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How is your game coming along, anon? Have you made any progress?
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Thread replies: 255
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How is your game coming along, anon?

Have you made any progress?
>>
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about to submit it to greenlight and shill it everywhere I can at the same time
>>
>>337715376
pics or link?
>>
>>337715376
easiest way is putting it on one of those "keys for votes" websites. everyone does it
>>
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>>337716958
>Unity
>>
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I need some advice for my first RPG.

http://strawpoll.pl/4358
http://strawpoll.pl/4359
http://strawpoll.pl/4360
>>
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>>337714678

Going well got alot of progress done, but finding out that making a game about ducks wasn't the best idea maybe.

Well the game was a practice to get 3D models animated in the game engine.
https://www.youtube.com/watch?v=FPFhEwNasf0
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>>337715525
webm related

>>337716958
how does it even works? aren't keys useless if its not greenlit yet? it sounds shady
>>
>>337719063
That's cool as fuck, I'd play it.
>>
>>337719321
Racing game?
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Okay, fucked that webm up. Trying again. Current look of the track here.

>>337719558
Yea
>>
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>>337719686
And some older gameplay with old art assets. This webm really should have been shorter.
>>
>>337719686
That is fucking beautiful
>>
>>337719686
You got a good atmosphere going there.
>>
>>337719814
That's some smooth motions. I'd play it.
>>
>>337719063
You give the keys out after the game is on Steam, obviously.
I remember that one loli drilling game doing it, after it was released they put up a website for people to claim keys.
>>
>>337718551

I feel like this game should gradually devolve into a surrealist nightmare as you keep on playing
>>
>>337719686
>>337719814
I was hoping it was a survival game on Mars.

But it's actually a fucking racing game on Mars.

Get yourself a tripcode and post in these threads more often, I want to play your game.
>>
>>337719814
Call it... Space Carriage Racer: Episode Zero
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>>337718530
Bump, more votes please!
>>
>>337714678
I'm still learning C++. also I don't have the confidence or the talent right now to make good sprite sheets
>>
>>337719814
I remember this. I know you just have a normal car with invisible wheels, but will the fact that it's a hovercar ever be part of the gameplay?

Also clean that windshield
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>>337720319
I'm thinking of ideas to try to make it more fun, failing that, a slow descent into a nightmarish hell is a good idea.
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I'm not big of a coder, but my art and music are coming along well! I've even gotten some talking sounds done :)
(Pic related, it's a crappy mock-up of the main character. Note that she's not actually gonna be in there, plot has changed a lot as well with designs.)
>>
>>337720431
>no explosion magic
One job, anon.
>>
>>337719814
I think that hovercars are less entertaining. Normal shit like jeeps with all the dust effects and stuff like that would be fucking awesome.
>>
>>337720768
I knew I forgot about something. Vote for Fire and I'll make a note to remember about Explosion magic.
>>
>>337719831
>>337719849
>>337720225
>>337720334
Thanks guys, glad to hear it. Been awhile since I worked on anything.

>>337720406
I legit have no fucking clue what to name it, so that is the name for the time being.

>>337720551
Yea absolutely, part of what makes this racing game different is the pitch of your hover craft. It can mismatch the terrain (sloping sand dunes), which hinders speed. So in this racing game, you actually have another axis to think about and git gud with.

(Windshield is fixed I promise.)

>>337720861
I actually hate normal racing games. Wheeled vehicles are probably a lot more juicy to look at, but like I said above, I wanted this one to be a little different, and hovering is how I want to do it.
>>
My math is shit (i was always bad at mathematics), and i dont know shit about music composing and art. What i could do? I dont have any specific talent.

I have a Construct paid license, Greenlight Submission Fee, Photoshop, Spriter, FL Studio with a lot VST packs... all the tools i need, but no inspiration and disposal. Maybe depression fucked me.

I had ideas, references, but thats all...

Sorry for my broken English.
>>
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>>337720668
Oh! I forgot to mention, I also use Gamemaker Studio for my demented plan :)
(Picture is more art I guess)
>>
>>337720668
Nice art. Put some memes on it and sell on Steam.
>>
>>337721149
Make a 2D stealth game.
>>
>>337721334
Haha, is that how Undertale came out?
>>
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Spent all yesterday updating the art and shading for the 3 enemies I've made. Would love opinions on them. Shout out to the guy on pixeljoint who suggested and made improvements to Squeeks, the one on the right
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>>337721584
Woaaah!! That's really nice!! All I can do is shitty sprites like this one.
>>
>>337719814
I would really love to see another starwars podracer. The last good one was for the n64.

https://www.youtube.com/watch?v=1pXj4fDT9tY
>>
> work 9 hours
> commute 1 hour
> stream 4 hours
> web dev 3 hours
> sleep 7 hours

Where? I want to just like make gaem too.
>>
>have the bare basics of what i need to begin content
>don't want to create content, want to focus on expanding the engine
>but don't know where to go with it
This is suffering
>>
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>>337721730
That's awesome, you just have to jump right into it like you're doing. The orange ball (Spectacool) actually took the longest to shade right, I had to look up a picture of the original nerf ball and copy the lighting.

