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File: The nigga cube.jpg (60 KB, 1280x720)
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Are (You) making a game, anon? Come tell us about it, share your progress, share your struggles, and try and behave yourselves
>>
>>727220425
you first OP, what are you working on?
>>
>>727220520
Nothing specific, I just started fiddling around with Godot recently, and modeling in Blender just two days ago
It's fun, but Blender feels like a program that fights you the whole time
>>
>>727220619
that's great man, so you are just starting out?
have some vids then, those really helped me with Blender:
https://www.youtube.com/watch?v=sbCW0Cs7aI8
https://www.youtube.com/watch?v=VasHZZyPpYU
what are you planning to make?
>>
>>727220425
i'm waiting for the source2/hl3 sdk
if hl3 isn't announced at the game awards i will be taking my own life shortly
>>
>>727220750
I actually watched those videos and found they didn't help me much, too confused for an actual full blown beginner
Instead I dug about in Blender till I got the hang of some of the various buttons and functions, and then I got a lot of help out of these two

https://www.youtube.com/watch?v=uIHuqFLa_X0

https://youtu.be/qO3D7LuV3Ys?si=-Z9qVnu-OlHMfaN2
^This one is a series, she also has a video on rigging and one on texturing that's really good

Again, just fucking around, but I had plans for maybe a point n clicky to begin with
>>
>>727221359
using turnarounds is a great way of doing it so you are on the right track. Godspeed anon!
>>
I want to team up with someone to make an h-game to put on patreon
>>
>>727220425
I'm struggling to write it.
>>
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wanted to model today
my one (1) and only mouse brok

oh well
share your models/pixel art/whatever visuals you made for your games, bros
>>
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Yay, a thread, I did a thing and wanted to show it off. More work on my SRPG's combat screens, I added a new transition into them that I thought was pretty cool. I thought of the colours of the main fighters as they run in last night and was eager to implement it.

With sound: https://www.youtube.com/watch?v=ILLBt3eY1hU
>>
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>>727221706
sorry about your mouse man, that fucking sucks
I went back to working on harpies, she's already in the game and doing attacks and all that shit. Just have to polish her a little bit and it's done
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>>727221994
it's looking great man. I'd hide the fighters until the animation is complete. First time I saw it I thought that was a glitch
>>
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>>727220425
Shan't be posting progress until the commonly agreed "every 2 weeks" thread, which is due tomorrow.
Exercise some self-control, you attention starved animals.
>>
>>727222106
You're right, I ought to push them back a bit more.
>>
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Making a 2d top town shooter with pre-rendered 3d graphics like donkey kong country. It's inspired by all the things I loved as a kid.
It's my first game, started learning how to program with the prototype and got it to this point. (Demo out on steam)
I'm making it completely by hand, no AI.
>>
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I'm okayish at making simple characters, haven't touched UVs and rigging yet.
Pic is my latest effort.
feel free to critique.
>>
>>727222482
based, reminds me of ZAMN
>>
>>727222547
I love them
Turn them around, lemme see that tail
>>
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My first attempt at modelling
I'm struggling with translating my illustrated sketch to a 3D model and making the face look right
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>>727222593
Just a monobutt :p
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>>727222482
Beautiful, anon! I couldn't be happier to see that good stuff is being made, even here, even now
And these are some sweet visuals
Respect

