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How is that game coming along?

>What engine do I use?
Godot: https://godotengine.org/
Unreal: https://www.unrealengine.com/en-US
Raylib: https://www.raylib.com/

>Can I use AI?
Yes, just ignore them.

>2D
https://gemini.google.com/ (Nano Banana Pro)
>3D
https://3d.hunyuanglobal.com/
https://microsoft.github.io/TRELLIS.2/
>Music/Audio
https://suno.com/ (They recently added audio one shot and looping effects)
https://elevenlabs.io/ (Voice acting)
>>
>>731737198
>>Can I use AI?
>Yes, just ignore them.

based non tranny OP
>>
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>2D
OpenGameArt.
>3D
Sketchfab/OGA.
>Music/Audio
Freesound and OGA (once again).

I shan't be using GenAI
>>
>>731737550
Ok tranny, you go first.
>>
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>>731737198
my game has the most cute and pure little girls! specially 'risus!
>>
>>731737601
>Ok tranny, you go first.
>>
>>731737608
good one nortubel
>>
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Hey all you /v/tards,
It's your pals at /v/3, and we need your help! Today we're doing our first round of voting on modifiers for our World Famous Game Jam! That's right, whatever is the top vote today MUST be included in participants' games. Today you'll be voting between:
>all in-game text must rhyme
>mouth made sound effects only
>a big titty shopkeeper

VOTE HERE: https://strawpoll.com/7rnzV4KpLnO

JAM LINK: https://itch.io/jam/v3jam

And if you haven't heard, the theme of the jam is "Long and Hard".
THANK YOU FOR YOUR ATTENTION TO THIS MATTER!
>>
>>731737646
Yes.
>>
>>731737732
fuck off betz, tranny freak
>>
>>731737732
>Long and Hard
Is that:
A) Dark Souls
B) A dayjob
C) or my cock?
Also imma be real betz, this theme in a game jam sounds like a recipe for disaster.
Making a long game in under 2 days? Are you nuts?
>>
>>731737834
Fuck off joshua, tranny freak
>>
>>731737530
That's fine. I use those too sometimes. I'm not saying you have to.
>2D
Krita
>3D
Blender
>>
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>>731737198
I'm adding people made of bones to my game
>>
>>731737857
The Jam is next week. The modifiers vote is this week for the next two days. You'll have from Sunday to Saturday to make the game.
>Is that
It's your interpretation of what it is for your game jam game
>>
>>731737913
fuck off betz, tranny freak
>>
One of my favorite things to do on the internet from time to time is to call people that which they hate, just to piss them off. Especially when you point out the similarities between them, it drives them nuts.
>>
>>731737995
Ok tranny
You will never be a game developer. Modders aren't game developers.
>>
>>731738097
fuck off betz, tranny nodev freak
>>
>>731737928
sovl
>>
>>731738164
YWNBAGD
>>
damn this thread is schizo central
>>
What's a good way to put together a design document? Just a PowerPoint for yourself or something?
>>
>>731738203
fuck off betz, tranny nodev freak
>>
>>731738239
i dont think u can put a lot of info in slides and its hard to find, just docs or something thats backed up so u dont lose it but easy to categorize
>>
>>731738239
Take a look at Obsidian
https://obsidian.md/
>>
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>>731737198
I'm spending the next little while trying to address feedback from my demo. Trying to look at it from another lens and see it more about how they felt rather than the exact content. Some of it had me confused because some of the responses were basically complaints about the genre that were unfixable without throwing the game out entirely but hey, feedback is feedback. Just means it wasn't currently good enough to override the previous bias.
>>
>>731738331 (me)
...Am I a sociopath?
>>
>>731738331
axe wound =/= real vagina
>>
>>731738239
I have all my stuff on a notepad. So my answer would be: whatever works best for you
>>
>>731738431
Exactly my point, just like how mods =/= real games.
Thanks for proving my point, retard
>>
>>731738506
betz = tranny freak
>>
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>>731738418
I'm going insane, for a second I thought that pic was a pic of an anime girl but it's just a cat wtf
>>
>>731738418
im confused why are you posting a cris image if you are not cris? You get some kind of sick kick out of identity theft?
>>
>>731737928
RAAAAAAAARH
RAAAAARH
RAARH
>>
agdg thread, time to bail out
>>
>>731737928
spooky
>>
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>>731737198
Going well, got some fancy new animations