I'm pretty new to this, if you're not already on pixeljoint I would highly recommend. It's really inspiring to see some of the work there. Plus the tutorials and work in progress threads are great.

pic related is my updated protagonist design from a few weeks ago, still playing around with the palette. I have to go back and change all the animations to match the new design
>>
>>337722147
Man!! I'm new to pixel art, so that's amazing.
>>
>>337722147
New looks like a blue kirby
>>
>>337722137
What are you web devving for if it's not your job?

And do you make money from streaming or you just enjoy doing it?

Also when the fuck do you eat?
>>
>>337722147
>pillow
old is better.
>>
>>337722553
He is not one of us!
>>
>>337722360
The game is based off of Nightmare in Dreamland, so that's the point. Though the eyes are basically recolors of Kirby's, so I'm not sure if I have to change those. I played around with some different eyes and settled that the source material is the best
>>
>>337722558
I see where you're coming from, but with a surface as round and smooth as the character's, front lighting pretty much manifests in slightly darkened edges. The feet give the lighting a bit of direction too I think. But I'm still new to this so I don't have the best eye for lighting.

I definitely won't finalize anything, I'll keep retooling it until it's great
>>
>>337722137
>> stream 4 hours
>> web dev 3 hours
this is where you should make your game.
>>
>>337722558
Honestly, pillow-shading is alright if it's done in moderation (as seen here). My only complaint is the sole dark pixel next to the protag's right eye (his left), but it could look good when scaled down. Kirby is also slightly pillow-shaded in his sprites (which this game is based off of, according to >>337722770), and he looks fine there.
>>
>>337723841
Kirby is also closer to a circle.
But yeah it ultimately depends on what it looks like in game.
>>
How do I deal with the fact that every other game dev wants to make an RPG and I don't feel confident enough that I could inspire others to contribute to my own RPG vision?

(I'm a programmer).
>>
>>337724510
It's okay! Everyone has their own vision of things :) Just try your best and hopefully (100%) succeed!
>>
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Downloaded Unity on my computer before I left college to come home for the summer
Planning on doing tutorials this week but I do need to also work on my art skills
>>
>>337724745
That's cute, you're stylizing is nice. With some more skill you could definitely make something people would be interested in
>>
>>337724745
Is that infinity symbol on the fox's face intentional?
>>
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Finished modeling/texturing the play character for my game! Posted progress in one of these threads a while ago.

Uploaded it to sketch-fab so it can be viewed in 3D

https://sketchfab.com/models/2eaeaab171fe4dd9b25ca198c858a425

Anyone have any comments or feedback?
>>
>>337725084
If there's no upskirt I quit
>>
>>337724919
>>337725074
That's just a reaction image that had the straightest face I could find, not my actual drawing
>>
>>337724585
Right now my plan is to make a battle system and see where it goes from there.
>>
>>337725348
great idea!
>>
>>337725149

I'd say that dress is almost designed entirely around the concept of upskirt.
>>
>>337725601
HOT DAMN
>>
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still trying to figure out how to make things look good in unity.
>>
>>337725084
looks good man!
>>
>>337725686
Eye reminds me of CID, from Saint's Row 4.
>>
>>337724510

I don't know where you could scout out other people to try and find like-minded creatives to work on a project with.

I have the opposite problem to you, I want to make the RPG and art and can make good content fast, but I can't program for shit. I'm worried I'll never find a programmer that would feel inspired to work on my RPG.
>>
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>>337725824
haven't played it but the eye has already been changed so... yeah.
>>
>>337725084
>https://sketchfab.com/models/2eaeaab171fe4dd9b25ca198c858a425
The hair bangs are set up weird pham. Even if it was a consious design choice, I don't see many people liking it. Also, I don't know if the skirt is going to be in that position the whole time but as it is now the bag is clipping through it, although you probably noticed that.
Other than that the model quality is great
>>
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is the anon of this here if so you said that there would be a demo
>>
All I've really got right now is a movement system and a stamina tracking system. It's supposed to be a Fast paced FPS system but I can't get the movement just right.
>>
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>>337725964

Well, the hair is actually rigged and the bones will be coded to always face the camera on one axis, meaning you'd get this asymmetric look to it.
>>
>>337726409
So it's kinda like mickey's ears in Epic Mickey?
>>
I suck at sending messages from object to object in unity.

What is good practice for doing shit like telling another object to reduce how much hp it has etc.
>>
>>337726064
I'm not that guy, but they submitted a demo to a recent event.
https://itch.io/jam/agdg-demo-day-8
>>
>>337726590

You got it. Also: with the skirt. It does stay up in that position all of the time, and the bag will be animated to clip as little as possible. she'd have one arm grabbing onto it as she walks like a dumb oversized handbag.
>>
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>>337714678
I've not make it the character but all the props are mine.
>>
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>>337726629
thanks anon
>>
>>337726894
Cristian what are you even doing these days?
>>
>>337725183
>"straightest"
>>
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I just had a look at my animation code, as it reminds me of how shit I am at coding.

