far (the brackets mean that it need editing to fit the story):
The game starts with Youmu being awakened in the middle of the night by a plea from Yuyuko, who tells her that she is being held prisoner in the [dungeon of the ???].
Now wide awake, Youmu finds her master, Youki with [a katana] in hand. He tells Youmu not to leave the [house], then sets off for the [Castle].
Youmu ignores her master's warning and follows him, only to arrive at the [castle] to find him gravely wounded. He gives Youmu his [katana] and entrusts her with the fate of Yuyuko.
Youmu proceeds to rescue Yuyuko, and the two escape the [castle] [through its sewer system] to the [sanctuary just north of the castle].
There, the [priest] tells Youmu that the only [weapon] powerful enough to defeat Agahnim were the legendary [Hakurouken and Roukanken].

>> No.11326224

>>11326190
>requesting an entire game

>> No.11326228

>>11326041
>template for character animations, at least?
that's what i was thinking. do you have any specifications for us? i assume they need the following positions:
-idle
-running (at least 2 or 4 positions)
-walking (will there be more than 1 movement speed?)
-jumping (up)
-falling from jump (maybe not necessary)

also what size? 32x64?

>>11326190
make it so you can choose what your character looks like (at least some other 2hus for choices) and id play it

>> No.11326249

>>11326224
Well, i'm more like putting an idea out there if anyone's interested.

>> No.11326259

>>11326224
It's a simple romhack that could be done in less than a day

>> No.11326291
File: 16 KB, 480x360, 87e1be023914ef832db2c43bc3bd1ca0.png [View same] [iqdb] [saucenao] [google]
11326291

>>11326190
Here's a reminder that someone tried this already.

Actually it's a fake screenshot. But if you really want to make the game then find an artist first. And good luck for that, artists never work for free, even in /jp/ for a touhou game

>> No.11326294

>>11326228
>do you have any specifications for us?
64x64, with the character in the center of the image, like in >>11318183

>(will there be more than 1 movement speed?)
I don't know if running will be in by default, but it would be good to have separate running and walking animations, because then we can have special items that give you speed boost and such, even if running isn't normally avaialable.

We'll also need:
-shooting/casting spell
-ducking (for simplicity, ducking can be idle only, no walking/shooting while ducking)

The rest (how many frames, etc) is up to you. I'm totally unfamiliar with pixel art, so I don't really know what would be the best way to do it. There aren't really any hard technical limitations anyway, so just do it however you think would be best.

>> No.11326301

>>11326259
>>11326291
i thought he was just recommending a similar game, not the exact same thing with different sprites.

>> No.11326313

>>11326301
Yes but the problem is the same. People need to realize that trying to make a game without an artist or the ability to draw is fucking stupid.

>> No.11326315

>>11326041
>>11326228
>>11325106 here,
as said I'm currently working on the running animation. Did spend most of the day making the hair, now that's done I think I will be able to finish it tomorrow.
>also what size?
It will be 8 frames 64x64px.
>template for character animations, at least?
I will work on that after I finish the animation. Since it's the first time I'm doing running animation from the side I'm more inclined to finish the whole animation first and then brake it off into a base then to make the base first.
>>11326291
>artists never work for free, even in /jp/ for a touhou game
So I'm not existant?

>> No.11326332

>>11326315
>So I'm not existant?
Look, I don't want to sound rude but...
Nah, forget it. I already suspect how it's going to end. I'll just wait and observe quietly for now.

>> No.11326350

>>11326315
>as said I'm currently working on the running animation. Did spend most of the day making the hair, now that's done I think I will be able to finish it tomorrow.
That's awesome. I guess I missed that post, sorry.

>> No.11326352
File: 150 KB, 640x480, 19659765.jpg [View same] [iqdb] [saucenao] [google]
11326352

>>11326313
It's so pitifully easy though. I think I remember something similar being done, but it was instead for the you-know-what 'friendship' horses. It really is no trouble, and somebody out there probably already made a sprite sheet for Link that turns him into Youmo.

>> No.11326365

>>11326352
>It's so pitifully easy
Yeah. Ok.

>somebody out there probably already made a sprite sheet for Link that turns him into Youmo.
If that was indeed the case, we would have plenty of Touhou-Zelda games already.

>> No.11326405
File: 358 KB, 800x600, game_test_four.jpg [View same] [iqdb] [saucenao] [google]
11326405

I haven't done anything in a while and then decided to add some simple GUI rendering utilities. Implementing wordwrap took about all of 5-10 minutes and then I noticed that it didn't look right with font glyphs so I spent a few hours tweaking it and then rewrote the entire thing to calculate the line break with glyph characters. I finally got it and then found my FPS drop to 3-6 per second so I messed around, got it to 15, decided a 4 frame drop would be unnoticed if I render to a buffer and texture it over a quad each time the text changes.
Before that I also saved part of the calculations and wrapped it in a conditional then got my 60fps back. Glyphs are so stupid. At least I got Japanese style wordwrap working as intended.
I also started playing more with the camera and projection stuff.
Lastly I added some GUI elements such as buttons and then input some nonsense text to test text formatting.

>> No.11326407
File: 2 KB, 236x165, youmosprite.png [View same] [iqdb] [saucenao] [google]
11326407

>>11326365
Yeah OK is right. It's literally a matter of copy, pasting, and tracing.

