Does anyone in Jow Forums code gaymes?

If so, what kind of gaymes do you code? What do you use?

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user 99 % of Jow Forums didn't even code hello world in java , not to mention other program
in short: noone here knows, stop asking

maybe /v/ will know ? :^)

Come to fellow nodev

Jow Forums used to have threads about this kind of shit i think only it was OS based opposed to game shit

/v/ had a few attempts at making a game together but it think it always fucked up


/v/ at one point had frequent threads about this type of shit too, remember seeing a lot of Unity/Unreal projects but that was probably a year or so ago

i think if anyone here was to actually be a game programmer, they would probably use a popular engine with a lot of support

>unity
>unreal
>source
>irrlicht
>whatever

i think C# is used by both unity/unreal, C++ for source/irrlicht, and whatever else it varies on what kind of project you're aiming for

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>Does anyone in Jow Forums code gaymes?
yes. full time job for the last 3 years. self-employed.
>If so, what kind of gaymes do you code?
mobile. mostly puzzles.
>What do you use?
Xcode.

/v/ should just make porn game
however if i remember correctly it's a blue board and such things are not good there

also if you want simple game try renpy, gdot engine adrift or wolf rpg editor

well this is a fucking shame

Sorry friend, but you have the big gay :(

for you

is success on mobile still possible for indie? Thought it was very saturated now

Yeah, I'm making my first game right now, it's a space shooter.
> What do you use?
Xcode + Swift + SpriteKit
> pic related

Jow Forums has very feel game devs as far as I'm concerned, the right place to talk about it is any tips on monetization? How many games do you have and what is your income?

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>is success on mobile still possible for indie?
absolutely.
> Thought it was very saturated now
nope. lots of games come out but they're just cookie-cutter shit from app-farms. AAA titles are also fairly common but there's plenty of space in-between.

I started making games when I was learning Swift. decided to make a game as a way of learning. in 3 months I made a game, released it on the App Store and made 2 sales in the first week. lol. it grew from there.

>any tips on monetization?
sure. go for free with apps or IAPs to get traction. call it a "lite version" or something. experiment with selling a $1.99 or $2.99 "full" version with no IAPs/ads to capture the portion of audience that hates that shit.
>How many games do you have and what is your income?
6 in total. 4 are mature games with lots of DAUs.
games make about $100k/month. it fluctuates but that's the average.

>$100k/month
holy shit, you're rich!

that's nothing. I met a guy who makes $500k+/month from simple biz apps. haven't talked to him in a year but I bet he makes even more now.
there's lots of money out there... you just gotta do something.

more like he has the big pay

>there's lots of money out there... you just gotta do something.
true. you just encouraged me to keep going user! Thanks!

paypal me $0.01

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good luck. just don't get discouraged easily. just keep at it. persistence always pays off.

I don't make games but I really want to. I want to make some rpg like hyper light drifter or zenonia where you attack in real time but I'd make parries a combo system so you can have your own flair. I'd like to make this but it just seems like such a monumental task to make even a sprite game.

Does anyone know if a brainlet can make games or have any advice on making sprite games? I have basic c++ and python skills and I can draw and make music quite well. I'll give you a cute picture if you gimme some advice :3

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yeah, we had a thread just a couple days ago with me and some other gamedev user. this is my little thing i wrote with c++17, albeit with placeholder art

/vg/agdg probs would but afaik half the people there use prebuilt engines. no hate towards them or anything but i kinda prefer just doing it yourself, the meme of "oh you'll never make anything you'll just do engine dev" is only true if you let it happen, personally i'm willing to start work on a game at any time if i could just get an idea for one

we're definitely out there user

starting out just use SFML if C++, SDL if C, Pygame if Python. ideally for a real project you'd want to write your own renderers and only use SFML/SDL for GL/DX context creation, but starting out there's really no need. both of those things can handle small 2D games just fine

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Thanks for the advice, user! Here's a cute picture

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>SFML if C++, SDL if C
>SFML/SDL for GL/DX context creation
what the fuck user it's like 50 lines of boilerplate code with just win32 at most.

