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Post your progress fellow devs!
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>>724557563
Added three frames to a three frame run cycle. I don't think it's an improvement, but boy does it make a difference visually.
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>>724559249
He looks like he's running to take a fat shit
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>>724559329
Mario's a man of action. Here's the original.
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I think I'm going to make a little vampire game for practice
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Geom work on the first of 3 non-humanoid enemies. Originally this was just going to be a sort of Hellbat enemy (flies around and shoots at you or swoops) and that would be the end of it, but I'm now thinking it'd be cool if it could ALSO act as a jetpack for humanoid enemies. So you could have humanoid enemies that can fly, and then if you manage to shoot this thing off of them it turns them into normal enemies. Which is a fine idea except now instead of mounting a gun on the bottom and calling it a day, I have to mount some sort of grabbing system that can be used to affix it to enemy shoulders/spines and then have that actually HOLD the gun on the bottom which makes things more complicated.

I've decided to call it the Launch because of this functionality. And because I think I'm cute calling the 3 non-humanoid enemies Rollout, Launch, and Patch
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doing outfits for the mc girl (for equipping)
hopefully will do the npcs soon
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>>724557563
State of Game-engines in 2025? Should I just use Unity? Or is Godot finally not a meme? ..or Unreal?
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>>724559249
>>724559437
When you're exporting a .gif you can alter the duration of frames, with these two gifs at 0.001ms/frame it's almost impossible to see what the fuck is going on. Especially when you have the frame size changing throughout it's jittery as hell.
Feels like you threw a handful of salt in my eyes. Nice sprite tho
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>>724560247
>Fussing over which engine to use
Hey since you've reached the engine indecision phase of not developing a videogame I'm wondering if you could help me choose what operating system I should be downloading my engine on? The Windows 11 fiasco has like every dev jumping ship but I don't know if Linux is production ready for using one of the Big Three??
I'm not really at the operating system choice yet because I'm still trying to decide if I'm going to be developing as an alt-queer CIS boy or a heteronormative trans girl. Ugh, gamedev!!!
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>>724561056
https://store.steampowered.com/app/2980450/Cliax_Codec/

We updated our demo to address some issues as well as add a whole bunch of polish, so give that a try. Me, I've been working on editing the script as well as some art. Here's a drawing of a converter, and I only now realized there's a typo in there that I thought I fixed ages ago. Goshdarnit.
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>>724561307
I don't know why my post is quoting that other post. The fu
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>>724557563
>The combat is cinematic because... it just is okay?
Well anon, are you gassing up your game?
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>>724557563
i thought i accidentally fucked up my entire project by removing a node. turns out it wasn't a big deal, only 1 cutscene got fucked up, and it's pretty easy to fix. want to focus on some other stuff for now, though.

>>724559249
>>724559437
nice spritework.
>>
making shaders again working on this one to map the edges flow texture onto the objects in the viewport rather than be on "screen space"
going into a rabbit hole learning about reconstructing UVs from the screen, doing sphere projections, and all that.
I usually only make surface shaders and VFX so it's a lot to learn.

this shader looks really good to me and it's cheap to run on most graphics cards (fwiw, my game renders at 720p max, there's no benefit to going higher considering the highest resolution texture in my project is 512x512, most are 256x256).
This effect downscales by half, applies the shader, and then upscales it back to 720p.

also working on the skybox + lights. I decided to make volume lights because I think they look good and they're pretty easy to "fake" for not much cost onto the GPU.
>>
I play tested my first few levels like a newb, skipping areas and opportunities, the game got too hard to be fun pretty quickly.

I play tested the first few areas like a pro, taking advantage of opportunities and gaining experience, the game got too easy too quickly.

I can try to flatten everything out but the lack of diversity might make it dull.
what is the correct course of action?
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He shitted on my game.
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>>724561307
Where the fuck is your version of this? Steam pages these days need to tell people to press the Wishlist button.
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Still working on animations but one thing I wanted to update was the berserk meter. Now, after a few seconds of non combat the meter will drain. This also happens after drinking a berserk potion as seen here.
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>>724557563
is chatgpt actually helpful or more hurtful than helpful?
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>>724563678
it's like having a yes-man who gaslights you just as much as it actually helps you.
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>>724563678
I look at it like using Google/youtube tutorials. If you rely on it without understanding what you are asking it can waste your time and bloat your code. But there isn't anything wrong with looking things up and researching.
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Just uploaded a new update
https://dead-imagination.itch.io/reinbo

-New colors to fire
-tengu boss enemy
-kappa enemy
-i frames and keeping fireflies if interrupted in specials
-bug fixes, etc.
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>>724563206
Right here?
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>>724564952
Is that to show the colors available or will it do the transition? The color changing several times looks worse to me. But you are an expert at your craft clearly so who am I to say.
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Why are there no "rollercoaster" type of horror games? The market is flooded with indie horror games but they ALL are about solving puzzles while not getting caught or such. I hate puzzles. I just want to walk a given path and get spooked every now and then.
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>>724564952
The aesthetic on this is so hype. Anyone could have made "fire mouth chomps enemy", only you would have "fire mouth just becomes the sword swing", legitimately unique vibe.

Do you, anon, it looks sick.
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>>724563002
Woah, nice.
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>>724566084
you're describing Layers of Fear, or Pools.
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>>724566084
90% of horror games are just walking sims. What are you talking about? Does finding an exit or a key count as a puzzle to you? It has to literally be a straight line? You're so dumb.
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>>724563092
Difficulty spikes that depend on the progress you gained or difficulty slowly ramping up with time spent? Not sure. What you're describing might be normal and you can just finetune whatever you can to make it harder when it needs to be and easier when it needs to be
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Nobody played my game... It's over...
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>>724564952
Nice!
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Finally I added bandits to my game! Its important to add bandits. Because we all want to kill humans but don't want to feel bad about it. So we can call these enemies "bandits". Whatever the hell that means.
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>>724563678
Gemini sucks your dick a bit less but you should still always ask for sources.
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>>724565017
Not tryhard enough. Now this on the other hand
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https://progchad.itch.io/pixurbia
https://gx.games/games/r5r8eb/pixurbia-2d-crime-sandbox/

I made a free crime sandbox game called Pixurbia with simple graphics but cool stuff like every building being enterable and an online turf war system. Feel free to check it out, there's secrets and cool stuff nobody's seen yet probably. 2400+ total plays/downloads

https://www.youtube.com/watch?v=HulO5oR4SaU
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>>724557563
Posted a bit of this in agdg, but started to work on the unlockable moves you can get when collecting orbs.
>>724559249
This is really good. Good details on the face.
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>>724563678
I use ChatGPT pretty frequently and it's weird, sometimes it will 360 no scope a problem with a perfect solution that I understand immediately, other times it gets really retarded. The more exact instructions you feed it, the better results you will get. It can help with a lot and teach you a lot, and remember you can stop it any point and say "Bro I'm confused please explain blank" and it will elaborate or try to find ways for you to learn.
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>>724562256
I don't really like these twitter game dev trends, the "post 30s of your game", "my 3 inspirations", your pic, etc. It feels like you can't market your own game and need trends to stay relevant. Maybe I'm just being sour about it and ultimately many games need it
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>>724559249
I will say this is better than your previous but there is also something needed for the arms or hands.
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>>724557563
I'm working on this big guy
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>>724568584
Anons die with dignity and games like these prosper with 10K wishlists. Your refusal to be obnoxious about your game is your own undoing.
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>>724568738
Looks good goblin bro thanks for keeping us updated!
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>>724567132
There's a big wishlist button in the demo. It's fine.
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>>724568738
I'm also thinking about changing my approach to textures on my 3D models: instead of texturing everything, I'd be using mostly flat colors with a few details here and there, like in Brightis (picrel). I believe I'm not good at all at textures and that this approach would save me a lot of time
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>>724569351
and here's a test with the goblin, left being the new approach I'm considering and right being the current one
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Holy FUCK I hate saving and loading
But once I get loading runs in progress working properly without any exploits or cheese then it's all polish.
I have the content and mechanics pretty much done so now its literally just getting rid of certain placeholder, adding drop shadows to certain ui elements etc.
Old people gambelcore roguelite gameplay reveal coming very soon
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>>724569406
if I end up doing this I'd probably also try and make the game look more retro with some shaders or lowering the internal res. Thoughts?
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>>724568738
Trolls are lanky, not fat. This ain't harry potter
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>>724570292
it's a cavern troll, not a forest troll
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>>724567014
>>724564952
Just finished playing it and I like how the game has evolved. The kappas are pretty annoying when they begin to group up, but it's fine because you can easily dispatch them with fire (I remember you discussing how you planned on having the yokai be defeated with fire-based attacks so that's how I figured it out). What level do I need to reach to get to the Tengu? Is he a part of the Survival Trials or did I miss his battle in a different game mode?
As for any criticism, the only thing I can think of is probably adding in the ability for the highest score earned in the Survival Trials to be saved. Also, for the tutorial when discussing how to do special attacks with the fireflies, I recommend making the spawn rate of the fireflies specifically for the dummy spawn a firefly for every single kill instead of every three kills just in case a doofus (like me) accidentally wastes all of their fireflies and wants to immediately try again. In terms of combat, I say it's great as is; I need to "git gud" and study up on the intricacies of the moves to give any criticism, but even then I doubt I could provide any.
Great stuff, all around. Oh yeah, thanks for including my haiku, it means a lot since I rarely make poems (never took the time to learn). I think I tried a little too hard with the Japanese-y alias, but I figured it would fit the aesthetic of the game.
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>>724569491
have you thought about doing vertex snapping like what the ps1 did?
the tl;dr of how to make it (its a surface shader not a post process) is:
>get vertex position in view space (aka screen space)
>multiply by a quantization operator
>floor(vertpos * stepsCount) / stepsCount
>translate back to object space
in the vertex shader. basically this will create a grid on the screen, vertices of your objects will snap to the closest grid point

then in the fragment shader, you can pixelate albedo textures by doing the same process above, but to the texture coordinates instead of the vertice position.
to get affline mapping like on ps1 (why the texture wobbles a little bit on ps1 game), you need to also account for how the UV position corresponds with clip space.

