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I'm thinking of switching from gamemaker to godot. Yes memes aside I've determined that godot is better for top down 3d and won't be as convoluted as gamemaker is for that sort of thing. Godot people what do you advise?
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>>692689957
i advise you to pick one thing and stick to it
hardest thing imaginable
>>
>need to make 3d thing for a game
>think about dealing with aligning textures
>don't make 3d thing
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>>692690304
I'm very much a noob but what makes aligning textures harder than something like aligning and being congruent with pixel art?
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sandstorm effect courtesy of programmer
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Asset grind all the time bros...
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>>692689957
I use Godot and I think it's pretty alright for 3D. I literally use it because it's free, but as long as you aren't trying to make the next AAAA game, it's good. It's definitely easier than Game Maker for 3D
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>>692690535
I hate dealing with UVs and haven't worked enough with UVs to deal with them properly.
>unwrap a model in a weird shape and try to fit texture into that weird shape
>leave the texture alone and try to fit all the model faces on texture
I end up with fucked up angles and scale every time.
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>>692690952
thanks for the reply dude I love your project btw best of luck to you
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>>692690304
i need to make tiles for a 3d tilemap. and ive been procrastinating for a week
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Yes! I have it working. After days of stumbling around in brain fog I managed to get smooth crouching + going up and down stairs + limiting player height, so if they go from sitting to standing up they won't float in the air. Not even 'real' games get this right.

>>692689957
>Godot people what do you advise?

You need to know real programming to use godot, it's not an engine for beginners like their community claims it is; the results come fast but then you quickly hit a barrier of what you can do with basic knowledge. You also need to be able to tell when it's not your, but and something godot is doing wrong.
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>>692691427
Oh, thanks! Best of luck to you as well
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>>692691609
>You need to know real programming to use godot, it's not an engine for beginners like their community claims it is; the results come fast but then you quickly hit a barrier of what you can do with basic knowledge. You also need to be able to tell when it's not your, but and something godot is doing wrong.
how is this different from anything else? you need programming knowledge to get the most out of unity or unreal as well
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made input hints prettier and added snap customisation
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Fixed an error with my cutscene system which caused Fygoon to spaz between different states.
This picture shows off a cool new system where enemies, if they cannot approach you, will no longer run headfirst into walls and instead look at Fygoon and heckle him.
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>>692691702
how did you get into s&box. I thought it isn't out yet.
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>>692691691
>how is this different from anything else?

He's coming from gamemaker, that's not a real engine from what I understand.

>>692689957

Also be ready to deal with people like ^^^^, they will immediately attack you if you criticize godot at all. It's an extremely toxic community.
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>>692691891
it's been public for like three months but i got invited by garry in 2021
https://sbox.game/give-me-that
>>
I can do art and fun movement but I never can flesh out the world and add objectives. I struggle so much with it idk why. Which is fine if I want to post a short aimless sandbox platformer on itchio for free, but if I want to ever make a game that will sell, that won't fly. I want to make a big hit and I don't think I'm creative enough.
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>>692691609
I heard GSscript is like python, so I've been learning that in my spare time. Is that a good first step?
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>>692692091
GDscript is it's own thing, it's about as basic as a language can get. If you know any programming language, how to use if statements, switch statements, for loops etc. gdscript will just provide convenient ways to do these things in a very 'messy' way where you don't have to really pay attention to what you're doing.

If you want to learn godot, the easiest way is to just download it and watch a tutorial on how to get keyboard inputs and move something around.
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>>692691975
>and I don't think I'm creative enough.
Those who say they are and those who say they aren't are both usually right.
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>>692692561
is Godot as easy as people say it is?
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>>692691902
>He's coming from gamemaker, that's not a real engine from what I understand.
he is coming from game maker which has a scripting language as well as the visual coding stuff, it's effectively the same. here's an example of what it looks like
>Also be ready to deal with people like ^^^^, they will immediately attack you if you criticize godot at all. It's an extremely toxic community.
i didn't attack anyone, i just asked you for your thoughts
>>
>>692692091
>>692692561
>>692692723
gdscript is basically python, yes, python tutorials will help you read and write gdscript
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>>692689957
Yeah, I'm thinking the same. I'm going to switch from GameMaker to Godot. I know a lot of great games have been made in GameMaker but it seems I'll probably just be giving myself a hard time in the long run. I also think the whole Redot thing has blown over and if anything the whole drama probably made the psychotic trannies more invested in making Godot better out of spite.
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>>692693314
if your game is 2d godot is probably fine, avoid it for 3d
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>>692693137
I heard GML is like javascript and my daddy Jon Blow laughs at people who use javascript :(
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>>692692723
Absolutely. The only thing it doesn't have is drag-and-drop event based programming for literal children like Game Maker or RPG Maker
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>>692693137
>i didn't attack anyone, i just asked you for your thoughts

No one brought up unity or unreal, you saw godot being criticized and reflexively jumped to it's defense.

>>692692723
>is Godot as easy as people say it is?

No. It's not a beginner engine like I said a few posts ago. Very easy to get surface level shit going and great for patting yourself on the back and pretending you're a real developer, but go any deeper and you immediately hit a mountain you have to climb to make a real game.
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>>692693735
What engine do you recommend? Dome Keeper was made in Godot so I think it's probably good enough for my purposes, but I'm open to trying anything. It just seems like GameMaker is dead in general. Hardcore tiny community that gets some life support every now and then but I don't think anyone is actually working on improving it. I vaguely remember them saying they were adding javascript and C# support but doesn't this just mean they need to maintain support for all 3 now.
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>>692693878
>you saw godot being criticized and reflexively jumped to it's defense.
i saw someone possibly uninformed about gamemaker having its own scripting language so i asked a question to clarify what you meant, and it looks like my read was correct, you weren't aware that gamemaker has its own scripting language. it's not a defense of godot as much as it is wondering how you think these engines differ from each other
if anything i think gamemaker is the hardest, not having a node based architecture. unity and godot are node based and i think that's way easier for a beginner to wrap their mind around
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What is it about niche gaming communities like Pathologic and STALKER attracting untold amounts of trannies? They seem like absolute anti tranny games for smart fellas not fart smellas???
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>>692694152
i only do 3d and i gave up godot and went back to s&box, the engine selection right now is quite bad
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>>692693764
GML is nothing like javascript, it's most comparable to C in that it's an actually compiled language with extremely good performance compared to other engines
Also Jon Blow is a retard who thinks good games can't be made with assembly even though literally every good game in existence was made with assembly

>>692694504
marge
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>>692694645
What's the deal with s&box though. Are you forced to release everything inside the game? Can you make money and if you can does Garry get a cut or royalties. I don't know but just thinking about it seems like a lot of hoops, I really can't be fucked begging someone for a key.
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>>692694494
^^^ More examples of whats in store for people thinking of using godot.

Just dare to ask a question that sounds anything like a criticism and see how quickly people respond, the responses won't be what you're looking for.

I'm off to work on my own shit, yes I use godot due to sunk cost, I don't ask the community questions anymore or evangelize it, it's a game engine, not my religion.
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>>692689957
instead of switching engines you should finish the game and release it on steam and use godot or whatever other piece shit you is trending at that moment for the sequel. this chronic procrastination syndrome in the game dev community is so fucking retarded
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>>692694859
exporting standalone is in talks with valve lawyers, nothing yet. but the functionality is there.
garry has said he doesn't want any royalties. it's been open and available for months now
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>>692690539
Here it is improved a little bit.
>>
I have a concept, I have the ability to make graphics, I know what style of gameplay I want to make, I know what engine I'll use, I know how to use the engine to make what I wish to make - is this enough planning to make the game or will I lose aim and fuck up and be cursed to be a nodev forever?
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>>692695078
You will never make the game because with all those talents instead of making it you are asking dumb questions like this.
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>>692693735
Godot 3 was shit for 3D but 4 isn't too bad. If I were being paid to shovel hundreds of gigs of shit into a game I'd use something like Unreal that has tooling designed for that but for a small personal 3D project I'd use Godot
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>>692691975
Are you me?
I'm making an rpg maker game and halfway through making 20 cool enemies, I went full stop and said to myself
"Ok all this is nice, but why? What's the point? What's the story? It can't be just moving from one enemy to the next one on this thing"
And I've been stuck ever since
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>>692695425
ray traces in 3d sucks ass. physics sucks ass. lack of motion interpolation sucks ass. shadows look like shit
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>>692695054
It's nice but you should add the same effect in both contiguos scenes at 70% opacity, else it looks less "a world thing" and more like a "gimmick"
You made it just right on the storm scene, with a faint storm at the beginning/end, but that made the contiguos scenes feel too disconnected
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>>692691943
>>692691891
Damnit Gary let me distribute my games already!
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>>692694841
>Also Jon Blow is a retard
Hes infinitely smarter than you, he probably has good reason for whatever he said or you just misunderstood.
>GML is nothing like javascript
I already don't trust you but every single post I find directly compares GML to javascript. Why are you in denial?
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>>692691943
>You need to login
>With your Steam
>on some dodgy ass looking website that pops up with a nigger when you click it
yeah nah im good.
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>>692689957
I'm telling you right now, not use gamemaker for 3d or pseudo3d (LTTP / Mana games). You CAN use it for top down 2 sprite based games that have no concept of a z axis. Even that is sometimes questionable because gamemaker has literally no built in rendering system for LTTP rendering so you need to build your own. Even fucking RPGmaker knows how to do this by default.
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>>692695639
skill issue?
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>>692695903
suit yourself, facepunch is pretty legit
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>>692695972
nope, just missing functionality. the ray trace result is an untyped dictionary for example
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>>692696069
and when its added what will be your excuse for why godot is shit?
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>>692695816
>Hes infinitely smarter than you
Yes, and you are an absolute fucking moron who knows nothing about programming. Do you know the difference between a compiled and interpreted language? The only reason people compare GML to JS is because they aren't familiar with any other languages and the syntax is somewhat similar
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>>692695990
I mean I'll consider using it. Is Garry a hateful racist bigot? That goes a long way for me.
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>>692696367
lol that was easy
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>>692696291
it will get less and less shit obviously, if the devs can hurry up with features

