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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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just like make game 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:
>>>/bant/agdg
>>>/vg/agdg

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

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
size limit too small? >>>/wsg/other+boards

>Previous Thread
https://archived.moe/bant/thread/24509906/
>>
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proggy anchor
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>>24523124
>>
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>>24523124
dakka edition
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>>24523106
how do you know when to make a new thread? It looks like the bump limit on /bant/ is around 300 posts or so.
>>
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>>24523124
Made a board with more pachinko-like layout.
Not sure if this is better or not.
Now in just the first round, without any upgrades, you can already reach 10x the scores of the previous version.
>>
https://www.youtube.com/watch?v=PVl0Xt3aKrE

please subscribe to my channel <3
>>
>>24523434
slutpop vibes with new cock movement
>>
>>24523131
literally me
>>
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Firstly, this was a really good video by Marnix, I think some of you may benefit from it.
https://www.youtube.com/watch?v=GSP8-PB-4yc

Secondly, anyone think Jon's new capsule isn't as good? I liked the old one better. Pic related.

>>24523124
Added file selection to the save system. A basic menu for it created, I will need to look at other games later for a nicer menu. Have yet to test if this new formatting of the save system works.
>>
>>24523168
gunna
>>
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>>24523124
Making a turn-based combat game and I'm finally at a point where you can pick an ability and then a target and the effects apply.
I didn't expect to get the dopamine hit that I got when something this simple started working.
>>
>>24523686
The first one's background does a bit of a better job of hinting at what type of game it is. Second one's logo is a lot more readable though.
>>
>>24523686
second one fits the tone better first one is more generic
>>
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>>24523209
/bant/ is slow enough that we can wait until page 9-10, which takes at least half a day after hitting the bump limit.

>>24523686
>marnix is a sakurai enjoyer
Based. We should really make the /bant/ thread pgdg instead.
>>
https://www.youtube.com/watch?v=SVerejiVlPM
got some SSAO working pretty nicely!
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>>24524414
here is another picture for comparison
>>
nested inventory wip
>>
>>24523380
Do you have a gif of gameplay?

>>24523761
>That writing style
Ahh yes you must be new.
>I didn't expect to get the dopamine hit that I got when something this simple started working.
Lel. It's nice when stuff with visual results comes along quickly.

>>24524081
>>24524098
Yeah realized after the second one is better in a way. Saw someone on /vg/ also point out that the latter is more likely to draw clicks.

>>24524414
>SSAO
Just looked up what that means, this sounds like complex stuff. Where did you gain this knowledge?
>>
>>24524539
>Do you have a gif of gameplay?
If you mean for the new layout, hold on to that, I'm trying to get a new build out soon.
Otherwise, if you just want to try current version, here's the itch io link.
https://zuzoisland.itch.io/pachinko-overdrive
>>
>>24524539
>Where did you gain this knowledge?
chatGPT lmao
>>
>>24524583
Just played it a bit, no volume on since it's late here. It was neat, started launching as many balls as I could just to see what happens at one point. Why's the gravity pull my balls to the top anyways?

>>24524590
Kek!
>>
>>24524615
There's 3 bumpers with 3 different effects.
1 of them change the ball's gravity temporarily.
>>
>>24524583
Went back to the tab I have it on, I didn't realize there were unlocks at first. Got to round 4 before I was unable to win. This looks like it has potential.
>>
>>24523686
First one looks too generic mobile game/strategy game
Bottom would get me interested in what kind of game it is
>>
>>24523686
Honestly I think they are both pretty bad.
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Working on the death or restart menu when you die it changes from the pause menu to a more aggressively torn up menu. Still a work in progress.
>>
>>24523106
I noticed something: the guys that says the AI posts ruin /agdg/ never say that about the pedophile ritualposts, it's rather curious no?
>>
anyone have any convention trips planned to show their game off?
>>
>>24525197
>one happens occasionally and the other constantly spams the thread with his low effort slop
its a true mystery why one is hated and the other ignored
greatest mystery of the year even
>>
>>24525222
What kind of "conventions"?
I live in SF so there's a large dev community for me to reach out to, but larger events like GDC or PAX are definitely out of our reach unless we have something more polished, no?
>>
>>24525236
There's booths specifically for indie games you can demo at that are pretty casual, just have to catch the window for sign-ups. I think MAGFest's is open now.
They're pretty great for real-time feedback from many different types of players, and also for meeting other devs.
>>
>>24525227
It does happen daily thoughteverbeit? I'm not here every day but when I scroll I always see the same pedophile pictures (I scroll by and don't read them).
Like it's really weird that the "innocent" gamedevs fled the evil /agdg/ because of AI banter and not because of pedophilia, hmmmm what could this mean?
>>
checking if ids persist from thread to thread, since i'm new here
also thread theme https://youtu.be/Tu2xgl1303M
>>
>>24525267
That is cool I may check this out once I am further into the demo.
>>
>>24525303
Also, usually these indie specific booths are free. Only catch is you have to be selected from among the games that apply, so you'll have to have something appealing or interesting that catches the judge's eye.
>>
>>24525321
I wish i lived closer I dont think we have something like that on the east coast. But im interested i think what I have might be worth trying with that avenue.
>>
>>24523124
No pics but I modelled and textured a small wheat granary and recorded all the dialogue for the level. Then I started editing the audio in audacity starting with the player character and a witch coz they're female so I wanted to make sure my voice was convincing enough without sounding too obviously digitally altered. They're decent enough. Tomorrow I'll edit the male voices and then I really need to model and texture the final assets on my to do list. Running out of time.
>>
>>24525340
It's worth a shot. My bum-ass WIP game was accepted to MAGWest and Tokyo Game Show. Most likely due to the absurdity/uniqueness of it.
>>
>>24525359
>Most likely due to the absurdity/uniqueness of it
Can we get a screen shot? And congrats man, there's no way I'd have the confidence to show up to something like that.
>>
Has anyone released a game on Google Play yet?
If so, what's the situation like with your projects earnings and popularity?
I spent 4 years making one game on mobile with my friend in free time after work and now i slowly regret it.
>>
>>24525379
Thanks! Unfortunately I can't share more until July 10th, but I've posted the game a few times previously.
As far as confidence, even if you get some passerby's that don't understand or like it, it's amazing when an attendee comes by that is really enthusiastic and loves it. Makes it worthwhile and gives you some vigor.
Also there's a lot you can learn about your game's friction by watching over shoulders. Lot of little things pop up you take for granted during development and might not even pop-up through feedback.
>>
>>24525359
Dang TGS? That is cool!
>>
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Have I improved, my lords?
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>>24525411
>Has anyone released a game on Google Play yet?
i didn't, but a mate in an agency i used to work for used to swear all the time when he had to do anything related to google play store
>>
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Ah fuck, nevermind.
>>
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buggy cave
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>>24524501
SSAO is a pretty heavy effect, there are considerably cheaper ways of doing ambient occlusion such as vertex painting, using an AO map, or baking it into the base color of the texture directly.

Not saying they're better but they are definitely lighter so you might want to look into them and see if they fit your art-style.
>>
>>24525469
I'd rather make it in 3D instead and not have to bother with colors, painting, or shading myself. Let the 3D engine take care of those and then take a screencap and edit the screencap.