Right now, my effects for attacks are handled by a switch statement (see pic related, right now I have 6 attacks), and I'm really tempted to rewrite the whole thing, but if I do that, I'd never actually start working on the game part of it.
>>
>>337727558
Use delegates
>>
>>337725084
She is commando!
>>
>>337729642
That's actually a smart idea.

And I think that's what I was going to do when I first laid out the plan for rewriting the code ages ago. I just haven't gotten around to doing it. Mainly because I've done it once already, when I realized that it was too messy to mess around with.
>>
>>337730194
What language are you using?
>>
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>>337725084
Sure is chilly down there.
>>
>>337727558
Use an enum for the case values in the future, makes the code much more legible
>>
>>337731419
Game Maker Language in GM8

>>337731554
Don't even think that's supported in this piece of shit. Or else, I'd use them in a heartbeat.
>>
>>337719814
looks like something I'd build in Garry's Mod.

Engine & pods all separate objects?
>>
>>337726612
I do this in the collision event, eg, the main tank checks the type of the object it collided with, if its one if its own missiles, ignore, if its an enemy or enemy drop, take damage.

This is some code from an generic enemy class I made.

public override void OnDestroy() {

nmeCount--;

if ((nmeCount < 1) && (!GameDirector.playerDeath)) {
GameDirector.nmeSpawn = true;
GameDirector. nmeSpawnPause=50;
}
base.OnDestroy ();
}

public override void OnTriggerEnter2D(Collider2D col) {

string colTag = col.gameObject.tag;
if (colTag == "Player") {
Destroy(col.gameObject,0);
}

if ((colTag!="dropper") && (colTag!="nme")) {
if (colTag == "Missile") {
if (GameDirector.playerDeath == false) {
GameDirector.playerScore += nmeValue;
}
}

if (nmeHealth <= 0) {
if (myExploder != null) {
Instantiate (myExploder, transform.position, transform.rotation);
}
Destroy (gameObject, 0);
base.OnTriggerEnter2D (col);
}else {
nmeHealth--;
// myRenderer = GetComponent<SpriteRenderer> ();
// myRenderer.color /= 2;
Vector3 myScale;
myScale = transform.localScale;
myScale.x *= 0.9f;
myScale.y *= 0.9f;
transform.localScale = myScale;
myAudio = GetComponent<AudioSource> ();
if (myAudio != null) {
myAudio.clip = nmeHurt;
myAudio.Play ();
}

}
}
}
>>
>>337719814
>>337731942
Pod & engines*
>>
>>337732005
use pastebin or hastebin or take a picture for fucks sake, that's just painful to read.
>>
>>337732005
Wrong bit of code

This is the collision script from the players missile. This script destroys the enemy object, which triggers the OnDestroy event above.

public override void OnTriggerEnter2D(Collider2D col) {

string colTag = col.gameObject.tag;
if ((colTag != "Missile") && (colTag != "Player")) {
// Destroy (col.gameObject, 0);
if (myExploder != null) {
Instantiate (myExploder, transform.position, transform.rotation);
}
base.OnTriggerEnter2D (col);

}
}
>>
>>337732163
If you paste it into monodevelop, it should automatically format it, with all tabs and everything.
>>
>>337725686
stop using the default shader for a start, it makes everything look plastic.
>>
>>337722553
Web dev to build portfolio so it can be my job.

I eat during lunch at work. Large meal once a day.

I stream because I have no real friends.

Maybe I could try streaming learning UE4?
>>
>>337727558
Is there something wrong with switch statements? I'm using them in my state machines, so I'll eventually have them for all enemies and the player
>>
>>337732314
I don't use monodevelshit, I use Shittual Shittio Communishit.

still, if you want people to read through it, don't make them have to go through annoying steps. Here I sit leaned back, hoping to see some dev progress from fellow devs and you just ruin my night with badly formatted code. :/
>>
>>337732549

Nothing wrong with switch statements.
>>
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>>337732549
Not really, but they can get kind of messy if you aren't careful. Some people meme them up here because of Undertale supposedly having 600 or so case statements. But, they're useful if you're just using them for a single variable (like with what I'm doing).

See pic related, this is the full thing for my piece of shit. Just don't do this, and you'll be good.
>>
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>>337732603
Please forgive me for ruining your night with my helpfulness.
.
>>
>>337733275
bigger please, or I have to lean forward.
>>
>>337733643
middle click on the image and it will show the full size.
>>
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Been prototyping stuff lately, and decided to start implementing a parry mechanic.

Will tweak it until it feels good enough, and that I can make a gameplay moment #37 with it.
>>
>>337733171
Good grief, how horrifying
>>
>>337733275
So you never send any information from one object to another beyond what kind of object it is? Seems weird.

Say I want to do variable damage based on the shooters stats. Would you still put everything on the object that is being shot?

Seems messy to contain how everything will effect you on the target itself rather than each kind of object/missile interacting upon the target.
>>
>>337733171
Why not put 1 command into one line instead of putting whole cases into a single line?
It took me a moment to realize how that shit even works without falling through. Sure I'm sleep deprived right now but I'm pretty sure it would be better to press enter a few more times.
>>
>>337733171
Don't call draw_sprite_ext within the switch statements nigger. Instead, declare a bunch of different variables like renderSprite, renderHeight, renderDir, etc - and instead modify those. Call draw_sprite_ext afterwards.
>>
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What's wrong with my movecode? It's an FPS game. Jumping works but movement is too stop and go. And falling off things makes you fall instantly instead of letting gravity make you fall.
>>
>>337734434
With object oriented programming, each object knows how to react in a situation.

