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File: 1717258304443.jpg (82 KB, 1024x576)
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post progress
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>>725857959
hey! I'm in the final stages of polish, and expect to start making content for the fabled demo before the end of the month
>>725858151
cool! but you need to look into fading from one animation to another. The change between "gremlin runs" and "gremlin throws" fire is too sudden
>>
>>725857959
I've been stuck for months all because I had option paralysis on assets and trying to do "best development practices". Ended up buying a bunch and am finally making progress and gonna slap together the game. I don't give a shit as long as it works.

Gonna dedicate an hour or so a day. Will work on a attack animations for the hero and heroine (both of these are placeholders till I find an artist) tomorrow.
>>
>>725858546
Based, looking forward to trying it
>>
>>725859190
One thing I'd like to know is what pixel size should I aim for? For now, I've resized the sprites there to be 1cm = 1pixel. So the hero is supposed to stand at 196cm and heroine at 156cm.

For X scenes, I'd imagine I'll have a separate GUI to display them.
>>
>>725859238
thanks anon! hope you like it
>>725859190
>Gonna dedicate an hour or so a day
that's a great mindset anon, good luck with the game
>>
>>725859387
more than that, I think you should worry about keeping all pixels the same size across different sprites/tilesets. Google "gamedev mixels" and try to avoid that
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>>725859402
Thanks anon. The skies the limit here, I hope we all pierce through it.
>>
>>725859387
That's entirely up to the aesthetic you're going for. Look up your favourite 2d console generation or any pixel art game you like. Just never mix different sizes.
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>>725859190
>both of these are placeholders till I find an artist
>bg and tiles are ai generated as well

i have a feeling you arent going to find anyone and will proceed to just make all the art ai generated
>>
>>725858151
As a hater, I'm going to be honest with you fagoon, what the fuck did you do to your lighting?
>>
>>725857959
Follow up on feedback from previous gamedev threads and polish details.
>>
>>725860780
>>bg and tiles are ai generated as well

https://anokolisa.itch.io/moon-graveyard

The plague doctor is AI generated with midjourney, but I only found out after I bought the pack

>>725860174
>>725860414

gotcha bros. This tileset is 32x32.

https://papoycore.itch.io/effects-pack-4

this is what I was going to use for some of my attack animations. It's only now I'm paying attention to the pixel sizes.
>>
>>725860780
That looks like it's all real (bought) but mismatching assets. I dunno about the characters though.
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so now you can manipulate ground fire into tracking fireballs, hold attack to do a fire arc
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>>725861575
The heroine is from image set from DLsite, but again, placeholder.
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>>725858546
Yeah, I know, I hate the snapping animations too. Anyway, I just fixed it and the Gremlings now smoothly blend between animations (no idea why EZGIF horizontally stretched the webm though).
Looking forward to trying your demo.
>>
>>725861675
amazing
>>
>>725861797
much better! good job
>>
bump
>>
trying to figure out why this one stupid sound effect won't play
>>
>>725862140
Nah, this was trivial. Here's something more cool: Golems, upon death, now have their molten cores cool into stone before shrinking away like all other enemy corpses (it takes 30 seconds for the stones to disappear, which is much longer than the usual five seconds for a standard corpse).
>>
>fygoonatard thread
Yeah, nah pass. I'll only shitpost in this one.
>>
>>725863465
>Nah, this was trivial
and? sometimes trivial work can have a lot of impact. Your gremlins now looks 50% less jank than before
>>
>>725863465
still looks terrible. id end my life
>>
>>725863465
cool detail. You should make the hit particles more visible tho, they are almost invisible in that webm
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>>725863870
I know, but I had something cooler to show off than fixing animation transitions and I had to seize the opportunity.
>>725864261
The webm is hideously compressed and most of the details was lost as a result. The sparks are much more visible in reality.
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>>725864157
>id end my life
you were able to do that in my game, but not anymore
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feeling kind of split on using some code from tutorials. currently in my project, only two major things use code entirely from another source - a textbox and a camera shake feature.

i understand a good chunk of the textbox code, and i managed to add my own stuff to it pretty easily, like sounds when the text is unraveling, or dialogue portraits for characters. the camera shake thing though has pretty much nothing changed from where i got it from, though.

on one hand, it helps because i don't know how i would've coded those things entirely from scratch, especially since i'm new to programming. on the other hand, i can't help but feel like some sort of hack for basically just taking someone else's code and putting it in my game. i try to understand the code as much as possible, and if there's anything about it i'd like to change about things i'll add my own spin to it, but i still feel like some kind of thief.
>>
>>725857959
>too retarded to learn how to write a renderer
What are some good high-level rendering libraries for C or C++?
>>
>>725864849
you realize professional coders c&p all the time
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>>725865273
SDL. The built-in renderer is kinda slow and doesn't have a whole lot of features, but it's INSANELY easy to use.
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>>725861675
Cool
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It's probably less embarrassing to have no game than to have a flopped game.
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>>725865452
I meant for 3d graphics, sorry.
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Trying to figure out how to make a decent looking porn game while being shit at art.
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Changed the UI up a bit and re-did the success screen. Before, it just showed a simple string of text saying, "Fish caught!".
webm with sound: >>>/wsg/6028625
>>
>>725866112
AI.
Of course you will have to train the AI to use an specific art style.
Here is a 1 billion dollar idea for you, ghibli studio art style porn game.
>>
>>725864849
As long you understand it, its fine. Pasting in code and never taking the time to learn it forward and back is very dangerous. Eventually you'll forget about it, make progress elsewhere and then decide you want to tweak something about it and accidentally create a crash to desktop everytime you launch the game or something. Every block of code that you add without fully understanding it will make your project more like a house of cards, ready to crumble with any minor change.
>>
>>725866267
Looks great, however I would shorten the delay between the text box appearing and the success text appearing to make it even better.
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boosting attack and being able to redirect it

>>725865613
>>725862012
thanks
>>
>>725865787
You can't succeed if you're afraid to flop
One must embrace the flop and learn from it
>>
>>725866437
There's supposed to be a bit of "suspense" to it. In some levels, you have to catch a specific fish in order to win. The idea is to make the player wait a moment before telling them if they were correct or not.
Now, in the level from the webm, you can win by catching any fish, so I guess it is kind of pointless there.
>>
I got about an hour of gameplay so far
That should suffice for a free demo, yes?
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>>725857959
I just reoponed an old VR game project I abandoned after seeing the new Steamie Frame
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>>725866582
If you flop you can't continue. It's wasted time, energy and maybe even money that you can't spend on other games anymore.
It's reputational damage because nobody will play your other games because your previous one flopped. Same goes for employment. Nobody's gonna hire you if your game flopped.
And in the end you realise that out of all creative ventures, gamedev requires the most amount of effort for the least amount of output and results.
If you ever flop it's over.
>>
>>725867085
I'd say so. Be sure to polish THE HELL out of it, because even if the gameplay is fun and everything, if it's ugly or janky, no one will be interested.
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>>725867085
yeah sounds good
but is it actual gameplay? or mostly yapping and cutscenes?
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>>725867085
our demo was like 20 to 30 minutes of gameplay, that seemed like enough
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>>725867110
>If you ever flop it's over
Tell that to Jeff Bezos. Oh wait, he's pissing on you from orbit in his Blue Origin rocket ship while laughing like Dr. Evil at your stupidity.
>>
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>>725867085
That's more than enough. Hell, most demos like God of War's demos are not even 30 minutes long if you know what to do.
>>
>>725865362
i suppose so. perhaps i'm overthinking this a bit.
>>725866385
i can agree on that. i always try and get a good look on pasted code time to time anyway.
>>725867085
that's more than good enough for a demo, i'd say. not in a bad way, either. the most recent demos i played were like half an hour, if not shorter.
>>
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>>725867085
imo more than duration you should worry about showing a proper vertical slice of the game in your demo while focusing as much as you can on it's stronger points. Check out the opening sections of games like Dragon's Dogma, Metroid Prime or Resident Evil 4: barely any plot or yapping, just full gameplay showcase in the first 20 minutes of the game
>>
>>725867401
It sure is easy to "flop and learn from your mistakes" when you have rich relatives to bail you out.
>>
>>725867085
A gameplay demo should be at least 2 hours MINIMUM
>>
>>725867149
It's a point and click so trying out various interactions/solving puzzles/doing quests is the main gameplay, then there is a minigame tied to a skill (with around 8 levels), and a battle mode loosely inspired by undertale (2 fights in the demo)

>>725867130
Yes, I'm in the process of doing that. Fixed a major jank bug with the menu cursor the other day that made it feel much better to play. Also it was embarrassing as fuck to see people playtest it and the cursor freaks out lmao
>>
>>725867850
if you have some dialogue, a few puzzles and those 2 fights are ready and polished then I'd say you are set for releasing a demo
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>>725867959
Hell yea, I'm gonna finish it up and have it ready by the end of the year
>>
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>>725868051
awesome! best of luck anon
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>>725867097
VR dev must be so cool. What are you devvin?
>>
>>725864709
heh
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bnuy
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>>725871565
nice
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https://www.youtube.com/watch?v=VxnjMUI_4BA
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>>725871565
>>
>>725871565
nice. so thick she clippin
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>>725871565
is that a mod for spore?
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Do I learn C# to use with Godot, or should I just stick with GDScript?
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>>725867493
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>>725871724
is this your project
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made it so my test room is above the clouds, looks kinda pretty and now I want to put a place like this in the game
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>>725857959
the deer are now properly synced and run away from players and gunshots. next up I have to make them killable

also what is a good recording software if I just wanna get some clips to post ?

