gamedev threadshow me your game anon
I need your opinions. My game is a short(1.5-2hrs) sandbox horror game where you get freedom to go wherever from the get-go and accomplish things in whatever order, so it's not set up at all for a demo. Should I try to make a super short(5-10min) free horror game instead and link my main game's store page to it? I'm thinking I would use a monster and other assets from my main game for the free game and maybe it could be set before the events of the main game, from the pov of some innocent civillian.
>>726816168what you should do is make the game a bit longer, otherwise people will just refund it after they beat it
>>726816323muh refund boogeyman. Lots of evidence shows generally people won't refund a short game if it's actually good and priced appropriately.
Put slurmcore into my game
>progresstested unity's ai navigation with my own controller and work flawless, the unity agents can take control of player controller with no problem.
>>726816842cool stuff anon. How does Unity handle navigation? a plane mesh and A*?
>>726816782zukowski said slurmcore hits hard with the heemhah post-catalyst punk crowd so i'd say that's a smart move
Integrating the store.
On the road right now, so here's Joey Fygoon and his awesome friends and enemies.
day 322 of working on goblinsthe goblin mage is mostly done, although I still have to implement friendly fire for enemy projectiles (aoe effects already have it)next few days will be about polish and jank removal>>726817438the new and improved shopkeeper looks mega cute dudeonly thing I can think of is restoring her protrait from "happy mouth open" to "just happy" a few seconds after the purchase? or maybe not, it looks great already
>>726815672I made Hello Triangle in Vulkan.I'm going to make it :)
my Unity project randomly scaled all meshes to 2x size and changed the camera FOV in all of my scenes to 4.idk what the fuck happened I'm going to jump off a cliff.
>>726817763Looks great!
>>726817490Stop with the lazy no progress posts like this
Made some dimensional hollow planetoids and new non euclidean effects.
>>726817028both, is A* over a plane mesh
>>726818607thanks dude>>726819417damn that's neat. Reminds me of the portal to hell in DOOM Eternal, but better since you can go back and forth
>>726818817genuinely makes me not want to post my game every time i see the usual faggotry in these threads
>>726819417cool stuff
>>726815672I think I'm getting to a point where AI isn't useful anymore because the past few times I've tried using it has behaved retardedly and I just had to solve the issue myself.
my performance has improved 200% since I started gamedevin' while listening to Howard Shore
Out of pure curiosity I tried Suno for music and it wasn't bad. I'm not going to use it because it feels filthy to do so, but it's kinda neat to be able to request the very specific tone and sound I'm looking for and get something reasonably close. Compared to scrolling through other people's work and not finding anything remotely what I'm after. Wish I had a musician to work with but that's the dream!
>>726820581I tried it too the other day when some other anon posted the stuff he was cooking. It was very cool to be able to generate some power metal that I could never even dream to produce but yeah, it feels filthy to use that.By the way, in case you are reading this: to whoever made that music track for my game please respond back, I still don't have your email nor any way to contact you and I'd like to credit you for that track you sent me
>>726817763Torch flame particles travel in the direction of the wooden shaft instead of upward like one would expect. It doesn't matter much but it might lead to cool trails as they swing if they had physics
>>726822370yeah I had to set them to local cords because it looked kinda shit otherwise. I was planning on leaving it like that but since you noticed and I'm polishing all kinds of stuff I'll try and give those particles another go.
>>726822556show me
>>726816045dare I say it.. soul?!
>https://files.catbox.moe/v2v451.mp4Wehehe
I've wanted to make an rpg for years. I know nothing about coding, but I have an artist so I wouldn't have default sprites. Is rpg maker worth it? I'm a big coding dumb dumb.
>>726822659s-show you what?!>>726822764damn thats soul as fuck, love those little dudes
>>726822771if you can't sprite and can't code what do you even do
>>726822830show me ya movesalso the upward traveling physics based torch particles that don't look right
>>726816045Oh I was thinking about your game the other day
>>726822991ok captain falcon, but only because you are the one askingwhat I didn't like is how the flame separates from the torch when the goblin moves, lagging behind and all that, but I like the effect when he swings it. I think I'll try swappin' between local and global particles on demand and see what happens
>>726823334still needs tons of 3d artists
>>726823431>tons of 3d artistswhy would he need more than one?
>>726824101i don't think one 3d artist would be enough to make assets for the entire game, there's quite a bit needed
>>726822771Do you want to make the specific type of game that RPGmaker supports? With the very specific perspective, dialog and combat system? If yes it'll work out, if no you'll need a more open engine.You will need to learn software design anyway, RPGmaker just has you working on higher levels of abstraction.Tip from another guy working on an RPG: do graphics first. Animation, cinematography, postprocessing, etc. - it's by far the most difficult part and will have massive sunk cost if you realize you need to pivot later on.
>>726822991>>726823380might look better now that I'm doign the swapping, but when going from global to local the particles disappear for a moment even if I turn up the preprocessing so I don't know, might just leave it as it was
>>726820752Post the track, I may recall
i'm still down for continuing the project, it's just that very few people want to work for free, at least to begin with until we get some revenue
>>726825234https://vocaroo.com/1gl7ZX8rQiHn
>>726823380honestly think it looks pretty good already. to stop the particles from getting away from the torch, try spawning them bigger or just displace the spawner by the goblin's current speed
>>726825450Yeah not mine. But you seem serious, you need main theme for your game?
Fucking gabencunt deleted my game off Steam.. it's fucking over
>>726825640What game and why
>>726825586oh no! well, at least not yet. It's just that some anon made that track because he wanted to and said he'd still work on it some more. Plus if I end up using it I'd like to give him some credit>>726825565>displace the spawner by the goblin's current speeddamn that's clever, I'll try that. ty!
I'm making a game but I'm new to coding so basically I use vibe coding; this was apparently enough to get me berated and harassed by angry Redditors for literal hours when I mentioned this in a gamedev sub. What's the temp like here, are y'all unhinged incels too or are you living in the present?AMA about vibe coding, I can't promise I can give you a good answer but I'll try.
>>726826008we don't care about AI but that stuff about posting on reddit? yeah you aren't welcome here either buddy
>>726826008Show your gameI think the general tone here is that it doesn't matter, however it's annoying because the people who talk about it seem to never have a project and are just trying to talk about AI instead of game development
>trying to just do grid based movement like in the old pokemon games in godot 4Im seriously about to blow my brains out over this shit. It really shouldnt be this difficult yet it somehow is. All there is is outdated tutorials and said tutorials dont even give the right result either. Is godot really not the right choice for making games in general?
>>726825309>what if I made another animal crossing clone?what's special about yours?
>>726826130>It really shouldnt be this difficultit's not. you're just retarded.
>>726826281NTA but drive-by insults with nothing of substance just reeks of being a fag
>>726826231it will have all the quality of life features that animal crossing doesn't
>>726826281>average gamede/v/ responseno wonder not that many anons flock into these threads
>>726826130I did that for a first-person dungeon crawler game I dabbled with. Just use a tween to move X pixels in whatever direction and don't allow moving again until the tween ends
>>726826384not being able to move sprites on a grid reeks of being subhuman
>>726826130What are you having problems with? It really shouldn't be anything more than having gridX, gridY and GridZ and turning them into worldspace coordinates by multiplying with gridSize. If you use hexagons it's a bit more math, but nothing you shouldn't be able to handle.
>>726826468Not many flock here because we're all bots here
>>726826130I've done that and I'm also doing it in a first-person dungeon crawler now. I'm hoping to make the first-person dungeon crawler my first real game. I think the way I did it in the top down one was a bit clumsy, but the way I have it in the first-person one right now feels like it make sense and you can probably apply similar logic in top-down. If you go to Godot's asset library the DRPG framework one is what I used as the template for mine, there's also one called RPG demo that has the right movement in top-down, but I haven't really messed around with that one so I don't know how it works.
>>726826623this is literally all im just trying to do.Just having a player move from tile to tile.problem is having said player stay snapped into the tilemaplayer and move from tile to tile through a tween as another anon said instead of just teleporting to the next spot
>>726826953>problem is having said player stay snapped into the tilemap layerwhat are you doing that un-snaps the player? Are you setting the player's position to something that's not a multiple of the grid? Are you allowing the tweens to be interrupted midway for some reason?
>>726826953you could use the tween as I suggested making sure you snap to nearest integer on it's callback, but this should be doable by just adjusting the coords manually and not letting the player move until it is done. What specific problem are you having?
>>726826953this sounds like you don't have a state machine
Spent last night making spawn animations for enemies Just uploaded a new update with an alpha of Survival Modehttps://dead-imagination.itch.io/dance-of-elementslooking for feedback if anyone has the time.
Have you ever had a stressful programming day?Because I think I'm having a stressful programming day
>>726826130I did this a while ago and I don't remember exactly what I was following but I think this might have been a good tutorial for ithttps://www.youtube.com/watch?v=9u1Dq6h7sGU
>>726816045>clover meadow is still in developmentNice.
Small progress, worked on a simple enemy AI system for patrolling, chasing and attacking. Now I'm gonna work on the player attack system. Maybe I should add some camera shake when being hit too.
>>726826953I haven't worked much in godot itself, but you should be able to handle it through an animation. On each frame, take the deltaTime, the distance between two tiles and how long a step should take and move the sprite by a fraction of that distance. So at 60 fps and a 1 second walk animation, on each frame the sprite moves by 1/60th of a tile's size. The important thing to realize is that your player in game logic and the player sprite are two different things. The game-object can just snap to the next grid and wait for the animation to play out. Likewise other stuff like triggering an enemy trainer needs to check if an animation is still playing and wait for it to finish.
>>726827539damn those skeletons are fucking mean>maybe I should add some camera shake when being hit toodon't forget the hit stop!
>>726827572There's really no reason to not use a tween in this scenario. You want to get a value from a to b in time t, that is literally the sole and singular purpose of a tween.
