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「Meguca game」

Anonymous
GIqSnWaDsEx219 KB1200x8081477008185649.jpg
Meguca game project: electric boogaloo counter-attacks

Ready for another failed project? I sure am. Discuss the development of the meguac game here.
Anonymous
VN dokooooooo
Anonymous
ERABE
- RPG Maker
- Unity
- Godot
- C++ with SFML
- Love2D or some other meme engine
- GameMaker

Just Like Make Game
Anonymous
>>4501135 #
Isn't RPG Maker really trash at some stuff? What about Wolf?
Anonymous
Is this the same meguac rpg that was discussed some months ago?
>>4501142 #
Anonymous
>>4501142 #
Did it have the smae ideas with the reveal of the real boss?
Anonymous
Megaman clone when?
Anonymous
Which megaman game?
Can we do Zero instead?
Anonymous
or maybe Zero is too difficult for gucae?
Anonymous
I was just thinking art assets would be easier pixellated.
Anonymous
Really?
I always thought pixel art was more difficult since you have to make it look somewhat like something and not like shit.
Anonymous
In terms of difficulty,
Really good pixel art > really good art > good pixel art >= good art > passable art > kuso art > passable pixel art > kuso pixel art
Anonymous
What level of pixel art is to be aimed for?
Anonymous
GIqSnWaDsEx13 KB428x334tehe pero.png
First of all it would be best to decide what game we are aiming for.
Some games would look charming with dumb tehe pero-like paint artstyle.

Like, some kind of polished turn-based RPG for example.
Anonymous
That's a very good point that you bring up.
Anonymous
So what's the design so far?
Anonymous
Or what is the next step or current step?
Anonymous
None.

IDEA GIRLS THAT'S WHERE YOU SHINE.
POST YOUR GAME IDEAS
Anonymous
I don't know how to design fun games or games to be quite honest.
Anonymous
Posting anon's idea
>I want a meguca dungeon crawler. Sluts going down the lewd dungeon and doing lewd stuff to get to the bottom of it.
>Different slut classes for team customization.
Anonymous
Shimapan is needed for this game.
Anonymous
>A role-playing game where you annoy shape-shifters in the snowy mountains
>An experimental game where you suffer the mockery of clouds and you can control everyone in the game indirectly
>An indie game where you seduce death penalty with an axe
These are all shitty.

>A simulation game where you farm dogs to make everybody happy
Hmmm
>>4501173 #
Anonymous
Perfect for meguca!
>A mobile game where you drag and drop triangles for the mega-bonus.
Anonymous
Meguca mobage soon
Anonymous
>A role-playing game where you must obtain collectible kings and queens to unravel the fabric of reality.
Replace kings and queens with sluts.
>>4501175 #
Anonymous
Maybe that pantsu farmer game would be a good game for meguca.
Anonymous
>An artsy game where you stomp on art and it's slick and futuristic and stuff
wow
>>4501182 #
Anonymous
Fuck, I skipped it, but it was Kojima's game
>A game where you make peace with babies before the end of the apocalypse
Anonymous
>An FPS where you cheer up random people for achievements.
Anonymous
>An adventure game where you battle samurais to save the princess.
>>4501189 #
Anonymous
>>4501186 #
Oooh this one.
IMAGINE
You're a girl samurai/ninja/whatever and the princess has been kidnapped. It's in Japan, of course.
So you go around killing people in the name of yuri.
>>4501193 #
Anonymous
>>4501188 #
But
>[6]
That's one more than a few minutes ago!
In some more time, something might actually work out.
Anonymous
>>4501189 #
Perfect. I like this.
Yuri games are what needs to be made.
Anonymous
Ok, current ideas.
>Slut Etrian Odyssey
>Pantsu Harvest Moon (This pleases VN fags) (Alternatively dog harvest moon)
>RPG about collecting sluts to fight against god or something (turn based?)
>Side-scroller megaman zero rip-off about cute girl killing samurais for /u/ shenanigans
>Mobage where you drag and drop triangles (pantsu) for the mega-bonus

>>4501237 #>>4501195 #>>4501200 #>>4501201 #
Anonymous
>>4501194 #
>VN
I thought it was going to be a mobage so that I can earn lots of money.
Anonymous
>>4501194 #
>>Side-scroller megaman zero rip-off about cute girl killing samurais for /u/ shenanigans
I like this one. No need to be full /u/ though, but I like the base idea.
Anonymous
>>4501194 #
I like these all so far.
Maybe we can form our own game studio. Pantsu Enterprises or something
Anonymous
Yes, I like all of them (besides mobage) and feel like they could actually become games.
But here's the catch, it must be done.
Any programming gucas around? What would you like to use to make them?
Some pre-made engine or doing it from scratch?
For the sake of consistency it would be better to use something as basis. I feel like Unity is too bloated though. I heard Godot is neat so I'm willing to try that one.
Anonymous
I know nothing about programming. I guess I could learn though since this would be motivation.
Anonymous
Anyway, the mobage seems like the simplest game to make plus it should be easy to draw pantsu.
Anonymous
The mobage has no fucking gameplay.
Anonymous
Right but it's easy so maybe we could learn something.
Anonymous
What do you mean "learn something"? About what?
Anonymous
programming, desinging other things about the game besides the gameplay, art direction?
Anonymous
Ah, I see. It's a good idea on that sense, but there's one minor flaw.
Most of the games would be for a computer. Making a phone game from the scratch would be too hard so we would be mostly stuck to Unity.
Anonymous
I see. So skip the scratch part and use something premade for the first game?
Anonymous
It seems Godot works for Android too.
That's nice.
It means we can just make and test the game on the computer and in the end just export it for Android too.

