Game Development Thread (53)

1 Name: Nameless : 2025/07/10 11:06

Turns out, at least two of us can make games, so I guess this makes for a good thread. Input or your own projects welcome.

Right now, personally I'm working on an idea for a strategy rogue-like. I'm not sure whether to make it turn-based or real time.
I am leaning turn-based though, for path-finding reasons, making performant path-finding in real time strategy games is very annoying, doubly so if you have randomly generated maps. I have no idea how the hell Tiberian Sun pulled that off in the late 90s.

4 Name: Nameless : 2025/07/10 18:59

>>2
Yeah, you should. I'm thinking of posting my game once any substantial progress has been done here, so that people can talk about it here.

>>3
Oh, a music theory practice game? That's interesting. I may have to play that, because I could use training on music theory.
(I recognize that it probably doesn't teach and only reinforces.)

Good luck with your final minigame!

5 Name: Nameless : 2025/07/10 20:38

Yes, it just trains you to recognize chords and intervals, although I will likely distribute it with a text file that explains what they all are
I considered including a tutorial in the game, however that would require reading a lot of text on the tiny Game Boy screen, and anyway I don't really think I'm qualified to be teaching anything ^_^;;
Good luck with your game as well!

6 Name: Nameless : 2025/07/11 08:24

There are some old SEGA games that have not been properly recreated/emulated for use on other hardware.
I think I will have to do it myself.

7 Name: Nameless : 2025/07/13 13:28

Today I wrote a mode system and a quick replacement to require for my game.
Unfortunately the mode system is fucking ass and I'm promptly replacing it despite the fact it is technically complete, so I really only got my require() replacement finished. Still happy with that progress.

8 Name: Nameless : 2025/07/14 09:26

Well, I fixed my mode system! Now I just have to figure out how I want to approach my drawing routines. (Love2D) Should I use canvases, where I can use an invalidation system to prevent redrawing certain things(UI) or should I use a system where invalidation isn't possible and therefore everything is redrawn constantly? It probably won't matter as much as I'm thinking it will...

9 Name: Nameless : 2025/07/15 09:17

I used to use Game Maker years ago and apparently the current GMS2 licensing schedule is no longer dumb subscription nonsense, so I kinda might go use it again.

I don't like Game Maker Studio 2's interface one bit vs the old GM UI, but eh. It's the same thing but uglier.

10 Name: Nameless : 2025/07/15 10:55

>>9
Is this for the GameBoy?

11 Name: Nameless : 2025/07/15 11:32

>>10
No, GameMaker makes a handful of modern consoles and PC games.

>>9
GMS2's is fucking atrocious. I'd rather die than use that fuckery any longer.
https://gm82.cherry-treehouse.com/

12 Name: Nameless : 2025/07/15 13:38

>>11
honestly, I still have no idea how the GMS2 UI passed QA
it is actually worse in every way vs GMS1 and earlier
everything is just MASSIVELY clunkier, more cluttered, less readable, less intuitive

it's nice to see someone hacked 8.x to have new shit, but most of the reason I'd even bother with GM is the possibility of doing something for a proper commercial release

otherwise, I'd just fucking use tic-80 or some shit to make small games for funsies

13 Name: Nameless : 2025/07/15 14:37

>>12
I mean, there were plenty of GM8 games, don't see why you can't just launch your own. Fair enough though, and wish you luck on your endeavor.
I'm about to seriously regret the rendering pipeline I've come up with. Not terrible on paper, but it's new to me so it's going to be done in the shittiest way possible. (I have these "canvas" objects, which act as major layers. I have renderable objects, which act as the on-screen objects.)

14 Name: Nameless : 2025/07/17 05:34

So I've decided my original plan of a strategy roguelike was fucking retarded.
Not necessary the game concept itself, but throwing myself at new development techniques on perhaps the most advanced game project I've attempted to complete.
So now I'm working on a sidescroller. Need ideas for what the setting will be, but I'll get there when I get there.

15 Name: Nameless : 2025/07/17 12:54

>>14
I always like a spacey setting, but maybe you could implement some purple glow from the moon as discussed in the moon thread.

16 Name: Nameless : 2025/07/18 08:18

You could make it looks something alike R-Type, but more bound to the moon.

17 Name: Nameless : 2025/07/18 08:50

I have not left this thread nor the image board in a few days. Moon thread? Gonna have to check that out.
My originally formulated plan was to do something akin to 1942, but with the F6F instead of the P-38. However, space does interest me enough.