>>725858546
you should have some kind of enemy that looks for opportunity to knock you down a cliff in a same way you can knock down the goblins.
>>725867085
for a point and click with puzzles an hour can translate to several hours for some people. regardless even an hour should be plenty for a demo
>>
>>725874637
anon let us know when you have a demo, I really want to try this
>also what is a good recording software if I just wanna get some clips to post ?
I use the Windows Gamebar thing you pull out with Windows+G
Then I use WebmForRetards to turn the mp4 into a 4MB webm
>some kind of enemy that looks for opportunity to knock you down a cliff
damn that's a cool idea! thanks anon. I'll try to come up with an enemy that does that, or maybe a boss like a minotaur...
>>
>>725874637
>also what is a good recording software if I just wanna get some clips to post ?
OBS Studio.
>>
>>725874619
Sky castles are always cool, always
>>
>>725875480
hell yeah
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>>725874945
still a long way before anything playable. for now I plan to have bare bones game loop by the Christmas, do some testing and if everything's alright make social media pages for the game to post clips and do all that "4 games that inspired your game" and such posting in hope to get more people interested
>>
I'm going to make gooner bait for my game
>>
>>725876761
everyone should. I know I will.
>>
i hope someone makes r34 of my game
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>>725877402
https://rule34.xxx/index.php?page=post&s=list&tags=project_nortubel+
>>
>>725877565
>Projecto Porntubel
>>
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The redirection of arc type attacks look weird. Like the fireblasts it just bunches up into a ball and shoots back so it looks alright, but the arc wave types it just doesn't read right. Like it has to reach a certain point of the animation before it redirects back but since that doesn't always happen it looks weird.
>>
>>725878173
i dunno anon it looks really fuggin cool.
>>
>>725867110
Scott Cawthon had dozens of flops before he hit it big with FNAF.
And even then, he made The Desolate Hope before FNAF and people came to appreciate that one too with time.
>>
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Finished up that WIP intro cutscene slide from yesterday. Wasn't sure if I should even have shading (because of the aesthetic I'm trying to mimic) but I got some positive feedback so I'll just leave it be. First time drawing characters in a bigger scale so I'm just happy it's at least passable, and now I'm unironically excited to do more and thinking about my story more seriously.
>>
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will post webm once I figure out how to make one that doesn't get all compressed. It's now pretty stable while looking around and moving, only caveat is large areas of the same color it's still noticeable that it's a screen-space effect.
>>
>>725878740
no, it's trash and I need to redo it
>>
>>725879629
is the bottom an in-game screenshot? looks cool, but the effect might be a bit too strong IMO.
>>
>>725879629
>will post webm once I figure out how to make one that doesn't get all compressed
just upload to catbox and forget about size limits
>>
>>725880142
yeah its all in Unity. I'm mostly testing it with settings maxed out so it's more expensive. My line of thinking is that if its stable @ max settings, then whatever configuration I use in-game should be okay.
>>725880171
my autism won't allow that
>>
>>725879629
You know what you should do? Have a three-layered system for rendering your game wherein the closest objects appear slightly warped and the furthest objects look completely painted.
>>
Created a gridmapper for unreal engine and adding in the last few functionalities I want before I'll publish it on fab for pennies.
Just need to add auto-group, select, delete and replace functions.
>>
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>>725866267
Just added something similar for the rhythm game mode.
with sound: >>>/wsg/6028723
>>
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https://store.steampowered.com/app/1971670/Panic_Floor/

https://panic-ok.itch.io/panic-floor

https://x.com/Panic_Floor

https://bsky.app/profile/panic-ok.bsky.social
>>
>>725878910
>the late shrine maiden
NYOOOOOOOOO
Let me guess, it's supposed to be before Reimu?
>>
>>725882647
feels like this has been in development for longer than bokube
>>
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Also been refactoring most code on this game because it was a cluttered mess so now I have to redo AI.
But now the character has 24 aiming directions. Maybe I should try 32 directions but the aiming feels much more smooth than before.
>>
>>725883117
I have been working other stuff.
>>
>>725882647
wishlisted. hope you add the shoulder-button to crouch soon
>>
>>725883143
Very nice. I once made a prototype similar to this, but could never get aiming to look great.
>>
>>725883316
I had added it before to RB and Y to enter/drop but it felt weird.
I'll add it.
>>
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some combat against armored 'blins. I changed how the armor works: now it takes 5 points of damage or just 1 strong attack to be destroyed, all while blocking all damage instead of just half of it. Also armored goblins don't change state when hit, they just flinch a little
>>
>>725883482
thank you
>>
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I'm going insane trying to create simple 3d characters that look like n64 characters.
I just can't do it. I refuse to give up. But it's tearing me down.
I just don't understand texturing. I can't get anything right.
>>
what software would you anons recommend for video editing on Windows 10?
>>
>>725883795
Shotcut is simple and free
>>
>>725867110
>It's reputational damage because nobody will play your other games
You have the same problem 90% of people who think about making video games do: you think majority of people who will ever be exposed to your game care about you, let alone enough to dig into your catalogue and analyze it. They don't.
>>
>>725882991
He posted footage of fighting Meira so it might be in that timeframe.

>>725883496
Taking damage needs to be a lot meatier. I had to watch this clip repeatedly to tell which blows were blocked and which took half the health bar. Blocking looks impactful but taking damage feels less so, if anything, when it should be way more. Getting hit is the #1 thing you're not supposed to do in a game like this and should give immediate heavy feedback.
>>
>>725884267
there's some full-game hit-stop when getting hit, plus the sound is different than when it's the player hitting stuff. I think it's enough, but I'll consider making that stop longer. I think some of it might get lost in the webm. In any case thanks for the feedback anon
>>
>>725883701
look at old models for reference, keep the same low resolution, use bilinear filtering and set posterize to 32 levels for color reduction

https://models.spriters-resource.com/nintendo_64/thelegendofzeldaocarinaoftime/asset/287211/
>>
>>725882647
>https://store.steampowered.com/app/1971670/Panic_Floor/
Has Steam gave you any problems with uploading this game? Like did you have to change or censor anything to post the game on Steam?
>>
>>725883795
Hitfilm is free, and it's got some good VFX options.
>>
>>725884102
>>725885182
I think I'm going with Shotcut for now. It's simple enough for what I want and it controls just like Audacity so it's like I'm already used to it. Thanks you two!
>>
>>725884267
I just don't think you can oversell getting hit. Finished Hollow Knight recently where a giant crack appears, everything slows down, and the music fades out so you can hear just how badly you fucked up and I'm wondering how much of the game's popularity is downstream of that huge immediate feedback teaching players who wouldn't learn any other way
>>
>>725885316
Fuck, meant to reply to >>725884468
>>
>>725885316
you make a good point. I'll check how other 3D action games do it. While I like Hollow Knight I suspect that it being a 2D game might give it more room to fill the screen with stuff, and I worry if all those effects could be disorienting or counterproductive in a 3D game.
>>
>>725885154
i have not tried to upload it yet.
If you mean assets no, i think steam only checks it out when it goes through approval before going live.
>>
>>725885829
I see, Best of luck on the approval
>>
>>725883795
Isn't Clipchamp a thing?
>>
>>725883496
Reminds me of how Perfect Dark Zero does armor.
>>
>>725886625
>Reminds me of how Perfect Dark
:D
>Zero
:(
>>
Suppose I needed to move some sprites around and have them play animations for a VIDEO (not a game). What's the best quick and dirty way to do it?
>>
>>725887082
someones getting ready for v3? :3
>>
>>725886754
It's a good game when you don't take it seriously and have a buddy to rip on it with. I am just as disappointed with PDZ as you.
>>
>>725858546
hero needs to be a nude muscular elf barbarian with a long penis
>>
>>725887170
I miss old rare a lot, but they are never coming back and we have to let go...
>>
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>>725887180
>nude
no
>muscular
ok I'll make it more muscular
>elf
no
>barbarian
he has a past but he's a knight after all
>with a long penis
up to the imagination of the player
>>
>>725883496
i am begging you to make them scream and talk like the grunts in halo
>>
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I got animation working more or less, and then refactored it, and then the refactor caused several more refactors that i'm in the middle of refactoring. Once i'm done the rendering backend will be more or less finished
>>
>>725888517
I'm not a Halo dude. Just google'd and found this:
https://www.youtube.com/watch?v=bywbnEBx7xI
is this what you mean? because those voices would fit the goblins real nice I think
>>
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>>725857959
new project feels
aiming at a Duckov-like extraction game but the world is closer to survival horror, probably throw some dino crisis inspo in too. working on gun juice right now
>>
>>725889207
I like the stairs
>>
I finally have time to work on my shit again. Going to pick up where I left off.
>>
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Time is running out to get into the December show! You have until December 7th to get your games to us. And you do NOT have to make it 4:3 so long as you understand we will squish it down to that on our end!
Sign up here: https://thev3expo.com/submit/
Overview here: https://youtu.be/BqoK4QZXmgs?si=3vRLwLCFeisVP2QT