Today's puzzle is a bit on the easy side, you'd have to be an idiöt not to solve it

playominos.com
>>
>>731737198
I gave up on the dream. I'm not smart enough to be a game dev.
>>
>>731738953
why "ö"? it's just a regular letter
>>
>>731738215
Yeah, what the fuck. I don't know why people make being a retard a point of pride for themselves.
>>
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>>731739302
>he doesn't knöw
>>
I've given up and started on a TCG. Wish me luck.
>>
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My low-poly WoW BG simulator has been in playtest mode on Steam for about 6 months. The first month I had a handful of people log in and play for 5-10 minutes, then log out and never return. I also had 3-4 achievement hunters AFK in battles until they hit max rank. I let them do it since no one else was playing, and because they were pretty chill and actually gave me some feedback.

I didn't expect much traction from a playtest with zero effort put into promotion, but my retention is so horrible that I think the game has no hope in it's current format. I think it's because tab-targeted PvP is an antiquated format with a small audience. Plus anyone who enjoys it is just playing WoW with zero reason to transfer to some tiny indie game that offers nothing new.

I'm currently keeping the servers alive and the playtest open just for shits and giggles. It costs like $25/mo to keep it running, and basically 5 minutes per week of maintenance.

I may abandon it completely, but if I return to it I'm thinking of turning it into a permadeath MMO similar to RoTMG/hardcore WoW. I have decent enough NPC AI for that, and the ability to make a large world with many zones (they're procedurally generated).
>>
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took the entire day but finally did custom inputs
>>
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>>731737198
Shadowplay makes it darker and spookier than it is, but maybe it's a sign.
>zero gravity movement done
>normal movement done
>Perfect Dark style aiming done
I have hope boys
>>
>>731740215
That's a bummer. It's a cool concept, the kind of thing I'd want to take off, it would be awesome with a decent playerbase. But perhaps the world is mostly gone now.
>>
>>731741240
Lovely looking UI
>>
>>731741240
I agree with the other anon, that UI looks nice
>>
i have given up completely
>>
Rasko I'm still waiting to fuck you in the ass you russian faggot.
>>
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I finally added some custom made splash and ripple effects to the water as you swim around. I really like them. Collectathons live and die on the little details.

>>731737732
I voted for mouth made sound effects.

>>731737928
Fuck yeah, nice bone dude.

>>731740215
This is absolutely badass. Did you write the net code yourself? What engine are you using?

>>731741240
Great work. I need to do that myself, but I just haven't gotten the gumption yet

>>731741283
Hell yeah, you can do it.
>>
>>731741560
>>731741610
agdg is down the hallway and to the left lads
>>
>>731741560
iktf but don't give up, you owe it to yourself to make it happen
>>
>>731738170
thanks :)
>>731738667
hahaha no anon, this isn't Daggerfall
>>731738710
yeah! wait until you see it ingame
>>731737732
I chose the funny sfx
https://youtu.be/jwxN8sCIOOE?si=aRZ3omqAFteNGkem
>16 years ago
damn
>>731741706
nice work Osh! I'd tone down the ripples a little bit, but the splash looks super nice already!
>>
>>731737928
Y-y-yikes!!! Spoiler that shit next time.
>>731741706
Is that from that Godot Wind Waker water tutorial?
>>
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>>731741706
>Did you write the net code yourself?
Yea. It's a C# console app using an open source UDP library called LiteNetLib. A pain in the ass writing it, but I'm a penny pincher so I didn't want to go with some bloated premade solutions that can't scale well. Plus I wanted a distributed server system which a lot of premade solutions don't support.

>What engine are you using?
Unity
>>
>>731741706
that 2d head looks retarded? are you retarded? stupid fucking moron
>>
>>731742975
Let's see Paul Allen's game
>>
>>731737198
>>731737406
Shills
>>
>>731743092
>Shills
>>
>>731742975
>that 2d head looks retarded?
Why do you end your opinionated statement with a question mark? That's retarded. Who educated you? They failed you. Your parents too.
>>
>>731743370
My parents too?
>>
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>>731742502
haha sorry anon oops! did it again...
>>731742975
>stupid fucking moron
we don't sign our posts here!
>>
>>731737928
calcium
>>
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>>731744059
yes!! yess!!!!!
>>
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https://store.steampowered.com/app/3978590/Warp_Bound/

FINALLY got the store page up. Let me know how it
>>
>>731737857
>Making a long game in under 2 days?
anon it runs for 7 days
>>
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>>731745037
>nice screenshots and even a trailer
>description makes quite clear what the game is about
>rest of the page has a lot of effort put into it
I don't shit about this but imo you have a pretty cool steam page man
>>
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>>731742502
>Godot Wind Waker water tutorial
No, I made it myself. Is that a thing? The shader is a free CC0 shader I downloaded. The splash and ripples were made by me, including the textures. I will admit, I did design it with Wind Waker in mind, mostly because I am going for a Cel Shaded art style, and that is a cel shaded game with good looking water.

