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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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File: agdg1.png (551 KB, 662x818)
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migrating edition

>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-69
Previous: https://itch.io/jam/agdg-demo-day-68

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads: >>>/vg/agdg >>>/bant/agdg
Archives:
https://arch.b4k.dev/vg/search/subject/agdg/
https://archived.moe/bant/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter

>Previous Thread
>>>/vg/570318226
>>
freedom!
>>
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Progress Anchor
>>
sup yesdevs
>>
friends I have a confession to make about my nacionality
>>
GET THE FUCK OUT
This board is NOT going to become a second /trash/. We don't need more retarded band kid generals.
>>
>>24495511
>tripfag
>salty
opinion discarded
>>
>>24495510
I'll let it slide as long as you aren't making a pixelshit platformer.
>>
This will not be the fate of /bant/, becoming a parking space for generals made and maintained by unfunny, pseudo-literate, retarded band kids.

You can turn heel back to /vg/, retarded invaders.
>>
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but then all my /int/ frens are gonna know i'm a brownzilian (blonde variatrion)
>>
friends I do NOT have a confession to make about my nationality (I use a VPN cause our internet restrictions are retarded)
>>
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>>
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>>24495517
>>24495511
>>
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>>24495499
Someone said my game looks generic, and now I am mad.
How could this be happening to me?
>>
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What was I thinking bros

It was always easier to add one more condition than to rewrite it properly, now I'm left with this dogshit codebase
>>
But if you choose to stay here, I will make it as painful as possible for you. Your choice.
>>
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>>24495510
>>24495519
nobody cares if you're brazilian
>>
>>24495527
you cannot be worse than who we're fleeing from
>>
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>>
>>24495531
Who are you fleeing from, then?
>>
>another fucking general
>>
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>>24495527
>>24495535
>But if you choose to stay here, I will make it as painful as possible for you. Your choice.
>>
>>24495531
he doesn't really do anything different lmao
>>
>>24495534
Thank you for the AI tip.
>>
>>24495529
we used to be a repressed minority(majority) on the changz
>>
>>24495525
xd
>>
>>24495540
How do you know that, ESL-kun? Do I have another cute little secret admirer? Spill it.
>>
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>>24495545
>>
>>24495534
lmao, this can't be real
>>
>>24495545
>secret admirer
i filtered you out ages ago
>>
>>24495499
cris are you mexican? hola paisano
>>
>>24495535
This guy is one of them >>24495538 >>24495548. His name is Joshua. Feel free to hold his attention for us while the rest of us filter him.
>>
>>24495535
Some schizo who's constant spamming seems to be immune to janny intervention. It's been going on for months now and is making the general suck ass. You've fucked up already by being more tolerable than him
>>
Filtered two different IDs, and now this thread is perfect <3
>>
I've had many secret admirers in my day. Including but not limited to Arc, Simon Salva, and /qa/doge. And now you! I guess I really am that much of a casanova. I guess I just don't know my own sex appeal, just like a lot of people don't know their own strength.
>>
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>>24495556
>>
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>game dev general
>look inside
>looks identical to a fishtank thread except for one gamedev-related post
>>
>>24495565
have you tried turning it off and on again
>>
if /bant/ threads survive for a week I promise to post progress.
>>
>>24495561
who the hell are you
>>
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>>24495525
Get inspired by professional source code.
https://github.com/n64decomp/sm64/blob/master/src/game/mario.c
>>
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>>24495507
progress: windows builds are compiling! got audio working through miniaudio and STEAMIE audio.
boring update but it's kind of a bitch an a half to support such an archaic operating system.

SOON: developing the actual game. tonight I drink /blog
>>
>>24495569
I don't know. Just who am I? Well, for one, I am a programmer and former government contractor. I also occasionally partake in vigilante work. I have been behind a few pedophile stings and I am in the process of catching a pedophile tripfag and trying to get him criminally indicted.

Who are you?
>>
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>>
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w-we grillin?
>>
>>24495553
no onions Cris pero hola!
>>
Mainly under grooming, but also potential extortion/coercion.
>>
>>24495499
wtf i almost forgot this thread even existed
i assumed it had died out by now since none of you actually like make games
>>
>>24495590
>>24495629
you sound like a larper
>>
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>>24495599
yes
>>
>>24495649
What have you done with your life? Are you salty you've only ever worked at a Jamba Juice for peanuts?
>>
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>>24495649
he is a larper a tripfag fucked his mom and he's been mad about it for 10 years
>>
>>24495660
Aw fuck you Natalie, I thought we were friends. Go fuck yourself and take QAD with you.
>>
My toddler anal gape questline is going so well. Once you collect all the trans rights crystals your euphoria level powerscales enough to defeat the mean step dad, you unlock all your needed pronouns.
>>
>>24495660
make sure to add both his tripcode and current ID to your filters if he annoys you.
>>24495667
we are friends I'm just speaking the truth.
also QAD is gone
>>
>>24495507
My proggy: I've added added hot steamy foggy