>>726826953in case this helps, tweens for moving on a grid:https://www.youtube.com/watch?v=Vr-Fsd6M5Tk
>>726826101Just like 4chan, Reddit has many different boards and the quality and culture vary wildly. Not all of Reddit is bad.>>726826123>Show your gameSorry, can't do that, the concept is quite unique and since I only do this as a hobby a more experienced full time dev could easily get an advantage of time over me.Let's put it this way, it's the kind of concept that can make a lot of money.
>>726827935best of luck anon, but keep in mind that many have fallen in love with their own ideas only to later realize that they weren't all that good. That's why feedback is so important
>>726827325I don't have much feedback but the animation is really good. It would be good if there was something to distinguish the two fighters visually though, as well as something to distinguish what form they're currently in. Also, you may already know this, but it's very easy to just go up and off-screen with the fire power equipped, but the movement also feels very good on that power.
>>726826008vibe coding only hurts yourself in the long run
>>726827539Need small cartoony smoke puffs when she run around.
>>726828034I still get feedback and tune the design from AI, which honestly, I trust more than people at this point.
>>726827935Its a concept thats so potentially profitable that you cant share even a snippet? Are you feeding an LLM your ideas and requests for code? Thats "vibe coding" right? You dont think that LLM will spit out your totally unique idea when some nigger in india asks it "please do the needful and redeem a million dollar game idea for me saar"?
>>726828061Thanks for giving it a try> It would be good if there was something to distinguish the two fighters visually thoughYea I keep having trouble with that. If I make the player 2 any lighter he bleeds into the background. If I give him a different color entirely it messes with the color coding of the enemy mobs. Not sure which way to go with it. >as well as something to distinguish what form they're currently inTheir movement and poses should do that. Currently the run/jump is all the fire ones though but when I make them different enough it should be able to tell what style they're using hopefully>Also, you may already know this, but it's very easy to just go up and off-screen with the fire power equippedAh yea I need to fix that and add a ceiling to it. >but the movement also feels very good on that powerthanks! still working on the movement on the other elements.
>>726828225>I still get feedback and tune the design from AI>>726828034>best of luck anon
>>726828512He first talking about vibe coding and then shifted to "achually I have a billion dollar idea," he's just being silly, I don't think someone would genuinely stumble into both of those topics. He's just trying to get a rise.
>>726828560>Their movement and poses should do that.I did notice that and there's also the icon where you select that changes, but I think it wouldn't do any harm to have something a bit more in your face considering the camera is quite zoomed out so just the change in pose can feel pretty subtle. I feel like it would make sense if it were like style switching in DMC or something where there's a sound effect and a flash or some visual effect to go with it. I don't know if there are any other potential issues that might bring, but that's just my first impression.
>>726828816Thats very optimistic of you, I think. Never underestimate an anon's potential to get lost in the dunning kruger effect.
Working on background
>>726827325I'd like rock to be more brutish, have a bigger pop, violent, maybe kick one rock up or the kick makes it get blasted to dust.I hope you don't get dmca'd somehow by nickolodeon.
Good GOD I want to make a SNES/PS1-style JRPGish... but I also want to make a Daggerfall-like or a Falloutlike.I cannot decide which to do.Help me
I said I was done with UI stuff but my palette code is a bit cleaner now so I decided to put in customizable static palettes as an settings menu thing. Or I could move it somewhere later. I want to be able to have myon palettes too but I need to actually make all the weapons use the same color first.
>>726829394You are not doing any of those.
>>726827539>ankle bracelet
can't we stop with the attention-whoring posts please>>726829596looking awesome anon, I like those palettes and the weapon in red sure looks cool
>>726829596>NES-style action gameLooks neat>>726829691No, I think I will.
>>726829642I'd just go without voice acting.
>>726829596The obvious Castlevania inspiration along with the faster movement and triple slash makes me think of Curse of the Moon when Zangetsu's fully upgraded, which is good because I like that game.
>>726829394start to make something or die with the idea in your head. Just start one of those, and if at somepoint you want to call quits on your current project and start the other ideas that you have, at least you've gained some knowledge and experience with the first project. But start it now
>>726829642> As if reading plain dialogue boxes hasnt be done decades ago before AI voicesI'd rather die
Adding some new NPCs, and giving the "boss" ones some special animations. This guy re-rolls for a 7 a ton, which can really screw up players who aren't careful.
>>726830048should probably make his dialogue box go over the dice and other things
couple more character designsslowly killing myself trying to do female heads in pixel art
>>726829992You should kill yourself.
>>726830163Yeah thanks I've been meaning to fix that>>726830336I really like it, great vibe.
>>726820581People are going to start "laundering" AI content. So like, instead of devs using Suno themselves, they hire a suspiciously cheap music production company/independant artist to make the music. The producer uses AI in secret and delivers the final product. Then the game dev just says they "contracted X for music" and plead plausible deniability to any AI accusations.
>>726830336Just make them all wear burkas inshallah
>>726829992for me, its when devs use synth sounds to mimic speech
>>726828889yea my sounds are pretty shit the moment. Some sound effect to go with the element changes would go a long way though. >>726829248Ah yea I'll work on Earth more to be more tanky style. Well there is that other Avatar fighting game that is coming out. There are a ton of other Avatar inspired elemental fights though, would suck if they targeted me though.
>>726828512That's not how AI works.>>726828816Obviously I got into the coding part *because* of the idea.>>726828989Not to worry, I know what I'm doing.
>>726830532Im going to put a helmet on one of them but I still have two female characters ill need to make actual heads/faces for *gulp*
>>726830336great looking characters anon, the shading is very nicely done and the colors are perfect
>>726825445>nopanHOLY SMOKES
>>726826123>thread is now half AI talkProven right yet again
>>726820581>Compared to scrolling through other people's work and not finding anything remotely what I'm after. Wish I had a musician to work with but that's the dream!I vaguely scrolled /mu/ hoping they would have an amateur musician general or something, so I could find a musicfag anon desperate enough to get his music used in any way so I could slap something on my gamejam-tier stuff that isn't incompetech, but no luck. Suno is so fucking tempting.
>>726826130>>726826953In layman terms, you want to either>set a player to be moving, disable input, start moving him, then unlock movement as soon as the tile is moved>teleport the player "data" to the next spot, but have just the sprite and camera slowly move to the new positionFirst one is probably easier but second one is probably more bug-resilient due to it being impossible for your player coords to not be integers.
>>726830359Using AI voices and having the fucking audacity of saying that to someone. Ill throw you one better: Quit, find another art to ruin with your lack of talent
>>726830536What about trannies? Trannies being the reason ppl use AI in secret? They shouldn't be doing that shit in the first place, it's lowbrow as fuck. I hate trannies too but let's not start synchronizing being anti-ai to trannies. Are you indian, by any chance??
>>726830763thanks mate, I thought I went a little overboard on the monk highlighting but will leave it for now (until ive got more characters done)
I've been trying the new AI for some assets, I like how these look but you can still tell that's AI. It just can't do pixels right, always blurs the fuck out of them.
After years of making hentai visual novels, I decided to use my talent for something suitable for all ages.I'm preparing my first normal visual novel, but I still don't know exactly what Steam's rules are. My basic idea is that it's possible to date all the girls in the game, regardless of age, so if the player is a pervert, he can have the teacher's eight-year-old daughter as his girlfriend or something like that, LOL. However, I believe that the mere mention of dating a child is enough to get the game banned, even if there is nothing explicit in the game, not even kissing.
>>726830803Half? Lol. We're all fucked dude. This is really bad. Look at this faggot >>726831064
>>726830803Only a tiny percentage of the posts are related to AI.
>>726831064Ever looked at retrodiffusion?
Thinking of making something in unreal for the first timeDo I have to use unreal 5 or can I go back to previous versions?
>>726831148Where's your pixelart weapon icons? Thought so, you don't have any. Go dig through the trash heap called itch.io for hours until you find something remotely useable.
>>726831243Here's the (You) brother
>>726831064If you really like the base result then you can use a workflow to translate it to actual pixel art. Basically you need to get everything aligned to a grid properly so there arent any weird mixels or whatever, and then use an actual palette. https://github.com/Leodotpy/sd-pixelIve used it before and once it's REAL pixel art you can go ahead and fix it up and redraw whatever because even a dummy can do that with low res art.
>>726819417How hard is it to make something like this? How long did it take?
>>726831180From a quick skim, 32/131 replies were on the topic of AI and I probably missed a couple
>>726829596>he made a shader that simulates a CRT signal and not just le scanlinesbased autist
>>726831273Please Sirs Where is Pixel Art Sirs. Don't you usually rub cowshit on your face during this time, punjabi?
>>726829394I've been working on a SNES style JRPG system in Unity. What surprised me is that going into it I guessed that coding the battle system was going to be the biggest challenge, but turns out coding all of the overworld and behind-the-scenes systems is much, MUCH bigger and challenging than I could have imagined.>I cannot decide which to do.Start coding the behind the scenes stuff like all the data management because it will work mostly the same for either type of game. You're gonna need the obvious stuff like an inventory system, item database, character stats, dialogue systems, etc. but you're also going to need things like a flag system (has this character been spoken to? has this chest been opened? has this pathway been unlocked?) and a way to save and load that data. There is a lot you can jump in and start doing before you decide what way you want to take the thing, and when you figure it out you'll thank yourself for having all that boring stuff done so you can start focusing on building the actual world and story.
annoying corner collisions
>>726832560>but turns out coding all of the overworld and behind-the-scenes systems is much, MUCH bigger and challenging than I could have imagined.For me it's anything related to graphics. Making anything that actually looks good and isn't the generic retro pixelart is a massive pain in the ass. Also linux support, would have so many more options some of the tooling just worked like on windows. The combat system is the easy fun stuff I do for relaxation after a stressful week in the office.
>>726832689I got so annoyed at weird corner collisions in my project that I slapped the most retarded bandaid on the problem using raycasts
>>726815672I need to make more webms for bingo betty I just did a huge update to add 76 items totalling to 152 now, all fully working.Working on adding a system similar to balatros chips, with scaling difficulty levels for when you win on any of the charactersI think for my gameplay trailer I'm going to start it out by showing a line being made, then a few, then a fuckhuge crazy chain that blacks out multiple cardsJust need either time to record footage or just wait for my testers to send me more
>>726832689Looks like she's having a good time.