*** that said, you will get a wobbly affect onto the models. I'll record a webm real quick if you wanna see but it's a super easy shader to write
>>
It's a good feeling when you make a huge portion of your game more data driven and it massively reduces the amount of resources it uses up (minus disc space)
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>>724570797
honestly anon, I've been so busy with coding and modeling that I'm still not sure of how I want the game to look in that regard. A webm would be nice but I don't want to take a lot of your time, so no worries. You do mean something like this, right?
>https://godotshaders.com/shader/global-vertex-snapping-with-3dresolution-scaling/
Honestly anything that helps me in making the game look more like a PSX or mid-to-late 90's PC game is more than welcome. Also, what's your opinion on keeping per-pixel lighting while using those retro effects?
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I created a particle system of the blood which allow to create decals of blood everytime a demon explodes. The decals are cheap Quads from another particle system so the performance is good.
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>>724568738
>Big troll, little goblin combo
Very based. Hope you give the goblins the ability to piggy-back off of any near-by trolls; that's what the Gremlings do in my game (it also lends credence to the manual describing how the Trollglodytes and Gremlings have almost a big brother-little brother relationship).
>>724569491
>if I end up doing this I'd probably also try and make the game look more retro with some shaders or lowering the internal res.
I would say if you are trying to go for a retro style, go big or go home. Most people just half-ass it and it makes their games look like tacky indieslop.
>>724570292
If you really want to be pedantic about trolls, they need big noses, the ability to turn to stone when hit with sunlight, and no crucifixes above their doors.
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>>724568803
A real shame
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>>724570704
>じゃすとあすぜずりーしぇづ
>そーとぅだすぜぐれーとさんせっと
>らいふいすれあー、りぶいっと
This does not match haiku. Ryu is a fraud.
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>>724572132
Oh well, this is why I write in prose.
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>>724568803
>Your refusal to be obnoxious about your game is your own undoing.
You call that being "obnoxious about your game"? Amateurs.
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>>724571340
Like the idea, you should make the spatters bigger or the blood spread smaller so they can pile up on one another and create some larger pools instead of several separate ones.
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>>724572496
You are looking for more like mental illness or mental retardation.
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Concepts for the dog follower. Maybe a digimon like evolution thing you can do, can't decide on the third form though.

>>724565938
The normal attacks have fire on them now so the special attacks had to have a different fire effect. The original idea was after every stage you beat your fire gains another color flame until this was the end result.

>>724566307
thanks!

>>724570704
You can deflect it's water back at it with a perfect parry to defeat the kappas too. Also just bowing to them works too.

> What level do I need to reach to get to the Tengu? Is he a part of the Survival Trials or did I miss his battle in a different game mode?
He's in the main story mode.

>adding in the ability for the highest score earned in the Survival Trials to be saved.
Ah yea I'll have that along with a global high score in the future

>the tutorial when discussing how to do special attacks with the fireflies, I recommend making the spawn rate of the fireflies specifically for the dummy spawn a firefly for every single kill
good point, I'll have to update the tutorials overall too.

Thanks for the trying it out and for the feedback! It's a good haiku addition.
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>>724572619
>You are looking for more like mental illness or mental retardation.
You type like a troq. Begone.
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friendly reminder not to invest several years into making your game because if it flops then you go insane
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what engines you guys using?
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>>724572998
Godot, and you?
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>>724573094
gamemaker, im thinking on migrating to godot
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>>724573358
what kind of game are you making?
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>>724563002
problem with this is that it doesn't really look like anything other than a mess
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>>724572686
Neat dog. I would say base the third form on some sort of inugami, but my knowledge of yokai and Japanese folklore is lacking (I only really knew about the giant skeleton, the umbrella guy, the kappa, and Rigboner).
>You can deflect its water back at it with a perfect parry to defeat the kappas too.
I tried that but I could never get the timing down; then again, I suck at parrying.
>Also just bowing to them works too.
Absolutely brilliant. I never considered just tricking them into dumping out the magic water in their noggins.
>[The Tengu]'s in the main story mode.
Got it. Can't wait to see how that shapes up.
Man, this game is badass. I'll make sure all of my friends know about this game.
>>
>>724573094
I love how some of them fail the jump and fall down
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>>724572936
unfriendly reminder for you to go the fuck back to >>>/vg/ and stay in your /agdg/ hellhole
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>>724573665
yeah, between some pushing each other and some randomness I added to the jump it's easy for them to fall, but I think I already have that fixed
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No idea if I should keep 16 directional aiming or make it to 32 because there are awkward situations where the player cannot aim at the enemy.
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Just updated my game for halloween with centaur legs.
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>>724573903
Or just go with free aim. Somehow this feels cheap and too modern.
>>
>>724573774
Personally, randomness is what allows a computer-controlled character to go from a mindless automaton to an actually believable character. You don't see people moving rigidly, jumping at uniform heights, or even sticking landings all the time; they're unique. Adding this uniqueness is what separates a soulless game from one with care and thought put into it.
>>
>>724571643
NextFest threads have that game as the clear winner. Meanwhile Automon Arena is the same as literally every anon game that is too reserved to use social media. Or worse, exclusively sticking to 4chan.
>>
>>724573903
Why not analog aiming? Either way in situations like this you'd want to move the character to help aiming.
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>>724569406
Texture should be more than noise.
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>>724573909
is this a vampire survivor like?
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>>724573971
That's much better bro. Modernity isn't all that bad if it makes the game better to play.
>>
>>724573903
>>724573971
Perfect Dark on Game Boy Color only had eight directions of aim and it plays just fine. I say 16 is good, if even a bit overkill.
>>724573909
So is this, like, Skeleton Survivors or something?
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>>724574025
agreed. Do you think that if I'm just going to make right I should stick to left since it's basically the same but less noisy?
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>>724574064
Yes, with a sprint/defend button and bit of risk of rain portal hopping and chest hunting.
>>
>>724574024
No the character is supposed to stay planted when aiming to make it more of a tactical game. I considered making the character move and in best case make the character move slower while aiming but it just feels like a generic top down shooter and I would have to make so many sprites for each strafing direction
>>
>>724570797
>have you thought about doing vertex snapping like what the ps1 did?
It looks like fucking shit. As does texture warping and forcing low resolution. Don't use these gimmicks to make a game "retro". All it achieves is making it look bad.
>>
>>724573909
It kinda reminds me of MOBS, inc.
https://overboy.itch.io/mobs-inc
>>
>>724574231
If you have to stand still then analog aiming is the way to go unless all movement is grid-locked.
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>>724573682
kill yourself
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>>724574159
It could work. Some early games did get by with rather limited texturing. Ultima Underworld's PS1 port comes to mind from that style.
>>
>>724570797
>telling anon how to make ps1 wobble
stop stop STOP

I fucking hate you. I can't believe people like this shit. Stop spreading this cancer. PS1 wobble sucks. I like low-poly but this crap has to go
>>
>>724563332
You use AI for your animations too?
What about code?
>>
>>724574367
That game is pretty fun, got to lvl 58 before max warnings. Will definitely play again.
>>
>>724574575
>Ultima Underworld's PS1
lol first time I hear about this version of the game. I'll check it out thanks anon
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>>724574832
>I like low-poly but this crap has to go
Honestly, man, the use of low-poly is beginning to grow a little stale too (aside from Project Goblin, that game slaps). That's why I'm all in with just making my own style and why I generally support developers with their own unique styles that do not ape a single game.
>>
>>724568738
Nice bro looking good!
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>>724573457
Hentai NTR visual novel.
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>>724568738
Please tell me he's gonna toss the little guy on you.
>>
>>724568895
>>724571401
>>724575153
thanks dudes
>>724575231
don't have "set in stone" plans for the fight. I had thought of the goblin bossing the troll around (he's a goblin prisoner) while throwing rocks at the player. Maybe at some point in the fight the troll gets mad and throws the goblin away, that could be cool
>>
>>724575160
>visual novel
why not renpy then? In any case, Godot should be more than enough for a game like that
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>>724574870
No, just the player/enemy models. Rigging/animations is blender and unreal. Code is me too.
>>
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ingami might be too dark, it's just a head of a dog with robes. Was thinking of just keeping it simple. I really liked the idea of that lion dog guardian but I can't get it to look right. Might just stick with the Hainu, winged dog as a final form.

>>724573595
much appreciated!
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>>724575708
Should be a one ranged enemy in the first phase running away from melee by the small one's orders, then it becomes a 2-melee enemy fight on 2nd phase when he throws his boss around, would be cool.
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>>724560791
https://www.youtube.com/watch?v=CxyL3Ymbwn4
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>>724574016
Reach is important, but it's different from being souless and promoting your game with trends. There's many games that have gotten popular without having to shill for likes.
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>>724575839
that's a very cool idea! Unfortunately, things have taken a sad turn, so the troll might end up fighting alone after all...
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>>724561056
>we talk about what video games are good and which are bad
>but we can't talk about which engines are good! ...we just can't, ok?!
>>
>>724575708
Or it is told to keep chucking rocks quickly and the gobbos get in his way and starts chucking them.
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>>724560043
Cute!
>>
>>724569351
>>724569406
That approach to texturing in general makes a lot of sense, especially for more retro-styled games, and I think it would work great in your game. But to be honest I prefer the version of the goblin with some texture. Gives him more character, like he's covered in dirt or something. It might be just because you see him in isolation there however, probably would need to see it in the actual scene to really tell which works better.
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>>724560043
the eyes look like she just caught her parents fucking in a very weird way. Aside from it looks very nice, wish I could texture paint like you
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>>724568738
is the troll just an upscaled goblin model?
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>>724572594
The blood is just quads form another particle system and that's why is good performance wise, to combine like that it would require a dedicated shader like splatoon does.... I think
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>>724576941
>probably would need to see it in the actual scene to really tell which works better
very true. I'll make some tests with that when I'm bored of coding or modeling, shouldn't take a lot of time. In any case, applying those pixelated textures isn't a lot of work and ingame they'll probably look more or less the same unless it's very close to the camera. I don't know, maybe I'm overthinking it
>>724577002
nope, it's just that the nose ended up being exactly the fucking same lmao. I've already change it tho, you can check it out here >>724576581
>>
>>724576581
He could still eat the head and throw the lifeless body at you as a projectile. Sorry that scenario just can't leave my mind.
>>
>>724577074
By combining I meant just having the splashes overlap one another some more instead of being so distant.
>>
>>724577256
damn. I think I like the idea lol
>getting flashbacks from decapitating baby bears in Jet Force Gemini
>>
>>724573572
its supposed to be like on impressionism paintings. and it can be per layer, or each layer can have its own intensity of the effect. or some layers can have just a standard grid kuwahara.
I'm making this pretty flexible.
>>
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>>724578396
i forgot the pic. besides, I'm still working on it and it has a lot to improve.
>>
>>724578501
is that real time in game? if so, wow
>>
>>724577256
>>724577767
That's one fucked up hand grenade.
>>
>>724578501
Psychedelic / 10
>>
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followed this video and learned how to bake AO
https://www.youtube.com/watch?v=ChxGAcKO92Y
hope it's useful to you gents
>>
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>>724575065
>>
>>724579273
nice
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>>724579273
Might need some tuning but yeah it can work to add a little bit of depth.
>>
>>724580692
>Might need some tuning
yeah indeed. Ended up removing it from the teeth and draw some more shadows manually, but I like the effect
>>
>>724564952
Can you kill the chicken with it?
>>
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>>724580903
>The chicken after bro uses a crazy ass fire attack on it
>>
>>724578597
>>724578597
yeah it's all in-engine, webm rel got fucked up and looks blocky as shit, but I dont want to wait 10 minutes for another to convert.