I mainly just want to use an accessible enough engine so future gucas may join the project.
I definitely won't finish all of it alone so it would be nice to know someone else at the very least is willing to join it.
Anonymous
Have you decided on what type of game it is going to be?
>>4501237 #
Anonymous
Make a poll?
Anonymous
Hmmmm
It could work.
If we make a game that more people are interested in, then we may get more gucas to help later on once they see some progress.
Anonymous
>An MMO where you save the world from pixies in the snowy mountains.
too complicated
>>4501251 #
Anonymous
>An indie game where you color me to win the game.
This could be yuri themed.
Anonymous
I like the megaman idea since it has something we can compare it to easily.
Anonymous
>A student project where you pick politics unironically.
NO.
Anonymous
I'm okay with any of them so far.
Anonymous
The megaman game does seem like it could be pretty easy to make since it's a ripoff.
That's a very good point you bring up.
>>4501278 #
Anonymous
>A tycoon game where you plop down countries to score karma.
Maybe a yuriland themed tycoon game?
>>4501272 #
Anonymous
>>4501264 #
All of these games are rip-offs.
That one could be slightly harder because of all the movement and stuff.
EO and RPG are just menu management basically.
Harvest moon is just interactions and stuff.
This one actually requires effort on making the movement feel good.
>>4501282 #
Anonymous
>>4501278 #
Naruhodo. Movement might be hard to get just right.
Anonymous
I like t he pantsu farmer game but that might have a real chance of making some money if we make it a mobage.
Anonymous
Whatever. Let's just make a game.
I don't even play mobage, I just thought it would be fun if we made a hit game and got to put pantsu farmer wraps or paintings on an airplane.
Anonymous
I'm the lead pantsu designer.
Anonymous
>A god game where you grow ecosystems to save the environment.
Anonymous
>A puzzle game where you cook tokens to make virtual money.
>An adventure game where you must obtain collectible queens until the level cap.
>A god game where you mine ore from heaven starting from a small group of settlers.
>>4501331 #
Anonymous
>A simulation game where you plop down babies to score happiness points.
Anonymous
I can't wait to see yet another project crash and burn
>>4501337 #
Anonymous
>>4501340 #
Yes, at least I have tangible reasons of why the meguca gaem will never take off.
Anonymous
I thought we already had the storylines down for the meguca dating sim VN
>lat route where she gets you to join the programmingg club and the MC doesn't know she runs his favorite liveboard
>navy route where she takes you shooting and you have to deal with her possibly going away for months on a ship
>poetry girl but she only writes haikus before sex
There were other routes, but that was months ago
>>4501379 #
And her memory will live on inside this game.
Anonymous
>>4501399 #
Just needs a push and a little motivation, like the Fate sex scene recording.
Anonymous
if you are going for something like rpg maker, then simple game where you have to leave meguca mansion before succubus gets you could work
Anonymous
>>4501513 #
I started out trying to make a kyouko that is the same size as megaman. I'll keep trying to do that, but it will take a while.
>>4501524 #
Anonymous
>>4501518 #
Unironically, try tracing some original sprite.
You will get the hang of how big stuff needs to be.
>>4501526 #
Anonymous
>>4501524 #
I'll try tonight, got to go somewhere. I like the body of what I made but I have no idea how to do her hair.
Anonymous
If you keep trying then I shall keep trying to.
Seems I'm the only one who can make the game itself so I will look into Godot later.
The game is decided. Some cute girl goes around killing samurai to get her princess gay gf.
>>4501535 #
Anonymous
>>4501543 #
So, is it just because it looks neat from a decimal point of view that I see it referenced sometimes?
>>4501556 #
Anonymous
aka 2^10 = 1024 and 10 is easy for us so that's why it's popular?
>>4501570 #
Anonymous
>>4501575 #
>KB
Oh, ok. I barely know software, learning hardware is going to be a pain. Thanks for the help, Lat. Daisushi
>>4501584 #
Anonymous
>>4501584 #
There are a lot of things that I must know that I don't. Trying to catch up now, there's a lot of things that I've neglected in the past that I hope to learn.
>>4501592 #
Anonymous
>>4501595 #
I go to college right now for software development (not even software engineering). My degree would land me in a dev job but I don't want to be stuck as a shitty dev forever so I'm trying to self learn.
>>4501597 #>>4501602 #
Anonymous
>>4501597 #
I transferred into this program after thinking I'd be doing business so I came in with barely any experience with coding. The school's not very prestigious and they focus 99.9999% on how to code rather than what the code actually does. It's less about the science and hardware and more about "make a for loop tehe"
>>4501613 #
Anonymous
>>4501613 #
I do that right now. I think about 99% of the newer questions on /g/ are me. I am currently making something but the amount of shit that I discover that I don't know while building it makes me derail from actually building the project into learning some of the more technical things - which is fine for me, that's the whole reason I started working on a project, to discover what I am currently lacking knowledge in and learning as I go. It's just that there's a LOT that I don't know so I can't really learn everything at once. I have a pretty big backlog of things to learn/brush up on.
>Then you lack enthusiasm.
I did before but I'm actively trying to better myself now.
>>4501623 #
The server webscrapes and stores info in Postgres and the client communicates with the server. Mostly just learning about networks right now and socket programming. I really like low level so that's why I'm trying to learn how to make a server using C++.
>>4501613 #>>4501623 #>>4501637 #
Anonymous
>>4501637 #
No, I've mostly used C++ but I'm not an expert in it. I've never really made anything apart from school projects before where you're pretty much fed info on how to build your program. Doing it on my own makes me plan out strategies and research other methods that I could try to tackle instead of what I already know.
>>4501649 #
Anonymous
Like, I've made a server in C++ before but it was pretty much just following what my prof wanted so I didn't really learn much about why and when to use certain things and other options.
Anonymous
>>4501649 #
>Shit school
I agree 100000%.
>You should be taught to google and look for manuals, references and examples
That's pretty much what I'm doing right now. Pure googling, SO, and docs
>>4501653 #
Anonymous
Dude
like
just listen for connections lmao
how is that any hard
Anonymous
I've used gamemaker before and it's really easy even an idiot like me can use it. I don't know what we'd make in it since an RPG is presumably better in RPGmaker and a VN is better in things made specifically for VNs but still, it's a really easy engine to use so if anyone is scared by complicated stuff they can just use gamemaker. I think there are other programs very similar to gamemaker as well which are just as easy to use but I don't know
Anonymous
>>4501679 #
Does protecting her smile involve cumming inside her dragon cunny?
Anonymous
Just use pygame to make a game
or use rpgmaker to make an rpg
or Ren py to make an awful meguca VN, get doogle to do the music
dumb anons this to hard to pull off unless some leader has a specfic vision that hypes everyone up and guides them
Anonymous
I will use literally anything if someone joins and asks to use specifically that.
Anonymous
Cute afro.
Look into actual aliasing anon. Many of those pixels are superfluous.
Anonymous
Exactly how pixellated a look do we want?
I was going off how big megaman is in 8-bit for the size.
Anonymous
This is an awfully hard question when we don't actually have anything planned out.
I would say the best would to do something that would be easy to animate while still cute enough to captivate most gucae attention.
>>4501995 #
Anonymous
>>4501987 #
I don't think it's that hard to make cute things without much animation. You can just have them jumping from 1 sprite to the other with no intermediate frames or whatever the term is. You can make that look fine as long as it fits the style and tone and you make it look a little exaggerated and over-the-top I think
>>4501998 #
Anonymous
>>4501995 #
Yes. Use all the anime knowledge you've learned to focus just on the keyframes as of now.
One for standing, one for mid-air, another two for walking maybe and one for attacking.
Since this games has samurais I think she uses a sword or something.

