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How's that game dev coming along? Hope to play your

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How's that game dev coming along? Hope to play your game soon anon!
>>
>inb4 shitposting about programming languages
No one fucking cares about your college drop-out opinion, retards.
>>
>>387997919
These threads are always the same
>/g/ retards jerking eachother off
>people shitting on Unity despite not knowing what a game engine is or does
>idea guys
>>
My language > Your language
>>
>>387998082
Unity sucks. Deal with it.
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S..should I be using Gamemaker?
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>>387998521
You should be writing your own engine in assembly for maximum perdormance or you're a lazy numale.
>t. vee nodev
>>
>>387998625
Don't listen to this fag. You should be creating your own coding language and libraries while then creating your own engine and then your game. Anything other than that is failure.
>>
>listening to some really good music
>don't feel like stopping it every time I want to debug the game because it has music

help
>>
>want to download some project game off of github
>have to download 10 GB of Visual Basic add-ins and Vulkan/PhysX/Windows/C++ SDKs just to compile a 20mb game

Can't just put up the exe for download, can you?
>>
>>387998728
Don't forget building your own operating system from the ground up before that!
>>
A long time ago around 2006 or something I wanted to make a game. Something like Ikaruga with a story that then ended up in a book that I'm writing (more like a screenplay but whatever)

It was a difficult time for me and I wanted to try and make it to earn some money since in the family, we didn't had any. Depression and general shittiness in my life never allowed me (or should I say, I never allowed me) to even start the game.

Also the amount of work and math necessary scared me shitless since at the time, I didn't even know how to do multiplications.

Now these kind of things are getting easier and easier with the arrival of free engines like UE4 and Unity but I still can't find the strenght to start the game.

I know how to model although I started not too long ago.
I bought some courses for music production and I even got a new rig that would allow me to make all these things.


So, what do you guys suggest? (Other than killing myself)
>>
>>387998890
And your own PC made out of your own pubic hair and cum (yours of course).
>>
>>387997839
Just pirated pic related, is it a good way to learn C++? I took a semester of Comp Sci and then quit so I already know some basic stuff.
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>>387999226
god damn forgot pic
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>>387999001
>can't even do multiplication
what the fuck? How? Even if you can't just use a calculator nigger
>>
>>387999392
He probably meant matrix multiplication. This is how transforming 3d objects is done in engines.

>>387999001
Stick to 2d. Start with Game Maker maybe.
>>
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I'm brand new to 3D and way too retarded for it.

I think I'm making progress but it takes way too much effort to do anything.
>>
>>387999392
My parents left me for myself and then paid every year to make me pass school. My mother then found a better use for me, instead of going to school I was forced to do the groceries and other stuff for my grandparents.

This thing eventually caught up and I lost three years of school in a row due to panic attacks during the final exams.

>>387999512
No man, I literally meant basic Math.
>>
>>387999765
Damn dude, that sucks. That would definitely make it hard to do game dev.
>>
>>387999962
I'm trying to get back on track with math. Some time ago I asked in /sci/ if it were possible at 27 to learn math and they were actually pretty supportive, some guy even made a list for me to complete in 6 months that went from basic math to Trig and then from that to Calculus 2 in a year.

I don't think I'll reach that milestone because I lack discipline.
>>
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Would it be harder to learn C++ and try to make a game in UE4 or to learn something like Godot and it's scripting?

I'm not sure what I want to work with
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>here's your motherboard bro
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>>388000214
C++ is one of the harder languages to learn and as such you're making more work for yourself. This being said, C++ is awesome and I recommend learning it after learning a softer language.
>>
So I want to make something sort of like a Jeff Minter game. I know I'm probably going to fail and that I'm wasting my time but I enjoy attempting to be creative. It would also give me a motivation to make more music and try out making sound effects.
Is Unity really that bad for something like this?
>>
>>387999303
>Reference
Probably not
>>
>>388001050
If it's a shmup, wouldn't a 2d engine do?
>>
>>388001327
I want to attempt something like the visuals from Rez or Jeff Minter's Polybius.
>>
>>388001050
nah
>>
>>388001429
I'd say for dicking around engine really shouldn't matter
Also you might want to check out games by Kenta Cho, they have kind of similar aesthetic and are open source
>>
Our cyberpunk VN/RPG is going well, even if it's only been a month.

I just hope I can keep the team together. Any tips?
>>
>>388002585
Yeah that is definitely the aesthetic that I want.
>>
>>387997839
Not making a game. Writing short stories instead.
>>
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I've gotta create a 3D Android for my 4th year Uni project for some reason. Just gonna use Unity cause I've made small games in the past.

What should I make fellas?
I'm thinking something like Sonic the Hedgehog, but not sure if that'd be cool enough technically. Maybe something like Sonic, but like instead of always going on straight paths, you can twist the level (just make the camera turn 90 degrees or something) and go on a different path. Not sure.

Any ideas guys here? Give me your ideas.
>>
>waaaah C++ is too difficult I'd rather use game maker or unity

Just learn SDL you cucks. It actually teaches you things like proper memory management which is crucial when you want to apply for an actual job in the video game industry.
>>
>>388004593
>when you want to apply for an actual job in the video game industry
Lol who wants that
>>
>>388004679
Someone who wants to actually earn a living instead of blindly hoping to become the next Notch,
>>
>>388004593
For me, it's C# in Unity building into C++.

