I haven't seen one in a little bit so tell me what you're working on, anon.
>>730115337videogames, im working on a fucking videogames
>>730115337Took a break from my side-project to start a new side project. I'll keep this one super small and simple so I can finish it. It'll be free to play but it's fine because it's more of a portfolio builder. Once I become successful I'll make a more ambitious sequel to my side-side project. After that I can focus on my side project, utilizing all the art and programming skills from my side-side project and side-side project 2. Once that's done, I can continue making my game!
>"Haven't seen one in a little bit">Last one was on Saturday>MFW
>>730115940Hey that's a pretty good drawing. Did you make it yourself?
>>730116002Yes. Immediately after that I drew a horrendous depiction of Necrozov, Most Wicked Demon of the Infinite Boneyards and included a textual description of how such a boss would work (just so I don't have to remember it when, in about a decade's time in the future, I finally come around to adding him in).
last thing i added was pits which the player and enemies can fall into, as well as levers that close/open them. enemies normally avoid them, but i didn't add that in before recording this clipalso did some level design tweaks and a lot of bug fixes. so many bug fixes...
>>730116348woops wrong clip
>>730116281Yeah you lost me now sorry
>hey you wanna playtest the game I made? It's pretty much done and mostly bug free just need data to fine tune some things>wow sure bro that sounds awesome >2 months pass>...why this happensilence is violence
>>730116348>>730116425Don't know if anybody has told you this before but I think your game would benefit from having a CRT filter and a fisheye lens to complement it.
>>730116614You've only told me that 200 times, and I already said I'll add it if I have the time!!!
>>730115337Today I finally say down I started doing something with blender. Made a simple model. I want to make a game, and I'm too retarded for 2d, so I'm going with low poly. I only hope this sudden enthusiasm won't leave me again for years after a week or so.
>>730116531You're certainly not the same individual as the one I was talking to, so why do you speak for him? Are you perhaps his lapdog?
This character has a shield guard ability, once per turn when an adjacent friendly character is attacked and it's going to be lethal, she blocks the hit. I made it look cooler
Now that the steam sale is over, literally nobody will be boughting my game again...
>>730117637I boughted your game you fucking liar
>>730117694No you fucking didn't. Post it. Post what you think is my game.If it is the correct game, I promise I'll drop some keys in this thread. I promise.
>>730117763I didn't readed your post
>>730117365What?
>>730115337Almost done with early access version of the game, might be about a week to iron it out.I'm pondering the wild realm of marketing.
>>730116580Send me the game, I will ignore it faster
>>730117892>Immediately switches up his writing style once he is called out
>>730116580>show project to two friends online really into the genre>they seemingly lose all interest in the genre just as I have something ready to show
>>730118968Maybe they're secretly jealous that you had the gumption to make a game while they were busying playing themA lot of gamers daydream about gamedevNot many actually go through with it
I maded my renderer more efficient but have to rewrite a portion to be a sliding window type thing to prevent ram usage from completely blowing up to when rendering scenes with billions of logical vertices, currently I’m just loading all of the geometry at once which is a big problem when map sized start to get crazy big like 50,000x50,000 tiles. I also started to refactor all of my file loading related code into a cleaner more cohesive system. And I still need to do another optimization pass on the renderer since it’s not at peace performance yet
>>730118584What? I'm so lost as to what's going on here.
I made a laser, but it's going to require a shit ton of work to turn it into something that works properly with the rest of the game
Just published my Steam page last night, can you anons tell me if it looks good?Also while you're there I wouldn't mind if you left a wishlist.https://store.steampowered.com/app/4123140/Jargon/
>>730119449Nigga made roguelike scrabble, I’m leaving a negative wish list (wish list stealing)
Hey /v/. It's your pals over at /v/3 and we wanna let you in on something we're doing the first week in February... /v/3's World Famous Game Jam! That's right! A game jam. Running the week of Feb. 1st-7th, this game jam will be unlike any you've done before (or will do). You'll have ONE WEEK to make a game using the prompt/theme given. The twist? The week before (Jan 27th-29th ) you'll vote on a new modifier for your game! It may be an additional theme or prompt, a required mechanic, a feature you have to remove, or whatever YOU decide to vote for! That's right, you can choose which modifier you get, but it has to win the majority vote! And on the 7th when all is said and done, tune in to a special livestream hosted on our YouTube as we play through the submissions and rank them. Whichever dev wins the best community and judge ranking, wins a $100 Steam Gift Card. So mark your calendars, you won't want to miss this. But we want your suggestions for some mechanics, features, or challenges we can put into vote when the time comes. What do you think would be fun for the participants to have to struggle with during their jam? https://itch.io/jam/v3jam
>>730119396Shut the fuck up, Donny.
>>730119784I hope it goes over as well as /v/3 does
>>730119449Looks fine to me, though I guess if I were to choose something to pick out, maybe I'd move the perk and curse screenshots a little earlier just in case some absolute drooler saw the first two screenshots and thought "it's just scrabble, next." Probably unnecessary since someone that ADHD brained probably wouldn't be playing that kind of game anyway>>730119447Looking cool!