Idea gucas who are still in this thread (I know you're here, there are 5 synced) can collaborate by thinking what kind of attacks she will have.
Then maybe think about the enemies and stuff.
>>4502007 #
Anonymous
>>4502007 #
I thought we had decided on the gay girl killing samurais for the princess.
A megaman zero rip-off.
Do you have any other idea?
>>4502010 #
Anonymous
>>4502009 #
I've never played a megaman game. And no I don't really have any better ideas myself, that's for creative people to think of
Anonymous
Then just watch a little of it.
[YouTube] ???
You run and you go pew pew and slash slash
Anonymous
GIqSnWaDsEx4 KB328x382image.png
Fuck it, this is an NPC.
We need some ideas for what the playable character has to do, so we can design her in that way.
Anonymous
Really cute, GJ anon.
Anonymous
Let me ask the sluts.
Anonymous
How easy would a danmaku game be to make anyway? I think it would be fun to design bosses and their attacks, like a haiku boss who's danmaku is all to do with writing and stuff like that
>>4502021 #
Anonymous
>>4502018 #
I've done some smol arena battle danmaku game. Writing the bullet patterns is really fun.
You would just need to get the scripting system working properly I think. Not too hard.
>>4502023 #
Anonymous
>>4502021 #
How does it actually work from a programming perspective? When playing Touhou there are so many different types of bullets that can behave in so many different ways, I really wonder how it works
>>4502026 #
Anonymous
>>4502023 #
Just math.
When you begin a game it sets a fixed seed that will be used to generate the attack patterns, though most of them are also influenced by your position on the screen. Anyway, When an enemy shoots a bullet it has some behavior associated with it. Either it just moves straight, maybe it moves a long a parabolic function, maybe it goes for x seconds then stops and does something else, it's basically all math.
All those cute patterns you see like on Yuyuko's spell cards are just the bullets following the path of specific math functions that make them twirl and do all those cute things.
>>4502027 #
Anonymous
>>4502026 #
Would you just write an individual script for each type of bullet in each pattern? And then have another script that deals with spawning the bullets and their initial parameters like their direction and all that?
It's not so much the maths side of how to make the bullets do things that confuses me, but more just how to have everything work in an elegant and efficient way. I'm sure I could spaghetti code my way through it if I tried. I consider myself good at maths but very much a novice at programming
Anonymous
Suppose you have an enemy instance. When an enemy decides to shoot it would spawn a bullet instance. The enemy would probably instantiate the bullet with some info like the direction it must go or what kind of bullet it is. Depends on how you're doing it. Once the bullet is initialized it will mostly act by itself through pre-programmed functionalities.
You would be surprised about how much diversity you can make just by letting the values be setted in creation time.
All types of curved lasers could use the same curved laser class but with different parameters, for example.