>>731742975
To the people who would take this post seriously: This is someone making a joke in reference to some schizo on /agdg/ adamantly saying that betz is bullying me for asking "What's up with the 2D head" one time. Betz is a good dude.
>>
>>731745209
I don't know shit about this*
sorry, it's late
>>
>>731745037
damn, that's really stylish
>>
>>731745220
I really wish you changed the protagonist's design. He looks like an ugly Penny Arcade / CAD character.
>>
>>731745037
Added to wishlist.
Give me a playable race of toaster women and Il buy when its out
>>
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>>731745373
It looked worse before lol
>>
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>>731745037
>roguelite auto battler
>>
>>731745037
>_bound
immediate skip
>>
>>731745618
There's a difference between design and art. The new art is good, he just has an awful design. It's polishing a turd.
>>
>>731737198
Is it possible to do some market research outside this site for little money? I'm not a friend of data driven game creation, as this usually breaks down to appeasing the masses.
I know that jams are a thing, but you really getting the wrong target group there imho.
>>
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>>731737198
>How is that game coming along?
I haven't worked on it in 6 months, I have no motivation anymore, I know it won't sell and I'm just wasting my time
>>
>>731741240
10h work for
>custom inputs
How and why? Isn't there something ready to use available?
>>
>>731745924
Why did you start
>>
>>731745373
There is no reality where you can save a platformer. He will die to
>Not emailing YouTubers
>Not knowing how to title videos
>Not having videos for movement tech
>Not having a response for really bad players
And a better design will not fix any of this
>>
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Finished 0.2.0. I have zero assets that aren't placeholders. I don't fell like starting assets until game is fun because I am much worse at them than programming.
>>
>>731745209
>description makes quite clear what the game is about
I swear, so many fuck this up. Illiterate scum.
>>
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>>731746070
I thought I could do it and I thought my ideas were better than they are
>>
I'm looking into getting into game deving to make simple "edutainment" games for my son to run on low power devices like a Raspberry Pi or even an ESP32.

Any suggestions lad?
>>
>>731746230
how old is your son? you could try teaching him godot or some other simple engine and making games together instead. I see this dude on X who's making a metroidvania but the designs are made by his kid and it looks kinda neat, plus it's a great bonding activity, to build something together
>>
>>731746182
I doubt you suddenly realized your ideas aren't as good. What made it so according to you?
I'm researching on fantasy horror and apparently that genre doesn't even exist. Genre in general are pretty dumb, especially if it isn't archetypical.
>>
Just fixed the thing now my game doesn't look like shit when you play it :).
>>
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>>731746087
>Not emailing YouTubers
I literally have the world record holder for Sonic Adventure on the Dreamcast as a playtester because I reached out and asked. I am not at the point where I want to do it for YouTube people, but that will happen later this year, closer to SAGE.
>Not knowing how to title videos
Haven't gotten there yet
>Not having videos for movement tech
Again, haven't gotten there yet.
>Not having a response for really bad players
I have my 5 year old and my 8 year old playtest my game so that I know young children can beat it using the slow-but-easier routes while I intentionally make shortcuts that are fun for me to run through. I have both intended low-skill-low-speed and intended high-skill-high-speed paths for everything.