At least that's the like 20 page outline my mate who works in games gave me. Learning C++ atm. Building shit and having it work is the most satisfying feeling.
>>
>>387997839
I bought the GameMaker bundle and currently I'm going through tutorials, I'm having a lot of fun.
>>
>>387997839
Thanks, OP.
Currently learning animation and taking community college classes for computer sciences. If I feel classes are too vague on what they are teaching, I simply go about the self taught route on what's missed.

Spending more time learning animation, than math. Animation is hard.
>>
Trying to learn C# for Unity right now but it's not making sense to me and with no direction I'm just making simple shit and not my game.
Slow and steady wins the race I guess.
>>
>>387997839
Where should I start if I want to do something simple with 2D animation? What engine and code should I consider as a beginner?
>>
>>388005439
GameMaker, Construct, Fusion 2.5
You don't even need to know programming for the latter 2.
>>
>>388005641
Cool. Thank you.
>>
>>387997839
>gamedev thread
>some shit unrecognizable c++ image
op please
>>
I'm trying my hand at pixel art/animation.
Any resources you guys have for that would be greatly appreciated, I'm already looking at the pixel joint forums.
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Playing with Catmull-Rom splines for camera flybys. Next step is to set a camera orientation for each control point and interpolate between those during movement.
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>>388007157
Richard William's Animator's Survival Kit.
>>
>>388000201
Why would it not be possible? Your brain doesn't even stop maturing until 25, and you no longer have big thicc yoga pant butts in your face distracting you like in school. You're in your prime thinking days.
>>
>>387998752
mute the game's music then
>>
Is RPGmaker MV any good?
>>
>>388011070
No, it's terrible, even by RPG Maker standards.
>>
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Why aren't you making your game in the thinking man's engine?
>>
>>388011070
I enjoy it. Just make all your own assets and use plug instructions to hide or replace default UI.
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>>387998752
I know that feel bro
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>>388011234
Looks like I'll have to learn how to make an RPG in Gamemaker then.
>>
>>388012126
Or you could just download the trial and try it for yourself instead of just blindly writing the program off on the back of a baseless claim it's shit.
There are things not to like about it, but you won't know how much it applies to you unless you actually try it for yourself.
>>
Waiting for inspiration to strike.
>>
>>387998890
the game should be the OS, running in ring 0 for prime performance
>>
What engine is best for making a 2D platformer? There's more options than I expected. I don't mind a steeper learning curve if it means getting something more optimized.
>inb4 make your own engine
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>>388015354
Use libraries
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>>388015354
Try out the ones that interest you and pick your favorite, there's no "best".
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>>388014414
I actually think it's a pretty interesting idea, with distributing games on bootable images, like cartridges for old consoles
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Any tips or tutorials on mode7 usage?

Im planning to make an engine based on Power Stone and Sonic Battle
>>
>>387997839
>How's that game dev coming along?

Pretty good. Got some nice ideas and I'm getting an expensive €250k loan lol.

I know it's hard and all, but I've got massive advertisement money. Can't go wrong can it?
>>
>>388015638
There's zero reason to use something like mode 7 in this current day and age, you don't need to emulate 3D when you can just use 3D.
>>
>>388015498
There certainly are "good" and "bad" ones when it comes to distribution.

Games made with interpreted languages will pretty much only be playable by people who have that same interpreted language installed with the exact same libraries. You could "exe-ify" interpreted language scripts, but that is a huge pile of frustration that really is not worth it.
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who here buys assets from the unity store
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>>388015612
handmade hero's gonna do that for raspberry pi
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>>388015687
>can't go wrong can it?

What's the 250 for, anyway?
>>
>>388015687
> I'm getting an expensive €250k loan lol.
its a company loan rather than a private citizen loan, right?
>>
>>388015810
But i love mode7 and want to tinker old school stuff
Plus 3d would make the outcome ugly
>>
>>388015860
That's only true if you're enginedevving with some shitty language like Python, and even then you can just compile it.
Not a single engine requires the end user to install libraries.
>>
>>388015951
Yeah, it's a micro credit shit here in the Netherlands. Will be paying over 40k in interest
>>
>>387997839
Blueprint is going fine. C++ I have abandoned because there are no good tutorials for why it crashes everything every single time. My metroidvania game is developing nicely. I have finally figured out how to make 2.5d underground tunnels look acceptable.
>>
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>>387997839
Gameplay is going smoothly.
Assets are going terribly wrong and it's making me desperate. Since I want to release something for demo day I'm forcing myself to make placeholder assets but I really don't like them.
>>
>>388016171
*on a 250k loan. That's nearly 20% over 5 years. Can only go up from there. But I do have some great ideas. 100% unique, and not only games
>>
>>388016194
Read the console log.
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>>388016302
>But I do have some great ideas. 100% unique, and not only games
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>>388016420
There aren't any console logs when the editor crashes m8.
>>
I'm currently working on a game where I let my 4-8 year old nieces and nephews do all monster and boss designs.

The gameplay isn't much to brag about but it's fun to look at.
>>
>>388016451
The editor crashes??? Must be Unity hehe

>>388016425
Lets hear yours then weebo
>>
>>388016456
This is genius, this is how OoT was born. I wish people would let me near their children
>>
>>388016623
Literally unreal ebgine. I'll code, compile, hut play in the editor, then it crashes and there is no log, and then the project won't load.
>>
>>388016752
My game won't be any OoT. One enemy is literally a baby stroller with rocket launchers. There's nothing riding in the stroller. Just rocket launchers.
>>
>>388016023
Engines are partly a meme in my opinion. Engines constrain one into one kind or spectrum of game. For 3D, sure, engines are the best solution, since 3D entails a mountain of already solved problems. However, for 2D, you require minimal API and you can already do everything you desire without much hassle.

