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2023-11: Warosu is now out of extended maintenance.

/jp/ - Otaku Culture


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File: 398 KB, 400x600, touhoumakerbanner.png [View same] [iqdb] [saucenao] [google]
7291743 No.7291743 [Reply] [Original]

Touhou Maker project leader here. Since I've seen people saying they think this project is dead, I'm just going to make this post to let anyone who cares know that that is not the case.

I don't have anything new to tell you guys, since the last update I made in the last thread we had(I think it was like two or three weeks ago), pretty much all the decisions for the final release version of the game have been made. Team members are working on their respective areas of the game. The going is slow right now, because a lot of the team is in college/similar schooling, but that should be done in the near future, and hopefully things will pick up again. None of the original team has quit.

I guess if you have any questions, I can answer them, or, if I, for some reason, do not have an answer, I can try to procure one for you.

>> No.7291746 [DELETED] 

Fuck off reported.

>> No.7291748

I feel you're trying to make a point.

>> No.7291767

What the fuck is Touhou Maker?

>> No.7291774 [DELETED] 

I'm waiting for Touhou Maker 5.

>> No.7291776

isnt this just a copy/paste of the touhou/harvest moon thread made a week or 2 ago

>> No.7291786

>a lot of the team is in college/similar schooling

Touhou maker confirmed for shit.

>> No.7291796

>>7291776
Yes.

>> No.7291808
File: 62 KB, 186x273, 1302819428010.png [View same] [iqdb] [saucenao] [google]
7291808

From the creative minds that brought you such beloved titles as Touhou Cart, TouhouMoon, Warehouse, and many others. A brand new franchise awaits!

Now you can raise your very own Touhou just how you like, and watch her grow into a fine Youkai.

With over twenty different endings available, and the best (true) NEET end!

>> No.7291823

Are you in need of an artist?

>> No.7291837

>>7291823
It is a copy paste of a earlier post for a earlier project with a name change. So, no.
>>7291808
Just had to bump this thread to show off your wit, eh?

>> No.7291851

>>7291837
Neither game is getting made regardless.

>> No.7293565
File: 212 KB, 902x684, touhouprincessmaker1.jpg [View same] [iqdb] [saucenao] [google]
7293565

Super pre-omega, not quite beta, sort of nearly alpha "engine" test!

Am I a pro game developer yet?

Current Feature Set:
* Charming 2D Art!
* Made with sepples0x and OpenGL for tiresome cross-platform portability.
* Engaging dialogue.
* Branching story paths and multiple endings.
* Over ten unique characters to interact with.
* Do what you do all day anyway but now in a game.

Now who will make me some fanart?

>> No.7293596

>>7291786
>>7293565
>sepples0x
Touhou Maker confirmed for bloated shit.

>> No.7293669
File: 134 KB, 866x659, touhouprincessmaker2.jpg [View same] [iqdb] [saucenao] [google]
7293669

>>7293596
What if we use the .NET framework to leverage a richer feature set and scalable performance?

>> No.7293751

Is that >>7292274 this?

>> No.7293763
File: 61 KB, 600x600, madotsuki_puking.jpg [View same] [iqdb] [saucenao] [google]
7293763

>>7293669
>.NET framework

>> No.7293765

>>7293596
C++11 isn't bloated. You don't pay for what you don't use in C++. You're obviously a retard.

Also, it's not C++0x anymore. It's C++11. Get with the times people!

>> No.7293769

More like .NEET amirite?

>> No.7293772

>>7293765
>You don't pay for what you don't use in C++.
So what's the point of using C++ instead of pure C?

>> No.7293783

>>7293769
.NET/Mono is far more bloated than C++. Global garbage collection also has poor scalability for parallel programming. With C++, you can have independent thread-local heaps, which is what a lot of game developers do these days.

>> No.7293806

>>7293772
Class invariance enforcement, RAII, templates, lambda functions, references, rvalue-references, type-traits, fine-grained atomic variables, threading library... all extremely useful things for the lean-and-mean game developer

C++ is a multi-paradigm programming language. OOP is going out of style in favor of data-oriented programming for game development. C++ is a natural choice for DOP.

>> No.7293819

>>7293765
2011 will be the year of Sepples0x.

Also you have to pay for what other people use, and the compile times will still suck compared to C.

There really is no reason to prefer Sepples over C.