18 Name: Nameless : 2025/07/18 09:40

>>17
You could do a Japanese zero with the objective to crash into ships.
Actually thinking about it, a kamikaze game would be very easy to make. Just a bullet hell where you have to make it to the end, it could be randomized.

19 Name: Nameless : 2025/07/18 11:34

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20 Name: Nameless : 2025/07/18 12:34

that reminds me, I want to make a game like Space Harrier or After Burner at some point
...and now that I'm thinking about it, I'm kinda surprised I haven't actually tried to before

21 Name: Nameless : 2025/07/18 12:40

>>20
I wish I owned an after burner cabinet with all the controls. I wonder if it could be rigged to work with other games.

22 Name: Nameless : 2025/07/19 02:55

>>18
Fuck it. Why not make it a suicide bomber game?

23 Name: Nameless : 2025/07/19 03:02

>>19
That's cool art. Hope to one day be able to translate that Japanese.
Cyokkura konpini (???) ttekuru. Is my impromptu transliteration correct? (I can't read kanji yet.)

>>18 >>22
How much could you even sell that kind of game for? Genuine question. Usually, for indie games, you do a dollar per hour sort of deal. That kind of experience, however, doesn't work with that kind of sales model.

24 Name: Nameless : 2025/07/19 03:52

Hrmm, actually, this suicide bomber idea has some potential teeth to it for longer levels.
What if I have it be that you're a G4M approaching a ship over a 10-20 minute level, and then the final stretch is done with a MXY-7?

25 Name: Nameless : 2025/07/19 19:50

>>23
This may be something you would have to sell with physical CDs at something like comiket to sell successfully.

>>24
Would this be done with different levels, each with a new plane? I think 2 kamikaze missions and 1 bomber mission could work. I also thought of the idea of some dialogue between levels, for example the second kamikaze mission player reminiscing over the other kamikaze from level 1, his friend or something.

26 Name: Nameless : 2025/07/20 10:59

Mm, I was actually considering manufacturing specialized USB thumb drives that are read-only, since most people don't have CDs these days. That's unfortunately more expensive than a CD, but I think I might be able to manage with bulk.
As for the different levels, yeah, each with a new plane. The MXY-7 never saw flight from anything other than a bomber though, so each level would be pretty similar: Fly as a bomber, where you fire at attacking aircraft and dodge anti-air fire, and then fly as a glider for a minute where you have to dodge really fast anti-air patterns.
I think I'm gonna do this second. I like the space idea more, but this would be an interesting novelty game. I just don't have the money to really pay for music and graphics on something that's less likely to be profitable.

27 Name: Nameless : 2025/07/20 12:00

>>26
I would assume there are some people here who mess around with MIDI, maybe they could help

28 Name: Nameless : 2025/07/20 12:03

I'd be excited to work with someone here! For now though, I actually have a couple of friends on standby who can do what I need to do for the space game, provided they get a cut and new computers.

29 Name: Nameless : 2025/07/20 12:47

>>26
I think anyone who would buy the game is likely more educated than most people, who probably just have a computer for work. CD is still the standard for doujin games so I say stick with. There is also a chance that people would be more skeptic of thumb drives as they can be made malicious easier than CDs

30 Name: Nameless : 2025/07/20 14:56

Yeah, unfortunately for them USB mass storage devices can be very easily malicious, and unfortunately for me they're MORE EXPENSIVE THAN A CD. However, I don't exactly have another medium to work with. You are being too kind about potential buyers being "more educated than most people"(and even ignoring that, even well educated kids tend to completely miss the mark for some ungodly reason,) and underestimating the reach I want to have(which is probably why you're being so kind to potential buyers.)
I want to be able to put these types of games on the shelves of any old box store. I like giving people FULL PROPERTY RIGHTS to a copy of my games. None of this Steam rental shit, I want them to be able to look upon it and go "yeah, I own this shit." Even if they don't care, being able to take physical retail space would give me a slight edge over the digital marketplace where there's literally hundreds of thousands of indie games released a year that I'd have to compete with.
Also, USBMSDs can store far more than even a Blu-Ray, which makes it ideal for larger games. If my ambitions get somewhere, larger companies are going to get interested too. They may not go to me, and that's fine. I don't mind them producing their own versions, as long as we have physical PC releases again.

31 Name: Nameless : 2025/07/20 23:14

How big are you thinking of making this game?