> File too large, max: 2MB
Damn, you guys live like this?
>>
>>24495631
Go to sleep Hans.
>>
>>24495678
Looks alright. Would look killer in a night club scene.
What engine are you using?
>>
>>24495678
Looks much better than this >>570340246
>>
>>24495700
>>>/vg/570340246
>>
guys its me simon salva
>>
>>24495678
nigger
>>
>>24495660
yeah sorry that was me, i tripped and my dick fagged in his mom
>>
>>24495730
wow simon that was a great joke
>>
>>24495692
Godot. Now that I look at it, I'm not happy with it. The top fog should be shooting out of the pipe. In my hubris I though I could do that with a volume fog shader, but think I'm gonna use a particle effect for that.

>>24495700
I mean that looks like an entirely different game, and personally I don't know how to make my spider jump between platforms like that, so he's got me beat there. (Two nav meshes, one ignoring open space, and then make the spider jump when it reaches an edge of the other one?)
>>
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can steam's shills survive a flagged AGDG?
>>
>>24495713
Why the uncalled for slander frenchanon? It's an undecorated test level, half the screen is debug text ffs
>>
NERDS
>>
>>24495774
looool tell em
>>
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>>
NEEEEEEEEEEERRRRRRRRDS
>>
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>>24495499
Yeah fuck it, we /bant/ams now, God bless you Mexibro.
>>
>>24495809
nigger
>>
>>24495763
>frenchanon

>>24495713
Crumble-sama??? What happened to Paper Sky's 2024 planned release?
>>
>>24495795
Society is healing.
>>
Look at this retard sperging out from multiple IPs. This was a fantastic idea.
>filtered
Bye bye faggot lmao. No more attention cummies in your tummy for you.
>>
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>>24495848
>SWEATY: BLOCKED!
NEEEEEEEEEEEERRRD!!!
>>
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Pic related. It's the Australian posting in this thread. He is a convicted pedophile and child murderer
>>
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>>24495796
N-NODEV!
>>
>>24495886
Yeah we already know about gogem.
>>
>>24495905
>not spending your time foaming at the mouth with a game engine open smashing your keyboard is...LE BAD
>>
i want to make a game but i am a lazy good for nothing piece of shit
>>
>>24495942
Yes that's what nodevs do and it is le bad
>>
>>24495905
T-tomodev?
>>
>>24495946
Start here
https://www.youtube.com/watch?v=5-iST0a69cI
>>
So y'all r just chatting it up with some Australian child murderer and rapist about making some games huh?

What are the games about?
>>
It's shocking to me that advice about video games is more important than the welfare of children to you all
>>
>>24495566
looks like it worked :o
>>
>>24495996
based
>>
I just realized that, for tile-based pathfinding in Godot, the easiest way to account for variable availability of paths (e.g. "locked doors" or water tiles) is to have multiple astar grids for different "pathfinding factions", e.g. "player grid", "npc grid", "wildlife grid" and "aquatic wildlife grid"
>>
I DONT HEAR ANY "IM SORRYS"

SO "HEARS" PLUS ONE TOWARDS YOUR IMAGE LIMIT

I DO IT FOR THEM
>>
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>>24496018
>>
>>24495920
The dev name gogem seems to lead me to that edge lord who made school shooter games. But it's not the fat fuck in the pic that the Indian guy is crying about. Who is said fat fuck? Or is it just 4chan faggotry that I need not waste my time learning about?
>>
>>24496028
Well, there's literally layers to tile maps so you should just be handling it by what layer its on on your grid. Then you can have different grids stacked on that for other things like Inside/outside
>>
>>24495809
God bless you too aussiebro!
>>
>>24495499
Be gone.
You basement dwellers.
Longcat-kun shall reclaim his deep throat
>>
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>>24495700
>>24495713
>Cheese-eating surrender monkey can't even link properly
Yet another colossal L to add to French history.
>>
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1/2
I decided to get rid of the static pumpkin vine model and used the texture as a grass detail instead so it has wind sway.
>>
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>>24496073
pic related is the only 4chan/AGDG drama that has real weight
>>
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>>24496246
2/2
I like my harvested wheat field more now, with ground litter texture included.
>>
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Devs don't deserve to eat. They ruin vidya on the daily. Fuck all devs.
>>
>>24496271
every texture should be pixelated or none at all. that's my objective opinion excluding exceptions.
>>
>>24496272
>a tourist
i remember when AGDG got these
wow
it's still a useless eater
>>
>>24496246
Is that what your base leaves look like? I've been thinking of getting into texture paining and down sampling to 128x128 like yo.