>>692696397
accidentally like once, got quite called out
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>>692694504
Autistic niche games, trannies are autists
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>>692696560
being a talentless loser who will never make a game?
>>
here's something else autistic
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>>692696574
>accidentally like once, got quite called out
Ahh ok so hes racist in private, like everyone. Why did he get canceled for not wanting to hand his child to a random stranger though. You get those flashes of horrible shit happening as a Father, thats normal. I have a kid and I would never in a million years hand my kid to a random fucking muslim who walked up to me. Wtf, I actually think Garry might be a retard now.
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>>692696886
the least interesting part of the game for me was the dungeons and guilds. i'd like it more if it were just automated crafting like that
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>>692696752
Stop subjecting me to your own personal intrusive thoughts.
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>>692689957
I've been working on my current project for over a year now. It's a roguelite with combat that's heavily inspired by anime fighting games (mostly Xrd).
When's the best time to start posting online for marketing, like devlogs on YouTube and clips on Twitter? I really don't consider it to be in a presentable state yet.
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>>692696069
It's not great, not terrible. In my testing it takes the raycast node ~4-5ms to do 10,000 raycasts, ~7-8ms if you don't use the node, via GDscript btw on an i5 11400. You've got 16ms to run your game code for ~60fps. It's fine for typical games.
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>>692697247
>Wtf, I actually think Garry might be a retard now.
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>>692697512
i didn't even touch on the performance, the api is just shit. where are my shape casts at with easily accessible results and all that
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>>692697545
You could have just said he has aspergers
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>>692697749
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You all ready for Halloween?
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>>692697874
>>692697545
what the actual fuck is wrong with the british?
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>>692697415
Don't care, I won the argument and you can't come up with a single actual reason for why GML is anything like JS because you don't know shit. Fuck you nigger! *BANG* *BANG*
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>>692697628
>i didn't even touch on the performance, the api is just shit
You retard. I thought you had a legitimate concern that might affect development but you're complaining about shit that doesn't fucking matter at all
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>>692698058
What argument? You just randomly asked a question I declined to answer. That isn't an argument. I just ignored you.
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>>692691702
Is this inspired by Animal Crossing?
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>>692695054
cant collect gemmies?
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>>692697628
>where are my shape casts at with easily accessible results and all that

Yeah I just use the node because doing it by code is so retarded. They want you to specify a shape to use for casting, but the shape cast query parameters only includes a motion vector and no origin, so if you specify a preloaded shape then it can only sweep from (0,0,0) to the end of the motion vector. To make it useful you have to have an already existing shape in the physics server and move it to where you want before doing the shape cast, and since pure shapes cannot be part of the scene tree you'd have to steal the shape from something else and configure it's collision parameters every time you did so. Fucking nightmare.

I think I'm eventually going to make a shapecast singleton that holds a bunch of shapecast nodes for each type of shape and then scripts call the singleton when they need to run shapecasts.

Fucking ridiculous engine.
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>>692698107
>I thought you had a legitimate concern that might affect development

>it takes 50 steps to do something that any basic engine should be capable of doing easily
>not a legitimate concern
>how dare you insult my religion
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>no video games worth playing
>no movies worth watching
>no music worth listening
>no books worth reading
>yet still can't motivate myself to gamedev despite having literally nothing else to do
what the fuck is wrong with me, i should be gamedevving 14 hours a day but instead i fail at looking for something to do all day
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>>692698976
>yet still can't motivate myself to gamedev despite having literally nothing else to do
I'm not joking when I say start semen retention, quit porn and delete all social media. Your productivity will skyrocket.
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>>692698976
same... I've lost all motivation to make games, yet it's the only thign I want to do.
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>>692695713
I think you're right. I'll add it at the minimum edge opacity to the side scenes and have it start to fade out fully as you get to their far edges. Thanks.
>>692698693
Not those, but there are collectable refined versions that actually have a use later on. We tried making it pretty clear which ones you can pick up.
>>
>>692698738
did you set up an incredibly janky unworkable solution for what could be accomplished by passing a single transform to PhysicsDirectSpaceState3D.cast_motion()
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>>692699078
the only social media i do is lurk 4chan and scroll my youtube feed to try and find a video to watch. are you saying i just need to sit there and do nothing until i get so bored that i have no choice but to gamedev? guess it's worth a shot
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>>692698432
yeah a bit
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>>692698836
>it takes me 50 steps to do something
>reading a dictionary value
you're mentally disabled, just like the troon running the godot twitter
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>>692699626
but why is the dictionary not typed in c#? i shouldn't need to go to the docs to see what is returned
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>>692699775
have you considered making the camera not follow the player exactly but as a box around it
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>>692699210
>the only social media i do is lurk 4chan and scroll my youtube feed to try and find a video to watch. are you saying i just need to sit there and do nothing until i get so bored that i have no choice but to gamedev? guess it's worth a shot
I don't know what your life is like, so its hard for me to give suggestions, but vices are good for creativity but the death of productivity. Just avoid anything you indulge in (alcohol, porn, drugs). In general the quitting porn recomendation is because after ejaculating motivation and energy stores are at an all time low. In general living quite a boring and structured life will give you a lot of energy and your productivity will increase a lot but you need discipline to pull it off. I mean it's worth a short atleast. Give it a month and see that I'm right.
>>
Should I really learn to just make my own engine with C# if all I wanna do are simple 2D arcade-like games? Or is it not worth it?
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>>692699210
Make a plan to solve a basic problem the day before and try to solve it. The most important part is getting started and consistently improving. If you do it often enough, it will be easier to make it a habit.
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>>692699980
just use gamemaker
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>>692699189
No, I don't like wasting my time. I just noticed the shapequeryparameters has a transform matrix property. Who the fuck directly works with a transform3d, why didn't they just let you specify the starting point like they do with raycasting??
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>>692697876
Based Halloweener
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>>692699789
because structs dont exist in gdscript, and the godot maintainers don't care about c#
I made a function to put all those in a c# struct for easier use but it is still something that shouldn't be required
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>>692700179
Based YTCDev blessing us with his presence.
>>
Nortubel has been updated, so the tutorial videos aren't as annoying.
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>>692700179
Why does she have a cat painted on her ass
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>>692700917
Painting it on her pussy would be redundant.
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>>692699789
You're not even wrong. It should be an object like the parameters are. It's just the most pointlessly minor complaint. Like saying everybody should abandon HTTP and start the internet over because it has "referer" in its header when it should be referrer
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>>692700917
Fits her costume and personality, plus it looks good and is fun
>>
Is there a cool indexed image file format I can use that uses as little space as possible or should I make my own
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>>692700179
When is your game coming out?
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>>692702021
December 21, 2012
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>>692701912
2bpp bitmap
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Can I make a coomer vn in renpy if i can make scuffed looking anime girls in blender? Do I just have to add in a bunch of renders and videos or is there a way to run 3d stuff in engine?
>>
>>692700025
Yeah, but is that gonna help me with learning to code? I though it was mostly drag and drop stuff. I want practical knowledge so I can make games with an engine that's appropriate for them, not some bloatware that makes an arcade game 200 MB like I've seen some on Steam.
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>>692702757
I think you have to make the videos
t. not a knower
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Why the FUCK are font licenses so retarded and jewish?
>bruh just pay us thousands of dollars a year to have this font in your game
>and NO you CANT get around it by converting it to a bitmap...w-why? b-because YOU JUST CANT GOY
>also install these retarded nonsensical drm programs that probably give your computer aids instead of downloading a fucking ttf
And these niggers wonder why everyone just pirates or uses open source fonts.
>>
>>692702021
Patreon test build is out soon and then its release time
>>
>>692703175
Yeah, font markets always been shit. Nobody uses this shit.
Truetype rendering looks like dogshit with most artstyles, too, IMO
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>>692697421
As soon as you want
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>>692692965
I was about to ask if this was that Landsword game.
Shit looks cool though.
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>>692689957
Made some progress in translating my concept art into a sprite for the player.
Need to adjust the pose for the arm, and make it so that the hands are more visible while overlapping the torso. Then onto animations.
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>>692697421
As soon as you want. An audience builds slowly, but as long as you are deving something interesting, OR can present it in an interesting manner (see devs like Danni, for example, who got so memetically popular he quit deving entirely, from harassment)
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>>692703175
>He didn't make his own TTF
It's so easy and it can help streamline the creation of 3D logos. Observe: what would have been another wasted day pulling hair out while modeling can instead be expedited. If I need to translate to other languages, I can always make another TTF.
>>
>>692702757
Might be able to hack together some 3D tools and Ren Py together, but thats too much effort for no reason. If you need something simple and lightweight, with meh 3D, just go Godot + Free dialogue system asset. Something a little more robust, just use Unity with a paid Dialogue System asset.
>>
>>692697421
When your game is in a playable state and has one or two levels roughly laid out, put a free demo on somewhere like itchio, placeholder assets be damned. You'll want to gather feedback on the gameplay as soon as possible.
>>
>>692704835
Yeah you can make your own font without being skilled at calligraphy and it will look like shit, just like your example (no offense)
>>
>>692699775
are your effects (for attacking, trails, etc) part of the players animations or handled separately? Trying to figure out how I'll deal with them myself.
>>
Did any of those recent godot forks go anywhere relatively interesting? Do any of them have actual devs in them?
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>>692705781
Redot supposedly sniped some Jap contributors that helped optimize Godot recently. But I haven't heard anything about them besides the Godot Discord Trannys raiding them and mass submitting bad contributions to the github.
>>
I havent worked on my game for a few months i forgot where i left off.
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>>692706379
Rip.
Download Obsidian and keep a (rough) worklog, so you at least have some idea of where you left off.
>>
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>>692689957
made a bow
>>
I had an interesting idea for a game last night, wrote it all down and kept adding stuff for like an hour before dozing off.
Now I got off work and I'm staring at my monitor procrastinating opening a game engine because I know that it'll go like every other previous attempt where I have no fucking clue what I'm doing.
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>>692707820
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>>692689957
Any tips on modular assets?
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>>692707820
share the idea
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>>692708372
Karryn's prison in space minus the porn.
>>
How long does it take to learn GameMaker's language? is it hard? I have ZERO programming experience
>>
>>692708483
oh, coomer game, I don't care for those, sorry
>>
>>692705781
Two of the lead devs for Redot left like a week or two into the project and are making another Godot fork named Blazium or some shit
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>>692708730
>coomer game
I literally said minus the porn retard.
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>>692708361
plz respond
>>
Does anyone has articles/guides/info/good practices on designing a beat-em-up?
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>>692709271
https://cohost.org/boghog/post/4974594-beat-em-up-cheat-sh
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How do I make a game that kids would enjoy?
>>
Just finished my darkest dungeon-esque game. It's a mix between dd mechanics and standard jrpg mechanics. Now, which setting should I choose? something like ff? or something like fallout?
>>
>>692709452
I love you friend, thank you
>>
>>692709452
Is there something like this but for turn based games?
>>
>>692709698
>Just finished my darkest dungeon-esque game. Now, which setting should I choose? something like ff? or something like fallout?
so you didn't finish it then. Otherwise you wouldn't be asking questions about your setting, you would be dropping a steam link and trailer.
>>
Probably going to do some basic cutscenes tomorrow, since I think the game needs it before returning to the action.
>>
>>692709698
> Now, which setting should I choose? something like ff? or something like fallout?
How is that finished? Did you make the mechanics? Even then you have to make the maps and the story with the lore and everything else
>>
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Just finished my game. Now, which engine should I choose?
>>
>>692710335
a Wankel
>>
>>692709750
you can find more posts like that one from his main page
https://cohost.org/boghog?page=0
>>692709890
like JRPGs?
>>
>>692689957
Learn to use Unreal and stop playing around. You wasted more time with those garbage engines than just using the real one
>>
>>692710465
>like JRPGs?
Yeah ideally, anything turn based would be good though, better than nothing.
>>
https://vocaroo.com/184P0YATCtNH
thoughts on this mid-boss theme?
>>
>>692710869
it ain't mid at all
>>
>>692710869
not bad
>>
>>692710931
>>692710949
that was quick
glad you like it, useful to know
>>
>>692710183
>>692709985
meant to say system for my game and not just game. I'm really dumb.
>>
>>692705105
And you can live in fear while I succeed with my "shit" font.
>>
>>692711024
If it's the backend system, then do what you think is best for ideas you have.
>>
I really like arcade machines, they seem really cool. I know it is possible to convert one game I made to work as one, but I know doing so it going to require a lot of time trying to figure out how to translate certain stuff and building the actual machine. I have a "retro" monitor for it, and a spare PC. it's more of the coin/dollar hardware along with a cheaper joystick with getting it right to actually function. Even then, if I do make it, what would I even do with it? I want to put it into some store so people can play it, but then again who is going to accept something custom like that? I know if I make it and don't put it somewhere or sell it, it's going to be sitting in my room and I'll forget about it. Is there any info about shit like this?
>>
So, I've fallen for the fucking pitfall
How the old RPG makers had just code, and that was a good thing
And then MV came out, and turned them into "plugins" so jews could monetize them
And THEN MZ came out and oh surprise MV plugins aren't compatible
And I, like a retard, got MZ because it's the newest one
And I just find out about this whole background shit.
Any repositories for MZ plugins chums?
>>
>>692689957
You should use gld source instead
>>
>>692711091
I made in a way it can be used in a medieval or futuristic setting.
>>
>>692711502
You can go on SteamUnlocked and pirate MV, but most MV stuff is behind paywalls and MZ is worse. Google is your friend.
>https://raizen884.itch.io/
>>692711728
It's best to make stuff so you can reuse it quickly, so if you make money, you can do something quick and easy.
>>
>>692710869
It's not bad. Personally, not a fan of the intro, but it gets better 50 seconds in.
>>
>>692708694
GML is a good way to learn programming, but switch to C once you're good at it
>>
>>692712061
fair enough.
>>
>>692712041
>It's best to make stuff so you can reuse it quickly, so if you make money, you can do something quick and easy.