I have a Unity object called 'GameDirector' which has a script attached to it called 'GameDirector'.
I put any global variables needed into this object as static variables.

Eg.

>static int playerLives;
>public static int playerScore;

in order to access them from other objects you would do something like.

>GameDirector.playerScore += nmeValue;
>>
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>>337725951
This guy.
>>
>>337735214
Variables need to be public to be changable from other scripts right?
>>
Anyway chaps, keep up the good work, I am off to play Deus Ex Human Revolution.
>>
>>337734586
Because I'm a lazyfuck who hasn't bothered to clean up his code in months.

It's usually not this bad, I just don't really like messing with the animation code. I cleaned it up once, and it took me a while to make it nice without breaking everything.

>>337734691
I know. I haven't gotten around to doing that yet because all of that was supposed to be a test to see how combat with some test animations work.

I know how to do it, I just haven't bothered because I was working on other shit. In any case, since I might as well do it now, because I have it in front of me.
>>
>>337735214
Alrighty, thanks anon.
>>
>>337735479
Yes, and static means that there is only one instance instead of a new instance being created when a new object is (my enemyAI object has a static variable called NME count.)

>>337735498
>>
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Pretty good today. Sat down and finally got the shop system working. I've got purchasing items, and chatting with the shopkeeper working. Just need to code the selling screen and item recharge screen and its good to go.
>>
>>337735012
Are you using the character controller? If I remember correctly one of the move functions applies gravity automatically. Also a character controller doesn't use traditional physics so you need to factor in acceleration and deceleration in your own algorithms if you want smooth movement while walking and falling.
>>
>>337735012
Decrease Forwardspeed and Sidespeed in steps if the appropriate controls aren't held. You need to store them in some sorta constant variables so that their values persist between ticks.

Your VertV speed is increasing (ie. making the character fall down faster) even though the character is standing on the ground; only jumping resets it. Just check if the character is on the ground, and if not, increase VertV.
>>
I have no exp coding anything or even making a game but if I wanted to eventually make a spiritual successor to star fox is there an engine better suited to that task then the others?
>>
>>337726998
Cristian?
>>
>>337735785
looks hot post gameplay
>>
>>337735910
Not really, no.

All you really need is some engine that can handle 3d fine.
>>
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Here are the latest proggeress
Working on making battlechips/weapons work, I'm going to have to throw some enemies together eventually too.
>>
>>337735012
You don't have any acceleration values.

You need to add acceleration variables derives from inputs to a new variable holding your current speed.

You'll also need to add drag that will start reducing your speed to 0 while no inputs are held.
>>
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>>337736023
Thanks m8
Best I have is a video showing the basics of the level generator and basic combat.

https://www.youtube.com/watch?v=04vV_Z4Bdo8

Game is only about 3 weeks old so there's not much of enemies or traps or anything yet.
>>
>>337736312
Did you make your music or get it from somewhere?
>>
>>337736545
I write all of it. I use FL Studio 11 and I've got about 2TB of orchestral samples.
>>
>>337736312
Was the jumping coded that way intentionally? When jumping fast multiple times it seems like he's jumping while being slightly under the platforms, so it looks more like several mid-air jumps.

I really like the pistols. They extremely fast animation with the sound give off a feeling of packing quite a punch.
>>
>>337736757
Yeah that's intentional. I really need to figure out an animation for, but anytime youre touching a one-way platform you can "wall-jump" off of it. There are alot of rooms that are vertically oriented and its alot faster to traverse them if you don't have to wait to land on a platform before you jump again.

You're right though, it does look glitchy. Maybe I'll animate him kicking or handspringing off of it or something to make it more believable.

Also thanks! I spent several hours tweaking the animation and sound for the pistols to make them sound punchy. I've quieted them down a tad since that video but that's just to balance it with the other sound effects.
>>
Is it worth getting into Construct at all ?
I can do art but I can't code for shit.

Anybody who got really far into Construct can share opinions ? Does it get limited on the long term ? I'm mostly interested in making 2D games, such as platformers or BTAs.
>>
>>337736312
Looks good, anon. Really like how the pistols and everything work, especially the noises.
>>
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>>337736047
Man, It's gonna be a bitch to figure out the
specifics but it would be so cool to make a game
that plays just like 64 or the original
>>
>>337737350
Starfox-style game would actually be very easy to make. The only tricky part is getting the world to move around the player. After that it's just handling collisions and building bosses.
>>
>>337737256
Thanks man. I'll be adding a few other primitive firearms, blunderbusses and such, but the focus will be mainly on swords. The guns/bombs/etc. have limited uses/ammo, but can be refilled/recharged at any shop.
>>
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Finally getting back into devving after like two weeks off. Mostly minor stuff. Bombs now translate correctly between the foreground and background, so all that's left are flak cannons and everything will properly account for the parallax backgrounds. Also made some changes to how missile trails are drawn depending on if they are fired from the ground or the air

It's slow going. I added the parallax effects a month ago and everything else is just catching up
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>>337737139
I thought that was the case. It does feel like it was your intention and I think it's a good design choice, but as you said, you need some sort of animation to make it more obvious what's happening.
But since it's relatively low rez sprites and it's really fast you don't need too much. Something simple that would be just slightly different than your regular jump. I think something like curling up a bit and then stretching out would work. Like he pulled himself up with the hand when touching the platform and then jumped fast.