>>726832560Thanks, good to know
>>726827781Good idea, I will give hit stop a try too.
>>726833373Hey that looks pretty dope! IDK how the gameplay works, but you have great juice.>I think for my gameplay trailer I'm going to start it out by showing a line being made, then a few, then a fuckhuge crazy chain that blacks out multiple cardsI would honestly just start with the crazy chain. The first 5 seconds should be the most interesting part of the trailer.
>Hytale came back right when i was developing my very own Minecraft clone
>>726833930that's momoi
I'm bored, so I'm looking at random lores resolutionshttps://en.wikipedia.org/wiki/List_of_common_display_resolutionshttps://en.wikipedia.org/wiki/Low-definition_television
>>726833930yeah! just don't be a retard like me pausing the whole game when you hit something. That might work for when YOU (well, the player) gets hit as it gives the player (YOU, maybe) a moment to realize what happened.But yeah for when YOU (the player) hits something, just pausing the player and enemy animations for a split second works way better
>>726831064these look generic as fuck
>>726834351bet you love Final Fantasy swords with belts and chains strapped to them right? fag
>>726834351well there's only so many ways an axe can look
>>726834153keep going bro, it should go without saying but hytale is FAR from the only minecraft clone
>>726815672ok heres my gamewell heres some combat from my game
>>726834050You play bingo but instead of waiting for balls and hoping you have it, you draw a selection of balls that all can go on the cars, and where you can place them is determined by the color/symbol/number on the ball. You have to match at least 1 aspect but if you match more you get bonuses for money and score. Then when scoring lines there's a set bonus for if you have 3 or more of the same color or symbol in the line.There's also a bunch of wacky ass cards with different sizes and shapes, and the ability to permanently augment the spaces on your cards with various effects to achieve like what you see in the webmThere are also scratch cards which are like mini risk/Reward quests that when you complete the goals you earn a rewardit's set up as a roguelite where you need to get the goal to win the round. There are 7 stages with 3 rounds and a challenge round each, if you beat 7-4, you win
I added a cool feature today that made my characters feel much smoother to play.I really need to work on the visual part of things now because it looks embarrassingly poor at the moment and I don't want people to make fun of me for it.
>find 3d artists>their work is worse than what I can doI feel like I would be better served spending a couplpe of weeks improving my blender skills than trying to hire someone, this is a waste of time
>>726834989you get what you pay for
>>726834735don't flash the screen red when blocking
>>726835076I don't even know what the rates should belike with music, there are fiverr artists charging next to nothing vs others charging $300 for a minute of musicthe range is so wide for 3d too that I have no perspective of what the ballpark should be
>>726835093oh thanks didnt notice
>>726834546Yeah, I know, and I will keep working on it, since I think I've got something unique to bring to the table. It's just a little demotivating knowing there'll be yet another point of comparison for it, especially from such a long awaited one
>>726834989I gave up and just started using some sota 3d ai generator then passing it through an ai retopo tool, yeah sometimes i need to fix some imperfections but i get exactly what i want and its much cheaper
>>726822746>>726823334>>726827462so we are calling garry's mod mods games now?
>>726830336kek I just realised one of her arms is transparentfucking asperite has the same colour transparency greys as the colour I was using
>>726835235don't use Fiverr, go sift through artstation artists, find one who has a portfolio similar to what you need, maybe even similar interests in a creative project.Then go from there, hell if they like the project enough, they might even offer reduced rates for your project, given appealing work and the expectation of consistent work coming in.
>>726835817>fiver guy 50 bucks>fagstation 5000 buckslol
>>726835817I've only used fiverr for music, the artstation artists are the ones I have the issue with right now
>>726832194Should be 131/131 if we're being honest here, AI is the single most important technology that has emerged in the last century. Hell, CENTURIES. It affects EVERYTHING, least of all game dev.
I forgot to back up a game I was working on and lost a month of progress but starting over from scratch at least fixed a few gameplay and camera issues.
>>726835987>>726836068Then lurk twitter, idk, Fiverr is Indians and other 3rd worlders 95% of the time, most others are just plain not great at what they do.Art station is pros, former pros, advanced hobbyists, and shitters who want to network or build a portfolio.Twitter is college students, shit posters, porn artists, and hobbyists of all types.
>>726836226bait
>>726836226people keep saying to use git but I have no idea how
>>726836765I can rationalize my setback by saying the game needed to be reworked heavily to be playable which is kind of true.
>>726836765use ai retard
>>726836765watch a youtube guide, it's really easyyou set up an account and then you just click "commit" before turning your pc off
>>726836765github desktop is foolproof
>>726833930Word of advice, if you're adding hitstop, you should really only make it noticeable on a significant event (i.e. heavy attack or enemy death). Spamming that shit just makes it look cancerous and dimishes impact which is the opposite of the purpose of hitstop (nowadays)
>>726837057fuck does AI have to do with it?
>>726837534that's just very poorly implemented. Games like Monster Hunter and Dragon's Dogma have hitstop on each hit and it feels great. I think that normal strikes should barely have it, but still have it
>>726837534I thought this was supposed to a horror game?
>>726837704That's why I said noticeable. Something like Nuclear Throne uses a frame hitstop on each hit or something like that and it's the goto I think of on its implementation. I forget if there was a video/talk by one of the devs discussing it specifically or if it's just mentioned in general in relation to adding juice.
>>726837925I remember watching some GDC talk with the Nuclear Throne devs but it was so long ago I don't remember what it was about. NT has a great game feel, but a bit too much screen shake imo
>>726836765Make an account on GitHub and follow the tutorial from this site:https://docs.github.com/en/get-started/learning-to-code/getting-started-with-gitGitHub hosts git repositories for free, even privately, and is probably the biggest service for it so it's worth starting with it. You can always migrate your git repo elsewhere in the future but if you want the simplest thing use GitHub.The tutorial itself teaches you how to make pull requests, but you can also just push changes to the main branch if you want to avoid managing multiple branches. Pull requests are more useful with multiple devs which is why the tutorial shows you how to do it.
how would I go about offsetting a textures position on a UV such that the center point of the texture stays in the same location while the UV is scaled?
>>726838547how does github make money if everything is free though? Those servers must cost a lot.
>>726837534One of my beloved games Dead Rising has this issue
>>726839142Oh, that wasn't just the game shitting itself because of all the blood particle effects? huh
>>726838891They make some money off of additional features:https://github.com/pricingBut yeah they're not profitable. Their costs are being supported by Microsoft who bought them out
>>726836765>>726838547Please note that you don't need GitHub for git. Git is just a program, GitHub is a platform owned by Microsoft that's half Linkedin for developers, half data harvest for AI training. There's other similar services or you just clone your project on any drive.Make sure to have multiple backups so you don't get screwed by some failed drive or banned account. Cloud provider of your choice and a usb stick in your car should have you covered.>>726838891They upsell companies on a bunch of business stuff when all the workers are trained on github. Stuff like more complex user management or pipelines for automatic testing/deployment. And of course the usual data harvesting.
>>726839510Really? I thought they are already making money? Quite funny, how some of the biggest companies will never earn a dime. So called capitalism is in fact socialism.
>>726837565NTA, but the answer is EVERYTHING.AI is essentially a PhD-level intelligence that thinks much faster than any human and can help you with basically anything you ask of it.Make use of that.
>>726839142Issue??? It was completely fine.
>>726839794Having tons of users heavily committed is a form of capital, they hope to leverage that to future profit. Not everything has to be immediately profitable.
>>726837925>>726838024The devs are literally leftists
>>726839850do you have a game to post or?
>>726837306I just set it up, seems useful
>>726832689>>726833570"Why is the varnish on this furniture worn away on only one corner at crotch height?"
>>726839586Is there no space limit to how much you can upload? I'm just using my google drive at the moment and it's almost full.
>>726839937I don't mind that as long as they keep their political views separated from the videogame
>>726839915Users alone aren't the only asset git has
>>726839224>>726839873The sledgehammer does a hitstop for every impact it has with a zombieIt can impact 5 zombies in a single sweep attack easily and if you do the spin attack the collision box for the sledgehammer can hit like 10+ zombies in less than 2 secondsIt gets quite ridiculous
I'm annoyed at the Diesel Knight dev scamming the Titanfall community to fund his game.
>>726839956No, as I described earlier I'm not willing to take the risk. Maybe when I'm getting closer to release.
>>726833373Demo when
>>726841334Haha for me I specifically limited hitstop to one enemy at a time even if the hitbox is intersecting with like 10 at onceIt just looks funny and cool to see the sequential hitstop spam
>>726839956do you? retard
>>726843781I posted my progress earlier actually >>726830336
>>726827781Goblin anon.. Music anon here, I have been sick for two weeks lolI dont know if ill make it in timedo you want me to just send thr shit I got
>>726842190I will have a demo out before the end of the year, probably earlierMy current task list is:>Finish current update to add final touches to base game content>Rig up a demo build >Edit together a trailer and update screenshots>Begin social media whoringStill trying to figure out exactly how much to include in the demo, i will probably allow like a half run and disable unlocks/achievements but im not sure if i want to be THAT draconian with it
>>726835619s&box is a game engine
kinda stopped working on top down game i was making. Now i am thinking about making a classic castlevania in a modern setting. Seems it would be easier
does this icon correctly convey "lust" and "not good to have this" at the same time?
>>726845579not really. I thought it was a broken pot.
>>726845313dont hesitate to be draconian in my opinion I think a demo should be 40-60mins of content minimum, and no more than 30% of the full game contentmain thing is making sure the user can get the dopamine of achieving something in the demoalso make sure you polish the shit out of it, particularly anything theyll experience in the first 15-20mins of playing
>>726845579you could make the love hearts cover the frame a little bit to really give off the awoooga feeling I think im missing a bit more context to really say if this icon is good though, like i had to look at it for a second to work out it was a character/face with love heart eyes - BUT maybe if I saw it alongside other icons then it would be more clearalso potentially a brighter red could be good, but once again hard to tell without the context of the rest of your game/scene
>>726844223excuse me?