2D engines rarely offer more in their total feature set than what could be programmed by a programmer in an afternoon.

RPG Maker and such are fine to use if one's purpose is to make a JRPG. However, if one wants to use Gamemaker to make a more advanced game and starts to make custom code for it, one should really use a 2D API instead.
>>
>>388017006
Yeah if you don't make your own engine y-you are g-garbage!!
>>
>>388017006
You're FUCKING entitled to your opinion but I partially disagree, I do agree that GM is shitty but there are far better engines nowadays and you should only bother making your own engine if you absolutely need the raw performance and have a lot of time to spare or if you just want to make an engine and not a game.
>>
>>388016779
Man no idea. I'm bad at C++ so there;s no chance for me to help out. Blueprints indeed are solid
>>388016964
This sounds magnificent <3
>>
>>388017682
It feels like that is what they intend for you to do. It's the thing they want people to use.
>>
>>388017825
I refuse to believe this though. They give out the entire source code in a semi low level language and then push you into HLL abstract kiddy script drag-N-drop? Doesn't make sense tbqh
>>
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I'm making my own 2D engine for my game, and it'll most likely run worse than what's already available.
At least it's my engine.
>>
>>388017315
like I said, there is no point in NOT using an engine for 3D game

however, there is no point in using an engine for 2D game. The extent of 2D game engine programming is as follows:

>character_img = image.load(char.bmp)

later in code

>graphics.update()

inside graphics.update()

>characters.draw(list_or_characters_to_be_displayed)

inside characters.draw()
>for character in list_or_characters_to_be_displayed
>character.draw.image(character.character_img, character.coordinates)

And thats the extent of 2D engine dev.
>>
>>388018108
It doesn't help that they give u access if their undocumented spaghetti crashes considtently and their conventions are insane.
>>
>>388018208
I'm kinda clueless, but, what about collision detection? Is that out of the scope of what's called an engine?
>>
>>388018368
I don't have that problem though. Try reinstalling. Might not even be your code mate
>>
>>387999303
Just use learncpp or whatever it's called. There's so many online resources for learning c++
>>
>>388018208
That's a very naive view of 2D gamedev and I'm certain that you never made anything more complex than babby's first platformer.
>>
>>388000685
but once you figured out c++(and programing) learning other language shouldn't be too hard.
>>
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>>387997839

Why are there no resources on how to build a game engine? It appears we are all doomed to using ones that only companies are providing such as Unity or Unreal Engine 4
>>
>>388018397
If you can't figure out 2D collisions detection with a few google searches, then a engine is probably for you.
>>
>>388018758
But there are
>>
>>388018765
That didn't answer the question.
>>
>>388018758
dumb frogposter.
>>
The thing about how c++ used in current videogame engines - it can be as well any managed language.
Look what ue4 does - it basically implements it's own garbage collection, class properties, reflection and other features that every managed language has but they do that through the god fucking horrible macro system that works through shitty hacks and retarded conventions. So c++ there mainly because legacy reasons and i'm pretty shure they would ditch it altogether given the change to rewrite engine core.
>>
Anyone?
>>388015638
>>
>>388005406
It takes time to learn to code, don't worry about it.
>>
>>388018397
that is a physics engine and NOT a graphics engine
besides many 2D may not need collision at all. for example, match three games like candy crush have no need for 2D physics. But if you require 2D physics, you can always download a 2D physics API and add it to your project.

>>388018619
My main project is a 2D space strategy game and from my experience, all the 2D engines make strategy game development harder rather than easier.

Why on earth would I want tie my 1000+ actors with system where every actor must be physically present in the level. My game doesn't have levels. My game has some actors that have no tangible physical presence except perhaps as an entry in a list.
>>
>>388018984
This is 100% wrong. UE4 uses GC for its high level objects but the internal systems all use tightly controlled memory management. Aside from that memory management isn't the only reason to use c++
>>
>>388018758
Game engines are just big programs that do all the things games typically do. If you want to know how to write a game engine you just need to know how to do all the things your game needs to do.
There's plenty of resources on writing graphics code, network code, physics code. You just have to combine them together.
>>
>>388005406
Bro I hate YouTubers with all my heart. But the "CodeGasm" (only 6 episodes) of Barnacules Nerdgasm will teach you better than any 1000 other tutorials will. That dude's amazing. The Unity API will come after that. Learn C# first.
>>
>>388019449
>2D space strategy game
you mean plane strategy game
>>
>>387999617
3D is funny.
You have to think like the object you're creating.
For example, if you're creating a Mechanical Object, you have to really carefully calculate all the parts out and use math to create all the stuff.

