Present your game.Post updates.Ask feedbak.Discuss your view with the indie market.
My steam page is awaiting review then I'm finally gonna show you fuckers the old people roguelite gameplay
>>725214073Original roguelike like Cogmind?
nothing big, recently implemented shader-based level transitions
>>725212424> Dynamic store> Different resolutions> Shake to display info> Working on being able to purchase new items> The entire interface is gameObject, not canvas> Shaders to have gradients in SpriteRenderer> Visual redesignsI'm still not 100% happy with the result, but it's taking shape.
>>725212424hellish landscape between people who can develop a game and people who can reach others, the latter will always win
>>725214289It's a gambling roguelite with a base game that I haven't seen turned into a roguelite yet, and if it does exist it's not very good or findable It's kind of like how balatro is a poker roguelite but my game is another classic game turned into a roguelite spin. (Not a card game) Has layered mechanics and strategic decision making gameplay with lots of agency and risk/reward
>>725214615the transtion looks very nice. I think you should add a shadow to all the decorations and scenario elements, otherwise the character's shadow looks a bit out of place
>>725212424making it so flying enemies can orbit any target (the player, or whatever else). Works mostly fine, now I just need to make it so if there are multiple flying enemies orbiting, they adapt their altitude so they don't collide. I should have made a turn based game instead lol
>>725217216made it so those bitches use the boids stuff I had already implemented when determining their desired altitude and shit just worked
>>725215972thanks! I might test it out down the line, shadows are meant for things that are 'alive' and not part of the background scenery, pic relatedyes I will eventually also get around to not be a plagiarizing hack when it comes to sprites>>725218407don't know what boids are, but I think it's fairly easy to make a simple bird flock AI - and I just learned that what I was talking about is literally called boids after a quick search; didn't know I already knew somethingregardless, looking good, is the scope more level-by-level or a more open-world design?
Still trying to figure out how to stabilize this kuwahara-ish painting shader (the one shown at the end of the webm)Spent the last week or so trying to re-create the shader used in Return of the Obra Dinn based on a devlog post by the game's developer. That shader and mine are pretty close in how they function, so I'm really, really hoping I can figure something out to stabilize my kuwahara-ish painting shader.I've learned a ton in the last couple of weeks, so I'm pretty happy even if it doesn't end up in the final game.I've done a few neat things shown in the webm, first is a cube projection from the screen, next is normals recreation, then triplanar mapping from the screen, and finally on the kuwahara-ish shader it's using rotational offsets based on the camera.I'd really like to stop working on this and get back to my game, but every time I open up my game project, I'll do one or two things, close it, and then open up the shader project.
big menu redesign
>>725218949>shadows are meant for things that are 'alive' and not part of the background sceneryoooh I see. Well it still looks nice. Can't wait to see it with the final assets!>is the scope more level-by-level or a more open-world design?more like a hub-world. I've planned a central area from which the other main areas spawn from. Kinda like the Hyrule Field in OOT.
>>725219432then something else I've been working on. It's a frankenstein monster of all the techniques I've been learning latelyIt looks kind of messy and needs a lot of tweaking, but I think it has potential. reminds me of the style used for the album art from grateful dead bootleg albums
>>725219543very clean and informative, nice UI anon>>725219432>>725220380love your stuff shader-anon. I boggles my mind how you are able to produce such effects with shaders, but I'm a retard when it comes to those so I guess it's normal lol
>>725218949Hey, I'm interested in your gaem, let me know if you ever need a pixel artistif i fixed my computer soon that is ;w;
working on moves
been trying to improve fire jet movements
What nobody told me that would happen is people buying your game but not playing it. They buy it, some for full price mind you, and never launch it at all. Some maybe for I don't know 10 minutes or so and never touch it afterwards. Wtf. I don't understand.
>>725221329I have 500 games in my Steam library and I think I've played like 50 or so. It just happens.
>>725221513Stop doing this.
>>725220786Fix your computer then!
>>725221513Continue doing this.
>>725221329It’s called a backlog, anon. I quite enjoyed the first hour I spent playing Blue Fire, if that dev were to ask me “why did you stop? Didn’t you like it?” I’d have no explanation. It was fun, I don’t want a refund I just don’t have time for it now.
>>725221546I bought a ton of Humble Bundles back when they were starting and offering great deals. Also I usually buy stuff in Steam sales that I end up never playing
>>725221936Don't fucking buy games you're not going to play.
Anyone else ever spend days where every second of your free time is directed at just thinking about some specific balance thing? Not in testing or iteration of an implementation, just thinking. Thinking thinking thinking. Not even working on the issue, I’m doing modeling and rigging, the engine isn’t even open. But every shower, every commute, every coffee break, just thinking about a specific problem.I don’t think I’m closer to solving it. Best part of game dev.
>>725221329I'm like that with my entire steam library. I have tons of games, but I'm always going back to the same ones.my internet is very slow (10mbps on a good day), and I've lost track of how many times I'd start downloading something and then start an entirely different game while waiting. By the time the download is finished, I'm too engrossed in the other game to bother with the new one.I've been meaning to play dragon quest 11 for almost three years but always get distracted>>725220535thanks anon! It's definitely a lot of trial and error. shaders can be really tricky at times, especially with the vector maths/linear algebra. when I first started making them, it took me a few months before I understood the basics lolshaderslab.com is a great website if you're looking to learn (its for Unity, so if you're on UE or Godot it may not be helpful), also a book called "the book of shaders" is pretty good even if some info is fairly outdated.and finally, depending on your engine, the docs or any samples are great. Unity (what I use) isn't great with documentation (lots of blank pages on their API manual) so I spent a lot of time going through their included shaders/post processes and then working backwards until I had some idea of how it works>>725222086helps to get a notebook and write stuff down. I'm kinda retarded when it comes to thinking so I have to write it down, otherwise I get in thought loops and start thinking about thinking.
>>725222234I got my design doc, I’m staring at a blank bullet point for this part though . IDK, I have this idea in my head and it seems MOSTLY functional, but I’m having to add a lot of little patches and tweaks to it designed to address specific issues with it and make it satisfy specific needs. And it feels like there’s got to be a more elegant solution. Like there’s a way to reduce this clusterfuck of conditional nonsense to a single sentence description that just serves all the purposes I want it to serve. I can’t quite get at it but I know it’s got to be there.
>>725222636sometimes the best way is to vomit a bunch of code until it's working, and then start with refining it. In my experience, getting lost in the weeds before something works always slows me down, so what I do is get it at least 75-80% of the way there, as messy as possible, and then i start to clean it up afterwards.
>>725223060>vomit a bunch of code until it's working, and then start with refining itI've had alleged senior developers tell me the exact same thing at work, so +1 to this
>>725223060That’s where I’m at though.The idea is currently implemented in a functional form>enemy will ignore/escape attacks if the player uses the same ones too often, to incentivize mixing it upThe problem is the details. Specifically, trying to design the system so it can both counter incessant spam for BnB/openers, but also so that it will make endless juggles of enemies get harder and harder the longer they go. And also so that there’s enough player-side legibility to it that it doesn’t just feel like>attacks just randomly don’t work sometimesThe best I’ve got is counting the last 30 moves the player has used with discounting such that if an attack appears thrice, it’s escapable, and the last FIVE moves such that if an attack appears once, it’s escapable, with the enemy also counting any attack used against it since it last entered hitstun (no matter how many attacks that was) with full escape weight until its hitstun ends. When hit with a stale attack, the enemy gains a period of temporary immunity to stunlock and increments a revenge value, if hit with enough attacks to reach revenge it hard counters the player and punishes.That, anon, is a clusterfuck. It works, but I’m bored just thinking about it. There has to be a cleaner way. I feel like I’m listening to the house rules for Monopoly at That One Friend’s place. This is wack game design.
>can't draw>can't compose music>can't 3d model>can't learn because I'm not kid anymoreit was owari da even before it began
any tips for animating big dudes? I feel like if I animate them just as small enemies their movement might look floaty and weird
>>725212424https://itch.io/jam/agdg-demo-day-65/rate/441850Released a free new demo for my game BOKUBE for everyone to playtest today
>>725224067Animating them with more weight is always welcome but you’d be surprised how far>20% slowdown on regular animation speed>add screen shake every time it makes contact with the groundWill get you
>>725224229did you fix the water yet?
>>725224252ty anon, I'll keep that in mind when making the big dudes move around
>>725224252this. also pausing the animation on the frame where it impacts can really help. you just gotta give the illusion that there's a bunch of weight to their movement
>>725224881>also pausing the animation on the frame where it impacts can really helpdoes this count for moving as well? like doing a small pause between steps. Bet that would look nice
>>725225057freeze framing adds a lot of weight and metaphorical impact, be it when the player gets hurt or damaged, hitting an enemy, or a big guy lumbering aroundset it up in a way you can decide what gets frozen (player/enemy/everything), and play around with timing until it feels righttry to remember those 'oh fuck' moments right when you may have been killed or killed the boss yourself that are literal fractions of a second, but your mind races all the same
>>725225309oh yeah, I'm using freeze framing already but only for combat related stuff, like hitting, being hit or blocking. Currenly have animation stopping and full game stopping, but I try to not overuse it. I'll try the animation stopping on the bigger enemies whenever they finish a step, or fall to the ground or whatever "impactful" thing they might done.Many thanks anons, hopefully your tips will help me make something decent
The princesses and Pauline were a pain in the ass to figure out.
>>725225923amazing stuff anon, really
>>725225923This is the kind of composition and style that "makes it". Really compelling stuff, can't wait to see more from you.
I fixed my fucked up logic so now levels can be as large as ~2 billion blocks while running at >5000 fps. Still no gameplay tho. Now I’m working on asset management.I also need suggestions on how to implement 2d animations. Like architecture-wise what is the standard way of doing this?
>>725227046>I also need suggestions on how to implement 2d animations. Like architecture-wise what is the standard way of doing this?Single large texture (sprite sheet) loaded into texture memory where you use something akin to SubUV to select frames.
>>725212424Spent some of my time drawing a new wormhole look. Might give it a view to where it sends you to, later. If I can figure it out.>>725225923Your style is really good. Like your take on the characters. Is your game gonna have Dry Bones?