>>726845526Good luck anon. I'm making a classicvania too except it barely resembles one outside the aesthetic.
>>726846190maybe try impersonate someone else champ
>>726815672https://www.youtube.com/watch?v=HulO5oR4SaUMade a couple of pretty big updates in the last couple of days for my free 2D crime sandbox game Pixurbia. Planes, helicopters, boats, horses, melee weapons, and a bunch of small fixes.https://progchad.itch.io/pixurbiahttps://gx.games/games/r5r8eb/pixurbia-2d-crime-sandbox/
>>726846434huh?
>>726844410oh shit, hope you are feeling better man. Yeah just send me what you have, and thanks anon
>>726845679The idea is a skull with heart eyes, kinda struggling to convey it>>726845876how about thishere it is in the full scene, third bar on the top, the other two are HP and SP
>>726847347erm
>>726847432Nothing's being shown, therefore safe!
>>726845526Just mix both together.top down sections for lower stakes, slower paced content, and then do castlevania style content for faster paced, more action packed sequences.Genre shifting is underutilized by most games, only a handful of indies do anything more complex than walking sim -> action focused gameplay genre.
>>726847347you could make the hearts expand slightly every time the bar ticks upI think in this context it makes a bit more sense to meany reason youre using a white plain character for the face of the icon?
>>726848105nta, but I think its supposed to be a skull underneath the hearts.
>>726848105Again, it's meant to be a skull, to signify it's bad, death, etc.Maybe I should just make it a purple heart like the health icon...
>>726847347is another bar really needed? What about just ripping of pokemon and having hearts come out of the player himself?
>>726847347good game juice>>726847491when will things be shown
>>726847347I think it looks fine but if it's not readable enough you could make it a broken heart or twisted one
>>726848986The bar is a mechanic, when it fills up, well, you cum. And that means taking heavy damage and maybe other drawbacks. Several games do this particular mechanic so it's not like I'm pulling it out of thin air.>>726849028When I make the goblin's second attack, that one will show things more clearly. Will have to catbox that one obviously.>>726849231I'll make some more icons and see where it goes.
>>726849553>When I make the goblin's second attack, that one will show things more clearly. Will have to catbox that one obviously.:)
>>726831973>How hard is it to make something like this?It was a pain figurete how to make it, I had days just watching the monitor thinking how to code that and make it work with Unity's jobs system, because you are gonna need the multithreading to keep the fps stable with so many enemies on screen I don't know how to use ECS, everything are game objects.>How long did it take?Like 2 months, but I work and then I use almost all my free time to develop.
>>726849843I see. Was curious because I've had some game ideas, I wanted to know what it would take to make something of about that quality. I haven't gone out of my way to try making something like a game or anything and I'd like to try at one point.
>>726848212>>726848258okay in that case I didn't understand its purpose purely via visuals only other suggestion i have then is to extend the black vertical bars of the teeth section of the skull further upwards, and maybe try to shade the cheekbones a bit more
>>726851068I just finished two more variations actually, how do these look:Skull vaguely evoking the shape of a heartORSkull that very blatantly has the shape of a heart?
>>726851257I quite like these, they get the point across more to me. right > left in my opinion thoughts on adding an X of bones behind it so its like a skull and crossbones?
>>726832689This character is hot, I will play your game
>>726851257I like the leftyou could make it open its mouth and scream if the bar gets maxed out.
Is 2d or 3d dev easier to learn
>>7268517202D is about 100x easier
>>7268517202d obviously
>>7268517202D, definitely.
>>7268517202d.Simplified concepts, simplified asset creation (you just straight animate a 2d character after a little planning vs having to create a decent 3D model, texture it, rig it, animate it, etc)
>>7268517202d sprite in 3d engine is pretty easy
i cant animate a full 3rd person game its too much work man i give up https://black-cat-software.itch.io/sogga-hill-4-combat-testcan i just join someones else project as a code monkey, i will learn unity/ue/source engine
>>726851257looks alot better
>>726852253never give upcute furry whore mcGodot's animation player is indeed dogshit
Do I really need to add more characters for the elemental fighter? Is just a single fighter who has 4 elements not enough? Would it be too easy to get bored? Like should I go out there and add stuff like a darkness/light character?
>>7268517202d
>>726852540depends on what you do with the characters.If things are as simple as just having different equivalent elemental abilities, that's boring.You've got create substantive gameplay variation so that each element feels very distinct, as a minimum, otherwise it would be pretty bland.
>>726852540idk how the element systems work at all but I think from my ignorant position it would make sense if the elements interacted with each other in interesting ways (e.g. fire and wind equals fire tornado)then you limit player access to the elements in some way - maybe they start with just one and unlock more as the game goes on, increasing their possibilities and power level
hooray, it works. I can now project onto a triplanar world-space texture and it nearly matches the screen space projection.the ground is a separate mask (noise projection masks out ground, applies noise to objects + skybox, masks out all non-ground and applies separate noise) and objects up-close (the character standing in T-Pose) aren't angled correctly with how the noise is reconstructed, but overall I'm happy with this.only problem now is I'm having trouble when generating packed textures. The noise pass should be an output like:return float4(screenSpaceNoiseA, screenSpaceNoiseB, triplanarMaskA, triplanarMaskB)but when the next pass reads from it, it won't read the w (alpha) channel correctly. When I do it as a single pass, it'll read it like a regular float4 but as soon as it gets converted to a TextureHandle, the alpha/w channel is fucked.Maybe it's cus the triplanar Mask B is the only one with a -1 to 1 range and screen space A/B and triplanar A are 0-1 range.I might try and just combine the triplanar maskA and maskB together and just output as a float4 with alpha of 1. I need a break!!!
>>726854039spooky
>>726854023youre always working on the most esoteric stuff, shaderautist
>>726854023u r going to melt ur retinas with this shit bro.what will you do then, just not shader dev?
>>726851339>>726851558hmmm
>>726852253I too understand the frustration of godot's animation player/tree. I've made many attempts trying to organize animations and my current setup is pic related. I just use the animation tree instead of the player as you just get much more control with things like blending animations and filtering bones of the armature. This is my own hell I've created but I found it was easier to put a lot of animations as one shots with blend spaces instead of all inside a state machine. Then afterwards have a table of the animation names with their blend space values to play.Most videos about handling animations show how to use a state machine but generally I found there are issues with transitions when travelling through the a state machine alongside the added problem of getting extremely cluttered and hard to look at.>>726854039Hey it's me that posted that mantis, and the game was supposed to be a character action style game before I got filtered with the gameplay making part.
>>726854402oh that's fucking excellent
>>726851720You'll be better off learning 3d and going down to 2d if you want later on.
>>726854023put this on an in-game tv, then horror game antics ensue.
>>726854405the fatal blow was that i cant have call methods on keyframes which would have saved me hours of workinstead im forced to do fucked up hand made timer bullshit that can snap in half on any minor change in order to be allowed to update a model + anims without losing all my workthen i realized that you have to add anims to trees so they could blendblend 1d-2d also call any functions all at the same timetheres no 'any' state like there is in unity so youre expected to hard link every single fucking anim?you cant make anims playback in step intervals either, godot doesnt support it so i literally just made the physics tickrate 30hz and made all playbacks run on physicsdoing 3d in godot is actual bait and i fell for it
>>726854023>madman covers entire world in Quake 3 ground texture, happy to elaborate
>>726854805>the fatal blow was that i cant have call methods on keyframeshuh?What do you mean by that? Doesn't the animation player have an entire dedicated track type specifically for method calls?
>>726854405>>726854805I just control all my animations purely in code
>>726854519thanks, really happy with how it turned out in the end, thread was very helpful today
>>726854398I wear pic rel and keep my monitor fairly dim when I'm working, it's also why my colors are off sometimes when I postand nah, I'll keep making them, I wrote around half of the shaders I use in my game on notepad on my laptop>>726854297thanks>>726854678lol it's just noise that controls the weights for the line integral convolution and then also helps control the anisotropy weights for the kuwahara pass
>>726854405oh, thanks for letting me know. How's the current project.
>>726854876its a binary choiceeither you can update the glb by just redragging it back into the editor incase you edited the mesh or added/change anims and now animationplayer is immutableor you can have call methods by that adding tracks and the model can no longer be updated
>>726854402the best so far
>>726852706idk, it's just the one character that can do everything right now. I'll have to work on making everything more unique still. >>726853036The elements interactions is tricky. I don't want it to just be like rock papers scissors where you just use water on fire for instant win. the unlocking more power levels seems interesting though, maybe for the survival mode
It's a bit sad that musicians rarely post in these threads
>>726855245they, like most of the artist, are lurkers or have long left the site behind.
>>726855245Well, I do make music too, but it's by far the most time-consuming of the things I do. And I'm self-conscious of the in-between process so I only post the finished songs, which are like once in a blue moon.
>>726854805You can do method calls on keyframes, you need to click around the animation player and do some bullshit in the bottom left corner. I'm doing some methods by time as I found that I'm messing around with animations or changing them when reimporting which obviously breaks the added things you might add.>>726854907You still need to manage it by code to play the animations outside of some tricks like using a blend space 2D for movement animations which I'm not doing.>>726855073It's going alright, I've found the code for using an object-based state machine actually works from the bug project and webm is showing the result of the animation tree for the first person arms (body is another tree).
>>726855245Music requires a specific set of skills that's far removed from anything else gamedev related.That, and most composers worth their shit aren't going to bother with the kind of projects posted here anyway so there's that
I haven't done any serious amount of work in mine since early September.I'm spending so many days just browsing /v/ and YouTube and staring at the wall worrying about a thousand trivial things. I can't get out of this mental rut.