What do you mean? to reuse the engine or to reuse the assets?
>>
>>692711728
Why aren't you making games for kids?
>>
>>692712274
The backend and maybe some assets
>>
>>692711067
Nah, I just use OFL fonts.
And yes, your font looks like shit. My own attempts at designing one also look like shit because calligraphy is a complex art that requires years if not decades of practice and that's if you have the talent to get good at it to begin with.
Keep your chin up anon
>>
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Adding blood effects to the sword
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>>692712763
>>
>>692712763
Why aren't you making games for kids?
>>
>>692712763
looks good
>>
>>692709452
>>692710465
'hog in the 'log
>>
>>692695942
what's the issue? I've never had a problem making stuff like that in game maker. depth sorting?
>>
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Thoughts? If a game like his failed what hope do you have?
>>
>>692693878
>you immediately hit a mountain you have to climb to make a real game.
are you trying to make a 3d game or some shit?
Game Maker has received a lot of additions over the years like structs and methods so I'm confused how you'd have trouble doing anything unless it's outside of the scope of what GM is meant to do (2d)
>>
>>692713898
Wow, that game failed? I thought it looked pretty good desu.

>>692712365
yeah, i was thinking in making a simple game with chibi graphics where the mechanics are explored and to make some quick bucks so I can keep deving.
>>
>>692713898
Kill yourself, grifter.
>>
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I added a cat to my game
>>
>>692714210
>Wow, that game failed? I thought it looked pretty good desu.
yea it has me pretty worried ngl. Guy has way more advertising and followers than me but he says he failed.
>>
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>>692713898
why did this "fail" exactly, 500 reviews sounds pretty good, unless the team behind is is more than 2 people I can see why that amount isn't considered good, still with that production and quality it's good to show off skill wise to studios who would be interested in recruiting them.
>>
>>692694883
okay dude sure, but i think you're mistaking my intent
i was trying to be helpful
>>
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>>692714394
>Characters are animated like paper puppets
BUH-BUH-BASED!
>>
>>692713898
i wouldn't play this game even if it was free, it looks like the kind of slop that is made with zero passion and is just the developer wanting to make money, and yeah if the dev is bitching about sales then that's exactly what it is
>>
>>692713898
cute kiddy bitchmade robot dogshit for actual boomers isn't going to sell, people have to accept the majority doesn't want anything but pornbait because we live in a post-gaas/social media society where people are content playing 1-3 games on their phones in between doomscrolling and gooning to tiktok (far more dopamine than dogshit 2d platformers)
>>
>>692713898
>If a game like his failed
Retard forgot to make a game and focused too hard on graphics.
Look at the newest FOTM, TCG card shop simulator. It doesn't have good graphics, it looks like shitty asset stores rehash. But it manages to scratch the itch for gamers, so it's selling like hot cakes now.
And look at BZZZT, it's not an established IP, it doesn't have attractive theme, it doesn't have unique gameplay that's not been done before.
All it has is extremely polished juicy animations.
But after watching the trailers, there's nothing from it that made me wanted to play the game at all. Nothing.

TLDR : graphic fags lose once again.
>>
>>692714662
https://newsletter.gamediscover.co/p/steam-sales-estimates-why-game-popularity

so he got maybe 10,000-20,000 sales
not a lot of money desu
>>
>>692713898
When making Five Nights at Freddy's, Scott raised a Kickstarter which ended up getting little-to-no money. He finished and released the game anyway.
Never give up, even if your chances of success seem slim.
>>
>>692715090
People don't actually like playing tcg simulator, it's just a vehicle for streamers to get epic pogchamp fat pulls
>>
>>692714859
is that a good thing?
>>
>>692713898
I have no hope. All my projects are passion projects that I don't even expect to sell
>>
>>692715170
But he was Christ on his side and I'm a secularist...
>>
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>>692715192
>People don't actually like playing tcg simulator
The chart shows that you're wrong.
Stop living in your own world or you will fail like bzzzt did.
Face the reality and figure out what the audiences wanted.
That's how you sell a game.

If your goal is to make a game that you would love to play, then ignore everything above, just continue working on your dream game.
>>
>>692715316
Now are they enjoying the simulation aspect or are they just cracking packs? It's just watered down gacha
>>
>>692713898
>500 reviews
>failure
what did he want, the next undertale?
>>
>>692715349
This is the final time I'm gonna repeat this.
Stop living in your own bubbles.

If your goal is make money, and your audience demand literal shit, you serve literal shit to them regardless of how much it repulse and disgusts you.
Good for you if you don't want to serve literal shit. But don't complain about not making as much money as someone that served the literal shit to the market.
>>
>>692715109
isn't it just passive income though? Like you don't need to take the game down, people just searching for games to play will come across it eventually.
>>
>>692713898
I see a lot of high-production indie platformers completely flop.
I think the answer is simple: nobody gives two fucks about 2D platformers. They're lame. Nobody cares.

Even the developer doesn't care. His own bitter reply was "well I guess it was MY mistake to pay tribute to the games I loved growing up" - and that right there is it. He doesn't buy and play modern indie 2D platformers either. Probably doesn't play games at all.