>> No.7293830

>>7293819
>Also you have to pay for what other people use, and the compile times will still suck compared to C.

It's your choice if you want to use a shitty 3rd party engine or library. It's not being forced on you. I'd recommend staying away from old engines that overuse OOP like Ogre for example.

And GCC is shit at compile times, sure, but Clang, MSVC++, and ICC are like twice as fast as GCC.

>> No.7293833

>>7293783
>Global garbage collection also has poor scalability for parallel programming.
With enough memory, there is no need for GC to run at all.
And if you really want to go paralel, then you should use imutable structs, that are not GCed.

>>7293806
Or we can use .NET that has all of this and more and is actualy used and not only talked about.

But I agree that .NET or any High-level language is good for game programing. But would be OK for non-AAA project.

>> No.7293854

>>7293833
I'm not referring to the collection aspect of it.

When you allocate something from the global managed heap, you still need to acquire a global lock, which leads to write sharing between threads which leads to poor scalability.

Also, .NET is pretty much useless for game development outside of Microsoft's platforms. XNA doesn't even work on Mono and it's locked into DX9.

>> No.7293870

>>7293854
Use several heaps and then don't because you shouldn't allocate anything while the application is running.

>> No.7293879

>>7293854
I dont understand .NET GC that deeply. But IMO with correct desing and cleaver use of clases and structs, you can avoid theese kind of problems.
Once I was doing som XNA/Xbox development and that thing has useless GC, so you are practicaly forced to either use object you created once in the begining or structs.

And there are alternatives to XNA:
http://slimdx.org/
http://www.opentk.com/

>> No.7293880

>>7293870
Yeah, but then you're doing just as much work managing your own memory as you would in a non-garbage collected environment like C/C++. What's the fucking point. Plus C#/.NET is a poor-choice for data-oriented programming.

>> No.7293901
File: 560 KB, 534x515, .png [View same] [iqdb] [saucenao] [google]
7293901

>>7293833
>With enough memory, there is no need for GC to run at all.

>> No.7293912

>>7293880
>data-oriented programming.
Ok. First time hearing about this and from Iam reading now .. this will take some time to understand what it is.

>>7293901
Why run GC, when we can ask OS for more?

>> No.7293918

C++0x/C++11 really fixes a lot of the problems I had with C++, so I'm probably going to revisit C++ later this year once GCC and/or Clang finish a few more of the new features

Been programming a lot in Python and C# lately, but I'm kind of getting tired of it... the koolaid is wearing off, so to speak.

>> No.7293924

>>7293912
Well, it sounds like something the Feds would be doing.

>> No.7293961

>>7293783
>>7293806
>>7293819
>>7293830
>>7293833
>>7293854
>>7293879
>>7293880
That's all well and good but I'm sure we can all agree that for a /jp/ project it really doesn't fucking matter. Given the minuscule chance that one of these ill conceived ideas actually materializes into a playable game, what is the chance such a program could be a strain to any system built in the last ten years?

Even if they used Java and Flash/Air to make their game with terrible spaghetti code it would have to be pretty awesomely bad to seriously impact performance.

This is, as long as we assume there wont be any run away recursion, legendary memory leaks, or other bugs.

>> No.7293972

>>7293912
Yeah, data-orientation and task-oriented parallelism has been the big thing in professional game development these past couple of years as developers try to build engines that scale beyond more than 3 or 4 threads.

Game developers are pretty much throwing away the last decade of object-orientation in favor of it. You still use OOP at higher-levels for components in your systems, you just don't have fine-grained object-orientation.

Read this:

http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming
_GCAP_09.pdf

Then read all of the DICE's publications for Battlefield 3/Frostbite 2.0. Not only are they going the data-oriented route, they're also ditching the use of the traditional 3D API on the PC and PS3. They're using a minimal amount of D3D11/DXGI for adapter output, but the core of their engine is a custom software renderer running under DirectCompute on the PC or on the PS3's Cell's SPEs.

I expect the next console generation will mark a huge departure from using traditional 3D APIs like Direct3D and OpenGL in favor of custom renderers running in heterogeneous compute environments like DirectCompute and OpenCL.

http://publications.dice.se/

>> No.7293977

>>7293961
I guess you have never written shitty unoptimized code?

>> No.7294013

>>7293972
I think I understand it now.
Its basicaly something I thought would be problem when I would try developing a game. OOP is awesome for abstraction, but is no-go for high-performance, high-throughput.