>I'm making it completely by hand, no AI.
Ooooh my knees
>>
>>727222816
are you sketching it like picrel? you need at least the first 2 from the left
>>
>>727223049
Yes I have both, but I can't quite push it to look right from any other angle
Oh well, back to practicing
>>
>BEHOLD
>THE SHITCUBE
>>
>>727222560
Thanks anon, I really appreciate it
>reminds me of ZAMN
Yeah that's what I'm going for, but for a mature audience, and with better controls and graphics.
>>727223027
Thanks, anon, and I'm not the only amateur who's making something good, here. I've seen quite a few really cool looking games. Especially last demoday.
>Jenny
>Acrolyte
>Dirk the Adventurer
>Kludge
Just to name a few
>>
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>>727220425
I want to get better at modelling but I am a very lazy man and haven't done much
>>
I delisted my game. I'm done. Fuck this.
>>
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>>727224687
>>
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>>727221706
Posted some progress with a character controller some threads ago but this is the current model. It's first-person but was setting it up to be able to see the legs in addition to cutscenes.
Besides the Hank Hill ass to maybe change I was thinking of using decals for shirt designs since the texture is symmetrical and probably give him some kind of jacket. I've also got a sort of hub level made and textured but that needs props I haven't done yet ; also have an enemy model but I'm probably going to change the design of that one.
>>
What's the hardest genre to make?
I always thought it was third person adventure stuff like Ocarina of Time and Soulsborne.
By the way, I'm talking about games that don't use asset flips. If you use no asset flips I feel like OoT or Soulsborne is the hardest "genre" to develop. Or even GTA. Whatever genre that is. Third person real-time games.
Lol.
>>
>>727224791
This is really cool, anon. I like the design on his shirt, honestly.
>>
>>727224791
oh this looks epic
>>
>>727225065
>stuff like Ocarina of Time and Soulsborne
I'm making one of those and yeah, the action and real-time nature of those games can result in lots of jank unless you test them a lot
>>
>>727225065
Open world RPG.
>>
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>>727220425
>https://poopeeka.com
>>
>>727224791
Idk what kinda look you're going for but I think he looks good without a jacket, gives him a sort of 80's style punk bum gone mad look which I really enjoy, a jacket would make it look too "presentable" and more like a professional bad guy if that makes sense, but I suppose if that's what you're going for it'll do the job
As for
>Change the Hank Hill ass
Kek, what a vision
>>
>>727225283
what in the fuck am i looking at
>>
>>727225065
action games
you need a full team of very talented people to make anything good
even most big companies can't pull it off and the ones that can completely cornered the niche
>>
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I don't understand code
it confuses me
>>
>>727225508
That's such a vague term, do you mean like last of us and uncharted?
>>
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>>727220425
the harpy's there and working, yeah!
I'll probably spend the week polishing stuff and adding more attacks, but for now it's not looking too bad
>>
I would say open world games. Requires a shit ton of content and have a really solid core gameplay loop
>>
>>727225839
Kek
Being able to just swooce up to an enemy and pick it up like a rude toddler is a great mechanic
>>
>>727225891
Meant to quote
>>727225065
>>
>>727225065
The actual hardest games to make would be MMOs, especially non-RPG ones that rely on high tick.
>>
Do I need a tablet and pen for making 2D graphics? If so whats a good starter one that works well in Linux?
Anyone go from zero ability to passable? Any tips?
>>
>implemented a new enemy mechanic
>not happy with implementation
>scrapped all the changes
well, I'll need to think of a cleaner way tomorrow
>>
>>727226529
>Do I need a tablet and pen for making 2D graphics?
If you're gonna illustrate, then yeah it'll help, it's not necessary there's people who draw with a mouse, or even draw on paper and then scan and clean it up on the computer, but if you want to illustrate on your computer you'll benefit from a more natural way of drawing
> If so whats a good starter one that works well in Linux?
I'm not in the cult of the penguin yet but I've had a Huion for years and it just works
>Anyone go from zero ability to passable? Any tips?
Just draw, and constantly challenge yourself, if you have an idea in your head put it out there
Don't fall for the trap of "I won't draw this because I can't", like hiding the hands because you can't draw hands, if you can't draw something it's more of a reason to try
Observe real life AND other artists, not just one or the other, the former teaches, without it you risk your art becoming an incestious mimicry of someone's work without understanding why they do what they do, and the latter inspires, comparing the two helps you understand how to stylize
>>
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>>727221706
not for a video game, merely for the sake of learning 3d modeling
>>
>>727225989
glad you like it, it'll be more fun when I add stuff like spike walls and geisers of fire
>>
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>>727225116
>>727225141
Thanks.

>>727225298
Yeah that's what I was going for which I'm glad to hear you could see. A jacket would probably not be a good fit in the end.

Pic related was a hub I was working on mainly to find a way to try making things in scale with the player. The collision works in godot, it's got 2 floors and even if it doesn't work out I've got some tiles and a trim sheet for it.
>>
>>727226982
You're working in godot? I'm doing the same, I've been trying to get the hang of it but I just can't seem to remember code or understand how it works, I've always been a visual artist but I'm retarded with anything technical
>>
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>>727225508
it's so over for me
>>
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I had to redo the bow rig and some of the player's animations after I discovered a problem with the rig transforms.
Now I can resume work on the third person aiming system.
>>
>>727226982
that's some cool place you got there anon
>>
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>>727224791
>Besides the Hank Hill ass to maybe change
DO NOT GIVE HIM ASS
>>
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>>727227119
>Those shadows on her dress
I know what you are
>>
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>>727226928
>Huion
Looks like there are Linux drivers. The 13 pro is half off. Should I get one with a display or start off with a cheaper displayless one?
>>
>>727227492
No idea how the displays are, never had em, the displayless ones are perfectly serviceable imo
Remember it's just a human input device so it's entirely up to what you find comfortable to use, a display gives you more precision but you can practice with a displayless one to the point where you intuitively "feel" where your pen correlates to the display on the screen, and some people find the display distracting or having your hand on what you're drawing bothersome