I do plan on redesigning the character later this year, but right now, I am working on two other characters.
>>
>>731746506
woah you finally added graphics? good job!
>>
>>731746531
you really should stop paying attention to schizos
>>
>>731746531
Stop doxxing people
>>
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I made a forest
>>
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>>731746317
He's 2 and a half. He likes playing with my calculator app and spamming the attack button as Leo in TMNT1 NES. While that does sound like a cool idea, that's a few years into the future for obvious reasons. I'm building a simple device for him because I'm not satisfied with the stuff on the market. I have the hardware components and casing designs done and printed but I'm lacking in the software department.
>>
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working on air flying

>>731741486
>>731741541
>>731741706
thanks, nice water details btw

>>731745976
I'm not a good coder. Also all the bug fixing, saving inputs for a reset, if the inputs overlap with the default inputs, the layout design, the effects when buttons are pressed, etc.
> Isn't there something ready to use available?
copy and pasting from tutorials is limiting
>>
Anybody ever made a pinball game here?
How do you handle the flipper's physics?
Is it just an object with rectangle collision box that you rotate?
Or there's some special way/calculation that you use to produce a more consistent physics when hitting the ball?
>>
>>731746087
There's a difference between advertising and appeal. The design is an appeal problem.
>>
>>731746531
>I have my 5 year old and my 8 year old playtest my game so th-
Would you believe me if I said that YouTube has worse gameplay than actual children? You haven't seen the depths for just how bad people can be.
>>
>>731746889
got any educative material on level design? that looks super nice
>>731746915
hehe, that's cute. What kind of "simple device" are you talking about?
>>
1-3 code cleanup
4-6 cutscenes
7-9 levels
0 kill self
>>
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>>731746742
wat
>>
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>>731747201
It's just a small handheld device I built as a way to learn 3D modeling for printing and soldering components. I have a small display hooked up to an ESP32 a batteryvand some speakers, but I can enlarge it a bit more to put in a PiZero or even a Pi4. It's nothing insane really. Now I'm just trying to figure out what software to put in it. I'm currently using some sanwa 30mm buttons and an arcade stick for inputs as a test, but those obviously don't fit. They're kind of just dangling out of the device.
>>
>>731746943
You did the coding and ui, (re)design, yadayada. Got it, that takes time, sure. I thought it takes 10h of work to code that.
>>
>>731747553
The sonic guy is helping you for free and you shout that out to the world. You act like a blonde, naive bitch.
>>
>>731747201
thanks!
i dont have any material, but I took inspiration from Lands of Lore 2/3
>>
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>>731747662
lol you are very silly
>>
>>731747590
sounds megacool but please, test it throughly and make sure it's safe before letting your son handle that thing
>>
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sick af right now
just taking things off my to-do list that i've been ignoring.
>added noise onto the attenuation for point + spot lights
>reduce texture look ups in the triplanar version
>fix how fog "splits" when an object blocks off the light source
>change how the main light + baked lights shadows change intensity when in point + spot mixed lights
>wrote lots of NPC dialogue, not in the webm
>drew pictures for a lot of in-game stuff and UI, also not in webm
>finally did some modelling for enemies in the FPS game area, also not on the webm
sick of doing vector maths.

>>731746889
noice
>>731746946
i did one a long ass time ago, idr the specifics but it was sort of like
>ball hits flipper thing
>cache three values: speed of the ball, directional vector for the contact point between flipper + ball, and the current angle for the flipper
flipper was just a box collider that rotated, it'd have a range of values depending on how "up" it was, and whether it was in the middle of a quick tap or being held
then when it hit the ball, it'd add force in the contact direction, based on the speed value + flipper value
same with the ball hitting the bouncy posts on a pinball machine, except those had a constant value instead of the flipper's dynamic value