But I dont se reason, why you cant use DOP with .NET/C#. While it might not be optimal like with C++/11, it is definitely doable.

>> No.7294014

>>7293961
>what is the chance such a program could be a strain to any system built in the last ten years?

Overuse of managed languages like Java and C#, and scripting languages like Python and Ruby is the root cause for shitty bloated software which runs slower than equivalent software from the 90s.

The language and runtime environments have a certain amount of overhead, but the languages themselves also make it easier for retarded developers who don't know how optimize software to build things. The end result is shit.

I don't know about you, but I'm tired shitty slow software.

>> No.7294039

>>7294014
IMO problem here is not shitty programmers, but shity producers / managers.
They dont care about size, or performance. As long as they are able to create same features like competitors in half the time, then they will do it.

Iam sure there are many programmers that would love to write clean and performant code, but managers dont care about it.

>> No.7294068

>>7294013
For one, you can't use SSE/AVX or other SIMD instructions directly through C#/.NET without some P/Invoke or interop calls to unmanaged code.

That's one of the main benefits of data-oriented programming, it makes it a lot easier to port code to use SSE/AVX intrinsics for x86, or NEON intrinsics for ARM, etc.

Next, reference-types in .NET have overhead... an internal vtable pointer, a monitor mutex for use with the lock keyword, and some other metadata bullshit.

Therefore, you can't use reference-types at all with data-oriented programming because it ends up causing all of the cache misses you're trying to avoid.

So you're left with value-type structs, but C#'s copy-semantics are fucking horse shit for struct types, compared to the power you have with C++ assignment and move constructors and assignment operators.

>> No.7294074

>>7293977
You should only have to optimize where it counts. There is no point spending over half your time tweaking every part of your code for insignificant difference when you only need to concentrate on time critical tasks.

None of these projects appear to aim high enough to actually make an impact to performance. Do you honestly believe otherwise?

>> No.7294090

>>7294068
Ok.
You got me. I give up.

.. weird how many inteligent and knowledgable people you can find in shithole like /jp/ on 4chan.

>> No.7294091
File: 264 KB, 484x580, 1289940321861.png [View same] [iqdb] [saucenao] [google]
7294091

>>7294014
I agree with you, but I'm sure the mindset for a lot of this is "eh if they have the system resources who cares how shitty my program is."

Where back in the 90's computers didn't have the ability to put up with shitty programing. Ah, the days of optimized programs.

>> No.7294098

>>7294074
For a game like this the problem will be rendering, and that's very hard to get right due to shitty APIs.

>> No.7294114

>>7294098
OpenGL is not shitty.

>> No.7294120

>>7294114
Yeah... it's way too abstracted.

>> No.7294130

>>7294014
>I don't know about you, but I'm tired shitty slow software.

Agreed. Yet none of these projects will even reach a quarter of the breadth of most such programs. You can easily run at over a thousand theoretical frames per second with the worst kind of sloppy code.

It isn't about being right or coming up with the optimal solution or best answer. Nobody really gives a shit about that if it works.

Just look at Touhou. You think that's optimized data-oriented parallel threaded?

>> No.7294140

>>7294114
It's not shitty, but it's got the same problems as Direct3D at holding software developers back from innovating.

Developers are moving to GPGPU programming environments for more freedom. OpenCL will overtake OpenGL and DirectCompute will overtake Direct3D.

They talk more about it here:

http://www.qotpa.com/2011/03/25/is-this-the-beginning-of-the-end-for-directx/

Not exactly a good title for the article, because it also means getting rid of OpenGL in favor of general purpose computation on GPUs.

>> No.7294145

>>7294130
>Just look at Touhou. You think that's optimized data-oriented parallel threaded?
No. And I can feel the slowdown on my shitty laptop.
Its CPU is monocore however, so parallelization wouldn't make any difference.

>> No.7294148

>>7294130
>You can easily run at over a thousand theoretical frames per second with the worst kind of sloppy code.

Nope. Look at Minecraft which was written in Java. It's fucking slow and bloated and eats up shitloads of RAM.

>> No.7294157

>>7294130
No. But it is written in C++. ZUN has no problem using the real tools of the trade.

>> No.7294160

>>7294098
>>7294114
>>7294120
Are you fucking serious that rendering will be a problem?

What do we need? 2D images and GUI? Oh shit, we could rasterize everything and read/draw to the pixel buffers constantly!