This shit took me a whole day including textures.
>>725227859Any recommendations on how to do collision for levels like this?
>>725227859Looks good. Effort takes time>>725227929Unless you want your players to climb the rocks, I would make a simple block variation of the map to use as the collision
>>725227929That’s low-poly enough that per-poly collision might actually work fine for the level geo.
>>725227929>>725227859very good looking, i assume its in blender? just use the geometry in a collider, i you need some specific collisions dupicate it in blender and modify that, add a _Collider suffix
>>725225923As dorky and dopey as I've always seen birdo, you've managed to make it look confident and almost threatening.The rest of the cast looks great, there's a clear style imbued into the whole set. Excellent work anon.
>>725225923lookin good
>>725225923do you use your own color pallette?
>>725227859looks great! for this kind of style I'd recommend using Trenchbroom instead of Blender tho
>>725228606>Trenchbroomi love working with just 90 and 45 degrees hallways!
>>725217216You develop on Godot right? How did you make flying enemies work? I keep bashing my head over this but I can't figure it out. The only way I could make it "sorta" work is by simply offsetting character body 3d, or nav agent (I don't remember) on y-axis but this solution feels incredibly jank so I was wondering how you did it.
>>725227023Glad to hear that, man. I'd love to help someone from here with sprites for their game. I already chipped in and did a few for one guy's game that he's developing, and it was a great feeling. Did it for free, fuck it. I just wanna be a part a somethin.>>725227447No game, sorry to tell you. Just sprites I do for fun. Although I could put some a these into Super Mario Bros. Remastered. Already did for Mario and Luigi, actually, as custom characters.>>725228528Tried to take from the NES palette wherever I could, coulda taken a little more care to pick out colors.
>>725229493i was suprised when trying the nes pallete that it has no real dark colors and no real reds either, but lots of blues
I changed the turn system in my game from Player Phase/Enemy Phase etc to taking turns moving a character. If a faction has multiple times more characters on the field than another faction then that faction would get extra turns.
>>725229225you aren't going to like this lol>0) Navmesh fucking sucks for air enemiesSo I started messing around with a similar approach like the one you describe but that shit was super jank. Not only that, but it doesn't make sense at all to have flying enemies tied to a navmesh that's designed for ground enemies (Godot navigation mesh is just a plane, not a volume). Once I realized that I was left with just two options:>1) Doing it in the best way possible, an approach that would work in 99% of gamesA* pathfinding on a 3D space (volume) that's filled with A* nodes so any entity can traverse any space. In order to achieve this first you'd need to fill your 3D space with those A* nodes, and you could look into this for that:>https://github.com/RevolNoom/godot_flight_navigation_3dThat even includes it's own A* implementation. But I wasn't able to make this thing work: sure I was able to generate the A* nodes after messing around a lot, but then my flying enemies would just act retarded or even worse, crash the game.So on to option 2)>2) Doing the bare minimum for your requirements/gamemy flying enemies will chase the player if on sight, all while storing the last position in which the player was seen. If the player becomes not visible, the enemy falls back to going to that "last seen position" as fallback. If that's not available, the enemy will at least try to match the altitude at which the target is, in case they can find him that way. If there's just no way of finding the target, unaggro.>shit sucksIt's the best I've been able to achieve and for now, that's enough for my game. I might still try and re-implement that "flight_navigation_3d" plugin. Who knows, maybe the devs finish working on it before I ship my game lol
>>725230476you forgot the shadows on the battle screen!
>>725230543You can do a fairly efficient sparse voxel octree approach to 3D pathfinding, Unreal and Unity have plugins for it.
>>725220380>>725219432what drugs do you take assuming your the dev im thinking aboutnobody whose sober makes stuff like that for fun
>>725230729>sparse voxel octree approach to 3D pathfindingyeah that's what the plugin I linked to on that post does. I wasn't able to make that work tho. If you have any docs or videotutorials for that I'd really appreciate it
>>725217216bro your game is sickgive me a holler if you want me to make some music for it
>>725230789many thanks! got any links to follow you and stay in contact?
>>725223987You can learn most of those things in like 2 years desu
>>725230647You're right, I was thinking of that the other day and forgot about it, thank you for the reminder
>>725230901np! love how your game is coming along
>>725230869i used to have a soundcloud but i lost it a while agoin any case let me whip something up in 5 minutes to see if you would even be interested (i'd work for free ofc, this is only a hobby for me)
>>725224229eternal bokube...
>>725230951Thank you, your work is always impressive too!
>>725231005just write me at>tintoconcasera21 (at) gmail and a dot comI'd probably use some free dungeon synth I found online but I want to hear your stuff, plus I have more games I want to make beyond the current one and maybe your style fits with any of those
>>725221236nice as heck broo
Made leaps and bounds thanks to the money influx this year, now i need to find a musician that's not mentally ill, or at least one that's not a troon.
>>725230476Will there be any bladder mechanics in your game?
Spending this weekend on assets
>>725231185here's some random 5 minute shityou said dungeon synth?
>>725233038>>725231185fuck me forgot linkhttps://vocaroo.com/1lqUL6vJzA0s
>>725233120sounds very nice! I've downloaded it and will test it when I finally get to make a level.And damn dude, you made this just now? Sounds good, kinda reminds me of teh Zerg themes in Starcraft
>>725233715i downloaded some german schizo synth recently and it has that kind of sound
>>725233715you might as well have this tooit was for some 40k fan game that never got made ages ago but its just some dark drone ambient music really with some drums in the beginninghttps://vocaroo.com/1nqDhc5ZmAH9
Made the game moddable (including new assets), allowed for mods to compound edits to records on top of each other, and created modding tools that allow for one-click packaging of files into plugin folders. Still gotta get the tools documented and provided to the player, but shit works.
>>725234389Awesome work
>>725230772The only drug I do now is smoking the weed that I grow myself (legal where I live, I grow sativa strains that are usually 5-7% THC which is very low compared to whats available at dispensaries)during college I took way too much acid and had to be completely sober for a few years cus of the HPPD symptoms I was experiencing
>>725235825basedI love weed. Part of my creative process is smoking weed, listening to some music and trying to imagine what situations in my videogame could match that music. I think Tarantino did something similar
i fucking hate modeling, texturing and rigging, holy shit.dont mind animating and programming the cool stuff. Fuck menus though
>>725223987You can overcome all of these to a degree as long as you do it for fun. You are planning to make a game for fun, right Anon?
I'm thinking of making my sidescroller less rigid, like invisible walls that stop you so you have to kill all enemies. That might come off tedious but then also would people even want a reason to fight other than the coins you can get? I thought of adding puzzles you have to solve to get through but that might break up the flow of the game too.
>>725239027>would people even want a reason to fight other than the coins you can getMario is a success, and most of the time there's no reason to kill shit. If you want to get creative with your enemies, check out Klonoa and try to integrate them into the puzzles and platforming of your game
you can't compete with this (unironically)https://www.youtube.com/watch?v=ZT9DST_M_g
>>725239256even cuphead too right? They're both platformers though and mine is just a flat plane where you have to run across. I guess I have to design some sort of obstacles, not just platforms.
>>725239384Your link is broken
>>725239473there's also Silksong which has a lot of platforming but sometimes lock you in combat arenas. Thing is the combat in that game is relaly good, so when you get to those arenas you don't feel frustration
labubu unc making pixel art again.. *sigh*
this isn't the right place for this post, but these threads are the only ones I actually post in.I'm entering my 30s and don't have kids, and I don't think I'll ever have kids. Is it weird that I'm more sad about never becoming a grandparent than I am about never becoming a parent?I don't care about raising a kid, but I'm sad that I'll never be the wise old grandpa.Welp, soap box pity party over, back to devving.
>>725240578we all die alonego to any geriatric house it's full of grandpas who never get a visitworld's fucked upwe are fucked up
>BasedDGD Demo Day weekendLook at how much they have to go through to emulate a picocent of our motivation
>>725241181yeah it makes me sad. everything and everyone is disposable to some capacity. I try not to think about it, but that thought pops up every now and then. It shouldn't have to be like this
>>725241630even if the world's fucked up there's still beauty among all the shit. I try focusing on that whenever the dark thoughts come knocking
>vinesauce jam theme is "retro tv"I cannot think of single interesting idea for this that could be done in under a week.
>>725234389Based. I aspire to this because I want to play my game blind and user-made content is the only chance I’ll have
>>725242380Here's an idea, It's a puzzlerYou play as disembodied hands that turns a nob on a old tv. Each channel it's own "level" with obstacles. Your goal is to safely switch channels so that the guy stuck in the TV can get to the end. The guy moves on his own. You also have a book on your other hand that shows what each channel is and what is airing currently.Key bit is that there is a delay with the channels swapping (static) so that you don't just switch to the fire log channel and burn the guy alive.
doing well, possibly final bit of development happening saturday to sunday
>>725243261Replace auto-runner with puzzle platformer and I’d pay $19.99 to play that.
>>725243261So basically this movie but as a game.
Got basic NPC movement working today and fixed some UI bugs. Probably going to work on my first enemy model this weekend.
>>725243261gonna steal this as a minigame
>>725241181>go to any geriatric house it's full of grandpas who never get a visitCDI Zelda voice: good!
>>725243508A puzzle platformer would be better. Auto-running would be easier to make in a week.>>725243513More or less, but the guy in the TV has no control in changing the channel.>>725243653I might also use it for a level myself if nothing comes from this. I already have an idea for a tv static substage.
>>725243396>Sprite width is odd instead of evenBegone, devil!
>>725220990>>725221236this game looked so much more appealing before all the capeshit superpower stuff
I BETTER NOT CATCH YOU GUYS MAKING POKEMON CLONES!
>>725221236this looks very cooltransitions between different movements look a lil jank from a physics perspective
>>725224229Love the visualsReminds me a lot of Maplestory 2 (rip)
okay first go round at whipping up a basemesh done and ready to rig, i think. how'd I do fellas? i know this is like, a solved thing more or less (i definitely read too much research material on meshes and deformations), but I wanted to actually get to grips with 3D modelling so here we are.