mine wasn't consistent, the ball built momentum as it hit stuff.
>>
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>>731737928
Scary.
Nice skelly.
>>
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I'm super jelly of your art. I am making a space themed game too.
>>
>>731747812
I already made him a bunch of toys. He has an arcade stick that lights up and says the colors of the buttons he hits. Hardware isn't the issue.
>>
>>731748160
are you making a game or do you only make shaders?
>>
>>731746946
randomize the physics to make it more believable
>>
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>>731748169
kek + thanks anon!
that hit particle effect is lovely, good job
>>
>>731748169
btw! just an idea but maybe make it so the hit particle effects always draw above anything else. Worked fine for my game
>>
If the person who said it was impossible to do darkwood's lighting in godot is here I'd like you to know that you're wrong.
>>
>>731737198
is Nano Banana Pro any good at pixel graphics?
>>
>>731748169
Looks better than almost all indies
>>
>>731748625
Yes but pass in a grid alternatively you can use RetroDiffusion
>>
>>731748625
it's not good for anything
>>
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>>731748312
>are you making a game
yeah
>do you only make shaders
I made a cat and you can pet it
>>
>>731748625
ignore >>731748834
hes just talking out of his ass or just sucks at using the tool
>>
>>731748823
>RetroDiffusion
Looks pretty good from the UI. I'll try it tomorrow. Thanks.
>>
>>731749007
Not gameplay. Not a game.
>>
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>>731749007
based shader gato
>>
>>731748160
That's actually good advice.
It gives me a good idea of what I need to calculate to get the right physics for the ball.
I will still try using a collision box and see how it goes first though. It maybe easier to do for prototype phase. And then I will do all the math & calculation if I do decided to develop the game.
>>
>>731746531
nintendo, sue this man!
>>
>>731745037
congrats anon I am filing a false DMCA right now
>>
>>731741709
I wont stop until my semen reaches your colon, you queer faggot.
>>
making a slop game is draining my will to live
>>
>>731749105
>sucks at using AI
nigga i have talent
>>
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I broke my system for detecting the win/lose conditions of a map when I refactored a bunch of stuff and since that code was bad too I just re-implemented it from scratch today but re-implementing that reminded me how terrible my map victory screen looked so I redid that too. I tried out using dotween to actually animate it a little because all my stuff is pretty static right now and I think it came out looking pretty good for a rough draft.
>>
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>there's people in the world who unironically make bibeo gaynes
>>
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>>731749650
you have the same 24 hours in the day as everyone else
>>
>>731748423
Thanks. Your model looks great, just lacks some toe detail.
I think the neck looks a bit weird though, the way it bends forward and then straight up to the head. You should smooth it out.

>>731748561
Funnily enough I did try that yesterday but it looked weird how it would also draw on top of the enemy too.
Maybe with a stencil setup I can make it always render on top of the player instead of rendering it on top everything. I will try that now.

>>731748813
Thanks.
>>
>>731749678
Oh shit, I think I remember you! Haven't seen you here in a while. Looking great!
>>
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>>731750068
cute
>toe detail
true! I'm real bad at drawing tho, but I'll try
>You should smooth it out
how's picrel? honestly the neck has been looking weird and even too long since yesterday, but I trusted the reference I was using
>particles
well things can look weird at first when you are already used to seeing them in a particular way. But hey if you manage to make it overlap only the player then that might work even better. Good luck! I'm not into loli games, but yours looks real nice man
>>
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Asset stuff
- 2nd animated chest opening animation done
- Tried out of different fence variations
- Other general use assets
- Not shown, added some new monsters
Dev stuff
- You can now adjust resolution and target fps without restart
>>
>>731750830
I love that barrel goblin
>>
convince me to stop pitying myself and start devving a new game after my previous two releases failed to make an impression
>>
>>731750482
Yeah, that's much better.
The head shouldn't be too forward too. The chin shouldn't go pass the rib cage.
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>>731751095
nice! thanks anon, appreciate it
about the head, it currently looks like this. I could pull it a bit back with the neck as well, but do you think it's worth it?
>>
>>731751079
Do it or I'll kill you
>>
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doodling selenic girls from my project as practice, don't draw often but hoping to do it more cuz i need game art.
they usually have clothes but i have decided its cute robot body time
>>
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Added an ADHD mode. At some point I'll add the option of map animations instead of a separate screen, but this was a quick in-between.
>>
>>731751236
game keeps looking cooler and cooler, good job man
>>
>>731751181
i don't think i'm ready to die just yet. thanks for the motivation.
>>
>>731751175
Perfect, I would maye move the head just a tiny bit back but that's good enough.
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>>731751298
You keep getting cooler and cooler too!
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>>731751236
Cute art.
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I updated to Godot 4.6 and added spikes, I found an interesting way to make the Fresnel effect look better on cones by only using the parts of the normal/view vectors which are perpendicular to the spike direction.
>>
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someone on X did this to the skeleton. Thought it was funny so there you go!
>>731751459
nice! thanks anon, appreciate the feedback :)
>>731751469
you wouldn't say that if you knew me but thanks lol
>>731751759
>4.6
that shit with the IK looks so nice. Wonder if I could make something like a scorpion tail attack towards wherever the player is
>>
>>731751617
Thank you! Let's hope nobody makes shocking edits of her again.
>>
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>>731751901
Too add to this >>731750482 you could also model the toes if texturing is too much for you.

https://models.spriters-resource.com/playstation/kingsfield/asset/352639/
>>
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>>731752123
great idea! I already do something similar for the goblins so it wouldn't break cohesion
>>
In Godot is it ok to have one character script that you just modify into other characters? Like in