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You gotta consider that the guy I replied to is like a complete newbie, I doubt he'd wanna dive into the hell that is the Win32 API just yet. 100 lines of Win32 boilerplate vs like 20 lines of SDL/SFML boilerplate, I think if your goal is to just make something the latter is the better choice starting out. SDL/SFML are also cross platform and provide some convenient features for rendering. There's really no reason to use Win32 directly if you can avoid it, if you want to dedicate more lines to something that does the exact same thing then by all means go for it but I don't really get the point when the other two libraries I mentioned are more beginner friendly and have significantly more work done for you.

I am still working on it, it just takes as much time as Half life 3 ... I branch sometimes off and have written a code generator for Structure of Array data tables and other stuff like sharing generic type parameters across class definitions, or writing a resource manager that works just like dynamic link libraries and writing my own map editor.
I use a custom engine. I plan to be as cross platform as possible by targeting .NetCore with most of my code.

>>the hell that is the Win32 API
>actually the thing that coddled marginal programmers in the 90's desktop boom and let microsoft dominate for over 20 years
>ridiculously over-documented, there's practically a fully working example on msdn (Microsoft Systematic Developer Neutering) for every API function
>to do a similar thing with a non windows desktop, you have to deal with 3 different systems assuming that those are the actual ones 95% of people have installed
come on now

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yeah mac users aren't going to install my autistic game anyway

Yeah, a new programmer isn't going to have a good time understanding win32. The fact that Windows devs try to even refute this is funny.

just sayin', it's a waste of time. for something that's actually fun to write like the actual engine then yeah by all means do it yourself but for boilerplate some people just wanna get a damn opengl context. give me a good reason, aside from fun since that's subjective, why i should write my own boilerplate for the big 3 OSes, even though i can use an existing library out there that has every possible edge case or potential issue dealt with for

99% of Jow Forums can't even print all the odd numbers between given numbers x and y without heavy breathing. How are they going to code a game?

>give me a good reason
it takes 1 hour and your application will be harder than if you use some faggy library. It's nowhere near 100 lines and it's actually much nice to call the functions this way than through what I'm assuming is the library's class. I went through one of my programs and deleted everything non boilerplate (anything that wasn't needed to yield a working context) and it's not very much to look at at all.
I personally think unnecessary layers of abstraction are not only harmful to your program, but also the programmer. You're doing graphics, not crunching a bunch of numbers with a throwaway script, or making program that needs to run in a quarantined place ie the browser. You can do it right, and you should do it right

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nice trips, thanks for the actual decent reply too

>your application will be harder than if you use some faggy library
in what way will it be "harder"? you also have to keep in mind that some of the libraries i mentioned come with a few other pretty useful utilities, SDL for example has some things for image loading (even though i think stbi is a much better way to go about that) and controller support

for the sake of comparison though this is setting up a GL context in SDL:
#include
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("PONG", 500, 500, 640, 480, SDL_WINDOW_OPENGL);
SDL_GLContext context = SDL_GL_CreateContext(window);
while (true) {
// ...
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}


it's pretty widely used as well, i know a lot of valve's games use it for instance. i think ue4 and unity both use it for linux support too

english isn't my first language. By harder I mean that its less likely to have unknown future problem related to making a context. Unfortunately I have to say that I don't think you should use cross platform library unless you really need to (your game is commercial and became popular). I don't even need to see the header file to know that library is full of #DEFINE spagetti. The actual platform does this enough, if you work with colleagues they will do this enough, you yourself do not need to add the problem. But the problem is I guess somewhat minor and really a lot more mistakes happen in the architecture of your code that actually draws shapes for your game especially if you have a lot of different modes.

Which games have you made?

> Republic Of Gay
I've been working on a game called "Ass Clowns 2000". The goal is to anally raped by Jamal bull while watching your wife get cucked by a train of Jamals.

Dude how?
how do you advertise your apps?

Dick slapper 500

Well I made this about a year ago, if this is anything.
>inb4 shitty webm
Had to get it under the upload limit somehow.

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Forgot to mention I used C++ with SDL2.

how can you dodge the shit that they're throwing at you?

oy vey

pay

>noone
Kys boomer