If you're making some kind of bizarre organic creature, you have to mold them like clay and dirt from the ground.
>>
>>388018758
Here's more than you bargained for: http://www.latexstudio.net/wp-content/uploads/2014/12/Game_Engine_Architecture-en.pdf
>>
>>388000214
UE4 has blueprints which is just visual scripting. For any sort of gamedev you're probably going to be doing, the performance hit from using those instead of doing C++ won't matter. You could make a whole game not touching code and just using blueprints, however, if you're wanting to code, pick up Godot and just make some easy 2D games to get a hang of it.
If you've never touched gamedev before, I would download love2d and just go through the basic tutorials, then do these
https://simplegametutorials.github.io/
just to get a feel of basic game structure. Then read through this book for an even better idea of what you're trying to do http://gameprogrammingpatterns.com/contents.html
>>
>>388019727
>you mean plane strategy game
I mean space empire strategy game
>>
>>388019454
I'm talking about scripting, which is 90% of game programming when using engine.
Having completely high-level crap like blueprints (which inevitably become complete mess when used in general fashion) or shit like UCLASS()
class [PROJECTNAME]_API ALightSwitchCodeOnly : public AActor
{
GENERATED_BODY()

};
compared to rich C# features like that in Unity is just unacceptable.
>>
>>387998394
I bet you blame the hammer when you hit yourself you retard.
>>
stop using unity.
>>
>>388020764
but I'm not
>>
>>388020453
Obviously blueprints are shit slow and not worth using for a real game you intend to ship, but the rest of it is just macros that end up as regular c++. In a large game the game code can still take up a good chunk of CPU time on a game, so you still need this to run as efficiently as possible. If you need a super tight control over your performance C# won't deliver.
If your game is quite small though, there's no reason to use c++ if you can get the same features from a C# engine.
>>
>>388020764
why?
it's awesome
i can ship games out in weeks with no compatibility issues
>>
>>388021265
>2017
>compatibility issues with any engine
Unity had the advantage of being one of the first retard-friendly engines but it's simply outclassed by other alternatives nowadays.
>>
>>388002634
>I just hope I can keep the team together. Any tips?
A team will only stay together working for free if everyone has a shared vision and feels motivated the entire time.

If you can't keep them motivated, you need to pay them money. If you do, be sure to sign a contract. Even if you're working for free and eventually want to sell the thing, sign a contract anyway.
>>
>>388021432
like what?
>>
>>388021558
3D: UE4
2D: libGDX, LOVE, Godot, Cocos2d or even GM, 2D has a huge selection of better options
>>
>125 replies
>1 game webm
what happen
>>
>>388021783
why is UE4 so much better?
>>
>>388004003
>I want to make a twitch platformer on a mobile device
lol gen Z dumbasses
>>
>>388021872
what the fuck is a twitch platformer KEK
>>
>>388021949
a platformer that needs twitch reflexes, much like a twitch shooter

you're not going to accomplish that on a shitty device like a phone
>>
>>388021827
It has far more tools and time savers, better performance, much better at dealing with larger scenes, isn't a half-broken piece of shit that requires assets to be usable.
The disadvantage is that it's harder to get started with but it's much better in the long term since they don't nickel and dime the user by making intermediate features like input and IK broken on purpose to sell more assets.
>>
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>>388021805
sorry bubby, I'm not going to show you a webm of me parsing .xls data into an item shop interface element
>>
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>>388021805
Here you go.
I call it "Blast 'em with piss"
>>
>>388008312
>Why would it not be possible? Your brain doesn't even stop maturing until 25, and you no longer have big thicc yoga pant butts in your face distracting you like in school. You're in your prime thinking days.
Is that a fact?
>>
>>388022907
That looks piss easy
>>
Game engines aren't game dev unless you actually make games with them.
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>>388021805
Just for you bro.
Give me five years and it'll look like something, maybe.
>>
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>>388023127
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>>388022907
Binding of Isaac sure looks different
>>
>tfw microsoft will never ever resurrect XNA
it struck the perfect balance between having everything handed to you and doing it the hard way
>>
>>388023767
Monogame exists
>>
>>388023767
that's where I started too, but honestly I'm fine with Unity now that it isn't a complete pile of shit like it was in the 2.x and 3.x days.

also helps that I got my job because I knew Unity, since it's fairly in-demand
>>
>>388023767
anon, that's literally monogame
>>
how the fuck do you even program a game in c++

I know the language but everything I saw about it involved constantly blanking and refreshing the screen
>>
>>388023882
not the same
>>
>>388023948
Personally, I started out with SDL2 and lazyfoo's tutorials on it.
>>
>>388023948
Try starting with SFML. Really good for learning the basics of 2D game programming.
>>
>>388023948
>constantly blanking and refreshing the screen
9 times out of 10 that's actually how video games are made
>>
>>388024639
what's the other 1?
>>
>>387999226
>>387999303
c++ primer is the most commonly recommended book for learning, and it's good as a reference too.
>>
>>387997919
Well that's what Java's there for. It's so C++ can laugh uncontrollably at it.
>>
>>388021783