IDLE STATE
if character_1:
animation.play("character1_animation")
elif character_2:
animation.play("character2_animation")

Or is that a bad idea? Recoding the same shit in every character script seems very tedious
>>
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>>731752547
do you mean a script that you are going to attach to different characters? and with that script checking which character is? pretty bad idea yeah. Put all the common stuff in a single script, then inherit from that one in the character-specific scripts
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>>731751901
>>4.6
>that shit with the IK looks so nice. Wonder if I could make something like a scorpion tail attack towards wherever the player is
Yeah, this update looks pretty good improving on some of Godot's weaknesses, although I don't see myself using IK/Jolt/SSR. I might set up Tracy and see if I can improve my game's performance. I hope we get HDDAGI eventually, but apparently only Juan can work on that and it's unknown when he'll get it done.

Pic related actually broke the hack I was using to set ALBEDO values over 1.0 to cause objects to glow, so now I probably have to make my own glow shader. The new editor theme looks about 20% better so I'm happy about updating overall.
>>
>>731752641
to be more precise
>common script
class_name common_dude
IDLE STATE
animation.play(get_idle_anim())
>character_1 script
extends common_dude
get_idle_anim(): return "character1_animation"
>character_2 script
extends common_dude
get_idle_anim(): return "character2_animation"
>>
>>731752547
Both approaches you described are completely idiotic. Just call animation.play("idle"). animation should be a different object depending on the character
>>
>>731752746
You could put the animation name in an exported variable and set it for each character in the editor, but >>731752828 is right that what you're trying to do is dumb.
>>
>>731752641
yea just a single script. Generally all characters have the same idle, run, jump etc states. I set something up to change the name of the animation that's playing so it fits with the character right? Would the animation player get bloated with too many animations? Also the attacks and stuff, separate script?
>>
>>731752695
>Tracy
a new profiler? is it better a tracking stuff than whatever Godot comes with?
>glow
can't you do that with the material's emission?
>>
things are getting mixed here
this is the original anon >>731752547
both those are me, goblin dev >>731752641 >>731752746
>>731752949
way I manage this in my game with the enemies is basic inheritance. I have a generic Enemy class and each enemy has it's own class that inherits from that one. What you should NEVER do is reference particular classes like your character_1 in a generic script that's going to be used by other entities, that's quite bad design.
>>
>>731752949
>>731753142
and about the animations, all my enemies have the "generic" animations have the same name. "idle", "run", "die", etc. But each one has his own animations like the attacks and those are managed in the specific script for each enemy
>>
>>731753014
>a new profiler? is it better a tracking stuff than whatever Godot comes with?
I think it lets you do a lot more, yeah. Godot's profiler is sufficient for showing you which functions are taking too long, but it still doesn't have a very good UI.
>can't you do that with the material's emission?
I wish, but I'm using a CompositorEffect for post-processing and it only allows me to get albedo.
>>
>>731753389
damn guess I'll need to upgrade to 4.6, both the IK shit and the new profiler seem like a very good deal already. But hey might be worth it to wait for a while, see if any bugs pop up and maybe even wait for that 4.6.1
>it only allows me to get albedo
damn! well anon good luck, hope you are able to find a workaround!
>>
>>731752949
>I set something up to change the name of the animation that's playing so it fits with the character right?
you're fucking stupid
>>
>>731753778
No, anon, he's just inexperienced. And you're just a fag.
>>
>>731753778
no one is born already knowing all the stuff, be nice and help others if you are so smart
>>
>>731753142
>. What you should NEVER do is reference particular classes like your character_1 in a generic script that's going to be used by other entities, that's quite bad design.
How come? If the basic movements are generally similar except a few different values, why not the same script but have like

something replace X with specific enemy name

animation.play("_X__run_animation")
if enemy1:
speed = 200
elif enemy2:
speed = 300

>>731753778
what's wrong with it?
>>
Yeah and creampie raskos ass for good measure
>>
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>>731751197
was gonna add more to this post but i got busy.
i'm in debug hell with my godot project currently so not much to say but here's some art i made the last time i was in debug hell.