I'm mostly posting pics cus it looks really bad when moving the camera around. the edges flow texture is all screen space right now, so when the camera moves it gets all jittery and has a ton of artifacts cus it needs to recalculate and play catch-up
I'm slowly figuring out how to make it more stabilized, by either projecting it to a cube map or maybe sphere map, or by recreating the UVs and projecting them to that. Idk how long that'll take to figure out, so I'm not really sure if I'll end up using this in my game at all.
someone on the /g/ gedg thread posted a link to the obra dinn game's devlog and it's funny how close his dither approach is to how the brushes are generated, so I'm really hoping I can figure it out based on his devlog posts
>>
>>724581176
getting Oblivion vibes from this. If you know, you know
>>
>>724581176
I think if you lowered the strength of the shader's influence so you can have a clearer outline of the objects in the world, then it could look very good The frame rate, I think would also have to be lowered and I would try to find a way to make each frame almost fade into each other like that one commercial featuring the long-haired barbarian putting on aftershave.
>>
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I'm guessing a simple rig like this one won't be enough for a big dude. Should I split the body into 2 or 3 pieces instead of just having 1? any other improvements you think I should work on?
>>
>>724581176
eye cancer
>>
>>724581643
What if, for the spine, you have two bones: one for the lower body and one for the upper body? That way, you can get some twisting motions in his animations.
>>
>>724581643
You're missing only a couple bones from a proper humanoid rig.
>>
>>724581176
It's so rare to see a screenshot or clip that doesn't look like anything I've seen before. If you can make it work as a game, you might have something really valuable on your hands.
>>
adding death animations based on how the target died and which direction they were killed from
animations need work but the base principle is there
>>
>>724569406
I would add in some hand painted definition, grime, shadow/ao or whatever.

Maybe shader can work too but ATM it looks abit too "clean" for a little gremling like that. I think ocarina of time and majoras masks did it really well.
>>
>>724575065
your game would really benefit from crisper shadows and toning down the metallic-ness on the characters.
>>
>>724581741
I was thinking the same! Glad we are on the same page
>>724581827
anything critical that's missing?
>>724582348
do you mean on the left one or on the right one? or both? I'm not good at all at painting but I could try adding some brushes here and there
also sorry lads if I'm asking a lot of stuff today, you guys are great help to me
>>
>>724557563
im making a retarded minecraft clone called Cubuild in c++ and have no clue what im doing because half the code is written by AI but hey at least im learning and having fun lmao

i made a website for it at cubuild.net

also it makes windows defender freak out whenever other people download it for some reason
>>
>>724582515
Both. Dont go with too fine detail.

Don't be afraid to experiment and research.
>>
>>724582751
also it only runs on windows right now im still figuring out how to make it run on more stuff
>>
>>724582785
>>724582868
very good advice, thanks anons
>>
>>724581176
In motion I hate to say it but it looks like an enb overlay or reshade...
>>
>>724582751
>clone
>AI
Get fucked in the ass by a cactus
>>
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>>724582515
>I was thinking the same! Glad we are on the same page
Most of my own characters run on an articulated upper body only system, with the lower body being completely erect; I have since began also including an articulated lower back so characters can have more dynamic poses like one for creeping.
>also sorry lads if I'm asking a lot of stuff today, you guys are great help to me
This isn't /agdg/. We're all more than happy to see you progress and to get involved with your journey.
>>
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re-created the spinning fireball obstacle from that obscure indie game
>>
>>724583528
I like that design! Goat enemies are always cool
>>
>>724583663
I know which game you stole it from...
Super Giana Sisters.
>>
>>724583239
I'm going to make an entire game with AI now thanks
>>
>>724583674
I just designed a goat enemy because I detest goats (unless they are chopped up and served in my gyros) for what they (and some loser pirates) did to the Pinta Island tortoises. Seeing goats represented as "le wholesome protagonist mammals" only inspires more hatred in my heart for those caprine cocksuckers, and so I wrote them into my story as lecherous vermin that were exterminated at the end of the Dragon-Elvarian War by means of the Doom Dragon annihilating the Elvarians' homeland.
>>
>>724584434
whatcha working on anon? you could post your game instead of unrelated anime pics
>>
>>724584908
He's just an /agdg/ refugee. Shun him until he leaves.
>>
>>724585682
nice boneman, but I was wondering what's your game about
>>
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>>724582515
>anything critical that's missing?
Blender's rigify meta rig used to be a good reference but they fucked it up in some update. Left is the current meta rig template and right is sort of what it should be like as far as Unity, Mixamo, Unreal and shit like that are concerned.
>>
There are signs on the board
Which makes me feel so down
There's one to enslave all devs
To crab them all in time
And drive them into darkness
Forever they'll be poor
Three for the Kings
Of the /v/ devs high in light
Nine to the aggydaggys
Which crab

Slow down, and I dev on the river
Slow down, and I dev to the hill
Slow down, and I dev on the river
Slow down, and I dev to the hill

And there's no way out

Gamedev threads (Gamedev threads)

Dark land under Fygoon's spell
Devving for a long time
Shitposting for a long time
Seven rings to the nodevs
In their halls made of dreams
Into the basement
They feel down
One ring to the lizard lord's hand
Sitting on his throne
In a land so dark
Where I have to go
I'll keep the Ring

Slow down, and I dev on the river
Slow down, and I dev to the hill
Slow down, and I dev on the river
Slow down, and I dev to the hill

Lord of the Devs
>>
>>724586262
>He can't be bothered to work on his game but he can be bothered to post anime
Back to >>>/vg/ with you.
>>
>>724586262
sounds like something I would play. Best of luck with the combat
>>724585919
>they added nipple bones
kinda based but for my purposes, I think the one on the right is way better yeah. Thanks anon. For now I just split the body in two, but if that's not enough I'll keep adding more. I figure that since my models are low poly, the less bones the less deformations to worry about and the better the result
>>
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>>724586819
>Mega Man Legends
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>>724586819
>Brightis
absolutely based, you just made a friend want it or not lmao
please make sure to post it around here when you have something, I'd love to see it
>>
Made a physical handheld flashlight in Hammer today.
https://files.catbox.moe/zgdi00.mp4
>>
>>724587121
>Hammer
isn't that a level editor?
>>
>>724587163
Yeah, it's for a HL Alyx mod/level I've been messing with for a while
it's exceedingly simple too, a prop_physics, 2 prop_handpose, a light_spot, and an info_particle_system for the light glow when the light is pointed at you
still needs to be able to turn on and off on demand with a button press but I think that needs vscript which I am not familiar with
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added balls to my scene
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>>724586939
Yes!

>>724587035
Thanks, I will make and post some progress soon once I get my hands on my laptop.
>>
>>724587931
for the enemies I always recommend people checking out boids behaviors. They make it so enemies move like a squad, keeping some distance between them and avoiding having all the enemies beelining towards the player
>>
>>724580903
not yet but I'll make the stage animals hurtable next update
>>
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back to working on tetas
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>>724588052
Will do.
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>>724587931
Care to explain why your previous posts were deleted?
>>
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>>724589702
maybe he's shy, let him be man
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>can't draw well so can't make sprites
bros what do I do?
like where do you even start? like I wanna make my own sprites, probably just left and right facing ones
>>
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>>724590273
you could try tracing sprites from a game that looks kinda like how you want your game to look like. I did that when I started gamedev and it helped a bit
>>
a little bump before going to do something else
wish you all lots of progress
>>
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>>724588957
Good, big and pointy. But what if they were also saggy?
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>>724592253
oh hey, I've seen you in /3/, good stuff!
>But what if they were also saggy?
I'm a fan of torpedo tits, but I'll reserve a spot in the game for a good pair of saggy tits. Maybe a gorgon, or a lamia...
>>
>>724591647
You as well anon.
>>
>>724592253
i really like the style, whats the game about?
>>
>>724587931
I love me some MML too. Our game gets compared to it sometimes even though the coder hasn't played it, which I found amusing
>>
>>724590273
>>724590447
can back up with this anon stays, i started off spriting by just trying to imitate the mario style. it's a relatively simple and cartoony style unlike something like chrono trigger or owl boy or whatever, which helps you focus on the fundamentals like solid forms, shading and good color palettes. a bunch of internet tutorials helped as well

and keep in mind spriting is more like painting than drawing, the colors selling a solid form is the most important part
>>
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>>724567014
>>
>>724590273
just use stick figures
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>>724569406
Idk, these flat colors are quite unattractive personally. It reminds me of this "Kenny asset pack" bullshit that every other wanna be dev using. If the difference is simple noise texture I'm sure you can give us a better comparison in some demo scene with how everything looks and if it fits together, comparing the new "sovless" look.
>>
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>>724592452
>I'll reserve a spot in the game for a good pair of saggy tits
That's good to know

>>724594076
I haven't 100% worked out the plot, but the story is that Nora and Bosequias take a visit to the city of the golems to deliver a message to Lady Lordosis, the queen of the golems, so she can relay a message to the Chi Wara since Lady Lordosis is the only person on the planet any extraterrestrials deem intelligent enough to be worth keeping contact with. Along the way Nora and Bosequias encounter many golems that treat them with hostility since they dislike outsiders. Because Bosequias is a golem himself, he can be used to convince other golems to join them on their mission.
>>
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>>724596230
>>724594076
Here's Bosequias
And you can also check out this thread I made on /3/ to keep up with what I'm doing >>>/3/1014066
I haven't posted there in a month in a half, but I was planning on posting some updates soon.
>>
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>>724596376
https://files.catbox.moe/gmih1u.png
Right now I'm working on Lady Lordosis, the queen of the golems and a flesh sorceress. I usually take a while to make characters, but I've been getting faster at it and she's going along at a good pace.
>>
How are you using AI to help you make your game, anon?
>>
>>724597064
Occasionally I use it as a better search function. If I know something can be done, but I can't find the right keywords to google it, or can't remember the right code syntax, I might use AI.
Once I used it to find a solution to a problem with decals in Unity. I tried to make them change colour over time, but it was changing all decals simultaneously, rather than one at a time.
First the AI showed me the wrong way to do it, and the right way to do it. They were exactly the same.
Then it said it can't be done. So I turned it off.
>>
>>724598000
>I tried to make them change colour over time, but it was changing all decals simultaneously, rather than one at a time.

