Any gamedevs on /v/
hello check out this sky I've made
>>719475895Not a gamedev but I do lua programming as a hobby
I worked at Blizzard for 7 years.
>>719475968pretty kino sky, looks like its for a halloween game or a map
I’m supposed to be making a game but I keep getting distracted by retards online.
i gave up\
>>719476047glad you like it anon!>>719476056close all the tabs and uninstall discord
>>719476008I'm sorry, anon.
yeh
>>719477130you won me with the secret below the elevatorhow could I follow your game anon?
>>719475968try scrolling in two different directions, not just at a different speed
>>719478147how would that make sense?
>>719477130it's really difficult to tell whether the character will land on the platform or fall short of it.
>>719478147>>719478197on second thought, it doesn't need to make sense, so I'll try that. ty!>>719478208a less subtle blob shadow would help with that
>>719478197happens all the time in real life. wind can go different directions at different heights. one time I was on a beach in the netherlands and there were three layers of clouds going different directions and speeds. the lowest was like 50m so very low. the highest was impossible to estimate, could have been hundreds of meters or over a kilometer high, it was hard to tell from the background without squinting. the layer inbetween those two was the "normal" cloud layer you see most often, and it was moving in the average direction of the two others.
>>719478072thank you! the secret was anon's ideayoutube @abnnrxitter @ABNNRML1/v/ gamedev threads>>719478208>>719478256making it a webm makes the shadow more subtile than ingame
Anons I need feedbackDoes this look okay or like ass? Should I make it brighter or it's atmospheric enough?
>>719478617looks fine to me, has a dreamy vibe to it. But I'd like to see more of that scene to see the overall style you are going for>>719478554haha yeah, I think it was me who suggested that. Always loved that in Dark Souls, always checked below every elevator lol.
I finished my game, like completely, for real. Now I'm just saving up cash to pay for the music and push it out there, so I can finally forget about it.
>>719478721hey man the level design i'm aiming for i straight-up "undead burg, but a platformer"
how's this for a night sky? I'm going to try anons idea of having different directions but I need to modify the shader a bit for that>>719478983yeah! I think I saw a webm where you cleared a platform challenge and that unlocked a shortcut by knocking down some platform. Very cool idea to combine platforming with shortcut unlocking.
>>719479245ooh that sky looks good in context. yeh i think videogames are fun because it feeds into the will to power. changing the world is satisfying
>>719475895https://www.youtube.com/watch?v=sZkB11pO9R8
>>719479245Looks very nice. I always like seeing you post, you're making constant steady progress, and it's encouraging. Godspeed anon.
>>719475895>OIIAII
>>719478721The rest of the scene is not ready yet, I just got idea for that screen and decided to make it immediately, maybe a few days later I'll post the level it's in. Everything except the apple here in the middle is going to be used as a pre-rendered texture for a close-up.
>>719479774>it feeds into the will to power. changing the world is satisfyingdamn, never thought of it that way but you are right 100%, and I'll try to keep that in mind when designing my levels. Come to think of it, some of the most fun Zelda dungeons involve "changing the world", like the water temple in OOT or the stone tower in MM.>>719479896Someone should turn this into a game. Like Fallout Shelter but it's the insides of a feline.>>719480034many thanks anon, your kindness keeps me going>>719480569understood. Still, it looks neat to me. I like the shading on the apple the most.
>>719480728>I'll try to keep that in mind when designing my levelsi have changed the world and am now satisfied mwuhaha
Does anyone know of an easy way of turning an mp4 into a gif that looks fine? I want to shill my shit on twatter but it always looks like a pixel soup.
>>719478147>>719478385anon I implemented that and I love it, seems like slight variation in directions can create a neat subtle effect, but I also could exaggerate this more on more dramatic scenes. Thanks!>>719480907hehe
I made cube
>>719482025turn into one of those fake games from the ads and become millionaire
How do you program mechanics? Should I check documentation firt to know what the engine can do?
>>719476008How was the breast milk?
