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WE EVOLVE, BEYOND THE GAME WE WERE THE MINUTE BEFORE.
LITTLE BY LITTLE, WE ADVANCE A BIT FURTHER WITH EACH COMMIT.
THAT'S HOW GAMEDEV WORKS.
>>
Kick logic to the curb and dev the impossible!
>>
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Is there any way I could make the UI here look a little nicer? I was thinking of replacing the word "Height" with some sort of icon, like a ruler or something.
>>
My game development journey is over. I'm delisting my game.
>>
>>729004268
post it for one last laugh
>>
>>729004396
No. People like you is exactly why I'm delisting it. I've had enough of dealing with worthless cunts like you.
>>
>>729004096
Icons, text outline/box
>>
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>making game with friend
>I'm supposed to have a character done in 2 weeks
>I've been trying everyday for a month
>can't model for shit
Nothing I try works. Why was I born dumb...
>>
>>729005109
Maybe you're trying to make something a bit past your skill level. Lower your expectations and make something just ok. Then try to improve it.
Don't give up friend
>>
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>>729004980
Maybe something like this? I'm kinda worried that it'll clash with the rest of the game, because I don't have that box around the HUD elements in my other game modes. But maybe I need it.
>>
I've been doing some hacky rotoscoping animation to use in my game's trailer
It looks retarded but I think that's funny
>>
>>729003408
Hello I've been living under a rock for a while
What is the current rundown on the unity situation
Last I heard they tried to jew its user base extra hard and got big pushback, but what actually happened in the end? And how's the sitrep today?
>>
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I've made a Marisa for my game
>>
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I'm writing an engine, kind of fun building tools
>>
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reworked the damage system, elemental damage and resistances are in. Going to try and polish it making it look a bit cooler, implement the "burn wooden shields with fire damage" idea some anon gave me and then move on to buffs/debuffs and status ailments
>>
>>729006759
They backtracked hard and the CEO quit. Future uncertain, but Unity as an engine is still fine.
>>
I've mostly done backend shit the past couple of days, but tomorrow I start improving the UI and possibly being annoyed with having to take screenshots of a bunch of random shit for graphic popup images.
>>
>>729005109
Communicate your struggle to your friend. Show him the bits and pieces you did.
>>
>moving game from JS to Godot because stutters I can't solve
>reimplementing old character controller
>it's just sliding a cube over a plane
>stutters are already worse than in JS