If I get the time today I'll try and do it so you can decide if you like this technique. I've seen you struggle a lot with these asteroids so I want to help
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>>24525701
I'd deeply appreciate any fresh perspective on things, but just to make sure, are you talking about procedurally generating a model then translating a screenshot of it into a tilemap? Because while I can do textures into tiles, I'd also need to retain data about crater sizes and positions because they have gameplay significance (turrets and crystals spawn there, as seen here). Thank you regardless.
>>
>>24525748
No I'm talking about my lazy ass going for the easiest workflow I've found thus far:
1. Make a half assed 3D model
2. Subdivide it a lot
3. Sculpt it
4. Bake the result

All shading and crevices are taken care of automatically by the baking process, then I just apply Color Mapping for the colors.
Color Mapping works like this: the baking process gives you a black and white texture, so you tell it "the darkest color should actually be dark brown, the midtone should be a yellowish beige, and the lightest color should be a spent white" and it'll change the texture like that. No painting, no coloring.

For your case, I'd use some kind of non-destructive workflow where the craters are made by booleans so you can shift them around, bake, shift them around, bake, etc etc and get a myriad of different asteroids easily.

If you give me a minute I'll do it and show you. It's the fastest and laziest method I've found
>>
>>24525751
Sure sounds better than drawing circles on circles on circles. I've never worked with 3D althoughtbeit, but I'm willing to give it a shot.
>>
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>>24525754
Here I made a full guide, hopefully this sells the low-poly to high-poly workflow to others as well. It's literally a cheat code with how easy it is to make assets. I forgot to smooth out the low poly and only noticed when putting together the image, I'm sorry about that.

Keep in mind I didn't invent anything. This is literally the industry standard, or the "current meta" as some might call it
>>
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>>24525794
It's also super easy to make variations. I just changed colors and there you go: a weird purple asteroid for a different biome.

Turn the model around, snap another screenshot, and it looks different. Zoom in / zoom out before taking the screenshot and there you have a larger or smaller asteroid
>>
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>>24525754
One final thing, don't give too much attention to my sloppy sculpting. I literally did it as fast as I could.

You can get reeeally into sculpting things if you have the time, go nuts add as many details as you want, it's all gonna get baked into an image onto the low poly model. Makes no difference how detailed your sculpt is since it never makes it to the final game.
>>
>>24524307
What's the purpose of Bant? Will it really keep the schizos out?
>>
>>24525848
Nothing, the AI spammer is a french flag who still shit posts . But no one freaks out about it here because that would detract from the narrative. Which proves the same could happen on /vg/, but people are too retarded.
>>
>>24525227
Just filter that fucking retard. If a French flag does not post progress, it's the AI schizo. He sometimes uses US proxies too.
>>
>>24525848
you can filter ids
>>
>>24525858
yeah I figured as much, Ive filtered him
>>
>>24525855
He doesn't post here anywhere near as often. His whole schtick over there is posting dozens of posts per 100 but pretending he doesn't.
It's very obvious even on a board without IDs but coz he's low IQ he thinks it was clever and worked really well. But even he knows it would be painfully obvious if he tried that here. He is at least trying to show restraint here and I suspect its because he genuinely does want to belong and to take part, but IDs now mean its easy for him to be removed from the conversation. As well as French flags he also sometimes uses US flags to 1pbtid. Just saying.
>>
>>24525892
I'm a ai spammer yes I am
>>
>>24525883
Right, I was thinking he'd just figure his way around that, but then, we can just ban those ID's too. I get it. Makes sense. I probably will make this the main place I post. That dude is a serious head case. Very unwell.
>>
>>24525855
but it DOES work, look at /vg/ and then look back here, the difference is obvious because one person can't pretend he's 10 different posters and is easily filtered
>>24525794
you wrote all that? impressive. as for shading wouldn't it be "better" for a 2d game to bake a normal map and then use it to shade the sprite, depending on where the sun is? i think i saw a technique like that somewhere
>>
>>24525919
>the difference is obvious
you know who the bad actor is without IDs or flags, so you could practice the same behavior on /vg/.
This retarded schism is just gonna gut an already dying thread.
>>
>>24525919
I dont pretend to ve multiple people but I do make low qaulity posts and spam so it may look like I'm same fagging. Are you guys talking about me?
>>
A filter list for 4chanx if you enjoy a particular kind of discourse.
Comments:
https://pastebox.io/paste/jhKen00ZMRT2
Image MD5:
https://pastebox.io/paste/nowwh7hOEHML
Please don't respond as it doesn't add much to improving gamedev in this thread. Polite sage.
>>
>>24525919
>wouldn't it be "better" for a 2d game to bake a normal map and then use it to shade the sprite
When you bake in substance painter it gives you all sorts of map in one go. The normal map is one of them, so you can definitely use it.

However, since the in-game version will be a 2D image, I recommend selecting the lowpoly model in Blender and clicking on UV Unwrap From View, that way the UVs are a flat projection from your viewpoint which you can then easily apply to the 2D sprite
>>
>>24525939
yeah that's what i was thinking about i think, thanks
>>
>>24525926
Well you made two idiotic posts in a row, so you'll be the first person I filter here.
>>
>>24525955
So it's me.. :(
>>
>>24523209
as the other anon said, I wait until the thread is at page 9-10 to make it since bant is VERY slow, and also if someone else wants to make the thread
>>24524414
oh nice! I was looking for a quick compilation of rendering techniques but it's quite difficult to even find something, this one will come handy
>>
What's the benefit of going to a convention to show off a game? Hoping a journalist covers it or something?
>>
>>24526016
I thought it was to attract publisher attention if you're looking for a publisher to fund your game.
>>
>>24526016
Dunno about the states but here we sometimes have state and even federal government art bodies going around to conventions looking to fund projects. Those hipster douche bags that made Mixtape had their first game supported by the Victorian state government.
>>
>>24526018
Oh, could be. I really don't know. I'm not looking for one though, so I guess that's one less reason to go.
>>
>>24526036
I wish I could get grants. Idk if that's really a thing in the USA. Especially for adult men.
>>
>>24525892
well its easier to keep track with flags but the downside is the reply limit
although this board is very slow so it might be possible to hit /vg/ levels of replies.
>>
>>24526059
Sure technically /vg/ has a 500 bump limit, but with the shitposting it practically had a 100 bump limit.
Take out the shitposters and the threads here on /bant/ contain twice as much content
>>
>>24526067
over half the /vg/ thread is one guy
>>
>>24526016
Playtesting of course.
If your game can't even get attentions in a convention, how do you expect to sell your game on the market?
>>
>>24526102
Well you know Steam stats are interesting. Games that the overall normie market hates, that would be "boring" to watch at like E3, actually sell great. There are tons of hardcore sims with terrible art and UI that sell well. And currently that's more where I'm at. First game will be business sim. Second game will be more, Hearts of Iron/Civ. Simplified though, of course.
>>
>>24526112
>Hearts of Iron
If you think you can code a frontline system (which is still structurally broken in HOI4 as of 2026), you're in for a big surprise buddy.
>>
Where are all the Indians I was promised?
>>
>>24526076
Yes it's what I'm saying. The smaller bump limit on /bant/ is effectively a non-existant downside.