I made these feet like 7 months ago for my character and gave up.
>>719482305Are they just the foot or is there more to this?
>>719481351sick
>>719482435There was more but the renders are on a different comp, pretty sure I still have the blend file. She was a barefoot adventurer girl.
A hentai game where you get isekaid, buy female slaves and get them pregnant
>>719482025https://www.youtube.com/watch?v=4aGDCE6Nrz0
>>719483272I tried Godot at one point
>>719475895How do you even make games if you don't know how to code?
>>719483714you can use blueprints and shit to piecemeal a game together these days
Dolphinarium atrium entrance for my game about surviving in an underwater sea lab with your frens and every bullet hole spills water in with water physics
y2k corridors included, of course
>>719484126>>719484189that looks lovely
>>719476047https://www.youtube.com/watch?v=cEZsGUqgtHQ
Yeah, I'm a hobbyist dev, and I'm on /v/.I'm coming up with level concepts/blueprints right now, but I just got done implementing a BUNCH of changes with the player controller. I contacted a Sonic Adventure speedrunner recently, and I implemented a lot of stuff they suggested, including making slopes/momentum matter a lot more as well as making it so the double jump doesn't kill momentum. Overall, he was right on the money, the game feels a lot better now. I increased deceleration when you press nothing on the L-Stick, so platforming is a LOT easier, as well as a bunch of other stuff. Also added a little particle effect for when you start boosting, but that's not super visible in this .WEBM.I'm trying to be better about posting my stuff in places other than 4chan, so, if you're a huge nerd and would like to see the exact changes I made to the player controller, I have them listed out here. Or don't. I'm not your boss. https://oshmakesgames.itch.io/ellie-and-osh-demo-day-63/devlog/1013474/changes-in-player-controller>>719479245Dude, your game is developing so fast. This really looks great. Fantastic work.>>719477130I adore seeing your game, Your visual style mixed with your crazy gameplay takes my breath away every time I see it.
>>719484126if the gameplay is good, you’ve got yourself a winner
>>719483665love the camera, I hate how all games seemingly use the same feeling camera
>>719484308ty. have a hammerhead bull thing that rampages through the labs like the Charger in L4D2 and breaks walls.
>>719484126>>719484189Color me intrigued
Every time I start working on a spiritual successor to some neglected franchise or genre, they get their shit together just as I get all the basics done. Started a Victoria clone, they release some monster patches for 3 that make it actually pretty great. Cloned Battlefield 2142, finished up the last of the basic features the weekend the 6 beta came out. What series do you want me to bring back from the grave next?
>>719484126>>719484189this looks great! very nice environments>>719484389does it play like L4D? I like the setting you are going for with "fucked up fish comes after your ass". Very original!>>719484339thanks man! you are too kind. You are doing great as well, reaching out to your audience and asking for feedback might just be the best way to improve your game.Wish the Dragon's Dogma general hadn't shut down already, I'd love to get their feedback. ^^u
>>719484859Try coming up with something originalYou are playing with fire and potentially wasting a lot of time just to get dmca'd
>>719484945The main baddies are a terrorist group called the Hadal, since I needed bullet spraying bad guys. The deeper you go down the facility the weirder enemies you'll eventually encounter, like the Orcadogs and Hammerhorn.You need to fix walls with glue grenades and patches, pump water out of rooms with water pumps and then you need to make sure to keep combat contained so you won't need to waste precious oxygenIt's gonna be fun! Kinda like bioshock + lethal company + (reverse) powerwash simulator where you need to fix what you break.
>>719484339thanks man. your gameplay looks more tight since the last time i saw a webm. when's tag?>>719484389this is dope as fuck>>719484859can you do a megaman battle network?
>>719485034Even if I planned to actually release any of this junk, they're not like full on knockoffs. Same genre but with many of my grievances fixed. The Vic-style GSG eventually morphed into decolonization/Cold War era Africa and had some stuff I thought was pretty cool, but thats on the back burner for now because I cannot figure out a good way to do military stuff that accurately depicts just how fuckin weird warfare could get over there.