Is Itch ever going to go back to normal? I've been in quarantine for like a month now
Might as well contributeFirstly this is free to anyone who wants it - I kinda imagined it as an intro theme, but it could also work for walking through a meadow. It's designed to loophttps://vocaroo.com/1eG47J5Z250XIn other news, making good progress with my Loop Hero inspired board game game. I have 70% of the board game logic down now, will move onto battle logic and other more interesting stuff this weekend
>>725248771whatd you do
>>725250313he probably made a porn or "adult" video game, and got caught in the blanket ban/delisting shit.
>>725242686Just make your game so big you forget most of it.
>>725212424I want to make one, but realistically the only thing I could do alone in a sane timeframe would be a little fox walking simulator/puzzle where you go around a city eavesdropping and secretly solving people’s interpersonal problems and family dramas with unnoticeable little fox interferences.And I don’t know how many people would really be interested in that.
Baby steps at making delve. I've got no time pressure and work full time so progress is so slow.At some point i'll have to implement some dreaded pathfinding algorithm and movable units.And i dont want to think about a save system.Maybe i should do audio to make myself feel better that im making a *game* and not a clicking on screen tool.
>>725251009Why do you need to do something in a short timeframe?Time goes so fast anyway, whats really the issue if you spend a year or two on a game?
Worked on a weak attack (no animation) and on one of my basic enemies (missing attack). I like the idea of keeping an unkillable enemy in the hub world to bully around.>>725246580>>725221236Do you add a glow shader effect on your attacks or is it done by hand with bright pixels? The effects look nice.
got the ATB prototype working and didn't do anything for a week fuck me, how do I make myself code this piece of shit into something playable
>>725251528I mean it would take me a few years to make that. Something with a combat system I would assume would take more like 6-7 years.
>>7252516696-7 years would be a pretty large scope game for a single dev.It all really depends on how much coding experience you have (doesn't need to be game dev necessarily) and how much time you can put towards dev each month
>>725252025very nice character animationsfeel like your backgrounds are a bit too saturated. it makes the cool colour of the player/enemies/effects get drowned out a little bit
>>725252025looks nice, but your main character tends to blend into backgrounds
>>725252025Have you put out a demo for DD yet?
>>725251512If this game is tile-based, path finding should be quite easy to implement. Especially if you're using godot (idk if you are tho)
>>725252025>>725252117>>725252126i agree with these guys. your illustration and animation work is extremely good. all the individual elements have good color designs. it all just needs brought together.
>>725252025Take a long time to list every channel you can send the game to. Because the anons on NextFest threads sure aren't gonna be nice to a low difficulty kids' game.
>>725252117>>725252126>>725252264thanks for the feedback! working with the background color hue is on our list>>725252162not this time, we will hold off until future DDs when we have more new stuff to show off>>725252598we'll have difficulty settings, from our google doc feedback, it skews slightly on the easy side. which is fine for now since its more of a tutorial level so far
>>725253039So you have to physically be in those threads to tell everyone to use hard mode? You can't babysit those guys if you're also streaming the game on Steam so you really should just focus on the YouTubers.
>>725252025Oh shit you're alive.
>>725252025uncslop
>>725247998I am. Fuck pokemon
Good no royalty game engine that uses C++?I was going to use defold but I hate the coding. feels really weird in compassion to unity.
>>725247998I worked on a Super Auto Pets inspired Pokemon game for a bitProbably got it 70% complete before I moved on (I can't monetise it so whats the point)
>>725255261Godot with the Jenovah extension lets you write all your scripts in C++.
>>725255659fuck godot
>>725255883why
>>725255430>I can't monetise it so whats the pointkek
>>725227929decimate the topology on another layer and use it as collision
>>725253219probably have an easy mode and normal mode. in any case setting out keys to youtubers and streamers is still far down the road
>>725255430>reskinning existing game with another gamewhy waste so much effort on something so unoriginal?
>>725257040It started as a learning project, as I'm pretty new to game dev.There were some differences to how it played, for example being single player and having other roguelike cliches like relics etcHonestly it spurred my love of game dev
>>725257158are you making something original now?
>>725257215No :)
>>725214615is this based on that smb remaster? are you doing custom levels or something more?
>missed out on shareware era>missed out on flash era>missed out on Wiiware era>missed out on Xbox Live Arcade era>missed out on early mobile app store era>missed out on 2012-2017 Steam Greenlight era>missed out on early PS4/Switch era>missed out on covid lockdown indie boom
>>725259749>missing out on the 5th gen nostalgia baiting era>game won't be ready before 6th gen nostalgia baiting era ends
>>725212424Teaching the deer how to roam the forest. it's very basic for now so they don't react to player or gunshots at all. I also have to sync them for multiplayer>>725217216love seeing the progress on your game
>>725259749nows the easiest time ever to make bank from a video game
>>725248791Surprisingly good
>>725262030Use it in-game and call it a man
>>725251009aisloop
>>725257593It's superficially smb1 with some extra mechanics and features. Hopefully it'll become and look like its own thing as I continue working on it.
>>725252025I will now play your game.
>>725264248Yes. I can’t art.
>>725261692Thanks, I've been doing music for a while nowI would love to write more music for games - I think I can align music to visual themes reasonably well
>>725265883How do you think you're going to be able to make a game then?
>>725266991kids raised on AI will not be able to do anythingthey will never develop the discipline to work towards project completion
Sometimes I get the desire to post my game here and show it to people but then I remember they'll just dogpile on me and shit on me for a thing I did and I realise it's pointless. My game is forever gonna be obscure and nobody will care for it because I can't talk about it anymore.. it's over.
>>725269121Cool
>>725268650I don't know man after having to work with ai agents at my last job all I can say is we are absolutely cooked as a society.
>>725270214Yeah, I'm a complete doomer about AI
>>725270319nta, you only do gamedev when (You) take pleasure in doing thangs, AI takes away the joy of creation and only gives you the results, thus there would be less and less motivation to do anythingare we the dying breed? yesbut so is everything else (I just wish I live long enough to enjoy watching the world collapse)
>>725270752>enjoy watching the world collapseif you think there will be anything to enjoy then you're woefully misinformed
>>725271012if Leeroy Jenkings taught us anything, however bad things get, at least enjoy your chicken
>>725271181
>>725271181@grok, is this real ?
>>725271347Wow, there's like two billion indians so a higher percentage of them uses AI, that changes everything, sistas!!!
>>725271697>so a higher percentageamerican moment
>>725271181>autistic people are more likely to be anti AImakes sense, autistic people mostly are "trans" and non binary because they want a community and those are the easiest to join. it only makes sense that they'd join the anti AI community because of how easy that is to join too.
AIniggers ruin everything
>>725271347doesnt only like 55% of India have internet access?these percentages seem wack
>>725272161yeah imagine if it included 100% percent of jeetsimagine if it included all the immigrated jeets
>>725272161converted it means that 24.75% of jeets is using chatgpt. almost every 1 in 2 jeets with internet access, is using chatgpt.around 333 million jeets are using chatgpt.land in the west is being brought, water is being used and the electricity grid is being used to give more a third of a billion jeets robot answers.
>>725272474>land in the west is being brought, water is being used and the electricity grid is being used to give more a third of a billion jeets robot answers.so true lol
I slop when I goonI sovl when I swoonsimple as
>>725212424why does OP image change so often when you can't even tell the difference
>>725215670Sounds cool, I'm cooking up a roguelite too so I hope it's not the same thing.I did realize that my original plan was like "this old game but roguelite", and I made bigger changes that honestly I'm not 100% confident it but just feel more promising.
prototyped some layouts and throwaway models to get the feel of what it should look like (the spooky mansion)still can't get it right so on to more modeling
>>725271697maybe running your post and the image through AI will help you understand what it means but your low IQ could also be a barrier
I'm working on a retro JRPG game. Been focusing on overworld systems and they're really coming together, but every function I get implemented I realize 3 more that will need to be added. NPCs are getting more robust functionality. Also have a basic system implemented to store/save/load data. It's a bit clunky and with the scope of a whole RPG will get a cluttered on the dev side, but shouldn't affect performance for the player at all.I've been dreading doing the turn-based battle system. I have a very, very early prototype implemented (You can use basic attack, basic magic, and flee. The enemy can just use basic attack), but the more work I put into the overworld and all the behind-the-scenes things that need to be done, the more I'm starting to realize that the battle system will probably be a much easier challenge to overcome than the overworld.Once all the systems are built it should pretty much be like using RPG Maker going forward with minimal programming. Just drop in assets, give them their choreography, and start writing out the story.
>>725271181>>725272085>autistic people are more likely to spot badly done stuffshocking
bruh this thread is still alive
>>autistic people are more likely to spot badly done stuff
any big brain mathbros from /gedg/ in here?i'm trying to populate a 3d triangle with roughly equally spaced dots with an adjustable spacing factor, both the outlines and the inside should have dots. my algorithm for this is projecting the vector v1->v2 onto v1->v3 to get a new vector whose length gets divided by the spacing factor to get a number of dots "high". from there, lines are conceived from v1 to v3 and go "up" the triangle for that number of dots "high", and the length of each line gets divided by the spacing factor to get a number of dots "wide" for each line. these are then drawn. the problem is that if the vertex index order changes, the result is totally different, which makes sense. i'm trying to find a new algorithm that will consistently put the dots in the same places regardless of which vertex is the first or second or third index. this is what it looks like with 2 triangles forming a quad. the indices are different and thus the triangles are populated differently. this video also might help understand what i've been doing. https://files.catbox.moe/f09oce.mp4
>>725221236>>725220990Is this not the samurai 1v1 game?
>>725221868The explanation would be that there wasn't anything pulling you back in. It was good but you weren't itching to come back for more or see what happened next.
>>725271364kek
>>725214073>My steam page is awaiting reviewlet the humiliation rituals commence!
>>725279520Just off the top of my head, a quick hacky way may be to sort the indices/vertex by world space. I believe that should make the result consistent.Maybe you could keep dividing a triangle into smaller triangles, and have the dots be at the centers of those smaller triangles? That probably won't have adjustable spacing, but at least the dots will always be nicely in the corners.
bamp
Are fast-paced, high-speed games still popular or nah?