But the best way to do it would to actually create some small parser to read the behavior from some config file and act accordingly.
So, for example, imagine the curved lasers from that cute dog on th16. Aunn I think.

You could simulate them by some command statements like
parabole [numbervalues] time [seconds]
loop [some number values] [numoftimes]
parabole [numbervalues] time [seconds]
line [direction vector] end

And it would act somewhat like this
[YouTube] ???

This way you could easily change and test the patterns. Also you would have a lot of agility on tweaking it and etc.
>>4502037 #
Anonymous
>>4502030 #
So say we were making a clone of Vampire Illusion. Would we have a script that's called as soon as that spell card starts that spawns the big red bullets at certain time intervals and certain speed and stuff, but also setting those bullets so that those bullets have their own script that tells them to spawn the smaller bullets, while also telling the smaller bullets to move in the pattern that they move?

So you're saying that you have a config file like that for each type of bullet or something? And presumably for each attack pattern telling it how to spawn the bullets? And then a thing that can read those config files and tell the bullets what to actually do at each moment? So each bullet would have to know how many frames ago it was created since each bullet needs to be able to do this independently I guess and then using that you just have it programmed so that everything just follows the config file?
>>4502059 #
Anonymous
>>4502037 #
I guess so. I imagine I would do it somewhat like this:
The spellcard vampire illusion would be taken from some config file. It would say basically
spawn "vampIllu1";
wait x seconds;
repeat;


This is a little harder than I thought tehe, let me think a little.
Anonymous
Would it be best to have one parser that can read all the config files even for different types of things, so that technically if you wanted to make a bullet act the same as the overall pattern manager thing you could? I have no idea if that would cause any problems but I imagine it might be helpful if you want to have bullets that can turn into other bullets (because I imagine that's just it creating another bullet and deleting itself in the same frame)
Anonymous
I don't know, I think even the parser thing might be overengineering actually.
Just think about this:
Vampire Illusion would have associated to it a behavior function.
void behavior() {
startPattern("vampIllu1");
wait(x);
}

And then you call that in a loop. The "startPattern" is really some very generic function that would find the actual class from some map and execute it. I'm sure there are smarter ways to doing this. Using RAII would be preferable. But any way, the problem of doing the parser is that it will get more and more complex with time and it might be easier just to program peculiar behaviors on the spot, that's why I would actually prefer programming the stuff itself. Anyway.
vampillu1:

void behavior() {
for (int i = 0; i < whateveristhenumberofbullets; i++) {
spawnBullet(bulletTypeEnum.bigWhite, angle, 10, 10, bigBulletBehaviour);
}
}

void bigBulletBehaviour(Bullet b) {
while (true) {
wait(x);
spawnBullet(bulletTypeEnum.smallWhite, angle, 5, 5, smallBulletBehaviour);
}
}

void smallBulletBehaviour(Bullet b) {
// decelerate slowly
// stop and wait
// Go to some random direction
}


I hope you get what I'm doing here. There's one generic "spawnBullet" function that spawns a bullet at one initial angle with a sprite size, a hitbox size, and a bullet behavior function.
Every bullet is perfectly generic, just the spellcards dictates their actions.
>>4502100 #
Anonymous
>>4502093 #
Only because I'm dumb and need things explained to me
Anonymous
>>4502078 #
Yeah I get it, and this way you can basically do whatever you want in any of the bullet behaviours, which allows you to make really weird spell cards like the ones ZUN sometimes makes
Anonymous
Also, "angle" is the initial angle of movement. The bullet behavior function might change it as it goes.
I forgot to set initial speed but you obviously would need that too.
The problem with this is that you need to always recompile the game to see it working. If you're working with plain C++, that is. With game engines or an script engine this shouldn't be a problem.
>>4502117 #
Anonymous
>>4502106 #
I think you might have also forgotten bullet position as well unless I'm missing something. That seems pretty important
>>4502120 #
Anonymous
>>4502117 #
Yes, that would be important too.
I was assuming it spawned from the character or something but obviously you would want it to spawn anywhere for one of those cool neat spellcards.
Like Kokkuri-san from Ran or that one the kappa uses where bullets come from the sides and restrict your movement.
Most of the spellcards have bullets spawning everywhere actually.
Anonymous
What if the princess is madoka and the mc is homura?
or inspired designs of the two, that way you could have fun timeshenanigans for gameplay.
Like pausing time for a second or two and possibly going back a few seconds. It could even be used to pass obstacles with some time bullshit like hitting an object frozen in time makes it fly forward really strong for breaking an obstacle
This could also allow you to do cool narrative stuff lilike going to a level thats completely different in the past or future.
>>4502425 #>>4502436 #
Anonymous
>>4502249 #
The problem with using already existing characters is that they will be permanently related to their original fanbase.
Sure it might be easier to get people to play it, but you will never get anywhere with that.
About the time shenanigans, sure they could be cool but I'm trying to keep it simple for now.
Let's try to do the bare minimum before jumping into other features.
Anonymous
>>4502640 #
No fucking way.
How did you do it anon?
And what do you mean in C++?
Anonymous
You can use the ndk to run c++ code on android
Here's my c++ file:
#include <jni.h>
#include <string>
#include <sstream>