>>726855245I've been a musician for a decade and posted music here beforeBut when it comes to games its one of the last things I do, because I'm good at matching sonic landscapes to visuals Seeing as I havent finished many of my ideas, I often dont get to writing the music for itI could post my non-vidya music but thats not the point of these threads
>>726855245There were 2 anons lurking around who used to post some neat orchestral music, but I guess that kind of music doesn't really fit the scale of most games here
>>726855565Open your engine right now. Read your to-do list or whatever writing you had about your game. Right now, just open the engine. That's the first and biggest step. Open it.
Here is something i'm prototyping so forgive the stolen assets and crummy pixel. I'm experimenting with making a turn based dungeon crawler.
>nearly had caffeine intoxication after a guy I was working with at my first attempt at a tiny game project fucked me over by not doing anything I was expecting him to doIs this how things are going to be?
>>726854023your crazy anon
>>726815672I made a game from scratch in C++ but itch.io thinks it's a virus so no one is playing it. What do?
>>726855565How do you get money to live?
Howdy folks >continuing the quickslot path for now, each item can be equipped and moved to another slot by selecting any of them via the inventory. For now the equipped widget that houses the equipped potion only unequips if you select it but that may change later.>equipping over items if the current item is also equipped will move items rather than unequipping. >The hud has been fixed to update the new item image based on these swaps.>this in turn let's you change their order outside of selecting an active slot.Setting this up was beyond silly and a little unintiutive via selecting one from the inventory, but im glad it works. Keep in mind I tested all possible combinations of equipping, picking up, dropping, destroying, and moving items between slots. I hope to find more bugs but it took a while to test this hunting for them at times.Granted this reference video only shows me swapping up and down but it works if you go from slot 1 to 3, 3 to 1 as well.
>>726855569>I've been a musician for a decade and posted music here beforelmfao worthless loserget a real jobai can do thousand times better and faster than you
>>726856324>ai can do thousand times better and faster than youproofs?
>>726847347based
>>726829394
>>726856362suno
>>726856524NTA but I have had no luck with Suno. Just trying to get it to make a basic village theme in the style of a SNES game and it shits the bed every time. If I plug in a song as a reference it just recreates that exact song.
>>726856324>>726856362samefag
>>726856524Shit bait, try harder next time
>>726816842Progress; NEW KINO UPDATE GET IN HERE!The equipment components work flawless with ai unity agent.
added some stuff to the guest order dialogue including game type, item type and difficulty of orderadded another minigameworking on creating/delivering items graphically to the guestscan finish gameplay loop soon and then start working on art
My friend's been solodev on Lucid and I just think it's neat. It's a shmovement metroidvania. But since he's got a deadline, he's also had like no time to really share the game as much as he should.
>>726856362Not that anon but I made this with prompts>>>/wsg/6035212the solo to me is the only good thing about it.
Explain to me why using AI to help you make your game is bad.
>>726858016Because it looks and sounds like crap?
>>726858092>looks and soundsI should have specified I'm speaking about the code. i.e. the shit the end user will never see.
>>726816691i will.
>>726858016Conceptual stage, it's great. Beyond that, it's cheap, you look cheap and you sound cheap. Your game is cheap and you should feel cheap. It functions cheap because there's no delicate work put into it because it's just shat out onto the screen with no concept of what feels good.You might as well open a Chinese restaurant instead and see how well AUTHENTIC CHINESE food sells compared to FREEDOM POWERED CHINESE.
meshy.ai has to be one the scummiest/scammiest looking sites I've seen in a while that offers a legitimate service. Good thing it's piss easy to just rip the model
>>726858141I think it's fine as long as you're using AI as a secondary tool instead of a crutch for your ineptitude
AI just makes your game look like every other generic game using AI
>>726856287What's up with his proportions? Particularly his arms. Good job on the inventory, they're really annoying to set up
>>726858338Thanks anon, syncing the inventory with the hud and building an active slot in addition to the 3 slots...I made this tough to scale. Not sure why my character keeps shifting proportions but the new skeleton i made for the character fixes the armor components. I will eventually finalize his initial look at some point, again.
>>726854805This sounds like hell. Unreal engine may be bloated shit, but animations are the least of my concerns.
>>726856287the character looks fucking hilarious. you're using animations that were never meant for this rig or what. jesus. get an artist to fix this for you asap, it completely distracts from everything else.
I feel dumb, on my hlsl include I made of random functions, I already had ones to create both perlin noise and voronoi noise in 2D, and a way to project a sinewave onto 3D (what I use to make cross hatch lines).. So all I did was rework both the voronoi and perlin functions and now they can project onto 3D space.if I project noise onto world space this way, I only need to sample depth once instead of: sample depth 2x, sample normals 1x, sample 2 textures 2x eachthe only downside for this is I need to place a sphere dome above the level instead of the Unity skybox
>>726856979>>726856656Did they nerf it or something? A year ago Udio and Suno could do literally anything in any style.
>>726861045and as the voronoi, just a quick test for them, neither is matched with depth interpolation to look uniform across different distances. Okay now I can take a break and not feel bad about it.
>>726861216No they are trolling. It makes fine music.
>>726851720I started with 3D and I got pretty good 4 years later
>>726860392Ignore this retard aside from the arms he looks fine.
>>726826953>>726830925>disconnecting view and databy doing this you are lying to the player, and you are unwittingly creating 2 realities: the view reality and the data reality. It seems find at first, but connecting these 2 realities grows more and more prickly over time. What if you have an enemy that 'see's' the player in data, but in view the player hasn't arrived at that tile yet?What if the player is moving into a zone-transition-entrance? Does the zone transition happen instantly in data too? The only answer is to tell the truth: If the player is moving to a tile in view, he should be in the previous tile in data until a processing timer finishes.
>>726856287Why is his head so big?
>>726862172New skeleton i imported from blender. The non armor parts are just placeholders.
>>726854023Not sure wtf you are actually trying to do, but did you ever play "Lost in the Static"?Pic related. Yes, it's an actual screenshot. Yes, it's actually playable.
>>726863518I tend to avoid stuff like this. It recently started showing up in my youtube like other parody games. Myhouse.wad for example, or Mario b3313.
>>726818608If you want to completely shut fagtroon down then ask him to "post your progress" the same way he spams "post your game". Nigga spends more time shitposting than any of the devs here that he's unironically the least productive.
>>726849843I'll be honest with you anon I'm glad her chest area is cropped in-game because boobs aren't supposed to inflate independently like that. Everything else is fine though.
>>726844223and it looks like shit. try being bumble, youre not impressing anyone by talking down others
Death to those who reply to "nobody bought my game" and "AI is good" baitLife and good health to the master baiters who post them
>>726864661>nobody bought my gameBut it's true. Nobody did bought my game.
>>726864661trying too hard
>>726864564Yeah anon, be bumble. Buck bumble. Also death to phoneposters
>>726864564(you)
>>726864661Anyone who uses ai for code might as well pack up and leave now.
>>726815672I have uninstalled the previous old version of unity I did nothing with for years and installed the newest version of it.
>thanksgiving day>family member that you have nothing in common with strolls up>so anon, what have you been up to?Do I just tell em I'm making a video game or just keep silent and let them assume I'm wasting my life away doing nothing
It's not worth sending steam keys out on this board anymore. The freeloaders that get them won't talk about your game, they'll launch it once and never play it again ever. This place is dead for indie devs.
>>726867419Tell them you're helping someone work on a project so you can put it on your portfolio, that way if it falls through you can tell them that the guy left the project but you kept the stuff for said portfolio and have a reason you don't have a playable game
>>726867658Did you get feedback in that way before? That doesn't seem like it would work anywhere unless it was a particularly niche and small group of passionate people.
>>726867672I do have a playable game thoughBut odds are they will be completely uninterested in playing it, and if I show them they will be underwhelmed because they just don't "get it"
>>726867419yeah tell em. Why not? You don't have to explain it or show it off. Maybe crack a joke like "hey, if I pull it off I might get a little passive income! Do the work once, sell it forever!" Not assuming you're doing it for money, but for people who have no concept of game dev the concept of doing work one time clicks with people real well and they'll instantly "get it".
>>726867820That could be a good way to put it
>>726867807That's even better then, you can talk about it a bit and they'll move on if they're uninterested. If you're lucky, they'll ask to play it and you can get some live feedback, if not, it's not like it's the end of the world, it's just some small talk.
>>72686775810 years ago you could just distribute a couple of keys to anons here and they'd help your game get popular. Nowadays this place is nothing but global south subhumans jerking it to gacha.
Do you like him? What should I name him?
>>726868123>What should I name him?Steamie
>>726868123Stephan the stepfish
>>726868123three leg ;)
>>726851257I like the right one because it kinda looks like a man's face after lifeforce was sucked out of him.
>>726868123He cute. Call him Piano
>>726866616Explain what is wrong with using AI to help with code.
>>726863624> like other parody games. Myhouse.wad for example, or Mario b3313.It's really not. It's just a neat shader/optic effect slapped on a random-ass platformer.
>>726868359No point. You wouldn't get it.
>>726816045>orange cat is goneRIP
>>726868671Please Anon, do it for all the beginners here who don't know good from evil.
>>726868671So it's just a case of "I don't like it". Got it.
>>726869417Whoosh
What AI models are best for doing code, pixel art, textures, 3d models, lore and dialogue, music etc.? I read about you fags using AI every thread but you never explain your setup and how well it works, i.e. how often it peoduces usable output instead of irredeemable sloppa.
>>726868491I really don't care.
its funny how all the ai posters are either:a) instigativeb) overly doomerits so painfully obvious its just some thirdies trying to troll
>>726869696If you don't care why are you replying Anon!!!!
>>726869121it lives on in the placeholder files
I use an engine that doesn't use code (Clickteam), but it uses a lot of math. I find it really helpful that my go-to calculator can understand what I'm trying to get working and explain it to me better than my math teachers did a decade ago. Recently, it helped me create an orbital object using Sin and Cos.
>>726869676either use the basic bitch ones or spend time building your own tailored to your needs>>726869729rent free
>>726869676I have, many times. I am tired of explaining it. Go out there and google shit.