If you have any questions ask now or forever hold your peace until next time.
>>
>>725888860
yeah
https://www.youtube.com/watch?v=iVKOHv9PKr4

desu that clip doesn't have everything about them, mainly them being comedy gold punching bags.
the games might be worth a playthrough just for the research.
but anyway, how do you make your webms?
>>
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DEMO IS OUT

PLAY IT NOW

https://store.steampowered.com/app/3516350/BENBOWARS/
>>
>>725889516
hahaha love how he eats shit at the end
>the games might be worth a playthrough just for the research
I don't know man. I played the first game, and while the first stages were very fun and even kino I always ended up bored at the second half
>but anyway, how do you make your webms?
I record with the Windows Gamebar recording thing (win+g) and then convert to webm with WebmForRetards, setting the size limit to 4MB so I get the best quality possible
>>725889745
>A PASSION PROJECT OF ONE REALLY AWESOME COOL GUY AND LITERALLY EVERY TIME I ASKED PEOPLE FOR HELP THEY SAID I WAS A ASSHOLE SO I HAD TO MAKE ALL THE ENTIRE GAME BY MYSELF
powerful, might play it just because of this
>>
Was Death in Abyss progress posted here in the past or am I tripping? I could have sworn the dev came here but now I'm not sure.
>>
I was going to sleep, but someone with almost 19K followers just retwitted my game and now I'm super nervous
>>
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>>725889385
>>
>>725889385
i fucking love goofy skeletons
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>>725889385
love games with bones, keep us posted anon
>>
is ai coding good enough yet? I'm willing to learn some stuff but I chose to be an artist for a reason
>>
>>725890616
yes, don't have AI make your entire game for you but it's good for asking how to do basic stuff
>>
Can I make lightsabers in my game or will Disney sue? Like Gundams and other stuff have lightsabers too
>>
>>725890031
holy shit, that's insane. congrats anon.
>>
>>725889207
Toby's gonna FREAK
>>
>>725891000
yeah I hope he doesn't post in a while so more people can see my game lmao
>>
>>725889745
>THE MOST INDEPENDANT GAME EVER MADE.
impressive
>>
>>725890031
I know that feeling. I made a niche fetishy game once and a Japanese artist with 50+k followers drew fanart with an explanation in Japanese what the game was about and describing the characters. I was stunned and didn't know what to do. Not trying to one up, getting attention without the crutch of lewd is much more challenging so I think your thing probably says more
>>
....is darksoulsbro coming back?
>>
>>725890031
lucky, who was it?
>>
>>725891316
some dude named Blasko, but this other dude named liquid-theo with 14K just reposted it too. I'm going to bed, hopefully this gets me a few extra followers because I sure need them lmao
>>
>>725891712
damn congrats dude
>>
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I'm new to game dev. I'm making small stuff in Pico-8 to learn the basics.

I followed a tutorial for these but I made a flappy bird clone and a lunar lander game. I expanded them to add more stuff that wasn't in the tutorials (enemies in the flappy bird clone, and a fuel limit in the lunar lander game)

https://www.lexaloffle.com/bbs/?tid=152646

https://www.lexaloffle.com/bbs/?tid=152700

I'm reading up more about collision detection and then I think I'm probably going to make a snake game or something as practice.

After I get that down than I would like to make something similar to Metal Storm on the NES.
>>
>>725858546
>Pool with Piranha's in it
>Doesn't show the goon getting gobbled up
>>
>>725891936
thanks lol
>>725891965
don't have anything to say but
>learn the basics
>add more stuff that wasn't in the tutorials
>I'm reading
>something as practice
congrats on having that attitude. Step by step is the way to making cool games, I believe
>>
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>>725892067
The only thing inside that water is a healing potiong hidden at the bottom. The goblin dies because the damn fucker doesn't know how to swim
>>
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>>725891013
nahhh 100% OC bring on the lawsuit
>>
>>725892687
I want to give her a big KISS on the top of her head
>>
>>725884480
I have been. I'm just bad so I get tilted. But I won't give up.
Thanks bro
>>
>>725883701
I just looked at that fairy
>>
Any audio tool recommendations? I got a variety of sfx packs here that could use some splicing/mixing to be actual game usable, either as PH or final.
>>
>>725893513
I'm a noob retard but Audacity seemed fine to me. Easy to use and learn and lots of potential
>>
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good night bump
>>
Is there a Blender workflow for having a universal rig that multiple files reference, that if I need to update said rig, then the other files are already updated with it?

Say I need to add some auxiliary bones that each model is free to reparent/constrain as deemed fit by its needs that isn't universal between the models. Examples being an accessory that dangles, or a temporary prop that takes the position of the bone so I can animate it in a manner that isn't animating two separate rigs in tandem.
>>
>receive long message from someone praising the game
>feels good
>hey I do translations/music/audio effects, I would love to work with you and maybe we could split the revenue!
>fuck
>>
>>725895708
Was the praise even specific or was it one of those vague "I didn't even look at your project" types
>>
>>725895708
>audio guy
>split revenue
He be having a laugh. SFX are a dime a dozen with the multitude of royalty free packs out there, paid or actual free to repurpose and tweak. Translations you can just crowdsource by exposing the strings/assets of the game to randos to make if they desire.

Music I'd rather pay a flat fee per piece used, no licensing gotchas or royalties on either side. Composer is free to sell the soundtrack.
>>
>>725895708
He said maybe, that's written down. Meaning you can get their help and use that one word to fuck them.
>>
>>725858546
Sound anon here, I still havent finished a single track for you. But Im working on it. Unless you found a guy?
>>
>>725857959
pre progress
>>
>>725896010
>a single track
Hi anon. Before this gets out of hand, remember that I told you to send me one track you already had lying around, not to make the whole OST lol. But hey if you are working on something already that's great and I'm super thankful, but no promises on actually using it in the game if I'm not able to find the proper place for it
>>
>>725896291
also hoping this doesn't sound mean. I'm not good at communicating and don't want any misunderstandings
>>
>>725896291
Oh shit yeah that's right. I still got the email at least. I'll try to send something tomorrow
>>
>>725896487
no rush anon, and again many many thanks!
>>
>>725895708
I don't even know where you'd go to source composers that may have the music style you're after for your game, since none of us are capable of paying for established names.
>>
>>725896549
It might only be some ambient stuff though unless I can finish up the motifs
>>
>>725896561
>https://www.scarletmoon.com/artists
They contacted me through X. Costs between 500$-2000$ for a fucking minute of music by the composer of say Dark Souls or Valkyrie Profile, maybe even include some lyrics from the gal that sang for Nier: Automata. Thing is with just one minute you can already say in the trailer "and with music from Motoi Sakuraba" for example which would be the tits. But again, some very expensive tits those would be
>>
>>725896850
>or Valkyrie Profile
Motoi does work for non-JP publishers? Fuck man, that's a future goal then so I can make something with his signature leitmotif in it.
>>
>>725896850
It sounds potentially cool but even if you got the composer you wanted, getting one song and using their name to sell would feel pretty dishonest
>>
>>725897020
Yeah they just got him becase he's friends with Emi Evans and she told him about them. I see a lot of JP musicians going independent from their formee game companies, must pay much better
>>
>>725897153
>must pay much better
It's because Japan pays Japanese fuck-all due to weak yen strength. Why work for your local people when most American companies shit out $2k for breakfast.
>>
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Who /renpy/ here?
>>
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The game jam I'm submitting to ends submissions in 2 days. I have to do a lot tomorrow and crunch hard in the final day to implement two features to make it a real gayme. Sadly, many placeholders that look ugly or are riped from FTL will have to remain unless I have some extra time in the final day to edit it.
>>
>>725895820
depends, sometimes it's detailed sometimes it's generic copy pasted. This was the last two I got

>I just checked out some gameplay of your game. I love it, great job!
>If you ever need custom sound design or music, we’d love to help out! I think it could really enhance the atmosphere of your game.
>You can check out our work here:

>Hello, i saw your post regarding your indie game (which seems really cool(: ), and I'd love to work with you! I am a composer with a few years of experience, and You can hear some of my pieces here :
>I usually charge 35 usd per minute of music but the price is negotiable !