My very first pen tablet was one of those shitass little ones cashiers use
>>
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>>727227417
>>
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still struggling with keeping the player engaged, almost everyone (99%) leave after like 6-10 minutes
>>
>>727227906
That's an empty room, anon

If the content doesn't arrive within 15 minutes I'm legally allowed to leave
>>
>>727227796
Can second this, went a very long time using displayless cuz poorfag, then saved up for display, only to go back to displayless.
>>
>>727227906
What's your game about?
>>
>>727228145
it does arrive, i have multiple quest givers and dialogue to guide you along

>>727228291
rp city life simulator with business owning and apartments, earning money, furnishing your home, doing tasks
>>
these threads are like Nickies but stupid and boring
>>
>>727226529
>>727227492
Don't know what those other anons are on, you don't need a $200 tablet to start.
An old wacom will run you under $40 and someone at your level will not be able to tell the difference.
No clue about linux.
>>
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>>727228375
(You)
>>
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>>727228485
>An old wacom will run you under $40
New one too. I went with this.
>>
>>727228485
I agree you don't need a super expensive tablet, although idk who itt told him he does but Wacoms ARE pretty expensive

Also from my experience they're way more fragile than Huions, no idea why but they break really readily
>>
>>727225891
Is anyone here even making a game like that
>>
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i guess i need to make these a bit more engaging?
>>
>>727227492
>Been wanting to get a 22 plus for a while now
>Forgot about it when other things went on
>When it's on sale it's like £370-£400
>Came to mind a little bit ago so I checked to see if there was any sales on
>£200 on Amazon
>Missed the sale by two days
>It had been at that price for 3 months

I can't even put into words how fucking furious I was.
>>
>>727228682
I wouldn't if anyone here valued their time or their sanity. A game on the scale of GTA:sa would take, at minimum, 7-10 years with ai.
A game like Skyrim? Ha. A solo dev would spend their entire life and never finish.
>>
>>727228682
Me. Just finished up the mod making editor yesterday, now I have to write the actual documentation. Then I have to figure out Steam Workshop integration.
>>
Should I playtest it one more time before giving it to the playtesters or let it ride and hopefully I didn't accidentally break the entire game without knowing
>>
>>727228809
idk what it is but something about these visuals is just uninviting to me
i'm sorry anon, but it has that low effort didn't-give-a-fuck look to it
>>
>>727229006
>Should I playtest it one more time before giving it to the playtesters
don't you have playtesters to do that?
>>
>>727229084
i don't know what to do to make it more appealing, my skills are old schools with source 1 mapping
>>
>>727228959
Why is the space station a dick n balls
>>727228354
>rp city life simulator with business owning and apartments, earning money, furnishing your home, doing tasks
Is there task menu or other way to introduce the elements of your game?
>>
I've wanted to learn SDL to make my own engine but maybe I should just stick with a premade engine like godot or something
>>
>>727229237
Maybe stylize it more, currently it lacks a coherent look and aesthetic to it
>>
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>>727229245
>Is there task menu or other way to introduce the elements of your game?
there are some quest givers scattered around the map and is the first thing you see when you spawn in for the first time
>>
>>727229245
Because if something's worth doing, it's worth doing with a phallic attitude.
>>
>>727229359
does it not? looks pbr realistic to me.
cartoon aesthetics would be very difficult as assets like that are very uncommon to purchase/download
>>
>>727229190
So far I've had one guy doing thorough playtesting off and on, some random family members playtest once early on, one guy who has playtested 25% of the game, and of course I playtest it the most
I've ironed the vast majority of bugs out like this, so I'm inviting more playtesters so they can focus on shit like "is it fun" rather than "is it buggy"
Gotta get it nice and polished for the official demo release
>>
>>727229245
>Why is the space station a dick n balls
the age old design motif
everything manmade looks like a cock, everything natural looks like a vag
>>
>>727228959
What's the editor like?
>>
>>727229359
Yeah I’ve been thinking about that. Right now it kind of looks like leftover Half-Life 2 assets got thrown in a blender. I'm not much of an artist but maybe shifting to a more stylized low-poly or even pixel-art influenced look would help it feel intentional instead of just outdated. Might mess around with a toon shader or pick a tighter color palette and see where that takes me.
>>
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>>727229453
It's not a matter of cartoony nor realistic, but about looking like it has no direction, it feels stagnant
Something can have a style while not being cartoony, look at pic rel, it's literally an image from a live action, but it has an overarching stylistic look that united it and makes it feel intentional, you can surely tell what it is and how they went about achieving it
I'm not saying you have to go this intensely, but your work would benefit from having a concrete idea of what the "feel" of your game is, and pushing it
>>
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>>727229620
See >>727229650
You don't have to drop realism if that's what you're into, just make it feel cohesive and intentional
>>
>>727229650
ok damn i really have no idea how i'd go about doing that, especially when just using textures and models i find
>>
I'm gonna learn blender
Today for sure
>>
>>727229735
>just using textures and models i find
Well I suppose that explains the issue then, if you're only using assets from elsewhere, it'll hold you back, you'll have to start making your own at some point
>>
>>727228809
>>727229453
it looks "realistic" but in the most low effort generic kind of way. it looks like an asset flip. the stockphoto of video games. the default template of a video game. it screams "if i had more talent/money, i would replace this in a heartbeat"