>>24496272
Agreed
>>
>>24496297
You entered my containment board so you will get my posts.
And I happen to hate devs.
All they do dilate and screech about the suits being responsible for the game being buggy trash.
No...
The ceo didn't program that bug, you did, you worthless little cock sucking dev.
>>
>>24496248
how many corporations are paying 4chan off? if valve can do it why can't EA? big STEAMIE conspiracy?
>>
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>>24496289
Yeah everything's gonna be 90s style. Just threw it in there to take a quick look before adjusting it.

>>24496305
The base texture actually looks better (especially when brought down to 128 x 128) but I don't know how to lose detail with grass details. Still fucking around with it.
>>
>>24496320
>The ceo didn't program that bug, you did, you worthless little cock sucking dev.
Now you can blame claude.
>>
>>24496272
Retarded gamer pigs ruined gaming by buying slop.
Vote with your wallet piggy
>*oink oink* But I already don't buy trash
Voting with your wallet means buying good games not just avoiding bad ones. No one is going to cater to a loud piggy that doesn't even pay up when there are plenty of other pigs to serve slop to.
>>
>>24496320
>ceo
classic nodev cringe
>>
>>24496335
That looks very pretty, did you draw it in Krita? I too am struggling with grass at 128x128. Will be making an art pass soon, so I'll see what I can come up with.
>>
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>>24496354
Adorable little reddit meme u got there. Is fascinating how people believe in that absolute nonsense.
Anyway, I already own the good games. Tekken and total war warhammer. I love gothic, have played it for 20 years but they don't get a single cent from me for the remake. I love it tho.
Not like u could ever make a good game.
>>
>>24496372
>literal swiss troon
how many times have you attempted suicide?
>>
>>24496372
>I already own [games filled to the brim with microtransactions]
>>
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>>24496377
White Trans Pride Worldwide!
Don't tell me you don't support our xisters in big 26... anon.. are you a virgin incel?
>>
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>>24496384
Dude.. the battlepass and shop are the best things ever.. I can make so many outfits for Arisa now... all these options.. it never existed before...
It's so fucking good.
>>
>>24496385
OK, now I'm thinking based.
>>
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>>24496389
>Dude.. the battlepass and shop are the best things ever.. I can make so many outfits for Arisa now... all these options.. it never existed before...
>It's so fucking good.
>>
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>>24496391
Exactly..
I have bought every single shop pack and every single battlepass thus far.. it's so great..
>>
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>>24496402
fr?
>>
>>24496385
i've been warning my leftist pals that you can't trust people that would do intense medical and surgical treatments to realign their physical body with a traditional binary ideation of gender presentation to not be fascist freaks but then somehow IM the intolerant one and they point out the rightwing oppression when that's clearly just them psychologically projecting their sexual desires and the right will drop trans oppression the moment their grindr app dings a match.
there is no solidarity to be had with people who can't even find solidarity with their own flesh.
>>
>>24496335
get some of the old royalty-free 90s texture cds from archive.org
>>
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>>24496415
Yes. The current battlepass has fox ears and tails inside. I got them a couple days ago.. I'm so happy. They look great on my cute Arisa. Without the battlepass this would have never existed.
>>24496423
Uhh.. cool
>>
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almost done blocking out a new mech, battletech/mechwarrior fans can tell what this is supposed to be a legally distinct version of, right?
>>
>>24496440
but honestly being a g*mer is even worse than being trans

....i wish they had higher suicide rates
>>
>>24496461
Looks like the metal gear raiden keeps cutting in half
>>
>>24495499
Is this the real thread?
>>
>>24496484
yes, filter who you don't like. peaceful days upon us.
>>
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>>24496367
1/2
Hand painted (with mouse no less lol) in GIMP. With grass though I also really struggle. In the end I've gone with taking photos of stuff in real life. I went out the back yard and got picrel...
>>
>>24496493
I think all boards would benefit from flags and ids desu
>>
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>>24496497
2/2
And turned them into my wheat stubble detail. I just have to figure out why Unity's grass details lose so much of their detail.
>>
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>>24496461
the one on the right looks like Metal Gear D
>>
>>24495521
>>24495523
>>24495534
>AI spammer was bong this whole time
Kek, I hope you are at least Pakistani migrant
>>
>>24496434
I will if time becomes an issue but I also genuinely enjoy making my own stuff if I can.
>>
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>>24496461
Looks like a hunchback and a catapult