One guy actually redid the gameplay with trailer with custom sounds which actually did sound good but he asked for split revenue.
>>
>>725896850
oh same company contacted me. They're pretty decent.
>>
>>725897020
imagine this in your videogame
https://youtu.be/UhZ76CITltw?si=ZaHf3PpxBBcCGxsq
>>
>>725897451
I knew exactly what tune was about to play when I saw the embed. Definitely need something of that energy for my "Hard stage that's 4x longer than the rest because fuck you" level.
>>
>>725858546
Gobliggas can't swim.
>>
>>725897531
hell yeah my man
>>
>>725895708
don't forget
>UI designer
>writer
>>
>>725897306
My previous game was made in Ren'py. desu I kinda thought it was a huge pain to use. But I was still able to finish the game, so whatevs.
>>
>>725882991
Yes, the biggest context clue is that the old man is still around.
>>
>>725889385
looks sexy, would love to see a webm
>>
>>725897905
>game designer
is worse, basically some guy who wants you to pay him to be your boss.
>>
>>725897306
I am, but it's more gameplay focused than story. Good job on your count, that's a lot of work. How far are you from finishing dialogue/story?
>>
>>725897905
I would pay decent money for a UI designer who knows how to design a UI that isn't a bunch of minimalist translucent rectangular squares.
>>
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>>725899081
>How far are you from finishing dialogue/story?
A little less than halfway aside from some tertiary scenes like H-scenes and a rather lengthy action sequence that I'm a bit unsure how to block out bereft of any graphics at the time, but I've put off trying for too long.
Since the two halves of the game will require a largely distinct set of assets (c.f. Muv-Luv) I'll be able to pay out-of-pocket for assets for the first half and hopefully fund the second half with a Kickstarter or similar means.
>>
Which untapped market are you tapping with your game anon?
>>
>>725899617
The "game I want to play that nobody else is making" market
>>
>>725892095
Thanks I appreciate the kind words
>>
>>725899617
the labubu unc no cappers
>>
How do you parents react to your gamedev? My dad tells me I should be more realistic
>>
>>725900401
If you're not part-timing it as a hobby, your dad is right.
>>
>>725900401
anon this webpage is for +18 old people
>>
>>725899576
Sounds like you're in for the long haul then, especially if you're planning on going for Muv-Luv sort of style. I can't be too much help in regards to action scenes, but you can get a lot across just with doodles if you haven't already done that, either as placeholders or just storyboarding it out to see how it feels. Do you already have a pre-established fanbase of people who know your works or are you planning on doing a sort of ad-campaign once you're at that point where you can ask for funds?
>>
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>>725898352
I still haven't finished all of the player animations so have a spinning skeleton instead.
>>
>>725890616
If you try to use it to write all your code it will hallucinate shit +25% of the time. I've found it doesnt have the breadth to connect multiple systems together, even if you feed it the code it needs to reference in your prompt. It will double up code and it will use references that aren't accurate.
I've really only found it useful for debugging when I've exhausted all my own abilities, as it can find things I haven't thought of.
Potentially the best use of it is explaining how things work, but obviously that use case goes down over time as your knowledge improves.
>>
>>725899743
Damn, same. Like I get i will know everything about it but it is still fun to see the progression
>>
>>725901247
I love the style and colour of your game's art. What's the gameplay? RPG?
>>
>>725899743
>here's my spiritual successor to a dead-as-fuck game that the publisher has zero incentive to make more of
>>
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>>725889385
>>725901247
Explain how you achieved this art style
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>>725879629
Seconding this guy >>725880668
>>
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Dataharvesting survey, would you anons like to state your average WPM
>>
>>725858546
please turn the hit-stop duration down.
it feels like your game is stuttering every time you hit something
>>
>>725879629
I've tried doing this just on distant objects like skyward sword, but could never find an implementation I liked. Mind showing your shader code for the filter?
>>
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>>725902392
Third person action adventure. I'm gonna try to share some gameplay soon.

>>725902778
It's just pixel art textures with no filtering on low poly models at a low resolution.
The trees are 2D billboards since I wanted to mimic the way the PS1 used to do them.
>>
>>725901247
very cool. do those background trees brighten as they approach the camera or are they always in the background
>>
>>725903385
It looks like you have some screen space filters applied too. Dithering, but also something else to up the contrast. Also your textures look filtered, I don't really see any raw pixels.
>>
>>725901247
Please turn off the colour bleeding filter. It looks like a shitty chromatic aberration.
>>
>>725903110
At peak I can get to 120
but normal for me is 90
>>
>>725903110
around 85-95, it varies
>>
>>725901247
art style looks nice
>>
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Still working on a number of systems for now, will post more progress next week. Nothing to report yet, but here is a throwback to what it used to look like.
>>
my game is just a little bit better than it was yesterday.
>>
>>725903425
The dark trees in the background serve as an invisible wall.

>>725903530
Oh yeah, there are some post process filters too. All of the textures are definitely unfiltered though.

>>725903642
Sorry, it's optional. I just like playing around with the filters.
>>
I found some old clips of me building a tiny level but I don't even fucking gamedev anymore
maybe I should make a devlog or something
>>
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>>725904024
>>
>>725861675
I've seen you before. Is your goal to turn the intro of avatar into a game?
>>
>>725903385
what engine sir
>>
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changed the arc. The redirect occurs near the end which I think works better. I don't have to make an early redirection animation now either.
>>725904464
pretty much. I've noticed all Avatar or Avatar like games just have the elements be generic attacks instead of actual elemental manipulation too so I kinda want to try something different.
>>
>>725904532
Unity.
>>
>>725905639
Oh
>>
>>725905591
I think laying down the fire and blowing it shouldn't have the same time of execution, like one should be fast and the other slower
>>
>>725905591
your work is inspiring brother
>>
been working on my game all day and i don't even want to stop.
>>
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Does anyone else enjoy the look of debug/checkered maps? Like it activates neurons in my brain. I know it's seen as lazy to release a game looking like this but I kinda prefer it. Mostly suitable for games focused on movement.
>>
>>725907842
I relate.
>>
>>725904024
bro looks like he's about to kill chaos
>>
>>725904024
You don't need to emulate the UE5 blur that hard bro.
>>
>>725905796
the arc I'm working on making it slower. Just getting the basic feel first

>>725905826
thanks
>>
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https://voca.ro/1msGtPtrQEqs
>>
>>725909785
cute
>>
>>725909785
crazy upbeat track anon
totally a track that would play during the last phase/encounter with your arch nemesis just before the last boss
>>
>>725910127
it's the final boss
>>
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>>725874637
>you should have some kind of enemy that looks for opportunity to knock you down a cliff in a same way you can knock down the goblins.
I was just thinking about that for my game as well. I made this enemy grab things and drag them to pits then drop them. Next I'll make an enemy that calculates the if there's a pit behind and try to push things into the pit.
>>
>spent an hour trying to debug something that should've just worked as far as I could see
>restart godot and the issue isnt occurring anymore
what causes this?
>>
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>>725909785
Sounds really good to me and my untrained ears. Sounds like a fight breaking out in a snowy cavern or crystal area.

How do I get into music or sfx making for my projects? I've specced into art so making something like that track seems unapproachable.

Good track though, keep that up anon.
>>
This animation shit kinda hard bro
>>
>>725910629
its the cache or something
>>
>>725910864
thanks
just learn music theory or something idk
>>
>>725910864
not him, but you can become not terrible at music with about 2 years of work - enough do to somewhat ambient stuff and tracks without any significant composition
that OP has probably been making/learning music for 6-8 years if I had to guess - potentially 3-4 if they had a really good practice plan where they were learning theory and production at the same time
>>
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Made this on a whim.
>>
>>725861675
if you can make detailed, seamless looking fire effect like that then why the hell are you doing pixel shit stick figures.
>>
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Look at this sweet little bastard murdering an illegal migrant and looting the corpse.
Do you guys see why I had to change Fygoon's design to something more mature?
>>
Absolute pleb starting C#. I don't need to learn all the 14 numerical types by heart, right? Int, float, double, decimal are good enough for now?
>>
>>725857959
can you gamedev when you work 12 hours 5 days a week
>>
>>725916741
Yes. Instead of jerking off to porn like a stupid consumer degenerate, you can work on a cool game.
>>
>>725916603
Int and float are all you need for game development. Stop setting up arbitrary mental barriers and get to work.
>>
totally forgot double even existed
its been 10 years since I studied
>>
I have added a new weapon. The animations are cool but I now need to solve root motion with my current system.
>>
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>>725917537
>visible areolas
>>
>>725916603
you only need int + float, there is no way the game you're making requires anything more precise to warrant double/decimal
>>
>>725916603
You'd be way better off learning Vector3 and Mathf operations if you want to do 3d
>>725917610
It's very important
>>
>>725918323
Mathf functions can be learnt in a day
>>
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>>725857959
Baby steps but we're going to get there
>>
What's the best way to go about making characters "bouncy"? Like squishing the character a bit when they land, squishing just before jump animation plays, and so on.
I'm asking in terms of technology/tool to use. Unity if that matters, I've been thinking I want to slap an Animator component on it? Or is it better to write it in code?
>>
>>725920181
whats the endgoal?
>>
>cant program
>cant for the life of me commit to a single idea
>any idea i start working with i grow tired of
>made zero progress
>unity is gay as hell
>unreal engine is just as bad but i hate it less
>have endless potential but can execute on none of it
>find the idea of making a game for ps3 more appealing despite the inherent problem with doing such
im going to be an idea guy forever arent i?
>>
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>>725920497
Space gypsy. Find space derelicts and distress beacons, figure out if it has valuables and strip them. Right now I'm working on the spacewalk but I want to implement normal movement inside constructions too.
>>
>>725920503
You're an idea guy until you can make your idea into a game
Maybe you should scale your ideas back, for example if you don't know shit about programming there is no way in hell you'd ever be able to make a PS3 game
You should make a simple game in a Baby's First Programming Engine (visual programming based) and get your toes wet
That's pretty much what I did and now I have a demo coming in the next month
>>
>>725920914
>You should make a simple game in a Baby's First Programming Engine (visual programming based) and get your toes wet
ive considered this but i am hard locked into using unreal and that proves difficult for various reasons, and im sure you can understand why
>if you don't know shit about programming there is no way in hell you'd ever be able to make a PS3 game
that is true and while i could just go "uuuuh ai will help me" i know it wont. i have the appropriate development hardware and software i just cant exactly get it to tell me confidential sdk stuff, especially considering how fucked up that machine is in general. it is on my todo list one day at least. just a hello world of my own would make me happy if it ran on there. UE5 wont for sure, leaked UE3 would, but no way in hell am i touching that.