Either I'm too stupid for gamedev or something is wrong with this machine.
>>
Some animations I commissioned for the game are in the middle of being made.
>>
Never hire first-world 3D artists. Get a jeet or a filipino with a good portfolio. They are 5-6x cheaper, will produce perfectly good work, and will actually give a shit about delivering on time.
>>
>>729010616
Stop being a hipster and download UE
>muh bloat
can be removed and normal people don't care
>>
>>729011309
>jeet
>on time
On my last IT job when our eastern yuro contractors got replaced by pradesh & co simple tasks that used to be done in 2-3 days started taking weeks, so excuse me if I don't believe you
>>
>>729012070
There is a massive difference between a jeet working for a consultancy/contracting company and a jeet freelancing on their own terms. The latter selects for jeets that do in fact give a shit
>>
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I'm making it
>>
Interesting strategy to blend in, but my radar already went off on the first comment
>>
>>729012624
at least give me a (You) next time, pussyboi
>>
Reminder to ignore their existence
>>
>>729007672
Cute.
>>
Here we go again on my own
>>
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This place is full of dicks and assholes who have done nothing in their worthless lives that'll shit on you for even attempting to make something. Why would anyone show their games here? Show them to a community that will actually respect you.
>>
>>729013379
making nodevs mad is part of the joy
>>
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>>729013379
>>
I don't have anything new to share
>>
>>729010616
webgl godot is horrific and will collapse on any sort of load, dont bother with it
godot also has to compile shaders at runtime, yes this actually an intentional design
>>
>>729013379
Haters gonna hate. Don't do it for them. Do it for you.
>>
>>729016145
every vulkan or dx12 game has to compile shaders at runtime, most do it during an initial loading screen
>>
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Redid the game over screen. If you die with a splat, the screen will shake. And if you retry, there's a small chance you'll see the corpse from your previous attempt.
>>
>>729004905
if it's anime slop nothing of value was lost
>>
>XNA-like, by FNA maintainer & creator of SDL GPU
https://github.com/MoonsideGames/MoonWorks
>Framework by Randy Gaul, author of the cute headers, much more capable, flexible and consistent than raylib
https://randygaul.github.io/cute_framework/
>>
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I drew a tank
>>
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I'm about to throw in the towel and just lobotomize the pathfinding as much as humanly possible to try and get it implemented. I've wasted multiple days off trying to get it working and I can't stop thinking of other ideas I want to work on. Aside from that, I can't complain.
>>
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/v/3 has moved to Wednesday at 9pm EST. Featuring over 30 games and several memorable and relevant skits, it's sure to be the Christmas showcase of all time!
>>
>>729016145
I'm not even trying to run it in the browser, I'm in the Vulkan render on chapter one of the "your first 3D game" section of the docs. It's just bullshit that even the most simple things don't work.
And of course I find this out after I did all the architecture work to integrate the JS UI and SQL data management, because I didn't expect something so basic to make problems
>>
>>729018827
I'll be having dinner and then partying. Who the fuck thought christmas eve was a good date? you niggas have no family?
>>
>>729018193
ah cool it can do a wheely
>>
>>729018987
im having a beer with my dad but i can still make it
>>
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Finally fixed up my goblin AI so it works as intended. Mostly.
>>
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>>729003408
Christmas vacation is here. time for me to lock in and finish all the main systems.
by the way. anyone knows if there's an easy way to turn off texture filtering on grass details in unity's terrain system ?
>>
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>>729019580
>>
>>729018827
let fygoon join or else i ain't watchin'
>>
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Bingo Betty reporting in, still working on improving visibility and other little polishy tweaky things
Trying to figure out a good system for labeling your items and card bars because some got confused. I think i may have an option for the item/card labels to be there just like the colorblind mode enables the tooltip for spaces and balls in picrel
>>
>>729021897
Fygoon is always welcome to join. He'll just be instantly kicked out that's all.
>>
>>729021897
Better idea, include all the games that made him seethe.
>>
>>729018323
first, you implement dijskra's, then you (if needed) add heuristics, now you have A*
>>
>>729009269
>burn wooden shields with fire damage
that's done, ty to the anon that gave me the idea!
>>
>>729024392
thank you for implementing it :)
>>
>>729013379
Oh the irony
>>
>>729024392
Make trees grow out of them with water magic
>>
>>729024503
no problem! it was cool to make :)
>>729024661
no lol
>>
>>729023797
Based. Build a playable trailer reel of every shmup, RPG Maker horror game, and Half-Life mod he threw a hissy fit over and loop it right before his skit. Then splice in the "you will never make it" audio over his entry. Peak festive spirit.
>>
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>>729003408
I fix'd my game a little, then broke it a little more.
>>
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Added a "Sticker" system to the game, which lets players modify dice faces for different effects. Not the craziest feature, but it was fun to add, and I needed something to fill this space in the shop.
>>
>>729022087
I think you should change the title card to a prettier character than the old woman so people don't overlook it.
>>
>>729025920
I knew he was fishy!
>>729026226
that's very cool, specially since it's not just visual but has a gameplay effect
>>
>>729018987
>>729018827
i have absolutely nothing else to do on Christmas Eve
>>
>>729007672
She is so cute anon. What is your game about?
>>
Bit the bullet and migrated my game from a 2019 version of Unity to the latest version. After doing some research it seemed like there were no real downsides and it's a very simple game I'm making (almost done) to take a break from my big dream game and just bring a finished game to market. Did I make the right choice? Really I just wanted to get rid of the splash screen
>>
been working on my game for almost 2 years now, and it's nowhere near finished. it probably needs another 3 years and maybe $40,000 before it's done. but i was planning to an hero in a few months.
>>
>>729024042
I'm doing this in Clickteam, I understand none of what you just said.
>>
>>729030978
wtf is clickteam?
>look up
ok, so while everyone else plays with lego you're still playing with duplo, i see.
>>
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>>729030021
Digital tabletop game
First started with a whole 2hu overworld as a map where characters move, then downscaled to a board game with locations being a background.
Pic is what I had when I decided that I'm not gonna be able to make the whole map.
>>
>>729031235
I've hitched my wagon to this engine and I'm willing to die on this hill. I just think it's neat, and at times infuriating. I'm getting close to a path system that will work for what I'm trying, it's just awful trying to make it work given how I'm laying out the map for my Sap Game.
>>
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Working on the next battle for my SRPG. Still need to place enemies and stuff. The idea is that you want to save the commander dude in the top middle part of the fort. The fort is one that controls a point between mountains so there's a bridge on the east side that is lowered with a switch. On the south side of that bridge are some elite troops that will loop around the kill the commander once the bridge is lowered. The enemies have control of most of the fort but that stubborn commander and his troops are holding them off. However, on the west side the mermaids are mercenaries who will go through the waters in the fort to reach the switch. Mermaids are super horny for gold in this setting for mysterious reasons but if you can get your main character to the leader of them, you can offer them gold to switch sides, recruiting them. There are a couple other little twists for the battle too. It's planned to be the fourth battle you do so I don't want to go too overboard but I hope it is exciting enough for the player.
>>
>>729017563
Why do you think it's anime slop?
>>
>>729027164
The game is about fuckin old people though, what you're saying you wouldn't take a crack at betty for a RTX 5080?
>>
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>>729031535
looking cool! although some of those tiles don't seem to tile very nicely? northern moubntains look weird, and that trench with water is missing the diagonal tiles
>Mermaids are super horny
niceeee
>>
>>729030395
yeah probably the right move
>>
>>729031596
just a feeling
>>
>>729031752
nta but this is a free tileset from itch or opengameart and he doesn't know how to use it
>>
do you guys have regular jobs and just work on games in your spare time? or neeting?
>>
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>>729031752
Oh yeah, I need to add those corners. Basically I had written autotiles to work just like pic related because I got lazy and didn't want to do all the extra work for corners (see https://code.tutsplus.com/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673t for an example of how much bigger it gets) so I've been just lazy and sticking the corners on a higher layer manually
>>
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>>729032175
regular job
>>729032282
oh shit, I hated autotiling when working on my previous game. Good luck with that anon!
>>
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>>729032161
If I got this far without being able to comprehend tiles then I think that would be pretty impressive and you'd have to praise me for my efforts before euthanizing me
>>
>>729032175
i work 8 hours a day so i only have limited time to learn how to game dev
i havent gotten to the asset production phase
>>
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>>729032282
btw I used picrel for my auti-tile needs. Hope it helps!
>>
I had an idea for a pretty novel roguelike in my opinion, but I'm worried about the limited market and the possible time commitment even just using ascii characters. If you've developed something similar, how long did it take you?
>>
>>729032556
Nice goblin cave
>>
>>729032175
I've been super ill for the past year or so and have been working on my project while recovering. Means I really need to finish it though so I can point to something I was doing in this time.
>>
>>729005109
You work within the limitations you have. If you can't model make the characters blocky.