>>726870150>>726870135Once again no explanation. Just admit you only have slop
Ai should be only used for coding.If you use it for the graphics and any other stuff you should just jump.Your game will be soulless and nobody will play it.
>>726869729I am yet to see a project with AI-made stuff. It's always "look at this marketing reel the future is here/we are so cooked", or "look at this thing I generated".If someone is really using it in their projects, they are also smart enough to shut the fuck up about it, and not brand their work needlessly. Also diligent enough to do all the other parts they cannot just generate, which is still a lot.
>>726870413AI code will make your game soulless as well.
>>726870365No, this is a room temp iq attempt at getting anons to spoonfeed you.
>>726870425I've used AI to do coding for my projects but I don't tell people that cause I know what the reaction is gonna be, though AI-generated code seems pretty low on the list of things people give a shit about compared to art and music.
JESUS FUCKING CHRIST STOP MAKING FANTASY TRASH, STOP MAKING PLATFORMERS, STOP MAKING CLONES OF RETARDED METEOIDS AND CASTLEVANIAS YOU FUCKS. NOBODYS GOING TO PLAY YOUR ASS SHIT. FUUUUUCK WHY DO YOU EVEN STARTED MAKING GAMES IF ALL YOU DO IS REPEAT THE SAME SHIT
I don't use AI because I want to do it myself I wanna look at the game I made and be able to say "I did that. I did all of that."I'm honing my craft through practice, and letting AI be involved in part of the creative process would just hinder my growth
>>726870489^^room temp iq in denial
>>726869676>codeClaude.>restNo idea, never used it for that.
>>726869676This is what I use to make my sprites. I don't know about that other shit. I don't use AI for coding, AI isn't good at programming what I want. I also already know how to play piano and the clarinet so AI music is useless to me.https://civitai.com/models/2051376/counter-side-idlehttps://civitai.com/models/2051351/counter-side-walkinghttps://civitai.com/models/2051452/counter-side-runhttps://civitai.com/models/2051396/counter-side-attackhttps://civitai.com/models/2051403/counter-side-hithttps://civitai.com/models/2051420/counter-side-defeatedhttps://civitai.com/models/2051467/cloud-meadow-art-style-video-loophttps://civitai.com/models/2054205/cloud-meadow-art-style-video-climax
>>726870512I use ai for models and I dont care. I get the style I want and I them import them into blender and turn 2 mllion verts into 20k with minimal quality loss along with saving the uv maps too. If you saw my models in wire frame you would still believe they are ai but they have great topologies
>>726870556>tfw I have a fantasy project, a platformer project AND a metroidvania project
>>726870556Do roguelikes count? It's just I need to finish at least one game before I am reasy to work on my revolutionary game idea which will bring in billions
>>726870716nigger I'm not logging in to view your shit
>>726870779No. That's not even a real genre.>>726870725And not a single release. Kys
>>726870567But did you look literally ANYTHING up because ai is just google with specifics. The right way to use ai is to ask it what things are how they function not hey faggot code me mmorpg.
>>726870869Anon, I did the work I found the methods stop being a baby fucking go cry elsewhere.
>>726870869so it doesnt count so its ok?but why isnt it real?
>>726870484Your game is soulless with or without AI.
>>726870783Your loss nigga.
A good game with AI is a good game, a bad game with AI is a bad game with AI.
>>726870556Nah
I don't use AI for assets because I have someone who's making these assets for me.If I didn't, I definitely would've taken shortcuts like that.
>>726871237Unless you want a 100gb game you have to resize all ai models.
>>726870556You better play my point and click anon
ai makes shitty assetsyou can maybe use it for ideating but if you just copy and paste that shit your shit gon stink
I just draw over my AI gens so it's like tracing with extra steps lmao
>>726870556>JESUS FUCKING CHRIST STOP MAKING FANTASYno
>>726871303based p&c chad
Hey chat, let me pick my brain for a moment. I'm working on a grid-based game, and I want to draw movement ranges. Currently movement options are defined as an array on each character, which holds classes like "vertical line movement", "square movement (like king in chess)", etc. When checking if a move is valid I iterate through that array and check if any class within returns true for the pair of coords.Now, I want to draw which tiles are valid options for movement, and here are two options I thought of>check EVERY tile on the map for whether it'd be a valid movement if character moved thereupside is that I don't need any extra code on a per-class basis, downside is that'd be pretty slow, although called rarely>write a separate function in each class for getting all valid tiles from given positiondefinitely faster and more scalable, but extra work for potentially an unnoticeable performance improvementwhich one?
>>726871453>>726869729
>>726871402I'd say you're less likely to get caught because autists don't have a source image to dig up and use as proof, but autists would probably find a way anyway
I'm getting depressed and demotivated.There are literally hundreds of thousands of people out there actively making videogames, and many of them are already better at everything than I will ever be.The development part itself isn't even fun. The only fun part comes in the end when you see everything work and come together, but before that it's just hundreds of hours of misery.Why should I even bother?
>>726871756b) >>726869729
>>726871756>The development part itself isn't even funThis is where you fucked upYou gotta love the process
>>726869729Lol who is the dude who posts "my game got 0 sales im gonna delete it for being shit..." and "i have to use ai voice acting wahhh *baits (You)s for the 58913841th time*..." literally every thread. Is it an attempt to demotivate?
>>726871756I >>726864661 forgot to add this bait too, also "what games kids would play?" and the "thousands of games are released on steam every day...etc" pasta.All of you are my fvarking heroes
>>726871756It's not for everyone, it's probably better to kill yourself, you're going to die anyway.
>>726871756Do yourself a favor and go out and see a local punk band play a show. You'll see a crowd full of people hyped up, having fun and excited. Then watch the musicians and you'll see they have no fucking idea how to play their instruments. They were willing to go out and do it tho.
>>726871530I would personally use those movement type classes for the tile checking method. If the movement type can go an unlimited distance, like rook movement in chess, then add some check where if a tile is blocked then stop checking further tiles in the line.I don't feel like it would be that slow - but I guess I don't know how big your world is.
>>726872007>go outTall ask for a baiting dooming /v/irgin
>>726871938Why do you assume it's the same person? There's a lot of trolls using AI and Steam to troll.
>>726871862I guess, I've just never been much of a problem solver. I can code and I *can* solve problems but I just don't get any kind of enjoyment out of it.I'm also just scared of just how competitive gamedev is nowadays. I'm deathly afraid of releasing a game and then my game being faced with the question "why should I play this, when [X game] exists?"Man, I don't want to be such a fucking doomer especially when everyone else here is making such cool shit, but I am just kinda spiraling down.>>726871773>>726871971It's not bait or anything.>>726871996We're all going to die someday, you might as well make the most of it.>>726872007That's some strange but nice advice, it sounds like it comes from somewhere special. I like that idea. I might just do it. Thanks, anon.
>>726872148A quote from a little known indie writer for you
>>726872148>you might as well make the most of itbut you're never going to accomplish anything, everyone is just going to hate what you try and makeyou should just end it now while everything is still okay, you know it's all downhill from here
>>726872148>"why should I play this, when [X game] exists?"lollmao evenThe people saying this shit don't make games. They're just here to doompost.
>>726871756>The development part itself isn't even fun. The only fun part comes in the end when you see everything work and come togetherWell you're thinking too big there, I don't enjoy coding either but I enjoy the small victories I get every time. I don't have to wait until the very fucking end to get that kind of satisfaction.
>>726872338I don't get why this people come here with this shit. We are here to gamedev niggas, this is not your self-help group
>>726872410>actual devs post progress for the first ~200 posts>the rest of the thread is unsubtle bait and therapy sessionsReally cool
>>726871530>check every positionYeah, I wouldn't do that.Assuming you already got a function in place that returns if a tile is valid, I'd just make an array defining what type of pieces you have with properties defining how they move and then create a function that takes your piece type as a parameter and has an array defined through a switch that gives you every tile they can move to (so if you had a king you'd define it as every surrounding tile, if you had a bishop it'd give you every diagonal tile etc.) and then filter out the invalid tiles in the array through that function I talked earlier about. That's how I did it when I made chess for work.
>>726872594it's what happens when the aggytards find the thread and turn this into their playgroud. It is what it is
>>726871756You're right, you should do nothing and keep feeling sorry for yourself. It's a much better use of your time.
>>726873163Post your game then, bitch? Oh, that's right, YOU DON'T HAVE ONE.
>>726873382You first
>>726873382>shitposting raid underway>"go on, paint a target on your back for the mentally unwell folx here, why don't ya?"mmm, no
I don't use AI because I enjoy what I do, passion is a requirement to have meaning in your work otherwise you're just producing another soulless product. You need to find the joy in creation otherwise why are you even here? Why are you wasting your time with this, what not just do something else like trade stocks or work in accounting? I will never use AI because it takes away from the satisfaction of making something myself. The process is the reason why I do what I do, the rest is secondary. As long as I get to model little girl cunny then I will be happy in life.
>>726871756My demotivation stems from getting closer and close to completion. It's like a white paper syndrome. As long as more parts of it exist in my head than it does on paper, its flaws can be forgiven, and its potential is endless. Once it is done though, it will take shape, and that shape will really suck compared to what I envisioned. Then people will start to shit on it.I've had the IDE open for a whole day and didn't do a thing.
>>726871756>weakass nigga can't make a game without a mental breakdownkek
>>726874081it's not funny anymore, man... Get therapy
>>726873516>>726873431That's how I'll write it down then.>nodev
>>726874190Have you shown anyone? Have you let anyone playtest it?My biggest bursts of motivation come after a playtester gets their hands on it, because they find the flaws that I need to fix.