32 Name: Nameless : 2025/07/21 01:50

My space game? With enough content to justify 10 dollars minimum. Perhaps more. I'll be doing a final playtest to figure out how much to actually sell my game for.
Don't worry, I'll release a copy here on world2ch for free. I don't mind piracy as much, tends to build good will. (Is it even piracy if I'm the one dishing it out?) I don't plan on physical releases YET, that's sort of a pipe dream at the current moment, but it is something I want to do with my future games(and I wouldn't mind selling physicals of this game if it does well enough.)
I'm hoping to sell enough copies to recoup my development costs of approximately 2000 USD. Anything more is honestly a blessing, because the first game is usually the one that performs terribly and doesn't succeed.
Let's say, there's a tax of 20% and then a Steam cut of 30% directly after that. Each copy sold would net me 5.60. After revenue cuts, I'll have about 1.79 per copy, which means I need to sell about 1,117 copies to break even. Maybe. That's not even counting advertising. If I throw in a 1k pot for that, then that's 1675 copies.
I'm really hoping that's doable for my own game, but while I'm fairly optimistic about my gambling odds, it's really stacked against me.

33 Name: Nameless : 2025/07/22 12:41

Yeah, I regret delaying working on my game at all. Finally got the blue square to show up though! :P

34 Name: Nameless : 2025/07/23 00:36

mentioning tic80 earlier had me wanting to make a monster battling game like Pokemon Stadium in it

because it doesn't support netplay and I'm too lazy to write any netplay code for a quick and dirty project even if I used a different platform, it would work just like Pokemon Stadium's local 2 player (so unfortunately, your opponent can screen peek, although it would have a way to hide the details of what your attacks or monsters are if you aren't holding a button to show it)

everything about it is going to be quick and dirty, but I do want to try my hand at making it

35 Name: Nameless : 2025/07/27 01:08

Go for it! I'd love to playtest it.

36 Name: Nameless : 2025/07/27 10:41

We nanashi of UNIX will likely be useless but are here too

37 Name: Nameless : 2025/07/29 12:38

>>35
I have started. I have no idea if I will finish, but I did draw a bunch of little shitty creatures.

now I just need to give them stats and moves and shit

38 Name: Nameless : 2025/07/29 12:41

Did you make sketches or make the digital sprites?

39 Name: Nameless : 2025/07/30 00:13

>>38
drew them straight in the tic-80 editor
probably should have used a larger sprite size but I would have used up just about the whole available sprite area
there is a way to use lower bit depth sprites to get more available ones, but looking through the docs, it seemed more of a hassle vs just using 4bpp sprites

they're not great sprites but fuck it
I made like 31 so far and I should probably write any of the game logic before going further

40 Name: Nameless : 2025/07/31 18:20

Fucking finally worked on my game after an extended break. Glad to finally have made some progress but should've started earlier.

>>35 >>39
Oh cool. Show pics!

41 Name: Nameless : 2025/08/01 06:47

>>40
https://world2ch.net/uploader/src/067.png
Here's a screenshot of all the creatures. For whatever reason, I defaulted to them facing left, and I can't be bothered to draw back sprites, so they'll just be flipped horizontally between the two players.
They're kinda ugly, but whatever, I don't have much room, they're 16x16 each, which is tiny as hell.

I have almost no code written, so I can't show you an in-game screenshot yet (the title screen just cycles between all of them); I haven't even really thought about a lot of the mechanics beyond "it is a versus battling game like Pokemon Stadium"
As you can see, I've used up a quarter of the available graphics space on just these alone (you get two pages of 256 tiles).

42 Name: Nameless : 2025/08/01 08:35

These systems always annoyed me for their extremely arbitrary restrictions that no other fantasy console would've had, such as being unable to create graphics on the fly.
I've always wanted to make my own fantasy console that's really in-depth and doesn't use Lua, but it wouldn't see much popularity, unfortunately.

43 Name: Nameless : 2025/08/01 10:22

>>42
the whole point is the restrictions, which are there to make your decision space smaller and keep your scope manageable
otherwise, people would just use GM or LOVE or anything else
hell, I'd probably be really lazy and write it in JS to run in a browser, it'd be the work of seconds to adapt an already existing JS game framework I made for something like this

Regarding TIC-80, I probably could even write some decompression thing like Pokemon on GB does for all of its sprites, but again, that is 999x more effort than I'd care to do.