>> No.11326414

>>11326405
dem autism tiles

>> No.11326426
File: 1 KB, 115x118, youmosprite2.png [View same] [iqdb] [saucenao] [google]
11326426

>>11326407
And even if you aren't that good at art, you can still get someone else to tidy it after laying down the foundation.

>> No.11326431

>>11326407
>>11326426
>It's literally a matter of copy, pasting, and tracing.
>you can still get someone else to...
You're doing it on purpose, right?

>> No.11326460

>>11326414
Nothing wrong with them. I can render a scene with around 500 tiles at 60fps or 0.001spf and the program uses 5mb in ram memory.

>> No.11326470
File: 51 KB, 474x594, 17244.png [View same] [iqdb] [saucenao] [google]
11326470

>>11326431
???

Last time I checked ('06?) there was thousands of people making sprite edits for various sh*t without charge. I don't think the number has declined at all, and if anything, there are probably many competent people waiting to be approached for a Touhou Zelda romhack.

There are tons of Touhou mods for GTA, even though modding for GTA is a nightmare. Just go on some spriting forum that isn't dead, get someone to help with a sprite sheet, then transfer it to the ROM yourself (there are easy-as-hell utilities for this) and then do some text editing that takes five minutes. Of course, after you've gone through this trouble, you might not want to stop there, and maybe edit some other sprites as well. This is the point at which it will become tedious, meticulous, and hardly anybody will be interested in helping out. Better than nothing though, right? And it is a start. Just pray there are more people that want http://images.4chan.org/jp/src/1376943049068.png to be a reality, and they might pick up the work from there. Maybe it would eventually turn into something like the Touhou Mother or Touhou Pokemon hacks.

>> No.11326480

>>11326460
no, I mean, they don't line up correctly

>> No.11326500

>>11326480
Oh right. They actually do it's just post processing.

>> No.11326545

>>11326470
Alright, I'll bite.

>there was thousands of people making sprite edits for various sh*t without charge
Just pause a moment here and think it over. Just because they "say" it doesn't mean that they're actually doing it.
Since we've got SO MUCH Touhou sprites available like you stated (care to show where?), how do you explain the total nonexistence of games like http://images.4chan.org/jp/src/1376943049068.png ? Let's be realistic here, there's been an insane amount of mock-ups and fake screenshots popping up for years now, but no games whatsoever. Do the maths.

Making sprites for a complete game is nothing like making a single sprite in your spare time to show off in some pixvie/DA community.
Also, the GTA example is a silly example. Of course, due to its popularity, you will always find that one guy working on a Touhou mod or something, but that's precisely BECAUSE it's a popular game. And don't get the wrong idea, the guys doing it are just mostly trying to show off the same.

It's always funny to see you guys making the same damn argument : "People need to try harder, it's easy !" while not realizing why people don't make anything in the end.

And I'm not even talking about the dramas redundant problem here.

>> No.11326558

>>11326470
Touhou Mother isn't a romhack, it's a Gamemaker project.

>> No.11326560

>>11326545
>the guys doing it are just mostly trying to show off the same.
Why does the work motivation matter to you?
I don't care for the rest of the argument, just to let you know.

>> No.11326574

>>11326560
Fine. It's not like you're going to make anything anyway.

>> No.11326713 [DELETED] 
File: 1 KB, 115x118, Youmu.png [View same] [iqdb] [saucenao] [google]
11326713

>> No.11327035

I made a little map to take a break from devving, if you'd like to try it out just open TestMap.map with Notepad and paste this in:

http://pastebin.com/F1nbvCTu

I'd like to hear some general feedback regarding gameplay. Is the pace and difficulty okay? Do you think I should keep heading in the current direction, keeping the stuff that's already there and adding more in a similar tone? Should I radically change the direction? Any thoughts you might have regarding the general feel of the game are welcome.

>> No.11327235

>>11326460
>500 tiles
If you're using OpenGL/D3D rendering, that's pretty much nothing, even on integrated graphics.
Have you done benchmarks to see how many tiles you manage before dropping below 60?

>> No.11327914

>>11327235
GPU isn't really the bottleneck. At around 1,000,000 tiles each is about the size of a pixel so at that point you've already simplified to other geometrical representations. At around 100,000,000,000,000 tiles you've got 10,000,000 tiles per pixel and it's beyond mentally handicapped to try and render them all individually.

So the only bottlenecks are disk I/O, CPU and RAM. It would also be more work to generate that many unique tiles than it would be to render them.

>> No.11328479

>>11322715
What game is the middle left?

>> No.11328492

>>11324035
You should play Wargame. I think it has everything you said, except the part where you 'modify terrain'. I imagine that's an incredibly difficult thing to implement for any sort of game.

Oh, but you'll have to make do with playing the Cold War theatre. I imagine 'Wargame' would be too broad a search query so I'd direct you to a specific title (the one I have with me) - 'Wargame: Airland Battle'. And no, there is no typo in that name.

>> No.11329181

>>11328479
Looks like Vampire the masquerade

>> No.11329217

>>11328479
Vampire the Masquerade Bloodlines.

>> No.11329259 [DELETED] 

>>11322632
RTS and FPS, mainly, but that's because i have adhd.

>> No.11329264

>>11322632
RTS and FPS, mainly.

>> No.11329619
File: 581 KB, 800x800, 1371861468341.png [View same] [iqdb] [saucenao] [google]
11329619

>>11329181
Thanks, I'll have to pick this one up. I have a thing for vamps.