The real downgrade is the file limit but we can work around that
>>
>>24526156
Nah, I won't have that. It'll be a unique style of game, never really done before that I know of. Those two are just the closest comparison. But no front line system like Hearts of Iron. I know how to program and generally how complex things are. The game will be somewhat easy to make. Balancing will probably be the hardest part for me. Having multiple systems somewhat balance and work together. I'm dealing with that now for my business game, so I'll have some experience going forward.
>>
>>24526169
Generally speaking a grand strategy game (or even a turn-based Civ like game) is one of the hardest indie projects you could do. Not just for the base systems but also for enemy AI and overall balance.
It's a truly massive endeavour from all points of view, especially if you consider that it's an old genre so it requires the gameplay to be quite deep for people to play it for a long time (instead of playing all the other alternatives in the genre).

If you have a unique view for it that makes it easier to make AND more enjoyable, then by all means, but do be careful.

anyway sorry for being so nosy and butting in all the time, just wanna help
>>
>>24526169
Cool beans. Looking forward to see your progress.
>>
>>24526178
No it's fine, I get where you're coming from, I'm just paranoid and don't really want to give my idea away. I know they say "Nobody will steal it!" but I've seen a game be made that was 10% of my idea and it made like a million dollars. It was a similar theme, but done in a very limited, low effort, hacky way. So I just want to keep it under wraps, and therefore I can't exactly explain why I think it'll be easy to make. Other than, it'll be greatly simplified. Regardless I have a business sim to work on, and am currently working on AI decision making.
>>
>spent a whole day iterating over 1 single pixel art asset to make it "perfect"
>still not happy with it and will have to do more work
>meanwhile the store gets flooded with more and more games each day
I really should get my shit together and release before it becomes impossible for new games to get noticed.
>>
>>24526178
>sorry for talking about gamedev in a gamedev thread
>>
>>24526198
I'm having a hard time figuring out where I need to set the standard for artwork myself. Depending on the asset its probably better to leave it alone if you're having immediate trouble with it. Eventually you'll come back to it and you'll be able to revisit it with a clearer mindset, or lowered standards.
>>
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>>24526200
s-sorry
>>
wake up darling! you have to update godot! (again)
https://godotengine.org/releases/4.7/
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>>24526198
You have two options. You can rush into it and try to make a smash hit before the market gets flooded. The alternative is to work on your game with the time it needs while you build up a fanbase. Just don't take too long since most people will move onto the next thing to talk about.
>>
>>24526237
So it may be better to keep development hidden until the game is more substantial? So you don't have to go through the humiliation of apologising to your fanbase for taking so long because you had to rewrite your code for the fifth time and development has been pushed ahead yet another year?
>>
>>24526234
What new additions look interesting?
For me it's
>drawable textures
>area lights
>follow 3D objects as you move them
>copy-paste entire inspector sections
>3D trackball rotation
>pilot camera in editor

And that's it I think.
Haven't upgraded yet but seems kinda eh, especially for how long it took to release.
It's had like 5 devtests and 3 betas.
>>
>>24525794
God bless you, anon. I'm not sure if I'll bring myself to do all that for my current project, but this is extremely education regardless. Thank you, I mean it.
>>
>>24526428
i think ideally you wouldn't want to rewrite your code 5 times
what's your goal? you're in it for the money? glory? boredom?
>>
>>24526444
None of that, I do it for fun but just thinking about how to present the product if I ever get close enough to making it worth pushing forward.
>>
>>24523686
They're both quite bad. Top looks like a shitty mobile game. Bottom has worst art and tells me nothing about what the game is about. I myself have never seen footage of this game and have no indication of what genre it's even supposed to be nor the art is good enough to make me want to learn.
>>
>>24526456
>I do it for fun
then do it in a way that makes you have fun
>how to present the product if I ever get close enough to making it worth pushing forward.
there's probably dozens different methods. early access games are the norm now, so i'd say you could release into EA when you have a working build that looks presentable, and then work off that. people get exposed to your product, but you reserve the right to say "yeah element X isn't in a good place, but we're still in EA and we have it on the roadmap for improvement" .
>>
>>24526432
nothing interesting. they keep making godot for android for some reason. i guess the new asset store looks alright
>>
>>24526442
I'm very glad to hear that. This kind of community is precisely why I started browsing /agdg/. With /bant/ we are SO back, man

>>24526475
Don't forget the XR shit. Seriously, who's asking for that stuff?
>>
>>24526428
Hard to say. Different approaches works for different games and the gaming climate is much different now that it was before. Like the other anon said. Just work with a method that works for you. If you want to share you work. You can on here or anywhere else, but don't show everything too early.
>>
>>24526432
i just hope they included some optimization stuff too
will the shader cache stutters ever go away????
>>
>>24526198
Stop doomering and thinking short term. All the idiots pushing barely finished and polished games are simply contributing to the slop. There are already several thousands shitty games and AI trash being released per week, that's not the future, it's already bad. Releasing another one and pissing in the ocean won't help you. Do your best work instead.
>>
>>24526651
>will the shader cache stutters ever go away????
Good question. Right now I just fire off all my VFX once on scene load (which I will later hide behind the loading screen)
>>
>>24523686
I like the second more. The top one almost looks like a Chinese mobile game. Like it would look good if there wasn't so much Chinese slop. The second one looks more hand drawn and thoughtful.
>>
>>24526746
Based and I hope you guys win this world cup
>>
>>24526746
This is a lesson I learned when I used to make little short cartoons. I was so excited to finally get the audio in, the dialogue, the animations, that I'd rush to post it. When really I should have taken a breath and edited it, polished it. I'll take this lesson into game making. Finish the game, get everything done, then I'll take a breath and go ok, let's take a month at least just to polish and tweak.
>>
I know you guys may not like what i am making but im having fun making it either way. One more fix is one more step closer to the demo and trailer.
>>
How do we solve the 'dite problem?
>>
>>24526481
Anon, I'm sorry for being a slowpoke, but this couldn't possibly be algorithmically done at runtime, could it? I can't explain my hard-on for procedurally generated asteroids, but since my game has nothing else besides them, really, I feel like I need to have them be as diverse as possible.
>>
>>24523131
I make games and I look like this. No progress since the last thread.
>>
>>24527644
We have to wait until they cry and cry and tucker themselves out.
>>
>>24527644
we use them as biofuel for datacenters
>>
>>24527762
This exact process? No.

What you can do is instead of creating a sphere in Blender you create a flat plane. Extrude it into a rectangle, then use the same process on that.
What you'd be creating is not an asteroid model, but an asteroid tileable texture (that repeats!).
Then you create your asteroids with your code, in whatever shape you want, and give it that texture and its normal map. Then let the game's lighting do the rest (and yes, lighting that respects normal maps is a thing in 2D games too).

I'll do you one better: create the asteroids in-game as actual 3D half-spheres or blobs, then give them that material. Now not only will you have the normal map but also an actual shape.

The game will still be only viewable from one angle, so you'd essentially be making a 2.5D game
>>
>>24527821
I see! Well, now I'm definitely torn between implementing that and actually finishing the game. I guess it's worth if it makes them look so much better, but discarding weeks of asteroid-drawing code certainly stings. I guess that's life.
>>
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>>24523124
ECM tuning and diegetic visualization, added ECCM to active sensors for testing purpose.
My demo's basically done. going on vacation so probably will make some small final changes when I come back before submitting to DD.
>>
>>24527874
If you're going this route you'll probably have to turn the entire game into a 2.5D game, which means learning 3D modeling proper.
IMO 3D is the easiest because of ease of reiteration and asset reuse, but it is a big journey. It's the kind of thing where you start slow and then once you know what you're doing you can cheat really hard.