I'm bad at explaining things.

Anyways, music is great, animations are nice. Keep up the good work. I really like what I'm seeing so far.
>>
>>337737350
I've basically only been devving 2d stuff, but as soon as I'm through with my current project I'm going to give making a Star Fox game a shot, seeing that Star Fox Zero didn't fulfill my railshooter quota.

Just use some simplistic lowpoly to mimic the SNES original and you don't have to worry about graphics all that much either, aside from making it look juicy enough.
>>
>>337737662
No I totally get what you're saying haha. That's a good idea, almost like he did a vertical leapfrog off of the ledge. Could also snap him to the top of the platform for when he kicks back off.

>>337736065
I love the sprite work on this. That stick figure is just phenomenal. Maybe work on the other guy a little more.
(jk that shit is hot, man)
>>
>>337733757
my resolution is so low, I have to scroll horizontally. fix this
>>
>>337737593
I remember when you first added those, it's awesome that you're fitting that so nicely into the gameplay. People talk about juicy effects, that's a prime example, good work
>>
>>337735012
You keep accumulating gravity even when you're grounded so when you fall off an edge it has built up to massive numbers.
>>
>>337739802

I now have flashbacks from megaman 1 moving platforms
>>
>>337740079
Those were magical. Particularly the ones above a spike pit in wily's castle.
>>
>>337719814
gorgeous
>>
>>337714678
I need a better computer.
>>
>>337737204
From what I gathered GMS is better. Only people who're going to tell you otherwise are the ones who already invested a lot of time into C2.

But I haven't tried C2 myself.
>>
It's not coming along so I'm making a website for AGDG over at /vg/ instead. That counts as gamedev, right?
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>Unity
>>
What's the difference between /v/'s gamedev and /agdg/? Different anons, or do you guys crosspost? Different environment? Different engines?

/agdg/ gets pretty bad sometimes with the shitposting/bullying, how is /v/ in that regard?
>>
>>337741737
It's better to do some kinda dev than no dev whatsoever.
>>
>>337742246
There's definitely some crossposting.

In general, from what I can tell, /v/ is a nicer more constructive environment. Lots of folks at /agdg/ seems to be jaded and cunty.
>>
>>337742246
/v/ is /agdg/-lite.
>>
>>337742246
I like both. They're both cozy. /v/ gets more exposure to game /players/ which is very helpful, and /agdg/ gets more exposure to dedicated hobbyists, which means shared expertise. Besides, /agdg/ used to be /v/. You can all get along, right? :)
>>
Anyone got a webm for retards guide? My webm ends up at 3.22 MB and it cuts off at the end
>>
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I haven't worked much in 2 weeks lolfuck
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>>337742293
That's how I feel about it, but webdev is pretty damn close to nodev.
>>
>>337742451
I'd browse both if I didn't need to lurk /v/ which I absolutely loath. Only got there because /agdg/ linked that thread earlier.
>>
>>337742819
Eh, I'm doing functional programming for my classes and that stuff isn't directly related to my own projects, but I'm still bettering my skills in the process so it's all good.
>>
>>337742474
I set the size limit to 2.8 or 2.9 MB since it usually goes slightly over the limit. You can also lower the resolution a bit, I just go for 720x-1. Also check "Enable high quality mode" under the basic tab and "Enable 2-pass encoding" under advanced

But if your webm cuts off at the end it's because it reached the file size before finishing the conversion, so it cuts everything else off
>>
>>337742819
What language/framework are you using?
>>
I've finally finished my mobile game for the android. I worked on it alone for months using UE4. I think it turned out pretty good. Right now i'm working on porting it to IOS. Here's the play store link if you want to check it out. would love if you can rate it and give some feedback

https://play.google.com/store/apps/details?id=com.NonFiniteGames.Circles
>>
>>337743216
Haven't decided. I'm still wireframing / prototyping. Haven't even decided on features. If I need to do something complicated I'll probably use .net for the backend and angularJS/jQuery for the frontend, but if I decide to just do some static content like hosting the OP agdg info I'll most likely just make an angularjs spa.
>>
>>337742803
I get that your designs are temp tree-anon, but why does the son not have knees?
>>
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>>337742474
Nevermind. I added a debug overlay and dash afterimages (thanks to the guy making the combo platformer guy for the tips), wall sliding, wall jumping, momentum when dashing off platforms and when airdashing (only if you don't move), also augmented gravity and added a shorter double jump. Looking for an artist who can make SNES tier sprites, there's already a writer and a guy that's learning some art, and I will make the music. Here's the intro stage theme
https://soundcloud.com/zathoth/hostile-system

Only thing left to finish movement is slopes, so any advice on that is welcome
>>
>>337743279
you used unreal engine to draw 2d single-colored circles?
>>
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at the rate I'm going my game will be finished this year
>>
>>337743279
Damn, that impossible mode is insane. What's your high score? I could only get 10.