If you wouldn't buy your own game, right now, why the hell are you making it?
Because it's easy, you think you're above pure asset flip fotm-bait and you're in it just for the money, you loser coward.
>>
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>>692714394
Also added a new mechanic
>>
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I hope to be releasing a second game(free) soon, it's going to be a small game, it's a thing I've been building up and it'll serve as a foundation for the full release, it's been such a wild ride.
>>
>>692714394
this just reminds me of that goat legs girl game
>>
>>692715223
>is that a good thing?
It's soulful, so I would think so.
>>
>>692715609
I did a bit of research after my game failed for the 3d platformer genre and it turns out:
>bing bing wahoo is too much of a competitor
>you need some sort of IP to get looks
>2D platforming has become a symbol of low quality game
>not even AAA 2d platformers sell well such as the latest prince of persia
>steam stats show very high output of that game and very low profitability
And I get it, it seems to be the #1 "entry to game dev" game with almost all of them having the same mechanics. It's also an inferior version of mario so you won't sway the fan base.
>>
>>692715851
Pseudoregalia?
>>
>>692712763
I'm keeping an eye on this one
>>
>>692716168
Filth.
>>
>>692716168
no, kill yourself
>>
>>692712763
I legit don't get why people would say that this looks good at all. It doesn't. In the sea of pixel slop out there, this looks like more generic
The talent is there, you're doing beyond what the rest does, but it's pretty much in the "low quality" bin just because it's 2D and pixels.
>>
>>692716458
>unable to deconstruct and analyze a game
>Lack the empathy to understand why others feel differently
Uh oh, i hope you're not the designer for your game, else it is doom to fail on release.
>>
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>>692714394
And a magical crafting system
>>
how the fuck do I code a character to look at a point in 3D in godot
why is it lacking so many quaternion functions
>>
>>692716780
It's boomer hyping.
People in this thread are really not good indicators of what is good quality nor what will sell and you're part of that group.
>>
>>692715609
oh shit I worked on that game, it game out and flopped?
>>
>>692716458
Yeah the animation is good but it's really slow and the pixel art style is very generic
>>
>>692717063
it really is and the talent IS there! But it's completely overshadowed by the style.
>>
>>692713898
>If a game like his failed what hope do you have?
Mines in a totally different league
>>
>>692717063
>>692717128
My god, 2 dunning kruger fags are here shitting on others.
Pyw.
>>
>>692713898
>If a game like his failed what hope do you have?
Mine will have fetish porn, so I get guaranteed pity purchases(because the niche communities I will cater to want more porn in their niches to be made in the future)
Not going to get rich or anything, but I'll earn enough cash to reinvest into making future games higher quality, maybe take a few weeks or months of works to dedicate time to deving.
>>
>>692716458
>>692716978
post your game
>>
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>>692710335
Make your own
>>
>>692712763
Fug, very smooth, nice
>>
>>692700179
wow those designs are god tier what game???
>>
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Added blood drops to the floor and cleaning, getting rid of the blood particle effects and doing it by hand

>>692713029
>>692713379
>>692716183
thanks

>>692716458
>>692717063
I get that, the gameplay isn't there yet to show off. I keep getting slow comments which I'm working on, gameplay isn't supposed to be slow in my head. Small pixelart style is so I can get out as many interactions as quickly as possible. Like after you split an enemy you can kick their skeleton out to hit another enemy. If you cut off an enemy's head first before splitting them, if you kick their head their brain pops out instead etc. Also enemies will kill themselves in fear and other interactions.
>>
>>692718816
Anon how the hell are you on /v/, and specifially this thread and not recognize any of them?! Shouldn't you play some games before deciding to make on?
>Alice from American McGee's Alice
>Silent Hill Nurse?
>Lady Dimitrescu from RE
>MC from Little Nightmares
>>
>>692714949
he spent over 5 years on it, has to have some passion involved
>>
>>692700179
still can't tell if this is AI...
>>
>>692715609
>Even the developer doesn't care. His own bitter reply was "well I guess it was MY mistake to pay tribute to the games I loved growing up" - and that right there is it. He doesn't buy and play modern indie 2D platformers either.
This is a good observation. It doesn't matter how many years of agonizing work you put into a game. At some point you have to make it actually good
>>
>>692715609
How is this a flop? very positive and plenty of positive youtube reviews too
>>
>>692713898
You can just not make anything and forever wonder what could have been or you can shoot your shot and find out.
>>
>>692719559
it's not a flop, he's either in california or a retard.
>>
>>692700179
>floating slut
most based dev in these threads
>>
>>692718932
I have full faith in you that you'll tune up the movement and stuff as you go. You can always adjust that bit by bit - the art and animation I think are the hardest part, and what you have there is a great point to work from. I look forward to trying another demo whenever it's ready, man.
>>
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>>692700657
>>692718816
>>692720103
Thank you, kings! Never give up on your autism.
>>
>>692713898
>Full of references from my childhood
There's your problem, nobody gives a shit about your childhood. The people who lived similar ones have grown up literally and figuratively and mvoed onto newer better things, while people who didn't share the same childhood simply do not give a flying fuck about some Millennial manchild who couldn't let go of the 80's/90's. Why play his game when you can play the games that inspired it instead? That sort of thing. Devs never wake up to this concept and act shocked when their bargain bin tier slop barely breaks even.
>>
>>692713898
I'm guessing its because of the boring and generic setting/character. Surely my crappy 2d platformer will succeed because of its wacky character design and unhinged plot
>>
>>692703175
google fonts has lots of fonts using the open font license
>>
>>692721172
other than porn how else can you make a good 2d platformer?
>>
the scope and premise of my game changes every day I wake up
>>
>>692721828
Make several games then.
>>
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Made a wizard based on Spyro characters. Gonna make a little multiplayer game with it, where you run around blasting wizards
>>
>>692721764
By being insane and having cool unexpected shit happen in your game with awesome music
https://www.youtube.com/watch?v=CipwPaJOF3c everything past 29:13 in this romhack is my inspiration
>other than porn
Stop gooning.
>>
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Spooky hat season.
I've noticed that the movement and shooting felt a little bland so I added headbob and recoil and it really fleshes out the gamefeel. Headbob will be toggleable in settings as I know some people hate it.
>>
>>692722035
they'll all have the same sprites then
>>
>>692689957
Only been sculpting on blender for a week and I think my hand is fucked.
>>
>>692722273
add more recoil to your gun
>>
>>692722565
That's fine.
>>
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>>692715851
This one?
>>
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>>692722654
see this dude? in one game he's just some enemy, in another game he's the main guy
>>
>>692721764
Try to never reuse assets between levels. In Sonic and Pizza Tower for example, every single zone/level has its own theme and gimmicks.
>>
>>692723353
yes that's the one, did he ever return?
are you him?
>>
>>692723393
Do it faggot, I love that kind of shit. He should be a funny NPC in another one, maybe a potion seller or a tavern keeper.
>>
>>692723393
>see this dude? in one game he's just some enemy, in another game he's the main guy
philosophical
>>
>>692712041
>.itch.io/
all those fucking paid plugins that are just a copypaste of each other holy shit
>>
>>692723495
Haha I am him. Unfortunately I never managed to recover the art assets that got flooded, but I got a new tablet and started drawing more. I honestly think I'm gonna have to cheat, and do a whole lot more shit in 3d though, cos drawing each frame for everything takes a million years!
>>
>>692723393
he cute
>>
>>692689957
yni^Halloween Season YAY YAYS YAYLY

UNNAMED Song Lyrics:

〟we take n0 m&dms
we have no unynimaginary friens
This is the mental yaylum,
dear fairyy 形YEYS〟

"The Lords of Uneding Life Behold!
We the UNNAMEDs
We take unto ourselves power
We DЯFT our Maker
We cling, We take We cleave the yayness..."

all rights yayed

Here are my KAWAII FREE YAY 2 PLAY GAMES:
https://youtube.com/watch?v=dkZoVxvn6Lk
https://www.youtube.com/watch?v=5hCtz43vsP8
https://www.youtube.com/watch?v=7RmZ0wMWXuM
https://www.youtube.com/watch?v=88eb4KkZICg
https://www.youtube.com/watch?v=9u9Tm7qgabA
How do I find a my first job ever with my portfolio? I know I probably need to focus on programming but doing many tasks in the limited amount of time is very exhausting and hard for me at the moment sadly even though I work hard to improve on LeetCode. I also do not know how do I handle adult life since I am too yAytistic person.

What do I do for a living?
https://youtube.com/watch?v=Pzm7c3MWq60
https://youtube.com/watch?v=UBSE1MKlnxI
Yaying Subculturally^

I have been working on yni^ since 3yo or even earlier, in that time I have made so many yays and the stable version released on the Steam will continue to improve Eternally^ FOREVEЯ
>>
>>692690952
Your game looks great and I'm always happy to see your progress. I am also making a 3D platfomer (Sonic fan game).

I know it's a late reply but if you don't mind, I have a few game design questions for you:
- are you using a pre-built character controller or your own?
- how are you transforming character input from camera space to character space?

Thanks! I probably have some follow-up questions, too.
>>
>>692724428
ganbare anon, I hope to someday play your game even if it takes 50 years and you are using 4D assets by then
>>
is this place better than agdg?
>>
>>692720590
cunny sex?
>>
>>692725028
It is agdg
>>
>>692725303
no, agdg is filled with gay people and dudes dressed as girls
>>
>>692725028
Yes. These threads are more serious and we actually believe we're gonna make it.
>>
>>692695454
Why not? Hell that was pokemon's original plot, Your a kid, get out of my house and fight bugs.

Games that just drop you into the world and say 'go kill god or something' can work just fine.
>>
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>>692725436
it is?
>>
>>692701148
In what universe does having a cat painted on your ass make sense? It looks like glitched AI slop.
>>
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>>692726314
Nothing makes sense in Wonderland
>>
>>692694504
as an oldfag that played a pirated copy back in 09 i can say pathologic absolutely used to not be that way at all and the real nuclear damage was the hbomberguy faggot made a video on it attracting his gay breadtube audience. there is nothing about the game that even smells of lgbt/breadtube substance, but it exploded with that crowd after his video on it.
>>
>>692724525
what the fuck
is anybody else seeing this
>>
>>692726856
seeing what? who are you replying to?
>>
>>692724525
le epic schizo shit like this isn't actually appealing, anon. nobody actually cares. this shit isn't novel anymore.
>>
>>692713898
This game looks AI generated. How is it any good?
>>
Is it okay to use unity for porn games?
>>
>>692713898
looks like generic slop
>>
>>692694504
Video essays
>>
>>692727536
Why not? Plenty of other porn games do.
>>
>>692726856
>>
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Added in Dive punching today. it gives a little hop when you do it so you can use it to get over higher ledges too. Still need to add more juice to it but not worried about that now.
>>
Slowly, but surely.
>>692700179
Impressive amount of work for a shitpost there YtCdev.
>>692722273
I think the other anon is right, looks like you're firing a 50 cal and it's just sorta limboing backwards. You need that screenshake and immediate vertical kick.
>>692723353
Oh nice, welcome back. New project looks pretty wholesome.
>>
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>>692727736
Whoops. Here, new art.
>>
>>692727729
https://youtu.be/bzBhXz1bosk?si=QZl78Do4YxOtGNqr
>>
>>692728051
:12

I wonder if the producers of the commercial knew what that scene also looks like
>>
>>692692965
wicked
>>
>>692725028
>Thread is created only when it's needed, so people are not forced to have meaningless conversation in it
>Always have a good amount of progress posting
>Attention whoring is immediately called out and shunned upon
Aside of that schizo that won't leave us alone, everything's miles better than agdg.
>>
>>692727729
I*'m not interested in the game at all, but I just want to comment on the assets.
The house & trees look really soulful, albeit too generic and boring looking.
>>
>>692728332
As I was getting the link, somehow, I knew someone would mention that.
>>
>>692689957
don't use godot for 3D. you have been warned.