>>726871530How many tiles do you have in playable space at once? Checking every tile should be fine unless you either have humongous maps or the check itself is demanding. Like, at 100x100 size map, that's 10,000 tiles. If the function to check whether the tile is in range or not is simple, then running it 10k times whenever you need to update which tiles are highlighted is basically nothing. If the check is 50 operations, that's 500k operations to search the whole map, or 1/6000th of the work that a single core of a 3GHz processor does in 1 second. Obviously paper napkin math like this doesn't map entirely to reality, but if this function is called rarely (and not, say, every frame in a game running 60+ FPS), such an estimate could be off by an order of magnitude and you wouldn't notice.If your map is humongous and/or checking if a move is valid requires a lot of work, you could also throw in space partitioning to eliminate large regions of tiles from needing to be checked. This is additional work, though, so it might defeat the purpose of picking the simpler thing in the first place.
>all that anti-AI talkOkay fine, I will try: is there any musicfag Anon here desperate enough to give some ambiant/background music for free, for a shitty project no one will ever download anyway?
/v/ told me there is no hope if my game launched with barely any sales. Is this true?
>>726875342Yes.Meant you failed to build up marketing before launch.Now you can still "save" the situation by having some random-ass jewtuber play it on stream, but that will either take a ton of mailing/calling/harassing/stalking, or a ton of luck.
>>726875445Well then I'm not making any more games then. It's not worth it if that's how it is.
>>726875342it's not impossible to bounce back but it's very unlikelythe starting numbers are extremely importantsee, even if your launch is terrible, and people fucking hate your game, the single redeeming factor is that enough people did play it to form an opinion, because the game will stick in their mind and you can fix the game with updates and they might actually come back to try itbut a game can be absolutely great and launch with no players due to bad marketing and it really is just almost entirely over at that point, only an astronomical stroke of luck can save you like a couple of those "0 player steam games" that a popular youtuber played and made a video about, those games only ended up selling years after release thanks to that
>>726875481Sorry Anon, can't cajole you on that one.While modern AAA games being 90% marketing budget is retarded, it didn't come out of nowhere. This shit *does* matter a ton, sadly, and is pretty much the Great Filter for indies.People can't want to buy your game if they don't even know it exist. And neither jewgle nor steam have any reason to push (you)r thing to the front more than any of the other hundred of games that got shat out the same week.>I'm not making any more games thenIf you were doing them for $$$ and don't want to deal with the business part of making $$$, probably a good idea.
>>726875625just rerelease the game a year later
>>726874368>Have you shown anyone? Have you let anyone playtest it?Yeah I have submitted a few times to the /agdg/ demoday over the years. I am planning the next one in 37 days to be a big milestone, since it went through a ton of upgrades since the last time.>My biggest bursts of motivation come after a playtester gets their hands on it, because they find the flaws that I need to fix.It is always embarrassing when I see someone play it, and it just keels over due to a bug, but as you say it indeed helps me to focus things, since I just go there and hammer the issue until it is gone. Instead of wondering whether Variant A or Variant C is better when deciding something completely on your own.You know I went through a bunch of my older materials to see if there is something I can post with it, and just realized how much more I have to do. Thanks for giving me the time of day anon.
>>726823380you should make the lighting on the ground from the torch more stylized imo. right now it looks like some ue5 default lighting which clashes with the low poly style. I'd suggest something like what legend of zelda wind waker did. should be simple.
>>726875481It's not worth it if you're making games to try and make money, if you're doing it as a hobby it doesn't matter. That being said, you could end like those devs who make a popular game down the line and retroactively have people buy their unpopular games but it could just as well end up that you never reach popularity.
>>726870008Good job, I hate math. I like your trees, they look like they're made out of felt for some reason. What kind of game are you working towards?
are there games that completely changed after creating the steam page? i already decided on how the combat and arstyle will be but there are 2 design choices i'm not sure which to choose>isometric or 3rd person>rooms like hades or more open levels like soulswill it be a problem if i decided to change them a couple of months after creating the steam page? or it's better to create the steam only when i'm 100% sure?
>>726855390I fuck heavily with the skybox, show me more
>>726875967>retroactively have people buy their unpopular gamesYou don't even have to make popular games, there's a lot of people with more money than sense who'll buy your other games. Especially in indie games where they can buy your other games and pat themselves on the back for sticking it to the AAA industry by supporting the little guy through a quasi monopoly. Plus some people just want to help the developer and instead of ebegging those people just buy your other stuff.Not to mention the ability to sell them all as a bundle. If they're not selling, they're a way for making your games look more appealing with more games for the same price.But indie dev as a means of making money is a gamble. Honestly you'd probably make more learning to play poker and spending months at casinos.The one way they're good at making money is helping you make a career. Use them in your portfolio, it's better than nothing and assuming you're not making shit, you probably have a better chance getting a salary job at a studio than making it big.
>>726876472kill yourself
>>726876315Create only when you're 100% sure and also actually have something to put on the store page besides text, as in a playable prototype / vertical slice
Whats the consensus on valve style skyboxes vs the generic engine solutions in godot, unity etc.?
>>726876786Whatever works for you? There's no 'right' way to do anything, some methods might just be deprecatedWhat do you even mean by valve-style skybox vs. generic engine solution
>>726875949thanks for the feedback anon, appreciate it. I might try that but honestly, I like how lighting looks now. Might add a 2D circle around lights tho, that could look neat but for now I think it's fine as is
>>726876551>You don't even have to make popular games, there's a lot of people with more money than sense who'll buy your other games. Especially in indie games where they can buy your other games and pat themselves on the back for sticking it to the AAA industry by supporting the little guy through a quasi monopoly.This doesn't happen.
>>726876912>valve styleIf you mean having the skybox painted with a shader on actual geometry, you can do that easily in Unity with a cubemap node. Prolly also easy with the other engines.
>>726876315Lots of games post prototype pictures of things that aren't actually implemented and don't look like the final product but conveys the intention of what's going to be in the game. In my opinion, everything that's on the page and marketing should be available for anyone buying the game. The only time you can really get away with it without it becoming false marketing is when you put out a demo.That said isometric vs 3rd person and rooms vs open world is too big of a change for it. There's 4 different feels to the game you're choosing between, you don't want to market as an isometric open world game and put off people that don't like isometric or open world games if you'll switch and you also don't want people that like isometric and or open world games to be the only people looking at your 3d room based game.Don't put up a page if you know you'll be making a change that markets to a completely different user base. First impressions matter and the algorithm won't favour you.
how to fix?
Added expressive emotes for the sprites and re-designed the green haired character. Currently studying Tails Gets Trolled and the elf comic for memorable faces
>>726875868Keep at it anon, every game has an awkward phase during developmentJust keep making it better day by day, that's all you can do reallyThe next demo days will be my first, so I'm curious to see how it goesProbably "who is this whodev" as I almost never post my game lmao
>>726872410>>726873163We told the faggot schizo who makes these threads NOT to make these threads every day lest they become like a general, but he doesn't listen because he thirsts for attention like a slut does for cum.No /agdg/ strawmanning excuses. Make a general, be treated as a general.
>>726876935maybe it's just the fact that your lighting makes the ground look like it has a shiny sheen on it compared to ocarina
>>726876912Both inferior to Spyro's "just make an actual mesh and vertex-paint it" skyboxes.
>>726877326This. First of the month, or last of the month. I don't care which. Once a week maybe like the FRIDAY threads.
>>726877326I kind of want these threads to be daily because /agdg/ is just completely unusable nowadays but the same people making /agdg/ unusable are also the ones making the daily threadsThis shit sucks, man. I just want to talk anonymously about gamedev.
>>726877268>how to fix my gameAdd anime girls in skimpy outfits.
>>726877412Eh maybe just make it biweekly or something. idk man
>>726877453ESL here: is biweekly twice per week or once every two weeks?I can never tell.
>>726877510Yep. It's both.
>>726877412>dailyHonestly why? Just to procrastinate?Nobody is going to be making any marginally good progress if they're posting daily, leaving the threads for retards and eventual avatar and name fags to make the threads null and void for marketing and real advice.
>>726877390Friday is too frequent and the last few resulted in newer threads made "to keep the momentum going".What fucking "momentum", nigger? Showcase your shit then get back to work.1st of the month and 15th of the month is reasonable.>>726877412>This shit sucks, man. I just want to talk anonymously about gamedev.Time spent talking is better spent devving.This is the same symptom the board suffers from. Time spent shitposting is better spent gaming.
>>726877510It can be used to mean both but conventionally and in context it means once every two weeks. Once a fortnight might have more clarity but that's british talk and british is gay
>>726877314You know that the general fell, because there is no longer whodev gatekeeping there. Anons no longer care whether the developer took part in the threads or not, and nobody posts their game these days, it has become that level of uselessness and shitposting, so you won't stand out much.>>726877510Once every 2 weeks.
>>726876685obviously i will only create it when i have a demo the thing is i might change my mind after creating the demo, but yeah you're right i should wait>>726877248i don't see it as that huge of change because the controls for example will stay the same in both isometric and 3rd person it's not like i'm going from diablo clicking to souls and it's not open world it will just have more exploration instead of room after room after room
>>726877289What program are you using to make these? You're getting a lot of white speckles from where the fill tool didn't quite reach. If you're using a program that has layers, you can correct your current sprites by placing your linework layer as the 1st layer and your 2nd layer for color to fill in any white spaces (manually). Studying expressions alongside body language is a good idea, keep at it. The ones you've done so far are decent.
>>726877342>ground look like it has a shiny sheendoes it? ground should have 0 specular and max roughness, I'll check that out when I get back home
>>726877691Yeah that's part of the reason I don't wanna post my game, it'll just attract the attention of the idiot shitposters on /agdg/Sharing your creative work puts you in an inherently vulnerable position, especially if you're still early on in the processSo far, I've only shared my game with people I trust
>>726877742Sankyuu - and the white specks are from me not setting the threshold for the fill tool enough but I'll apply the fix you mentioned.
>>726877801idk maybe I'm gay, don't let me make you second guess yourself
>>726878520haha no worries anon, I appreciate the feedback
>>726876935I use the little 2D circle for my lights, its pretty simple. Just a custom shader that always draws on top of everything (except UI), and billboards to face the camera. You can then make its alpha randomly flicker too to make it more like OOT.
>>726877326It's true, but faggot is going to keep making them no matter what people decide here though, bi-weekly or not.