If you want to stay in your current 2D path (which is also a viable choice) you can simply work on refining your current system, doing some trial and error until you find something that satisfies you.
It'd be like the meme of the guy digging and giving up before finding diamonds. Maybe you ought to keep going in this direction.

I'm starting to sound like a fucking chatGPT prompt but all I can give you is the technical stuff I know, I can't make these decisions for you. For what it's worth I think your current asteroids look really good, I'd personally make them more gray-ish but that's it
>>
>>24526651
You could always trigger shader precompiles by instantiating and deleting any problem shaders like particle effects behind a title/loading screen, but didn't they fix that several versions ago with ubershaders? You can also bake shaders on export.
>>
>>24527904
>but didn't they fix that several versions ago with ubershaders?
Did they? If I don't pre-load my particle effects (and pool them too) I always get a stutter on first use
>>
light now propagates, but won't cross chunk borders
i expected the first pass to be fast and the propagation queue to be slow, but for whatever reason it's the opposite...
i actually think the world can generate fast enough for sprinting speed, but its terribly slow for anything more than that
>>
>>24527923
https://docs.godotengine.org/en/stable/tutorials/performance/pipeline_compilations.html
All of the fixes are for the Forward+ renderers and doesn't effect compatibility web builds, so that could be it. I personally never even noticed it until I made web exports.
>>
>>24527937
Hm, maybe it's just my system. I have VFX as packed scenes and call them when needed, and maybe this ubershader shit doesn't notice them so it doesn't preload them or something like that
>>
>>24527901
>If you're going this route you'll probably have to turn the entire game into a 2.5D game
Oh no, definitely can't do that. All my gameplay logic is tied to the concept of asteroids as destructible tilemaps. And my system is poorly optimized as is, adding a third dimension would fuck my shit up big time. I never intended to make 3D games either, I know I should learn some of it anyway, but for now, I'd rather refine and release what I got.

>For what it's worth I think your current asteroids look really good, I'd personally make them more gray-ish but that's it

Thank you! I can alter their color instantly once I get back to my PC, I simply wanted them brown because I already got bright grey metal ones, but you make a good point. Maybe I should add a different kind of rock, but I got a rather dumb shader setup where a tile has to be a shade of brown (R>G>B) to be dim, else it gets emission. I'd use different materials for dim and bright asteroids but I already implemented merging collisions and I dont want a piece of rock to start glowing because it stuck to a piece of metal. This hardly has any gameplay relevance, but I thought it would be very cool.
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>>24527762
not really lol I rabbit holed on a for a bit. I wanted to see if it was possible to draw blobs and then turn them into asteroids with a shader but it turned out ugly. Because 2D SDFs are conical they form sharp peaks which you need to remap into euclidian distance, then remap to hemispherical height, and then blur to hide ugly seams to get something close to round on the CPU. Then on the GPU height to normals and parallax mapping to try and make it bulge. I wanted the texture to wrap around the outside like you're looking down on a UV sphere but it distorts like shit and the poles are ugly so I had to add a normal planar map on top above a height threshold.

All in all I think this is why 2D worms and tanks games just use flat textures. Next best thing is actual 3D meshes with marching cubes or something; some kind of sphere + 3D noise grid and then just scatter craters in the unoccupied space. You'd only need either of this shit if you're doing dynamically destructible asteroids though, a typical geo nodes set up in blender could do the exact same thing and spit out a bunch of asteroid variants automatically
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>>24528003
One small criticism since you seem like a cool dude willing to accept it: the craters look fantastic, but I'm not so sure about these grainy details. It makes the asteroids feel "earthy", like they're made out of dirt instead of rock. If that's your intention then I'll shut up, otherwise I recommend small circles that clearly look like tiny craters rather than "gravel-like" dots

>>24528058
Yo that's awesome, what the fuck
>>
>>24528058
That's actually really damn cool, but it's all way above my expertise, you seem really knowledgeable about this.

>>24528093
I showed my 'roids to a friend and he told me the exact same thing. I'll tune it down, funny thing is, most of that scattered stuff is actually tiny circles but I made them back when my tile size was much larger and asteroids had a radius of 20 at most, and they go up to 160-ish now. Using rule tiles added some headache into the logic too, but now they all look like dots, heh. I'll figure something out, maybe keep my old ugly circular craters but cap them at a really small size.
>>
>>24527930
Anon you've been doing great progress, what's your end goal? "Minecraft but how it should have been"?
>>
>>24528163
yeah, something more like the mod better than adventure.
eventually, depending on how well the translation to raylib does, i would like it to become a luanti alternative, cause there are things in luanti that i don't like
>>
>>24528163
>>24528176
i'll probably get bored and drop it like i did with all my other projects desu
>>
>>24528183
Don't give up. If you give it a strong identity people will play it.
You could make it pirate-themed, or grimdark and ghostly or something like that, to contrast it from Minecraft and all the other survival games. I'd play the shit out of that
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>>24528195
anon, i can't make games, only tech demo prototypes...
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>>24528358
LEARN, BRO
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i often use switch cases inside of switch cases
does this make me mentally ill?
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>>24528428
no
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>>24528358
Many such cases. Game design is the hardest part of game development.
>>
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Does this work or is the fade at the end too cartoony?
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>>24529039
looks pretty sweet. maybe add some smoke
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>>24525411
Unless you want to fill your game with microtransactions, you should release on iOS.
Android users will not pay for anything up front.
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>>24523124
enemy AI trees working. Squad logic and utility selecting weapon loadout from available weapons; he'll try to swap to the greatsword if he loses the shield (not pictured cus 2mblol).

>>24528367
You are a beacon of positivity keep up da good work
>>
>>24528358
make a bunch of tech demo prototypes and fuse them together
>>
>>24529039
I can assure you that even if it just pop and disappear, nobody will really care about minor details such as this.
>>
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Some adjustments made and the save system works! I don't have an in game option for deleting the save file tho.
>>
Can't do direct mass replies because spam filter so I'm limiting direct replies to those I'm asking a question.

>24523380
I kinda wasted your time with my stupid advice about scores without even knowing enough about pachinko. I'll play your next build and let you know what I think.

>24523761
Enjoy the high while it lasts lol. Seriously though, those breakthrough moments are what helped me keep going with this hobby. It's like beating a Souls boss.

>>24524414
>>24524501
Do you know what you're gonna make once your engine's done?

>>24525064
Do you make your own fonts? Or are they free for commercial use?

>24525469
I don't like when the craters overlap each other.

>>24525542
What game?

>24527877
>My demo's basically done
Awesome, I look forward to it.

>>24527930
Is the first pass baked? Or will it adapt if you, for instance, open the top of a cave to sunlight? Please forgive if that's a stupid question.

>24529039
It looks okay, but maybe you could squash the transform veritcally so it looks like it's collapsing as it fades?