I'm working on an ogre battle 64 clone but what should I call it
>>719485441monster kerfuffle 65
>>719484859that's why I'm aping Zelda and Dragon's Dogma. No way those get their shit together lmao.>>719485237that sounds really fun! love when a game turns it's setting into gameplay mechanics. Keep us posted please!>>719485529made me kek
>>719485441Demon Wars 64
>>719475895There was an Anon in one of these dev threads who made PS1 style models that were Painted and had no textures. Did anyone happen to save some of his art it was so kino
>>719475895I am stuck in asset creation hell.I'm about to pay some Indians on fiver for 3d models
>>719485768made by them? or do you mean those Megaman Legends styled ones from youtube?
>>719486751Made by them and not Megaman styled either. They were shaded smooth, and most of what he posted appeared to be Final Fantasy 7 like enemies.
I decided to drop a project after analyzing it and figuring that it has low market appeal. I need money. It's fine to learn but I can do it while making stuff the market wants.It's either a space wreck horror game or friendslop now.The thing with an atmospherical horror game is that I'm not sure merely running out of oxygen is very scary. horror usually needs a monster.
>>719485441Orc Skirmish 420
>>719485983dont do it anon thats the fastest way to end up with a soulless result
my game has rumble now. Wonder if any gamer girl will stuck her gamepad up her arse while playing my game.
>>719478780Give a clip of what uv made. Also why not aiusic? Some low key background shit
>>719478780show us a little somethin
found this lying around. Brightis looks so kino.
>>719484339Where do you post other than itch and 4chin?
I've been working on a custom map for Ring Racers if that counts
>>719488254I tried AI music. It's not good for anything other than like ambient diegeitc music yet, say a 10 second loop that plays from an actual speaker within the world.
>>719488626of course that counts! post it
I'm just gonna keep making UI based games because I cant do animation or art
>>719481351as a rule of thumb the higher layer should move slower.also the first time I saw this in a game was Quake 3.
>>719475895Soul
>>719488456I post every once in a blue moon on my Twitter account, but I don't really post about it anywhere other than 4chan. I know I should.
Has anyone tried audio plugins from Ovani for Godot? The music manager and audio occluder.
I've been working on a terrain and structure system for about a year now. Got 3D enemy navigation working with it too. Now I need to make the blueprints' second and third stories work with procedural generation.
>>719482305>>719482871crushing game!
>>719485237Where can I follow this????
>>719484339>Goals: 0he just like me for real
Here's a clip of some work in progress of depth based re-projection I'm trying to do. I used Depth Anything 2 to generate depth maps for all my animation frames then using those to manipulate a simple 100x100 quad mesh in the vertex shader with the animation overlaid to simulate a parallex effect. You can see the triangle edges distorting the texture when the parallex effect is significant. Gonna try experimenting with different triangle patterns to reduce how jagged it looks. Also need to regenerate all my depth maps and fix the depth values for alpha parts of the image to the nearest non alpha pixel because the distant depth values are really messing up the edges. I sort of fixed it by capping the depth but that only works for edges that are far away from the viewer.Prior to this I was hand building the mesh shapes and depth values but for things like animations where there's hundreds of frames that's really impractical so I'm trying this technique.
Got a few ideas I'm testing to see if I like any of them enough to continue working on them.A simple surf-based shooter:https://streamable.com/o4ui1jA semi-persistent adventure game:https://streamable.com/p6z55eA co-op bunker maintenance game:https://streamable.com/j38ii1
>>719489841Got any full levels ready?
>>719492503slav vibes>A semi-persistent adventure gameI like this one the most, sounds like the most interesting one to me
>>719492112Thats a cool idea but isn't that exactly what parallax mapping is for? Couldnt you just drop in some boilerplate shader and use those maps?
>>719492112damn would you look at thos B R E A S T S
>>719492983It's been my favourite project to work on so far, but I've got a creeping feeling that the scope is too large for one dev.
>>719475968How do you make backgrounds like this or ones you'd see in the Touhou games?