If that's too much just draw them, assuming they don't move.
>>
>>729032175
Can't get a job in my field so I just keep devving. Almost 2 years now.
>>
>>729030395
Since they rolled back the runtime fee thing, yeah its fine. Unity does an okay job and supporting most its legacy stuff and later versions don't assrape performance like newer versions of unreal.
>>
>>729032641
are you using a game engine? tell me about your tilemap tech
>>
>>729032641
Thanks, that's a handy dandy graphic. I might get to doing the autotiling properly at some point, it just felt too tedious at the moment to set up that many possibilities, but it should be done.
>>
>>729005109
A good model can be made in two weeks, but a good character cannot. A lot of thought goes into making good characters, so tell your friend he needs to give you more time if he doesn't want the game to be slop.
>>
did you go in a video game school or learned everything by yourself? is video game school a scam?
>>
>>729033389
i'm a mechanical engineer by trade but i've been programming as a hobby for 20 some years and used to partake in demo scene
>>
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>>729032695
kek, thanks. Also made picrel for a thread a few days ago. Wish I would have never unlocked this power
>>729033017
I applied that on Game Maker for my roguelike Paco's Quest, and that technique it's non-dependant of what engine you use. It's basically looking around and coming up with a number that determines which tile to put there
>>729033125
>it just felt too tedious
hell yeah that shit is tedious. My game still had tile bugs even after updating the autotiling a few times. Shit sucks unless you code it very, very well
>>729033389
all by myself
>is video game school a scam?
haven't been there, but probably
>>
>>729033631
i meant the tilemap in general, like how do you represent the tiles? how does it get from cpu to gpu.
>game maker
this answers my question, though.
>>
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>>729005109
you need some practice.
making characters with just vertex color is both fun and a bit easier and quicker
>>
>>729033725
yep haha, no idea sorry. I only know how to make games with a pre-made engine
>>
>>729033389
Omega scam. I don't know of a single successful dev who went to "video game school".
>>
>>729006759
They shut it down, unity is still the better option than unreal
>>
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gamedevin' while listening to Oblivion's soudntrack is pure bliss
>>
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Replaced the words "NUM COINS: " in the HUD with a single coin icon. Also added some grass and flowers to the ground. I tried to add a small pond in the bottom right, but I couldn't get it to look good. Maybe I'll have the artist do that later.
>>
>>729033573
>>729033631
>>729033836
thank you!
>>
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>>729034804
GOBLINS!!!!
>>
>>729034639
Have you heard of the high elves?
>>
>>729033781
>vertex color
Que?
>>729033836
I know plenty or have like met plenty. You can't go around and say they don't score jobs, they do. Is gaming school advisable? Hell, no. No one ever profited form it. In the time lost there you can easily learn twenty times the skills and the contacts there are only good enough to work as slave.
>>
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my game bugged out, I think I've been hacked
>>
>>729035198
its when you assign colors to vertices rather than using UV unwrapping and a texture image
>>
>>729035418
is that basically changing the albedo color of the material? or is it something different?
>>
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>>729035198
>>vertex color
>Que?
you're that much of an amateur? you should not expect to be able to make a character in month, you need practice.
you ca vertex paint in blender, like this
>>
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>>729035604
it can look like this with low-poly characters
>>729033781
or it can look like this with high-poly characters
>>
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>>729035675
here is a example on how vertex colors are being used for lighting in zelda 64
https://www.instagram.com/reel/DI7-h-SRE_8/
it can also used for shading by making the color black or dark
https://www.instagram.com/reel/C-niLDIRzOB/