>>731746889
looks quite rad

>>731741240
>>731746943
always cool seeing your posts, keep it up

>>731751901
ooh IK is properly in godot now?
perhaps i'll consider returning my custom blender rig -> godot rig addon.
it's meant to transfer all blender-related data (when compatible) to godot (includes bone constraints, drivers, custom materials, etc that normally doesn't come in glb/gltf export).
not really working on anything 3D-related though so there's not much incentive to me doing it atm.
>>
>>731754003
I recognize this character from Twitter. Nice.
>>
>>731753978
anon, as I said earlier this is a clear case where inheritance is the way to go. Look it up, it's not a Godot thing is a "basic coding" thing.
>that example you've posted
Your base_enemy class has a default speed value
the the other enemy classes (a particular enemy like let's say, a goblin) would set the value to 200, and another enemy would set it to 300
>>
>>731754078
yea that's what I mean, so it's still just one script isn't it?

Enemy script
golbin: bool
orc: bool

Enemy gets spawned, I trigger if it's a goblin or whatever. But it's still just one file technically just stuffed with all the other variations too.
>>
>>731754412
no anon, it's one script for the common logic (most of it, probably) then one extra script for each particular enemy that inherits from the base one.
Look up inheritance if you don't know what that means. If you clog a single script with the logic of all your enemies that shit is going to become bug-ville and will be impossible to maintain with all those if-elses.
I'm going to bed now, good luck anon. If the thread's still up when I get up I'll try to help you but really, REALLY, look up what inheritance is when it comes to coding. In Godot, the keyword is "extends"
>>
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>>731754057
good seeing you anon! not really going to be posting on twitter anymore though.
hard to separate my chronically online ass from the site when the option to look is always available so i'm deactivating my account, don't have to worry about it anymore that way.
really any metrics-based site gets under my skin after a while. it isn't a good time for me to have an audience to worry about when i'm down in da deep working on new skills with nothing tangible to show for quite a while.
probably just gonna post in these threads from now on, less imaginary people breathing down my neck that way.
>>
>>731746230
>I'm looking into getting into game deving to make simple "edutainment" games for my son to run on low power devices like a Raspberry Pi or even an ESP32.
>
>Any suggestions lad?
raylib is probably your best bet for tiny games, especially if you are going for an embedded system environment.
>>
>>731754781
well done anon. I lose a lot of time because of the internet, maybe I should try to be better in that regard but fuck, shitposting can be so fun specially once you have some followers
>>
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It's over, I hit the wall.
>>
>>731754580
Alright I'll look it up
>>
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more flying
>>
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>>731757178
ask AI
>>
>>731754412
nta but inheritance is basically an "is a" relationship. so, goblin is an enemy, orc is an enemy, etc.
the base class is where all the shared stuff between enemies would go, so things like health, then basic foundations for state machine, etc.
then you'll make a second class called goblin, which inherits from enemy.
this way, you can add new enemy types without changing the base class. it'll make things much easier long-term.
same with things like the player's attacks against enemies, you can just have it check for "enemy" and since both goblin and orc inherit from enemy, the sword swings will be able to do damage logic to multiple types of enemy without making changes to the player attack logic.

if you only have super simple logic or one type of entity, then a single class is prob fine. but as you add to it, you'll quickly realize why keeping things a bit compartmentalized is better.
>>
>>731748620
I said i was going to go deep in raskos ass though, don't know where you got that godot shit from.
>>
>>731757501
Alright seems abit tedious to set up though.
>>
>>731758938
The amount of time and code it saves you is exponentially greater than any tedium of setting it up
>>
>>731758631
>>731758897
smells like AI slop
>>
>>731755176
Thanks brother. I'm gonna start looking into it.
>>
>>731737198
op forgot the most common modern game engine claude code
>>
>>731737530
>OpenGameArt
I find I get more hate for using this than AI generated
Just my experience
>>
>>731759549
I didn't say u had to delete it just that UI is obvious AI so I don't know if u can't see it through AI blindness but just saying that u have to clean it up that's all
>>
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air hovering concept, idk feels too similar to fire
>>
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>>731756584
ya. i think every podium should have a built in expiration date but modern media works against that with permanent followings.
it makes lot of artists gradually degrade into "content creators" or "influencers" whose podiums have outgrown them which is a nightmare scenario for me.
not gonna let short-term numbers-based popularity from the stuff i made while learning ruin my drive to create my long-term robot girl game project that is supposed to be heavily niche and derivative.

also forgive me for yapping about my ideas in the gamedev thread rather than posting gamedev, but man i fuckin need more robot girl games where the robot girls are actually robot girls who aren't being pulled around by humans.
if humans are even in the picture i am deadass not interested.
give me genuinely alien machine consciousness where they're so cognitively different and artificial you can't categorize them as sapient with complete confidence.
one instance of popular media that we got which almost fits the bill was fireball which came out in fucking 2008.

there have been trailers for at least 4 different "fix the robot girl" VNs recently, my eyes glaze over seeing each of them.
they are each so painfully surface-level and clearly made to chase after the trend of "girls who are aesthetically robots" because robots are becoming more popular.
so i'm making my own shit.