>> No.11329994
File: 5 KB, 64x64, marisa_run.gif [View same] [iqdb] [saucenao] [google]
11329994

>>11327035
Will check it later, here is the running animation.
Next comes the frames.

>> No.11330007
File: 3 KB, 256x128, marisa_run_frames.png [View same] [iqdb] [saucenao] [google]
11330007

>>11329994
I haven't done the template yet and I'm probably not able to work on it untill next week.

>> No.11330016

>>11329619
It's a very good rpg. It's also very buggy so make sure that you patch it before you play it.

>> No.11331164

>>11329994
>>11330007
Nice job! Looks great in game.

We have a lot more to do in terms of sprites, so I hope some more people will contribute as well. Some of the stuff that needs doing isn't necessarily very difficult, so you can probably help even if you're not the best artist.

A general to-do list, in order of priority:
- enemies (fairies and such)
- interactive terrain pieces (crumbling tiles, moving platforms, doors, spikes, etc)
- scenery (trees, rocks, flowers, etc)
- bullets (different types for different enemies. Star-shaped bullets for Marisa?)
- more characters, either playable characters or enemies (template here >>11325196) (also possibly custom character parts like >>11325126 suggested)
- effects (dust cloud when landing on the ground, magical explosion when a bullet hits something, etc)

I'm not going to go more specific than this, because I don't know how much of this can actually get done. It would be nice to have many different locations with lots of unique enemies and obstacles and many playable characters, but how much we can actually get done depends on how many people are willing to help out. I'll try doing some art myself as well, since the technical stuff will be mostly done pretty soon, but I have no experience with pixel art so I don't know how much I'll be able to do. Regardless, the art is definitely going to be the bottleneck here, so I'll just have to design the game around what we'll have in the end.

>> No.11331931

Is the source code available?

>> No.11331941

>>11325374
Her face looks like Moomin

>> No.11332103

>>11331931
See this >>11317242 , >>11319070 , >>11319121

So no, no source code and don't even think about it.

>> No.11332120

>>11332103
That's a shame, I was looking forward to playing it.

>> No.11333131

>>11332120
You can play without the source you communist.

>> No.11333157

>>11333131
Hey, he could've been more lenint.

>> No.11333958

>>11333131
Sorry, I'm not interested in a virus.

>> No.11334038

>>11333958
Full retard.
If it's a virus, then what makes you think there's a source code? Or a game at all?

>> No.11334071

>>11334038
That's the point... If there's source code then I can confirm it's not a virus.

>> No.11334191

>>11334071
>If there's source code then I can confirm it's not a virus.
No you won't.
People asking for source don't read the source they download.
You just want it for the sake of having it

>> No.11334257

>>11334191
What would be wrong with that, anyways?

Including the source along with the binary for something like this is partially a matter of courtesy. It doesn't mean you have to develop on github or merge other people's patches.

>> No.11334515

Hey,

We are making the Hearts' Rhythm VN and are looking for a second artist. Please contact us at privstudios@gmail.com if interested.

>> No.11334553

>>11334257
>a matter of courtesy
As in a coercive form of imposed obligation and hence restricted freedoms of the developer.

You are able to find the tools required to run the program without worry for any impact a virus might have. If you're willing to check source code line for line then you have enough time to load the program on a non essential restricted account or system.

It has been pointed out the the primary product of open source and free software are tools. This is not a tool. It's a piece of entertainment. Speaking of which, many modern media files are commonly executed in such a way they may possible run arbitrary commands or contain hidden data that might be used by other applications. Yet nobody badgers people for the raw and uncompressed data so that they can create their own media files with it.

>> No.11334577

>>11334553
Did a free software developer kill your dog or something? I have never met someone with such an intense hatred of the idea of distributing software source code as you.

>> No.11334589

>>11334577
Like I said before
>>11321856

>> No.11334638

>>11334589
I'm sorry that you've had bad experiences with collaborators releasing your code under a free software license without your permission. That is a breach of trust if you did not intend the for the source ti be publicly distributed, and also illegal as the software can only be licensed by its copyright holder.

However, this is a complete non-issue if the original developer intends to allow the source to be publicly distributed anyways. Many developers, myself included, would be perfectly comfortable with this. So, rather than argue that community-oriented projects should not have their source distributed under free terms, you could focus more on the actual issue and warn against sharing source that you aren't comfortable releasing to the public with your collaborators, or to make sure that everyone knows that it is not meant to be distributed beforehand.

>> No.11334926

>>11334589
I think your code is awful and you're scared people will make fun of you.

I therefore offer to become the new programmer.

>> No.11335178

>>11334926
>I therefore offer to become the new programmer.
You would have made something already if you really were able to. I guess your all talk.

>> No.11335244

>Hey /jp/, let's have a /jp/ project thread !
>I'm not sharing my code though, lol
I don't get at all that mindset.
Is this a /jp/ project or is this just a thread to dump your awesomeness while not sharing anything? and not making any game in the end anyway

>> No.11335256

>>11335244
Maybe he likes playing tsundere? Or just enjoys the constant attention that refusing to release source code seems to bring? Personally, I'd like to see how it works for my personal curiosity only. Well, that and to laugh at him, but that's just between you and me.

>> No.11335267

>>11334926
Welp, I was afraid this confusion would happen - I (the code guy) am not actually participating in this discussion. If you read the thread you'll see I've said I don't really care either way, but I don't really see any practical need to release the source code right now, as I'm the only one actually working with it directly.