Or we could just bind to textures and primitives, use display lists and call them when we need them. Wow was that so hard? It's not even using the best toys from OpenGL 4.x so no need to get crazy.

>> No.7294171

>>7294160
If you didnt notice, we were OT for half of the thread.
We are now discusing techonolgies and techniques for optimal game development.

>> No.7294179

>>7294160
Exactly, ignore that retards who don't know how to use OpenGL for 2D graphics.

Rendering texture-mapped quadrilaterals with a 2D orthographic projective camera is not hard.

>> No.7294182

>>7294160
Well, OpenGL doesn't run on 90% of GPUs, so that's not an option.

It's going to be GDI shit.

>> No.7294193
File: 1.29 MB, 1920x1080, shot0003.png [View same] [iqdb] [saucenao] [google]
7294193

>>7294157
Beautiful ZUN code.

>> No.7294195

>>7294182
>OpenGL doesn't run on 90% of GPUs

It's not pre-2005 anymore. OpenGL 2.x runs on just about every GPU made in the last 5 years on Windows Vista/7, including Intel's shitty GMA integrated graphics.

>> No.7294198

>>7294157
Have you ever played the games? Do you know what the fuck you're talking about?

ZUN is just a guy that happens to do a little programming, he doesn't sit down talking about and building graphics engines of tomorrow or even today. For all we know he probably pulled half of his engine code off tutorial sites.

>> No.7294202

>>7294193
>english
.. really?

But if we got hands on some of it, it would be like holy grail for /jp/.

>> No.7294211

>>7294148
Honestly, I don't really think Java is the cause of Minecraft's poor performances. The problem probably lies in the rendering code.

>>7294157
Well, optimizing can 'make room' for eye-candy.

>>7294171
Another proof that the real programmers on 4chan have deserted /prog/ and post on /jp/.

>> No.7294214

>>7294198
>ZUN is just a guy that happens to do a little programming

Yeah, Touhou is his hobby. But he works professionally as a game programmer at Taito.

>> No.7294217

>>7294182
>Well, OpenGL doesn't run on 90% of GPUs, so that's not an option.

What the fuck is this

>> No.7294220

>>7294182
>Well, OpenGL doesn't run on 90% of GPUs, so that's not an option.

9/10 Raged pretty fucking hard. That comment could not be more stupid.

>> No.7294224

>>7294202
All Japanese programmers use Engrish for programming.

>> No.7294226

>>7294214
Wasn't that a while ago? I thought his newer job was something different.

>> No.7294230

>>7294226
Drinking is his job.

>> No.7294235

>>7294198
>Do you know what the fuck you're talking about?
>ZUN is just a guy that happens to do a little programming
Oh yes.

>> No.7294240

>>7294211
>Another proof that the real programmers on 4chan have deserted /prog/ and post on /jp/.

Yeah, I'm tired of FrozenVoid and the anus/fart forced memes.

>> No.7294244

>>7294193
That must be code from the PC-98 games. I can see ugly goto, EMS calls, and macros involving far pointers.

>> No.7294246

>>7294226
No, he still works there.

>> No.7294255

>>7294244
% grep -R GENSOEMS *
Binary file GENSO/MAIN.EXE matches

>> No.7294257

/jp/- Programming/Otaku Culture

I guess they go hand and hand if you're too much of a NEET to get any other job but need money.

>> No.7294266
File: 116 KB, 536x620, 1297407458160.jpg [View same] [iqdb] [saucenao] [google]
7294266

>>7294257
You say this like it hasn't been that way for a while.

>> No.7294273

>>7294255
Looking through the strings I see that it really is written using Sepples ...

>> No.7294278

>>7294273
Ah:
00022b60: "Borland C++ - Copyright 1993 Borland Intl."

>> No.7294280

>>7294266

SICP jokes aside, I usually only see a thread every month or so about programming.

There has been one like once a week recently.

>> No.7294294

>>7294273
Yes, there are plenty of debug strings in the game executables.

By the way:
>>th12.exe
>c:\cygwin\home\zun\prog\th12\src\core\../core/zunlib.h
I guess ZUN edits his code with the Cygwin version of vi but compiles it with MSVC. That's weird.

>> No.7294297

>>7294273
Yeah, he's just using C++ as a C with classes, typical of the late 90s. I don't have the binaries available, what compiler did he use? Must be like Borland Turbo C++, is my first guess.