it's exremely fast to render, wich is why these ps1 characters have so many polygons without a texture
>>729033781
>>
>>729035528
changing the albedo color of a material will change the color for everything, vertex colors are per-vertex.
>>
>>729035604
nta but that's cool, might try to use it in the next game if I survive the current one
>>
>>729003408
Pros and cons of gamemaker for making a 2d sidescrolling metroidvania?
>>
>>729038343
pros: you are using gamemaker
cons: you are using gamemaker
>>
>>729038343
if you have to ask this question you're not ready to make a metroidvania. try pong or flappy bird
>>
>>729035198
a tip on practicing.
you never improve the same day you practice, you need to sleep on it. so don't get discouraged if you sculpt 5 shitty heads and have no idea on how to continue. sleep on it and next day you are better equipped to think about what you can do to get better today
>>
>>729036053
this video is about a bug. but it also contains a neat explanation for how zelda 64 does different lighting and mixing of vertex colors to make different times of day and weather
https://www.youtube.com/watch?v=VkGlp30jLCc
>>
>>729038343
don't use game maker for anything.

>b-but
trust me.
>>
>>729038343
It's simpler than Godot or Unity
It is a bit less flexible than Godot or Unity
>>
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messing around with vertex displacement. at first it was just it could twist up or down, similar to animal crossing. now it can twist up and down based on sine waves + distance, and also left/right
its working for the most part but needs tweaks, especially with the road cus thats rendered separately and the depth is all messed up so you can kinda see silhouettes of whats underneath

I think it looks cool and trippy, should I keep it generally with the same twisty-ness or tone it down a bit?
>>
>>729006546
you dont need an icon, they'll see it ticking up/down and understand
>>
>>729040739
>should I keep it generally with the same twisty-ness
you need to be able to see in front of you, which you can't in this example. otherwise go nuts
>>
>>729040739
https://www.youtube.com/watch?v=cXqJEEAA-sw
>>
>>729040778
Maybe I'll just keep it the way it is now >>729016884
>>
how the fuck do you budget this shit? artists are expensive af.
>>
>>729042906
2d or 3d?
>>
>>729042906
I just make all the stuff I need
>>
>>729042906
make friends with skills and work towards a shared vision out of sheer passion because you're all poor
>>
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>>729003408
Adding more things to this sub boss, but i think it's pretty close to finishing it
>>
>>729042906
gamedev is an artist hobby. Why do you think AAA's are always poorly optimized ? Full artist teams, not a single real coder.
>>
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>>729042906
just be rich
>>
>>729043476
too spoopy
>>
how hard is it to learn game maker for someone who has never programmed before? i want to make a game but i think its already over for me
>>
>>729043587
What is the worst it can do? damage you? drag you to the tv?
>>
>>729043657
Don't want to do a game, want to do very small shitpost bullsht.
Then earn for a bigger and bigger and bigger one until it's a game.
>>
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>>729043657
already over? how old are you? in any case I'd say Game Maker is easy, not harder than the rest at least and the engine itself is more or less simple. I recommend Shaun Spalding's tutorials before he trooned out:
https://www.youtube.com/watch?v=izNXbMdu348
https://www.youtube.com/watch?v=upoXH9hAKUg
>Sara Spalding
kek
>>
>>729042906
budget?
>>
>>729043657
Programming is actually the easiest part of gaydev because there is so many ready solutions

You only need to know math/trig and physics if you want to implement you own cool mechanics, otherwise you'd stuck with generic marketplace trash much like 6y57468456 steam games published this year alone

I've seen very complex games (open world RPGs) made purely on BP by braintards
>>
>>729043916
Dragon quest
>>
>>729043849
old enough to know that im not gonna watch tutorials made by a tranny
ill use unreal instead, i just asked chatgpt and it said unreal has visual scripting with no code required.
>>
>>729044339
good luck, you'll need it
>>
>>729042906
They just give me money.
>>
>>729042906
Just be the artist, silly.
>>
>>729042906
Stop trying to hire artists from California
>>
Not to brag, but this only took me 5 hours spread out over the course of 3 years
>>
>>729045862
It is pretty stylish
>>
>>729045862
What font?
>>
>>729046368
NTA but I see you fellow font autist. How do you feel about the fact adobe has tons of fonts trademarked and you can only get them via a monthly subscription?
>>
>>729042906
what do you need, maybe i know a cheap artist looking for work
>>
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>>729046368
Default raylib font
>>
>>729043095
2D. I'm currently working with an artist and her artwork is really good, but by the time the game is finished, I'll probably have paid her tens, maybe hundreds of thousands of dollars, and I'd be lucky if the game even earned back the $100 Steam submission fee.
>>
>>729047051
why would you do that?
>>
>>729047762
because that's how much she charges? i think other artists for hire are around the same price.
>>
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>>729022981
>mentioning the name of the accursed green dragon is enough to bring Eldon Betz to his knees
lol
>>
Building an 3D action platformer and need to keep assets to a minimum. I already have 1 hot girl asset base that I customize into all sorts of species/styles(demon, angel, slime, vampire, pirate, maid, etc...). Would it feel to samey if they are all hot chicks or should I force myself to make another unique mesh just for the player?