>>692698738
anon, you don't have to be one of the contrarians. come back home where it's comfy and casts just work. I had this same experience with godot a while ago and the trannies reacted similarly that time as well.
>skill issue!
>why would you want an obvious thing every 3D game needs a bunch to be simple and performant??
>skill issue!! just do only things godot is good at and pretend other things aren't needed!
again, you don't have to become one of these people. there is still hope for you.
>>
>>692729013
>don't use godot for 3D. you have been warned.
whats wrong with it?
>>
>>692728695
Starting town, so I wanted it to be a bit generic so the other locations seem more fantastical in comparison, driving home the idea that you're on a different world.
>>
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>took me 4 hours to figure out how to draw a circle
>this is the best I could come up with
enginebros... it gets better, right?
>>
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Blue tint, yay or nay?
>>
>>692729935
Does sorta help pull everything together a bit more.
>>
>>692715657
What the hell is this game about?
>>
>>692727781
Fingers do not phase through weapon grips anon
conceptually cool though
>>
>>692729935
Not even a question, blue tint
>>
>>692694504
Troll's remorse.
Next question.
>>
>>692729935
Those are virtually the same image. In fact I opened them up in photoshop because I can't tell the difference and wanted to make sure it wasn't an elaborate shitpost, and I was able to find one or two spots where the same location had different colours in top vs bottom (but the same hue, so what the fuck is the blue tint supposed to do), but most of them were just identical.
>>
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Made a gas pump and a new tree for my game.
>>
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>>692732425
>>692730091
Many thanks.

>>692732704
My bad, I should have mentioned the blue tint was only on the walls and floor, and it's only like 10 values saturation higher so it's not super noticeable. I was hoping one of the two would pop up as being better at a glance. (I started with top left and kept adding saturation and reducing luminosity until I got what felt comfortable levels of comfy.) Bottom right is the blue tint one in the previous pic.
>>
>>692713898
>Thoughts?

The reality is that there's more free content out there than a person could consume in their entire lifetime. It's not good enough to just make a '''product''' and think it will sell because it exists, you're not respecting the players time when you churn out stuff for the purposes of making money. The market is flooded with a sea of '''products''' and yours is just going to get lost among them if it doesn't stand out in any meaningful way.
>>
>>692733547
This is why indie dev is a H O B B Y
If you ever at any point think about how much money you are gonna make with your game, you are already ngmi
Make something you want to play because you think it's fun with no expectation of reward or success, or don't even bother. Stick to consooming games instead of making them
>>
>>692692965
Don't think the vapor trail should be affected by gravity that much, just have it fade out or greatly reduce the drop.
>>
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>>692724428
Post art, I miss seeing your stuff
>>
>>692715357
Do the math. 500 reviews is about 10k copies, $120k gross, halve that to account for taxes, Steam cut, and other shit. You get $50-60k. It's good if it's a side stint, but if you're solo and wanted to make indie games for a living, better start looking for a dayjob.
>>
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>>692734463
$60k in hand would actually be a success. But he didn't get that much, he made some posts about how most of his sales came from when he put his game at a 50% discount.
>>
>>692735079
I really really hate when people constantly post about how hard indie dev is to try to get sympathy sales. Just shut the hell up and get working on your next game, or quit.
>>
>>692733495
np anon
Kind of crazy how much of a difference a minor color tweak makes to the scene here, you could probably make a 30 minute waste of time youtube video out of it
>>
>>692735185
It's a form of marketing.
>>
>>692713898
His game's a fucking 2D platformer in an industry that is oversaturated in 2D platformers. No shit it fucking failed. I'm looking at that game's screenshots and absolutely NOTHING about it piques my interest, if I wanted to play a 2D platformer (and I don't) I wouldn't buy a new one, I wouldn't even bother checking the Steam catalogue, I'd just reinstall Ori.

Indie devs (and honestly, AAA devs, look how many flops they're facing now because they're trying to just shovel the same game with minor changes) need to stop trying to get a piece of the pie in drastically oversupplied segments of the market. If you want to make it big you need to hit up an area that still has room for more competition. And there are always such areas. But it does mean you can't just recreate your favourite childhood platform because every tasteless moron who grew up on platformer console slop had the same idea.
>>
>Get an idea for a video game
>Scope is too big
>Give up
>Repeat
I envy people who can come up with simple game ideas
>>
>>692735410
If there are so many 2D indie platformers then why can't you name 20 good ones?
>>
>>692735532
>>Give up
You are supposed to scale down you retard
>>
>>692735603
There probably aren't 20 good ones, but the reality is that platformer fans will happily eat up goyslop so even if your 2D platformer is good (and it won't be, because if you set out to make a 2D platformer you're a fucking idiot and have shitty taste and won't be making anything good in the first place) there's no reason they'll pick yours over all the other goyslop in the trough.
>>
>>692695942
>Even that is sometimes questionable because gamemaker has literally no built in rendering system for LTTP rendering so you need to build your own.
It does, though. You need to do a tiny bit of setup but orthographic 3d has been available for years.
>>
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>>692724891
>>692727736
Thanks lads.
>>692734190
I haven't got anything from the game handy, cos I'm phoneposting in bed like a gaylord. But I did some unrelated drawings recently. Here's the gobbo from my other game project that's in unreal engine learning-curve limbo.
>>
>>692735532
>I envy people who can come up with simple game ideas
It's a skill you need to train like any other.
I'm not good at it yet but I'm working on it. I started work on a 6 month project and now I'm at month 14.
>>
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Haaaaai gais!
>>
>>692690952
What's the blue trail when falling for?
>>692691665
Oh I didn't know you were doing these. Good to see, maybe finally we'll see something new instead of the "perpetuallt a placeholder" model
>>
>>692736804
let us know if you make another twitter. i remember i had your last one but you probably deleted it years ago now.
>>
>>692713898
imma be honest indie games will always be shittier than triple A slop because they simply cannot afford to make much content
the ONLY thing that gives indie devs any advantage is that they could come up with unique ideas
you cant just make a generic indie game and expect it to make you money
it wont have the same quality as triple A games or the uniqueness of indie games
its just worthless
>>
>>692713898
I wouldn't pay more than 8 bucks for a game like this (or more specifically $7.99 usd). The fact that it's selling for $12 could have something to do with it.
>>
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>>692737513
The Blue Trail is activated when you're going faster than a set amount of speed. In that instance, you're going faster than set amount of speed, except downward. The Blue Trail is to help you visualize where you're going in a 3D space. And a lot of stuff is placeholder because I am one man making the game by myself, and I have two kids and a full time job with on-call. I have MAYBE 6 hours a week to work on this game to my name, and I find the programming aspect of this more fun than than the art portion. A lot of it is placeholder, and a lot of it will continue to be placeholder until I take time to make assets.

>>692724642
I use very little pre-built stuff in my game, because I don't feel like I'll learn what I need to learn if I use pre-built.

As for how I translate controller input to character movement, that is EXTREMELY complicated. If it's a flat horizontal plane, that's easy. Take the degree the stick is pointing in (0 to 359, from top of stick all around) and then account for where the camera's y-rotational value is, and then bam. You now know what direction your character should go in.

If it is NOT a horizontal flat surface, then, well, this took me 3 months of work on JUST this. This needs to account for the camera y-rotational value, it needs to account for the slope you are on, it needs to account for the direction that is "uphill" on the slope. By that I mean the direction if you were looking completely overhead at the slope, what direction (north, south, east, west, and all 360 degrees between) the uphill slope is pointing. Then you need to have a Vector3 that will determine what is "forward" on the stick. If you are on a wall and the wall is facing the camera, you should move directly up, but if the wall is parallel to the camera, you should move away from the camera origin.

Pic related is a good chunk of the pathfinding code. It's not all of it, a good amount. Sorry about my naming conventions for variables. I hate naming things.
>>
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Anyone else /bitsyengine/?
>>
>>692729757
Respects. I got filtered trying to take the engine road
>>
help
I cannot finish my single player game because I'm to lazy to playtest the whole game, what should I do?
>>
>>692739629
Do something else with your time.
>>
>>692739629
Use cheats to speed things up.
Program a bot to play the game for you.
>>
>>692739629
Send it to your friends and ask them to playtest it for you.
>>
>>692739629
I'll try your game. I made an email address just for these threads. If you want, send me a link to that3dplatformerguyfrom4chan@gmail.com. I'll run it in a virtual machine.
>>
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how does one achieve these aesthetics, should one learn to draw the traditional way or min-max solely on pixel art?
>>
>>692689957
what happened with the whole #wokot fiasco?
I stopped paying attention to that after asmon got banned.
>>
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how can i improve my inventory ui?
>>
>>692741581
the icons are really small compared to the squares
>>
>>692740729
Ambience, lighting, atmosphere, color contrasts, etc. are basically "agnostic" art skills that you can learn with either normal art or pixel art, so it doesn't really matter.
As someone who started with "traditional drawing fundamentals" first, I think it's faster if you just straight up practice exactly the kind of art you want to make, rather than draw a hundred cubes and then a hundred naked old men, etc.
>>
>>692723717
RPG maker got fucked over with the newer versions with everybody making everything paid. It's partly why they made a unity version, so it's easier to make stuff overall to add onto it so it's more professional. The unity version is barely working and is heavily bugged, on launch it had the "shut off" button replacing the save button. It took a week for them to fix. MV you can pirate to try it out and it has more free stuff than MZ. But you have to google and use itch a lot to find stuff, or buy plugins.
>>
>>692735603
Not him. People catch up with their backlog, play the current flavor-of-the-year platformer like Pizza Tower and that's their fix. At a high level of abstraction, the genre is too simple for most people to spend much time with - no matter how much heart you pour into level design, set pieces and everything else, people see a small dude jumping on obstacle courses and roll their eyes, because Mario did it decades prior and everyone already played that. It may be reductionist, but the market is reductionist.
>>
>>692735603
Because I don't play 2d platformers, I'm not 7 years old.
>>
>>692725028
it's better because they are sporadic.
meaning they give people time to actually do something before posting progress.
In AGDG, they need constant activity to show and we don't have that much time for good progress.