none of that is very attractive towards potential customers
>>
>>727229520
Just a Unity project with the game's stripped down source code, a few building scripts, and some prefabs as examples. You make the mod stuff the same way i'd make new ships/items, then set it up and export it to a plugin file that can be shared. The Blade and Sorcery devs walked me through their own SDK for it, and I'll probably release additional game assets as their own download off like, Nexus.

It's not 100% easy to use, but not all modding can be TES modding.
>>
>>727229805
i really can't, especially not textures. i can't paint, especially not real looking textures of real things

>>727229831
well that's unfortunate then, it's what i have to work with. i really can't tell what looks bland and not
>>
>>727229831
>>727229735

i agree, and there's really no reason to do this
if you're trying to get a game out quick just to sell, this is unappealing to people
if you're doing it as a passion project, even more of a reason to start practicing making assets
"but they don't look good"
they never will if you never practice, if your reason not to do something is that you can't do it and you'd rather never even try lest you produce something subpar, you're hurting only yourself and your work
it's like an illustrator who always hides the characters hands behind their back cause they can't draw hands- and that's why they can't draw hands
>>
>>727229976
i code, it's what i do. spent about 6000 hours on this project already, spent money buying assets etc. i don't even have any interest in painting textures
>>
>>727229943
1. "i can't" is a reason to start getting better at it
2. you don't have to paint, you can try other methods, go out and take photos of real things, set up things yourself instead of picking them off the web, find the perfect rock, find a cloth texture you've never seen before, put something together that didn't exist before, edit it, make something new
>>
>>727230064
how would i know if it looks good and not bland though? i see no difference with these any other assets
>>
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man, learning this rigging thing is kinda annoying but I'm starting to get it I guess
>>
>>727230120
In the end if you don't care and don't want to do it, you don't have to
>>
>>727230220
if it's the reason that the players are leaving within ten minutes, i would have to force myself to replace random assets
>>
>>727226938
Very nice
>>
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Bingo Betty Demo should be clear any day now, just waiting on the build review
https://store.steampowered.com/app/4045170/Bingo_Betty/
Been working on gathering up screenshots, gifs, and webms for shameless plugs across the net
>>
What is crackalacking, gang? Anyway, I am figuring out this Unity Input System nonsense and I figured out the reason why Fygoon was not moving: turns out, Macs are fucking retarded because they do not natively work with X-input and thus Logitech's own controllers sucks nuts on a Mac; this, consequently, cause none of the Logitech controller's inputs to be read properly and, thus, allow Fygoon to move properly. What is really bizarre is that the game controller tester website recognizes every input on my controller properly while Unity's own Input System is just plain stupid, as it calls Logitech's left thumb stick a "joystick" and doesn't even recognize the right thumb stick.
With that being said, as dumb as it sounds, I am excited by the prospect of giving players the ability to rebind their controls. It's been something I've been wanting to do since the beginning but never could because Unity's built-in Input Manager doesn't allow it.
>>
>>727230430
this thread isn't for you
>>
>>727230430
nice progress fygoon, fix that gamepad support already so next time I can playtest your game properly
>>
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>>727230430
Ew
>>
>>727230484
>tHiS tHrEaD iSn'T fOr YoU, sOoKa BlYaT
Still triggered by everyone shutting your grifter thread down last night?
>>
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Just
Don't talk to the schizo, okay?
Let him do his own thing in the corner or this will devolve into a nuclear meltdown
>>
>>727230265
the graphics are serviceable, but they arent great. gamers have unlimited games to play and can afford to have very high standards, so anything less than great is a detriment to your game, unfortunately
>>
And time to leave
>>
>>727230597
Definitely. I did not have access to a controller and a windows computer until last week so I had no frame of reference on just how bad things really were. I'll still need your help refining the controls so I'll keep you updated on control updates.
>>
>>727230625
>>727230796
>>727230810
>This scares the nodevs
>>
>>727229327
I'm doing SDL, but I have 10 years experience in C++ and only making a 2D game. It is annoying thought. Today I had made a layout class to organize the UI. Everything was hard coded, but now it is relative mostly.
>>
he's here...
>>
>>727230805
sure. people still play gmod and roblox a ton though
>>
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>>727231009
I sure am. Pay the toll by posting your progress.
>>
>>727231114
this is a blue board retard
>>
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does anyone have any experience in making a 2.5D game? like a game that's effectively 2D on a 'stage' but the environment and characters are 3D? kinda like the newer sam and max games