Sounds like you're changing all instances of a class of objects rather than each object individually. There should be a way to change individual objects in Unity, unfortunately I'm not familiar with the interface. You'd want to make each decal its own object with a "color_change()" function or similar, and then only call that function on the specific instances you wanted to change.
>>
>>724598532
I'd like to believe it's possible, it seems like a really simple issue. I did do a bunch of research into it but it seems it's either a ton more work than I want to do for the effect I was planning by rewriting the decal shader and building the entire decal system from scratch, or you can end up instantiating a unique material for each decal, which can turn into an optimization nightmare.
Just changing the colour of a standard material is no big deal at all, but for some reason Unity's decal materials were built differently.
>>
>>724599161
Does each decal have a variable for the material color that you can mess with? Like Decal1.material.color = blue and Decal2.material.color = green and whatever?

It's such a basic thing I would be appalled if Unity didn't have a simple way of doing it, but it seems like you'd need to talk to someone actually familiar with Unity. Or does Unity have documentation online for Decals you could Ctrl+F for "color" or something?
>>
Here's an important game dev question of the day. What are some of the best fetishes to base a game around that you can still pass off as all ages appropriate and gaslight anyone who tries to call you out on it?
>>
>>724599431
Pregnancy
>>
>>724599431
unironically furry shit. See Looney Tunes

or emo girls
>>
>>724599369
The decal object itself using the standard decal shader doesn't have a colour, it uses the input image's colours. I did try to make it work for a while. I even made an edited decal shader with an added colour property that I can control, which should have allowed me to set the colour individually. But it didn't work, still can't edit them individually even though I can set the colours directly.
Eventually I did find a workaround but the headache it took me to get there was ass. The AI lied, google and stack overflow said it can't be done (unless you build a new decal projector from scratch), various forums said it can't be done, there are bug reports in Unity's forums saying they'll fix it someday.
The solution I ended up with was simple though, decals have a distance alpha fade system so I could at least make the decals fade away, but I had wanted the colour to also become less shiny over time before fading.
>>
>>724600180
Ah, sorry to hear it's such a pain in the ass man. Glad you at least got a work around and hopefully you can figure out the shininess sometime too. If you move onto other stuff and then come back to it eventually a solution might present itself.
>>
>>724600293
Cheers. I will have to come back to it eventually, there are other issues there. Seems decals really hate transparency, this one only looks good from certain angles relative to the light source, and looks especially bad in shadowy areas. It's ok for now, my game isn't that far along.
>>
>>724599431
Inflation
https://store.steampowered.com/app/341170/Adventures_of_Chris/
>>
>Shit on an offboarder with my superior game
>The orbiters reported my post
My post was destroyed, and yet I lived.
>>
So to make a multiplayer game on itch you need your own servers? But on Steam it provides a multiplayer server for you?
>>
>>724599431
tf
>>
>>724602971
No? Steam supplies the ability to not need to forward ports to host, that's all.
>>
Anyone have any advice for being productive in gamedev? I'm trying but struggling to make progress.
>>
>>724602971
If your game requires dedicated servers, you'll need to provide those regardless of where you release it.
If your game supports peer-to-peer networking, Steam provides some features that can make that easier to implement/more secure/maybe faster.
If you're not sure which one your games uses, then you probably need to ask whoever wrote the engine you're using and also you're probably far enough out from release that it isn't something you need to think about yet.

I think you might be thinking of STUN/TURN servers. That's an example of something Steam provides that you might need to provide yourself on Itch. I wouldn't describe that as "a multiplayer server" though.
>>
Try to carry over an enemy with very advance pathfinding over to a new scene, and I couldn't get him to move. Turns out the problem is that he uses 2 navigation meshes on different navigation layers mind you that were causing issues because they were touching. I moved one navmesh up by 0.01 and the problems stopped. THANKS GODOT! and worst part is that the exact same setup with the navmeshes overlapping worked fine in the original scene.
>>
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I can finally make scripted scenes for my game. So cool.
>>
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>>724592253
>>724596230
>>724596376
>>724596578
Good shit, especially Lady Lordosis with her bone armor. Quick question: is her name somehow related to the medical condition of lumbar lordosis?
>>
>>724599431
Boomers used to get away with feet
>>
>>724603051
>>724603747
Godot. Say like a simple fighting game. Do I need dedicated servers?
>>
>>
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>>724557563
In honor of Nintendo losing the Pokemon patent I've started working on a pokemon porn game.
>>
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>>724563678
it sucks at some things but works for others.
for unity/unreal code, it's trash
for php, it's gold

I'm at a level where I just need to imagine what I need to do and I can just code it on the fly and it will work. So a lot of times, I use chatgpt to ask for alternatives but most of the time it's trash.
>>
Be honest with me, where and how the fuck do I even begin making vidya?
>>
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>>724607362
Do you have a story you want to tell or a game you want to play? No? Then figure that out first.
>>
>>724607425
I have both.
>>
>>724607908
Ok, next determine an engine based on what kind of game you want to make.
>>
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Bros I just wanna be done so I can move on to another project. This stuff takes soooo long. Thought I would be done months ago.
>>
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Tried roping a friend into game dev and it's not working out. He says he wants to make a game, he agreed to join, but when I show him my 3D models and my Godot project he's like oh yeah that's cool I guess and goes back to nostalgiafagging over games he played as a kid or posting random memes. I asked him to model one small building yesterday and he never did it. I could do all the shit myself obviously but the increased work load just kills my motivation. I dunno man. I think I'll start promoing my shit on social media instead for encouragement. It feels so retarded to have to do this all yourself, but it kinda inspires me, to know how stacked the odds are against you but I'm doing it anyway
>>
>>724608124
How's Unity?
>>
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>>724606691
>>724602971
It depends on what you need the servers for. When you create a "server", it's basically just setting up an application that will listen and respond to packets it receives through specific ports, and that application could be the game itself. For a simple fighting game using Godot (which uses enet) the simplest thing you can do is peer-to-peer networking where you connect directly by IP address and have the first player acts as the "server" while one or more other players/spectators connect as "clients" and send their packets to, while he broadcasts those packets back to everyone else to keep everyone in sync. However, to do this you usually need to have the server forward his ports to allow them to connect in the first place, which a lot of players won't want to deal with, so you'll have to look into STUN/TURN servers for that, like the other guy said. If you want to have a lobby browser or matchmaking, then you absolutely need dedicated servers to manage that.

If you're making a fighting game though, I'd actually recommend you look up how to at least get peer-to-peer networking working as soon as you get a basic prototype of your game working, don't delay it until it's too late since you'll likely have to change some things to make it work. You should also look into rollback networking like GGPO since it's designed to deal with latency issues in fighting games.
>>
>>724609126
It's pretty good. I hear the latest version of Unity even allows you to get rid of the stupid watermark at the beginning.
>>
>>724610081
Can you point me to a resource that'll help me get my feet wet as soon as possible?
>>
>>724599431
Feet for the memes but if you really want to fly under the radar hands
>>
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>>724604867
That is actually where I got her name from. I liked the lady + lord combination of Lady Lordosis, and thought it made a lot of sense for her character. Two of her major mythological inspirations were Kali Ma and Lady Justice. Kali Ma is the mother of darkness and a force of destruction, but neither of these are inherently bad things, as darkness is the equalizer of beauty and ugliness; it judges based on merit and character. Lady Justice is blindfolded for this reason, and that is why Lady Lordosis has a visor that covers her eyes. She can still "see" while blinded because of her sorcery. Destruction is generally bad, but it is also necessary to shatter chains and topple the towers of tyrants and make room for the righteous to rebuild. These are important details to her character, as she is the figurehead for the golems, the ugly and enslaved beings that wish they could live in a more fair world. The lady + lord combination made sense because she's a hardcore egalitarian.
For the in-universe explanation, she sometimes uses her sorcery for cosmetic purposes, and she did that to her back because she thought it looked good. The city-state of humans she was ruling over at one point thought it was silly, so they nicknamed her "Lady Lordosis", but she thought it was flattering since she liked what she did and is proud of her powers. Eventually that became her primary name since she's been alive so long she can't remember what the earlier portion of her life was like, and whether or not she was a Human, an Elf, or something else. Her body modification skills are also why her "helmet" has that elongated cranial area, since intelligence is good for mages and the like.