bare minimu, would you equate poker or some basic card game as a starting point even if its just text?
>>
>>725921098
you're not locked in to unreal if you cant even make a text based game but unreal is fine
make a 2d game. use some free asset packs from itch.io for art, but dont fret the aesthetics. maybe something turn based would be an easy starting point.
>>
I idea guy'd my way to an actual game and it flopped. I did eventually have to learn some skills like sound editing, modelling and level design to finish it but overall I can't say it was worth it. I'd rather stay an idea guy with no game than have a flopped game.
>>
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>>725909785
>>
>>725921481
Then you're officially a failed game dev
How does it feel? To have given up your dream?
>>
>>725921558
I don't understand what you're trying to get at here. Chasing dreams is what leads you to failure. You have to have real, tangible goals to strive for. Dreams don't do you any good. I suspect you don't have a single game made at all, let alone any shipped one.
>>
>>725921682
I don't understand what you're trying to get at here.
>>
>>725920332
are you using sprites or models?
>>
>>725921481
There isn't a single artist who just created a single master piece and became a hit instantly, they're always built upon ton of other creations that got them there eventually. Sure if you stop there after the first flop that's the end of that.
>>
>>725921682
You feel regret at the fact you even tried at all, that makes you a failure
I have a demo coming out in the next month or so, so I've not shipped it yet, but early play testers seem to enjoy it
Even if it's never a commercial success, I'll always be proud of myself for making a game in the first place. It's been a deeply rewarding and cathartic experience for myself
>>
>>725920503
Try a language you like and Raylib
>>
>>725921905
It wasn't my first attempt.

>>725921956
>Even if it's never a commercial success, I'll always be proud of myself for making a game in the first place. It's been a deeply rewarding and cathartic experience for myself
Well you do you, I'm not sure how pride puts food on the table though.
>>
>>725921390
>you're not locked in to unreal if you cant even make a text based game but unreal is fine
let me rephrase - for the purposes im aspiring for i would be. if i make even the most basic text game i would still be doing it in unreal

>>725921987
i am not fond of programming as a whole. im geared toward QA, breaking things, not making things
>>
Been working on my JRPG. Systems coming along nicely. Got a writer and musician on the team now. I think my next step is gonna be to go to the store and buy a sketchbook and start really drawing concept art for characters, areas, enemies etc (rather than dozens of tabs in photoshop). Best case it'll take another 2 years but feeling like I've broken that barrier from "untitled game demo" to actual long-term project and it feels good.
>>
>>725922274
My mom puts food on the table
I'd never be able to make my game if I were still trapped in wageslave hell
Perhaps I am simply in a position where a flop isn't the end of the world, but just a stepping stone to my overall goal
>>
>>725922374
>Perhaps I am simply in a position where a flop isn't the end of the world
Yes, then you're in no position telling anyone that "flops are good, actually!"
Every single game you like and/or that inspired you was a commercial product first, and an artistic work second.
>>
>>725922374
nta but if your able and happy to stay with your mom, that's a good spot to be. Family can be great. Consider getting a part-time job or volunteering somewhere a little bit each week tho. Something comfy that you don't hate. Nodevs will hate this, but it will help your creativity and productivity.
>>
>>725922635
youre a pretty good baiter, not gonna lie
>>
>>725922751
>no argument
I accept your concession.
>>
>>725922635
>the chad artist dev vs the virgin get rich quick scheme dev
>>
>>725922838
Megabonk dev got more bitches than your shitty 0 review flop will.
>>
>>725922746
Yeah I've only been living with her for a year and it's been pretty comfy. I help her out with chores and she provides me with a room and food. As a kid I used to complain about any chore, but after tasting what true wageslavery and independence was like for a decade and a half, I'm GLAD to be doing dishes at home.
I dunno about getting a part time job though, I've only had bad and stressful experiences with jobs. I'm pretty sure I just can't stand being around certain people that are always my co-workers. The petty, ignorant, low IQ normies whose mindsets never left highschool. I cannot stand them.
I'm just gonna keep on devving until people wanna shove money at me, but even then I'm not very motivated by money
>>
>>725889745
I will now boughted your game
>>
>>725921793
sprites
>>
>>725889745
"Mr. Videogame", if that's even your real name, I have to make you aware that Benbo is copyrighted by Thumbtack, a famous developer and a true friend.
You will get sued to oblivion by them, and your fake name will not be saving your ass, coward.
>>
>>725916603
int, bool and float will be your bread and butter for vidya.
decimal/double/long are bad for perfs (especially the first one) and should be avoided unless you *really* need that precision, shouldn't happen outside of business or science stuff.
byte/short/half are for people who want to bother with low level optimizations about memory size & cache, you can ignore that unless you are doing something churning massive amount of data.
sbyte/ulong/etc are kinda like that too: it's small optimizations to scrap access to slightly bigger numbers without actually paying the cost for it.
>>
>>725918323
>ears & whiskers aren't animated
Put some fucking DynamicBones in that cat.
>>
Unironically, where do losers find the gall to publish bottom of the barrel jeetware like this?
>>725889745
>>
>>725923732
Make a better game
Make a game at all
>>
>>725916603
C flavored names for the numerical types are just stupid. It's just whole numbers with a minus or no minus range, and decimal numbers, all with some amount of bits associated with them. Just use the 32-bit ones like the other anon suggested for basically everything unless you have a specific reason to using anything else. But do try to understand the underlying nature of the data you're using like how many bits each of those are. The basic types are very very simple with that and you will avoid a series of retarded mistakes and misunderstandings just by having a decent picture of how they work in your head.
>>
>>725923732
They don't lack cojones like you
>inb4 fagoon "post ur gaem"
>>
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thoughts on my cube?
>>
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>>725919707
Yeah and learning value types is looking at the long list of whateves and realising you only really need bool, int and float for 99.9% use cases. With math and vector3 math it will take a moment to understand what they do and how to use them
>>725923720
Fair point, the armature is really basic at the moment, I'm not too good at modeling. I want to add butt and thigh jiggle too but can't figure out the proper way to weight the bones for now.
I've actually been making a state machine that doesn't suck for a week already so cosmetic fixes are in the low priority TODO list for now
>>
>>725918323
>>725926534
She cute, but her thighs look retarded.
>>
>>725926784
Too big? I'm in the "uohhh thiccer" gang
>>
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alright anon these are the parts which i got so far

nevermind the last half bar that one is completely fucked
drums also need some re-chopping

after that its just a matter of copy pasting and making a few bridges / transitions

https://vocaroo.com/1gl7ZX8rQiHn
>>
>>725926534
Can I follow you anywhere? I hate seeing something intredasting and then losing it over the many threads hence
>>
>coom game #12383899484820001
>interesting
>>
>>725927439
Hmm I have an itch.io page but the game is not there yet (because I don't have a playable build for now). What are my options, actually?
>>725927539
It's not "just" a coom game, I want to make a game that is interesting to play first of all!
>>
>>725918323
I've always wondered, jiggle physics like that have to be done in-engine, right? Like, you can't import un-baked Blender physics, can you? Each engine has to have their own kind of wobbly physics functionality?
>>
>>725928304
tits = Tits.new()
player.assign(tits)

# in physics step
tits.jiggle(dt)

every (good) engine comes with tits
>>
>>725927439
Actually, here you go.
I'll update it when it's ready
https://acidlabs.itch.io/arcatech?secret=WupypG72Ec0JYIQaRJ7bmD9WA6s
I also post on /vg/agdg and /v/gamedev sometimes
>>725928304
I used an Asset store script called "Jiggle rig builder". It adds jiggle physics to existing bones. You can bake physics too, but that requires a very advanced animation rig (I'm autistic enough to go so deep)
>>
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Would you guys still check out my game if it used AI voice? I promise I wanted to get real actors but it didn't work out. I couldn't pay people (in the sense I literally can't send money over) and I couldn't work it out with volunteers.
>>
>>725928932
Why does your game even need voice acting in the first place? Plenty of games without voice acting do well
>>
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>>725874619
I was in Germany recently in a few high up places and saw some amazing sights. We were driving right over and through clouds, it was cool as fuck. We don't get sights like that where I live.
>>
>>725929002
>Why does your game even need voice acting in the first place? Plenty of games without voice acting do well
Loaded question.
>>
>>725929025
there are no "high up" places in germany and it's called fog
>>
>>725929141
Back in MY DAY we had to READ
>>
>>725929182
unc thinks it's still 1984 :skull_emoji:
>>
>voice acting is required due to the rapidly dropping reading proficiency in the youth
>>
>>725929161
Felt high up to me. Also I'm pretty sure they were stratus clouds
>>
>>725929025
did you visit the hitler memorial?
>>
>>725858546
game is looking very cool
>>
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>>725857959
>develop game in Unity or Unreal
>start obsessing over architecture, creating abstraction layers and designing modular systems instead of making game
>develop game in C++
>try to turn it into an engine
>develop game in raw C
>only focus on what I need, keeping the codebase small as I can
Raw C it is then. Feels comfy.
>>
>>725927946
>What are my options, actually
Your game is a good fit for twatter. Upload webms that show the sexy MC and especially the jiggle if there is any, one of them is bound to blow up. Not every post needs to be a progress post either, intentionally making "promotional webms" that just give a good look of the character will probably do a better job of attracting people.
>>
>>725930603
You'll never finish anon.
I was the same, spent a long time caring about this shit, as long as it's fun to play nobody actually cares. People cry about the game engine choice because the games using that engine aren't fun to play.