static int f = 0;
static int ssr = 0;

extern "C" JNIEXPORT void JNICALL Java_com_example_bar_foo_myapplication_MainActivity_fetchPantsu( JNIEnv *env, jobject /* this */) {
double num = (double) rand() / RAND_MAX;
if (num > 0.9) {
ssr++;
} else {
f++;
}
}

extern "C" JNIEXPORT jstring JNICALL Java_com_example_bar_foo_myapplication_MainActivity_status(JNIEnv *env, jobject /* this */) {
std::ostringstream stringStream;
stringStream << "shitty pantsu: ";
stringStream << f;
stringStream << "\n";
stringStream << "good pantsu: ";
stringStream << ssr;
return env->NewStringUTF(stringStream.str().c_str());
}
Anonymous
Super top sugoi.
Have you done this function signatures by hand or were they generated?
>>4502661 #
Anonymous
And the java file (mostly just the default hello world example, with the text and icon changed)
package com.example.bar.foo.myapplication;

import android.os.Bundle;
import android.widget.TextView;
import android.support.design.widget.FloatingActionButton;
import android.support.design.widget.Snackbar;
import android.support.v7.app.AppCompatActivity;
import android.support.v7.widget.Toolbar;
import android.view.View;
import android.view.Menu;
import android.view.MenuItem;

public class MainActivity extends AppCompatActivity {

// Used to load the 'native-lib' library on application startup.
static {
System.loadLibrary("native-lib");
}

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Toolbar toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);

FloatingActionButton fab = (FloatingActionButton) findViewById(R.id.fab);
fab.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
fetchPantsu();
updateStatus();
}
});

updateStatus();
}

@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}

@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();

//noinspection SimplifiableIfStatement
if (id == R.id.action_settings) {
return true;
}

return super.onOptionsItemSelected(item);
}

priva
Anonymous
I guess it was too big for the post, oh well
Anonymous
Though at this point is such a workaround to use C++, you might as well go full java.
Anyway, great job anon, you actually fucking did it.
Someone make art for anon's game!
What's the next step of your masterplan?
>>4502662 #>>4502663 #
Anonymous
>>4502652 #
The first one was from an example app. I copy/pasted it for my functions.
Anonymous
>>4502660 #
But I wanted to do it with mostly C++ to be more meguca-ish.
Anonymous
(the vast majority of the code is unchanged from the sample app. I added the 2 c++ methods and had the button call one of them.)
Anonymous
If anyone wants to make art for the pantsu game, it needs pantsu icons.
Lots of different pantsu.
Mostly shitty ones that will be common.
Anonymous
Now we wait for someone to fork it and create a super money-making mobage.
Anonymous
The cookie clicker of ironic weebs
Anonymous
I must go sleep now
The pantsu game needs more work
Pull requests welcome
Anonymous
>>4504318 #
Pls do.
I'm super busy today but I already looked into Godot's documentation and it's so fucking cleaner than that bloated mess that is Unity.
It's happening.
>>4504338 #
Anonymous
>>4504740 #
Me either but keep doing it.
I have to start with the pantsu designs.
Anonymous
Also, shouldn't the sprites be bigger so there can be more detail or is that too much for the engine to handle?
>>4504746 #
Anonymous
What size are tiles going to be anyway? 16x16? Or is it just going to be messy and just have things be whatever size people feel like?
>>4504821 #
Anonymous
I'll try to draw Kyouko wearing an adidas jersey
Anonymous
>>4504771 #
Probably the later if we want any hope of people contributing.
Anonymous
So how do gacha games usually work?
Should you be able to combine your pantsu to turn them into better pantsu?
Or level them up somehow?
>>4506352 #
Anonymous
>>4506282 #
Usually if you have duplicates of the same character you can combine them to power them up somehow. In FGO for example combining duplicates levels up the Noble Phantasm and in FEH combining duplicates gives them a stat boost and a +x (like +1 if you combined 2 together or +2 if you combined 3 together) next to their name.