Personally I don't really see why everyone's making such a big deal out of it, and I hate the fact that I will now upset some people for such a stupid reason no matter what I do. Honestly, I just want to make a game, and not have to deal with shit.

>>11335244
I honestly can't understand why you're so upset. Do you ask artists to release psd files as well, or else you're unable to enjoy their art? While we're at it, do you want me to upload the .txt files with design notes, and scan my paper notebook as well?

>>11335256
I certainly am not enjoying this whole shitstorm. It detracts from the actual developement of the game. But this bitter demanding tone from you only makes me less inclined to actually release the source.

>> No.11335293

>>11335267
>Do you ask artists to release psd files as well
It's funny that you mention the artists, because people usually despite them precisely because of that mindset. Reminds me of DeviantArt, what's the point of "showing to everyone" your pictures when you don't want anyone to use them in the end?

... wait, are you an artist? Might explain things.

Anyway, if I had that mindset I might as well just stop coding already. It's not like we're making money off this /jp/ project, I thought that it was supposed to be a place when everyone shares bit of things so that we may build something in the end. Guess I was wrong all along.

It's sad to see that kind of project not starting because of people thinking that their talent is too awesome to be shared.

>> No.11335326

>>11335293
Dude. Why are you so upset at me? Whatever did I do to you? From the very beginning I was just trying to get something nice done. This isn't even my project, I just picked up someone else's idea because I wanted to do something together with other /jp/sies. The only reason I'm not releasing the source is because it's faster and easier for me to work on the code alone, therefore there's no need for the code to be public.

Please, if you actually care about doing something nice, the least you can do is to stop spreading this negative attitute and throwing fits for no reason.

>> No.11335331

>>11335326
>Dude. Why are you so upset at me?
Chill out. I'm not upset at you, I'm just pointing facts here, though I agree with you one that point :
>I wanted to do something together with other /jp/sies

The fact is, there's always a bunch of people coming and starting wars, probably artists, about how "you guys are not entitled to my work and stuff" when it has nothing to do with that thread in the first place.
If people were actually willing to share things in a sharing thread (how ironic), things would advance more smoothly. Still, this is the #9 thread and we don't have a single game yet. Do the maths.

Don't get me wrong, if you enjoy working on your project, keep working on it, I'm just telling you that you shouldn't expect anyone to actually help you here.

>> No.11335359

>>11335331
I will expect people to help anyway. I know these things aren't easy, it's only to be expected that things aren't going as smoothly as we'd like. But I'll keep working and motivating people to contribute anyway. Whether we succeed in the end or not, I think at least it's worth trying.

>> No.11335366

>>11335326
put it on a svn then. youre the only dude keeping everything to himself. you say you want to work with other /jp/sies but then look at what you do

you dont share

>> No.11335370

>>11335359
>Whether we succeed in the end or not, I think at least it's worth trying.
No. Either you plan to succeed or you don't. Don't do things half-heartily.

>> No.11335378

>>11335366
I said it a million times, there's no need for the code to be public.

However, if there are any artists who are willing to contribute only if the code is public, please let me know, I'll release it just for you, because I honestly don't give a shit about the code, all I want is to get this project done.

>>11335370
I planned to succeed from the start. The plan includes the possibility of some things not getting done. The game is going to be released for sure, but the final quality is largely outside of my control.

>> No.11335398

After ignoring these threads out of having no talent I finally saw what you guys were up to. I like the album, a lot of the songs are good for easy listening and chilling. Good job.

>> No.11335422

>>11335378
dont give a shit about the code and yet wont release it

lol get fucked

>> No.11335574

>>11334191
Please stop projecting, I read the source code of any small programs I want to use and if it's a large program I look for an expert review to make sure it's virus free.

>> No.11335583

>>11335378
>the final quality is largely outside of my control.
I bet that's what Bill Gates said before he released Windows 3.1.

>> No.11335599

>>11334638
>illegal
Think about it rationally though, legal protections a shit.

>However, this is a complete non-issue if the original developer intends to allow the source to be publicly distributed anyways.
It should be their own choice and not coerced or forced by non-developers with an agenda. It should also be noted that if you're not a big shot then publicly releasing the source code whatever the license is equivalent to putting it in the public domain without a license. Without all the nice feel good hippy talk that's the reality. People should be made fully aware of this and the developer should be the only one that gets to make that decision.

>you could focus more on the actual issue and warn against sharing source that you aren't comfortable releasing to the public with your collaborators
Collaboration can be a risk but the reality of publicly releasing source code is a certainty.

If somebody wants to release source code from the start then that's their choice and totally different to somebody that just wants to make a game.

>> No.11335677

>>11335244
The product can be source code or the product can be a game. It can be both but it doesn't have to be.

>>11334926
>I think your code is awful
Yup it's terrible. I'll spare you the horror of seeing it.

>>11335256
What with all the games you're releasing with source code lately I think you have an awesome point there.

>>11335267
You know it would be a non issue if, you know, it was a non issue and people accepted that it is your decision what you do with your work.

>>11335293
The "original character do not steal" issue is something entirely different. By distributing the (game) product for free you are not forbidding people to make their own derivatives or redistributing the end product. You're just not sharing your tools. Those are two entirely different issues.

>>11335331
How's that us against them mentality working out for you? Just as well as that self-entitlement you have? So what have you shared lately?
I expect it's a lot considering how strongly you feel about it and I know you wouldn't just be trying to promote your own personal interests.