I spent 2 weeks working out on optimizations, what is there to post? Nothing!
>>
>>692727736
>Impressive amount of work for a shitpost there YtCdev.
How is it a shitpost? It's Halloween season and I had some art done to celebrate.
>>
>>692689957
i'm trying to make a projectile come out of an enemy's muzzle, but it keeps coming out of the center of the level

func spit_attack():
var s=SPIT.instantiate()
add_child(s)
s.position=$muzzle.position

i also don't know how to get the player position for the bullet to look at
>>
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>>692689957
Godot
>free
>always free
>3d
>2d
>FREE

Gamemaker
>always paid service
>constant business plant changes
>sometimes subscription based, sometimes buy service
>PAID software
>no 3d

easy pick, I wish I picked Godot before gamemaker. Now im stuck on a weak engine
>>
>>692746094
>>always paid service
>>constant business plant changes
>>sometimes subscription based, sometimes buy service
literally none of those are true
i bought it for 2 dollars years ago and have never had to pay more and never will

tons of popular games have been made with gamemaker
no one knows a single game made with troondot
>>
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>>692720590
I usually kneel to nobody, but I can make an exception.
>>
>>692746094
Godot is pretty fast to pick up since gdscript is just
pseudo-python
>>
>>692746082
use chatgpt. Ask this question directly. It helped me loads.


func bloodpop():
if !pop_triggered:
if right:
var bloodpop = BLOODPOP.instantiate()
get_tree().root.add_child(bloodpop)
bloodpop.global_position = stump_marker.global_position

this is my code, maybe you should try global position?
>>
>>692746082
Use global_position when you're not controlling the local position based on node parenting.
>>
>>692738579
>pre-built
So you implemented all your character movement code yourself? Are you using a kinematic rigidbody? Did you implement raycast/ shapecast based movement or do you resolve contacts after moving?

>translate
Okay, makes enough sense. In an earlier prototype I did something similar. My solution was to rotate the input using the rotation from the camera's up to the character's up. It worked well but got screwy around some "poles".
>>
>>692746082
position is relative to the parent
in this case, what's happening is the muzzle has a position of (0,0) relative to its parent I.E. it is at the center of its parent. But you're adding the projectile as a child of the root node. So what you're telling it is "make the projectile's position (0,0) relative to the root node", which culminates in the new position being the center of the screen which is where the root node's (0,0) position is (well, in reality it would probably be the top-left of the screen, but I'm assuming you have a camera and decided to center it)
You want to use global_position here. global_position is the node's position relative to the root node always, no matter what parents it has.
>>
>>692746082
>i also don't know how to get the player position for the bullet to look at
You could add the player to a group and then get_tree().get_first_node_in_group("your_group_name_here"), then you have a reference to the player to do whatever you want with
please do not call this every frame, call it once and then use the value it returns to set a variable to reference the player with
>>
Do you guys put your games on itch while still in dev? Or do you guys wait for full release usually. I kinda want to throw my game out there to hopefully start gaining an audience but don't want to show off too soon either. I think there's enough stuff to play with though... I'm always self critical.
>>
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>>692689957
Made female character, going to rig and then try and get into engine. Does she look decent, I don't know I'm biased towards her.
https://litter.catbox.moe/vx0n9i.jpg
>>
>>692748558
its not interesting as its just some coomer porn game shit. not to dog on you, bro, but we really don't need more of that. ultra saturated with that already.
>>
>>692746204
>no one knows a single game made with troondot
Cruelty squad is the most popular godot game so I don't know what the fuck are you talking about
>>
>>692748645
Strange thing it's not for a coomer game, the clothes are just a placeholder, the head is just a test one for the art style.
>>
>>692748558
Yoga pants should do a straight line and not a V curve like that
Hair needs its own material
The illiac crest looks kinda too defined? But overall the anatomy seems fine
>>
>>692748558
she looks good, you gave her boob flop physics right?
>>
>>692748428
my in-development game is doing well on itch so i think it's the right choice. building an audience won't come from just uploading a game though, it takes some kind of social media/marketing
>>
>>692748763
Those are tights I haven't made the skirt yet, first clothes I've put on her.
Hair has a simple material, I'm not worried about that because I normally do particle hair and I'm going to spend a fair bit of time figuring out how I want to approach the hair, don't want to do hair cards.
Thanks for the criticism.
>>
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>>692747617
I use a downward raycast (that rotates with the character) to determine the ground's normal. I then rotate the whole character to match that ground normal.

I'm using a Character3D object, and I use the blub_vector shown in the previous code snippit to determine which direction the character's movement should be going. I then take a Vector2 called planeSpeed and I just make it so "velocity = (planeSpeed.x * blub_vector) + (planeSpeed.y * groundNormal)". This is how Mario 64 did it, and this project ORIGINALLY started as a Mario 64 movement clone engine.

So essentially, I use move_and_slide(), but pretty much purely for collision. All speeding up and slowing down and all that is handled by my own engine.

Have a .WEBM of me dashing into a well timed jump, then chaining an airdash into a double jump into a airdash to go a long distance.
>>
>>692748774
Engine has no support for soft body physics, or for a lot of things, but it's source is available so If I manage to make some money I'm going to pay someone to implement soft body physics and make as much of her jiggle as possible, same with male, same with clothes/everything I can do.
>>
>>692748853
I saw that potentially reaching out to indie game streamers on youtube and whatnot might be a good direction also? What are your thoughts on something as such anon
>>
>>692690952
>>692748912
Looks fun as fuck
>>
>>692749024
i figure it's only worth doing when you have a final demo and/or release to show off, otherwise they'll probably be annoyed that your game is unfinished and ugly
>>
>>692735532
Same. The though of animating a character alone makes me give up on the spot
>>
>>692749360
I appreciate your responses anon. I'll work on cleaning up a little and start making an itch page for my game and I'll probably start trying to promote it somehow. Once it's a little further along I'll likely reach out to streamers and such. Hope you have a good day anon.
>>
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>>692749219
Thanks, anon!
>>
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>>692725028
Yes, simply by virtue of me not posting a certain cartoon character and instead posting progress.
Speaking of which, I finished my programmatic cutscene system: it moves the camera, rotates the camera, smash cuts, and even produces subtitles with colors that change depending on which character is talking (in this case it's green because Fygoon is, well, green). At the moment this system only activates when inspecting an object (Bulldog lamps and the door to the Iron Hundwerks), but I'll add in a method that allows it to play a cutscene when walking into a trigger (such as when entering the canyon to fight Brutus Canor)
>>
>>692738239
this is a good point
although I would replace "unique ideas" with "passion"
>>
>>692748912
Nice game
your character has a really good idle pose, it has the right amount of motion and rotation in all the right places
>>
>>692735274
Just like door-to-door sale pitching is a form of marketing, but it's also a very good way of making people hate you.
>>
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>>692751179
I hope you're not going off the idle post in the gameplay I've posted, because that's just Mario 64's mesh with Mario Odyssey's Animations. My new idle animation is here in this post:
>>692750374

This is one of the new walking animations.
>>
Any monogame bros here? Just switched and getting used to it and so far it seems nice
>>
>>692748978
you can make it a baked in animation
>>
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I used AI voice in my game because I have no money (like completely). And now /v/ will shit on me for it.
>>
>>692752275
I don't think anyone gives a shit about AI use unless it's extremely obvious chat GPT writing or extremely obvious AI art, as long it's not distracting no one cares.
>>
>>692752275
>I used AI voice in my game because I have no money (like completely). And now /v/ will shit on me for it.
are you in it to "be a member" of a "community" or a "queen bee" with a "following" because i can't imagine why else you would care.
>>
>Indie
>Roguelite
>Deck builder
>>
>>692752275
as long as its not noticeable, it really does not matter and is completely understandable
>>
>>692752654
Guaranteed to break even because they sell well.
>>
>>692751607
lol, well I guess Nintendo has a good idle pose then, sorry
>>
Woke up with a fockin 'eadache, this will make devving more fun.
>>
>>692752654
you called?
>>
>>692752613
>why else you would care
Because /v/ will spam my game with negative reviews for it
>>
>>692752613
>>692752517
>>692752275
Die, stupid AItrannies.
>>
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made a paint mode for decals
>>
>>692753939
Oh dude, that's sick.
>>
>>692753726
No one buys games to leave bad reviews on it. They will simply not buy the game. People have zero expectations for indie games that are less than 5 dollars. That's why you see literal garbage with less than 10 very positive reviews. The only games that are review bombed are games with some sort of expectations.
>>
>>692752275
Been wanting to do that. Are AI voices noticeable? I mean, I'd make my friends "train" the ai so it can use their voices to make dialogues.
>>
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>>692754150
i'm gonna have to add a lot of qol for it but it works quite well already
>>
>>692752275
AAA dev here, I will steal your game concept, pay entire population of third world country to cancel you and sell my game better, I will have AI voices too of course.
>>
>>692754492
Trying to look behind the image, are you the 4chan-Animal-Crossing guy? If so, that's an absolute banger of a thing to add to the game.
>>
>>692754676
ye, webfishing made me think of an editor
>>
>>692752275
One of the best sellers on steam right now is voiced by AI and it even got some negative buzz from the acting cartel, voicefags lost.
>>
>>692735079
>Bro wtf why do people buy games more when they're discounted?
How the fuck is he surprised by this? Does he not buy games himself? I never buy anything full price on Steam ever because there's like a million things on there that were or are on discount. I know lots of people do the same.
The real play is to release your game at a discounted price that matches about what you wanted for it originally, and then do frequent sales to put it at or slightly cheaper than that.
>>
>>692754434
I think some are pretty good. Asmongoloid's editor use AI voice over for the clips and while I know it's AI I could see people get fooled. Really good intonation and overall delivery. Not sure what service he uses.
>>
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Anyone use this with Unity or Godot yet?
>>
>>692748912
Okay so you have a "forward" direction and speed in that direction. I came up with something similar with a "local" velocity.