>godot

meme engine
>>
>>388005406
Learning how to code is the hardest part.
Once you're over that hurdle and you know the basics of the syntax, logic and some other fundamental computing things like how bits work, you'll pick up other stuff way quicker.
>>
>>388024919
It really isn't a meme, I've used it and it's a very good engine, probably my favorite for 2D.
>>
>>388023959
>literally made as a replacement for xna with the same API and all
>>
>>388025073
Show us your game.
>>
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>>387999303
>>387999303
What is up with CS reference books and unrelated animals?
>>
>>388025420
they're photographs of the people that use them.
>>
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>>388025420
why not a Russian priest? (at least I think that's what this guy is)
>>
>>388025420
they're cute.
>>
>>388025268
Godotdevs are all talk (again).
>>
>>388027749
>>388025268
I don't want to associate my game with engine popularity contests in a mongolian basket weaving forum but I can assure you that I do have a game.
>>
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Nothing says victory quite like spamming particle effects.
>>
>>388027923
k
>>
I havnt started still.
I work 40-60 hours a week. At some point in the future I will work 20 hours a week and have time.
Ive got all th e programs lined up. I work on some music and art mostly. I don't even bother building the game yet cause I know its easy as fuck in gamemaker studio 1.
>>
>>388005439
Flash
>>
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doing fine
added support for directinput controllers and binding one action to multiple buttons last week, now back to working on content
>>
>>388029669
Your game characters are really cute. Keep up the good work!
>>
>>388028948
Same anon here.
When I do start building it I wont come here to give you updates. Fuck you guys and your code your own engine meme.
>>
>>388000214
UE4 blueprints aren't hard nor are they bad. It's fine to make a game completely out of blueprints and if any of them run slow you can cook them to C++.
>>
>>388029669
engine?
also, can you shoot diagonally?
If you can't I'd sudgest that you do it like in metal slug, where when you aim up the bullets fire every 30 degrees or so before reaching 90 degrees, so that you have a way to sort of shoot diagonally
>>
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>>388029787
thanks
>>388030235
gm:s
currently default weapon can't shoot diagonally, so like metal slug's default weapon, will probably leave it that way to emphasize dodging
>>
I'm making a C++ engine from scratch, tutored by the lead programmer of the company I work for, using standard library smart pointers and I gotta admit, it's being kinda fun and I'm learning a lot. It's a programming exercise, though, I don't plan on using it to make a game, but rather to train my programming skills.
>>
>>388025420
It's O'Reilly's signature
>>
>>388022246
>group project uses unity
>spend several weeks gouging its autistic event system with a knife to make the game's UI function like a real UI
FUCKING unity
>>
>>388024290
I have a working knowledge of C++ but trying to make a game from scratch using SDL had me just totally lost. I have the same issue with Monogame. It seems to assume you already know how to program a game in a higher level engine and just need to fill in the technical gaps
>>
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It's coming along.
More done on the 3rd level, more polish around in preparation for the demo, and a new death animation.
>>
>>388024743
text adventures
>>
>>388032859
hisss... hisssss....
>>
>>387997839
Yo bitches rate my idea:
Ripping of all models, textures and art from an old ps2 jrpg, messing around with them and editing them to create something new with the assets and making a fangame of the series which has been dead and buried for a long time which will basically be mechanically a rip off of another old ps2 jrpg

How would I go about ripping the models?
>>
>>388037445
depends, which ps2 jrpg are you talking about
>>
>>388037445
why dont you make your own damn assets?
>>
>>388037542
Breath of fire dragon quarter. Why would it depend on the game?
>>388037592
Because im a lazy fat fucker even more greedy and incompetent han that yandere sim dev
>>
>>387998298
My Ass
:
:
:
My shit
Your language
>>
>>388037839
>Because im a lazy fat fucker even more greedy and incompetent han that yandere sim dev

yeah well-

>Breath of fire dragon quarter
nevermind. Proceed and Godspeed, anon
>>
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>>387997839
>motivation slowly flows away
>amount of bugs and graphical errors keep piling up
>still need to figure out where I want to go with the story
>have more and more detailed ideas for new projects
The only thing that's stopping me from abandoning my current project and starting a new one is that I'm fairly close to releasing a small demo.
>>
>>388039610
show some screens anon-kun
>>
>C++
Should have learned java so you can get a job when your shitty game fails
>>
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>>388039696
It's a small h-game in RPG maker. Nothing really to show, since I've been mostly doing and re-doing how the lewd mechanics work.
I'll also need to redo the artwork, since I've learned a few things.
>>
>>388039890
learning java after C++ is pathetically easy
>>
>>388039610
aw geez, hope you get yourself sorted together anon
>>
>>388015687
Why not kickstarter?
>>
>>388040125
лoл
>>
>>388040125
>cyka bliat zaebalcia uzhe
yeah, you seem pretty frustrated with it.
I won't tell you to keep going with it, since I don't really know your situation, but at least you're actually doing shit.
>>
>>388040729
Little by little. Just need a little break to clear the head and then I can get back to work, thank you!

>>388041006
>>388041105
I'm mostly just bad with coming up with names, so I wrote that in a good time ago and left it like that, for now. I will change the project name, eventually.

>but at least you're actually doing shit
Kinda hard to agree. I've been "adding" hp and mana drain into the game for the last two weeks, even though I've implemented the template a year ago or so. Maybe after a small break I'll get back my motivation, hopefully.
>>
>>388037445
I just googled it, seems like it's possible if you have an emulator and model program at least. I know it's easy to rip n64 models at least.
>>
What language should I learn if I want something that is the best balance of ease-of-use and flexibility (ie. could easily apply it to a wide variety of applications including games)? I am guessing it's c++. And no language is perfect so don't be harsh.
>>
>>388042041
>C++
>ease of use
hehehe