MC is unique style or the player customizes the style Hot girl battling other species hot girls with special hot girl bosses
or
MC is unique chibi cute masked dude battling hot girls with special hot girl bosses?
Advice?
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>>729048261
Male MC
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>>729048261
Make a unique mesh for the player. And make it a guy.
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>>729048261
You make the girl the MC and all the outfits are costume power ups she unlocks. Unless this is a coomer game, then MC should be the dude.
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>>729048751
Not really a coomer game, just pin up hot girls are an easy style/sell and need to reuse the same rig for all characters. The outfits/species as costume power ups is a big motivator, but I think I can get away with doing the male mc as you all say and then have 1 companion you can swap outfits for or have each of the bosses you defeat join your side.

Big ups, thanks guys!
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>>729048751
>Unless this is a coomer game, then MC should be the dude.
Is this tranny paranoia or something? Sounds stupid
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>>729049738
I accidentally read this the opposite way around so I am the stupid one
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>>729047942
you need to budget accordingly to what you think the game will make
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>>729022087
heeey nice improvement, if you update the demo I'll be playing and leave more feedback
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>>729047942
why would you spend any amount of money on a game you arent sure will earn anything? maybe $1-2k tops if it's a passion project.
tens of thousands of dollars is retarded unless shes sucking your dick while shes drawing
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>>729050758
>>729051690
then how does anyone make indie games at all? isn't it like practically 100% of indie games operate at a loss? unless you're making something extremely minimal like VVVVVV or Thomas Was Alone, you can't do much on a 1-2k dollar budget.
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>>729052273
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>>729035604
>you're that much of an amateur
Yup>>729035418
Right, got it.
>>729038861
Has to do with some protein structures in the brain among others. You need rem - deep sleep for it. Crazy, eh? Where's evolution now? Barely an advantage to sleep 1/3 of the day.
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>>729022087
Hey, I gave you a bunch of demo feedback a while ago and the darker spots after being filled in this screenshot looks way better. Are negative numbers new? Also the point labels inside the triangle in this screenshot look slightly vertically off-center, I guess due to how the shapes are aligned. Not sure what the best way to handle it would be; maybe move the triangle shapes up slightly? That might be fine since they aren't symmetrical like the other shapes
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>>729052273
>implying he's incapable of doing everything himself
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>>729052273
thats what indie games are.
you maximise the use of the art assets you have.
a game that inspires my minimalism is delta force. look how theres very little and what there is is always relevant with little set dressing like trees
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>>729054827
Not wanting to give you terrible ideas, but, voxel space is super easy to implement:
https://github.com/s-macke/VoxelSpace
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>>729055081
isn't it patented?
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>>729055179
That's actually a great question.
It seems like was patented around 2000 and something
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>>729055252
too bad, i love the look the terrain rendering
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>>729055378
it also has a clever trick of doing tall grass for infinite istance
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starting to code in the different runs

>>729042906
no we're not
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>>729056320
how much would it cost us to have you make everything we see in your webm?
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>>729056430
1000$ plus tax
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>>729043548
$1,512,000
Gross Revenue
Adj. Regional Pricing
$136,080.00
Discounts
$302,400.00
Refunds
$181,440.00
Steam Cut
$267,624.00
VAT / Sales Tax
$178,416.00
Net Revenue
$446,040.00

he didn't make his money back
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>>729056430
not counting the background,
4 run cycles, plus effects and transition animations...$800ish maybe?
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>>729056931
>>729057441
these people are not me, it would cost you 5000 at least
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>>729046597
hundreds of fonts are made each day, and most of them are similar to something that already exists
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>>729031905
Well you're WRONG!
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bump
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working on the roll
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>>729057441
i assume you are the real one. 800 bucks for that? are you serious?
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>>729062281
why is the enemy in the background? looks funky
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>>729058948
i guess you just don't have a game then
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I finally added skills and damage types to my game. The combat is getting fun. But I'm losing my sanity.
>>
What do you do when working on a feature that makes you want to kys every time you work on it(not currently in a good brain state for thinking and learning)?
It requires concentration, I can't just do 10 minutes every 4 hours.
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>>729067593
Put one song you really like on loop, bite your lip, and power through. When you're going through Hell, keep going - future you is gonna curse your name if you don't. I just spent two weeks trying to do some simple shit before I found something that worked. Now I gotta find something else to do - that's the real hard part.
>>
This game is unironically a good guide for bad game design, you can learn a lot from it.

And I'm saying it as someone who likes the game.
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>>729067593
Real answer? Adderal
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>>729068063
nightreign is a paid beta test for whatever the next thing is they're making
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>>729003408
my programming language is slowly getting vibe coded.