>Still, this is the #9 thread and we don't have a single game yet. Do the maths.
Better than that though we have several source repositories that show just what the reality of /jp/ open source collaboration is all about.

>>11335366
Same as above. You have several open projects, where's all the work you were supposed to have done?

>>11335370
Sugoi just like my Chinese cartoons.

>>11335583
Then you have Linus Torvalds releasing and popularizing outdated, old and clunky architectures because it's quicker to do than contributing to the development of a kernal that doesn't look like it was meant for the 1970's. There is no legitimate reason to use Linux over Windows.

>> No.11335724

here's an idea, let's wait until capcom releases source code for street fighter 4. then you all get the right to bitch and whine about other people not releasing theirs.

if they don't, why should anyone else? to please a few open source neckbeards who would never contribute to this project anyway?

>> No.11335798

>>11335677
>There is no legitimate reason to use Linux over Windows.
Instead of spouting uninformed bullshit like that, you should get to work on that awesome project of yours instead. You look like a fool.

>> No.11335801

>>11335724
Open source isn't about contribution alone. Try to get your head out of your ass for a second and use your brain instead of your hormones to do the thinking.

>> No.11335828

>>11335798
All of the useful software on Linux also works on Windows.
The Linux Kernel is outdated and has been outdated before Linus ever had the idea to make his own.
What you didn't know that? I guess I'm more informed than you are and I don't even use Linux.

I'm interested in knowing how you confirm it to be bullshit rather than your personal experience of cognitive dissonance at the prospect that Linux users are just hipster slackers trying to be different.

There are better free operating systems out there. Free as in freedom and not just free as in free beer. Not only that but some of those operating systems use relatively modern (10-30 years) old kernel architectures rather than the ancient monolithic junk pile called Linux. It's a shame that open source academic slackers were never actually interested in better technology and just wanted free and easy.

>> No.11335842 [DELETED] 

>>11335828, >>11335801, >>11335798, >>11335724, >>11335677, >>11335599, >>11335583, >>11335574, >>11335422, >>11335378, >>11335366, >>11335331, >>11335293, >>11335244, >>11334926, >>11334638
Kind reminder this is SUPPOSED to be a development thread, and not a warzone of source demands. There are likely plenty of people with more interesting points on boards with specific purpose. I advise to try to take stuff like this to /g/.

>> No.11335849

>>11335842
What's the point in developing something nobody can use?

>> No.11335850

>>11335842
Thanks for bumping this kuso thread.

>I advise to try to take stuff like this to /g/.
So discuss how /jp/ projects are developed, released, and who owns the source of a /jp/ project on /g/ rather than here?

Makes sense.

>> No.11335852 [DELETED] 

>>11335828
Woah, cool it with the buzzword bingo, friend. I almost got overloaded so hard reading your post that I came on my cat. She hiss at cum.

>> No.11335858 [DELETED] 

>>11335849
>nobody can use
You aren't 'everybody'. I, for one, look forward to playing it even without the source.
>>11335850
All the posts linked are the 'discussion' about whether or not the source should be freely available. /jp/ isn't a place for this discussion.

>> No.11335859 [DELETED] 

>>11335852
>buzzword
Which?
Linux? Windows? Linus? Free Software? Kernel? Slacker? Informed? And? The? You? Are? A? Fucking? Idiot?

Maybe if you learned some English you wouldn't constantly say stupid things.

>> No.11335862 [DELETED] 

>>11335858
>All the posts linked are the 'discussion' about whether or not the source should be freely available. /jp/ isn't a place for this discussion.
So...
>So discuss how /jp/ projects are developed, released, and who owns the source of a /jp/ project on /g/ rather than here?
Is actually your point unironically?

>> No.11335865 [DELETED] 

>>11335862
Yes.
>So discuss how projects are developed, released, and who owns the source of a project on /g/?
Flaunting around /jp/ label doesn't make it a /jp/ related topic.

>> No.11335866

>>11335858
It's probably not even going to be a game, just a virus.

>> No.11335867 [DELETED] 

so some guy is trying to use /jp/sies to make his game which he will then sell????

seriously get out you piece of shit

>> No.11335870

>>11335865
Then delete this thread and stop bumping it. There are already OC threads.

>>11335867
More like nothing happens until one guy does 99% of all the work and then we all pat ourselves on the back for a job well done and tell that one guy to get lost.

It's funny because what you said has never happened but what I said seems to be the norm.

>> No.11335871

Am I on /b/ or something?
Just ignore the trolls and do what you do best, developer-san, develop shit.

>> No.11335887

>>11335866
It probably won't even be a virus, but just a lump of code that doesn't even compile.

>> No.11335888 [DELETED] 

>>11335871
Click anywhere on the surprise box and wait warmly:

>>>/b/>>>/b/>>>/b/
>>>/b/>>>/b/>>>/b/
>>>/b/>>>/b/>>>/b/
>>>/b/>>>/b/>>>/b/
>>>/b/>>>/b/>>>/b/

>> No.11335896 [DELETED] 

>>11335888
I'm waiting but it's not doing anything special.

>> No.11335903

Chill out, you faggots are just going back and forth.

>> No.11335906

>>11335903
Please stop interfering in our affairs, janny.

>> No.11335939

jannie why are you giving this guy who wont even give source because he wants to sell his game made off of the backs of us here a break!?!?!?!?!?!