sorry wrong pic, ignore that
>>
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>>727231179
Why are you gay for rabbits?
>>
>>727231114
>>727231179
why do you have that pic saved next to game screenshots
>>
>>727231179
I don't want to help a gay degenerate
>>
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>>727227119
ToT
>>
>>727227119
Kek, anon
It's like 90% the bellybutton
>>
>>727231253
Bro it's deleted tho
>>
>>727227119
>Those shadows
I will now buy your game
>>727229380
Hmm, well what's the general feedback from the players?
>>
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> Day fucking 4 of hamfisting mutliplayer into my game

It took a whole day of work to get two games sending each other data, and the past 3 days have been all retrofitting old systems that were not designed with mutliplayer in mind in the slightest.

God fucking bless the steam api for making this at least a bearable process by making sending data simple at least.
27/34 of the tasks for it done, but god knows how many more bugs i'll discover while solving them

I did see someone post my old game in a steam hidden gems thread though, and honestly that's giving me a lot of motivation to keep going.
>>
>>727227119
the art is really good, i love the mix of low poly and pixel art
>>727231815
what's your game?
>>
>>727231718
>Hmm, well what's the general feedback from the players?
they don't know what to do and are confused.
at this point the only thing i feel i can do is to add a forced tutorial segment at the start going through all mechanics of the game, which would be quite lengthy. but there's also opposition on that.
>>
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spent about 8 hours this weekend on the pixel art background for this scene, hopefully i will get quicker. need to animate the fire and shadows in the future
started on the UI as well but need to write more of the underlying logic first (e.g. showing stats & skills for characters)
>>
>>727231941
the best way to incentivize players to do what you want them to do is to make them want to do what you want them to do

what do you want them to do?
think of the first thing a player would wanna do when entering the world, put something really breakable somewhere or some annoying NPC you can kill, then when you want them to talk to the guy you need them to talk to, put him behind the counter of a weapon store
bam, players instantly want a gun from him to break that thing or kill that other guy, now they get a quest if they want that sweet ass gun
>>
>>727232093
true, can't really think of something that would look interesting, there are no guns yet and the police will arrest you if you start a fight in their pov
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>>727230318
I shall play your demo
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I'm animatan
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>>727231179
no. I'd guess it's all layers or something. If the world is 3d then the scenario is just sprites, no?
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>>727231179
thats a 3d game with a somewhat fixed camera view, pretty much everything will be 3D coding-wise
>>
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>>727220425
Working on a VTM game currently under Unbound. Posted last update yesterday in a VTM thread but this one is more fitting. Previously got driving, clan selections, your party members will also dance if you go the club, and character stats/progression is in.

Further progress now, basic combat is in just as Turn based though and using something similar to Octopaths shield break mechanic but I'm not fully decided on that yet. Got feeding refined today so it isn't as jank, though I will need to further expand it to add Blood resonance, masquerade violations if seen, criminal violations, and of course humanity loss if draining someone fully.