>>24496497
I too use gimp + mouse lmao. Here have a nice picture I snapped on a walk. I have my phone taking square pictures by default. Then, I bulk scale down an entire folder HD of textures using this image magick script:
magick mogrify -size 128x128 -path PATH_TO_OUTPUT_FOLDER -interpolate Integer -filter point -resize 128x128! *.*
>>
>>24496573
Neat, great shot anon.
>>
>>24496372
>gothic
never heard about it before but looks SO GOOD
>>24496484
the other thread will stay there too
>>
>>24496573
it's a shadow hawk, although I guess it's hard to recognize if the gun isn't there. got the catapult right.
>>
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>>24496600
Is ver ancient vidya, german vidya.. all us german love gothic. Was our childhood. My fav is gothic 3 but most prefer gothic 2. Now with the remake, the entire world can see what gothic is. Gothic was the true rpg jank before todd howard came to be.
>>
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Where's the proggy?
>>
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>>24496835
I have this. I'm happy with how the enemies look moving in game. They are still missing some animations.
>>
>>24496899
why are they called tongues if they don't actually have tongues
>>
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>>24496899
Nice.
>>
>>24496922
It's "Tonguer" with the hard R and when they open their mouths, a tongue will pop out as the attack. It'll be a separate sprite. I haven't added it yet since I plan to reuse the base animations for a projectile shooting variant.
>>
>>24495507
I somehow missed the cute anchor post. >>24496899
>>24497031
Thanks.
>>
I had sex with a trans girl.
>>
>>24496899
I like the art style. Does this game feature rape?
>>
>>24497137
No porn, but if I can't upload it to any online distributors in the future, I might double down on the lewdness.
>>
>>24497241
could just go the route of many porn games on steam and put that in a seperate download
>>
>>24497403
I should look into that.
>>
>>24497645
Just say Aaron Tucker O'Flaherty and ND will fuck off.

Or tell him he's so right, and be overly sycophantic to him, to massively piss him off. As a Jeet, he has no idea what to do with sycophanty.
>>
>>24498018
I just filtered him as soon as I got here and assessed the thread.
>>
Just trying to mellow out and lay low.

https://youtu.be/ytp4zaU_Z6I?si=Puxy8otkmvrfRFxZ
>>
>>24496272
That’s trannies, women (XX) and people of South Asian descent, ashctually.
>>
>>24495524
>>24495507
The latest update, if anyone missed it!
https://www.youtube.com/watch?v=whDMQstDWDw
>>
>>24496835
Here! >>24498215
AHHHH PLEASE GIVE ME ATTENTION (and feedback n shit)
>>
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So Drumpf banned Claude Fable while I was asleep. I planned to try it today for the first time. Something really do be happening to my project at the reptilian level.
>>
>>24498221
What do you even use Claude Fable for?
All I've seen is people giving the image of a cat, asking it what it is, and it goes "it's a cat" and then everyone goes woowww
>>
>>24498226
I wanted to vibe code a demo of a strategy game and see how he programs certain mechanics that have been somewhat structurally difficult for me to code — and I say that as a good programmer.
>>
>>24498226
Basically Claude Fable designs, codes and tests whole applications with you guiding him, and you can access the source code, assets and all.
>>
>>24496662
>>24496835
>>24497031
>pedotroons are EU
Damn I always thought they were SEA, Fygoon must have been a jannie because he knew that already huh.
>>
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>>24498263
>he trusts the flags
>>
>>24498302
Flags + timezones + Fygoon(jannie)
>>
>>24498221
they bribed Trump to ban their latest model to build hype for their IPO
>>
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People who still think that we are going to usher in a golden age by carpeting vast swathes of land with data centers are incredibly delusional. The world is about to de-globalise, China might single handedly bring about an end to the current semiconductor age if they take Taiwan any time soon, and (((Wall St))) has bet so big on AI that if the bubble does burst it's probably Mad Max hours.
>>
>>24498245
If you just want proof of concept demo then just tell your game idea to Gemini 3.1 pro or 3.5 flash and it will do significantly shittier html single file app of your project. I have been using it for very long time to test out mechanics.
>>
>>24498403
Just like the dotcom bubble destroyed the internet, oh wait. AI is not going anywhere you retarded luddite, the current AI companies not having a sustainable model is irrelevant.
>>
>>24496461
Hey those are Total Annihilation units!!!
>>
>>24498741
It won’t go anywhere but the market will contract before growing again just like Internet did in the early 2000´s. It’s called a bubble.
>>
>>24496461
Mad Cat with no arms? I only know Mad Cat and Atlas.
>>
>>24498741
The only certainty I claimed is that deglobalisation is coming. Because it is.
Regarding the end of our current consumption of semi conductors I specifically chose the word MIGHT (referring to China taking Taiwan soon).
Regarding the AI bubble bursting I specifically chose the word IF (as in, the bubble burst might not even happen let alone destroy the AI revolution).
On a completely unrelated point I'm just curious about something. Can you refer to game dev who made Frydian Tale as "Faggoon" real quick?
>>
>>24498833
>Deglobalisation is coming
Nothing would suggest that lmao the global supply chain is more interdependent than ever. I guess you just base this on how you feel huh?
>>
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Just got done playing Tekken8 and slaying GoDs..
So why again are you people here on bant?
>>
>>24498838
>the global supply chain is more interdependent than ever
And covid and the recent oil shock has shown how vulnerable we all are because of it. This has sped up moves towards regionalisation. You've clearly put no more than 20 seconds of thought into this. I've been following these trends for at least 5 years closely, especially specific to Australia.
>>
>>24498838
>the global supply chain is more interdependent than ever
If by that you mean that steps A to Y are made in China, and step Z is made in another country, then you’re absolutely right.
>>
>>24498864
>This has sped up moves towards regionalisation
Literally can't happen in the current economy with the complexity of the supply chain involved with producing these things. Maybe on production, you're not going to be able to reduce the fragility of the wider system because it's literally built within a globalist framework for the past 15 years.