>>730115337just a little bit more, just a tiny teeny bit more and i'll start working on assets instead of gameplay.
>>730119683NOOO give me back my wishlist!
>>730119924Thanks for the feedback, probably not gonna change the page much beyond making a better trailer when the game is more final
>>730115337mocking up some simple minigame for hacking and unlocking stuff
>>730115337what are some less obvious mechanics that women (actual females) like?obvious ones being>bake a cake>decorate a house>run an animal shelter>anything in the simsI want to look beyond the most obvious ones and find some stuff that isn't talked about and hasn't been exploited so much.
still working on sounds, with my productivity dwindling since I find looking for sounds online so boring + I came back to work today
>>730120850This guy's making a woman game.
>>730120850When boys play games they pretend to be the charactersWhen girls play games they make the characters act like themThis is why the Sims is so popular with women. Do with this information what you will.
>>730121080some progress, although still very wip but also interested on feedback about the hit sound when the goblin is naked (around 0:11):>https://files.catbox.moe/r8kgj2.webm
>>730120850character creation
>>730115337can you already guess what I am making?
>>730121737a japanese styled orc
>>730121247not currently but you could say I'm gathering ideas for one.>>730121342>>730121643basically the same point. women want to customize / personalize something in the game so it's "like them" or "like a baby" (cute). I am already aware but thanks.
>>730121737I think I see a pig snout and tusks, some kind of boar dude?
>>730121452All the sounds are quite harsh, if I'm being honest. Not bad or anything, but they'd get grating after a while for sure.Id try add some random pitch variation, or at least have several similar sounds that your system can choose between.
i have greyboxed the map a bit. how do i get half life 2 style textures? im not good enough myself to make them in the quality i want so im willing to pay someone
>>730122021>the sounds are quite harshcould this be fixable but clamping the sound wave so it doesn't go too high nor too low? I'm new to this stuff, so sorry if it's a dumb question
any good tools for making flowcharts? I need to plan my dialogue tree and flags.already asked this on /agdg/ with no success. I'm using xmind for now, but it's clearly not meant for this (a node can't have two parents, for example), I hate draw io, and mermaid is a bit messy when working with complex diagrams.
>>730115337workin on some music, and after this more music and then more music https://vocaroo.com/1j48qDhrOMrW
>>730121452I like it, though it feels weird in my brain to hear a different noise when slashing against armor and flesh, but it makes more sense than only one sfx I guess
>>730120850They really really like world fidelity. Being able to interact with tons of objects and do smaller things unrelated to your main gameplay loop.
>>730122390thanks! to me it all just feels so fucking weird after devving the game muted for a whole year. Lesson learned, for the next game I'll make sounds as I make the features without leaving it all for last>different noise when slashing against armor and fleshdecided to do it like that because it has gameplay implications: armored enemies dont' flinch like unarmored enemies do, and since you can break the armor by hitting it I figured having different sounds was a must
>>730122329based jap influenced anon>>730120850not mechanics, but anything that involves horror and/or strong humanoid creatures (needs to be tall also)
I've been also looking into expanding on the "immersive sim" aspect by having terminals have more shit to do on them but the UI to do selection is currently crap, I'll have to extend Dialogic to handle properly selecting options inline
>>730122162>how do i get half life 2 style textures?browse stock photo sites, grab pictures of walls and floors and use clever blending tricks to make them tile
Due to various circumstances, I haven't been able to make much progress, but here's the Alraune's finished appearance. The idle animation is still unfinished but it's also good enough to post I think.
>>730122835unshaded and undetailed idle animation
>>730122919Sec
>>730122919She's looking great! That's smooth. Jealous of your skill and attention.
>>730122515there you go, that's what I'm talking about. so the kinda interactive clutter that one might find in a Lego game or in Hogwarts Legacy? or did you have something else in mind?>>730122659>horrorI've noticed.>strong humanoid creatures (needs to be tall also)this sounds like a cliché and I'm not seeing the data points to support it. the only example I can think of would be the dragon woman from Resident Evil and that's 1) horror already and 2) she seems most popular with gooners, not women. giantess fetish is obviously a male thing so leaving aside Lady D. and Bayonetta as they are clearly made for men, where's the evidence that women are looking for strength or tall humanoids in video games? the typical character in a made for women game is rather blobby and cute, therefore short. and strength also doesn't really come up. strength is usually shown in male games like God of War (even the newer s o y games are for dudes, all jokes aside) or Ninja Gaiden or whatever. notice how these characters also historically have super-tall proportions, unlike the cute characters in girl games like animal crossing.