Unity had a bad reputation because games was asset flips that had awful gameplay and wasn't fun.
Unreal has a bad reputation because the games perform so bad it effects the fun of the game.

It's all about fun, how well you've coded the game, using an ECS or whatever doesn't matter. If you want to make a game, you're setting yourself up for failure.
>>
>>725929307
my game isn't meant to be played by brainlets.
>>
>>725930829
This, all your code really needs to do is 2 things
1- what you wanted it to do
2- not melt the player's computer
The rest literally does not matter. "code neatness" is only for the workplace, but you're on /v/, you don't have a fucking workplace, there's a 99% chance you're the only coder
>>
>>725929573
i was in hochwald, not argentinia
>>
>>725931227
Whole point of using C is so I don't worry too much about neatness. it triggers my autism to use engines that facilitate complex interactions only to make a simple game. It's like using a nuclear power plant just to power your toaster.
Now I have high level game logic coupled to things like rendering and collision and I couldn't be happier.
>>
>>725916603
use int_t32 and uint_t32 btw
>>
>>725930829
>>Unity had a bad reputation because games was asset flips that had awful gameplay and wasn't fun
This isn't 2015 anymore, Anon. Unity has a bad reputation for being run by a bunch of greedy Jews now.
>>
>>725916603
You just need to understand to whatever you use
Now tell me, what's 0.1 + 0.2?
>>
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>>725916603
int bool and float are going to be what you're using almost all the time, just be aware that there are other built in types available
you don't need to memorize them, you can just look it up when you realize you need more decimal places or need a larger number than 2.1 million
>>
>>725931620
...among developers. Some developers.
>>
>>725931779
Definitely not just some developers. Although I haven't really have anyone shit on Unity for being the asset flip engine with bad performance in a long time. Guess UE took that place.
>>
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>>725931716
>>
>>725931716
>what's 0.1 + 0.2?
Float: 0.30000001192092896
Double: 0.30000000000000004
Math: 0.3
>>
>>725931716
For all intents and purposes, 0.3 and you don't need to worry about it.
If you keep it as float then the difference is gonna be negligible.
If you convert whatever's using it to int at some point there will be no difference.
>>
>>725916259
Maybe this game isn’t about the characters and more about the combat. For that, especially with the particle effects and so on, it’s crucial that everything on screen can be read within a fraction of a second. The original Nidhogg is effective for the same reason. Stick figures swallowed up by gorgeous environments. Then the sequel sucked all that mystique away with how goofy it looked. The new art direction was NOT a good fit at all.
>>
>>725932357
>convert whatever's using it to int at some point there will be no difference
Oh yeah, casting to int is another common pitfall with retards like you

(int)0.9*100
Whoops that's 89 :D
>>
>>725857959
I have ideas in my head, a couple doodles, and unity installed
>>
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>>725857959
Still doing art tests, I think I'm there with the outlines
>>
>>725933036
Write the ideas down before you forget the details
I like to create a "master lore document" and just drop in new details whenever I come up with em
>>
>>725933294
I just tell ChatGPT about my ideas so he can fellate me and then iterate on them in ways that make no sense.
>>
>>725933423
kek
>>
>>725932040
>haven't really have anyone shit on Unity for being the asset flip engine with bad performance in a long time.
Asset flips and retarded devs are forever but the worst engine tech issues were from Unity 3 era. Nobody's complaining anymore now that Unity 3 is no longer topical.
>>
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>>725857959
Slightly stale progress. Attempting to make doors visible on the other side of buildings for the top-down perspective of the game, by putting an arch there and making it the only point you can pass beneath a roof tile.

I've been advised to make some sort of arrow point marker when the player is close enough to make it obvious.
>>
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>>725933036
I have roughly thirty arcade game concepts haunting me at the moment and it frustrates me to no end that I can’t get my code to compile even when following along with GameMaker platformer tutorials on YouTube because there’s differences between my UI and theirs or they’re using a slightly different version. I’m so dumb, hahaha. That’s why I wish I could help out a smart programmer with their game, instead, working on their art assets.
>>
>>725933990
I couldn't figure out GameMaker as a complete noob to programming
Then I tried out GB Studio and I finally began to understand
Maybe you just need a change like that
>>
>>725928932
I don't mind AI voices, but no voice acting is always better than bad voice acting. Doesn't matter if it's AI or not.
>>
>>725934105
Huh, never heard of it. Looks interesting.
>>
>>725934174
It's pretty dope, been making my game around half a year now using it, demo is imminent
The visual programming was a godsend for me
Also the built in music tracker is cool
>>
>>725934308
I still want to learn GameMaker, but for now, maybe I should just start with this. Some of my concepts are single screen games, even, so yeah.
>>
>>725928892
Absolutely based
>>
>>725930829
>nobody actually cares
Only normalfags don't care.
Gamers do care. Actual gamers, nerds who have been gaming their whole life--since 70s, 80s, 90s, whatever. Thinking, knowledgeable human beings who are passionate about their hobby and understand tech. People who make mods, cracks, tools, write guides and wikis, etc. They care about games.

Yes, nowadays the majority of your customers will be normalfag nugamers who won't care but why would *you* care about them? They're NPCs whose only purpose is to financially enable your venture. They'll gladly consume any slop that gets marketed to them.

Have pride in your work, create something you can be proud of instead of a crude MVP.
Or choose a different career. I suggest a career making business crud software instead if all you want is to program, have an easy life, build meaningless crap and contribute to the enshittification of software.
>>
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reworked it entirely, think this motion for the fire works better