>> No.11336085

>>11335939
>2hu
>sell
you're delirious

>> No.11336169

>>11335677
>Just as well as that self-entitlement you have?
You fucking idiot.

>you wouldn't just be trying to promote your own personal interests.
Are you seriously implying that anyone here would be stupid enough to steal shit made in /jp/, out of all places, to "promote" their personal interests? You can't be that fucking deluded.

>we have several source repositories that show just what the reality of /jp/ open source collaboration is all about.
Nope. The projects died mainly for 2 reasons :

1- At the time, the music collab was released and it was near impossible to have a decent /jp/ project thread because some idiots decided that we weren't supposed to have fun.

2- They also gave mostly because of the lack of arts. It happened twice, you can go and make whatever awesome engine you like, without sprites and stuff to back up, the thing the reality is that people won't give a single fuck about the game. And we ALL know how artists are when it comes to "collaborate" with people when there's no money on the line.

And btw, good job. Thanks to your drama it seems than #9 is also going down the hole.

>> No.11336214
File: 6 KB, 128x128, run2.gif [View same] [iqdb] [saucenao] [google]
11336214

>>11325196.
Barebones run sprites base.
Made/guessworked from >>11330007.
I'm perfectly aware it could be better but it's supposed to be just a base for other layers.
>>11336169
Don't lose hope!

>> No.11336234
File: 3 KB, 256x128, baserun.png [View same] [iqdb] [saucenao] [google]
11336234

>>11336214
And a sheet. I've fixed some issues from the gif already.

>> No.11336282

>>11336169
>You fucking idiot.
Good point.

>Are you seriously implying that anyone here would be stupid enough to steal shit made in /jp/, out of all places, to "promote" their personal interests? You can't be that fucking deluded.
No. That's what you're implying. How about not skipping over the part that you don't have a good answer for. Here we go a little help with reading comprehension for you.
>So what have you shared lately?
>I expect it's a lot considering how strongly you feel about it
It seems like what I'm implying is that you should contribute with your own work and release it according to your own ideals rather than imposing those ideals on other people and contributing nothing.
>You can't be that fucking deluded.
Would you mind pointing out how not expecting people to do what you want just because you want it is deluded? I wasn't aware that you're the boss around here.

>Nope. The projects died mainly for 2 reasons
1. What part of an unrelated music collab and threads makes it impossible to write a program or do art in an art program? I've never actually seen people making something inside of a thread. Usually they make it individually and then post results, plus I don't think 4chan has programming and compiler features.

2. I don't know it seems like the people that post screenshots of their one-person private projects here are quite capable of making progress even with lack of art or just use placeholders. Then if you actually looked at the repositories you would see that they never actually got to a point where art could have been used.

>And btw, good job. Thanks to your drama it seems than #9 is also going down the hole.
No problem. Any time. As long as it's just you blaming other people for your general incompetence and people making selfish demands supported with nonsense logic...

Nothing of value was lost.

>> No.11336330

>>11323089
This is fucking amazing, thank you for making a game with my favorite characters. I don't care how shitty it is, There finally is a game about the aki sisters.

>> No.11336369

>>11323089
looks like I ended up with a negative faith value after serving my first potatoes, I guess they were poorly cooked.

>> No.11336376

>>11336214
Shouldn't she lean forward a bit? That posture looks unnatural.

>> No.11336379

>>11336369
yeah just wait on your first potato for a long time, you'll get 1000 faith and then you win.

mino should get better at making potatoes as she goes on, at the cost of more faith.

>> No.11336398

>>11336376
I guesstimated it from the posted gif.
I'll see what I can do tomorrow.

>> No.11337011
File: 3 KB, 214x212, youmosprite3.png [View same] [iqdb] [saucenao] [google]
11337011

>>11326545
>Just because they "say" it doesn't mean that they're actually doing it.
Have you ever heard of The Spriters Resource? It was kinda big for sprites a few years ago. Tens of thousands of members. A lot of people are doing sprites.

>how do you explain the total nonexistence of games
Laziness

>Making sprites for a complete game is nothing like making a single sprite in your spare time to show off in some pixvie/DA community.
No it's not fuck you this took me literally three minutes to make, you're just too far up your own ass in procrastinating.

Late response because had a lovely 3-day ban

>> No.11337081

>>11337011
>Late response because had a lovely 3-day ban
I don't think I've been 3day banned in quite a while... Guess you pissed someone off.

I don't get why people love sprites so much. It's one way of doing things but in this day and age it's going out of your way to be outdated. Sprites as billboard textures on a 2D plane in 3D space... But some people have this weird idea that they're still flipping pixels on raster grids on hardware that only does sequential operations.

There should be more 3D games.

>> No.11337799

>>11337081
Sprites have a better quality/effort ratio than 3D assets, as well as a lower barrier to entry.

It's still inexcusable to not use hardware accelerated textures for your sprites nowadays, though.

>> No.11337925

>>11337799
But that's what I don't get because it's not true from a programming perspective. It's much easier to parse a 3D model, texture the mesh and apply animations. You're doing half of that work by translating those sprites into 3D space anyway.

Then at the scale most of these 2D billboard games are made you wouldn't need horribly complex 3D models either.

>> No.11337967

>>11337925
The programming perspective barely matters because 1) it's essentially the same whether you're doing 2D or 3D as you said, and 2) you can use a framework that does all the rendering for you.

It's easier to choose to make a 2D game because passable sprites are easier to make than passable 3D models. It also lets you use a tilemap editor like Tiled to make your maps instead of having to roll your own 3D level format and editor.