You can certainly do anything in C++ though.
>>
what should I do if I'm bad at coming up with ideas and just enjoy programming, but want to get into video game making anyway?
>>
>>388042616
remake an old 2d game you loved when you were little
>>
>>388042616
and also have a terrible sense of motivation?*
>>
>>388042616
There's more artists than programmers so you can easily pick and choose from people who have good ideas, commitment and aren't incompetent assholes.
>>
i cant seem to avoid some form of trigonometry, graph theory, vector/matrix math, and other bullshit that turns me off from making some games

i just want to make vidya
>>
>>388043123
also me - can i get some fucking game ideas that i could implement in a weekend in gamemaker that doesn't involve that shit?
>>
>>388042041
You can do most things with C++
However, dont expect to find work with it. Nobody outside of game developers uses it
>>
>>388015612
>tfw game installs rootkit
>>
>>388043403


you're fucking retarded
>>
>>388043123
Just make tile-based games or anything without physics.
>>
>>388015612
That already exists, but I can't remember what it was called.
>>
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>>388043836
>tile-based game
>graph theory to determine nearest neighbor and other patterns for game interactions
>>
>>388044150
Go use some babby engine like gamemaker if you want to be a faggot about maths.
>>
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>>387997839
I just started 3D/animation school!

>First homework: "Make a teapot"
>>
>>388045186
i already mentioned using gamemaker
>>
>>388045404
Make a top down shooter in GM then, those are easy.
>>
>>388045404
>being too retarded for fucking GM
literally never gonna make it, leave this thread
>>
>>388022907

There should be a poop-upgrade where you shit brown pellets from the other side for doubleshot. To get the upgrade you need to piss into a floating by toilet for 5 seconds
>>
>>388044150
m8, if you at the very least can't make an AI for an enemy in a tile-based game, then the only option you have is to be the next phil fish and make a lgbt visual novel
>>
>>388045737
>want to avoid dealing with matrix logic using GM data structures
>too retarded

okay then
>>
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>>388045331
Will you leak the details of the full course and share it with anons?
>>
>>388045791
These are all placeholder stuff and I was going to turn it into a Hotline Miami ripoff once I got through the tutorial I'm, doing, but now you're tempting me, damnit.
>>
>>388046107
Sure:
We were put 80 people together in a classroom and they told us
1. You can move and rotate the camera in Maya by holding Alt
2. You can spawn primitives from the menus and alter their attributes
3. You can parent objects to each other by pressing "p"
4. You can move shit if you press W, rotate shit with E and scale shit if you press R

I learned the rest on my own following random youtube videos, because that's obviously the best and fastest way to progress.
>>
>>388046403
>Maya
Why no 3DS Max?
>>
>>388039890
You don't like working within the financial industry? Mostly stocks a lot of them use C++ :^)
>>
>>388046509
No idea.
I have used Blender for a while, and my impression of Maya is that it's a buggy, heavy and clumsy piece of shit.
I can't fathom how it ended up being the "indoostry stundurd"
>>
>>387999617
I like the art. Why not make 2D game while get better at 3D on the side?
>>
>>387997839
When i make a shitty low effort game people like it.
When i put a lot of work into it goes unnoticed.
I dont get it.
>>
>>388032859
>Those pink bullet streams that come from offscreen
Looks fair
>>
>>388019714
I know this was 5 hours ago but thanks for the tip I'll try him out, looks like an annoying fat fuck though so it'll be hard.
>>
>>388000214
Just get gamemaker or construct 2. Can make a game with no coding required.
>>
>>388002901
Where can I read your short stories?
>>
>>388045331
your normals are too strong. looks muddy and gross
>>
>>388046706
This is wrong, it's the same shit as 3DSMax with different fonts and icons. Control scheme is better though.
>>
>>388046706
Autodesk products predate Blender, so they had the upper hand of commercialization. Blender's now slowly been gaining more and more popularity, though. People more often are starting to opt for free and open source products.
>>
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>>388025420
>>
>>388047045
>this is wrong
Dude, I just began using Maya and it's not wrong.
Maya has crashed on me twice, and once made my mesh completely jumbled from an undo (and I couldn't undo the undo). It's also extremely slow at starting up.
Meanwhile, Blender starts instantly and has never ever given me any trouble.
Maya's interface is also shit, and there are lots of pretty outdated functions (like you have to "create" a UV before you can add seams and "unfold", but if you want to change something you have to delete the entire UV and seams and start all over again - Meanwhile, in Blender you can make seams whenever and wherever and press a single hotkey to unwrap any part you want).
Maya is complete and utter shit, and if 3DS Max is the same, I'll stay clear of that.

>>388047091
Hope that's true. I'd leave Maya behind and never look back if I could.
>>
>>388042041
Python, but for games either learn C++/C# or use blueprints in UE4. Game programming and programming applications aren't the same thing and you shouldn't often think of learning to program by making a game or the opposite. A game is a horrible way to learn a language.
>>
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>>388036085
Very fast snek slithering at very high speeds.