I don't know how that translates to a pantsu gacha game though. Maybe they get a bit lewder the more you combine them or something.
And yes gacha games usually let you level up your characters as well
Anonymous
OK, so you can combine pantsu of the same type to level them up.
Higher levels will do..... something
Also, what are the normal names for the tiers? Is it like SSR > SR > R > ?
Does it have A B C etc after the rare ones?
I don't play gacha games
>>4506376 #
Anonymous
>>4506369 #
I'm not actually sure. I only ever see people using the term SSR and SR. The games I play all use a star system so they'll be 5* or 4* or whatever but maybe in other games they just use abbreaviations and have a R and maybe something standing for common or something
Anonymous
How does this sound:
20 total types of pantsu
4 each of *, **, ***, ****, *****
you can combine pantsu of the same type to level them up. something like 5 pantsu of type A level n to make 1 pantsu of type A level n+1
more rare pantsu have higher base stats, but sufficiently leveled up common pantsu could potentially match or outclass them
>>4506402 #
Anonymous
>>4506398 #
It would make more sense to have a higher amount of the lower rarities since you'll be getting way more of them. You want it to remain fun to even get those ones as long as possible. Although to be honest I think these games usually just introduce new 5*s and 4* since they make more money so they always have more of them than the lower rarities
And having to have 5 of the same pantsu to level it up sounds kinda bad unless you're going to give the player a ridiculously high amount of rolls with really good rates for the lower rarities. Most games allow you to power something up somewhat with just one duplicate. FGO lets you level up your NP 4 times, so you only need 4 duplicates (in addition to the initial 1) to max something out completely. FEH I think goes up to +10 but that's only for mega whales I think.

I think getting a single copy of something will be less exciting if you know that you need a billion more to actually have it maxed out. For most non-whale players who play gacha games they just want to collect a single copy of whoever they like and then save for something else, since it's more about collecting pngs than anything else
Anonymous
What should happen with the excess pantsu when your common pantsu are max level? Do you just accumulat a bunch of them?
>>4506424 #
Anonymous
>>4506419 #
I think games usually let you sell them for some in game currency, sometimes a special rare currency for 4* and 5*. FGO gives you a special item if you roll a 6th copy of something, but that's only there for mega whales. Ideally you would have more types of common pantsu than rare ones so you don't max them all out so quickly. But I don't know
Anonymous
Oh the special item FGO gives you for the 6th copy of something is just for 5*s by the way
Anonymous
Selling for currency could work. Then you use the currency to buy more rolls.
Maybe something like, if you sold everything you got from the roll, you'd average 1/3 roll back? Does that sound fair?
Like, you get an average of 30 currency units from a roll, but a roll would cost 100?
>>4506459 #
Anonymous
>>4506466 #
Nobody is going to take this pantsu mobage seriously enough that they're going to wait a day to get new rolls. I thought you were going to implement some feature where you use the pantsu somehow to get money, and better pantsu can earn you more money. Like showing off your pantsu in pantsu competitions or something.
>>4506471 #
Nobody is going to spend money on a pantsu mobage either
>>4506471 #>>4506473 #
Anonymous
>>4506468 #
Well they can always pay me to get additional rolls
That's how gachas are supposed to work, right?
>>4506468 #
Anonymous
>>4506468 #
Yeah, I should do something like that. Then the levels and stuff have meaning.
Maybe a random slut needs to borrow some pantsu, and you have to pick ones she likes? Sluts have randomly generated preferences for pantsu, more likely prefering the better ones.
>>4506485 #
Anonymous
>>4506473 #
You could maybe include some actual gameplay element. I don't exactly know how but there could be some kind of rock paper scissors thing with different types of pantsu or something. That's probably a dumb idea but it could be funny to have something resembling a combat system in a game like this. I'm sure you could do animations in a certain way to sell the humour of it if you or someone else willing to contribute knows how to do art
Anonymous
>>4507032 #
For the icons? We need to be able to fit 20 on a screen. I can try to make a layput with placeholder images to see what it would look like.
>>4507105 #
Anonymous
>come back from pooping
>4 more notifications
nani the heck is going on? I'm glad I'm in this comfy thread - the other one is probably full of shitposting right now.
Anonymous
>>4507425 #
Turns out that's just android studio being dumb. The code compiles and runs.
Anonymous
Now where should I put what level they are?
And how do I make that not confusing with the number of pantsu.
Like, if you have 5 of pantsu A, but you've leveled it to level 3?
Anonymous
And what should the in-game-currency be called?
PantyPoints?
Anonymous
>>4509828 #
Maybe have multiple gachas with different cooldowns and rare rates
So the cheapest one would be like a 1 minute cooldown but have 1% chance of getting a 2*/3* and none of the others
Then you could spend pantypoints to roll bypass the cooldown
or something like that
Anonymous
I have the code autisms, so I spent the whole day trying to get some very simple platforming code working in a way it didn't make me feel I was hacking the whole thing up. Once I add some very slight drag to the movements I think I will be done with them.
I got some ideas about what direction to take the princess rescue game so I will dump them all here tomorrow.
Anonymous
how do i play this dumb game
i was slutting when you started this so i just saw it
>>4519287 #
Anonymous
>>4518463 #
The pantsu game?
I probably should make some help or tutorial or something...
The main screen shows you how many of each pantsu you have, and what level they are. If you have more than 1 of a pantsu, you can level it up, up to a max of +9. You can also sell excess pantsu for pantyPoints.
Currently, you can only level/sell by the buttons to 'level all' or 'sell extras'. Eventually I want to allow manually picking which ones to level/sell.
Press the left button (up arrow) to buy a farmer. Farmers generate new pantsu every 10 seconds. Press the right button (down arrow) to switch between the main screen and the roll screen.
At the roll screen, you can roll for free, or spend points for better rolls. Exact odds can be found in the source code.
All the pantsu and rolls have the same icon right now, but hopefully some anons will make some icons eventually.
>>4519901 #
Anonymous
GIqSnWaDsEx89 KB547x547image.png
Ok, so get this.
Anon's original idea was "A game where you fight samurais to rescue a princess" and it eventually evolved into "A megaman zero rip-off where you go around killing samurais in the name of /u/". Following the classic megaman mechanics, you would start with just the basic slash and would eventually get more special sword attacks from the bosses you defeated along the way. The final level would be rushing through one of those big castles to rescue your princess gf.
It would be easy to follow the classic megaman structure of "8 bosses in 8 different levels" and that would be cool and all but if we're going weeb we might as well go full weeb.
I think it would be cool to create all the 8 levels based on the trigrams of shintoism, the structure could even be shown in the level select screen. Each of them represents one element so coming up with the levels wouldn't be hard. Also we could change the princess into some high miko since miko are cuter and it fits better with the whole shito motif. I want the final boss to be one of those shinto priests with the silly hat.