Gave it 5 stars, nice work
>>
>>337743580
He doesn't need knees where he's going
>>
>>337744149
THANKS! My friend got 50 when it was still in beta testing before i added leader boards, but he was concentrated AS FUCK. Really appreciate your 5 stars! tell your friends to if they got an android as well
>>
I just animated these little fellows.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>337743279
Only complaint is that I don't like how googleplay pops up after every game. If I don't sign in the first time, it shouldn't keep bugging me

Also, what the fuck is up with the new captcha having new images after you click all the correct ones?
>>
>>337744331
As much as I don't want to, I like you so much tree-anon. How's coding going?
>>
>>337743674
UE4 has a 2D mode.
>>
>>337744351
how much money do you make from lightly selling little games like these
>>
>>337744442
Ya i'm going to fix that
>>
>>337743587
The problem with that song is nothing really stands out. The beginning starts alright, might want to make it a bit longer, while the majority of the song feels like a mash of random instruments put together. Too much is happening at the same time. Might want to make it also sound less like a fighting game, which is something you're not going for clearly.
>>
>>337744416
Are you considering improving the artwork? Because I like everything except for the fact that it looks like a 2005 flash game.

You could always kickstart
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>>337744540
About as well as you'd guess
end me
>>
>>337744707
I make money of ad revenue. So when you look at an ad i get couple of cents. If you click on it I get a little bit more cents. Right now i don't have much people playing so I'm not making much, however if I get a lot of people playing I can bank money. That's why i'm trying to to everyone i know to download it and rate it and tell them to tell there friends.
>>
>>337744981
So nowhere near quitting your dayjob any time soon I'd imagine.
>>
>>337744827
yes, I'm thinking about that too.

I believe its my shitty coloring that is downgrading my friend's lineart, so I just have to hire a colorist to recolor everything.

the final game will probably have like 180 frames like the ones I posted. plus some facesets and full body shots. how much do you think its gonna cost? and will it make it?
>>
>>337744778
Well, it's the standard rock set (drums, bass, guitar) plus synths, but I'll see what I can do.
>>
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I added a ghost enemy the other day.
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>>337742197
Can you make it with this please?
>>
>>337745491
>Minigames to attack

STOP!
>>
>>337745186
I'm in college m8. I do this for fun.
>>
>>337745497
Holy fuck as a ue4 dev this game me cancer.
>>
>>337745217
I can't speak for the sellability of your game. I would agree that the lineart is good but the coloring is really flat. If you do kickstart, here's what I would do (and what I'm planning to do for my own game). Find an artist that you would hire if you met your goal, and have them do one or two works in advance (pay them of course if they want). Then market your game with this art, plus a working demo of your game. Then ask the artist for an estimate, have them sign a goddamn contract or something to hold them to it and to a certain level of quality, then kickstart with a modest goal above the artist's price.

Though I have no business experience, this just seems safe
>>
>>337745491
Aww yiss you're still working on it

>>337745638
It's only for the special moves
>>
>>337745638
They're only for special moves. Basic attacks just use quick timed hits (the shrinking circle thing you can see near the end).

In most cases you'd only need to use maybe 1 or 2 special moves per engagement (excluding bosses).

Is it really that bad?
>>
>>337745785
I'm jealous. I was so dumb when I was young I got a psychology degree instead of comp sci. Going to get another degree for that soon but don't have as much freedom to just focus on that anymore.
>>
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>>337745491
The only fucking ghost here is gonna be you when I get my hands on you
>>
>>337745491
Played your Game Day demo today, and I can see you've added a lot since then, but I just wanted to let you know my thoughts.

-I really don't like the use of the mouse when the right hand is also responsible for whatever it is that UIOP do. You should pick either both hands on keyboard or left hand on keys and right on mouse

-Not sure how to dodge/block/what's the difference, though that might have been a demo thing

-presentation is awesome, the game is already at such a well developed and thought-out stage. The polish is unbelievable.

Love the game and concept dude, can't wait to see more
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>tfw the only music themes you can think of sound like city themes
>>
>>337742197
>Same nigger posting that in every game dev thread.
>>
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>>337745902
yeah, i'll probably do it like that. didn't think about the contract stuff though.

split it into goals too, so I can have more stuff redone if interest is shown.

but hey, gameplay's my department and I hope I'm delivering, the rest is just money makin' money.
>>
>>337744936
non posting the tree with weapon
>>
>>337746034
Hope it works out for you m8. Comp Sci is no joke in university and is expensive. If I make bank out of this app I'll be SO happy.
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>>337746352
t. >Unity dev
>>
>>337741673
Alright, thanks. I actually gave GMS a try, but it's still a bit too code heavy for me, maybe I should just hire a programmer and focus on just making the graphics.
>>
>>337746176
- The UIOP etc. keys aren't real keys. They were just some fun debugging things I left in (e.g. I think pressing P made every character do their victory pose). Sorry that wasn't clear. The game is 100% meant to be played left hand on keyboard + right hand on mouse, and all the keys will easily reachable with your left hand.