>24529103
>he'll try to swap to the greatsword if he loses the shield
Sick. Looks awesome brother.
>>
>>24529228
>Is the first pass baked?
the lighting is just like minecraft, it bakes into the vertex color and when something changes the same algorithm runs again.
its also stored on the voxel array, so dynamic entities can access it
>>
>>24529228
>>24529272
oh, when i said the first pass i meant finding the spots where sunlights is touching total darkness. once the list is built it begins propagating on all 6 directions
>>
>>24529272
>>24529284
Ah okay, thanks.
>>
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>>24529045
Good idea, looks a lot better now
>>
base engine is done, getting claude to go 'make the game like x except using the systems in this engine' to change the games genre.
>>
>>24529103
cool
>>
>>24523124
I'm afraid of posting anything here
>>
giving up the enginedev dream for godot was the right choice
>>
>>24529467
worst you need to worry about is just the aifag making a retarded edit of what you post
>>
>>24529228
>Do you make your own fonts? Or are they free for commercial use?
Free for commercial use i double checked to make sure the author allows it. Pretty cool font face.
>>
>>24529473
I got ai'd in a video I chuckled.
>>
>>24529408
>relying on claude to make a game for him
claude's logo is a butthole for a reason
>>
>>24529530
agreed but i want to see what it does
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>>24529228
>I'll play your next build and let you know what I think.
https://zuzoisland.itch.io/pachinko-overdrive
Here's the newest build.
I need playtesters to help try the game out.
Choose the board with the background. It's a new layout that closer resemble pachinko machine, with more pins and are tinier.
>>
>>24529473
Anon, what I have is even worse
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>>24529550
ended up with some interesting systems but didn't use things to fullest extent possible. I'll have one exploratory branch which is claude slopmaxxing 24/7, and anything good can be pulled into main game. Maybe i can have it do make the game like y on another branch and pull in anything good from that as well, or common features which keep being remade.

Ultimately Opus can't do it end to end so human needs to be in there to write specs still and gameplay feel can't be automated as it relies on human emotion i suppose.
>>
>>24526222
Checked and kekked

>>24527877
Will there be an option to turn off the UI from jittering so much?

>>24529103
Game name?

>>24529304
Looks neat, what kinda game is this for?

>>24529622
NTA but what kind of feedback are you looking for? I played it again and liked the SFX. It's straightforward, simple, and casual fun. Though I was hoping it would go beyond [spoiler]round 7.[/spoiler] I wanted to go all out on the upgrades lel. By the last 2 rounds or so I had just the right choices to not be scared I'll fail the level.
>>
>>24529710
>what kind of feedback are you looking for?
1) It's related to the newly added objective.
Previously, players feel like they have nothing to do during the game, except for just holding space bar & continuously shooting the balls.
Now, do you feel like you have a target/objective to aim for? Or something to do during the game?
Do you feel like you're just going through the motion until you're at the shop again?

2) With the new layout, do you feel things are too busy to keep track of?
Or do you prefer the old layout? (You can choose any of the other 2 board to try it ou)
>>
>Our system thinks your post is ....
Well I'll split this post then.

>>24524538
>>24525542
Looks interesting. You intend to stick the demo in DD?

>>24525064
Kek! A little too much I think though.

>>24527930
Nice, but this looks hard. Proc genning in 2D already sucks though maybe I just suck at it, 3D sounds like an even bigger difficulty curve. Where are you going with this game anyways?

>>24528058
I find it nicer looking when it was 2D desu. I think it may depend on your camera zoom, and detail of your asteroids I remember seeing one gif or something where the quality mismatch between your asteroids and your ship/towers caused the biggest issue imo.
>>
>>24528428
I almost never use switch's, though I might have if statements within if statements within if statements and maybe some more if statements inside....

>>24529733
>Question 1
All the times I played had the objective but it is a target I reach for. Spooky when I'm only barely getting to the score I need, I say it's a good design choice. Without it, it's basically "here's a thingy that makes interesting noises have fun." I kinda just did whatever sometimes I'd shoot one ball and see where it goes, other times I'd shoot a bunch, other times I'd adjust the power I'd shoot them at while just shooting a lot. Kinda looking for which method gives me more points. So yeah I'm looking for a way to amplify my points.
>Question 2
What do you mean too busy to keep track of? Seemed fine to me.
>Go to another level
Aww sweet I keep my power ups lmao! I see what you mean but this just feels like board variety combined with different difficulties. Doesn't seem like a problem.
I think the game just needs really nice art. And maybe something else to lure a crowd beyond the dopamine but idk what, you may need to look at other similar games and see what they've done. It's enjoyable though.
>>
>>24529761
when is DD?

claude added demon horns and tail transformations + did the sprites for them
>>
You know what? I'm going to bite the bullet and ask this thread. How the fuck does Ninja Gaiden or really any action game ever made handle enemy collision.
My current problem is how it feels like it's really easy for players to overshoot attacks due to my current separation system.
IDK how I'm going to prevent the two big-ass problems.
>Character either gets stuck on the enemy
>Or overshoots attacks because they push the enemy out of the way.
What do I have to do? I've tried a ton of shit but nothing seems to really be the correct answer. I could probably implement it if I knew what the fuck I even had to implement.
>>
hooked up the chunk generator directly to claude haiku and had it generate scenery and enemies as you walk around rather than using procgen.

It's slow, and each chunk is considered individually rather than looking at neighbours + overmap is proc gen -- will try and get it to gen overmap + consider neighbor tiles to tie together somehow, + more advanced model
>>
>>24529771
>when is DD?
In 14 days, it's in the OP
>>
why is there a thread on /bant/ now?
>>
I really wanted to dev tomorrow.
Instead I'm working 14 hours again.
Fuck
>>
>>24529710
yeah I can add a toggle for the glitch effect, prob not for DD though, I don't have any setting menus yet so I gotta do that first.
>>
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>>24529777
Have you tried asking AI about that?
The answers seem legit to me.
>>
>>24530150
I have. I don't trust 99% of what it tells me
>>
>>24529767
Thanks for the feedback.
1) That's great. Previously people keep giving me feedbacks on how there's no player agency during the game, and they just feel like there's no point to change launch strength.
Which is a fair assessment.

2)
>What do you mean too busy to keep track of?
Like there's too many things going on on the screen.
I can see way more +1 popping up in the new board, and that's why I made the objective shows a bigger +200 with rainbow color flashes, so it doesn't drown in the sea of +1

>I keep my power ups
Yeah, it's a bug. You shouldn't have that LOL.
I will get to do the game restart properly when the design stop changing so much.

>I think the game just needs really nice art
Unfortunately, as a solodev with no art skills, whatever you see there is the best I can do.
I will only consider hiring an artist if the game get attentions and I can justify spending money to hire an artist.
Also, the board is not ready yet, they are just placeholders with basic shapes.

>It's enjoyable though
As a game dev, that's the best thing I can hear from playtesters.
>>
>>24529777
>overshoots attacks
generously large enemy hitboxes (and generously small player hitboxes) are typical

>gets stuck on the enemy
typically, especially in action games, the character collision boxes dont even get checked for overlaps and are used exclusively for world geometry. at most they check overlaps for suggestions rather than borders... like suggesting to npcs they move away from an overlap as one of multiple considerations for movement decisions.
>>
>>24529882
with opus, cost $2.01 thru the API lmao, API costs are obscene would need to bridge to normal plan.

It's better but still garbage, it's trying to make roads and rivers and forest edges but the prompt is insufficient, would need something hierarchical. Quadtree structure with the llm generating each step down to tiles, overmap -> 100m2 -> 50m2 -> ... -> 1m2 tiles.

Meh.
>>
>>24530211
>>24529882
just so i get what you're doing..... you're having your game make online API calls to claude to generate stuff?
the thing you're using it for is complete overkill anyways but why would you not embed an open model instead?
>>
>>24530237
>just so i get what you're doing..... you're having your game make online API calls to claude to generate stuff?
yes exactly

>the thing you're using it for is complete overkill anyways but why would you not embed an open model instead?
yeah I considered this and will try it at some point, I haven't used open models before so this was a test, an open llm will be strictly worse than what opus does. Though a local diffusion model could be a lot better, would need to try
>>
>>24529733
>Previously, players feel like they have nothing to do during the game, except for just holding space bar & continuously shooting the balls.
I was still able to get all the objectives every level just by mashing.