>> No.7294302

>>7294297
Never mind. I was right... >>7294278

>> No.7294314

>>7294280
Well /prog/ has been on /jp/ for years. The amount of /prog/ related content varies and has spiked on occasion, and the board probably got most of its elitist nature from /prog/ but that is just my opinion.

>> No.7294383

The other problem with /prog/ is that real on-topic conversations rarely get past the "check out this new esoteric programming language" or "my language is better than yours" or "which language should I use for XYZ?"

>> No.7295727

ZUN's code is like Ulillillia's website. Pure genuis.

>> No.7295733

/prog/ has not been funny since more than 3 people started posting on it

>> No.7295739

>>7295733
The same could be said for /jp/ honestly.

>> No.7295753

There should be a rule about these kinds of things. Don't post anything about making something until you can post a playable demo or a gameplay video.

Stop wasting our time.

>> No.7295756

>>7295753
Read Thread > Comprehend > Post

>> No.7295765 [DELETED] 
File: 67 KB, 300x400, CrippleTheyHatin.jpg [View same] [iqdb] [saucenao] [google]
7295765

>> No.7295766

>>7295753
OP here, tell me about it, huh?

/jp/ - Vaporware/General

>> No.7297302

The only people on /jp/ that can finish things are the ones that do not belong.

>> No.7298998

bump

>> No.7301232
File: 57 KB, 245x269, 1302810178462.jpg [View same] [iqdb] [saucenao] [google]
7301232

>>7298998
Why would you even bump this? It's an obvious shitpost troll thread.

Well I cooked this up anyway.
>http://www.mediafire.com/?lpodrj0osvu6v19
No warranties or guarantees. Use at your own risk.

It will probable crash or something with XP systems.

>> No.7302428

9 downloads and no comments about how it sucks or is broken?

>> No.7302433

>>7302428
Why the fuck do you keep bumping this shit?

>> No.7302438

>>7302433
Why the fuck do you keep shitposting?

>> No.7302460 [DELETED] 

>>7302438
gb2/a//v/ with your hurr durr all tripfriends are shitposters

>> No.7302465

/jp/ - Technology

>> No.7302494

>>7302460
No need to drop your trip now. Clearly they shit post because they shit post, not because they are tripfags.

There are plenty of tripfriends that actually contribute something useful to the board.

>hurr durr gb2/a/v/ lolsorandum /jp/ oldfag from 2005

>> No.7302509

ZUN said in his interview that he uses Visual Studio to program his games and Cubase SX to make his music.
It looks like he physically draws his art and scans it, then photoshops the scans for special effects and perfect it.

I don't know why people are claiming he used Borland.

>> No.7302518

>>7302509
Because of the strings. I think another scenario could be that he compiled with a library that did.

>> No.7302519

>>7302509
Somebody earlier in the thread (looking through PC-98 code, I guess) said:

>00022b60: "Borland C++ - Copyright 1993 Borland Intl."

Visual Studio wasn't even around in 93.

>> No.7302524

>>7302519

I'm talking about the newer games, EOSD and up.
I wouldn't doubt he used Borland before that.

>> No.7303237
File: 286 KB, 1193x761, TouhouMaker_confirmed_for_shit.jpg [View same] [iqdb] [saucenao] [google]
7303237

So can we get some fan art yet?

>> No.7305870

Updated. Fixed some of the windowing code so it shouldn't crash on some mostly older systems.

Also made the images all power of two to avoid bad textures on old and limited OpenGL implementations.

>http://www.mediafire.com/?lpodrj0osvu6v19

>> No.7305873

fuck off...

>> No.7305883

>>7305870
That's nice. Though I do wonder. What would this potentially evolve into?

Do you chose what you raise, or will you be given a "template" of sort to mold in whatever image you want?
And how will they be able to grow? These supposed Touhous.

>> No.7305893
File: 148 KB, 500x500, 1297660639206.png [View same] [iqdb] [saucenao] [google]
7305893

>>7305873
/jp/ is almost entirely shit posting and spam lately and you get mad about the possibility of actual content.

>>>/b/
>>>/a/

>> No.7305918

>>7305893
/a/ has constant OC/drawthreads. This shit would be better accepted there.