>>388046904
They give a pretty generous warning, so as long as your mobile it's fine.
>>
>>388047042
m8, it's "muddy" because it's one shared 256x256 texture (used for both diffuse and bump).
>>
Shit, I have lost all motivation for playing video games, nevermind programming them. Actually I'm suffering total fatigue from computer stuff in general and it's causing me to have an identity crisis which involves somewhat seriously contemplating doing something with (electronic) music instead.
>>
So while we're on the subject of modelling, does anyone have a guide on pole targets when rigging ?
I'm completely stuck right now, the armature does not face the way it's supposed to unless it's at rest. Which basically makes it work the same as if there's no pole target.
>>
>>388000246
As long as this guy washes off all that soap and puts it in alcohol for a few hours and then dries it in a oven, this motherboard will be more than fine.
>>
>>388047464
>Dude, I just began using Maya and it's not wrong.
There is a strange anti-blender/blender can't be used in production cult that shits on anything not their precious industry tools. It is a buggy piece of shit and they all have pluses and minuses, as you probably know. 3d seems to attract some of the biggest autists I've ever come across. Blender is great at being generalist and my preferred tool but a lot of studios use pipelines that rely on Maya or 3DS still.
>>
>>388048661
>There is a strange anti-blender/blender can't be used in production cult that shits on anything not their precious industry tool
Yeah, I've been wondering about this.
It sort of reminds me of the people who claim you need to have a Mac to do video editing.
I guess it's a sort of buyer's Stockholm-syndrome thing (as well as what you mention: industry practice being slow and expensive to change).
>>
>>388047464
Yeah 3DSM is similar, I think it's just some Autodesk coder who hates his job and makes all their software crash as much as possible.
>Maya's interface is also shit, and there are lots of pretty outdated functions
This is odd though, Maya14+ auto creates UVs, and has buttons to auto map and whatever as well, you might just be on an ancient version.
>>388048661
Not anti-blender btw, though I only use it to open file types Maya can't.
>>
I made a github and set up some planning for how to get started.

Now all I have to do is find time in my 60 hour weeks to learn c, opengl and actually work on it.

Luckily its just an opensource remake of a very old crpg so it wont be too punishing.
>>
>>388049161
>This is odd though, Maya14+ auto creates UVs, and has buttons to auto map and whatever as well, you might just be on an ancient version.
I'm on 2018. Might be missing something obvious, but it seems the "Unfold" function absolutely cannot be used before you've run a "create" function, and if you want to unfold any part again you have to delete the UVs and the seams are lost with them.
It's also weird and annoying that there's a separate selection toolset just for UVs. Maya seems to be cluttered with extra steps for every single thing you do, and most things don't even have hotkeys (though I think you can apply hotkeys to some of them manually).
Just having to hold Alt to navigate is such a small but annoying thing, because you have to do it constantly.
>>
>>388004791
Its the shittiest career available to you.

Go into computer science and work for one of the giants. The work is the same, the horrifying hours are the same, but the environment and pay are exponentially better
>>
is programming for average people just reading other people's code and memorizing how they accomplish things.

or is programming just memorizing the syntax and then being a genius who can instantly slap code together to make whatever they want
>>
>>388049816
It's like spoken languages, except you're speaking to a computer who will only interpret literally.
>>
>>388049587
I don't know what to tell you, this happens to me when my model has doubleface or is fucked up some other way but it never denies me unfolding as many times as I want.
Hotkeys are holding shift or ctrl, I actually prefer that to buttons cause my hand can stay in the bottom left of my keyboard.
>>
>>388050505
>Hotkeys are holding shift or ctrl, I actually prefer that to buttons cause my hand can stay in the bottom left of my keyboard
Why would you want that, when W, E, R, G, H, and D are useful as fuck, and too far up?
also, not holding for cam move is objectively better anyway, as you can have your hand ready in whatever position you like.
>>
>>388050719
How tiny are your hands you can't reach qwerty with your palm resting at the bottom of the keyboard? I keep my hands on WASD for the mad gamer cred so I've never had issues with reach.
I got used to it, holding alt is second nature to me now, even do it in other programs without thinking sometimes.
>>
>>388051049
What, so you use your thumb to press Alt??
That makes sense in a game because it's a relatively rare occurrence, but in Maya you need to hold Alt constantly.
I find I end up resting my palm below the keyboard so that I can have my index finger on Alt.
>>
>>388047207
I literally can't stop laughing at this.
>>
>>388051279
thumb kinda bent inward on alt, pointer/middle resting usually around w or e if I'm actively modeling, pinky/ring hit ctrl/shift when I need a tool. The rest I just let go of alt and hit what I need. Custom toolbar also helps immensely since I just pile on anything I would need to dig in a menu for there as well as any code for repetitive tasks like rigging or naming.
For me this is good shit that I've "mastered" so Blender takes me ages to move around in.
>>
Which engine has the easiest network multiplayer setup between Godot, Unity and UE4?
>>
>>388051747
Seems blender has cutom toolbars as well, but you need to use Python to make them or something? It's built in to the UI for Maya so I really have no clue about that part.
>>
If you can't understand this, you shouldn't be in gamedev:

PROCEDURE DoIt() : LONGREAL;
VAR
tmp: LONGREAL;
BEGIN
(* begin argument reduction *)
IF t < 2.4375 THEN
(* truncate 4(t+1/16) to integer for branching *)
k := Trunc(4.0 * (t + 0.0625));
CASE k OF
| 0, 1: (* t is in [0, 7/16] *)
IF t < small THEN
tmp := big + small; (* raise inexact flag *)
IF signx > 0.0 THEN
RETURN CopySign(t, signy)
ELSE
RETURN CopySign(PI - t, signy)
END;
END;
hi := 0.0; lo := 0.0;
| 2: (* t is in [7/16, 11/16] *)
hi := athfhi; lo := athflo;
z := x + x;
t := ((y + y) - x) / (z + y);
| 3, 4: (* t is in [11/16, 19/16] *)
hi := PIo4; lo := 0.0;
t := (y - x) / (x + y);
ELSE (* t is in [19/16, 39/16] *)
hi := at1fhi; lo := at1flo;
z := y - x; y := y + y + y; t := x + x;
t := ((z + z) - x) / (t + y);
END;
ELSE
hi := PIo2; lo := 0.0;