>>725279520You're asking for two things that cannot exist at the same time. If you want them to be orderly you could choose a population plane for either all triangles or all groups of connected triangles. But you will never get them to land on the outlines or arbitrary triangles this way since you'll be colouring in the dots at all points that are inside so you get jaggies. Additionally even if you tried to draw dots on the outline, and the dots were similarly spaced, for two triangles next to each other you might get issues of drawing twice on the common edge.Don't know the wider context but you could do the choosing of the common plane based on the first triangle you start with but that wouldn't work if the triangle order can change between frames so you'd flicker between different patterns. If this is for something like colouring in selected area on the ground for a top down, might be best to choose something like the ground plane. If it's to make a halftone type filter just use perpendicular to camera
>>725284848The better question is : Will they still be popular when your game is done, 3 years from now
>>725260410what engine are you using? I can give you a shader for your trees if you're on Unity
bump
nothing interesting, still working on the enemy AI refactor. It's coming along great and I'm happy with it, seems like making new enemies will be quite easy>>725260410thanks anon. I like what you've done with those trees. Add some SEGA blue sky and that will look pretty>>725259749lesson here is to better to start right now so you don't miss the next thing, right?>>725251645I'd start for putting the chrome console on night mode lmaocoding that shouldn't be that hard. If you are lacking motivation, try setting very short term goals, that usually helps
>>725291054Don't.
>>725248673Looks pretty dece. Torso looks a bit long though. Pretty easy in 3d to duplicate the head so you know your 7 head heights worth of proportions.I'd also say that if you're doing for that amount of triangles you should put more detail in the face to get a general shape. Interesting that the big toe gets triangles but the face doesntAlso that thing you've done on the knee is should be better on the elbow too. It'll help with deformationhttp://wiki.polycount.com/wiki/Limb_Topology
>>725217216>>725218407please bend their legs back when they aren't about to land or grab something. it's awkward.>>725233120first half is early 20th century setting MINIMUM, rather sci fi. but the second half could work with anon's game.>>725234256sci fi
>>725251645IF you don't have the motivation to code it, you know deep down its a rubbish/incomplete idea. Perhaps you need to plan what you actually want to do with it.I find that I want to code because there's stuff I want to complete and finalise. If you know what the final outcome is, you take steps towards it.
>>725218407>>725217216how did you implements the boids?
>>725292524yo anonyou should drop some of those progress webms on xthey could grab some extra attention and followers on your work been following you for a whileyoure onto something if you see it through
>>725294163>please bend their legs backlike picrel? yeah great suggestion, I think I prefer it this way. Plus I can change it back when the harpy is about to attack or grab, which will make telegraphing those actions much easier. ty anon>>725294305my enemies don't move towards a targetthey move forward, and rotate towards the target, so they have a "target direction" in which they desire to movethis means that I can alter that target direction based on the surrounding enemiesonce you have that's it a matter of calculating the boids parameters (alignment, separation and cohesion) and using that vector to alter the "target_direction"this might help you with that, there's tons of docs online or you could even try asking an AI since it's something that's very well documented online:>https://vanhunteradams.com/Pico/Animal_Movement/Boids-algorithm.html>>725294643thanks anon! I might do that later today, why not
>>725295082sorry I'm a brainlet and I read a few articles on boids but never found a proper tutorial with the implementation in an engine (either unity or godot), I just wanted to make a pikmin like game
>underwater level>speed *= 0.75now we're gamedeving
How's Unity on Linux?
>>725295334well I'm not as generous as to just give you the latest implementation I did, but you can have the old one. It's not perfect but it works. Just change _me for self or this or whatever equivalent in your engine of choice, and use that avoid_dir like this>var final_direction = desired_direction - avoid_dirand move your pikmins in final_direction
>>725295605Can't you not use IL2CPP
>>725295731thanks anon, I'll give it a gogood luck with your game
>>725295605For built games at least it's got a lot of issues, particularly when it comes to memory.
>>725295881np! good luck to you too, can't wait to see those pikdudes in action
btw since some anon mentioned getting some more X followers... yeah>https://x.com/tinto_gamedev
Perfectionism kills my drive and chances to get anything done.
>>725296348>Perfectionismlmao
>>725212424jjkk
>>725292535I prefer having this thread up than fucking /agdg/
>>725298982based
when unaggroed, the flying enemy goes back to it's spawn position and performs a landing
fucking silksong really did screw alot of indie devs over, you can't charge more than $20 anymore
>>725300006you had to be pretty ballsy already/naive to sell your indie game over $20
>>725286530it's for filling a triangle with scaled sprites in 3d, to create a sort of scaled sprite terrain or floor. the reason for triangles is because instead of each sprite needing its own world coordinates that all have to be transformed to the view, there would only be 3 vertices with coordinates needing that view transformation, and then they become populated with the sprites via whatever algorithm. each one still has to be divided by Z to get the scale factor etc, but the cpu now has a lot less going on when you dont have to account for view transformations. this obviously limits the overall shape of the terrain to a low-poly sort of feel instead of something with more curvature, but thats fine. my algorithm is just too ugly. the problem with your idea, if im understanding it, is that i believe if any geometry moves, sprites get sort of "deleted" while new ones get created, instead of the sprites themselves moving with the geometry. i may honestly scrap the idea altogether and go with flat dither-shaded polygons for the environment.
>>725300006people are paying for graphics honestly, even if your game is some 80 hour epic adventure with dragon quest 1 graphics and with unique stuff happening the whole game, no roguelike shit, the pixel art part would hinder your ability to charge anything more than 20 pretty much no matter what.
>>725298982this is the better of the twoi have seen the talks they have over at agdgbarely any progress discussions or on topic posts
barely had any energy today, added a little stats screen after beating a level
>>725302105>barely had any energy today>yet made some actual, tangible progressyou are a winner
>>725301102that makes no sense because pixelart is more expensive to produce than 3d stuff
>>725300006It was bound to happen sooner or later. You can't expect to make "muh living wage;(" charging $30 for 20 minute walking sims/ babbys first pixelslop platformers as a sane person. As a dev, yeah, shit sux. As an on the ground, actual gamer, I expect the quality to rise at least a bit. Hopefully.>>725301559Yeah. Let the ebb and flow of classic board culture guide the threads. Invisible hand of the market, or some shit. Autistic schizo tripfagging 24/7-online avatarfags don't make for good conversation pals.
>>725302384i mean that very much depends on the style of pixel art vs the style of 3d but it doesnt matter regardless, graphicsfags gonna graphicsfag, presentation seems to be the most important aspect for gamers when determining whether the price of one game copy is worth it.
>>725288920It is Unity (URP) but I am planning on adding more tree and bush variants later
>>725251598this is giving me wariland 2 vibes
>>725302105i like that transition
>>725294163>>>725233120 (You)>first half is early 20th century setting MINIMUM, rather sci fi. but the second half could work with anon's game.>>>725234256 (You)>sci fiHe was planning to use dungeon synth to begin with so ...
What kind of algorithms is best suited for making these kinds of forest paths?
>>725304030being drunkhttps://www.youtube.com/shorts/1wIsQnHafkk
>>725304030Far from knowledgeable in the subject, but I've experimented with 'diggers' that randomly (within the dev's control) carve a playable path through an array or grid of negative space. Your question is a bit vague, mind elaborating a bit?
>>725294174>IF you don't have the motivation to code it, you know deep down its a rubbish/incomplete idea.this
>>725305023My first thought was to make a sort of "thick" curve. I used some shitty bezier with a start, end at different edges, and a point near the middle for the control.As you can see it occassionaly produces jank, but the bigger problem is that I have to have a nice stepsize to interpolate the curve, and I can't have branching paths
X fire attack
>>725306245sonic booooom
>>725305741Im a brainlet but:>wouldnt a minimum distance between edge spots to prevent the issue in top right?>for branching paths, can you take a point on the curve and a point on an unused side and create another curve using that curve point as the origin (like youre using the edge points)?once again, im a brainlet
>>725305741My naive idea would be to not down 2, 4, etc. exit points per map, then create a function that takes the active points and makes items. >get first connect point>see if it connects to opposite site and grab that point, else grab point on adjacent site>if you're feeling fancy, have a selection of inner room templates and pick one at random>branching pathsCan't you just grab a random point on the first curve and draw from that to the open exit point?
>>725298982Nobody's talking about /agdg/ here except you. If the thread is going to die naturally then let it die.>>725300006based
>>725298982/agdg/ spends all its time obsessing over trainwiz and the stardew valley creator
>>725307635>>725307338why do these posts feel ai generated
>>725304030Feed this some bitmaps https://github.com/mxgmn/WaveFunctionCollapse
>>725219432>>725220380didn't sleep last night but I got it to be pretty stable while moving and looking around. a few more tweaks and this one should be good to go.didn't spend too much time setting up the scene/configuring lighting. It's just the demo scene from Unity's first person controller, didn't wanna import the character controller I'm using for my game since that'd require too much set upit's not perfect, but close enough for me. Still looks like it "slides" a bit during movement, especially jumps, but I'm gonna slow down the walking speed for the levels that utilize this shader. basically it's a blend of screen space, triplanar mapping, and box mapping around the camera with different weighting depending on luminance value + normal direction. It looks decent on my end but the webm is kinda fucked cus this effect is a screen recording's worst nightmare.
>>725248673Pretty good topo. Make the pelvis higher.When arms at the sides, elbow should meet belly button and fingers should meet the middle of the thighs; that's a general rule of mine.
>>725308983>>725308983the biggest issue is with anything facing directly towards the camera or perpendicular to it. Gives weird noise/artifacting and I'm not sure why.
>>725308983I definitely know what youre sayingto me it feels like im viewing the scene through a texture, rather than a texture being applied to the scene (if that makes sense)
>>725248673>>725308998Another thing is the butt topology. Idk what it looks like but I'm guessing it doesn't have enough faces. I can guarantee his ass will disappear when trying to sit down or raise his legs. I would do another cut right above his pelvis and one at the top of the thighs.
Range banned, can't post files. Adding some new abilities:https://youtu.be/8fPj2cyeAdINext patch probably just going to add more items, some upgrades at home, and look into translations
>>725309390what you get banned for?