>> No.7305924

>>7305883
Aiming for something similar to Princess Maker 2. I went with Kaguya because she's a princess and doesn't have a clearly defined role. Doing more characters is too much due to multiple endings and stories, right?

There are a lot of different kinds of youkai like hermit youkai. So I think you could use them in a similar fashion to jobs.

>> No.7305985

>>7305918
>/a/ has constant OC/drawthreads. This shit would be better accepted there.

Sounds like you know a lot about /a/ so maybe you should go back there where you're welcome.

As for OC on /jp/ there have been over a hundred general OC/drawthreads over the last years, that's an average of three a month. That doesn't count things like flockdraw threads either, or the individual project threads, or all the ideas threads.

You can always hide the thread if all you want to see is the daily spam reposted from /a/, /v/. /b/.

>> No.7308508

I think Kaguya is probably the best Touhou to raise as your daughter.

>> No.7308597

This is a perfectly good non-/a/, non-/b/, non-rule-violating, non-troll thread. I can't see why anybody's complaining about it.

>> No.7308606

at least its not vaporware. give me fucking touhomon stadium 2

>> No.7308608

>>7305924
>There are a lot of different kinds of youkai like hermit youkai.

I was under impression hermits are considered human.

>Somewhat Peculiar Humans

Yeah, apparently.

>> No.7308616

>>7308597
>This is a perfectly good non-/a/, non-/b/, non-rule-violating, non-troll thread.

Rule-violating trolls from /a/ and /b/ just can't stand it, obviously.

>> No.7308630

>/jp/ - /g/
Why do so many of you know how to program and shit?

>> No.7308662

>>7308630
>>>/a/
>>>/v/
>>>/b/

>> No.7308678

>>7308662
An inappropriate answer to a legitimate question.

>> No.7308722

>>7308678
You probably got that reaction for asking a stupid question. A lot of regulars on /jp/ know how to program or do/make other things.

The current state of the board isn't an accurate representation of the long time regulars.

>> No.7308757

>>7308630
It's because /prog/ is /jp/'s second largest population source, and the only one that belongs.

>> No.7308764 [DELETED] 
File: 52 KB, 600x600, naked_lunch.jpg [View same] [iqdb] [saucenao] [google]
7308764

izzat that "danmakufu maker" thing?? really, you run that project???? wow!

>> No.7308788

>>7308630
>Why do so many of you know how to program and shit?
Despite most of /jp/ not doing much, /jp/ still used to contain lots of college dropouts.
I for one, studied computer languages and programming until I dropped out.

>> No.7308811

>>7308788
>dropped out
lol, I graduated.

...and believe me, you're not missing much.

>> No.7308853

>>7293565
>OpenGL for tiresome cross-platform portability
You know you could use Java and get cross-platform compability for free?
There are several OpenGL libs out there, that run on every major OS.

>> No.7308856

>>7308788
You can study programming?
That's the stuff peasants without degree do, stupid!

>> No.7308871

Try to make something worthwhile for /jp/ to enjoy and the kiddies gotta try to shit it up.

It's not even Summer yet. The fuck is going on?

>> No.7309030 [DELETED] 

>>7291743
I missed your other threads, but just the thought of Princess Maker meets Touhou sounds too good to be true.

If your group could make it happen, it would be glorious.

>> No.7309910 [DELETED] 

>>7308871
There's a small handful of retards running around making a shit ton of posts. Just ignore them.

>> No.7310881

>>7309030
Princess Maker meets Touhou is too good to be true.

There is no group, but it would be glorious.

There were also no other threads. It was a parody of the latest vaporware project. Ironically it made more actual progress than serious projects.

>> No.7311666
File: 214 KB, 894x765, touhouprincessmaker07.jpg [View same] [iqdb] [saucenao] [google]
7311666

Despite this being a joke/parody project I actually put in a few hours a day between sleeping and browsing /jp/ just to add a few new features and functionality, or fix bugs here and there.

There isn't actually a team making this, and I'm not in college or anything. It is made with C++ and OpenGL though.

>You know you could use Java and get cross-platform compability for free?

I always try to point this out too, since these projects always end in dead silence because people can never finish stuff, or achieve the bar they've set themselves.

I'm just doing things the hard way out of morbid amusement.

>> No.7311676

>>7311666
Oh and to explain this, I added mouse input processing/handling sometime yesterday.

>> No.7312727

These threads are reaching heading towards page 15 too quickly while all the spam and shit posting gets bumped.