You can't localize supplies of the shit you need to produce these things. Production can move wherever it wants. It will still be entirely dependent on the global supply chain because it requires resources from that global supply chain.

Production is a single point in a massive system. It is relevant, but it isn't the totality of the system and it isn't something that can be done entirely internally or locally.
>>
>>24498859
Trying to escape schizos
>>
>>24498976
Being Australian, he would have a skewed view on de-globalisation because Australia has just about every metal and mineral you need to build anything, more than enough usable land to grow everything else and a population small enough to easily feed and house.
>>
>>24498859
Here to share my game and maybe art. /agdg/ is trying this place out to avoid a few schizos on /vg/, hope it's cool.
>>
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Static screenshot of lidar effect due to poverty tier upload limits
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>>24496835
I'd post my game but I don't wanna stand out as the only third worlder here, so yeah.
I did rework some dialog and exported my levels in json format.
>>
>>24498859
man, i wish catgirls were real
>>
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>>24495507
Pixelated water shader, yay or nay?
>>
>>24500740
the reflection edges look too jagged
>>
>>24500740
I'd say nay unless you make everything pixelate in a single global texel space instead of each mesh's UV space.
>>
>>24500682
>as the only third worlder
I'm a thirdie as well, don't worry
>>
>>24500740
I like it.
>>
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Version 2, light pixelation instead of depth pixelation. Here every water texel has a slightly random normal, but it should work when I get around to adding ripples/waves.

>>24500837
sorry ausanon you've been outvoted
>>
>>24500912
needs to be the same texel density as the ground
>>
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>>24496835
>>24495507
I don't have meaningful progress, but I support the migration.

>>24496899
That's a cool walk cycle on those guys.
>>
>>24500740
>>24500912
I think it would look better with depth and light pixellation. Once the water is moving especially they'll be nice details to have.
>>
If anyone here is making a 2D game you should kill yourself. 3D or nothing
>>
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>>24501572
wdym by depth pixellation? Taken literally that's what I had in my first version >>24500740 and it looks awkward when the pixels inevitably don't line up with the real depth.
>>
>>24501604
>it looks awkward when the pixels inevitably don't line up with the real depth
Just call it light refraction or some shit.
>>
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>>24495507

done tuning movement animation, the legs clips a bit especially when it picks up pace and the stride gets more exaggerated, but can't really fix that without ruining the long chicken stride, so whatever.
>>
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>>24501590
working on both 8 more reps of 2 more weeks and ill actually make something worth playing trvst.. plz 2 halp i cant into blender..
>>
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I don't want to open Blender.
>>
>>24502002
You'll get there. One of the beginner traps with blender is getting overly concerned with all quad topology. But in many cases you won't need it and it bloats the model. Also use baked normal maps for things with detail instead of using your high res model.
go-dot is good but take the time to learn a course or two about the scripting language because you'll end up fighting with it otherwise. And yeah don't forget about what made you fall in love with the idea in the first place as you start drowning in challenges
>>
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ripples
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>>24502090
Also I had water colour completely wrong, the sky being blue covered it up
>>
>>24502090
Very nice
>>
>>24501791
Looks neat, what program are you working in?
>>
>>24502090
very nice
>>
>>24501791
my dream is to make a mecha game but I know im not creative enough to design cool looking mechas
>>
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was gonna post progress but filesize here is 2MB, fuCK !
>>
>>24502331
could just make some legally-distinct Metal Gear clone mechs
>>
>>24502362
Catbox it?
>>
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>>24502455
no fuk this shit AAAAAAAAAAAAA
>>
>>24502362
post it on /wsg/ or compress your shit
>>
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I hate doing 3D animation...
>>
My dream is to lead the goblin people to ultimate and undeniable victory over all who would oppose us or sleep with goblettes. This is about the shortstacks.