>>724607425
I like this one. It's like one of those Precambrian apex predators mixed with a silverfish.
>>
>>724610189
I used Jimmy Davis's tutorials on YouTube when I was first beginning. After that I just kept trawling different tutorials before, ultimately, just learning from Unity Discussions and the documentation.
>>
>>724608925
Yeah that's not surprising. Game dev is an insane amount of work, so if you're not passionate for it or at least get paid for it most people are going to want to drop out immediately the moment it finally sinks in they'll actually have to do work. You should promote on social media just for the sake of exposure, but have you looked into possibly collaborating with people online? It could be aids but who knows.
>>
>>724610794
You mean Jimmy Vegas?
>>
>>724610896
>but have you looked into possibly collaborating with people online
I would, but I have this autistic Kojima/Kubrick style mind where every detail in the game has to be decided by me. And people hate working with people like that
>>
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>>724610646
A great and very interesting read, but what caused her to first begin to use her sorcery for cosmetic purposes? Vanity? Shame? Perhaps her embarrassment of her original form caused her to use her magic to modify her body to fit in with what the humans believed to be beautiful and, after modifying her body so much, she no longer recognizes herself and uses the opportunity to no longer seek the affirmation of the humans and began to change her form to what she believed to be best, and with that she began to believe in her egalitarian ideology.
What kind of game genre do you think this concept would fit into? Personally, I think it would make either a great action-adventure game or a point-and-click adventure game.
>I like this one. It's like one of those Precambrian apex predators mixed with a silverfish.
Most of the non-sapient life in the Zmeian Archipelago is based on ancient creatures: amphibious ammonites, aegirocassis the size of sharks, shoebill-like terror birds, twisted dinosaur-like beasts, lion-like aurochs, etc. The sapients, of course, are no better: varanid-like dragons, elf-fairy hybrids, mutant troll-ogre monsters, cynocephali with the heads of bulldogs, sapient piles of stone brought to life by magic, humanoid amphibians, and, interestingly of all, a race of towering crustaceans who are little more than living suits of armor controlled by a single consciousness made by a mass of their parts (pictured).
>>
>>724611163
That's the guy, my bad. No idea who Jimmy Davis is.
>>
>>724609628
So like a "searching for random opponent" you need to like rent or buy a server? Is there a way to just look up like your friends list on steam instead of typing in someone's IP address?
>>
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i'm finally learning modelling and it is not fun. it's mostly tedious. i've also digested entirely too much research information the past two or three days. i guess at least there IS lots of information to digest that isn't pants on head retarded these days. still figuring out how to build hand topology that isn't shit, turns out hands are kinda complex objects. what's the basemesh for you ask? fuck if i know yet. at least it'll be reusable.
>>
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>>724612184
I don't think modeling is that bad but I do low poly. What sucks are the parts where you're supposed to do X thing in just one specific way and if you don't it will fuck up your model. When this happens a few times you lose the desire to experiment and it starts to feel like a job.
>>
>>724612975
i actually do not mind that since someone has already info dumped about whatever the topic is giving me problems in a research paper somewhere. the absolute insanity that is managing a 3D asset pipeline and figuring out what features are supported where is kinda fucked though. who could have guessed "geometry easy, tooling hard" was a thing?
>>
>>724612151
Well, for matchmaking, you need separate servers, or a service that uses their own servers, because you need to keep track of everyone who's looking for a match. You can't do that if everyone is just running servers on their computers with zero communication between them. If you use service like Steam, you don't need to manage those servers yourself though. Like for example, if you're using Steam's matchmaking service and you search for an opponent, your instance of the game tells Steam's servers that you're looking for a match and that it wants a list of existing lobbies. Meanwhile, other players' game instances have also been telling those same Steam servers that they're hosting lobbies. Their servers will keep track of everyone who's hosting and everyone who's trying to join. Steam will then supply your game instance with a list of all those lobbies it can join. The servers that manage all this aren't managed by you, they're all managed by Steam. If you don't use Steam or any other equivalent service, you'll have to create this kind of matchmaking server yourself.

If you just want to connect to a friend directly through your Steam friend list, you can use Steam's API to request your friend's lobby specifically. If you want to see how exactly it's done, there's Steamworks documentation that covers practically everything I just mentioned:
https://partner.steamgames.com/doc/features/multiplayer/matchmaking
>>
>>724613418
ok thats great. Sounds complicated as fuck but at least it's there.
>>
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HOLY FUARKING SHIT
I finally fixed my saving and loading bug that had been torturing me
The only real thing left to really "make" is a tutorial and i may just have a text "how to play"
Now it's literally all just cleaning up visuals and making shit pretty, no more mechanics or big difficult logic to program
feels fucking great,here you guys can have a screenshot of the improved shop, i wish i could show more but i must finish the polish before i can stop just vaguely referring to Old people roguelite
>>
>>724611585
She was actually a Human at the start; a simple villager living in a remote part of the world. Her village was raided in her youth by a more technologically sophisticated people, and she was enslaved and turned into a golem to be used for labor. She hated her new life and the fact that she was mutilated by her captors, but she eventually escaped and epiphanized that she could use the same golem creation techniques to enhance herself to her own liking, rather than that of someone else. She eventually became skilled enough to expand the size of her brain, which is one of the most dangerous modifications because of how delicate the inner workings of the brain are, but her success in that operation enabled her to become a sorceress of incredible power. She possesses enough power to conquer the world, but the intricacies of geopolitics hold her back. She sometimes does body modification for more frivolous purposes simply because it’s easy for her.
For the game’s genre, I wasn’t planning on making a single game, and wanted to use the world I’m creating to make multiple games. For the one starring the characters I’m making now, I was thinking about making a tactical RPG, like Final Fantasy Tactics, since it would work well with having two main characters and a variety of other strange characters that aren’t inherently good or evil.
>>
>>724583239
you sound mad
>>
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>enum Sex
>{
> Male,
> Not_Male
>}
>>
What is the name of your favorite script
Mine is the toastManager
>>
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>>724614405
Interesting. I'm not well versed in making 2D games, let alone RPGs. I look forward to seeing your progress; if you need someone to try your game, I am more than willing to do so.
>>
>>724614456
BoonImpulsehazard.cs and other Boon scripts. These scripts produce a raycast for thrown projectiles and the name is a reference to a nearly identical script in Impulsehazard called BoonPlletz, a misspelling of "Boron Pelletz" caused by a shitty Toshiba laptop keyboard and used for the Boron Shotgun.
>>
>>724582848
>it only runs on windows
Not on my watch you homo.
>>
>>724614867
well
so far i only know how to make it run on windows

eventually i want it to run on literally anything. also i plan on making the entire game editable. like every single aspect of the game will be able to be modified with a GUI. i already have a block editor in there you can add more blocks with. its just kinda fucky at the moment but im glad you got it to work! :D
>>
>>724614867
oh also i was retarded and had it use GDI+ instead of openGL which i will be fixing soon
>>
>>724614867
redpill me on cachyos
>>
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Can't record for some reason and this picture doesn't do it justice, but now in defense form you can hold the gamepad x button and hold the sword in front of you to block in exchange for stamina. If you hold it until it reaches 0 he slowly pulls the sword up and any damage taken via this slow animation montage causes knockback stun.
>>
>>724582751
are you even european? get on this guy's level
https://www.youtube.com/watch?v=jm_0nRQEn_o
>>
>>724615440
It's basically SteamOS in everything but name.
>>
Do people actually enjoy it if they lose all their stuff and abilities in a roguelite?
>>
>>724615617
normies and most people don't enjoy it unless there's meta progression that sticks between runs. also if the runs are much longer than an hour then you have a problem. unless you're noita.
>>
>>724615513
no and hes cool but i like the ideas i have in my head so im gonna keep doing what im doing
>>
>>724615513
>Spending 6 years making a Minecraft clone
This is why the republicans need to do everything they can to stop universal basic income.
>>
>>724615513
wait im retarded did you mean european as in living in europe because i live in america and i thought thats what you meant
>>
>>724615818
wait until you hear about gregoriousT and gregtech. also I completely agree.
>>
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>>724557563
>want to make game
>ok let's learn a programming language
>every book in existence: here's this babby ass hello world program
>here's a dry as sin explanation of functions and prototypes and primitive data types and syntax and BLAH BLAH BLAH
>spend too much time trying to grapple with the language
>not enough time making game
>bro just jump in face first
>you totally won't drown
it's like if you're wanted to become a carpenter because you just wanted to learn how to make birdhouses or barbie dolls and you have to spend years inside the shed learning about every tool imaginable and its use case before ever just picking up a hammer and hitting nails. am I autistic or something????
>>
>>724615929
Theres udemy courses that let you get right into game dev but even the first few lessons of those are painfully boring. The one I did got fun when it got to the second "game" where you built a rocket and learned to control it and add sound effects. But holy fuck the first "game" was like a 16 hour slog of just getting text to show on a screen and respond to input. I have no idea how long it actually took but it felt like an eternity. Try out one of those courses and just power through the first 20 hours then it gets fun.
>>
>>724615929
literally why i used ai to figure out how making games works. im learning from this faster than i would from a book. i didnt even know wtf openGL was til i started
>>
>>724615929
>am I autistic or something????
obviously. what is stopping you from just picking up a hammer and hitting nails, except yourself?
>>
>>724616068
based
using AI to help you learn >>>>>>>>> using AI as to replace learning
>>
How would you make a game for this feel?
https://www.youtube.com/watch?v=liY3Lii_o1c
>>
>>724616352
eventually i wont need to use AI anymore. its basically my handler since im too retarded to figure it out without help (at least an AI cant run out of patience)
>>
>>724616443
Which do you use? I've tried Copilot but it's pretty bad
>>
>>724615929
>first project is a game
unless you're doing the classic blackjack in a terminal program, your scope is too big for "just hitting nails." narrow your scope.
>>
>ancient as fuck code that wasn't relevant until I started using a feature I had ignored in the engine fucked up a massive portion of it once i started using that feature
FUCK
>>
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>>724615496
Added video, still a work in progress. There are a lot of changes that need to be made to some sequences in blocking mode but it is blending correctly to the right locomotion state at least.
>>
>>724615929
The hello world programs ARE the hitting nails part you dumbass
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>tfw have to manage like 30 fucking different versions of python because all the packages I use depend on very specific versions with breaking changes between each python version.
>>
>>724621413
Now you understand what it's like to be a web developer

>have to install node version manager because so many packages depend on very specific node versions
>setting it up is a pain in the ass, debugging is a pain in the ass and upgrading is also a giant pain in the ass
>>
>>724560043
Do you have any itch.io or socials I could follow? Do you take any commissions?
>>
>>724576983
all faces I do end up having a void stare for some reason, something to do with the eyes
>>724621660
you can look up romanspai on itch, ill dump it there once its done for free, but its far from that yet probably not, its complicated atm
>>
>>724560043
Really cool stuff! Are you texturing this by hand in photoshop/csp or is there more involved?
>>
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>>724622960
thanks, no that's it, i'd just lay out the uvs and paint them over in krita, then go back and forth to make sure it feels ok
>>
>>724615929
Using the carpenter analogy.
You first need the math and know how to use rulers and protractors. You learn how to use the different saws and chisels. You learn how to make different joints. And so on.
BUT you learn the basics of it in school, the principles you use from basic math carry over directly one to one to working in the real world. On top of that, you'll have a teacher or be an apprentice learning the same way carpenters who made the age of sail possible, tried and tested techniques.