>>725309637Not me specifically, it just always says my IP is part of a RANGE ban. Yes, I tried VPNs, none work and I'm not buying some premium grade data-harvest VPN to post webms on 4c.
>>725309385True, look at this low poly char of mine, even this is not good enough to simulate a proper pelvis/hips/legs/ass movement. And fixing topology after you already start animating is so shitty in blender, so you have to do it right from the start.
>>725265883Well take it as an opportunity to either learn (at least enough to do something basic) or make contacts/work with people around you
>>725252025The art is really nice but won't the character be a little hard to distinguish from the other elements, specially when things are going fast?
>>725308983I've also done my kuwahara filter today, though I've still got a long way to go. It kinda works on very busy images likes the trees or clouds, but you can see that the statue looks very out of place. And the NPC sprites need to be excluded, but that's for another day.As far as I undertand it, the flickerring occurs because multiple sectors have the same variance, so it's random which one you get each frame. You need some weird method of averaging out the sectors that I've skipped because my images are for now too simple for flickering.
>>725310918statue looks like it has a different light source
>>725310619The problem is the way you have your topology set up. You have one that's meant for high poly probably from a youtube tutorial--it's "correct" topology but you're supposed to apply a subdivision modifier on it which would solve the deformation issues. That topology you have set up is really bad for low poly because it doesn't emphasize topology in the right places, which are the shoulders and ass. If you look at this model it's topology pattern is different but it's suitable for my specific needs, which are full leg and arm movements. I don't need my arms and legs to be octagonal.
>>725309390>>725309781Are you using Incognito/Private Browsing?Use regular browsing, and try posting an image. The message that will show up will ask you to login using an e-mail and verify it, which basically saves some cookies onto your computer.I did the same using a throwaway purpose-made e-mail and can now post images.
templates
>>725251645do you actually have a plan on what your game will be?also what are you making this in?
>>725311398Cool visuals, this looks super promisingWhats the premise of the game? I assume its a management game, roguelike with autobattler combat?
>>725310918yeah kuwahara is tricky, especially in large areas that are the same color (or close enough color)helps to break into 2 passes. webm rel is my "regular" kuwahara, basically it first will break it up into subquadrants on the first pass. final, compositor pass will check each of the subquadrents and see which has the smoothest variance, and use that one for the kuwahara calculationsit can get pretty glitchy/noisy if your kernel size is small, but as you increase it performance obviously drops. thats why in my opinion it's only worthwhile as a 2-4 pass setup or in scenes/levels that are specifically configured towards the effect>>725309329yeah. I def gotta do something to really tie them together. I'm taking a break from this one for now so I can't really approach it with a clear head.
>>725300847I was kind of assuming you were just placing dots ala polka dotting some areaI made a simple cobble [1] that tiles like [2]Basically what's happening to you is [3] I guess since it's rotating in addition to stretching to the otherOr rather more like what [4] would since that's multiple points as in tiles instead of multiple pixels [5]Since making every way functional triangle tiles sounds silly what might do something useful might be always complementing to a quad [6] and keeping track of the pattern [7]You'll have to pick which one of the halves to scale up or down from the 1:1 size though [6] when there's Z action (triangle is longer in additional dimension)You could for example take the ground plane xy as the value of how many pixels of the "infinite tile sheet" that quad takes and then if there's angle to go up in Z that's done by stretching. Basically projecting the texture from above if you want to think of it like that.The nodes can refer to the first node in the corner's position to know which part of the imaginary tile sheet the triangle we're drawing is going to be textured with thus the pattern always continues
>>725312661*cus I can't approach it with a clear head
>>725312913>>725300847
>>725313432I forget, did this one have a playable build already?
very comfy dev thread
>>725312661give me your shaders
>>725215438Don't cull the icons while they're still visible, it looks bad.
>>725312913>>725313558>>725300847This also works with non-right angled quads of course since it's all just 1:1 in the xy plane.Very steep hills will become stretched though so you might want to have different tiles that are ready for that, or have some special solution for it.
>>725223987>can't learn because I'm not kid anymoreI started learning dev in my early 30s - Its been pretty easy3D modelling is fucking me in the ass tho
>>725313432>fire dash>it shines with every color like its a razer gaming mouse
>>725309390>range bannedhello saar
>>725212424Did this website always have a 4 mb limit? I couldn't reduce a 10 second clip to fit within that and screenshots don't really show much... Oh well.
>>725314390>I couldn't reduce a 10 second clip to fit within thathttps://github.com/argorar/WebMConvertertry a lower resolution like 720p or 480p, I usually downscale to 480p for anything longer than 20 seconds.
>>725314390hold on, all these videos here are less than 2 mb. what am I missing?
>>725215438I have close to no idea what the game is underneath this
>>725314531Ah, I see. I'll try that converter next time. I'm currently using handbrake.
>>725314390long time no see, platformer knight anon
>>725313617Yea it's very alpha though https://dead-imagination.itch.io/dance-of-elements>>725314197It's supposed to be like a rocket booster, from regular red to blue but with some others mixed inbetween.
>>725312913>>725300847I'm overcomplicating it - of course you can just do this with tris if you don't try to keep it rectangular.Unless I'm to assume you don't want to transform the texture into perspective in which case we're just talking about:Triangles define a mask area on screen, fill entire mask area with tile. Which wouldn't look like perspective at all and would be very weird looking.
>>725313897All of my shaders are on my github
>>725314574You need to remove audio, most likely.And like, remove remove, not just have no sound playing in, you need to make sure the audio channel is not in the video file.
>>725315242okay but whats your github
>>725315132i'm not trying to stretch any kind of "texture" but populate the tris with scaled sprites. like this. imagine it could be grass or bricks or whatever.it actually doesnt look too bad on the ground level, but the unevenness and seam becomes apparent when looking down at it from above. the fix is seemingly simple: rearrange the indices on either triangle, and it will match up and become a rectangle. but if i make a more fancy low poly terrain in a modeler like blender, and import into my engine and populate the tris with sprites like this, i'd have to manually fix the indices on the tris that don't render the way i'd like. so i'm trying to conceive of some other way to achieve this idea of populating a mesh with sprites, besides just bruteforcing it via a point cloud where every sprites has its location transformed in view space.
>>725317757As in standing sprites for like grass or brush?Not sure what you mean by bricks if it's a sprite that's always facing the camera you can't tile that to create a cobble floor if that's what you mean
>>725318334standing sprites, yeah. same with the bricks. imagine a brick tile from metroid or something, just repeated within the geometry
>>725318572If you're really meaning to create the floor with this it's just worse than any other way to do it.To have them actually lay correctly you'd have to do THIS transformation to every single tile each frame then anchor them into correct positionAnd you would have seams for centuries flickering like a pulsarAs opposed to just you know treating the tri as a tri and texturing it with a ground texture
>>725314390this feels a lil whitewashed
>>725319113Because next frame your every tile looks different like THIS I don't see what we're saving on other than creating seams
>>725319440Yeah you could say you're only doing the "tilt" part of the transformation only once if you repeat the biggest one in the front as a smaller one of the same but then you're also losing quality an extra step which in low resolution means there's nothing left
>>725319113im not trying to tilt it flat, they will stand up always regardless of the triangles orientation
>>725320203I don't get what you're trying to achieve
>>725320203>>725321086Or rather what you seem to be describing is this: that there's a magical premade tile-in-perspective that you can just tile into non-isometric view to fill in the ground. In actuality it's correct in that one specific angle and then not
>>725321086looking good mate
>>725321780Copied wrong layer>>725321825Thanks, I'm trying to save compute time
I'm here to tell (YOU) that there is ONE MONTH LEFT to get into /v/3's winter show, The /v/erdict 2! A few notes: >This is NOT the planned reflow of the show as a whole that will be in 2026. >Trailers submitted do not have to be 4:3 but do know we will be adjusting the aspect ratio on our end if it is not submitted at 4:3 I hope to see you guys there. https://thev3expo.com/submit/
>>725322736no way I make it in time, sorry
>>725323009Don't worry. You have a June show as well and that one is gonna be big.
finished optimizing the raycaster, i'm finally DONE with that part of this now. It now works with gigahuge levels. Picrel is 625,000,000 32x32 pixel tiles with with 1920 rays being cast over 360 degrees with the max distance set to ~300 tiles. Tested it with 20k rays and it's getting similar performance so i'm calling it good enough. It's uses a simd dispatcher to choose the most optimal function for a given system.Gonna start building the animation system finally so i can add some assets and juice it up a bit instead of just squares everywhere.
>>725227859>>725227929didn't know the Monomyth dev was lurking those threads
>>725323105okay but likewhywhat do the raycasts do?
>>725323096nice!
>>725323271they let me check if any tile is visible from any given point in a level and can also be used for shadow and lighting calculations later. It can also be used as the basis for projectiles or ray-based intersections/collision detection. Should be useful for all kinds of things, I will probably give enemies the ability to "see" the player and vice-versa using this system since it will offer blazing fast visibility checks. Could also implement fog-of-war and the like using it. Useful for lots of things
>>725323105making noita?
>>725323962i don't know yet lmao.Current idea is a platform fighter rpg(like maplestory crossed with smash bros kinda) or something. I also want to make it easy to build and share levels. Tons of groundwork and testing to finish before I even start building out any gameplay systems.
>>725231739
>>725325609what do you do in this MMO?
>>725325609How are you finding working in isometric?
>>725325609i like this lots
>>725231739>>725325609Are you the dev from The Dungeon Beneath or did you just take the sprites?
>>725326776nta but I could swear those sprites are open source, free for all
>>725294053>>725308998>>725309385cheers good tips. i will do some revising. no clue why i did the fancy loop to avoid deformation on the knees but forgot to hit the elbow with that too. the face was kind of a "we'll give it more tris when we get to doing a face for real" thing. also i agree about the funny proportions, but believe it or not that is ~1:1 accurate to "the most average looking guy" i could find as a reference lmao. when i go to actually do anything with this i'll almost assuredly go for more heroic/sexier/less brain troubling proportions. pic related, spoilered cause dude in underpants.
>>725314941>It's supposed to be like a rocket booster, from regular red to blue but with some others mixed inbetween.I know, but if you're thinking about each of the elements having a theming and a color, fire should evoke red/yellow instead of other colors. Prioritizing recognizability in games like these is important.