>>725916259
this is mostly a side project I would like to get done in a few months. Enemies are planned to just be recolored from the player character too. Like fire enemies who only use fire attacks are dark red, water dark blue, etc.
>>
>>725934774
Give it try anon, best of luck
There are also a bunch of add-ons you can experiment with eventually, although some of them introduced more issues than they solved (Fuck you Cursor Controller add-on in particular, my own code works much better)
>>
>>725933990
lets see more of that art, I need a 2D sprite artist
>>
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>>725935290
Happy to say I already helped contribute a few sprites for another dev who posted in these threads with a top down shooter, little 16x16 graphics. I’ve got these as well. And let me see if I can find a sprite sheet I did for Super Mario Bros Remastered.
>>
>>725935417
Genuinely good shit anon
I could see those translating into Gameboy graphics easily
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>>725935813
And there’s this.
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>>725935962
You definitely got what it takes in the art department
>>
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>>725935962
And here’s this background. It actually animates in-game to glow, I figured out how to edit godot’s .json file to animate backgrounds. All I had to do was make one large image and then enter coordinates for where to draw the sprite for each frame. Looks gorgeous.
>>
>>725928304
>jiggle physics like that have to be done in-engine
Yep.
>Each engine has to have their own kind of wobbly physics functionality?
Sorta.
You can use the engine's default physics library for that, but all the big engines tend to have a few third party assets specialized in this kind of stuff that do it for cheaper, with less setup, and more stability.
For Unity, "DynamicBones" is kinda the default. Nearly every boob jiggle / hair physics / cloth physic in VRChat is handled by it, for example.
>>
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>>725936026
Glad to hear, man. There’s also this Luigi. I’ll say that for now, I’m only confident with 8-bit stuff. 16-bit is an exponential jump up, it’s practically like painting with dots so I’m nervous about trying anything with that, but I gotta try. I do know how to draw, as well.
>>
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>>725932357
>the difference is gonna be negligible
Ah.
AHAHAHAHAHAHAHAHAH.
You fool.
>>
>>725928304
Nope, games can have jiggle baked into the animations. No physics engine involved whatsoever.
Haydee 1 is one popular example.
It's a method that's rarely used because it's hard to get looking natural for obvious reasons. And it's probably more work.
But it's not purely a negative, at least it can save on performance.
Lewd physics can get really expensive really fast if you have everything including hole and body distortion for every actor in a large scene rather than just bouncing boobs for the player character.
>>
>>725932357
>the difference between true and false is negligible
/v/ords of /v/isdom
>>
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>>725936273
Also if you want to contact me I’m @ultra_aka_ross on X and Png4489 on Discord.
>>
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>>725927227
>https://vocaroo.com/1gl7ZX8rQiHn
what the fuck, I love it
the first half has that "temple ambience" that I could use basically anywhere. Not a big fan of the chiptune that starts sounding at like 0.18 but it's fine still.
the second half is like Diablo? I don't know I'm getting a Tristam theme vibe in there mixed with the upbeat music of King's Field. I love this shit anon.
I still want to explore more options when it comes to music but I'm sure I want to use this track. Maybe throw here an email in case I want to contact you for more stuff later on? Or send me a message on itch.io or something
>https://tintodev.itch.io/project-goblin
>>
>>725932963
>>725936340
>>725936559
unless you're a giga-idea guy with revolutionary concepts like "a level but it's a billion units wide", you don't need to worry about shit. Delta comparisons and common sense are all you need.
>>
>>725932963
>>725936340
>>725936559
>nodev retards making babby's first Unity project pretend like those tiny differences matter
They only matter if you're a braindead faggot who does float == float or something.
>>
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>>725857959
need more polishing but its fun for now
>>
>>725937706
>>725937973
I am reminded of that one video about comments in valve game code
>USE AN EPSILON DAMMIT
>>
>>725938496
https://www.youtube.com/watch?v=k238XpMMn38
this is what youre looking for. the guy also puts up an explainer for each too
>>
>>725938645
>Too bad!
>>
>>725937973
>float == float
to be honest, is there a reason why they couldn't just make it work properly?
I assume they just use the generic implementation, but it wouldn't have been an issue to overload it with a working function, right?
>>
>>725938172
>moe moe kyun
Kek, I thought it was going to be just a barista simulator
>>
>>725901247
have you considered discretizing the models' rotation?
>>
>>725938776
>This is utterly fucking retarded
>>
>>725938172
looking cool
got plans for VR support? I feel like this would work great in VR
>>
>>725940326
yeah I had it for VR at the very start but eventually forgot about it, I can implement it easilyish back, but I'd have to rethink some interactions
>>
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/agdg/ was no help.
How do I give the player bonus points for completing a level faster, if there isn't a time limit? I was thinking of picking some arbitrary amount of time, and subtracting their time from it. So say it takes them 180 seconds to complete the level, and the "arbitrary time" I picked was 300 seconds. They'd get "120 seconds" worth of bonus points. If it takes them 300 seconds or more, they don't get any. Is there a better way to do this?
>>
>>725940974
Yes
>>
>>725940974
sounds like a nice way of doing it. You could call that "arbitrary time" something like "par time", kinda like in golf you know. I'd swear I've seen other games do the same
>>
>>725939054
Work properly is up to interpretation.
Imo the ideal generic solution is float_equal(float_a, float_b, margin_of_error_float = 0.01)

It all comes down to how much of a margin of error are you willing to tolerate? And that depends entirely on the context you're using it for. Float == float doesn't allow you to specify your own error margins and will inevitably lead to people asking what the margins actually are, why is that the margins, how can I change the margins and so on.
>>
>>725940974
gold star 120 seconds
silver star 200 seconds
bronze 300 seconds
and idk show it elsewhere like in the main menu or the level selector so you feel like you're doing the completion ism
>>
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I wish I could make a Deus Ex like. But it's not possible as a solo dev and nobody wants to team up.
>>
>>725941056
>Par Time
>I'd swear I've seen other games do the same
I'm 90% sure RA2 (or Halo Wars?) had that.
>>
>>725940974
you could even add a challenge mode where you race a ghost to the end of the level
https://www.youtube.com/watch?v=N9Dbrs0LNIo
>>
>>725902868
>>725880668
Something like that's in the works, I sample the depth texture already but haven't done anything with it yet.
I have to rework my old kuwahara shader which is either on or off depending on distance
>>725903360
Not sharing the code for this one, sorry. You basically need to do this:
>sample depth
>have start and end points which are Z distance from camera (Unity has in-built calculations for the near + far plane, _ZBufferParams from shader include DeclareDepthTexture.hlsl)
>interpolate kernel range dependent on depth, so far away has a wider kernel and nearby has a smaller kernel
for your for() loop, you need to write [loop] above it cus it'll be dynamic based on pixel distance. if you don't, then Unity (assuming you're on Unity) may not execute the shader code correctly.
>>
>>725940505
fucking nice
>>
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>>725940974
Do what Doom does and set a par time for the player to try and beat.
>>
>>725941371
Boo hoo. Go make some friends, stupid.
>>
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>delete cube
>think for a second
>add cube
>>
>>725933470
If nothing else, I can admit Unity's performance has gotten better over the years. Functions like incremental garbage collection make a big difference.
>>
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>>725944013
happens a lot yeah
>>
>>725933550
That's a tricky thing to communicate from a top-down perspective, yeah. An arrow would definitely help, though if you want to do south facing exits from this perspective I would also make the player object visible even when it's behind something, like turning them into a gray blob like Mario games often do or giving them a colored outline which is what we do in our game
>>
>>725933550
best way to teach this would be to have the player enter a house from the bottom and exiting it from the top, in a mandatory section almost right at the start of the game so there's no way they miss it
>>
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>>725935417
>I already helped contribute a few sprites for another dev who posted in these threads with a top down shooter, little 16x16 graphics
hey that's me. i need to get back on this now that i'm back from vacation
>>
>>725933550
My suggestion would be to cheat and make an "X-ray door" that you can see through the wall.
>>
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>>725945358
somehow your game reminds me of Super Pang. You could try having an enemy ball that acts just like the player shots, and when you shoot at it it divides into smaller balls
>>
>>725861575
>The plague doctor is AI generated with midjourney, but I only found out after I bought the pack
really? it looks too goo to be ai generated
>>
>>725945632
that would be dope. there is a green caterpillar that shoots bullets, although considering how hard they are to dodge already i'm not sure how well that'd work. i'll have to experiment with it
>>
>>725861675
This is the type of shit that never gets released, ever, because the guy making it is way too autistic to create a product, even though lots of people would love to buy and play it.
>>
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>>725945791
if the enemy balls are slow that would give the player time to plan ahead and avoid. But it might also make them a bit boring...
what about enemies that only can be hit from certain direction forcing the player to engage with the bullet bouncing mechanic?
>>
>>725937694
>chiptune
it's actually an organ but I can scrap that part or replace it with a different insatrument

>he first half has that "temple ambience"
yeah I can extend that a bit
>the second half is like Diablo?
yep
>>
>>725945906
The caterpillar can only be shot in the head so I think that already clarifies. Have been brainstorming about what other boss type enemies I can add, but not sure yet. Smaller but slower bullets sound fun to me, the default bullet speed is pretty fast honestly.
>>
Bingo BettyOld people gambling roguelite going well, ive been collecting a fuckton of data from my playtesters this week to do some polish and fixes on my game to gear up for a demo
Also Simultaneously trying to scrounge good gameplay clips together for a quick gameplay supercut/trailer
I wanna post my steam page here but without a trailer it won't hit and the only webm I have has outdated polish/juice
Screenshots unironically don't do the game justice without showing all the cool chain and particle dopamine effects
>>
>>725940974
>/agdg/ was no help
It's a mental illness general ; an average /r9k/ thread where all instances of the word "woman" are swaped with "gamedev", and you wouldn't go to /r9k/ to seek advice on how to get women
>>
>>725938172
Hey I played this with a bunch of other anons a while back when it got posted on /v/, I think it was like a demo jam or something? It was fun, keep it up
>>
>>725938645
>// fix this
>still in the code years later

I felt that one in my bones.
>>
>>725941252
sounds like what paperball does, where you get platinum, gold, silver and bronze medals depending on how long it took you to beat the level. liked it better than smb's timer mechanic
>>
>>725941371
I would happily work on a DX game as a writer or designer or level designer or whatever. Sounds fun, just don't got cash to pay anyone.
>>
>>725897316
>35usd per minute

wtf what if your game takes like 10 hours to beat?
>>
>>725947643
Post your level design? Post your "design" (or whatever you mesn by designer)?
>>
>>725940974
apply a score penalty for every second the player takes to complete the level.
>>
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>>725946829
>>
>>725940974
play the level, and make your fastest time the biggest bonus. why should it be arbitrary?
>>
>>725947792
Design like, what kind of setting, characters, skills, movement options, yada.