Game dev doesn't have these benefits. There's no tool you're taught in maths to use that you can put on your screen to figure stuff out, you have to use tools other people have made that are all different and particular to that version of the tool or make your own, you have to do this repeatedly for everything from physics to sound to creating the user build.
All the while, you don't have any teacher and you're not an apprentice. Nobody is using tried and tested lessons and directions to teach you, nobody is pointing out existing tools and handing them to you.
You have to abstract all the math you've learnt yourself and figure it out yourself. You have to teach yourself something that you don't even know.


But despite that, it is possible. The hardest part is learning to learn. You have to learn what works for you.
If you spend 1 hour a day for a year trying to make a game using an engine, after a year. 365 hours of learning or 15 days total learning, you'll be able to make at the very least a platformer without using guides or tutorials.
>>
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wow
my game isn't even translated to chinese
>>
You guys don’t mind playing as a predetermined character in an RPG right? Unironically don’t feel like rewriting for a female character.
>>
https://testing.cliax-games.com/

I started work on this web app a few months ago that speeds up the process of creating image assets for digital stores, and I finally got off my ass to finish it. If you ever had to deal with Steam or GOG or whatever, you know the pain of having to make a gazillion image assets in GIMP or PhotoShop. It's tedious and mind-numbing. This web app should speed up that process considerably by letting you use automatic sizing and positioning while still allowing you tweak the numbers by hand if needed.

Try it out and let me know if you got suggestions or find issues/bugs/etc.!
>>
>>724624056
If he isn't a total shithead and I still get to make choices, sure
>>
>>724569351
the world is way more detailed than the characters, looks odd
>>724560043
cute
>>724582060
if you keep that insane splashback it would be cool if the character gets covered in blood over time
>>
>>724563002
Looks cool as a painting, but I can't imagine it being anything but a headache-inducing mess in motion. Temporal stability is the big problem here.
>(fwiw, my game renders at 720p max, there's no benefit to going higher considering the highest resolution texture in my project is 512x512, most are 256x256).
I don't think that's how that works, anon.
>>
>>724624316
Trying to find that balance between being his own character but also giving the player meaningful choice to shape him. Think The Witcher and Disco Elysium are prime examples that it can work if really well written.
>>
>>724559548
Read their License Agreement, it's not worth it.
>>
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>>724624190
Let's see if uploading files works again
>>
>>724612184
remember, human body topology is solved, just find a hand and copy the topo
>>
>>724621640
>have to install node version
you can do web game without node
>>
>>724627587
im talking about web dev in general. you can easily make web games without node, this is true
>>
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>>724603298
Keep trying. A little progress at a time is fine. Try to do a few minutes a day, every day, or one small task a day, every day, and then a little more if you're up for it, and a little more, and a little more...
>>
I'm 30 years old and have no money no computer no job no education no experience I have a child who lives with me every second week and never shuts the fuck up can I be gamedev
>>
>>724628334
No. Take care of your child.
>>
>>724628334
Get the child to help by giving you ideas. Do they play games?
>>
>>724628334
>fell for the separated parents meme
you are the biggest problem the world has ever faced
>>
Would anyone be interested in a Phantasy Style Online style game that's single player only? I've been wanting to step up my 3D game.
>>
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>>724557563
releases later today soon if any of my friends wake up to finish the job of coding it
is this final boss theme up to your standards, /v/ros?
it is called a date with oblivion.
https://files.catbox.moe/u32vyk.wav
>>
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>>724628649
that song is... pretty damn good, actually. nice work!
>>
>>724563002
>>724578501
>>724581176
This game looks like absolute bitrate hell. Just something to consider if you want to rely on "word of mouth".
>>
>>724628469
>>724628595
>>724628596
Thanks guys. Going to save up and get a pc to dev on. Probably going to move to another city and just pay child support.
>>
>>724628334
>and never shuts the fuck up
They only emulate who they see
>>
>>724628864
[Spoiler] it's ai music
>>
>>724629409
Mom's a yappy bitch.
>>
>>724629486
don't ever try to associate my game with AI, man
not cool, super not cool
>>
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>>724629486
oh
>>
>>724615929
Start with pong. Without an engine. You'll likely quickly find out that you don't know enough about programming to make it. Don't use AI but google is allowed. AI will just do it for you and you won't learn a thing.
>>
>>724630131
You don't honestly believe him, right?
>>
>AI this
>AI that
>AI this
>AI that
can you niggerfaggots shut the fuck up
>>724628649
gives me the same feeling i had listening to hopes and dreams by toby fox for the first time
>>
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>>724630440
i thought that person was the original poster admitting it by how he typed his words out. guess i was wrong.
>>
>>724628598
make it a roguelite or it won't fit the current market
>>
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Nobody played my game... I'm so sad...
>>
>>724630630
aight fair enough, are you a dev?
>>724630718
if i ever get popular, i'll retweet your game so more people play :)
>>
>>724630718
Post gaem
>>
>>724630761
>aight fair enough, are you a dev?
yeah. admittedly i don't post progress here too often, at least as much as other folks here do.

here's a song i've been working on recently.
https://voca.ro/1ljnIrsrr3Hd
>>
>>724631064
you can't be serious, right?
>>
>>724630718
shouda made a better game
>>
>>724631064
cool song man
>>724631497
don't be a meanie
>>
>>724573903
>>724573971
Free aim in pixel games is the ugliest, least fun, laziest trend out there.
Playing a pixel art top down game with a mouse and keyboard feels terrible and makes for brainless gameplay.
8 directions MAX. If you need to hit a guy who isn't at your angle, you just move a little to the side until you can.
Having 360 fluid aiming makes aiming so trivial that you might as well have autoaim and free up the hand that's doing nothing but hovering the cursor over your target.
Unlike an FPS where mouse aiming is ideal, there's no challenge in placing your cursor on top of something from a Gods eye view with no cover or concealment or having your movement interrupt your aim.
>>
>>724631901
real life isn't fair and hugboxing doesn't help anyone
>>
>>724632343
ok shadow
>>
>>724630525
Hot take: I want everyone to use AI how they see fit and make money with it. If your game is pure aislop but good, as in i can't tell, I won't care.
>>
>>724632479
>blaming everyone else for your own failures
ngmi
>>
>>724632879
>>724632343
>>724631497
Kill yourself
>>
>>724628649(me)
this is for a game jam
reward for 1st place is $300, thinking of donating it to something like cancer research
what do you guys think
>>
>>>/wsg/5994625
Here is a guitar solo
>>
>>724567035
is your game gritty?
got vision of a group of wizard bandits wearing classic purple wizard robes and pointy hats and thought it was funny, can't be done of it clashes with the tone tough
>>
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>>724612860
>>
>>724631301
What was your favorite part? Because thst was....an experience to listen to...
>>
>>724631901
>cool song man
thanks.
>>724631301
i'm aware the song isn't perfect, but if you have any critiques, i'd like to hear them.
>>
>>724633373
>Kill yourself
that's what you're gonna do because you can't cope with reality
>>
>>724634116
For starters it is really awful. The "sound effects" as they cannot be part of the melody, are obnoxiously loud and out of place. You need to also pick a key and stick with it and pick a few chords within that key and use those chords (and notes in the chords) for each instrument. But you also lack tempo, you need a beat or a metronome you can follow.
>>
>>724634975
>can't into bitonality
>>
>>724634975
alright, noted. thanks for this. frankly, i'm just stitching stuff i like together and not really thinking deep into it. i'm very new to all of this, so i'm appreciative of your comment.
>>
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>>724624342
>if you keep that insane splashback it would be cool if the character gets covered in blood over time

ask and ye shall receive
>>
>>724634051
kek the eyes rolled back always gets me
>>
>>724557563
If they won't make a good Halo game, I will.
I just started recently but have made some good progress.
>>
>>724634858
Projecting
>>
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>>724629034
if I cared about sales I wouldn't have spent ~100 hours on one shader that probably won't end up in the final game
>>
>>724635429
You're good bro, I want you to succeed. Keep posting progress i look forward to what you got.
>>724635301
Buzzword buzzword blah blah shit.
>>
>>724636215
oh yeah that rocks
>>
>>724636215
That's a neat effect! And the shotgun blast still feels really punchy, so good job there too.
>>
>>724632795
ok akshit
>>
>>724636215
lookin good
>>
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>>724634051
>>724636225
Fuck you i went back to it and saw this, my sides.
>>
>>724637495
Those effects look cool though. I like the vibe you've got going on.
>>
>>724638704
BONED.com
>>
>>724638534
Awww did you try to make a snarky remark but fumbled like a faggot? Sounds about right.
>>
>>724637495
You could however make money by selling those shaders
>>
>>724638861
Kek
>>
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>>724557563
Finnished the A* pathfinding yesterday and am currently working on the military framework for the AI (vid rel is a test for semi-random patrol paterns).

After this the framework will be completely done and I can finally start focusing on the gameplay loop, theme and aesthetics. Modeling especially is something I've been itching to learn for the longest time so will prolly focus on that first.
>>
>>724632795
aislop but good is an oxymoron. feel free to check back in 5 or 10 years but the only thing AI is good for is cutting down the tedium of being a programmer, and maybe concept art/inspirations.
>>
>>724640482
Congratulations anon! How hard was it to get A* working? It's such a popular algorithm I'd hope there would be a lot of support for it.

Neat to see how well it looks like it's working in the webm too, getting that much going on at once is impressive.

Can I ask what kind of theme and aesthetics you're going for? If you're going to jump into modeling that's probably going to have a big impact on those.
>>
>>724586219
Based
>>
>>724573094
how you do this?
>>
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>>724641118
Tyty! It was a bit rough to get it working properly. The problem with most implementations online seems to be that they are very much tailored to the dev's specific use case, so getting it to run for your own environment doesn't always work as intended. I ended up having to go through several different courses and tutorial to try and piece together the similarities between them. I can recommend Penny de Byl's course "The Beginner's Guide to AI" on Udemy and Sebastian Lague's "A* Pathfinding Tutorial (Unity)" playlist on Youtube. Penny goes over much of the math behind the algorithm and Sebastian has the most useable implementation imo (much of the algo code in >>724640482 is based on his code).