IF t <= big THEN
(* t is in [2.4375, big] *)
t := - x / y;
ELSE
(* t is in [big, INF] *)
tmp := big + small; (* raise inexact flag *)
t := 0.0;
END;
END;

(* compute atan(t) for t in [-.4375, .4375] *)
z := t * t;
z := t*(z*(a1+z*(a2+z*(a3+z*(a4+z*(a5+z*(a6+z*(a7+z*(a8+
z*(a9+z*(a10+z*a11)))))))))));
z := lo - z; z := z + t; z := z + hi;

IF signx > 0.0 THEN
RETURN CopySign(z, signy)
ELSE
RETURN CopySign(PI - z, signy)
END;
END DoIt;
>>
>>388051970
I haven't tried any multiplayer thing but UE4 has some network prediction systems built in iirc.
>>
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This is a humble reminder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

Because games and game development are so popular, and you are competing against other games for attention, it is in your interest to use more performant tools that allow you to program your game without cutting any feature or depending on closed software.

If you are interested in defeating your main opponents (those using game engines, like the ones listed in the op poster), here are some tips:

- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

- Learn algorithms:
* coursera.org/specializations/algorithms

- Learn maths and physics:
* khanacademy.org/math
* khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
* dataorienteddesign.com/dodmain/
* learncpp.com/cpp-tutorial/79-the-stack-and-the-heap
* fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
* opengl-tutorial.org/beginners-tutorials/

Good luck.
>>
>>388052478
fuck off with your pasta, faggot
>>
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>>388052478
At this point you might think that nothing of this applies to you. Please, reconsider it:

- Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)
gamesfromwithin.com/data-oriented-design

- Pitfalls of Object Oriented Programming
.slideshare.net/EmanWebDev/pitfalls-of-object-oriented-programminggcap09

- common OOP game engine development pitfalls
bounceapp.com/116414

- Three Big Lies
cellperformance.beyond3d.com/articles/2008/03/three-big-lies.html

Think about it in this way: understanding how your computer work might not secure you success, yet it gives you a huge advantage in this race.

You might say that the latest famous indie game done in unity didn't put any effort into engineering at all, but this is only illusory. You cannot see how many hours, days and months the developers behind successful unity (and GMS) games had to put to work around its inherent limitations.

You can say to yourself "I don't need anything else, i'll rely on my luck" or think wisely and increase the likelihood of being success by expending some time learning more about computers.
Everything depends on you.
>>
>>388052093
I can understand some of that
Its very easy to see the logic in it but it looks like just a bunch of if-else statements
>>
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>open source
>liberal license - no drm
>support for scripting in both python and c++
>plenty of documentation
Why aren't you making your game in the thinking man's engine, /v/?
>>
>>388007494
you're using quaternions, aren't you, anon?
>>
>>387997839
So, I got Gamemaker in a humble bundle a while ago. Is it worth learning? Would people buy something made in it?
>>
Why is GameMaker 2 such a huge downgrade on 1? Why did they have to fuck up so bad?
>>
>>388053436
What do you mean? How is it a downgrade?
>>
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>>388000214
If you want to get into video game programming, start by learning Java. Gives you by far the most flexibility and the smoothest introduction to object oriented programming, which is necessary for videogames today.
>>
>>388053069
memetale and other games like Hyper Light Drifter and Hotline Miami were made with it, it's pretty easy to use if you've done some programming before, the language basically holds your hand in everything which is why it gets so memed on here..
>>
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>>388053564
>>
How's Godot's 3D Support? Can it compete with Unity?
>>
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>>387997919

I'll just leave this here

https://www.youtube.com/watch?v=QM1iUe6IofM&t=1677s
>>
>>388053754
It's not really a downgrade, but it doesn't really have much over the old version worth caring about, which is why people are complaining.

It does have more export nodes though.
>>
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>>388053754
>>
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got animations for a new enemy
>>
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Starting a game engine is one of the most mind-boggling things I've done when I began. I had never thought of decoupling ALL the things until I started enginedev-ing. Even things that seemed fairly simple, like playing sounds. Like "play X sound when Y happens to Z". You don't tell 'Z' to play 'X' when 'Y' happens, you let 'W' see 'Y' happening and then have it play the sound. It's so much easier that way.
>>
>>387997839
I'm wondering how the fuck does some one make a game engine? I'm not into making vidya I just like playing but it's always made me think.
>>
>>388053589

why? oop is so overused and broken. I fucking hate reading into someones subclass of a subclass of a subclass to find out what x does which bares no relation to that class and could quite easily be placed into a function for the same result.
>>
>>388053875
Is he right?
>>
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>>388054326
code
>>
Is UE4's 2D still far behind Unity's?
>>
>>388056257
>Unity
>2D
You are stupid.
>>
>>388056563
no, fuck u faget
>>
>>388056257
both of them are far behind proper 2d engines
>>
>>388048060
>bump
bump != normal mapping

if they are really teaching you bump mapping, fucking sue the shit out of your school
>>
>>388051970
UE4 but I don't know what the new Godot is like, apparently it has a new API in 3.0. Unity netcode sucks
Thread posts: 288
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