44 Name: Nameless : 2025/08/01 10:43

>no other fantasy console
Derp I meant no real console. Just noticed my mistake.
>>43
>the whole point is the restrictions
Yeah, I'm not AGAINST restrictions, I'm against the extremely arbitrary choices of those restrictions.
Keep in mind that I like to approach fantasy consoles from the perspective of "this is actual hardware."
Actual hardware would have no reason to limit your abilities to draw graphics like that, even if it has something like CHR-ROM of the NES.
I get it's just a fantasy device but like... man. It just bothers me when shit like that shows up out of nowhere.

My own fantasy console is going to be complete ass for programming, unfortunately.

45 Name: Nameless : 2025/08/01 12:10

>>44
Limits like that one are almost certainly the designer thinking about the NES, since that's the go-to "retro machine", even if TIC-80 in specific is more like some kind of alternate-universe C64 inspired thing.

Having a fixed graphics ROM size limit is in fact one that shows up a lot in real hardware - at home, it was basically just the NES and the Neo Geo that had this limitation, but it was just about universal in the arcade; arcade games almost universally had their video chip address dedicated graphics ROMs directly, and often took it further with dedicated ROM banks for sound, or even polygon data to feed into DSP chips by the time of early 3D machines.

CHR-ROM on the NES is a hard limit exactly like this that ended up with nearly every cartridge eventually having quite a bit of extra circuitry to get around it (and all the GIGA POWER Neo-Geo games are doing the same thing)

Home systems realized this sort of setup was very limiting very quickly, but the NES is basically designed like an early 80s Nintendo arcade cabinet, but done on the cheap, and the Neo-Geo at home is just the Neo-Geo in the arcade but packaged nicely for home use.

When it comes to things like TIC-80 or PICO-8 or whatever, you could add more graphics in software, nothing is stopping you from writing a pixel plotter. You can do all kind of full software drawing, and it wouldn't even be that slow, but you're explicitly going beyond the bounds.

As for making my own fantasy machine, one thing I'd absolutely love to do is just take an existing Genesis emulator or something and like, add my own shit. I'd add more colors (the Genesis VDP drops the bottom bit in color selection because they were being cheap, it is actually capable of addressing twice as many colors with no other changes lmao), have some kind of Forth thing for the CPU instead 68k code, add more layers to the VDP and more audio channels (could just double up lol), and package that up in a nice and easy way.

...which is a TON of work that I will absolutely NEVER get to unfortunately lmao.

but I'm 9999x too lazy to actually do it

46 Name: Nameless : 2025/08/01 22:58

>having a fixed graphics ROM size limit is in fact one that shows up a lot in real hardware
By your own admission, only in arcade hardware. We're not dealing with fantasy arcade machines, are we?
The NES is an anomaly in this regard, as it is the only non-arcade hardware to split the ROMs up in this manner. (Neo Geo doesn't count for obvious reasons.) I wish more fantasy consoles would base themselves on the 7800, or the Master System, which are both equally limited systems sans the annoying caveat of splitting PRG ROM and CHR ROM.
Anyways, this wasone example that irked me, and it wasn't even a major one, just a minor one. Personally not a fan of not being able to emulate cartridge hardware chips :P

My own fantasy console would use some really weird shit, like a 7-bit CPU and 9-bit GPU.

47 Name: Nameless : 2025/08/02 09:02

I haven't announced it, but I am making a doom wad centered around AA and 2ch.
I started it several months ago but stopped. I will start working on it again.

48 Name: Nameless : 2025/08/03 02:05

Anyone fucks with the Allegro library? How is Allegro 5 compared to Allegro 4 and vice-versa? It bothers me that Al5 doesn't let you define the screen's color depth.
https://liballeg.org/index.html

49 Name: Nameless : 2025/08/04 05:36

What kind of music are you thinking of making for it?

50 Name: Nameless : 2025/08/07 14:03

>>49
Which guy is this directed towards?
For myself(Mr. sidescroller,) I'm hoping for... I dunno, fucking wild west metal with the boss fights having some sort of Japanese lean. I've got a friend who is genuinely impressive and can turn shit suggestions like that into gold.

51 Name: Nameless : 2025/08/10 08:32

look this is my website and games: https://beijingvideogames.neocities.org

52 Name: Nameless : 2025/08/10 11:30

>>51
Nice jackie chan image, what are the games about? Is there a version for english?

53 Name: Nameless : 2025/08/10 12:29

>>52
no there is not a english version sorry, Jians KK is like kings field but more dark and beijing 2000 2 is the secuel of beijing 1999. I make the games in C
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