>>725327117True, that could very well be the case
>>725325987In 1 word: sandbox. At least the primary gameplay is that. I plan to bolt on different kinds of gameplay types and mechanics as I go. So for example making movement and combat mouse only and tick based like RS. Vampire survivors clones, dungeon roguelike, casual farming with friends, or something more out there like a battle monster clone.>>725326024I was made for it>>725326078Thanks anon>>725326776The base character sprites are sourced from Oryx Design Labs, which where that game got those. I build mine dynamically though (each armor piece renders based on equipped items)
>>725327310I really like how smoothly the character moves his hands around while spellcasting
>>725303060Was inspired by the series, mostly Wario Land 4.
>>725327310>sandboxyou better add fishing
>>725323105I'm jealous of smart programmers who can actually pull this off. I'm just using a shit ton of if else statements.
>>725327446Its a bit of a controversy, so I have an animation system that is entirely data driven, we can key for lots of things like subpixel animations. (Older webm from initial bow testing so ignore the bow itself but this shows my point I think)>>725327970I hope to do a whole fishing minigame, but not decided on the mechanics of that yet so probably wont be in a demo day
Any tips for dealing with burnout? The mind is willing but the body just wants to surf the net endlessly rather than do one more autistic animation tweak
>>725328198it's not about being smart, it's about being well read. go read more about programming. then you read about math and algorithms. then you figure out how to take a fucked up math formula and turn it into a fucked up expression. the people figuring out the fucked up math formulas spend large chunks of their lives in groups across dozens of research papers trying to figure them out.
>>725328295For me its finding the right second monitor contentSomething that is interesting enough to keep my mind entertained, but not distracting enough that I can't work
>>725328198that will work fine until you have a super hot loop of some sort or need to do heavy processing, but generally you want to minimize branching at all costs when you have the opportunity. The book "game programming patterns" is a great read and demonstrates some easy patterns to follow, it has a free html version on its website too. As long as you understand your code and it works just do whatever and try not to spaghetti-code.
>>725328295Have multiple tasks you can complete and when you feel getting burned out on one switch to the other. It's the only way you can really avoid going crazy.
>>725328232damn that webm looks real nice. I don't even know how you'd start working on "data driven animations" but it sure seems like a good idea given the result>fishing minigameI'd check out the Yakuza games or the Dreamcast fishing games. Some cool shit there>>725328295The body is smarter than the mind. Listen to it because it's telling you to take a rest. A real one, not one that consists of just looking at your code while browsing 4chan
>>725328295Looking at other anons work is big for me
>>725328295This sounds dumb, but if someone shows a modicum of interest in what I'm doing then it drives me for a week lolDiscussing my idea is like crack to me
>>725329320>if someone shows a modicum of interest in what I'm doing then it drives me for a week lolsame here anon
>>725328232looks fine honestly, it has a bit of charm to it
>>725328232what if, instead of drawing tile separation lines, you drawn your tiles as a sort of checkerboard like picrel?
>>725328425no I'm retarded. The most math in my code is like momentum stuff and that's just me trying random numbers until it looks right. >>725328734>generally you want to minimize branching at all costs when you have the opportunity.I don't even know what that means lol
>>725330505i'd wager he's using placeholder tile art for now
>>725330584wager deez nuts
>>725330505I tried to reimagine tiles and walls a few times but ultimately came back to what I have now. Now shown are the shaders for weather effects in these webm.
>>725330575yes anon i am retarded too. but i am a well read retard. start with reading what other anon linked. it's simple and will help you not do stupid nested branching control structure nonsense (infinite branching if/else statements for instance). go find a learning roadmap for brainlets. your brain will get more folded as you go, i promise. but you gotta READ nigga READ.
>>725328295pirate a few TV shows that you've seen enough times to not care whether you pay attentiondisconnect your PC from the internet. if you need to look stuff up like scripting API, load the page(s) prior to disconnecting so you don't have to re-enable wifi/internet connection to look something up and then feel tempted to browse or shitpostif you're gonna be doing something non-gamedev related with your time, pick a somewhat creative hobby that's away from the computer. I've been learning how to cookfinally, most importantly, take breaks every now and then. maybe every week or every other week you'll spend a day without looking at the computer or thinking about gamedev.learn from Master Roshi in Dragon Ball when he was training Goku and Krillin
>>725252025>>725253039Platformer addict here, this looks like potential kino. But again the bg/fg colors are too saturated.
These threads really get my juices flowing
>>725329320Yeah I get it, it's the same with me. Problem is getting interest is sort of a crapshoot and you can't rely on it
>>725334625It helps to join communities and be a nice person
>>725259749>Be right in time for AI enhanced workflow eraStop bitching.
>>725212424Today I only managed to make a title screen. I'm such a slow worker fuck.
>mfw 2 whole people said they liked my game even though it's aislop
>>725336734gay i is gay, the future sucks ass
>>725337082Not bad. You're faster than most on here. The title screen looks good, but basic
>>725252025F.U.N.
>>725246618so true sis we need heckin wholesome realism in my vidjya like a bawse
>>725339065stop kvetching
would people play a visual novel with cartoony pizza tower-esque visuals and unfiltered ghost stories english dub writing?i could do it, they're real easy to make
>>725340031Depends on the babes.
>>725341331gonna have two chicks as the protags
>enum Genitals {> penis, > vagina>}>>let pp = Genitals::penis | Genitals::vagina;
>>725343339you forgot>doomI also always like to include a "none" in every enum i make. It just feels right.
What's the quickest and laziest game to make?
>>725343830a bad bullet hell / shmup
>>725343830Mario clone. It wont be unique, the movement will suck, and the levels will be bland.
>>725321086>>725321780>>725321870it's this one >>725321086if you watch a lot of Sega Super Scaler games on youtube, they have floors a lot like this. they look better in those games because the ground sprites tend to be wider, sometimes as wide as the screen width, and thats because you only ever move "forward" in those old arcade games. so i'm trying to kind of extend that with worlds where you can rotate 360 degrees and move around, and that means splitting them both horizontally and vertically. they can also be shaped more abstract-like. like not such an obvious square outline. but thats the jist of it.
>>725343830something turn-based
>>725294053>>725308998>>725309385okay changed the advised except for messing with pelvis/ass loops. slapped a quick rigify armature on to get a feel for that the hard way so i actually understand what you guys meant. the butt actually did not dissapear (i think i had more sufficient faces than you thought) but the thigh connection absolutely warped and needs another loop cut in there. otherwise the rig seems to be deforming bretty gud and i'm pleased with myself. i'm gonna go unfuck that thigh and then learn how2faceloops. thanks for the advice anons.
>>725299710looking good
>>725344089Interesting visual style to pursue, will be interested to see how well you achieve it in a real 3D world.
Balancing is so hard
>>725344941well shit that was easy to fix.
>>725344941>>725347417but i shit up the other side in the process. i think just fudging the vertices around and playing with the bone weights fixes this collapse tho so nbd. think i understand basic 3D now.
I'M GONNA BE THE HIDEO KOJIMA OF GOON GAMEShttps://www.youtube.com/watch?v=L0WyWY4pmvshttps://www.youtube.com/watch?v=S3ZGQwTwn6Qhttps://www.youtube.com/watch?v=jk8_7dqoTv8https://www.youtube.com/watch?v=JWfYvVYhZfghttps://www.youtube.com/watch?v=bLps8bgIeJ4https://www.youtube.com/watch?v=Y6oFZSRqbi8
>>725343830cookie clicker rip-off
>>725347417>>725347519CHILD . . . ?
>>725343830tic tac toe coomer VN
>>725212424>no rpg makerNigga
>>725351268>tic tac TOE>footfag shitNo thanks...
>>725225923Nintendo, incinerate this man.
>>725298982If you keep this thread up non-stop then it's basically AGDG anyway.
>>725212424I've been sort of resistant to making a "vertical slice" for my game (the game is already kinda arcade-y) but I think I came up with a really cool demo idea.Just one boss fight that progressively gets harder and harder, like survival. That'd be fun>>725343830Look up Action52 for ideas It's a vertical scroller in space>>725229804there's a reason black was represented by purple back then, like pic.blacks on old TVs/CRTs would look real bad. I remember an old anime that had a black leopard as a kid and you literally couldn't see him. He was just a black silhouette since the black pixels absorbed the surrounding lineart.
>>725298982You gotta be part of /agdg/ community if you want to participate in Demo Day
>>725328295For me it's having easy things to work on.Being able to make a new item in 5 minutes is a great way to get back into the groove.
>>725328583bro hook me upI ran out of Rifftrax to watch, I've listened to every YT talking-head like 3 times over, I don't have anything thats "interesting but not too interesting" left
>>725295605zero real problems because it works 100% correctly under WINE
>>725355028Sometimes the UI locks up and crashes the editor but other than that It's fine.
>>725312661>it can get pretty glitchy/noisy if your kernel size is small, but as you increase it performance obviously dropsI've added some parameters to mine that let me change kernel size and sampling density by depth, with independent scaling for near and far plane. That lets me blur certain parts of the images more than others, since I've noticed that getting close makes some parts look to realistic.
>>725355003NTA I watch a lot of slow sports (cricket, baseball and golf) and then twitch streamers who provide a podcast-like experience
>>725354587More like AGP community
Got so much done this weekend and saw friends each day for the mental buff. Feels good.
I had a conversation earlier with an acquaintance that has dabbled in writing code but doesn't really know too much.We got to the subject of using AI to help debug. I think you should write your own code but it is okay to use AI to help track bugs, he thinks it is never okay to use AI.I tried to talk about how searching around stackoverflow and github or asking around on forums can be a brutal task (but good for learning some really complex stuff).What's the consensus? Is it okay to ask AI to help find bugs in your code?
>>725359094It's never okay to ask AI for help, you need to learn assembly and know how to use the stacktrace or else you're ngmi.
I used 2 separate textures for body and underwear, but then realized I could just bake em together, what an moron
>>725359094Do you need permission from randos on the internet to do every little thing? In that case, I revoke your permission to breathe. Breathing is cringe and a real dev would never
>>725344089That's terrible. Can you show an example of a game allegedly doing it?