As for theme I want to recreate the same feel as the older games from the 90's - early 2000's, like Sacrifice and Populous. Low poly aesthetics and warm colors mainly, with weird creatures and goofy voicelines. For the gameplay itself I'm aiming for an RTS/TPS hybrid where you control your army from a top-down view, and with the ability to go into third person with your hero character to cast spells and teraform the landscape to change the tide of battles. It's all still very much in my head but it's exciting to finally be able to work on the ideas and make them tangible.
>>
>>724642516
No color swaps that also changes the white parts of the suit?
>>
>>724640482
>>724642532
Good work, but I have to ask: why did you decide to make your own A* navigation? I've been using Unity's NavMesh agents for a while, it works quite well out of the box, and I think it also uses A* internally.
Anyway, you mentioned Sacrifice, so you're a cool dude in my book.
>>
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>>724642817
>why did you decide to make your own A* navigation?
Mostly just to show myself that I can do it. The NavMesh will cover most cases, but I like to see what's going on under the hood.

>you mentioned Sacrifice, so you're a cool dude in my book.
Basado!
>>
>>724642016
You mean how did goblinbro essentially make a level in a game with all that? Well it all started with a green pill...
>>
>>724640654
hmmmm, only one or two devs here that use ai(or at least say they use it openly) use it rather well. But I will let them talk in more detail on that i know some people get fussy about ai for no reason. Not the devs using it, mind you.
>>
>>724573094
The goblins falling off the edge are very funny.

But it's impressive you got pathfinding working so well, even including jumping! That's very cool. How did you do that?
>>
>>724573094
Berry cool!
>>
>>724643235
Fair enough, it's a good challenge. Does your solution work on complex terrain, or upside down? This has been the major downside of using NavMesh, it can't set upside down terrain as walkable. I want to make some tunnels that are swarmed with spiders, but it won't look quite right if they're only on the bottom part of the tunnel.
>>
>>724572686
Your pixel art is so good! Really nice job with the energy effects. It looks really good in motion in the videos you've shown off.
>>
>>724636393
Good shit anon, this is how it all starts
>>
>>724644001
As of right now it works so long as the terrain surface is oriented in an x,y manner. A rayhit is getting the information from each node section in the grid. If an object is in the node, the rayhit takes that object's layermask information and compares it with a list of layermasks. Each layermask in that list correspond to a certain terrain penalty value (for instance the objects above darker areas in my webm all have a flat base child gameobject attached to them, and that child gameobject has a separate layer attached to itself). That layermask's value gets added to the G score of the algorithm, so the higher the value, the less likely that a unit will walk upon it.

This implementation works so long as the ray can hit the layer, but if you were to be in a cave lets say, it would only be able to hit the topmost area of the cave and not the floor. A solution would be to have the ray instead originate from the inside of the cave and then shoot out in a circle pattern, but that will require a lot of rework for what I'm using right now.
>>
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>>724645495
>>
>>724645495
Interesting, thanks for the breakdown. Gonna save this and take a look later when I'm making my cave spiders.
>>
>>724644001
Is there a way to invert the spiders so to them they're on positive ground?
>>
>>724573094
>Gobbo Espada
>>
>>724637437
keep diving deeper into denial
>>
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I recently got this idea to make an immersive sin style game set during the Cold War but I realized I'm just not cut out for this after my other game flopped. Marketing your game and building an audience is a lot of work and I would argue it's even harder than making a game itself, because after years of attempts I couldn't get it. And pouring a lot of effort and money into a complex project like that just for it to not even get 10 reviews on Steam is just awful. I can't do this again anymore, not with how the market will continue to degrade anyway.

And that's my gamedev story. What about you?
>>
>>724642602
mostly messing around with a color swap shader, not sure if there will be color swaps for the player yet
>>
>>724646459
Lol took you long enough to come up with a response, fag.
>>
>>724646548
unlike you I have deving to do
>>
>>724646158
Not using the NavMesh, it can't be rotated. When you bake it, it specifically checks the base mesh you're using for ground such that it only allows upwards-pointing surfaces within an angle tolerance for slopes, which caps at a 60 degrees slope.
It's heavily limited like this but it has very good performance for navigation, as I understand it.
>>
>>724646489
i think i remember you talking about this game idea before
>>
>>724646579
Right, so you can post your game, right?
>>
>>724646758
I don't think I've talked much about it before, maybe you're confusing me with someone else.
>>
>>724616572
claude
>>
>>724628334
make the child make your game
>>
>>724643520
i only used it for the programming, everything else is my own design (except for the other minecraft textures i havent replaced yet) i even made some cave sounds using sonifications of space noises that i heavily edited
>>
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getting closer. I made a new shader to mess around with stabilizing screen space textures, now it can project directly onto UV of objects in the scene after reconstructing them from the camera + depth
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>>724640654
>aislop but good is an oxymoron. feel free to check back in 5 or 10 years but the only thing AI is good for is cutting down the tedium of being a programmer, and maybe concept art/inspirations.
>>
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screenshot of the sky at night
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>>724647736
I like how your game looks anon! Very stylish!
>>
>>
working on player models as well
>>
>>724647801
>pic
why are you so obsessed about her?
>>
one thing i didnt know before that i know now is the difference between GDI+ and OpenGL
>>
>>724647736
Cool! Looking forward to seeing it with your main effect
>>
>>724648262
>>724648185
>>724647836
Welcome back Notch
>>
>>724648649
i could never be notch, im just re-tracing his footsteps. i dont want to make minecraft itself, just the version of minecraft that i've always wanted to play. mods dont cut it for me.
>>
unlike me, notch actually KNOWS how to program in advanced ways. im just toying around with the discoveries he already made himself
>>
>>724564952
>itchio
Gross. Not playing until you get a real Steam page.
>>
>>724562256
The indie scene is so fucking lame.
>>
>>724648993
>Not playing until you get a real Steam page.
https://voca.ro/1e9i6g3n4Zpc
>>
>>724648749
whats the version of minecraft you wanna make
>>
>>724649823
my version (the one ive envisioned in my head)

but i do like the way old minecraft's lighting looked so im gonna keep that
>>
>>724649823
its like dream manhunt/hungergames except the hunted is a girl model and you rape-hump her when you catch her. she can break free though by like 'mining' you
>>
>>724650140
im gonna throw you off a cliff into the grand canyon and then piss over the egde
>>
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>MFW I see >>724648993 spout his retarded, plebeian opinion (he is a homosexual)
>>
>>724651547
how come the dog has tits and a boner
>>
>>724646489
>immersive sin
Typo or intentional? If intentional, just call it Cold War Crime Simulator and that should get you enough of an audience.
>>
>>724651660
Leave it to the bird-chested freak of nature to not know what pectoral muscles are.
>>
>>724651853
I know what pecs are, that dog clearly has tits.
>>
>>724651660
Fygooner is gay, it's public knowledge
>>
>>724651804
Kill yourself
>>
I never got the whole anti-AI thing
Why is it bad for indie devs to use AI images and voice acting but good to replace programmers.
>Indie dev says he used AI images/models/voices/music
Bad dev!
You should have hired an artist/modeller/VA/composer!
People need to eat! PAY THEM!
>Indie dev uses AI code
Hey guys I'm an artist/modeller/VA/composer but I wanted to make a game and AI has been a big help!
Wow that's great, keep going!
It's great how AI let's non-programmers become able to make games!
This is so useful!

Fuck programmers I guess
>>
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>>724653104
What's even MORE funnier is that they always attack small indie devs and harass them, but NEVER a big company. I've seen multiple alright games get review bombed due to AI voice, but The Finals, a game made by an actual studio with actual money, doesn't get so much as a single tweet about that. Nevermind the AAAs like CDPR.
>>
>>724567370
Nice.
>>
>>724653351
>you could do that stuff yourself
"Just get proficient at literally every discipline under the sun, bro! It's not that hard bro!"
>friends and family to do those things
How many of your friends (your troon discord buttbuddies are not friends) and family can actually model, draw, compose or act? How many of them would actually be willing to help you and not say "oh look it sounds cool but i just don't have the time" or some shit?
>>
>>724653596
You just said you don't want to learn new things and that you have no friends. Not sure it's the argument you wanted to make.
>>
>>724653596
why do you care what other people think or what they're doing?
maybe if you focused on yourself you wouldn't be projecting this hard.
>>
>>724653942
You're a retard trying to put words in my mouth. There is no point in arguing with a subhuman like you further.
>>
I'm going to use AI for every aspect of my game, because I'm solo deving and that's the only reasonable way for a solo dev to compete in the marketplace.

If I had millions to spend I'd hire people to do what I'm using AI for, but I don't have that kind of funding.
>>
>>724654962
plenty of solo devs don't use AI though
>>
>>724654645
Not even arguing, just pointing out it doesn't look like what you said is what you wanted to say.
I have a feeling you get that a lot.
>>
>>724653596
>iterally every discipline under the sun, bro! It's not that hard bro!
most of us have done it
>>
>>724655227
They use paid assets, which you treat equally to AI, or they're not solo devs
>>
>>724655361
No, you have not. You're proficient in one or two, like say programming and modelling, but you're absolutely horrible at the rest like music, level design, visual design etc. etc.
I would also suspect you have a very primitive understanding of what these disciplines are and how many of them go into making a game when you make statements like this.
>>
>>724653427
thanks I needed that
>>
>>724653351
>dunno where this narrative comes from
I mean just the general reception of AI usage.
Twitter's filled with artists and VAs that'll get very angry if they see AI used to make things in their area, indie games that get popular that openly say they use AI will get a hate mob of some size attacking it just because they used AI like Liar's Bar.