- You dodge/block/etc. by pressing SPACE. Again a lot of people had problems with the controls so I'm working on a tutorial now for my next demo.

- Thanks!
>>
>>337746701
You're doing god's work Homer.
>>
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>>337746331
>tfw the music themes you made sound so familiar but you can't quite place where you've heard them before
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>>337714678
my programmer has been online less and less, and he hasn't done an update in months

since he owns the engine, i'm probably gonna put the project on hiatus and start a new game until I can sort things out
>>
>>337746790
I got that dodge and block and all that was space, but wasn't sure how to trigger either. I assumed it was just a better timed press would be a dodge, but I never quite got the hang of it.

It wouldn't have bugged me if I hadn't seen the cool animations you posted in webms, b/c seeing those made me think there were separate buttons. Can't wait for the next demo
>>
>>337747106
Yeah, at the moment "dodge" is just when you time it perfectly while "block" is when you have imperfect timing (but didn't fail). Which is a shame because if you're good enough you'd never see the block animations...

I'll think about it some more, maybe I could have a different system that lets you block/dodge independently.
>>
>>337746420
My problem with your art is that it clashes too much with the background, and I feel like it would look a lot better with Chrono Trigger/ Final Fantasy -tier sprite art
>>
>>337747567
I think what you have makes perfect sense, don't change it. It just wasn't mentioned in the demo. If I hadn't seen your webms I wouldn't have known dodge existed at all and I wouldn't have had any confusion.
>>
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for reasons I will withold and my class ending I got a huge second wind and started off the summer strong by finishing my kickstarter video trailer thing. https://www.youtube.com/watch?v=1XuZ8ni47wQ

it's only the first pass, I sent it to my musician, it's a little rough around the edges, but it's basically the second to last piece of the puzzle to my kickstarter. I sent it to my musician who still has to get back to me, tell me what you think about it. It was made over the period of 4 days where I was getting more and more delirious from not sleeping and a very nasty migraine, managed to learn Sony Vegas enough to slap it together though.

unfortunately while making it I wanted to change from the old combat system's way of requiring you to press "Z" every time to roll another dice (until you rolled dice equivalent to your weapon's attack) because that just seems like it's not going to be fun.

What I was met with was the most attrocious spaghetti and awful code I have ever seen. So the first thing I'm doing after I get my KS sorted is completely and utterly redoing it.

Also I added Grimes to the inspiration list, esp in tone because I've been super fucking addicted to her lately.

Because I haven't drawn anything in a while and low res graphics were rotting my brain I started doing some concept sketches for another game I have planned way down the road. Takes place in a ruined city where strange and spooky shit lives, but I don't really know much else about it. Not even worried about it but I feel obligated to post an image and I'm sick of posting the same images of CyberHive Tek.

I'm always so happy to see these threads. The ratio of good posts to shitposts is always much higher than in aggy daggy.
>>
>>337743587
>>337744778
Any other suggestions or tips? I talked about the music with the other guys and it will be changed.
>>
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>>337747805
I tried improvising with the actual map tiles, but rendered in a 3D room of them.

or by using pixelart filters to bring the sprites closer to the drawings.

but yeah, drawn battle backgrounds would be the first thing in the bonus goals' list.
>>
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Fucked up by importing a skybox from the asset store and it overwrote my character controller in a way that fucked up my project. Luckily, the code and prefabs are still fine, but I'll have to redo my level again which also luckily was very basic.

Pick unrelated from that time I messed with Fungus.
>>
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>>337745497
holy christ
>>
>>337748274
Fix the gravity.
>>
>>337746331
Make a city game. Different themed cities for different worlds.
>>
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>>337748353

Fishing still works though.
>>
I really wanna make a lewd VN/RPG/adventure type game but I don't have art skills worth shit.

Programming-wise I can't imagine it'd be much more complicated than the learning and personal projects I've already done, but I need to git gud at drawing and then probably pick up some kind of tablet to do it all digitally.

I just have no patience for the time it takes to practice it though. I long for the future where technology is advanced enough that I can just download the skills into my brain or some shit.
>>
>>337748763
What do you mean?
>>
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I am working on an old project, I finally found a way for it to work since I have gotten more experience over the year.
>>
>>337748906

Use this:

https://www.assetstore.unity3d.com/en/#!/content/34184

For art go on /ic/ to pick up tips and reference material.
>>
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okay
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>>337745497
Wew, imagine that was an ER model
>>
>>337748243
Aren't you getting music from Kolziek? That would be an instant buy!

I'd change the font. Perhaps a static in / retro font with some blood splatters on screen / static out instead of times new roman. Seems a bit amateur now.

"Space puzzle" seems complex as fuck. Hope you have a way for it to make sense.

Battle screen reminds me kind of like a menu. I kinda like it.

Low res graphics look okay. High res graphics look almost as good as you get for this era.
>>
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>>337746952
You should try whistling it to some of your peers
Maybe they'll remember it for you
>>
>>337745497
literally spaghetti "code"

'Cuz that's so much easier than a normal page with lines of code written out in a easy to read fashion. Seriously, what is the point of that?