>do you feel things are too busy to keep track of?
I am not keeping track of anything

Like >>24529710 said it's pretty straightforward casual fun, which is basically what Pachinko achieves for old people. What you have is already enjoyable.

If you want it to be more engaging, have you considered simulating an actual pachinko machine? Maybe something like needing to click and drag trays of balls into the slot while making the tension something that has to be continually managed instead of being "set it and forget it."
>>
>>24530265
just to reiterate, using an LLM to procgen your game world is like using an electric drill to open and close the cap on a bottle of soda.
you are aware there are specific algorithms for this and have been doing it since as early as the 1980s right? there's literally zero reason to use an LLM trained on everything ever written for this and it's probably not gonna even be very good at it.
>>
>>24530277
>I was still able to get all the objectives every level just by mashing.
I think that's mainly the fault of the bumper that floats the balls.
It just makes it easier & possible to reach all other positions.

>If you want it to be more engaging, have you considered simulating an actual pachinko machine?
The funny thing is, pachinko machine itself is just a mindless game with no player agency.
You just set the launch strength to the right amount, and then you just keep watching balls drop, and wait for something to happen with the slot machine.
So the closer I simulate and actual pachinko machine, the more mindlessly boring it will become.

>Maybe something like needing to click and drag trays of balls into the slot while making the tension something that has to be continually managed instead of being "set it and forget it."
Unless I have a good idea on a design that can make the tension works, I don't think I want to redesign the game now.
>>
>>24530180
In all honesty I think i’ve figured something out but idk
>>
>>24530318
there is a reason and it's infinite variety and natural placement. trivial to prompt placement of buildings surrounded by a wall with a commercial district in the center surrounded by fields with appropriate npcs and items. Trad proc gen although random is laced with patterns.

>pic some bat wings claude came up with
>>
Mongol 3 - started working on it a week ago.

https://youtu.be/UiG1paiZyVs?is=IS2oEv3PjyNwcdVl
>>
>>24530467
>he couldn't ape gameplay himself so he has to ask an llm to ape gameplay in his stead
So this is the power of AI "chads"... LLMs/GPTs are perfectly deterministic for any given input (weights+context) and thus are exactly the same concept as any other "procgen" algo. You just have no concept as to what those inputs and algos are.
>>
>>24530467
>>24530318
another goal is using the engine state to feed prompts and enemy AI. So physics is done in engine code (player metabolism, temperature, wind, light, positioning etc) -> feeds prompt -> narrative based things done with llm -> turns into actions which the engine physics evaluates.

it may suck but i want to see. i just need to see it. need.
>>
>>24530568
1. they aren't deterministic theres randomness injected
2. the context is built from the engine physics so context changes each turn
>>
>>24530568
i've also written a bunch of proc gen over the years, i'm not ignorant of it, but i am bored of it.
>>
>>24530467
>>24530572
I know you all are going to dog on this guy for using AI, but I support him just so I can see where this goes.
>>
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>>24530566
Forgot pic. Omw to work but next week I'm off from work.
>>
>>24530572
>>24530594
Agreed, seems based. Integrating LLMs into games rather than just using the to make games seems to be an underexplored idea atm, I am curious to see how it goes. I have been thinking about how viable it would be with current tech to have the game run a local LLM to control NPC interactions. Seems like it has high potential for bethesda and fable style games, I dont think a pure chatbot tier LLM is too resource intensive these days?
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Woohoo!!
Can't believe I'm actually going to do it.
There's still a long way to go, but this is a major milestone in my life.
>>
>>24530607
God I wish I was this good
>>
The state charges me 25% if I insert pornographic or violent scenes.
What the fuck is this shit? I gotta give a quarter of my net income (yes, you have hear it right, NET INCOME) just because there is blood or people fuck or throw punches? Unbelievable.
The most ridiculous thing is that this pimp tax is based on purely subjective views, there are no objective standards to enforce this; one scene where someone throws a punch at someone else and poof, 25% of my net income could be out of the window.
Only in Italy, I swear to God.
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>>24530760
Thanks fren. I ain't that god. Just a schitzo. :D
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>>24530592
here's something not boring and also not slop
https://www.patreon.com/posts/133322960
>>
>>24530798
Better than me, because you capture what I’m looking for
>>
>>24529761
I will see if setting more transparent look to the menu text after death and remove the border so it looks more cohesive but it is pretty busy. Maybe sheer or shift where the buttons are too.
>>
>>24526432
HDR output and Control offset transforms are both things I've wanted in the past. I didn't know I wanted in-editor shader previews but now I do
>>
>>24530568
You have no idea what you're talking about
>>
>>24530778
You could also freely move to any other country within Schengen before releasing your game there, Luigi.
>>
>>24530778
Fellow paesano I just looked it up and it's not a tax on violence, it's a tax on incitement to real world acts of violence. Cartoon violence (or maybe even straight up gore) is fine if it's a virtual world with fake characters.

If you make a school shooting sim there might be problems.

Actually Italy is alright on videogames. There's a tax credit for vidya if you're a startup. You recover 25% of taxes up to a limit of 1 mil euros.
>>
>>24529103
Man that sword throw and shield spin are GOATed, as the kids say.
Makes me wanna abandon everything and start a dark messiah-like.
>>
>>24531385
Are you, like a real other Rumanian?D: On agdg?
>>
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>>24531392
Yep, I've been here for some 10 years, I just never finished anything because of engine/project hopping.
I think we talked about Pathologic at some point before I even knew you were a fellow countryman. I don't think there's anyone else other than us though.
>>
>>24531452
>Yep, I've been here for some 10 years
Wicked sick, fren.
>I just never finished anything because of engine/project hopping.
I can relate. You win some, you lose some. I lucked out with "Revista Ficțiunea" who agreed to publish my shit, both my illustrations and short stories. (I ain't getting paid, so I'm kind of like a janny, lmao, I do it for free.)
But yeah, I'm just going to try finishing Mongol 3 and expand the universe both in Romanian and Engrish.
>I think we talked about Pathologic at some point before I even knew you were a fellow countryman.
Great tastes, I have a terrible memory, can't recall what it was about.
>I don't think there's anyone else other than us though.
It's all right. Damn, this makes me feel at home.