>Officer, I thought she was a shortstack goblin!
SO what if she fucking was asshole
>>
>the Indian doesn't realise he's been filtered
>>
>>24502464
sakura...
>>
>>24502181
Unity, if you mean modeling I literally just use unity's built in probuilder and just kitbash using modified primitives.
>>
>>24495761
turns out the answer was no.
flags and ids have completely killed counter-gabencunt rhetoric.
the googum is always right tally just keeps on growing
>>
>>24502785
gogem I'm your biggest fan. lets meat up
>>
>>24501460
>That's a cool walk cycle on those guys.
Thanks and cute walk cycle on your end.
>>
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i am getting rate-limited by porn-sites now...
is it over?

also dont filter me, i post progress very soon...
>>
why did we move here?
>>
if i am making status effects on the player or the enemy, could that be handled by a state machine as well? I was mapping out the logic in my head and i dont think a single state machine can do two states. but what if i had a separate state machine for movement and another for status effects?
>>
You guys want to watch superman with tomboy lois lane while you dev?
>>>/co/154197850
>>
>>24503103
I think you can just keep modifiers on a simple true/false flag.
>>
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>>24503071
anon's over here screaming at a calculator
>>
>>24503077
thread was under attack by spammers
>>
>>24503077
so I can post pictures of my cock
>>
>>24503103
FSMs are very unsuitable for status effects if you meant stuff like poisoned, stunned, bleeding, etc. You'll be limited to 1 status effect at once and it'll be messy transitioning between states forcing you to transition between every status to every other status or having a neutral state transition to every other state, at which point why even use FSM.
I just do a flag or float to track effect and their duration, and for more complicated stacking effects with variable magnitude look into strategy pattern.
>>
>the /bant/ migration actually happened
Huh, neat. Guess we will see how it goes
>>
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>>24503177
>>
>>24503188
gamification for my cock fight simulator, mexibro.
>>
>>24503157
holy shit you are right! i often over complicate things and mess up what was perfectly fine
>>24503184
for my status effects, i was thinking that you need to find an item to get rid of them, or you can defeat the enemy who gave them to you
i was thinking that i could achieve that with some "if" statements
>>
>>24503239
to add on to this, i am reading about state machines and i am getting the impression that they are mainly for coding enemy ai, and handling player input
thanks for replying to my questions guys! i really appreciate you all
>>
>>24503172
like the ai simp?
>>
>>24503239
If an item was to cure a statues effect I would just have it check if the effect is true first then set it to false. Like "if obj_player.slow = 1 {obj_player.slow = 0}.
Something like that could also be an additive. So like "slow" can be set to 1. Then multiply "Max Speed" with "Slow" to get your normal movement speed. Something can trigger "slow" by changing it from 1 to .5, so now your moving at half speed.
>>
>>24503286
i see i see, so we are wrapping back to having status effects be boolean operations
the hp item is a simple math equation func
func hp_pot()
hp=hp+50
if hp >100:
hp=100

and then it gets called upon in the process function to check if i touched the power up
>>
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Testing what it would feel like to use GBC Zelda-style basic attack arcs. Hrmmm.
>>
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good morning, frens
>>
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>>24503602
Good morning fren. And good night
>>
>>24503583
See how with the telegraphing the player actually has a chance to engage with them now? It looks like they went from kind of feeling unfair to now giving you a feeling of accomplishment if you're able to get a hit on them. I'm glad I suggested it. The arc looks good too, keep it.
>>
>>24503682
Yeah thank you, on top of telegraphing their position, I also restricted their minimum travel distance to 48 so they're in a hittable state for longer on average.
I'll work on some quick player attack sprites tomorrow.
And then uuuuuuuuuuuuuuuuuuuuh maybe some passive stuff like knocking enemies into pitfalls.
>>
h-hello, frens
>>
>>24503103
Multiple state machines is pretty common in 3D games where you want the lower body (movement) and upper body (attacks) to fire off different states simultaneously.
That being said I wouldn't use a state machine for status effects unless they completely disable the player like a Monster Hunter "Paralyze" state or something.