At the end of the year i will be able to compile a simple program
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>>729032175
even though I work from home and couldn't optimize my time more, I still feel like it's not enough time to work on my game
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>>729046597
font file can be trademarked, a particular look of a font can't
you can trace over their font and they can't do shit because you have made your own font file
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hiding stuff in a level makes me feel like the easter bunny
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>>729016145
>godot also has to compile shaders at runtime
You can at least mitigate most of this on modern Godot, but it's still retarded it's not made more evident to the developers.
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>>729042906
Most indies I know at this point are all artists first, programmers fifth. The ease of modern game tools made their means of making what they wanted feasible, even if you need a relative supercomputer to run it compared to what it would actually need.
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>>729070629
I am also a big fan of hiding things
It's been kinda interesting to see how many people miss things I hid away
I'm hoping it leads to some replay value for when people discuss the game and inevitably realize they missed some cool stuff
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realistically speaking, how much programming will I have to know if I want to make a 3D game in Unity?

I do Python stuff pretty often, scripts n stuff for work mostly..
C# looks completely different and ugly in comparison.
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>>729043491
Anon, that's not the reason.
Great artists are cheap, good programmers are really, really not.
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>>729071913
realistically? you need to know how to write an if statement, for loop, declare an int variable, and call a function
it's not rocket science
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>>729071913
Not a lot, go here to learn the basics gamedevbeginner.com
I feel like making or finding assets like 3d stuff, sounds takes more time than coding.
>>
How long does it realistically take to learn GML (GameMaker's programming language)?
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>>729072382
you don't "learn" languages in a completionist sense, you just read up on basics, use them, and then read up on more when that's not enough

learn the basics (same ones as in >>729071974), then go make a game, and when you can't make something using just these things, you learn an extra thing or two
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>>729071749
if players don't know there are hidden collectables they will not search for hidden collectables
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Does rpgmaker come with licenses when you release a product.

My question is: if you release a rpg maker game, can that be tied to you, if you used a pirated copy, or if you use a steam copy? Do the builds have a serial number or license number when you make them?
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>>729073395
If it's a free game, nobody will bother you.
If you're monetizing it, just buy it.
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>>729073458
That's not my question.
It's less about paying for rpgmaker and more about having the game engine serial number tied to the build.

I would like to use the last rpgmaker version, but I don't like having digital products tied to an account. Will wait for a sale. I just want to know if the license/serial number is tied to a build.
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>>729073210
If I had to spell it out, it wouldn't be very hidden though right?
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>>729073686
No idea then, try asking in the /vrpg/ thread.
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>>729074269
true, but it is good practice to add a bunch of badly hidden ones to prime the player to be on the lookout for the well hidden ones
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>>729074480
also a X/Y counter per stage
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Anyone else enjoy building the foundation more than building the game? I just want to make the toys/routines for someone else to build levels around.
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>>729074706
totally
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>>729074480
Well most of my secrets are like, interactions
Use X item on Y target and you get a special interaction/bonus dialog
I probably need to closely study player sessions and add more of em though, because I couldn't account for ALL possible interactions but I'd like to nail the ones people think of first and intuitively want to try
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>>729074835
sounds like a solid plan
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>>729074471
They ignore all my posts.
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>>729033631
Best use of that meme, lol
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>>729073686
Does anyone know?
>>
bump
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improved setting bodies on fire
next up, gonna delve deep into the UI mines

>>729074816
i love making tools for levels but i despise asset creation so i guess me
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>>729078108
I mostly just hate texturing and lighting on the asset side. Building geometry I generally like.
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>>729078582
i'm still not yet able to get a handle on texturing, i just dont like doing it. gonna try and get it going to a passable level this year and if not i'll just hire an anon to do it for me again
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>>729071974
3d rotations, dot products, velocity, state machines, local vs global space and basis go well beyond declaring a variable. I doubt you're even a dev.
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>>729078709
Texturing gets worse once you get into the need for trim sheets and atlasing common assets together to reduce draw calls.
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>>729035675
>or it can look like this with high-poly characters
Those are sculpts with millions of vertices, retard-kun.
You can bake that to a texture map, but then why not just make it directly on a texture instead?
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>>729071913
Do you think I was ironic, you fucking little shit?
>>729043916
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>>729043916
>I've seen very complex games (open world RPGs) made purely on BP by braintards
Such as?
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How do I convince myself to pick up Blender again?
I'm struggling to find the drive and time
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>>729080803
>blender
just use ai moron
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>>729080803
I just grab a design or character I like and sculpt my own take on it, even if I intend to not take it beyond a sculpt. Just gets me in the habit of using the program.
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>>729081230
Hell no I enjoy texture work and molding my models myself, thank you very much
>>729081336
Yeah main issue is I've forgotten all the hotkeys and half the functions, it's truly painful really just need to grind my nose into tutorials again or something
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>>729081715
I don't blame you on the hotkeys thing. I'm regularly reminding people in a Blender Discord I frequent that certain features exist to make their life easier that isn't apparent, such as modifying a property on all currently selected objects.
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has anyone ever made a quick reference of the basic math stuff that's useful for game dev. no long paragraphs of explanation, just something like this that's straight to the point about what it does,.
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>>729033389
As a professor at a university that teaches game design, yeah man it’s a scam. I’m trying not to make it that way but man it’s rough. I tell my students to take proper CS courses because being exposed to more programming than just what we do in class will be better in the long run.
The problem with game schools is the people in it. Most go to them because they think if they like playing video games they must like making them. Which just isn’t the case the best students are the ones who are doing game dev in their free time.
I should say too schools in general depending on who is teaching. My professors taught me jack shit so it was up to me to figure everything out. This is a big motivator in me trying to give people a good education.
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>>729082294
did you teach them how to tighten the graphics on level 3?
https://www.youtube.com/watch?v=BRWvfMLl4ho
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Still texturing my level. I made the windmill actually look like a windmill, so I got that going for me.