>>731760437
i saw what you posted, don't beat yourself up over it anon.
it's unfortunate that some forms of progress have been stigmatized due to AI but progress is progress.
don't let others discount it so long as you're learning and building in top of it meaningfully.

>>731760528
woosh
>>
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i am learning slowly
but i am learning
>>
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yea I hate it, doesn't really look right at all. It looks like the same as cloud riding but without the cloud. The idea was supposed to be like a free peter pan flying but it just seems like a knock off the fire hover system.
>>
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>>731761091
robot girl who has a weird fear of spiders and she keeps mentioning it to people because it's part of the training data she has.
she has never actually seen a spider before in her existence.
then she gets exposed to an actual spider.
she just stares at it calmly, then approaches it as if to confirm something, then she backs away and moves on.
she never talks about the fear again afterward.
she was probably just "afraid of spiders" because she has never personally encountered a spider before.
that weird dangling bit of information felt psychologically itchy to her so she kept expressing it as a fear of spiders.

>>731761382
ganbatte anon

>>731761859
looks fine to me though i am missing the full context.
i think having various abilities that provide similar ways to do X (in this particular case air movement) is fine so long as interactions with the rest of the specific moveset it comes with make it differently valuable.
>>
>>731761382
fug :DDD
>>
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>>731763083
I love robot girls...
>>
>>731737198
Surprisingly well. I've implemented the 3 characters from Heroes of Sokoban 1, now I'm working on the more technical stuff. I've improved the undo mechanism yesterday, and now I need to fix falling mechanics. In the trailer for Order of the Sinking Star, there was a moment where a wizard swapped with a rock while falling, so I want to try to replicate that next.
>>
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Remake of the assassin set, also I was getting sick of how small and soulless the GUI looked at higher resolutions so I wrote some quick hack code to trick the GUI library that the resolution is always 1080p and then spent all day redoing all the GUI positions. Now it's big and soulless! However it stretches the GUI images in an ugly way and is causing some white alpha artefacts like on the keybind buttons.
>>
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>>731763268
thank you for the compliment but is that white liquid indicative of damage?
are you hurt? bleeding?
do i need to contact the hospital?
i can call them and send them a picture to quickly review the injury.
we should hurry in case is it lethal.
>>
>>731763729
oh no, it's a sequel to the looker in the making

blow btfo
>>
I showed Elon Musk 4chan. It shut down for a few days and then he renamed himself to Kekimus Maximus
>>
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>>731763930
>Lunar-synthetic recovered from prior military context is so clueless and untrained with Earth humans in intimate contexts that she sends emergency medical services a timestamped photo + geolocation data of the human male who acquired her gooning in front of her
>The photo was taken from her POV from her optical sensors
>Human in the photo has this golden look of panic while naked with his dick out, still rock hard
>Later he has to explain to first-responders why he has a decommissioned military-grade lunar synthetic in his possession and was masturbating in front of it

saving this as a side joke for the VN i will inevitably do, that's funny as fuck
>>
>>731757359
good luck nigga
>>731758938
like the other anon said, it will save you a ton of time, not just in coding but in saving you tons of bugs by virtue of having the code well organized
>>
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bump with no contribution
>>
Just posing more questions since I finished my character creator and currently am churning out conditional what ifs to account for everything.
Players can make their character, but if some traits have drawbacks would you still use them?
>I.E
If you go into hyper dick territory your speed stat gets a permanent debuff proportional to how oversized you make it (the max size subtracts 3 points). Along with enemies taking advantage and dealing higher damage. On the flip if you go to the micro/nub side of size you'll take a little point deduction from your strength stat thus reducing your damage. And yes testicles will be separated from cock size so you can double up these drawbacks.

For reference stats only go to 10 and can only go as low as 1, but being at 1 carries its own penalties. Mainly anything that calls on that stat instantly fails. Along with secondary negative effects being amplified.



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