Bools/Flags are easy and straightforward enough, but to keep things "clean" I just make a "StatusEffect" class with a "ProcessEffect" virtual function, and inherit from that for every status effect I make, like "StatusEffect_Poison", "StatusEffect_Fear", "StatusEffect_Drain". The player class has a List<StatusEffect> with every current status effects and I just iterate over it and call ProcessEffect at the rate I want. (I also update the Duration/TimeLeft and remove it from the list when appropriate.)
Another advantage is that you can have custom OnStart and OnEnd effects for some StatusEffects where you want extra behavior at the beginning/end and not just every tick.
The only thing to watch out for with this is multiple status effects interacting with the same stat. Like maybe something slows down by 10 raw speed and another thing slows down by 50%. This would have completely different effects on the player depending on which status effect was applied first.
You can probably add a "priority" variable and process the effect in batches (i.e. all status effects with Priority 1 get processed first, then 2, and so on.) but for simplicity I just have an Enum with all status effects and I treat the order inside them as the objectively correct order to process everything.
enum Status Effect { Poison = 0, Fear, Drain, etc.} so Poison always gets resolved before Fear which always gets resolved before Drain and so on. (I just do a simple sort based on the enum value on my StatusEffect List<> whenever a new effect is added)
>>
>>24495499
Ahhh so that is why we moved over, because of the ID's! God bless you there might be a revival after all.
>>
>>24503929
>Multiple state machines is pretty common in 3D games where you want the lower body (movement) and upper body (attacks) to fire off different states simultaneously.
do you have any examples of games who do this? i was wondering if there is a detailed explanation anywhere that explains the how and why
>>
>>24502362
If you install '4chanxt' extension, it automatically resizes files for you.
>>
>>24504131
I think most of them do, you just treat the upper body and lower body separately.
In my case I was working on a Chivalry-like game. The upper body can attack, guard, parry, grab, etc. simultaneously while the lower body either idles, walks, runs, crouches or jumps. Changing the upper state didn't have an effect on the lower state.
I imagine FPS games like CS are the same, you can shoot or reload or aim, while also moving, crouching or jumping.
I'm not sure if there's any dedicated tutorials to it, but every 3D engine will probably have some tools that allow you to blend the upper and lower body animations together, you should probably look there I think.
https://forums.unrealengine.com/t/different-animations-for-lower-and-upper-body/330205
https://www.reddit.com/r/gamedev/comments/13d2lpm/multiple_states_at_once/

(Picture is Chivalry, not my game, mine looked like crap.)
>>
>>24504338
i see, so the two halfs of the in game model are treated as separate entities? this isnt related to what i am doing btw, i am just curious and i love learning stuff
>>
>>24503316
Boolean feels like the easiest way to have multiple statues effects at once. Only problem you might face is keeping track of each one if you have them effect many different aspects of your character, enemies and game.
>>
>>24495577
switch case is nice
>>
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>>24495524
>>24498215
i don't really like the camera angle, have you tried an orientation closer to Arkham?
looks good otherwise
>>
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>>24495507
Working on a new game. Mostly a prototype for now with the core idea being the spell casting gimmick where you have to combined runes in specific orders to get specific spells. Plan is you can learn them off scrolls and and NPCs. You can also enchant wands with the spells at which point it will just cast on item use (with faster cast times) so player isnt forced to retype his go to spells every single time.
>>
>>24504962
Great feedback. I took a screenshot of typical Arkham combat, then superimposed it on a screenshot of my game, and turns out my camera is a little too far back.
I tweaked the distance and the FOV and it's much nicer now, you were right
>>
>>24503929
>>24503103
Maybe this might be helpful. The way I made my state machine isn't with states being scripts, but with states being resources that have blank slots where you slot in components.

Components are things like:
>ActionDuration
>PlayAnimation
>InvincibilityFrames
and so on, I have like 15 of these.
So if I need a new state, I don't make a new script and write it from scratch. I make a new empty state template, and fill it with the components I need and tweak their variables in the inspector.


Then what I do is I actually only have two states for an entire character: ContinuousState and ActionState.
In the ContinuousState the character moves around and does animations that loop (like walking animations).
In the ActionState the character performs the action that it is given (and as you might have guessed the action is that template with the components).