Next thing I'm deciding on though is character creation. I could just do what the original did and make it so that clan choice decides the characters model which would be the easiest thing to to do. However, I would prefer to expand that from the original to a more proper customized character creator such as choosing color and hair, even if it is going to be difficult to deal with using Bakins subgraphics options and the limited menu choices. Had to set up the clan selection in a custom way since Bakin limits choices to 10. Some clans though like Nosferatu I think should still be limited in terms of character creation so I think I will not allow any there. Curious what other think about that approach of only limiting some clans character customization due to clan.
>>
>>727221513
I have a hard time understanding turnarounds. If you have the artistic ability to draw accurately proportioned characters like this from scratch, surely you have the spatial reasoning to do this correctly in 3D without needing to refer to multiple 2D images?
>>
>>727233709
Modeling isn't easy, even if you know what you want it to look like, you might struggle to achieve it
Also a 3D environment in a program isn't the same as visualizing something truly physical in your head, it's more confusing, less real, nothing like physical sculpting with, say, clay for example
I've noticed that I can easily accidentally make a limb too big or too small because the "spatial awareness" inside the program is odd
>>
>>727231467
but your thoughts are not
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>>727233927
are you saying that pic is seared onto your brain?
>>
>>727234036
no I'm saying I hate you
>>
>>727234109
that's not even me
>>
>>727232073
Good job, looks really good
>>
>>727233887
I assume it has to be so complex for a reason. I understand theres skeletons etc, but the outer surface has to be that complex to create?
>>
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Prototyping the second map "Seas of Greed", figuring out how I will make the transition between a blue parallel seas to blood parallel seas, this map will be bigger than the previous one.
>>
>>727235421
MAN this is cool
Do you have a playable version anywhere?

Also is the gif of your character at the bottom literally just there to serve no purpose other than to get to see her? Good, I approve
>>
>>727220425
Yep. Ditched unity for UE5 and have spent the last week just getting my head around the GAS framework and the general workflow. I wish i didn't have to dick around with recompiling things all the bloody time so I could get my actual game made.
>>
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>>727235495
There's a demo with the first map, Palace of Pride
https://rm120.itch.io/guns-and-nuns-storming-hell-demo

Her face change depending of her health and mental state
>>
Take the JLPT next Monday so have dropped everything for that. I plan on taking the entirety of December and maybe January and work on a roguelike or something that can be done in ASCII. The roguesharp tutorial looks fun.
>>
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It looks nothing like the rest of my game but I created the bones of a node-based world map similar to FFT or Super Mario World.
99% of the time was fiddling with Bezier curves.
Everything is automated basically, I just create the nodes and how they connect and it dynamically generates the connecting paths which I can customize to add more curves to make it look more road-like. If I move around the different points of interest it automatically updates the paths with them it's pretty nifty.
>>
>>727235793
>mental state
nice

also did you draw that
>>
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>Openly calling out a grifter bitch
Wait, is the Godot community is actually based?
>>
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>>727236165
gonna need fog of war? use an underlying map image? have you seen the map in kingmaker or suzerain? there are some neat things to steal
also you might want to adjust speed on the particularly curvy parts like picrel, since they have more sampled points to them
>>
>>727236510
Don't bring drama to this thread
>>
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>>727236510
Who the fuck goes to a con for an engine?
The only people going are other devs so they're not going to buy/wishlist your game.
You don't need to go to a con to learn how to make a game.
If you think you do then you were never gonna make a good game anyways.

This is just a grifter gathering.
>>
has anyone ever used a negative spotlight/light for anything? As cool as it looks I struggle to think of a purpose for such
>>
>>727236510
I'm surprised that comment hasn't been deleted yet lmao
>>
>>727236708
I do disagree
>other devs won't buy your game
not true, why wouldn't a dev by another devs's game?
also I could see there being panels on advice given about game making, maybe not necessarily but maybe interesting for people

most of all though it's probably just networking
>>
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>>727236435
>also did you draw that