Yet there's never complaints on the same level in relation to programmers. People casually talk about using AI to program something or assist in program something and I regularly see people suggest to just have AI explain something programming related instead of googling or reading docs
>>724653373
Yeah that part is weird too, it's always indies despite how it makes the most sense for an indie dev to use AI as they don't have the money
>>
>>724567370
I like your pixel art! Seems like the power charges up slowly though. Would there be any way in game to speed it up?
>>
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>we have this bait discussion every thread
>absolute retards fall for it every time
I'm jealous to be honest family
>>
>>724655516
>I'm a retard who can't learn a few skills
>That means everyone else is incapable of learning a few skills
>>
>>724656000
>a few skills = all of the skills
Nice moving of the goalpost, retard. Typical sophistry of your kind.
>>
>>724567370
she cute
cant wait to see her fully animated
>>
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Next (and probably final) update still underway. Check out this sick water shader
I'm torn on whether I want to do an end-of-year retrospective. Not sure what it'd look like if so; probably just a short playthrough with commentary from me and the two friends from school who I first told about my idea for the game.
>>
>>724656301
I'm surprised that's a shader and not drawn art, nice one
>>
>>724656424
It's kind of both. I drew the graphic; programmer applied the shader.
>>
>>724656074
you only need a few skills to make good games.
>>
>>724656591
>you only need a few skills to make good games
>good games
Lmao
>>
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>>724557563
Well lads, I finally did it. All I have to say is that Godot is a great engine for 2D RPGs.

https://store.steampowered.com/app/2177620/Ruza/
https://stroj.itch.io/ruza

Happy Halloween!
>>
>>724656856
artslop
>>
>>724656689
It's true.
>>
>>724655387
paid assets is not the same as AI
>>
>>724562256
I don't know what any of this means or what I can expect from the game...
>>
>>724657773
We're talking about how people treat it. I agree that it's not the same but to your average gamer, AI assets and paid assets are the same in terms of how they FEEL about them.
>>
>>724658038
leddit coded writing style.
>>
Yea I use AI for the programming side along my own, especially if there is a bug happening that I cannot figure out. It's been pretty good for doing a debug session with me. Helps me learn more. I am afraid of admitting to that once my game has enough to show publicly though.

I use AI to also generate concept art but all the textures, sprite work are my own drawing, but sometimes I will color pick directly from the AI images. As for music, I have plans on generating melodies, but composing my own songs from AI generations (used for inspiration).

I wonder if I'll get pitchforks if I disclose that. I really don't see this as slop, but just people being crabs in a bucket.
>>
>>724658359
I accept your concession.
>>
>>724646810
why would I expose my game to your schizo obsession?
>>
>>724658038
not really, general public are much more anti AI than paid assets
>>
>>724656856
Is this still the complete meltdown slop or was there a new development? All the comfy supernatural stuff plus fanservice was nuked because Stroj had a furry melty including some 10-15 threads on /v/ on a very pathetic display.

I ain't clicking that link until you tell me it's the fixed non-cucked version by an apologetic dev who realized he fucked up.
>>
>>724658657
>much more
They really aren't. Sure they are more accepting of paid assets than AI but you're still gonna get shit on if you use them in a way they don't like.
>>
>>724658568
Don't bother, he has a template of responses when he's losing an argument:
>post ur gaem
>go bakc 2 aggydaggy
>crineg *posts his own cringe*
>>
>>724659317
Why would anyone post their game while shitposting amways??
>>
>>724658476
I use Stable Diffusion to generate normal maps and textures. It's insane how many hours you can save on small tasks. Also debuging code is completely fine since the model is providing you with the same data as you would find on sites like stackoverflow.
>>
>>724656301
Nice water effects! I'd definitely be interested in hearing a retrospective from you.
>>
>>724659816
I would like to do this. Can you post an example? Or like the workflow for how you do it? Unfortunately it still doesn't seem to be to the point where you can just type "generate a grass texture" and get what you want.
>>
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>>724659743
mental illness, please be patient with him
>>
>>724656301
Add a developer commentary mode!
>>
>>724658476
>I wonder if I'll get pitchforks if I disclose that. I really don't see this as slop, but just people being crabs in a bucket.
Literally just don't say you use AI, why is this so hard for some people to understand

Nobody is going to know you use AI code unless they decomp your game.
Nobody will know you used AI for concept art since concept art is not going into the game.
I don't see the point of you using AI for melodies when you're going to make a whole song yourself anyway, that doesn't sound any different from just messing around with an instrument yourself to get an idea for something but even then you say it's only for inspiration and you're not actually going to put it in the game
>>
>>724660602
I will report his and your game for undisclosed AI usage and you will be banned from Steamworks forever for that. Don't test me.
>>
why do you guys take eachother so seriously and get so heated, i dont understand why you're arguing :(
>>
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>>724660828
I don't even know what's going on anymore.
>>
>>724657360
>>724658935
What did this dev do to make so many trannies seethe?
>>
>>724660602
You underestimate weaponized autism. I see what they did to yandere dev with his code and others. I don't want to mention it but I'm also scared of being accused of it and having years of work ruined.

>>724660789 is a reality and yea, Steam makes you disclose it, but I don't see any AA/AAA titles doing that when they use AI for lip syncing and otherwise. It's bullshit how only indie devs get wrecked on.
>>
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Will I ever make good vidya music?

I can't finish even a single track

it all just collapses into some schizophreni derivative shit and then I lose hope

https://vocaroo.com/1aPMHxWuMOB8
>>
>>724656856
neat
>>
>>724661401
>Steam makes you disclose it
And you think people tell the truth? lmao
If you're worried some autist will decomp your game then secure it and don't use an unsecure engine like Godot.
You already said you're not putting in art/music.
You're literally making up things to scare yourself about
>>
why did a tranny make this post
>>724661157
>>
>>724658935
Now I get why the dev called you "people" niggers. You fags are insufferable.
>>
>>724662021
I asked what was all the drama about. If you're gonna be a bitch about it, might as well not reply at all.
>>
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>>724660979
>>
>>724660378
the hate this guy gets is insane
>>
>>724661697
it's pretty decent for what it is, but i think you could get more out of it if it was just longer. you have something good here.
>>
>>724633590
That final boss track and screenshot you posted definitely allude to the type of project with passion and substance behind it. When you finish the game jam release, link that shit.
>>
>>724662414
>the WELL-DESERVED hate this guy gets is insane
fixed
>>
>>724572496
ngl I genuinely think is stuff is neat and hope he actually releases his game. It has an older adventure/rpg game vibe that I kinda like.
>>
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>>724662571
https://vocaroo.com/1noBVkl1zrAh
>>
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>at the point where I have to level design
>completely stumped
>>
>>724615929
>filtered by this
lmao you wouldn't have made it
if you can't figure out that you should learn the basics and make something small and simple to put it into practice, learning more as you go and slowly building up your collection of knowledge and projects, you're just not smart enough for programming and should give up immediately
>>
>>724615929
Nigga I was elated when I first learned how to print shit to the screen
And even more so when I learned to take in user input and output something in response
If the basic shit doesn't give you a dopamine rush then programming was never going to be for you
>>
>>724663372
better. while i don't think it's anything out of this world, it's not a bad listen. good work.

i'm not skilled enough to go into detail on what you could possibly improve on though. still, decent stuff you got here.
>>
>>724663453
make what you feel is fun and cool to do in your game
>>
>>724664037
That's hard to do when you're making a horror game. So much of the level seems planned around the spooks and not the gameplay specifically.
>>
>>724653427
>>724655916
Thanks. When you collect the shards(coins) it also boosts the charge a bit. I could change it into a multiplier instead or add a power up with quick charging.
>>724656080
Thanks too and same. Animating is gonna be an endeavor
>>
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>>724664006
thoughts?
https://vocaroo.com/18ABc6Oivo2c
>>
>>724664793
i like it. what is this song for in your game?
>>
>>724664970
no it's just me trying to get better a t music
>>
>>724664793
spider-man: enter electro vibes. i reeaally like the sound design on the bass from 0:38 onward. maybe ease it with the voice samples if your music-loop is very short. dope shit anon
>>
>>724665043
oh. well, either way it's neat. on a good path, i'd say.
>>
>>724664793
Better than most who post music here.
>>
>>724660089
Nta but there are som loras on hugghinface for creating normal maps. Seems that all you really need is to put the texture into img2img and run the lira on top of it.

https://huggingface.co/dog-god/texture-synthesis-sdxl-lora
>>
>>724664793
It's pretty good desu, although a bit samey with no buildup and release
>>
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>fixed stun animation, loop, and end
Will post a video later
>>
>>724660505
the main issue there would be keeping it PG
>>
>>724666042
That isn't hard at all.
>>
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>>724664970
>>724665124
>>724665169
>>724665231
https://vocaroo.com/1kJSRh1CKQtd
>>
>>724664793
reminds me of batman beyond and thats a good thing
>>
>>724666307
You can't just mash shit together and call it music.
>>
gonna play devils advocate and say that I don't think Fygoon is much of a problem.
he's probably schizo, but who isn't?? I don't agree with his usual antics, but at least he believes in what he says
>>
why do i start to get irritated when i dev? i wasn't this way a few years ago.
>>
>>724666264
don't worry, I mostly jest. I admit it's always been a dream of mine to add an "underpaid writer mode" where all of the dialogue is rewritten to be a fenslerfilm-esque shitpost, but I decided against it because 1) it would take up too much time and 2) I figured it might subconsciously dissuade me from putting humorous dialogue in the base game.
>>
>>724666491
The people complaining about and harassing him are far worse.
>>
>>724664793
good shit
>>
>>724666307
still good stuff.
>>
>>724666456
mash? its not a mashup i made it all m yself
>>
Does the peripeteia dev still post here?
>>
>>724666914
He posts in aggy daggy sometimes.
>>
>>724666590
I like idea of adding a commentary to my game to add silly notes or biggest pains. You cant talk about functions of gameplay here, you definitely can't at /g/'s dev thread if you aren'tbuilding an engine, and agdg is just drama blogging. I enjoy talking about things I fixed than posting videos or pictures.
>>
>>724656301
You should definitely do it even if you never make it public. You'll wish you did in 5 years.
>>
So what kind of approach would one use to do 2.5D platforming like Klonoa, or Pandemonium? We're talking 2d gameplay for the most part, but the path you run on can twist and turn in 3d space, which the character & camera follows along.
>>
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>>724667761
That would be a good early project since 2.5D is easier to manage than full 3D. However, you'd still need a 3D engine (or code your own, but you're not doing that). That means Unity or Unreal would probably be your best bets.

You'd basically make a 3D setting, have fixed camera objects to make it look 2.5D, and make a path with limited navigation/collision so players and enemies can only move on the path you make instead of the whole 3D environment.
>>
>>724668062
Why does this read like a ChatGPT response.
>>
>>724668208
Because you asked and posted it?
>>
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https://vocaroo.com/15PMs2AtyN8J



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