Much better than each character having like 100 nodes for each state imo, but it might depend on the game you're making
>>
>>24498703
Interesting. Claude tells me the best is to use Claude Code with Godot 4 though for that kind of proofs of concept demos.
>>
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I had a dream about a mummy, so instead of working on what I said I'd work on, this morning I worked on a mummy. Before I actually give it animations and AI though: BEHOLD, every time you hit it, the linen trail grows 4 more pixels. This will be a relatively slow moving enemy but have a lot of HP I guess. Almost thinking of making its general movement some kind of sporadic sine wave towards the player. Not sure yet.
>>
>>24505142
That's an awesome touch.
>>
>>24505142
kino!!
What's the main character's weapon? A scepter?
>>
needs more fygoon to btfo the troonslop techdemo blogniggers
>>
>>24505142
Would the linen trail follow behind the mummy as it moves? The linen trail could also debuff the player if they touch it. Like build up poison or slow them down.
>>
>>24505149
It's pretty placeholder, but the intent will be for it to be a staff, as the MC is a traveling sage.
>>
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>>24505171
Thought it was a little toy shovel cause of all the sand.
>>
>>24505171
>traveling sage
Very cool concept, is the desert one of the biomes or will the game be set in an entirely arid world?
>>
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>>24505142
sovlful
>>
>>24505092
Just a heads up this is 100% the strategy pattern and not a state machine anymore. It's also what I do as well.
>>
>>24505191
I'm kind of going back and forth on that. But yeah, the original concept in my head was an entirely arid map. The other dungeon idea I have next was going to be a typical oasis corrupted into a swamp, basically.
>>24505180
Either that or a big blue ice cream scoop, yeah. Lmao...
>>24505170
Yeah it'll follow, that's a cool idea, maybe for a future enemy though. A swamp variant even.
>>
>>24505199
Mirin that water. What's the game about?
>>
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>>24505106
I noticed Claude likes to suggest Claude Code + Godot to me too every time I start a new game project. And to be fair, maybe that is just what its trained on to be best at. But I dont really trust it nor myself enough to give it access to my desktop. Just working in the browser for now while having it "enginedev" for me.
>>
>>24505473
how the hell do you pass context to Claude though the browser? Or do you only ask generic questions that doesn't require inspecting your codebase?
>>
>>24505480
You can upload files into the chat. So you can give it your code and any design docs you have for the project.
>>
>>24505473
Set up a VM and a read-only git key, now Claude Code (or Codex or Cursor or whatever) is 100% safe. Claude itself can walk you though this.
>>
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Uuuuuuuuh lmao. Well, it's a start.
>>
>>24505591
What if you just leave it? It would be soulfull. A mummy that doesn't want to hurt you but you kill it anyways. OR it's part of a puzzle, you need one with you.
>>
>>>/vg/570605231
Yep.
>>
>>24505473
The result demo of a 20 min Claude query in Godot was barely better than that of the query I made to the Claude chatbot in my browser.
>>
>>24505253
you can have a state pattern with a State superclass and implementations of it, the switch way is old-fashioned now
>>
>>24502464
anal sexo with sakura while tomoyo watches
>>
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>>24505608
That did give me a quick stupid idea, but this would be FAR too annoying in its current state to use.
One of the items I had thought about adding was going to be a tool that just blows stuff away though... Hmmm... Either way, I'll put that on the backburner for now.
>>
>>24505846
How do you iterate so quickly?
>>
>>24505918
Loooooot of foundation work that was already there. Movement, surface and tile stuff, scene/action queues, audio and music buffers etc. Whole project was built from the bones of a project from a few years ago that was going to be a kind of Survival Kids/Lost In Blue clone. This might be the first time I haven’t just started completely from scratch when starting a new project.
Also it’s Gamemaker, which I feel in general is good for speed running concepts? Maybe? I haven’t used anything else so I guess I can’t comment lol.
>>
>>24505416
/btw crush his balls
>>
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>>24502464
Pose-to-pose is your friend. Make your key poses, make sure they're timed right, and abuse the shit out of interpolation.
Add secondary motion at the end.

It's how I make all my animations.

also this 2MB limit is horrible
>>
>>24504999
Good get. Also, you should make the rune sequences procedurally generated so ignorant fuck boys can't just look up spells online ahead of time.

>>24505142
>>24505591
>>24505846
Nice anon, very SOVLful. Keep it up.

>>24505199
When the rocks hit the water they should lose forward momentum and drift slowly straight down.

>>24506084
Neat. Also, very accurate advice on key frames and gaming interpolation lol.
>>
>>24506084
>also this 2MB limit is horrible
use /wsg/ and link to it.
>>
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Found this quirk with my jumps. I have two types by default. The normal short jump and the crouching high jump, but if you quickly plink from jump into the attack or dodge buttons you can get a bit more height. It's unintended. I will try to remove it partially so attacks don't mess with timing, but might keep it in for the dodge as a tech the player can use.
>>24505846
Do like seeing your GBC style game. Aside from puzzles, you could have it that the player can get bonus cash if you return the mummy into the tomb without killing it.
>>24506084
That first kick is great.
>>
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>>24506352
thanks, didn't want to post progress because fuck 2mb limit.

>>24495507
>>>/wsg/6173517
added jump jet support and whole bunch of improvements to AI, the AIs probably use jump jet too much but I think I prefer that over underusing them.
Also added a bunch of sensor equipment and ECM.

Gonna go add audio to my game now so it's not silent for DD.
>>
>>24506810
You're clearly a competend dev but that is meant to be a grown woman in chibi style... right?

>>24506841
Holy shit that gameplay looks good. Seeing your NPC allies use their rocket packs is sick. If you get nicer looking environments and lighting this will be amazing.
>>
>>24506902
>grown woman
C'mon, son.
>>
It's really damn sad that we have to resort to going to a board that actually has IDs in order to discuss things from a board that quite clearly should have IDs considering the kind of fucking retarded people thread permanence produces.
Awesome thread though god damn.
>>24506841
I've never played a mech game, but this looks like Mount and Blade with Mechs and I'm SO DOWN FOR IT. Keep it up.
>>
>>24507009
it's amazing how quickly flags and IDs make that kind of people vanish



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