>> No.7314195

Updated, at the same location.

>http://www.mediafire.com/?lpodrj0osvu6v19

This is mostly the rough basics of a VN engine from the looks of thing. I still need to clean it all up, reorganize the classes, and fix minor bugs.

I'll probably stop adding extra functionality to it for a couple of days or so in the meantime.

>> No.7315333

>>7314195
3D models or 2D sprites?

>> No.7315393

>>7294198
Dude. ZUN is a professional programmer.

>> No.7315395

Yeah, you really don't get why everyone is complaining about the humor in this game. What is your confidence that zun is a professional programmer, beyond a doubt? >/jp/ isn't a complete and utter shit hole like /prog/, mainly because weeaboos have double the average iq programmers have.

>> No.7315456

>>7315395
Not one part of this comment makes sense.

>>>/b/

>> No.7315590

If people read the thread they would know there isn't a game yet. It doesn't matter if it's funny or not because it's just a test work in progress.

>> No.7317370

I think something like SFML or guichan could be handy for a more reliable GUI and free up more time to code other parts.

>> No.7320145
File: 399 KB, 800x711, dbf571527d05ad7d317ab47d40363ca3.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7320164

Wait, this thread is still alive?

>> No.7320293

>>7320145
>>7320164
OP here. People are still bumping this thread?

Do you really want this made or something? Okay, I'll bite. If people come up with some ideas, suggestions, and criticisms I'll continue working on this daily since I don't have anything else to do.

Some assets would be nice to play around with too. Thing like sprites, cursors, icons, music, pictures, GUI textures or whatever.

At the moment I'm just pulling everything out of my backside/image dump folder and admittedly it's pretty shit.

>> No.7321069

>>7320293
>Do you really want this made or something?
I just want a /prog/ thread to live.

>> No.7322024

>Do you really want this made or something?
Of course. It could be a marvelously mediocre passtime one could pass the time with. And raise a Touhou in the progress!

>> No.7324328

>>7322024
Sounds like a plan.

>> No.7325893
File: 68 KB, 499x624, 1304220296528.jpg [View same] [iqdb] [saucenao] [google]
7325893

Best OC all week.

>> No.7326544

So while I'm taking a break everyone feel free to start making feature requests or whatever. Oh that's right only like five people give a shit anyway...

Well I think I'll start writing a game design document, pull a template off some site, and then post it up later so you can all tell me how much this is going to suck when it's finished.

>> No.7326622

>>7322024
Check out eratoho if you are looking for a Touhou raiser.

>> No.7328461

>>7326544
Sounds good.

>> No.7330790

Cirno Racing where?

>> No.7333477

>[T]hat should be done in the near future, and hopefully things will pick up again.
I'm looking forwards to the season's consolation prize.

>> No.7333494

>>7333477

>> No.7336239

I've been lazy and haven't done a single thing the whole week. I'll get around to doing stuff again tomorrow.

>> No.7338799
File: 1.13 MB, 1200x1600, moe 162047 animal_ears bunny_ears fujiwara_no_mokou houraisan_kaguya inaba_tewi kamiya_tomoe pantyhose reisen_udongein_inaba thighhighs touhou yagokoro_eirin.jpg [View same] [iqdb] [saucenao] [google]
7338799

Title: Touhou Maker (subject to change)
Alternative titles: Touhou Princess Maker, Youkai Maker, etc.

Genre: Raising Simulator, with VN and RPG elements.

Outline: In the game you are tasked with providing the upbringing or rehabilitation of a Touhou Project character. The story will progress through VN styled interaction following a linear main plot with minor deviations occurring from set flags. Flags can be set by making classic VN style choices at a given crossroads in the story, by the current stats of the Touhou, the outcome of events, and a combination of previously set flags. Stats are primarily affected by choosing a schedule but can also be affected by choices, events, and random events. Setting a schedule will determine the flow of game play and affect stats changes for the following turn lasting an in-game month. The options for the schedule will include sleeping or taking it easy, cleaning, studying, working, or going outside. These options will raise and lower stats such as energy, passion, intelligence, strength, hygiene, and money.
The daughter character of the game is Kaguya Houraisan and the majority of the game will take place at Eientei. The characters your daughter will be able to meet an interact with are Eirin Yagokoro, Reisen Udongein Inaba, Tei, Fujiwara no Mokou, Keine Kamishirasawa, Rinnosuke Morichika, Wriggle Nightbug, Kotohime, Sariel, Aya Shameimaru, Mimi-Chan, and Nameless Fairy.