Thanks for the responses!
>>
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Thor told us the Godot thing was a nothingburger so we must go Godot.
>>
>>692755225
used with godot c#, much better than vs
>>
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Can't remember if I had posted this here or not.
Currently redoing *all* AI layers so more shit can be done cleanly by everyone, in the hope that it will make the strategic-level AI able to do something more interesting than emulating Zapp Brannigan.
For soldiers I'm basically re-using DoW1 stance system, except applied to roughly everything. Not sure if I will actually expose it to the player or just have it be used "under the hood" by a handful of different orders.
First step was re-writing and extending movement options. Combat is next. Tempted to also add Warzone2100's "flee and don't come back until you got healed" system that commander units had.
>>
>>692713898
protag looks like shit.
deserved.
>>
>>692713898
>listening to jaffe
oh no no no no no
>>
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I'll post heads.
>>
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>>692756615
>>
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>>692691609
agreed
>>
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>>692748912
Do you use a capsule hitbox for the player? If so, how do you deal with standing over ledges?
I have an old 2D platformer that's on hiatus and probably needs to mostly be rebuilt from scratch, and I had issues figuring out what to do with the hitbox for dealing with slopes and ledges. I had issues with a circular hitbox because the edges would clip on ledges like pic related. I ended up using a square, but that's clunky because you can't really do something like what you're saying (at least as easily) because doing a direct raycast down from the center of the character won't consider if he's maybe hitting a slope on his sides. I think I ended up just attempting to rotate the character using a few predicted collision attempts to see the closest angle you could get to the ground was and then using the character's rotation angle as the ground normal (second and third diagrams).
>>
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>>692756615
octopus
>>
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>>692754168
Disgustang
>>
>>692757106
>octopus
Nigga dey all sonic
>>
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>>692756615
crocodiile

>>692757106
something wrong with the mouth on this shit.
>>
>>692713898
I'm not making a 2D platformer.
>>
>>692690030
If there were a single game engine not made to be as needlessly cumbersome as possible with everything set to defaults no one would ever use for anything, that would be much easier
>>
>>692713898
>what hope do you have?
coomers
>>
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>>692756615
1-tailed fox
>>
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>>692756615
sonic
>>
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>>692756965
It's a LITTLE more complicated than this, but if my center raycast (I have a couple) is not colliding within X amount of units below the player, but the player is colliding, he goes into "fall". If he is in "fall" and the center ray cast isn't showing he should be on the ground, it just pushes away from the collision in the direction of "point of collision" to "center of object". It pushes away a couple times per frame. Not so many it could cause slowness, but not so little that it could fuck up. This is ALSPO helpful for when the character launches off of a ramp. If he is launching off of a ramp, in one frame, he goes from rotated to align with the ground into rotated upright. Well, the same collision mechanic is used here if he hits a roof. He pushes away from the collision several times in one frame until he is no longer colliding. I have stress tested this a LOT and I cannot get it to slow down the game or fuck up, but there is always a chance, I suppose.
>>
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everybody at microsoft involved in implementing this should kill themselves inmediately
>>
>>692758507
what's wrong with it?
also wouldn't that be on unity?
>>
>>692757106
Sexo?
>>
>>692758627
No. Male.
>>
I gave up
>>
>>692758712
This isn't /aggydaggy/.
>>
>>692757987
That's a sensible way to handle it - it lets you kind of naturally "slip" off of ledges instead of just going into direct fall state. I think the extra movement calls aren't too expensive if you run them just a handful of times a frame (unless you're in the debugger for some reason, where running collision checks take up way longer), because I went through the same set of concerns working on my own stuff. The only times I've ever run into serious slowdown with Godot were with instancing the same scene a bunch of times (buttons in a menu) without having instanced and then freed the resource at startup.
Have you thought about using a gradual rotation back to fully upright on leaving a ramp/rotated surface instead of a snap? Not sure if that would feel clunkier or better.
>>
Is swapping between bigger textures better than over-layering smaller textures onto a big one?
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>>692759425
>Have you thought about using a gradual rotation back to fully upright on leaving a ramp/rotated surface instead of a snap? Not sure if that would feel clunkier or better.
I have thought about it and half-implemented it earlier on and I just don't like it. I want my game to look snappy. Sonic Adventure didn't slowly rotate, and that's the main inspiration for the speedy part of my movement.
>>
im realizing i only want to make a game to include my monster girl (more emphasis on the monster part, but its nothing lewd or nsfw) designs in it (3d). but i still have no clue what kind of game to make. fugggg ive been stuck clueless for literal months
>>
>>692760439
make a simple linear rpg, look at deltarune/undertale
>>
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palette switching support, i should probably make some more tools
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>>692760439
Post OC.
Maybe someone will be interested to include it in their game. Would be faster and simpler for you.
>>
>>692760439
Wanna work with me? I'm the 3D platformer guy who posted right above you. My game is going to have Dracula in it as the main antagonist, and enemies will be based on warewolves, Frankenstein's Monsters, etc. General "Monsters", but the idea is to have them cutesy or cartoony. I'm more than open to changing stuff around, though, including plot and all. If you can 3D design and animate, and you do specifically monsters, even monster girls, that sounds awesome.
>>
>>692761115
>>692761010
i do appreciate the idea, and its a good one, but im really hellbent on making my own game and world setting. all i can think about is exploring a handmade world with monster designs in it but otherwise no clue on actual gameplay..
>>
Thoughts on 2D games using normal maps + lighting?
Sometimes I feel it looks kind of neat, but it seems like a big scope creep thing for minimal return.
It would probably be easier to implement it while creating the base assets, but I could always put it off and do it at the end of development.
>>
>>692760552
neat, this some kind of fake OS game?
>>
>>692762001
>Thoughts
Depend really on what you want to do, how autistic you are, and how much of your graphic intent is actually 2D or just 3D pretending to be flat.
>>
>>692761482
I suggested >>692760529 because its exactly what I am doing for my monster girl OC, but I know making RPGs is actually very hard and time consuming, so it depends of your skills as a developer or how much interaction you want
>>
>>692762810
>how much of your graphic intent is actually 2D or just 3D pretending to be flat.
My goal graphically is to really establish a solid atmosphere, which lighting effects tend to help with. Just using Godots built in 2D lighting effects (without using the advanced functionality like normal maps) would probably be fine for that goal, I guess.
As for the 3D pretending to be flat thing, I'm planning on most of the higher quality animations being 2D images on planes tweened, animated, etc . I didn't really even think about lighting effects for them, but that would actually probably really elevate the quality of the handful of cinematics I want to include.
>>
>>692756615
>fellow Sonic fangame dev

Ooh what is this?
>>
>>692762001
downscale. The overly rendered lighted pixelart is flooding the marketplace, it's a gimmick that isn't going to age well. It's going to be viewed like the 2000s movies with oversaturated bloom and shit.
>>
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>>692760439
1. Make literally any type of game
2. Make the NPCs needed for exposition monster girls
3. ???
4. Profit!

Don't think too hard about it, Helltaker was also made because creator wanted to draw women in suits and gameplay is just sokoban.
>>
>>692760439
Just look at Psedoregalia's dev, he makes movement platformer games w/combat to put all of his OC's in.
Its a fairly good genre for it, lets your OC express unique actions based off of their characteristics, movement platformers tend to be fun(when done right), and a nice (hot, likely at least some sex appeal is needed) design will really help move your game.
>>
i've been watching a Godot tutorial series but i'm still procrastinating because i'm stuck between deciding to do 3d animation or 3d modelling besides programming and I want to transfer it into a career in the future
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>>692764043
Making bunch of models. Starting with the heads and soon I can move to making bodies.
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>>692760439
I started with monster girl designs to make making the game easier(skipping animations and reusing base models), but then I realized I also just want to make more monster girl designs. Turns out there's just a lot of cool designs you can make.

I suggest to pick something like a pokemon or job-based final fantasy and then replace the critters/classes with monster girls. If you're interested I can share some of my discarded ideas.
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After making tv channels totally open and kickass, I made VHS tapes! They hold a single file each (almost any video file type) and soon will be able to have easily importable cover art (gotta make cases first). Basically just make a folder in /assets/tapes called tape1 or tape33 or whatever and drop a file into it and it'll generate a tape for each folder it finds. Right now they just spawn onto the floor as I haven't made the catalog to order from yet. If you eject a tape with the TV on it'll just go back to live TV.