There are certain things where a visual node editor makes sense, but this? I don't think so.
>>
>>337749096
I see a broom, but you don't use it for flying, why?
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>>337745497
>expand a billion things
>expect it to magically be super organized
that image was a joke, mr. unitydev.
this is what average (hell, subpar even) bp looks like
>>
>>337749443
As someone who uses UE4 blueprint scripting I find BPs more easier than code. This guy is just a shitty organizer and a complete mess. If you think that's "Spaghetti code", then translating that spaghetti code to coding script will be at most 50 pages.
>>
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>>337749748
Because I've been mostly working on spell effects to make them clearer and antigravity isn't very exciting when you're already flying.
>>
>>337749416
thanks dude! yeah, the track in the trailer is made by him, I cut it up to fit better in the video (and it used to be 5 minutes long).

Blood splatters sound like a good idea, and yeah, the font was what I wasn't sure about the most. (For the record TNR is sarifed, that font is Veranda and also the default Vegas font lmao)

The space puzzle is the most complicated puzzle in the game, and is solved by finding small tidbits of information as you play the game that talk about the physics and properties of this fusion reaction bomb. It's also the "secret" puzzle and solving it is the only way to beat the final boss without grinding for a stupidly long time/cheating. I wanted to really make it clear to the player that they can't exactly shoot their way through every obstacle, some of their foes are completely above your head and require special items to defeat, but those unbeatable foes are also vanquishable by interacting with the world (like rerouting some nuclear waste into a room's ventilation chamber, causing an elephant's foot to form and kill the people inside).

I appreciate the art comments, I'm not very good at super low res like my 32x32 but I'm usually pretty happy with my 100x100 enemy portraits.
>>
>>337750216
looking good
>>
>>337720668
Reminds me of Plague Knight.
>>
>>337750007
The spaghetti exists because the person doesn't know how to use proper flow control. How many of those links could be removed if they used macros, functions, or switches? If it's really complicated enough to require 50 pages of code then that code will be divided into different classes and files.
>>
I've decided to do my game in WebGL, but of the two tutorials I've seen (searching for tutorials gives a huge amount of clutter of dead websites), one is easy to understand but bad and the other is informationally rigorous but doesn't teach things in a sensible order.

Also, how do I get a Javascript+WebGL game to have a framerate?
>>
I spent too long on this.

I actually made some progress, but it's mainly behind the scenes stuff.
>>
Trying to implement a system of recording character movements that can be played back to essentially have multiple characters. How do most games go about doing this?
>>
>>337750268
>like rerouting some nuclear waste into a room's ventilation chamber, causing an elephant's foot to form and kill the people inside
Holy shit that's radical. Kickstarter link?
>>
>>337750548
Literally capturing inputs from the player's keyboard and mouse and putting them on a timeline for later playback.
>>
>>337750453
I chuckled.
>>
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We meteors now
>>
>>337750641

Would it not be more efficient to capture position at set interval and do a lerp on playback?
>>
>>337750774
Dope as hell my man.
>>
>>337750774
is there panels that apply different status effects?
I want blackbomb3 + grass panels or flashman icestage Cunt.
>>
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>>337750268
>Have to explore to uncover DEEP LORE
>Have to piece together what you learn to solve puzzles
>Only way to beat the final boss is if you learn how a deep lore weapon works THROUGH HINTS
>Multiple ways to avoid fighting bosses
>All wrapped up in what looks like Space Station 13 lore
Sign me the fuck up nigga
>>
check out my recent progress on my game HELLBALL: https://www.youtube.com/channel/UC8CXqYAIrZP2nnQY5smzw7Q
>>
>>337751321
>https://www.youtube.com/channel/UC8CXqYAIrZP2nnQY5smzw7Q
What happens if both people try to cheat? Are there two spiders?
>>
>>337751064
Are you just doing pure movement? That would be fine. However, storing inputs allows you to ensure physics and animations play correctly.
>>
>>337751534
sometimes it's gonna be the spider, sometimes it's gonna be the tentacle monster http://neetdev.tumblr.com/post/144262455845/tentacles

You also won't be able to go as far as in the video. The spider will get closer faster. I also want to make it so she grabs you and brings you to the top of the catheral where she fills you with eggs and babies devour you. It would take me an evening but it'd be worth it think.
>>
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>>337750345
Thanks, anon.
>>
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I still flip-flop between platformer and top down after around a year
>>
>>337719814
might wanna reduce the lerp factor so the movement is smoother when adjusting for the angle to the ground normal.
>>
>>337752032
do you post progress on tumblr?
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>>337752032
>>
>>337752235
Yeah, http://sstrandberg.tumblr.com/
>>
>>337750603
Doesn't exist yet.

>>337751278
every time I post it I get positive reactions. I just hope it's enough to reach my KS goal. I don't know if normies will love it as much as people who are super into the indie scene and the vidya scene in general.
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>>337751768

For the time being it's only true purpose it to have the recorded players drop objects and set off scripted interactions at times you set off in a prior recording. Physics don't really play a part, and position is pretty much for show to make the environment look more alive.
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