>Post your level design? Post your "design"
I can show you the shit I've made in private, but if I'm gonna collaborate with someone from /v/ I'd like to know what they can do as well
>>
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https://voca.ro/11JLYqz1aM7s

https://voca.ro/1hmhUJq1E04q

Would this kind of music work for your game?
>>
Should I use gamemaker if I wanna make an LTTP clone?
>>
>>725945745
It ALMOST looks good but that palette is awful and I don't even know what he's suppposed to be holding.
>>
>>725948517
yeah I tried doing one. Got the room and screen transitions working without any issue. I lost the folder with the project tho, haha
>>
>>725948517
you could, though beware gms has kinda shit performance by default. usually shouldn't matter, but it might if you wanna release on switch or something
>>
>>725948517
check out solarus game engine
>>
>>725949008
Hmmmm interesting how have I not heard of it? Is it not beginner friendly or portable to other systems?
>>
>>725861675
>>725866543
This actually looks epic, the simple animations have so much luster in them
>>
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>>725944013
>he uses cubes
>>
>>725948068
>I can show you the shit I've made in private
Do it then? Prove you can do it?
Also, you relesed nothing?
>>
>>725950373
If you can tell me what you can do and give me something to contact, I can show you the games I've worked on
>>
>>725950445
Why are you being so coy about it? Maybe someone else would see your work and collab with you, if it isn't me.
>>
>>725950205
what should i start with then
>>
I want to, and I know that I should be working on my game, yet I find myself scrolling through the interwebs non-stop instead. Is this what they call burn-out?
>>
>>725950553
Alright, good talk.
>>
>>725950561
>he doesn't know
>>
>>725948327
First one is pretty generic calm ambient and could fit in pretty much any game that has a downtime at some point - or for the option menu.
Second one has more character but while it's more interesting the style doesn't fit my game.
Nice work tho.
>>
>>725950979
of course i don't why do you think i'm asking
>>
>>725948327
sounds like a shit mobile clicker game
>>
>>725951351
>he doesn't know why I think he's asking
for real though cubes are fine
>>
>>725948327
First one is trying to be ambient but the main instrument is too strong.
Similar story with second one, the synths are too front there. It feels like you're trying to play two different melodies, instead of them working together.
>>
>>725928932
just dont tell people its AI voices
the AI derangement syndrome is too strong
>>
>>725941371
literally why not? this is some nonsensical whining. lets suppose you know nothing but programming:
specially considering a game with visuals like DX is on the cheaper end of things. not only you can make a fuckton of the game before you even start fleshing out the visuals, its also on the cheaper end of things, its not like youre doing elaborate 3d or having to draw tens of thousands of 2d sprites for animations

just start making the actual gameplay, interactions etc and coming up with the levels and layouts and shit with programmer art, stock assets,, or even no art at all. Maybe just commission a select few notable things at the beginning and leave the rest for later. Once you know you have an actual guaranteed solid game being made, you can start commissioning artists, a composer etc to help you finish the campaign
>>
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>>725941056
>>725943589
Alright, so before, only your time was taken into account. Grabbing coins didn't do anything. Now, you gain points each time you grab a coin, plus you get a bonus depending on how fast you're able to complete the level.
>>
>>725951290
>>725951351
Thanks for listening!

>>725953393
Too strong in the mixes, you mean?
>>
>>725954642
wow anon nice game :)
this would be really impressive 30 years ago
>>
>>725927227
drum samples are pretty vanilla
>>
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>>725954642
Neat. Do you have a link to your game? I would like to try it out; I've played a few games with just cubes as protagonists like this one where you climb a tower to get a pineapple or something.
>>
>>725955095
>Do you have a link to your game?
https://bitwise-games.itch.io/quickdraw-kingdom
The platformer game mode (from the webm) hasn't been fleshed out much, obviously. I do have a plan for the story/setting/characters/etc., but as you can see, I haven't gotten around to implementing them yet, which is why the visuals are so simple. But I'm working on it.
>>
>>725954642
>camera instantly follows player when jumping and jerks upward
please add a deadzone for the camera so it doesn't do that, it's platformer 101
>>
>>725955649
Nice. I will take a look at it.
>>
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>>725917537
post more
>>
>>725954414
You clearly have never made a game, or even a prototype for that matter.
>>
>>725955839
oh shoot, you're totally right. The webm shows the second level (which is the last one as of right now). The first level's height is the same height as the screen, so no matter how many times you jump, the camera never moves vertically. Guess I just forgot to change it for the second level. thank you for pointing that out.
>>
>>725954918
what would fit better than vanilla?
>>
>>725903213
>turn the hit-stop duration down
never!
(you can do it in the game settings tho)
>>
>>725954642
make it stylish like this
https://store.steampowered.com/app/242820/140/
>>
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options are part of the game
don't know what I'll do if the player wants to leave the current level or retry it, probably include it in some sort of pause menu
>>
>>725956894
Neat. I like it when games do that.
>>
>>725956864
>colorslop
>>
>>725956894
I don't think the overflow is good, imagine trying to mute the game and you accidentally blast your ears.
>>
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Play Dirk The Adventurer
https://madness-inside.itch.io/dirk-the-adventurer
>>
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>>725958152
apologies for not having played it yet! I'll leave a review before the end of next week. This week I'm on vacation from work which means making the most out of this time to work on my game lol
>>
>>725958152
No.
>>
>>725958152
>you haven't even touch your meal
>>
>>725958606
Dirk's just having the courtesy of not speaking properly in front of a dumb goblina
>>
>be dirk
>adventure
>>
>Billion tutorials on how to do anything
>Not one that can successfully teach the base level human discipline required to actually learn a skill or do anything at all
>>
>>725958606
>you did't has even touchered u're meal
>>
>>725959262
thanks for the aneurysm
>>
>>725957970
a game published in 2013 is not slop
>>
>>725959237
>>Not one that can successfully teach the base level human discipline required to actually learn a skill or do anything at all
You can't teach discipline though. It has to be forced upon you through punishment
>>
>>725960430
yeah no unc it's quite literally slop
>>
how many raycasts are too many? my player already has 7 raycasts and 1 shapecast
>>
>>725960616
it depends on why you are using them. if you want something to be more dynamic then they are almost always required. that said ive noticed a lot of the time people make the mistake of using more than they need, so try tinkering with what you have and seeing if using less works
>>
>>725960491
Owari da
>>
reckon we run it back and go for another thread this weekend?
>>
>>725961451
No
>>
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its now possible to chain mines to trigger other mines
>>
>fork godot
>add a couple of redundant lines of code
>write "custom game engine" on my steam page
too easy
>>
>>725961451
you are free to do as you please king
>>
>>725954642
You can look at downwell if you want an example of a game where the camera is perfectly tuned for going downwards without being frustrating. If I remember correctly the player is always centered around the top of the screen instead of the middle.
>>
>>725955924
>no counterargument
im not the one whining about "noo the thing i want to make doesnt work for a solo dev!!" instead of making their game
>>
>billion ideas for female characters
>straining to think of male characters to balance out the roster
I think my problem is that I use my brain to think of male character designs but I use my penis to think of female character designs.
>>
>>725962776
just genderbend half your female ideas
>>
>>725916603
no you need to learn every number
>>
https://www.youtube.com/watch?v=1uFPmmZFyvQ
Kinda wondering, if the style in something like luigi mansion 3 here mostly PBR textures/generators?
>>
>>725963672
It's more the exaggerated geometry and lighting. Everything is intentionally blocky/offset and has a slight tilt to it. No straight level lines allowed that isn't the floor. Reminds me of Curse of Monkey Island in that regards.
>>
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working on a clown girl game with guns and shit. wish me luck bros
>>
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>dev thread
>already at 500 posts
i did progress today
>>
>>725964192
>be retarded anime girl
>point assault rifle barrel directly at own head
>>
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after all the refactor and polishing of the last few days I wanted to work on a new feature. See ya in the next thread dudes.
>>
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>>725964362
it's cool anon, friendly fire is off
>>
>>725964394
I need to eventually wrap my head better about handling inputs in a singleton, so I can more easily make UI triggers react off of them, vs. having multiple scripts each do their own looking up of the input events.
>>
>>725964578
dedicated input controller anon
>>
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>>725964578
>>725964690
all my input checks are on the player script...
>>
>>725964790
why did you say "having multiple scripts each do their own looking up of the input events." then?
>>
>>725956894
For options midgame you could always spawn the pipe. Raycast from the top to the floor, check if the ground is stable, check if blocks nearby are the same level or not and so on and then replace them with the options pipe, if it's not avaliable move the origin raycast over and repeat until you reach the end of the screen.
If it doesn't have good conditions for some reason just drop them through the tube and them jumping back up teleports them back to where they was. Or just do this last part.

>>725958115
Is right though, it also seems a little annoying having to think about it if you're going for max or muted volume. If I'm muting or maxing it, I'd want to spam jump quickly, not make sure that it doesn't overflow.
>>
>>725964858
I didn't say that
>>
>>725964790
I contemplated that, but I figure for main menu shit and all, where a Player object won't exist, I may as well have a general input manager. It also means I don't have to worry about the Player object always existing anywhere I need input in the current scene.

>>725964690
Part of it is me being lazy because I don't want to have to reproduce the hold is-just-pressed/is-released/is-held aspects of the buttons at present.
>>
mig when you feel like it
>>725965491
>>725965491
>>725965491
>>
how do i get daft punk to play at my house (in my game)
>>
>>725965521
hey fuck you
>>
>>725965521
Mods, cut his balls off
>>
>>725964035
Yeah the modeling itself i get, but wondering about the texturing specifically.
>>
>>725965526
nigga im listening to daft punk right nor. small world
>>
>>725965521
Based general killer
>>
>>725960591
quite literally end your life



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