All of a sudden it looks kinda of a huge project, so at first it would be better to concentrate on doing just 4 levels I think. Once I get done with the programming adding new stuff will be quite easy. The biggest problem is obviously the art assets, though it's also not that big of a problem since we are purposely using low-res sprites. I will try to decide on a resolution ASAP so the art can start being created. There's no need to conform to sprite sizes in the multiples of 2 but there should be no resizing to enemies or the player for example, so once the player size is decided everything else will have to be made in relation to her.
>>4519794 #>>4520129 #
Anonymous
>>4519770 #
>A game where you fight samurais to rescue a princess
Shadows die twice?
Anonymous
>>4519901 #
Oh, there's a github link in the thread.
You'll need AndroidStudio to compile it. (Or I guess you could try just using gradle from the command line).
I suppose I could put up a binary release somewhere.
>>4520018 #
Anonymous
aaaaaaaaaa
Do you have any idea what the error is? It installed on my emulator.
>>4520042 #
Anonymous
>>4520040 #
i'm using memu
it has always worked before
i don't know if it has error logs though
Anonymous
I've been using the emulator that comes with Android Studio.
I'll check out Memu
Anonymous
i'm reinstalling it now just in case that affected anything
Anonymous
I installed Memu, and the pantsu game won't install on it.
But I also can't install any of the other apk files I had on my computer, which makes me suspicious of Memu.
>>4520193 #
Anonymous
>>4519770 #
Sounds good. We need to decide on the first one to work with so we can start on art assets or at least sketches.
Anonymous
I restarted Memu, and now there's no error message at all when I try to install an app.
Nothing happens.
Anonymous
I should also mention that it doesn't save yet.
So if you kill the app, or android automatically kills it while it's in the background, you lose all your progress.
>>4520408 #
Anonymous
Also, all the icons are red squares until someone makes better icons.
Anonymous
>>4520344 #
it's pretty trivial to just serialize data and save it as a json, why not do that?
Anonymous
Now saves data!
If you send the app to the background and kill it, the data should be saved.
If you forcestop the app, it may or may not be saved.