>>719475895With all the astroturfing on here? Yes.
>>719493348>scope is too large for one devjust my opinion but I believe that's only a problem if>you are in a rush to make money>you aren't sure if you have the skills to pull it offif none of those are factors for you, then go for it. I'll probably won't finish my game in a few years, but working on my dream game pushes me way harder than working on something else>>719493543never played a Touhou game. That one in the pic is just a 3D plane with a shader, which combines 2 noise textures to create the feel of layers. You can have the shader, check out picrel.
>>719492503I see that you added ranged enemies like the one anon suggested. What's the bunker maintenance game about?>>719493348Cut features like the trading that was in the dialogue. The PC looks dope though.
>>719492503>Trenchbroom>early-00s tier graphicsAny particular reason why you're using Godot instead of a modernized Quake port like FTEQW? Seems overkill.
>>719494012nta but how much documentation is ther for Godot vs FTEQW?
>>719493757>you aren't sure if you have the skills to pull it offThis is partially my main concern. My artistic skills are extremely bad.To put it in perspective: it took me a month to create the adventure game + co-op game demos. It took me a almost a day to draw and animate that fucking hand.gif>>719493880Yeah, it was a good idea and lets me at least test the flow better.Not sure about the bunker game, been thinking of creating something like the bunker from Lost where you need to enter a random code every day. And you'd get this random code daily through a radio.And radio would need to be maintained like in those signal simulator games.
>>719494241Not entirely sure, but quakewiki.org seems pretty thorough.
>>719494012I started testing game development about 2 months ago and Godot came up in searches (outside UE and Unity).So to answer you: before your post I had never even heard of FTEQW.
>>719492790Well, I have one blocked out for the most part. There is a lot of stuff I have to change/add (NPC's, actual graphics for the level, a different way to unlock the boss, tightening up the boss's programming, etc.) but it's definitely playable and shows off the concept really well. It's here if you want to try it:https://oshmakesgames.itch.io/ellie-and-osh-demo-day-63
>>719494884I will defly test this out, it looks fun
do custom stuff for crash team racing
>>719482305>spends entire gamedev budget on model of feet>runs out of money for anything elsewhat else would you expect from 4chan
>>719492112Holy shit, the clown route is REAL!
>>719491408Nowhere yet, sorry. Keep your ears open for "DREADMILL", that's gonna be the name of the studio. I'm trying to raise up some funding, so when that is locked in I can lock in.
>>719493127I tried a really basic parallex mapping and it sucked but desu I was being lazy just warping the uv lookup coords and not properly "ray tracing" through the depth texture, I think you're right a proper parallex mapping would look better. Guess I'll have to go try it again.
>>719497389Good to know. Not that anon btw, just intensely interested in the aesthetic and atmosphere you have for a survival sandbox. Very intrigued by the ideal of water being an actual obstacle that can occupy rooms and be shifted out of it.
>>719497389Reminding me of this sci-fi book I read where a super autistic genetic scientist orbiting a far off ocean planet thinks he's the last human alive, so he modifies octopuses to develop intelligence because why not, seeds the planet, and eventually the octopi learned enough to keep his decaying terraforming ship running when he was a geriatric.
>>719484189>>719485237It reminds me a lot of Ever17 which had a great setting, I love it. You could have the lights go out sometimes and the doors stop working in some areas too.
>>719475895Yes, here is what I added to my metroidbrainia originallike game today.
>>719499070nice i liked esoteric puzzly-discovery games
>>719499070cozy
>>719487960But I work a waggie job, some days I just don't have time after taking care of daily necessities + household chores no one else does.I don't have enough time to make 300+ 3d models for my game.
>>719497987The current version does look pretty good, and you could probably crank that grid up 10x if its the only thing being rendered, but it does kinda have some AI-video-esque warping going on around the eyes.
After many months of designing and learning to programming, I'm finally at the point where I can start the asset grind.
This shit is so ass
>>719484126>>719484189cool fucking idea dude