Gonna make all the starting tapes from public domain movies so they'll all actually be movies. You'll be renting out Reefer Madness and Plan 9 From Outer Space until you load in your own.
>>
What should I buy for 25 USD?
>>
>>692765485
stop thinking and just do
>>
>>692766758
a happy meal
>>
>>692729757
I didn't read your picture but I would convert r*e^(ix) into 2d vectors for x spaced equally between [0,2pi] and draw lines between the neighbouring points.
>>
>>692713898
Platformers along with Puzzle games are amongst the worst performing genres on Steam.
>>
>>692757987
I don't know if the ~1 second delay when changing locations is intentionally added, but it really makes it look like an older game.
>>
How many wishlists is a good number to be getting per day?
>>
>>692770404
0, sales matter
>>
>>692770521
I mean before a game's release
>>
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drowned god reference
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>>692770404
Depends on the type of game. I got a majority of wishlists for one game during the Steam Fest. Sometimes it really depends on many factors. Make sure the Cover art is good with the steam page itself and you should be fine for the most part.
>>
>>692770404
just know that the wishlist to sale conversion rate is 5-15%, and it's most effective within a certain time frame before release (not too far off, not too near)
the more wishlishts you have, the close to the 15% rate you'll get, the lower wishlists, the closer to 5%
>>
>>692770136
I'm making a puzzle game with platforming elements...
It's over.
>>
>>692771204
>>692771210
Thanks. I missed the steam fest and my page just went up last week. It's a point-and-click adventure game and I've got 92 wishlists so far (mostly from a reddit post of the trailer).
>>
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>>692762148
no, decal editor for ac-like. need some icons for it
>>
>>692771921
oh right, it's for the AC clone. cool idea
>>
>>692729935
>>692733495
I think you should put more consideration into how light affects colour. right now there's no cohesion at all between the objects in the scene.
>>
>>692695713
Ah yes, block my view. The feature everyone loves in their vydia.
>>
I can’t sit down and focus
What’s wrong with me
>>
>>692772519
modern man in a world of distractions.
>>
>>692772519
That happens, sometimes my mind jumps around the room when trying to read up on something
>>
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>>692772519
>>
What is the best genre of video game to play with controller?
>>
>>692772519
Too much coffee.
>>
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I'm posting this here to prove something/be a dick to my team member: this looks more like a filthy spot than a puddle, is that just me?
>>
>>692772519
Get a bigger, larger and longer dildo with a fat suction cup.
There, now you have no choice but stay in place.
>>
jetbrains rider is now free for non-commercial use.
>>
>>692773282
No reflection at all, so yes.
It's a 99.9% dried puddle at best.
>>
>>692773282
Looks like a GTA vehicle exploded over there, yeah.
>>
>Wanna do some gamedev
>Just draw all day
>>
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>>692773614
It does reflect shit but it's kinda hard to see from that angle. That said, I don't know if this is much better.

>>692773654
Kek
>>
>>692773730
Post art
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>>692773730
You aren't just drawing all day. You are enhancing your 2D illustration skills that will help you during the game dev process. Don't count yourself out. You think you're wasting the day, I think you're just practicing.
>>
>>692773282
>>692773843
it's missing a defining edge. a puddle of water would have a clear dividing line around the outside. that looks more like a cloud of gas or a stain.
>>
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>>692774313
>>
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low poly dargon
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>>692689957
Godot is a TRASH ENGINE, please do not waste your time on it. Godot has broken 3D physics, broken 3D navigation, broken SkeletalIK, extremely poor performance, terrible 3D asset import pipeline, Weak and "experimental" animation tooling, zero level design tools, no modular asset placing tools, no terrain tools, and the only way to port to console is to pay a lifetime annual fee to W4 Games (owned by Godot creators).

Godot is the biggest trap in game development because it's extremely easy to get started, load up, make a character move around... you think you're making progress! But it's a lie, the engine is at least a decade behind Unity and 20 years behind Unreal. Godot has no budget, and no leadership. You WILL run into massive engine issues with Godot and you will (maybe) find that someone has a fix for it... that has been sitting on GitHub waiting to be merged for 18 months! Please, for the love of God learn Unity or Unreal, but do not waste your precious time with Godot.
>>
>>692773730
I am halting development on my game because I had an epiphany for a webcomic three days ago. I've never been so motivated for a project before.
>>
would it be high effort to learn how to make a story progression game containing dialogue that leads to objectives and progression of the story using blueprints in ue5? im interested in making a horror game where you talk to npcs, keywords asian women, horror, juicy
>>
>>692774823
works on my machine
>>
>>692774823
>broken 3D physics
you can at least use jolt
>zero level design tools, no modular asset placing tools
those dont come with most engines unless they are specialized, youre expected to make your own level tools if you use a general engine
>the only way to port to console is to pay a lifetime annual fee to W4 Games (owned by Godot creators)
it's open source, hire someone that knows C++ to do it for yourself if you don't want to give juan money

I will give you the other points though, but its good enough for most small to medium sized games
>>
>>692726856
>>692726919
newfags
>>
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>>692735079
>50% dicount
>sells double the copies
so he got the same amount of money, why is he bitchin?
>>
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quite a lot of features now with undo/redo, bucket fill, palette swap, image import, spray tool.. eyedropper next i think
>>
>>692705781
Redot just pushed their first beta branch... which finally fixed a massive Navigation 3D problem... the fucking idiots working on Godot had it that if an NPC is following a navigation path towards a moving target (like the player) and the player goes to an unreachable part of the navmesh (like jumping on a crate), the NPC NavAgent will query the entire level navigation mesh, looping through every single vertex to confirm that the target position isn't reachable... this causes massive lag spikes on any medium to small map.

A PR to create a query limit for when the target is in an unreachable position was ignored by Godot devs for 6 months... so they merged it in Redot and now you can actually use 3D navigation again. Both Godot and Redot have a long way to go though.
>>
>>692774823
OP here, unless you can prove to me that it won't be able to create a quality snappy top-down 3D roguelite I'm sticking with Godot. My PC can't handle Unreal and I'm not using Unity.
>>
>>692753698
BLEH
>>
>>692759965
Have you considered processing your text before drawing it to the textboxes to avoid the typewriter effect you have going on there? Like, adding the line breaks when you initialize the dialogues yourself, before the text is drawn. It's a very minor detail but one that I personally like to go through with my game maker games since it really bothers me when I see it.
>>
>>692772947
thanks I'll save this in the infographics folder I haven't opened in 4 years
>>
>>692777346
I say this from a place of pain having wasted years learning and using Godot on 3D projects only to switch to Unreal and have everything I've ever wanted working amazingly. Do as you wish.
>>
>>692777118
what about a selection tool to drag-and-drop?
>>
>>692777914
how ambitious were your projects if I may ask?
>>
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>>692773730
>Wanna do something. Anything.
>Just game all day.
>>
>>692777914
was it godot 3 or 4?
I tried 3 back when they first added C# support and hated it, but now I'm using 4 and I am having a better time
>>
>>692778043
you mean to move? that might be difficult
>>
>>692777397
kek. added as one of his lines
>>
>>692778149
I don't even play games anymore, I just watch youtube and post on 4chan.
>>
>>692773730
>Want to do some work
>Just work all day
How do you do it? Please, I need to know.
>>
>>692777192
>Redot
>Doing anything
Skeptical
>>
>>692773282
Give it an edge like that other anon said and rim light
>>
>>692761115
What kind of art are you looking for? I'm just curious. Got some rough reference pictures?
>>
I need these ones if anyone have them:

https://malibudarby.itch.io/
https://seliel-the-shaper.itch.io/

I have some of the first that I bought on steam when it was cheap, but not all of them were there and I've just noticed and now I can't afford neither. Can you help me? Thank for reading!
>>
>>692778059
I've done first person action, 3rd person platforms, character action combat games. Getting your character running around, attacking, hurting enemies, managing stats is all quite easy in Godot.

The problems arise with A) the workflow of 3D within the engine , B) 3D Navigation and C) Physics.

A) Workflow-importing assets, updating them and managing their materials is a pain in Godot. If you want to set up modular assets for a level... you need to import the .glb for each piece, create a new scene for that piece, manually create a trimesh static body for the piece, extract or create all the materials for that piece, and then you can place it in your game world... BUT! if you snap any of these modular pieces together and use light mapping, you will have visible light leaks on the seams between the pieces because of a 2 year old light mapping bug that no-one will fix. Additionally, because you had to make the modular piece unique to save it, if you change the .glb file and reimport it, none of the updates will flow through and you will have to recreate the entire node again. You must do this with every one of your hundreds of modular level pieces. It's just as bad or worse for characters...

B) 3D Navigation. An unoptimized, poorly documented, bad system. To navigate a level you must bake a navmesh onto your level geometry. Godot's navmesh baking is extremely unoptimized and makes overly complex meshes for your level, slowing down all navigation calculations. You can hand make your own nav meshes, but it's very time consuming. Then navigation itself is so slow and poorly implemented you have to optimize the hell out of it, delaying path updates and such, but if your target is ever unreachable, your performance will crash as the navagent searches the entire navmesh for a route instead of giving up after 100 tries or something. The entire navigation system in Godot just got marked as "experimental and may be removed" so you can't rely on their systems.
>>
>>692778608
I guess that's where I think I'm ok because my game while using 3d models will be a sort of isometric roguelike with a very static camera. Yes physics will matter but it won't need to be anything as complex as first person action or 3rd person platform/action.
>>
>>692778608
>Additionally, because you had to make the modular piece unique to save it, if you change the .glb file and reimport it, none of the updates will flow through and you will have to recreate the entire node again.
you can avoid that by exporting the meshes from the file each to their own asset file and reading the mesh from those, its annoying but its a way to avoid that issue that I've been using
I just hope they make you able to just select the meshes directly from a model file without having to export it first someday (as usual there are PRs for it but who knows when or if they will be added)
>>
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>>692772947
Kek.
>>
>>692778059
C) Physics. Godot had a AAA physics coder working on the Godot physics originally, but surprise surprise! He was treated like shit by the fags who run Godot... his name was refused to be included as a core collaborator while trannies who were of the right political group who screwed around making PRs to change the color of UI icons were included and thanked publicly by the Godot team. the physics coder quit and made a post about how poorly he was treated... since then Godot has not had any improvements to physics for several years. The hope now is that they formally integrate Jolt... but every time Godot updates, the Jolt add-on is not maintained, even though the Jolt add-on is run by a W4 Games core Godot contributor and Godot foundation member! So if you update to Godot 4.4, you cannot have working physics!

These are just a few of the problems that will only get worse when you have an extremely politically insane group of 10 communists running a game engine who a) don't make games and b) hate their community. They are antagonistic retards in GitHub, telling everyone every problem with Godot is a "skill issue". They are extremely cult-like of any criticism. Godot is only popular because it got an unnatural boost from Unity's fuckup.

Please don't waste your time on Godot man, I'm trying to help you avoid wasting years building a game only to find out that the deeper you go into Godot the more problems you will find. Unless you are a C++ engine programmer who can fix the engine as you go, avoid Godot.
>>
>>692778980
I'll take it into consideration anon I appreciate your candor regarding your experiences
>>
>>692778443
Good idea, will look into it



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