I wonder if I can set up some continuous integration to build the apk each time I push. Because right now you have to compile it yourself to get the latest.
And I don't want to have to remember to manually build for release each commit.
>>4520928 #
Anonymous
dumb gucae
Anonymous
>>4520798 #
Isn't it SOP to create a script that handles everything like that for you? Just set something that pushes then compiles and sets that compile as a release.
>>4520979 #
Anonymous
That's OK, this thread is nice.
Anonymous
sugoi
Anonymous
GIqSnWaDsEx19 KB736x359image.png
For a second I thought I was popular, but then I realized it's actually just the continuous integration server that keeps cloning my repo.
Anonymous
What sort of thing should the pantsu be used for?
Something like a battle, but battling pantsu doesn't really make sense.
Maybe some sluts that are nopan and you have to give them pantsu?
I want something where you pick a 'team' of the pantsu that you have, and then do something, where your success is partially determined by how good the pantsu you picked were, and partially by how well you, I dunno, tapped on shit or something.
>>4537510 #
Anonymous
>>4537505 #
Stealing pantsu sounds fun but at the same time that goes against the nature of a gacha game.
If the point is that you're supposed to be a slut then it could involve you wearing pantsu and doing things, but that wouldn't involve a team unless you play as multiple people.
Maybe if the idea of pantsu having magic powers is something you're ok with then you could have it involve renting pantsu to people but those people do various things throughout the day and depending on the pantsu they have it could help them. I don't know though, these are probably all bad ideas
Anonymous
Pantsu renting sounds nice.
It's like a magical kingdom but the only source of power is pantsu.
So you own a hero's guild and all the sluts go around renting your pantsu. You can also select some pantsu and some sluts will wear them for you to accomplish some task or quest fo you.
>>4537534 #
Anonymous
>>4537527 #
That would maybe make duplicates work in a way where they don't work in other games. You could rent the same pantsu to multiple people. It would give value to lower rarity ones even when you've already got a bunch of them. But that's assuming the amount of people you can rent pantsu to is bigger than the amount of pantsu you have, which might not work very well since the game would maybe be TOO dependant on how much pantsu you have. Maybe there's a way to make it work though. Like if even the low rarity ones have some things that they excel in then there might be reason to want duplicates of them.
>>4537577 #
Anonymous
How should duplicates work with leveling stuff up?
Right now, a given pantsu keeps track of level and how many you have.
I guess they would need to be separate instances of each pantsu so you could individually level and rent them.
>>4537552 #
Anonymous
For keeping low level ones relevant, I was thinking that a low tier pantsu that's been leveled up could be better than a higher tier pantsu with few levels.
That way the common ones could remain useful for a while.
>>4537552 #
Anonymous
>>4537546 #
Well it depends what route you want to go down. The thing I said about giving duplicates worth was just a suggestion, I found it interesting because it's something most gacha games don't have, they let you combine duplicates together specifically because there's no value in having 2 of the same character. But if you are going to take that suggestion then yeah you'd need to give each of them an individual level. Might be a bit complicated for a game like this though.
>>4537549 #
Something like that would make low rarity ones useful early on but later on you'd want to switch to high rarity. I haven't played much GF but I'm pretty sure it's similar there. It might ruin the excitement of getting a 5* though if it's actually inferior to your 3*s or whatever. Maybe make it so you raise them not just by rolling more of them but by doing something over time, so when you get them it's still exciting because it's like "now I get to raise them and can use them later!".
>>4537563 #
Anonymous
>>4537552 #
So like, 1 level type raised by duplicates, and another level type raised by training/using them?
That could probably work.
>>4537567 #
Anonymous
>>4537563 #
Well I think usually they have a "level" which is raised by feeding them exp or whatever and then it's something else that goes up with combining duplicates. Maybe if you have magic powers on the pantsu then the power could be powered up by duplicate but the regular stats could be raised another way. That would be similar to how FGO works where noble phantasms are levelled through duplicates.
So a 5* would still be exciting when you first get them as long as they're viable with their power at level 1, you just have to wait a while until it's raised enough so that you have a reason to use your lower rarities.
I'm not exactly sure how balancing should work but maybe a single copy of a 5* should be roughly equal to a maxed out duplicate 3* or something depending on what the 3* rate is.
Anonymous
>>4537534 #
The more of one pantsu you have the lowest its value.
Anonymous
GIqSnWaDs0:08324 KB1350x1040Untitled.webm
Pantsu game too easy? Now you have the option to reset your data and start over.
I mean, you could have done that before by clearing the app data, but now there's an option in the app for it.
Anonymous
I've been thinking about what to do with the pantsu, but haven't decided yet.
I'm not sure what to do with the idea of renting them out.
I may just go with pantsu battling each other.
Anonymous
Oh this isn't dead?
Anonymous
>>4647165 #
For no game. I'm just practising pixel art, and hope someone can code.
I'm going through a tutorial for SDL for C/C++ to maybe code something myself. A platformer maybe, but I got to the walk cycle part and wanted to make a walk cycle of a character.
Then I got distracted and instead of using a stick figure I made this.
Anonymous
That's super cool.
Anonymous
>>4649610 #
I was gonna make a run animation that had the shoulders move. My shoulders don't move when I walk, but it looks a little awkward.
I just need to get good first.
Anonymous
S-Sugoi
These are really good
Anonymous
GIqSnWaDsEx32 KB734x924image.png
Run animation was too hard with a dress. How the fuck do dresses work.
I'm gonna remake her with a shorter dress and taller.
Anonymous
The skirt has moving colors now. sugoi
Anonymous
gamecu
meguca
Anonymous
Are there transitions between the different animations?
>>4670115 #
Anonymous
is it bacon time
Anonymous
oh wow
This is getting even better.
Anonymous
Sugoi this isn't dead yet!
Anonymous
This will never die. I hope.
Anonymous
I believe in the meguca game.
Anonymous
ahhh
wrong thread
Anonymous
not the wrong thread
the best thread on meguca
Anonymous
this is a good thread
Anonymous
I believe in the meguca game.
Anonymous
The meguca game believes in you,.
Anonymous
I believe!
Anonymous
Alive and well
Anonymous
The meguca geimu will never die!
Anonymous
I believe.
Anonymous
Ohayou
Anonymous
oyahou meguca
Anonymous
I will always believe.

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