Yes, I am a solodev
>>
>>727236857
>solodev
>>
>>727231179
what >>727233270 says. When you play Telltale's S&M, you notice that the camera is either on a rail or often stationary if in a smaller room. Sometimes the camera turns to center Sam, sometimes it moves with Sam as he travels down an alleyway or long hall. If you've played Devil's Playhouse and remember the Tomb of Sammunmak or Sammunmak's arena in the next level, you recall what a wide shot it was to try and show you a lot of the room in one area. Rooms like the Office don't really need to move the camera around. Games like these, because they usually have little to no reflexes or timing involved, CAN break the 180* rule with sudden cuts to a different camera angle, although you certainly would want to handle that aspect well, even if you technically can doesn't make it any less disorienting if done poorly. At the same time, watching a typically static camera just rotate 180* out of the blue (or seemingly) can also be confusing, perhaps the player should know what areas the camera will flip or switch at, if you can create an unintrusive way to do that without pulling the player out of the narrative with some 4th wall breaking icon.
>>
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>(you) have ONE WEEK LEFT to get your games into /v/3's winter show, The /v/erdict 2! So uh, what are you waiting for?
https://thev3expo.com/submit/
>>
>>727237761
genuine question, why advertise your project on something like this? Is it just balls and you don't care about some backlash if people connect you/your product to 4chan? Or are you not trying to make a sellable product and just want to make a game to be played?
>>
im a dev, musician and slightly better than beginner artist
im instoppable
>>
>>727237882
NTA. I've participated in the past. The shows themselves are inoffensive enough to where the whole "4chan connection" isn't enough to ruin anyone's reputation. They're not spamming nigger constantly like you'd expect. Just treat it like any other online fest or expo and it'll be fine.
>>
>>727238015
normies aren't really as scared of 4chan as they used to be (unfortunately) only feds are still afraid of this place
>>
>>727237882
There's a backlash for using boards other than /pol/? The blue boards are pretty normie tier. I'd say the moderation is more strict than most places.
>>
>>727237892
how do you write music meant for long levels, a mildly mellow theme, and will be played and looped many many times without getting boring? I don't need instant bangers as much as cozy earworms you won't mind hearing for the 50th time. Dungeon crawlers come to mind as an example, maybe you've got a 50f dungeon to traverse and you're only doing one track, maybe a second variation derrived from the first.
>>
>>727237882
people are pretty chill on a lot of boards
dudes accidentally self-dox on /sp/ and nothing happens
generally only have issues if youre a cunt
>>
>>727238219
>earworm
>won't mind hearing for the 50th time
impossible