>> No.11338080

>>11337967
No, see if you're going to use already made tools then there are tools for 3D stuff just as well as 2D. Besides a lot of people just don't use libraries for 2D or only very basic stuff so it doesn't really make sense.

There are also people that force 2D sprite graphics into things like Unity3D so it's not like they're using RPG Maker.

Plus how many sprites are we talking about here? 8 frames for an animation period I assume? With possibly 4 directions and 10 actions and animations? So more or less 320 sprite variations on a sheet for 1 character? Maybe 50 character types? So a total of 16,000 sprites and if you spent 3 minutes on each then 8 hours every day for 3 months to get a decent game going?

For 3D you don't worry about orientation, animation is mostly a do once sort of deal, and you can re-texture similar character types by just recoloring 1 image. So I think when you're talking about volume of content beyond a minigame or a game of Touhou then 3D becomes much less work than 2D.

>> No.11338171

>>11338080
It's not like it's hard to recolor a sprite or anything

>> No.11338193

>>11338080
Sounds to me like you haven't actually tried making any games, and you're just speculating how it should be in theory, but in practice it looks very differently.

I can tell you from experience that 3D is far more difficult and time consuming than 2D. You can't just compare character assets, think about the environments as well. It takes a lot more to make a 3D scene look good (or at least passable), especially if it's first person. With 2D you need maybe 30 sprites or so to make a level look okay, for 3D you'd need at least the same amount of textures, plus probably a normal map for each texture, and you need to have them UV mapped too, which takes a lot of extra time. And that's just textures, beside which you need to have the actual meshes as well. Plus you need to worry about lighting, and then all sorts of performance issues.

As far as the programming difficulty, for 2D you have things like Gamemaker which are much easier to use than any 3D engine, but even if you use a 3D engine, 2D is never going to be any more difficult to program than 3D because you can just treat it as 3D minus one axis. There's no extra added difficulty here.

>> No.11338294

>>11338193
>Sounds to me like you haven't actually tried making any games, and you're just speculating how it should be in theory, but in practice it looks very differently.
Sounds to me like you're being antagonistic for the sake of it. I think if you took your head out of your backside for a few minutes you might see I'm making some pretty valid points here.

All of what you just posted applies just as well to 2D as 3D or are you honestly comparing 2D aesthetics from the mid 80's to 3D from 2013? That's almost 30 years difference!

>2D is never going to be any more difficult to program than 3D
2D isn't difficult. That's not the point. It's just way more tedious.

>because you can just treat it as 3D minus one axis
You mean the other way around. You can treat 3D minus one axis as 2D.

>>11338171
Not hard to recolor a texture either. It takes literally all of 10 or 20 seconds and can apply to many models instantly.

>> No.11338332

>>11338294
I'm not trying to be a dick, man, I'm just telling you how it is.

>are you honestly comparing 2D aesthetics from the mid 80's to 3D from 2013? That's almost 30 years difference!
That's the point, the old, retro style looks a lot worse than modern 3D, but that's precisely why it's so much easier to do.

>You mean the other way around. You can treat 3D minus one axis as 2D.
That's what I said. There's no difference in terms of programming difficulty between 2D and 3D.

The bottom line is, 3D assets take significantly more time and effort to make than 2D, while there's no difference in terms of implementation time and difficulty between 2D and 3D. If this wasn't true, everyone would be making 3D games instead.

>> No.11338335

>>11338294
You are correct in that for the case of a game with a lot of different characters that are based on the same model, the time you put into making a single model and set of animations can be amortized across the rest of the characters, which can simply have modified textures.

If the game you want to make has those characteristics, then it makes sense to use 3D models for the characters. However, not all games will be like this. If you will only be making a handful of characters, or if some characters only need a reduced set of sprites, then it may be more efficient to just make 2D sprites.

Stages and static objects are another issue that can tilt things in favor of 2D. For example, a decent looking tree sprite will likely be much easier to make than an equivalent model. Stage design is also simpler in a 2D game than a 3D game. Depending on the game you are making, you may have far more stages than characters, in which case 2D would be much simpler.

There's also the time spent in learning how to create assets. I don't think anyone will deny that it is much easier to learn how to make sprites than it is to learn how to make 3D models. 2D games have an advantage in that just about everyone already understands sprites, sprite animations, tiles, and such. Becoming competent at 3D modeling, texturing, and animation can be a daunting amount of extra work on top of everything else required to create a game.

>> No.11338507

>>11338332
I think you're making the mistake that 2D is retro and 3D is modern. There is retro 3D and modern 2D. But whatever you choose it will be almost 100% in 3D coordinate space on a modern machine.

>That's what I said. There's no difference in terms of programming difficulty between 2D and 3D.
There is a difference. Trying to translate 2D raster graphics logic into 3D coordinate space isn't the same as just using 3D coordinate space.

>>11338335
Most of what we're talking about uses similar characters and excessive variation would just as well impact 2D productivity.

You are also free to billboard 2D assets in a 3D scene. It's also quite easy to create some interesting geometry that can be used in various ways while tiling is more dependent on ordering and stuff. But when it comes to procedural variation in fauna and flora then 3D really trumps 2D which only really deals in baked goods.

The way I see it, it's just one of those things a lot of people write off as way too difficult and much more work while never making a serious attempt.

>> No.11339087

>>11316390
His name is lrsp (loli rape sim programmer).