Also, yeah, I'm still a schitzo.
But fuck man, you've got no idea how great it is to share this passion with a country-fren.
>>
https://x.com/UnrealEngine/status/2067251500900839735
>>
>>24531851
nobody uses mcp bro just give command line control what year is it 2024?
>>
>>24531852
Problem is UE's .uasset file system is quite horrendous and prevents, among other things, the AI to interact with the project fully.
>>
>>24531469
Honestly just being published somewhere is pretty cool, more than I can brag about. Though I dunno if there's an audience for "reading" in romania, kek. I think you'd be better off having a blog in english for your stories.
But yeah best of luck on your journey, friend. I hope one day I'll open up youtube and get a 1 hour video essay about your games recommended to me. And I'll nod my head knowing you made it.
>>
>>24531452
do you not have any time to program? I can't understand this at all.
>>
>>24531856
Is Godot going to win through sheer simplicity? AI can natively interact with .tscn files, meanwhile UE is bolting bloat on top of bloat.
>>
>>24531872
Dunno. UE runs on C++ so even though it's bloated as fuck it still offers a layer of programming freedom and power other engines don't offer.
>>
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>>24530664
>>24530594
thanks, yeah i'd love to see a chatbot llm integrated, just generating dialog trees without letting player type to avoid jailbreak would be interesting

>>24530823
looks cool but I can't use it, there's no interacting parts

slimes were blinded to test the scent field and scent tracking
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>>24531860
ActionScript, Unreal Engine 4, Unity (back when you had to pay premium to use their dark theme), GameMaker 1.4, Godot. I've made a game in every single one of these.
Lacking focus and direction has been the ruin of many a poor devs. And God, I know I'm one.
Mothers, tell your children not to do what I've done.
>>
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>>24523124
Made an update post on my YT to explain why my next vid is taking so long, so I'll make it here too:

I've been working on grabbing enemies, dragging them around, and smashing them on DANGER PANELS.
It's a lot of new stuff so it's taking me longer
>>
>>24531907
>I can't use it, there's no interacting parts
what happened to
>i've also written a bunch of proc gen over the years, i'm not ignorant of it
>>
>>24531852
MCP is very nice for a variety of cases.

>>24531872
>>24531883
It’s not so much about file format simplicity as about the invariants that the engine expects to hold within a project. There’s a lot of bullshit going on, things getting cached, pre-computed, references by numeric ID, by UUID… AI is actually not very good at manually getting this type of stuff right. It benefits hugely from having tooling that does all the book-keeping automatically and only takes the semantic intent as input. At the very least that saves a lot of tokens.
>>
>>24531928
can you help me understand where i could use it
>>
>>24531932
mcp is a useless meme they should just have command line tools that just let you control the app. You are on the same fucking computer an app running a web server that accepts cmomands makes literally no sense when you can just interface with it directly
>>
>>24531932
>At the very least that saves a lot of tokens.
Used Claude Opus in UE and the token use looks massive although I'm not sure what's the norm. Maybe calling him from and restricting him to the source folder could save lots of tokens.
>>
>>24531932
>AI is actually not very good at manually getting this type of stuff right. It benefits hugely from having tooling that does all the book-keeping automatically
it's so interesting how similar its failure modes are to human's
>>
>it's so interesting how similar its failure modes are to human's
Yep.

>>24531938
>mcp is a useless meme they should just have command line tools that just let you control the app.
True in this case. The point of MCP is that the server can hold some sort of state that would be too heavy to initialize on every cmdline call; but here you have UE already running as a "server" and cmdline tools could simply speak to it.
>>
>>24531934
it the procgen of mirrored information across a movement axis (typically time) which is the linchpin of procgenning npcs that dont just pop in and out of existence.
it's all there in the guide.
>>
>>24531983
the plan is to offload npcs into groups and sim them on the overmap, like mount and blade style. The mirrored info is unhelpful when each group has their own goals/state

bug fixed now slime sheds slime leaving trails
>>
>>24531301
Any sufficiently complex algorithm is going to appear as if it's random magic to a low-IQ retard like you.
>>
>>24532037
>LLMs/GPTs are perfectly deterministic for any given input (weights+context)

It's actually a pain in the ass to make a parallel process perfectly deterministic. Usually for performance reasons LLMs &co can vary slightly even with temperature=0.0. You know what temperature is right?
>>
>>24529761
>Nice, but this looks hard.
not so much when you've been hobby programming for over a decade
>>
>>24532069
At that point, you might as well argue that deterministic algorithms can't exist because a solar flare can flip some bits in any computer at any moment.
>>
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Think that's it for me lads, that's how far I'm willing to take my quest for good-looking 'roids. I could walk an extra mile and make craters adjust their shade based on the surrounding area, but I simply don't want to anymore. Still might include rocky features but I'll have to see how much of a headache will it cause me if I want to keep them from overlapping and clashing with craters. Given how I still can't keep craters on different connected shapes from clashing with each other, it might not be feasible.
>>
>>24529622
should be able to hold the left/right keys for aiming instead of having to keep pressing them
>>
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Also, collision porn.
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>>24532245
lookin' good, ruski
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>>24532229
instead of making all of them with black borders, have you tried a darker shade of their predominant color? maybe it will look better
>>
>>24532249
Thank you, borgir!

>>24532250
I have considered it, I'll probably do it. It's more of a debug thing anyway, edge tiles are very important for my collision calculations so if they don't get placed right, things fail horribly. Used to be a big problem in the past.
>>
>>>/wsg/6177377
My indie imsim will be the one that breaks through to the mainstream

>>24532200
Nah. Unlike serial processing, nondeterminism is a basic/expected feature of parallel programs you need to account for, not some bizarro rare event. Using mutexes to avoid data races, accumulating floats in oversized registers so order doesn't affect outcome, et cetera.

The main point is that you came into a comfy thread calling people retards, and it turns out you're the one who didn't know what you were talking about. Calm down and post game or GTFO.
>>
>>24532281
Electromagnetic disturbances are also a basic/expected feature of silicon transistor computers that we account for and not some bizarro rare event. LLM algorithms are mathematically deterministic. Any randomness isn't the intent. It's a side effect. This stands in opposition to every procgen algorithm with intentional, controlled randomness.
>>
>>24532302
Oh, you really *don't* know what LLM temperature is. Go look it up.

Also why aren't you posting your game? You have a game right? You're in the game dev thread calling actual devs retards, why not show us up?
>>
>>24532333
Temperature only shifts the resultant tokens away from the most probabilistic results towards less probabilistic results. The process is still deterministic. Maybe you should be the one to look up how the algorithm actually works instead of treating everything like a magical black box.

Nice single mechanic tech demo btw (not a game).
>>
>>24532245
collisions looks surprisingly nice, i have to admit

my progress is mostly code, posting rotating cubes would only be embarrasing
>>
>>24532384
Insulting a yesdevs game with no game of your own to post, powerful & brave nodev moment. You're not on /vg/ anymore, sis.
>>
>>24532384
It's a game *dev* thread. You realise that means the game is in development? You would've seen more of the game and different mechanics had you not started posting here yesterday.