>>725353943kek yeah surethis thread gets progress posted, the other one is just delusion and derangement
>>725266041Why u no freelance
>>725359292What's the point unless you can take off the underwear?
>>725360508I've seen these threads at their worst, back to back threads made for 4 days in a row, and they're literally identical. You're the one delusional if you think the exact same people (4chan amateur game devs) will somehow behave differently if given the exact same conditions just because the board has a different letter name.
>>725359094Tell him to ask permission before utilizing your solutions. That will teach him to shut the fuck up about his stupid opinions.
>>725359094Either you install Gentoo or you kys. No inbetween.
>>725359094I do not care about consensus but telling AI "I want to do X" is a good way for it to spit out some potentially relevant functions that you may not know about and would have to trawl the documentation blindly to find, the simpler the "X" in question, the better, so you're still doing some mental work in splitting down the task to its most basic components.
>>725361930you can take off your clothes to change, but it isn't coomer game so underwear
>>725359094why would you fill your game up with code you dont understand? fixing stuff is going to be a nightmareyou can tell the AI "devs" (you'll never be a dev and you'll never escape mumbai) dont progress past the prototyping stage often
The amount of progress made vs spending time here blogposting like faggots
>>725365939Devving has changed over the years. Blame it on twitter or dev logs in general. People like to tell more than show.
>>725359094Well there's already tools to help with a lot of that, so if you want to judge the value of AI you'd have to judge it against those. You have linters like ClangTidy that can already check your code for potential bugs along with the usual stuff like style and whatever, and tools like valgrind to help find memory related bugs. Arguably you could have linters be additionally supported by AI to attempt and detect harmful patterns in your code, but you'd have to be able to judge its suggestions by yourself anyways the same as how you'd have to for any linter detections.
I just realized that I'm retarded.I want to make a roguelike game where you can have different weapons, but I'm too stupid to do it in Unity and deal with scriptable objects.Maybe I should go back to doing if else like a retard that I am?
>>725367423There's a series of tutorials that deals with making a roguelike in Unity, maybe it'll help:https://github.com/Chizaruu/Unity-RL-Tutorial?tab=readme-ov-file
>>725300006Indie titles shouldn't go for more than 10 burgerbux imo. If I ever release my piece of shit it will go for a fiver.
>>725367423If else's aren't bad anon, it's just retards regurgitating the yandere dev meme that keep this misconception alive. The only reason why you don't want to have too many cascading and nested if statements is because it makes the code more unreadable, but the if checks themselves have close to zero effect on performance (the compiler optimizes them automatically during the compilation).
>23 hours of Blender this weekI feel like AMD is lying to me, I feel like I spent 60 hours
If you do not absolutely detest gamers and wish death upon all of them you're not a real game dev and haven't made a good game yet. It may sound counter-intuitive but it's true.
>>725362067>the exact same peopleI post here but not on agdg, it's not the same people
>>725372929>If you absolutely detest gamers and wish death upon all of them you're not a real game dev and haven't made a good game yet.fixed, you ngmi attitude faggot
>>725372929well its fortunate that i want to rape gamersim definitely a game developer
>>725355365pretty smart idea. yeah the effects pretty negligible up-close, I'm prob gonna end up doing something similar on mine cus both the kuwahara + edges flow gets kinda messed up when I get close to objects.prob gonna end up mixing in a SNN blurring as well since it's quite a bit cheaper than the frankensteined anisotropic kuwahara I'm currently using, but before I get that working I need to re-integrate the difference of gaussians that creates the edges flow. too much detail gets lost so I need something to help w/ edges somewhere
>>725372929I detest all people if that helps
>>725359094>to help find bugs in your codeNo. AI is going to write bugs, you're reversing the workflow of using AI. You're suppose to take AI code and then fix and or adapt it so that it actually works. You're wanting to take code that you've personally written and then ask the AI to "fix it" without you personally checking the AI.Personally I don't care if someone uses AI but in coding I think you're going to be stuck. You'll eventually just generate a library and system designs that you don't understand and is most likely counter intuitive to using the engine you're on. You'll be fucked when you try changing things yourself, adding features and actual bug fixing.When you release your game and there's a bug someone reports, how the fuck would you even know where to look to fix it when you don't understand what systems you have or even have a clue what file _might_ help you debug?
>>725373885Found the gamer>>725374598You don't understand. Once you release your game you'll realise the kind of hatred gaymers will inspire in your is different from your normal misanthropy.
>>725359094I've done stuff like posting the section that I KNEW contained the bug and asked if it could see it, and it usually did. Typos mostly.
where do I even start from?
>>725374868make a goblin
Apologies for not being here sooner, I had work to do. Got a new build up featuring a more complete introductory cutscene, Vae Victis-ing, a more dolled up Iris, and fortune cookie nonsense from Minister Shen. Play it now:https://fygoon.com/game.html
>>725359094>he needs a general consensus to let him use a toolNGMI, unironically.
>>725375037>Play it nowhow about instead of working so much on cutscenes (which is cool and fine) you try to improve the battle system? That would make me replay it for sure
I also updated the website to add some more cool renders and information. For example, this is the render used for the Canids in the Sapient Creatures section.
>>725374825I feel like you're lying, people actually playing the garbage I barf out should feel good, like you're being noticedit's like getting (You)'s
>>725375158>Sapient CreaturesI bet aggydaggys won't show up in that section KEK
>>725375129As I said, you can VAE VICTIS fools with the Longsword now (in addition to some other cool tweaks). It's pretty fun, you should try it.
>>725375238>you can VAE VICTIS foolsI dunno what that is, haven't played Blood Omen (yet)
>>725375236Of course not, but luckily for them my website has a Non-Sapient Creatures section.
>>725212424game idea: futa brainrot NTR VN
>>725375312Kain usually screams that when he gets into the zone while attacking people, but I associate it with when he spins around with the axes Havoc and Malice. Hence, it's a shorthand for the spinning blade attack Fygoon can use with the Longsword (it was either that or "going 40 below" but that's an even more obscure reference)
>>725375235Like I said, you don't understand.>people actually playing the garbage I barf out should feel goodIt will for the first few moments, but after a while you'll start seeing the most retarded behaviour that will irritate you to no end. It's hard to explain, and it will depend on what you will make.You also have no frame of reference of how entitled and retarded gamers are. If you actually finish and release a game, and it gets popular enough, you'll understand what I'm talking about.
>>725375485I find cool that a zoomer knows about Kain and those obscure games, good on you
>>725373407You're the same kind of faggot if you actually encourage this thread to be up 24/7, don't kid yourself. And the more the thread stays up that way (instead of just being an occasional thing once a week) the more it attracts the AGDG types.
>>725375601janny applications are closed, sorry anon
How is AI for translation? Is it good enough to maybe translate your small indie game that doesn't have a lot of text into other languages or is it still not advanced enough? I'm starting a project and while translation would be something that's way down the line, I'm still wondering about how I'll deal with that issue.
Finally refined turn based system to handle hard CC and forced actions like charm/confusion or counterattack. Don't mind placeholder sprites, gotta start working on actual content soon..
I don't know how to market my game. Sending keys to youtubers and streamers is useless, most don't list their e-mails or respond at all.
>>725375801Self-moderation is best moderation, you'd know this if you weren't a massive schlongsucking newfag. That being said I don't care if you shit up the thread since it just gives me reason to go back on working on my game. I've had my biggest progress spikes the last couple of months just by not visiting 4chan during the week.
>>725375842Don't know, but if I were to use it for translation I'd make sure to detail the context of every line of text. That's what I do in my actual job when sending text to translators, so I'd guess it's important
>>725375940>I don't carestop posting already then
>>725375842It'll be fine for the easy parts until all the parts that aren't fine where any native speaker will throw up and close the game.You'd have to have a native speaker fix it afterwards so if you have a friend that would agree to do that then sure you can throw up the first draft with a language model I guess to save them some time.
>>725376025No? I call out a faggot when I see one. You can keep being a retard, I just wanted to remind you today so you don't forget.
>>725375936>most don't list their e-mails or respond at all.its because they get a gorrilion phishing emails every hour. If you're not a verified brand name you're going right into the delete folder.Your best bet as an indie dev is to keep churning out projects and build up a portfolio, then pray that you get noticed by one of the bigger streamers.
>>725375936I've been thinking about this too.My ideas:>Start a devlog, make it as engaging as possible.>Make accounts on the major social platforms for the game, and post regularly.Or, you can use indirect marketing tactics. Find any means to gain any kind of significant following, then gradually shift focus over to the game. Kind of like how some e-celebs ends up making their own games or whatever and they have a fan base to give it a jump start.
>>725375842>How is AI for translation?Depends on the language. You'll need to be very thorough with the context and the style of translation you want, because otherwise it will give you dry, clinical reading text. It can also screw up context, gender (if the language has it), and make small human like typos.Generally you CAN use it but it will still read like google translate, just a little less retarded.
>>725376139takes one to know one my fellow spergy
>>725376221>>Start a devlog, make it as engaging as possible.>>Make accounts on the major social platforms for the game, and post regularly.I tried these and they didn't work out. And I'm talking about post-release promotion.
i need to link up with some guy who can do low res 3d
>>725375936This is why having a decent artist on your team is so important. They’re the ones with thousands of social media followers who drive sales.Try reaching out to small content creators (less than 500 followers). They play anything for a free key.
>>725375562My game combines elements from all of the things I've experienced in life, with the three principal characters being based on exaggerated versions of myself and my two childhood best friends (with some deviations to make the story more interesting). However, while a story about three dudes living in contemporary America is good and all, I feel that all stories can be improved if they are situated in the realm of fantasy or science fiction where things can get really weird and, thus, I looked at all of the fantasy works I like (including books like The Neverending Story, The Lord of the Rings, and Treasure Island, films like The Dark Crystal, Delgo, and Legend, and cartoons like the 1981 Alice adaptation and Wizards) to make a more interesting world (which is also supplemented by my corruption of historical facts and cultures because it's a fantasy land). In terms of gameplay, as a kid I initially thought it would be something like Mario or Kirby (as this was all that I knew), but when I matured I realized just how wonderful and unique games could be: thus, it wound up blending elements of Dinosaur Planet (general gameplay), American McGee's Alice/Bionicle: The Legend of Mata Nui (combat stance controls), Blood Omen (weapon selection with secondary effects), Kameo (some story and gameplay elements), Oddworld, Conker, Bubsy, and so on and so forth (if I listed every single inspiration I'd be going on for a while).Simply put, I have experienced much and it has influenced my game, but for me to sell it as "a love letter to X" does not do anyone justice. My game is my own game and not a replacement for the original works, which are just as fun to experience.