>>729070629
Yeah, dude. That's the fun bit.

>>729062281
Your game continues to inspire. Looks badass.
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>>729081845
Pretty much it's ridiculous how much is hidden by hotkeys also I never got heavy into the rigging or animation aspects so that's gonna be a mountain I have to peak at somepoint
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>>729082661
oh damn it's looking like a real game
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>>729082661
I think you are 19 based on the character
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progress
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>>729082975
Rigging isn't that daunting. Blender's UI for animations & actions still feels duct-taped on to me.
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>>729083458
Kek.
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>>729083594
>>729082975
You guys are still living in the stone age, just use UniRig to rig you characters, unless they are some unnatural thing it will do fine.
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>>729082549
I wish I can even tell them that. I also teach a level design course which is just learn blend and import what you make into Unity. 75% didn’t bother to make sure the player could get out of bounds despite me telling them that that is the first thing I check for.
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>>729083191
I know. I've spend a LOT of time remaking the level in Trenchbroom to make proper Texturing a lot easier (see: "possible"), and I wasn't sure it was worth it until a couple days ago where it all started to come together.

>>729083215
Sadly, no. I'm a little under double that. I'm an old fart who forgot how to be creative for a long time. My "mid life crisis" if you can call it that is "I used to do a lot of creative stuff. I want to get back into that".

>>729083458
lol wat
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>>729063564
Yes, why?

>>729064887
the color? Hard to get a color that looks different from the player. Too grey and it goes to the background, too dark and it looks the same as the player
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>>729083594
It's mostly the weight painting for me and joint placement but yeah I've looked into the animation side a bit and you're definitely not wrong about that
>>729083673
NO
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>>729084353
Just make the colors extemely saturated or pastel based on their element, and have slight different off colors for mirror matches. You should probably look into shaders for that.
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Fuck off Chris
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>>729051328

I will be updating the demo soon(ish), I'm trying to figure out doing like a scripted tutorial for your first run and i want to get that in the demo too

>>729053398
The negative numbers are from the "Fever" Mode. When you beat the game on any character, you unlock the next level of "FEVER" mode for them, which adds extra difficulty to the goal curve over rounds, and adds a bunch of additional modifiers to the run to make it harder.

Also thank you for pointing out the number misalignment it just needed to go a pixel down a y
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>>729079069
>declarable values, callable functions/referenced outputs
I don't think you're much of a programmer if you think these are hard to learn
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Some element interactions. Rolling earth puts out fire on ground and can tank through basic fire hits

>>729084658
in PVE the enemies are color based to their elements though.
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>>729082020
https://youtu.be/eRVRioN4GwA?si=33LqIAN4TCIqKwGl
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>>729086073
I don't like fighting games (at all), but I would like this. Not because of the visual style but the fighting looks like it would be fun.
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>>729078108
please add just a tiny bit of camera movement delay. also maybe some screenshake for the guns.
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>>729086445
i cannot visualize math in my head
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Had this saved from agdg wonder what happend to that game
files.catbox.moe/
i768jv.jpg
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>>729079069
>3d rotations, dot products, velocity, state machines, local vs global space and basis go well beyond declaring a variable.
Yeah and you don't NEED any of these actually. You can make a game just fine without understanding the difference between local and global. It's pointless clutter for a beginner.

My point is that all that crap is undoubtedly useful, but only if you know why they're useful.
If I explain to someone who never wrote a line of code why he should be making everything private and then making a second public function to access it, it'll go in through one ear and come out the other. It's only when they try to do something and run into issues that local variables solve, only then they'll actually see value in it.

I got through first year of university without ever writing a function in C++. I wrote EVERYTHING in main, and it worked, to the dismay of my professor. That's because the tasks they gave us never challenged us enough to warrant using functions. Sounds retarded but to learn, you need to fail.
If you don't fail with bad code, there's no reason to learn good code.
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>>729088032
Why did you not just post the image on this image posting board? I'm not clicking that link.
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>torque3D
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Got my first piece of promotional art ready for my game. What do you all think?
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>>729089854
dope
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>>729034990
Goburin-da
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>>729079762
There have been at least 3 released this year I personally know of ad verified, but I saw more over the last 2 overall

I dont want to name names, but for example, Moadra demo was purely BP. It *could* be just POC but the way things were structured tells me it is not.
Another RPG released just a month ago and now they are in patch-hell because surprised, BP-only game falls apart at such complexity.