but if you can't or don't want to make the music great, focus on making it minimal
diegetic background tunes are better than music than feels like it's playing in your ear
>>
>>727238219
do you have a inspiration picture I can use as a theme for my advice? hard to say without more visual direction of what youd be trying to soundtrack
>>
>>727238112
>>727238212
>>727238015
maybe I'm just out of touch. Some friends of mine, one who used to even browse and post, see this as the toxic and alt-right pipeline stereotype. If normies are cool though, nice. I know Newgrounds doesn't have the reputation it once did so I totally can see people not caring about advertising vidya on /v/. I know many cartoonists and animators fuck around on /co/
>>
>>727238384
>>727238320
This isn't in mind for one particular level or track, but two examples;
Consider a 3d platformer sandbox like Banjo Kazooie. I can listen to Clanker's Cavern or Gobi's Valley happily while I complete the whole level, but playing Yooka Laylee, I find the Temple and Tundra levels have almost too calm and inoffensive music. I don't need to ape off Kirkhope's style but I want something with more identity than YL.
I'm also a major fan of the Pokemon Mystery Dungeon games. Rescue Team and Explorers especially had less complex melodies than the orchestral-sounding 3ds games do. I could listen to Amp Plains, Sky Tower, Buried Relic, or Great Canyon the entire level and not get annoyed with the music, not because it lacked presence but because the tunes were good without being so energetic it drained me like a metal or high-octane piece would.
Am I making enough sense? I don't talk about these things often.
>>
>>727237892
>he's not a game designer
oh nono hahaha
>>
>>727238715
yeah you make sense, but youve also got somewhat refined tastes (whether theyre good or not is another question, I dunno those soundtracks really)
>start with 2 note chords on a pad synth, youll want something more interesting than 1st and 5th notes, dont be afraid to move even over an octave apart
>longish chords, a bar or two in length (maybe longer if youre wanting something really calm)
>dont worry about it feeling incomplete - you SHOULD have an urge to add more notes to it
>get a second pad, a complimentary sound that either sits above or below the main frequencies of the first pad
>add another note or two to the first chords using second pad, youre starting to get a fuller sound now but since youre using pads it should be very very low intensity to ones ear
>main instrument - probably a guitar of sorts, but you can do this with synths too depending on your aesthetic
>youre writing your melody with the main instrument. often its easiest to start by adding a note on the beat of the chords, voicing them further.
>additional notes often go a beat before or after those main beats
>if youre still feeling the vibe of what youre making, you should have an idea of "i want the melody to go up in pitch through these two bars" and you then just find the note that makes sense
>timing becomes everything with the main instrument and you should try to develop a main "motif" that youre using throughout
>then vary from the motif to break the listeners expectations and give the piece life
>important to remember less notes is often more when it comes to melodies in calm pieces
>prob don't need drums
>>
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>>727231157
>>
>>727239346
>>727238715
also this is really just a basic framework
you'd also need to have multiple phases to the music, where either instruments are added/removed or the melody is changed/simplified/built upon
kinda a lot to try convey in a couple 4chin comments
>>
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>>727220425
i am not
and i'm not sure i want to
but if i did i'd want it to go something like pic related
also this one other game seems to come kinda close to what i mean:
https://store.steampowered.com/app/4115320/Project_Foxx/
>>
>>727239525
ok
>>
>>727221994
I like it
>>
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So I figured out what was causing my game to not read my Logitech’s right thumb stick. So get this: on this fuckass controller, it's two bytes and they're called R and RZ. So after adding these bitch ass bytes to my game's input action whatever, it works now (once more saving me from the unknown world that is enemy lock-on).
The more I work with this godforsaken controller, I can see why the Titan imploded.
>>
>>727239452
lol
>>
>>727239452
So this is what the mighty Filipino Alicefaggot is reduced to.
You used to be someone important.
>>
>>727225065
>What's the hardest genre to make?
realistic flying sims, enjoy flipping through thousands of pages of manuals and documents just to get a singular plane modeled correctly and even after you're done with that good luck modeling anything to do with radar (if it's a semi-modern plane like 90% of the info regarding the radar is tippity top fucking secret) and making your own physics engine from scratch because all the open source ones suck horse cock, it's what made me give up on my "ace combat if it was realistic" project, shit is just way too much effort for a single person
>>
>>727222816
Its alright for a first attempt, you should be modelling using the subdivision modifier and also look through a few youtube tutorials. If you put in the effort you will get better do not be like Kris and Fagoon
>>
>>727222964
based mono
>>
>>727226529
If you are going for digital art then yes a tablet will help, just go for one that you can afford.
>>
>>727226529
Draw every day and draw things you like, so you can be motivated to draw. If possible, join a community of amateur artists. Draw things for 4chan threads. Anything to motivation to practice.
The XP Pen Deco 1 has never failed me and is $40 on Amazon right now.
>>
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>>727241367
rate mine?
>>
What are the best fishing games out there? I want to make a fishing mingame for the end game and want it to be comfy.
>>
>>727236510
I would trust a troon to code my game over a woman anytime
>>
>>727222816
i remember way back in the day, i did this exercise where i just took a front and side pic of my head and used that to clone myself in 3d. i'd recommend trying that.
>>
>>727241882
transgenders ive met have either been insanely talented or completely delusional about their complete lack of talent
no inbetween
>>
>>727241872
The Morrowind fishing mod.
>>
>>727237882
Normies won't even see the show, nobody except people who visit this shithole will know
>>
>>727237882
>don't care about some backlash if people connect you/your product to 4chan
this is literally me. Idgaf.
>>
>>727241848
Breddy good my man, needs more booba though
>>
>>727241367
legs remind me of the wife from the incredibles
>>
>>727241882
Trannies are actually good programmers. Something to do with being terminally online and detached from physical reality
>>
>>727241775
>Draw things for 4chan threads
this
doesnt need to be drawthreads either
>>
I have no interest in making games for commercial sale, but I'd like to whip up ideas quickly as like an interactive sketch up of sorts to illustrate vague ideas or concepts.
Is being a code math nerd still the core skill for interacting with game creation or is there some stupid simplistic visual wooden block baby shit I can fuck around with that can scale up with motivation or interest?
I feel like Im too old to even pretend I could seriously start to learn something new. Spent my 20s being shit at music
>>
>>727243857
depends what youre trying to make
as soon as you introduce physics into a game there will be math, though easier math in 2D than 3D
making something turnbased barely touches math (beyond things like damage = attack - (defence x constant) )
>>
i'm doing well, i'm mostly the main sprite artist for my game while my friend helps code shit
>>
>>727239346
>>727239505
thanks. I am still pretty green in scales and chords but I understand enough to get you. I certainly do relish the chance to sort of buildup on a piece, starting simply and then adding instrument sections as the level buildsup. You've given me a great starting point with it, much appreciated.
>>
>>727244414
fucking around with made up card games and fuck with random numbers or stuff that spins and bounces, idk. No idea, just feel like learning something with quick janky turnaround with a fun workflow.
I've lost a lot of drive and want to see if anything clicks with me.
>>
>>727244983
well im 31 and got super addicted to dev when I started earlier this year (essentially zero prev code experience) so who knows maybe you will too



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