>>725376134>>725376227Maybe the better idea is to like find some freelancer on Fiver then? I did a quick check and it looks like you have people that offer translation there so maybe that would be the way to go if I don't have enormous amounts of text. The main thing I'd really need is like RPG skill descriptions being understandable in other languages.
>>725376516If you're really tight on cash, AI translation is okay. Idk how it is for Asian languages but any Indo-European family language players will be fine as long as they can understand the basics. And AI can give you a good enough translation.
>>725376489>Try reaching out to small content creators (less than 500 followers). They play anything for a free key.I can't find them. The algorithms on tw*tch and y**tube keep them down and unfindable.
alright been thinking of this again >>725304030If I generate 3 points on the edges, and one point in the center, i could do like a digging walk through all of them,but is there a more "curvy" version of bresenham? I dont want a straight line
>>725375037Your site has an IP logger.
>>725376489Nta but I'm an artist that just started my own indie game project. I have 10k followers on Pixiv but that's it. The main thing I'm hoping for is that when I eventually finish my game someday, I'll shill it on Pixiv and that might give me a slightly greater chance of success compared to the anons that have no presence whatsoever. I'm really making this a passion project though because even with some followers, I think it'll take a lot more to succeed here.
>>725376301post-release promotion is non existant.No one wants to play or read about some dead fish game that recently released. If you didn't do it all before release, you fucked up, wrap it up and make a new game
>>725376996>Your oh so precious VirusTotal says it's safe but it doesn't follow your narrative so you ignore it (Reference below)https://www.virustotal.com/gui/url/93934ac374ebb150fd80487343e2c3b80e71d1e8f82897c5ae4b63b0a4ff570dStill running with that, huh? What's next? Betz from /v/3 is doing crypto scams?
>>725376516Skill descriptions sounds like one of the harder places to direct translate without actual knowledge of the language because it'll become stuff like:Erectile Dysfunction Beam100 yards distance10 seconds tenureTV channel gasoline towards opponent sending divorce over the duration of election season.
Warning: Dirk is live. I repeat, Dirk is live.https://itch.io/jam/agdg-demo-day-65/rate/2563940I probably have everything I wanted to add in this build. New stuff, new puzzles, new areas, new bugs. Two distinct areas - one with fighting and killing, the other with puzzle solving and feeling totally lost.Now the game looks good enough for me that lack of SFX is really visible.Please give it a spin and tell me at which point you laughed, got mad, got blue screen or was stuck.
>>725376263
>>725376705use sullygnome. There's an eqvuilant for youtube but i dont remember.Easiest way is to search games similar to yours, filter by view count and email those guys. Don't waste your time with people under 100 views. Repeat for all games similar to yours (that are sorta recent)
>>725377091Making devlogs alongside a game is too much. It takes away time from game development to make good videos. The whole thing is rigged against actual independent devs
>>725377192Your site has an IP logger, i'm not touching that shit.
>>725377267Warning: I do not care. I repeat: I do not care.
>>725377404No use showing a stuck-in-his-ways moron the truth. Keep living in your delusional fantasy land.
>>725377552WARNING yout site has an IP logger.
How would yo make a "rotating in place" animation? just moving the feet up and down?
>>725377647Warning: the person I am replying to is a pathological liar.
>>725377627Why are you logging IPs?
>>725377739Warning you were caught bragging about it.
>>725377647>>725377786isn't that pretty much every site (including this one)?
I'm a steamie! I make slop!I don't care if all my game will flop!Gabencunt has took his pay...My profit's gone, that's the steamie way!
>>725375936Honestly? Marketing is the hardest part of any project. Getting people to care about your original creations over established ips is an almost insurmountable hurdle, and realistically would take years if you aren't some break out success. Just get lucky I guess
>>725374868Make a Mario clone. A title screen, a copy of 1-1, the flag, score, timer, lives, game over, physics, collider interactions (including things like "colliding from above and from below" for stomping enemies and punching blocks). It's great because pretty much every engine is gonna have a beginner's tutorial on this, plus you can just take all the Mario assets so that's not a problem and you also learn how to animate things and use sounds, it's really an extremely well-rounded starter project.
>>725377552Whats your problem with Dirk dev? He is a progress poster
>>725377267>full width text box in a 16:9 gamedude please, don't make the same mistake as fucking YIIK
>>725377552Thanks, I feel much safer now actually
>>725377267Give me a linux build and I will play
>>725375842AI's biggest problem in translation is lack of context. Since you know all the context, you can just provide it and direct the AI, so it's probably going to do fine. Bad AI translations are usually a result of lazily dumping the script and telling the AI "ok translate this" and calling it a day. If you tell with which character is which gender, which ambiguous sentences are talking about which character, etc. then the common problems will not happen.
So how do you handle music if you're not a musician? Just find some random freelancer and say "hey, can you make me a few bgm tracks?" How pricey can this get and what's the best site for this? Are sfx like menu beeps and "swoosh" sounds easy enough to just download some program and learn because that's what I'm thinking I'll do for that. But actual music tracks are definitely beyond me.
>IP logging
>>725378339can't you run it via wine/proton?
>>725378409Musicians will approach you like crazy.
>>725378409Typically you can expect anywhere from 200-450 usd per song from a low end musician. You can take the alternative route and use suno to ai generate a soundtrack, or use placeholder music until you're done. There are also free sites with free bgm tracks uploaded by musicians for use that also have premade sfx. Dova syndrome is one. Just type free bgm or フリーBGM into youtube to find more songsThough don't dismiss ai music. Here's an ai song I've been using as an example latelyhttps://www.youtube.com/watch?v=dCzcShxRsMI&list=LL
>>725378286Dirk is now based in my book. I would give you 5 stars on itch but I already have
>>725378781ai muzak can legit be kino thoughhttps://vocaroo.com/1dGDya8q2Yta
>fygoon posts>thread goes to shitGood thing it's bump limit already. DO NOT make another thread.
>>725378409Royalty free music, just read the license some artists allow use only for videos while others allow anything. Failing that just do AIslop.
>>725378550It might, but I would never put those blobs on my system. Not trying to push you to support a normal Linux host like mine. Only rarely will I login to Windows to try anon's games, and today is not that day.
>>725378203He's a lousy critic. Cthonicdev at least has the common decency to elaborate on why he thinks my game is shit.
>>725378918Ask the jannies on the IRC channel to nuke these on sight.
>>725378781>from a low end musician.What. I follow some pretty good japanese musicians on twitter who charge 5000 yen per song. I'll probably end up hiring someone with 10k followers who does it for 10k yen just because if he posts about my game on his twitter I get more eyes on my project.
>>725378781>200-450 usd per song from a low end musicianFucking hell is this real or are you pulling this out your ass to shill for AI instead? Need proof
>>725378984You know which game does have a native Linux port?My game.
>>725379103>Fucking hell is this reaNTA but a compocist I once asked asked me for about 140$ per song and it was of slightly below average quality. Yes they do charge that much.
>>725379027So he is a lousy critic, therefore you are anti-ing his demo release? Not good Fygoon
>>725378339I would but I'm still a brainlet when it comes to linux. I'll get to it eventually >>725378271I saw that one runnung shine review, it has plenty of good advices for indies. I'll try to not abuse the size of the textbox and my font is already bigger so it's not that big of an issue, I think
>>725378902I won't dismiss the quality. Ai music sounds nice, but that's about all that can really be said for it. As long as you aren't expecting some sonic tier soundtrack it'll probably suit most peoples purposes >>725379087Its dependent on location, but remember that if you're serious about this you'll have to hire someone, and also have them agree to a work for hire contract so that you'll have the exclusive rights to music they produce for you>>725379103That's just standard after you get contracts involved with anybody who is entry level in the industry. I've hired musicians before, and that's just typically the range. The price just varies based on what country they live in and the price per hour. I won't post the song I commissioned, but I'll post something from the person I commissioned insteadhttps://youtu.be/rfsS5Bao93c
>>725377267would rape the blonde!
>>725379354>I'll try to not abuse the size of the textbox and my font is already bigger so it's not that big of an issueIt's not about the size of the font. Problem is forcing your users to move their eyes from left to right constantly whenever there's text displayed. Most modern games know to focus the text box on the center of the screen. I'd say give it a go at least
>>725379265You reap what you sow, hypocrite.
>>725378409yes im gonna make music for the lowpoly 3d knight guy just find friendly anons like me
>>725379265Sounds like "if it isn't glazing then it isn't a valid review"
>>725379731Okay, see you in like 2-3 years if I actually manage to get something legitimate made.
>>725378409>So how do you handle music if you're not a musician?By becoming a musician.
>>725379103I have seen a guy charge 500 per track, it was good but not the vibe i was looking for.
Wow, now I'm really happy I'm making my own songs. Now every time I finish a song I can feel like I paid myself hundreds of dollars.
>>725379479I'll also add in this website I remembered existed while answering that. You pay once and get a license to use the music as you need. If you are familiar with astlibra the music in that game is entirely comprised of free music between this and dova-syndrome with maybe one exception that comes from the unity asset store and another song that the developer commissioned himself. Honestly? Speaking from experience I would give up on hiring a musician unless it is something you absolutely can't relent on or you are willing to kickstart the money to hire one. If I could do it again I wouldn't have ever hired anyone
>>725380758Thanks, bookmarked both of them. I think this will probably be exactly what I need for my game.
>>725379541Now that I think about it maybe I'll add adaptative textbox? The game has window mode with different pixel resolutions and playing th game in fullscreen on a laptop isn't a big issue but when you have a bigger screen it could be tiring. I'll try to find a comfortable size for the textbox.