>>726879030Yeah I'm going to try that. I think I already have a shader that does all that except the flicker. Should the flicker be controled via shader or via code? I guess doing it via shader will free some cpu for other stuff, no?
But how do I make a game
>>726879507You must first play 1000 games
How do you get over the thought that people may not give a shit about your game at all despite your efforts, or that people will see it and hate it?After almost 2 years of gamedevvan' I feel burned out, mentally drained, and the demo isn't even out yet. Maybe my project is overly ambitious, but I feel if you aim any lower no one will give a shit about your game. Sometimes I wanna quit gamedev altogether, but then remember that I'm too useless to do anything else, this is as good as it gets for a weirdo like me. Maybe I should just expand our team, but if in the future I back out of the project that's going to be even more people I'm gonna let down. I can't back down, sunken cost and all, I'll continue even if I hate it, the reason I "hate" it is that so far it has not paid off, not monetarily nor in terms of engagement, I made some posts on tw*tter but all I get is a dozen views at best, zero actual feedback. Fuck man, this is a bad sign
>>726879507Be good in like 4-5 different fields that arent connected each other
>>726879672I don't care. For me the joy comes from making (or at least trying to make) the game of my dreams. Sure some times I regret it because making something turnbased would be way easier but if I did that, it wouldn't be the game I want to make
>>726879426Doing it in the shader is more efficient. Generally you don't want scripts modifying your shader directly as it means the cpu and gpu have to talk. Sometimes you have to, but this can all be done with some pseudorandom noise function and the _Time variable (if in unity).
>>726879672I know there will be at least one person who will draw at least 1 piece of fanart for at least 1 of my characters, that's enough for me
>>726879849does that mean that changing the value of an uniform every frame is a bad idea? I have a custom time uniform to be able to "pause" my shaders
>>726879672That's rough anon, it's possible you bit off more than you can chew but you've put in so much time it would be a waste to give it up nowWhat I've found helpful is immediate feedback in sharing to a select few people who "get it".I have a small discord server with 2 other people in it and I keep it as a daily log and post game updates there.Having people be like "Oh that's a neat feature" or "This part was cool" is the fuel that keeps me motivatedMaybe you need some fresh eyes on it, and maybe they'll see that you're trying to do something cool and support you
>>726879672>How do you get over the thought that people may not give a shit about your game at all despite your efforts, or that people will see it and hate it?Why would that matter?I'm making my game for me. Sales are not the focus.
>>726879947The less data the better.Updating a handful of variables is free. Shit start hitting the fan when you upload entire arrays every frames.
>>726879672You have to follow your vision. I wanted to make something, because I wanted it to exist. Glory and recognition are great things, but if you go into gamedev expecting that you'll just hurt yourself.I suggest you try to maybe lessen the scope, and finish the game earlier.
>>726880103>Follow your vision >Do what I say, make the game smaller???
>>726871756
>>726880186>suggest>maybeThat wasn't a demand lmao
>>726880186He's putting him out of his misery with his suggestion
>>726880246I never used the word "demand".
>>726880186I know you are just trolling, but just because someone envisions the horizon, that doesn't mean they should collapse trying to reach it.If you resort to posting things like that on pesudo-social media, you are close to breaking already.
>>726877720It is a big change.It is trivial to implement but you have to think of the user experience, not as a developer. It changes the atmosphere and the experience of a game. It changes the way it'll come across in marketing.There's some crossover between people that'll play isometric and those that'll play 3D, they're irrelevant. They're going to play regardless of your decision, the people that matter are the ones who'll wishlist for either one but forget about the game if you change it. The people who'll see it in isometric, pass on it and never give it another look even if you drop thr isometric view.Ultimately all of it is good. This is purely about marketing. If you market to one audience but make a change that prioritises another audience, you've made the already hard job of marketing so much harder for no gain.
>>726877174By valve style skybox I mean like in source where there is a collection of tiny models somewhere far away from theplayable area with some invisible spherical lens camera in the center whose perspective is projected to the sky with the playable area as thr centet of the projection.
>>726880307So you dont think they should follow their vision.Thanks for confirming this fact.
>>726879053Not if you act against it.Here are some suggestions:- gamedev thread on the 1st and 15th of the month ONLY. Sage and report any gamedev threads outside of those two days.- If a single thread lasts naturally beyond those two days, then fine. No page 10 bumping or shitposting to extend the thread's life.- If a thread reaches bump limit within the same day then a new one can be made but the cutoff is 23:59 Kiribati time.- Do NOT make or use "indie games you're looking forward to" or "indie *whatever*" threads like this >>726864679 as substitutes. I know the nigger of this thread and some of you anons already do this. A single post to shill your shit in them is fine but have some restraint, otherwise the problem isn't being solved.It's that simple. 2 weeks work time is adequate enough to see real fucking progress and not "I added a hat :)" bullshit.
>>726880368To be very blunt, some visions are more akin to hallucinations
>>726880394>Says you should follow your vision>But not that vision, dont follow that oneYou're just a fence sitter.
>>726879947I think (can't check right now) that _Time just scales based on timescale anyways. So if you set your timescale to 0 on pause they should stop.I would personally avoid passing any data directly to the gpu like that if possible.Games like OOT kind of cheat here, it takes a "screenshot" of the game when you pause and just puts that up over the screen. So it doesn't have to tell all the shaders to stop.
>>726880376These are solid ideas, it's just a matter of enough people following them for it to work, but I feel like people aren't that diligent and will post in them as soon as they see them, regardless of what day it is, especially if mods/jannies don't delete them. As a note, it's probably better not to post in those threads at all instead of recommending sage, unless they fixed it recently sage currently doesn't work and it still bumps the thread up.
>feature looked cool in my head>add it>doesn't look coolat least it'll probably look cool when I give it proper texture and some tweaks
>>726829596After you make your game, can you PLEASE make a YouTube series where you go over how you made this in excruciating detail. Anything that helps people make more authentic feeling retro style games.
>>726880767Why do people act like this? You need to figure this shit out on your own, this kind of spoonfeeding is as bad as ai assets/art
>>726880441I know you're just a troll butHaven't you ever seen a game dev try to take on a project that extends way past their skill level?Like someone wants to make a fully 3D MMORPG or some other wildly ambitious project but they don't have any of the fundamentals yetIt's sort of heart breaking to see, sometimes a reality check is in orderI kept my scope within my skill level (beginner) and I'm doing fine
>>726880767>>726880898NTA but a write up on some fundamentals would be cool. I've thought about doing the same for the n64 style, just a big "here's all the features" list.
>>726880079>>726880561thanks anons. So far I think I'm just updating that custome time variable who's the same for a few shaders, so I guess it's fine. I'll look up if Godot offers the option to alter the timescale tho since that would be much better than what I'm doing now.
>>726879990>What I've found helpful is immediate feedback in sharing to a select few people who "get it".>Having people be like "Oh that's a neat feature" or "This part was cool" is the fuel that keeps me motivated>Maybe you need some fresh eyes on it, and maybe they'll see that you're trying to do something cool and support youMe again, yeah I think that's the main issue, so far devvan' has been a mostly "abstract" thing and I believe that's what had me frustrated. What would be a good idea to do? Put like a very small bitesized quasi-demo on Itch? Is that how devs usually begin garnering a following or at the very least getting their game out there?
>>726881232You should have a plan on what you want to make though. While mine was originally a fan game it was still an action rpg. What do you find fun?
>>726880898>nooooo, you can't ask how something was done! You need to reinvent the wheel everytime!Devs making videos where they talk about how they did cool impressive stuff is kino and you're not gonna convince me otherwise, boomer
>>726880942You haven't proven what I said was wrong yet.Cute.
>>726881373That is kino but you are asking a solo dev to give up all their secrets.
>>726880942It is also really brutal, since it is very hard to gauge what is too much, and what is not enough. Sure MMO is out of question, but you might think an idea is feasible, until you are halfway through in what you thought it will be, and realize you are not even in the first 20%
>>726881461Secrets they've probably worked a lot on through trial and error.Also there is a huge work gap between knowing how to do something, and creating a tutorial to teach it to others.
>>726881461>secretsoh no someone knows how I implemented my gimmicks (they could've looked at the decompiled code) now a billion clones will appear and dethrone meget a life
I'm not going to make any behind the scenes videos but I will include Valve-style developer commentary in my game. I love that shit.
>>726881642damn that's a cool idea, I'm stealing this
>>726881351I do have a final vision for our game, I too am making an action RPG, I'd just like to put a demo out there, even a miniscule one, to tell the world the game I'm working on exists
>>726881461Yeah, I'm sure something like that micro mages video made large swaths of people stop being eternal no-devs. There must be countless ripoffs of that game.
>>726881151I will say that truthfully if the game runs fine and your fps is good then I wouldn't worry about it too much. When I was new I just scrolled the UVs of water planes via code because the performance hit was negligible, and the game could get 60fps on a 2007 laptop no problem. It's more so something to keep in mind for the future.
>>726880767I hate the sound of my voice. I mean I'm down to answer any questions but like 90% of the effort is adhering to the artstyle within its constraints and I'm really not equipped to teach something like that when I'm a shite artist. There's very little super secret technical stuff here that isn't in any other competent pixel art game; no mixels, 256x240 resolution, a crt shader (this isn't necessary). There is some stuff game design wise I stole from playing some games though, like in ninja gaiden I'm pretty sure in order to spawn enemies behind you they set a flag on that specific spawn point and when they spawn, they're immediately teleported to the other side of the screen. I also copied the quirk where they don't stop spawning if you kill them while the camera's borders is still intersecting their spawn location but I'll have to see if that's genuinely bad design; personally I like it because it forces you to move forward. They did "fix" it in the next two games though lol
>>726882136yeah for now it runs fine I think. Last time I tested it on the Deck it consumed between 9 and 10 W while running at 60fps which is pretty good I believe (very old games consume like 6W)honestly my curiosity was not so much about optimizing but more about learning about shaders, so thanks for the info!