HOWEVER
As long as your game is small and simple, like some 2d shit - it is not an issue.
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>>729089854
I really dig the comic book feel to this
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>>729089987
>>729090989
I appreciate it! Really hoping to hit those retro vibes, and comic book feel is great too, the game will have pages of a comic as collectibles so you can read a full issue in the game as well
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>>729091164
ah that's a great idea
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>>729089854
I think the overall composition is good, I really like the screenshots too.
BUT, I think the protagonist's face is a bit boring. It doesn't have any emotion to it. It doesn't convey any feeling to the viewer.

My advice would be to remove any shading from the face and give him a visible expression of some kind. Anger, fear, joy maybe.
>>
Hey anons, im making a game where your pc jumps and dropkicks and physics react accordingly (you launch oppose to your kicks) . Should i make it a platformer or try to make it combat focused?
Total noob btw.
>>
>>729089854
Exactly the kind of mag ads i want to do for my own games, good shit!
If i had fuck you infinite money i would film a wacky "how the fuck is this supposed to sell the game" live action trailer
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>>729091425
Oh and also maybe a nitpick but I feel like the screenshots have a little too little going on. The two on the left seem a bit boring, and the gym one blends in with the bed frame.
Make them stand out more! The poster grabs attention, but you need to close the deal with some really interesting screenshots.
>>
>>729091872
You're definitely right about the screenshots, I'll definitely give it more thought, zoom in on the action, add more variety, visually interesting elements, etc. I appreciate the feedback! And as for his face, it's kind of his character in-game to have his face obscure by shadow, eyes glowing with rage, but as for the poster, I could see it being better to tone down the shadow, and show more of that rage
>>
>>729092403
contrast is the word I was looking for, your screenshots lack contrast that makes them stand out. ZAMN screenshots show a lot of detail even when they're pictures for ants
as for the character, I can see what you mean, but the white eyes on a darkened face make me think he's possessed or something
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any1 have tips on learning gamedev stuff while at work?
I finish my work quickly so I end up with a lot of time just bored at my desk. I've been doing the CodeAcademy C# course but ...I don't feel like I'm learning anything that'll actually help me make a game or that I couldn't figure out when I needed it...

Coding is probably the easiest thing to sneakily practice but idk what to code for learning yk.
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>>729089854
i think the main character's pose could have more character, be more exaggerated. he looks a tad bit wimpy. but other than that this is really good.
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>>729089854
holy sovl
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>>729092735
the obvious advice is to actually dev instead of just reading about it, but that can be hard to sneak in while at work, especially if your work monitors running apps (not to mention actually letting you install them in the first place), definitely doable if you have your own laptop or something
from the sound of it if you can do CodeAcademy, you can do some coding at work? so maybe you can look into something like C# Player's Guide, it's a book that teaches you programming while coding command line apps, if your coworkers aren't particularly techy, you might get away with it

if you can't really do either, but can do the gamedev part at home, you could maybe get away with combing through code for improvements/bugfixes while at work, or at least brainstorm some ideas, sketch some concept art, etc
expanding on that brainstorming part, you could work on game design at work, some PC games start off as tabletop games
>>
So how do you turn professions/classes into lewd types with different effects? Lewd stuff is lesser than wrestling.
I mean do you do it the stupid way and relegate tit size, cock size, thrusting styles and positions only to certain classes, greatly undermining the other? like only priest/monk can heal and no one else? or make it more balanced, less WoW-like and let other classes heal as well in different methods? Problem is how do you translate that to sex/wrestling? do you allow missionary for only 1-2 classes or everyone gets the basic positions? how do you make missionary different for everyone despite it being the same ability?

Monk, acrobat and similar classes get into weird contortion positions.
Whatever's a "controller" class ("Binder" is one in D&D 4e, fittingly enough) gets to employ bondage (and potentially psychological domination).
Summoners, hunters and beast masters will totally try to make their opponents into (sex) pets.
Machinists and other crafters get to create and employ semi-automated restraining contraptions (look up "Devious Devices").
Clerics will try their best for missionary positions for the sole purpose of reproduction and get a bonus for it.
>>
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I think I'll be able to have the buffs/debuffs/ailments ready between today and tomorrow. Very nice, hopefully that means I'll be able to also finish up the sound design work before the end of christmas and finally start working on that fabled demo
>>729070629
I love looking for secrets in games and end up looking in every nook and cranny if allowed to. There's no better feel than finding a secret place where you thought "nah there's no way there's something here". Good stuff man
>>729082661
nice windmill! also love the factory spitting smoke in the background
>>729083458
lol
>>729089854
very cool! but I wouldn't hide the in-game screenshots behind those tentacles lol. Don't really dig the face of the character either, I'd make it look more human if possible



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