You replied to an on-topic post being an asshole, while also being wrong on multiple levels. You have yet to make a single contribution. I've had to educate you on the basics of LLMs and parallel programming. You still haven't posted your game because you clearly don't have a game. It's filter time, goodbye.
>>
>>24532281
nice, what sort of game is it? Physics puzzles or adventure/exploration?
>>
>>24532412
That wasn't even an insult. I sincerely meant that it's nice, but it's also almost certainly going to end up in a project graveyard like every other tech demo ever posted. And yes, I'm projecting and speaking from experience as the owner of one of /agdg/'s largest project graveyards.
>>
>>24532424
Adventure/exploration. Instead of "find blue key to open blue door" I want something more intuitive.
>>
Should I move to Kazakhstan?
>>
>>24531926
what's your game
>>
>>24532429
>the owner of one of /agdg/'s largest project graveyards.
do tell
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>>24529622
the lightning effects cause a lot of lag
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>>24532899
There's not much to tell. Game design is hard, and it grows exponentially harder as you consider constraints like commercial viability and having a small enough scope for an indie solodev to build within a reasonable timeframe. If follow any previously "successful" /agdg/ devs who are still trying to make games, you'll see that pretty much everyone is constantly prototyping and discarding (often quite decent looking) prototypes.
>>
>>24532947
I've actually found it super easy to think up games that marketable and easy to make. But, saying that, I haven't released one yet. So it's just theory. But it's actually a fun game to me to think up ideas that 1 dev and an artist can do. Or 1 dev who can draw or otherwise attain the needed assets.
>>
>>24533048
>I haven't released one yet. So it's just theory.
Many such cases. Try actually releasing something, and you'll start to feel differently.
>>
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Updating the quest entries and adding objectives to the mix.
>Quests with objectives will populate them below the description.
>If there aren't any, it ignores this check
>quest progression changes objective rich text color to green when complete (wip)
>cleaning up old code to remove legacy child quest grouping and widget entries.
>building the ability to scroll through quests and select them for full details and quest history.
Lots to do.
>>
>>24533090
Regardless, my first game is wrapping up. This one has low appeal; I made it just as a test. However I made it, it's got hours' worth of content if engaged with genuinely. My next game will have mass appeal and be of an even greater scale. Appeal at least in terms of the genre. Not in terms of like, the Call of Duty demographic.
>>
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Gn frens. Love you all. Hopefully sleep will cure my depression.
>>
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some small progress today
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>>24532892
It's literally called Hire This Man, I got a youtube channel with my updates. Here's my latest update my dude: https://www.youtube.com/watch?v=whDMQstDWDw
>>
>>24533511
Kino aesthetic, whatever the hell it is
>>
>>24533168
Yo that looks like an actual souls game, damn. kudos dude
>>
>>24534438
Thanks dude, your game and video update look great!
>>
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>>24534539
everybody ITT is GMI
>>
Idk where else to ask this, but as someone with no programming knowledge, could I create a puyo puto equivalent of tetr.io? There already exists puyo puyo vs 2, so someone already has the source code for the base game. All I would need to do is implement it into a browser game and create my own animations for everything. Can this be done?
>>
>>24534654
learn to code sis it's very easy. actually programming is like the easiest thing in gamedev. art design and game design are the real deal
>>
>>24534654
it can be done but it'd be a lot harder than you'd think, especially for a noob. The hardest part would be writing the netcode for dealing with 100+ simultaneous games
>>
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new terrain generator manager with visualization for the different steps; each color represents a step, you can only do the next step when the chunk has all neighbors with the appropriate generation stage, these are
- heightmap
- terrain
- decorations(trees)
- sunlight pass
- light propagation
- mesh and -collider(if in range)
>>
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Anyone else using Rider?
Why the hell does all this come stock?
I work in tech and I have never used any devops software in my entire life.
>>
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>>24523106
Cool dice wars thread, ai is hilarious.
>>
>>24532233
Fair suggestion. Should be able to do quickly.
I will put it on the list, but currently I need to deal with art assets first to create the steam store page.

>>24532928
I see that you have a million score & 40x score multiplier.
Are you sure it's not because there's too many balls on the screen at once?
I know that currently split balls will lag the game out (if you get too much upgrades for it) and make the game lag so bad it's less than 1fps
>>
ITT: schizolu’ lost
>>
AI Chads status: won
>>
whole ludthread feels like Reddit honestly, just sayin
>>
Got taken off my "passion project" to help another team.

Any clues how to make a shitty generic zombie shooter where you deliver pizzas fun? I'm thinking we turn it into Zombies ate my Neighbors but they've never played that
>>
>>24536025
What's your role on the project?
>>
>>24523124
Lift Update

>>>/wsg/6178002

Just have to make it look good now
>>
>>24536038
"Level design" but nobody's actually willing to be the game designer so it's going nowhere, I'm hoping to step up and prototype features
>>
>>24536025
So a zombie shooter where you're constantly going from point A to a random point B? Or B > C > D > A etc. Movement should be a big priority, might be worth looking into Dead Rising even if it's a 2D game because that's a zombie game primarily about navigation and movement but it also has fun movement features like jumping between zombie shoulders. The random nature of pizza delivery could also lend to being a roguelike. Maybe look into skating games as well.
>>
>>24536062
Dead Rising & Roguelike features is a fucking fantastic idea. Maybe we can turn it into a crazy taxi deal.
>>
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>>24536025
>Any clues how to make a shitty generic zombie shooter where you deliver pizzas f*n?

my first thought hearing this goofy ass logline is to include a cooking game segment where it's blatantly clear that your customers are zombies because most of the ingredients are brains and bodyparts. you could also end each delivery by killing the customer if they don't tip more than 3 mags of ammunition (assuming the currency a zombie apocalypse business trades in is bullets)
>>
>>24535754
nice one. mine has something similar but the bubble follows player and only 2 step
>>
>>>/vg/571219572
trannyluds will ignore this
>>
>>24536099
you have one too? is it the one posted on gedg recently?
>>
>>24536094
lol'd, papas pizzeria minigame would be kino
>>
Imy name is Pierre DeFaguette im the real AIChad not fygoon btw
>>
>>24536099

nevermind, found it >>24532016
i forget we can check the IDs
>>
>>24536141
yeah but it's only 2d
>>
>>24536025
sexy zombie bitches you can fuck and form a harem of and use htem to ocnquer the other humans
>>
>>24536311
hi cris
>>
>>24536043
Hm I dunno, if it's badly organised I'd say you're better off jumping ship
>>
>>24535924
surprisingly the hundreds of balls was less of a problem
>>
>>24536025
>>24536043
maybe adding vehicles?
>>
>>24536453
Thanks for reporting,
I will check it out myself and see what's going on with it to cause such lagness.

The code is very spaghetti and unoptimized. I won't be surprised to find if there's something being run a million times.

Would be great if someone can teach me how to test performance in Unity to find out what's lagging the game out.
>>
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Btw, thought on this logo?
It's super generic, yeah.
But is it serviceable?
>>
>>24536481

have you tried unity's profiler? It's actually very easy to see what's causing the most lag unless you concentrate too much stuff to a few super scripts, then it gets messy.
>>
>>24536491
The ball looks too different from text, takes too much effort to visually put together the word "Overdrive".
>>
>>24536025
Lean into that undead gimmick. You're delivering pizza where the sauce is replaced by blood or the zombies' blood is replaced with sauce. Killing them adds sauce to your pizza. Each customer requires a different amount of sauce on their pizza.
>>
>>24536491
I feel the font for "Overdrive" is a bit too boring.
>>
>>24536491
Pachinko parlors are usually pretty garish but so is most rudimentary JP graphic design. Mess around with the colors some more, add some perspective to the text, etc
>>
>>24523124
No pics or video yet but:
-Player character is now fully animated for gameplay (idle, walk, run, crouch, crouch walk)
-Werewolf bad guy is rigged
So later, after going for a walk, I have to make his idle, walk, run, crawl on all fours and anguish animations (anguish is when you deafen him with thunder).
After that it will be time to just give the knights their idle animation plus a little script so that they look at the player if she's within range.
Then after that, I have to model, texture, rig and animate a little old witch, and one old man hiding up in a wheat granary (but for him I can take the short cut of just altering one of my knights). I won't get all that done today but should be done before Monday Aus time.
>>
Twice now I've tried to post progress and find that I cannot because of an IP range ban that is effecting me due to "location", and I get it a lot of jeets fly the leaf.
But I can phone post, which is how I post every time unless I'm uploading progress from my PC. What gives? Is someone in my neighbor spamming 4chan or something?
>>
>>24536888
works on my machine



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