The game will include about 20 endings for different jobs, relationships, Youkai promotions and so on.

>> No.7338832

>>7338799
The RPG element will occur when the player selects going outside on the schedule. This will be a tactical mini-game where the player is able to guide their daughter around Eintei and the bamboo forest, gaining stats, finding items, meeting characters, and fighting enemies. There will be some form of energy bar that when depleted hampers further progress and forces the player back home.

The RPG game screen will be a top down view with a simple fixed perspective 3D world and characters. It will be similar to using sprites but it wont require a sprite artist which we all know are usually lazy and tend to kill projects like this.

Items found outside can sometimes by used in the rest of the game, and they can also be used to customize the appearance of your daughter. I'm still debating whether or not Kaguya should be able to take along party members like Reisen with her or not. The battles will occur in a battle mode or screen similar to an old school RPG or like the Final Fantasy series.

On the technical side openGL will be used for the rendering of the entire game, from the VN styled screens to the RPG game world. I'm not entirely sure how I will handle the animations either but the same would have been true on how to motivate a sprite artist to make all the sprite animation sheets.

>> No.7339070

>>7338832
>3D world and characters

That wont be good.

>> No.7339523

Amazingly this thread is still alive. Any news from the actual TouhouMoon project?

>> No.7339537

>>7339523
>http://touhoumoon.net/
>compare demerol and imitrex while breastfeeding

TouhouMoon's forums are just buzzing with activity at least.

>> No.7339563

I can't wait for it to sink down again.

>> No.7343459
File: 190 KB, 320x240, 1285089056510.gif [View same] [iqdb] [saucenao] [google]
7343459

>> No.7343487

This project sounds interesting actually. I just kind of want to see progress that has been made so far. Maybe some of the character arts, models, etc.

>> No.7343500

>>7343487
>http://www.mediafire.com/?lpodrj0osvu6v19

>> No.7343664

>>7343487
It's a one person project so I don't think there is going to be much made soon.

>> No.7346322

Now that summer is here, I hope work on this project doubles or triples in pace.

Four times zero is still zero I'm so witty.

>> No.7346369

how can i help on the making of this game ? i , at least , would work this project off ( so 4 times 1 can give us at least a 4 or a 5 in some special cases )

>> No.7347423

>>7346369
What can you do?

>> No.7347957
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7347957

>>7339070
>>3D world and characters
>That wont be good.
Are you sure?
It would just be the world/terrain so to speak. And battles and or certain events and conversations while outside could still have 2d portraits.

The models don't even have to look good (I suppose they would look like crap unless some skilled person would volounteer).
But this way, the sprite artist could spend more time on doing the actual sprites for what matters the most.

It is also nice not to mess with the given depth and whatnot of a 2d map. Yes its 2d, but you still have layers and whatnot, and a point of view with a given perspective.

>> No.7348017
File: 27 KB, 781x591, kaguya-mesh-01.jpg [View same] [iqdb] [saucenao] [google]
7348017

>>7347957
Making 3D models is more tiresome than I remembered. After ten minutes I was already fed up. Maybe it's just too warm to do anything productive~

>> No.7348031

>>7348017
Yeah sure, I guess. But as long as the shapes are relatively recognizable I suppose it could pass, could it not?

I mean, people still play roguelikes with seemingly no graphics at all, be it ascii entirely or non-animated icons.

And hopefully, disregarding the 3d models, it could get some nicer looking 2d gui, menus, sprites and portraits and 2d art in general.
I mean, one can always dream, right?

Also, patches and patch-ability, is an amazing thing when it comes to the development of applications in general.

>> No.7348044

>>7339523
We haven't done anything lately. The project's not dead, people are still finishing up school for the semester. I'll go gather everyone up again sometime in the next week or so.

>> No.7348050

>>7348044
Well, besides writing. That's still getting done.

>> No.7348101

>>7348031
Some of that is true enough. As long as the visuals fit well enough in the context they're being used it shouldn't really matter too much about the details.

I don't think enough work is done to make anything worth patching though.

>> No.7350358

>>7347957
I'm sure there must be a bank of Touhou sprites out there you could use for this.

Also, if there are going to be regular updates on the touhoumoon site, I'm going to stop bumping this.

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