Seriously. He's on Rizon.

>> No.11339148

>>11337011
>no game because people are Lazy, period
>No, fuck you, spriting just took me 3min. Pic related.

>>11338193
>2D is never going to be any more difficult to program than 3D

I swear. If it's the same guy arguing about how "easy" it is to make assets since the start of thread, then that settled it. You fucking imbecile.

And btw, if it's so freaking easy to make the sprites then go ahead and make the game so we could all have a good laugh at your delusions.

>310 posts of drama
Great. Just, great.

>> No.11339186
File: 788 B, 126x128, watercomp.png [View same] [iqdb] [saucenao] [google]
11339186

>>11337011
notcurvedsword/10

>> No.11339570
File: 137 KB, 1380x805, differentfilename.png [View same] [iqdb] [saucenao] [google]
11339570

New build.

https://www.dropbox.com/s/an391yajtvficdr/marisaPlatformer005.rar

Added the new sprites, and implemented animations.

Also added some content. Stacking kedama (three different kind: moving, shooting, mooving&shooting), moving platforms, disappearing platforms,

weapon pickups. Also, implemented a proper weapons system. The way it works is as follows: You have one basic weapon with unlimited ammo, and

two special weapon (or item) slots. Your basic weapon can be upgraded by picking up special items, but only one upgrade can be active at any time, and

picking up a different upgrade overrides the current one. You can also carry up to 2 special weapons/items. These have limited ammo, and picking up

another weapon/item of the same type gives you additional ammo. So it's pretty much what has been discussed in the thread.
There's no UI/display for the weapons yet, and also no special weapons actually in the game yet. There's only one upgrade of the basic weapon

implemented so far, though it's not particularly interesting. You can get it by picking up the yellow mushrooms.

With this, almost all the technical things are in place now, the core engine and core gameplay features are all there. All that's left to do is the content. This,

of course, is the hardest part, and I can't do by myself, so I'm really counting on your help. What's needed the most, aside from sprites, are ideas. Ideas for enemies, weapons, items, anything at all you can think of. Also general feedback regarding the current state of the game. Basically, tell me what to code, because at the moment I'm not really sure what should I be doing next.

>> No.11339675

youtube.com/watch?v=W9mVq2kZ9co

;_;

>> No.11339819

I just came up with a formula to estimate the average advancement of western amateur game development relative to Japanese amateur game development and modern professional standards.

I take the year 1990 as the start point which is when there started to become a real difference between professional and amateur game development. Before that it was just everyone muddling around in the dark and doing stuff. After that with things like eroge and VN genre, Lodoss, and Touhou things changed and the difference is more noticeable as time goes on.

Estimate of western amateur game development compared to Japanese doujinsoft = 0.4 * (year - 1990)

Estimate of advancement of Japanese doujinsoft compared to current technology = 0.5 * (year - 1990)

So an average amateur Japanese game in 2013 looks like a professional game in 0.6*(2013-1990)+1990= 2003 to 2004

An average amateur western game compared to a Japanese doujinsoft game in 2013 is 0.4*(2013-1990)+1990= 1999 to 2000

An average amateur western game compared to a professional game in 2013 is 0.4*(2004-1990)+1990= 1995 to 1996

Holy shit this actually works.

>> No.11339858

>>11339819
Also here are the comparisons for 1995, and projection for 2020 and 2050.

1995
Japanese amateur game = 0.6*(1995-1990)+1990= 1993
Western amateur game compared to Japanese amateur game= 0.4*(1995-1990)+1990= 1992
Western amateur game = 0.4*(1993-1990)+1990= 1991

2020
Japanese amateur game = 0.6*(2020-1990)+1990= 2008
Western amateur game compared to Japanese amateur game= 0.4*(2020-1990)+1990= 2002
Western amateur game = 0.4*(2008-1990)+1990= 1997

2020
Japanese amateur game = 0.6*(2050-1990)+1990= 2026
Western amateur game compared to Japanese amateur game= 0.4*(2050-1990)+1990= 2014
Western amateur game = 0.4*(2026-1990)+1990= 2004

So it will be 2020 before western amateur developers make something fun like EoSD, and it will be 2050 before they get to the level that Japanese doujinsoft circles are at now.

>> No.11340071

>>11339819
>>11339858
I came up with a formula to calculate your weeb-level, unfortunately I ran out of numbers.

>> No.11340271

>>11339148
Are you a homo cocky boy? He said that he wanted a Link to the Past romhack that turned Link into Youmu, and edited text to accompany it. If you think that's hard work by itself, you sorely need a reality check.

>> No.11340578

>>11326313

I realize this over and over every time I try and make a game.

>> No.11340732

>>11339819
>>11339858
You haven't normalized it based on population.

They will be much closer when you factor that in.

>> No.11340743
File: 47 KB, 384x447, sp1.jpg [View same] [iqdb] [saucenao] [google]
11340743

>> No.11340766

>>11339570
What's the point posting anymore? Nobody is going to download your virus.

>> No.11340818

>>11340766
I do.

>> No.11340939
File: 10 KB, 60x100, SLAMMIN.gif [View same] [iqdb] [saucenao] [google]
11340939

>> No.11341254
File: 9 KB, 168x82, raiko.png [View same] [iqdb] [saucenao] [google]
11341254

>>11340939

>> No.11341289

>>11340939
>>11341254
Nice job! Do you think you can also do the running animation? (using this template >>11336234)

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