Mainly been working on marketing Bingo Betty made a website and press kit, wrote a press release and sent it to gamespress, Still would love some feedback on my new Demo, with improved visual clarity and new QoL options to speed up animations / runshttps://store.steampowered.com/app/4045170/Bingo_Betty/
>>730123183>or did you have something else in mind?I was thinking something more like Elder Scrolls and such: Something where every item in the world has at least some minor purpose: a housing decoration or something they can grow and whatnot.Other things they really like is extensive character interaction and unrelated interaction systems and such. People talk about how they like dating sims and animal crossing and the sims, but the real fact of the matter is what they want out of a game is something where there's side activities that don't necessarily contribute to moving The Plot forward. Shit where like, if you have party members in an RPG, you can cook for them or take them on outings and such, or tell them about your latest activity. Things like Cyberpunk 2077's texting system or Warframe's KIM interaction stuff is a big hit with girls, as is stuff where they could like, collect and display collectible items in a game.
>>730115337I'm remaking Artificial Academy 2 in Godot and just got to implement face sliders and eye tracking
>>730117550Could make the cut in even more Persona-like
>>730122919>>730122835That's good animation but your colors are a bit boring. Here is how I would've done it, a bit more contrast and some cooler shading.
>>730123129>>730123143Thanks, it took a few tries to get it looking right, there were...failed attempts at making the head.>>730124114Yeah, colors are not my strong suit, these look nice. I'll give them a go when I finish shading the idle animation and see how it comes out.
I FINALLY got diffuse maps working on models, lighting isn't but its going to be a much simpler solution. I also have a narrative premise worked out, one that gives me a lot of room to work with while still being intriguing.
>>730124413>>Yeah, colors are not my strong suit, these look niceAh good. If you want to get better with colors, take a look at John K's blog articles, it's what helped me with my coloring. Dude's a bloated ball of gas, but he has a lot of good examples you can learn from:https://johnkcurriculum.blogspot.com/2008/01/color-theory.html
>>730124476are you making your own engine?
Added fire jumping, fire stream, interactions with earth, and diamond charge
>>730125275A fork of idtech4(doom3 expansion circa 2007 to be precise), free for commercial use if you release the source code. It uses BSP so environments are made much like a map in source is, since they share a common ancestor. I'm using it in part because I could never get used to environment modeling in modern engines and I spent a good chunk of the 2010's making maps for cs and not releasing them. Most everything I'm doing is post compilation editing and reimplementation of prewritten systems, I can edit a model and reboot the program to see the changes, though I have recompiled the executable for more mechanical changes such as changing how the physics object grabbing functions. This engine has been what blendo games(quad cowboy & thirty flights of lovin guy) has been using for his projects.
>do job interview for game company>lose all motivation to work on gameBut why
>>730126660stability is the death of an artist.
>>730121737i'm not gonna use thisi just thought it was funny
>>730127905he seems content
>>730127905greetings fellow ukrainian
>>730119173It's possible. Or maybe I am just doomed to be another "nobody boughted" poster, time will tell
>>730126660You turned your hobby into a job, is a common motivation killer. I am a self taught programmer, I wanted to code for a living. Applied for a job at government funded university doing various it tasks, did occasional scripting, wanted to do more. Now I have to and I fucking hate doing it on demand. I like getting paid though, it's a good motivator.
Just had a dream where I was at some sort of E3-like convention showing off my game and ran into my high school crush from 12 years ago who I totally don't still think about. She didn't care about my game or want to talk to me at all, she actually seemed disgusted to see me.It was one of those dreams where the setting and events were so mundane that my brain had difficulty deciding if it really happened or not. When I woke up my motivation to keep working on my game was virtually zero.
>>730116676>I only hope this sudden enthusiasm won't leave me again for years after a week or so.The enthusiasm will wane, but it ebbs and flows. Highs and lows are guaranteed. If you want to stick with this, you need to know your current enthusiasm will fade, but it'll also come back. Remember how much easier it is to do shit when you have momentum and how much harder it is to do shit when you've put it off for so long or taken a big break, so try to keep steady and consistent. Even little bits of progress are infinitely better than none because it takes so much to restart the engine so to speak.
>>730131352I once had a very realistic dream where I met the perfect woman - curly blond hair, nice body, good sense of humor - and we had such good chemistry we started dating. When I woke up, I was pretty depressed.
>>730131352irl my ex flat out told me>I just don't carewhen I was excitedly telling her about my game. hurt bad
>>730132642I might actually prefer that to a girl who's either disgusted by the fact that I make games or a girl who's way too into the game I'm making. I've dated both. The former was a typical giganormie who thought video games (and especially programming) were nerd shit, and the latter basically became an idea guy and kept trying to get me to put her terrible ideas into my game without understanding how much work it would take.
>>730132642My ex pretended she cared for 2 years and I believed her until it was too late and she couldn't pretend anymore, hurts a lot more than just being flat out unpleasant right away.
Is there like a website archive of game ideas I can use for inspiration?
>>730133936Just play more games dude It isn't hard
>>730130739Yeah I get it. But I don't think that's what happened with me, though. Been aiming for a video game job for some time in order to get more insight into the industry. This is exciting, and I find myself thinking more about that than about my game.Anyway it was just an interview. Still, it was my first one for a video game job.
A card game I liked (onmyouji tcg) is going eos so I'm learning gamedev to make something similar myself
Updated some of my dependencies and my fps mysteriously dropped by 60% god fucking shit
Added combo attacks for the melee weapons in the dungeon crawler levels, also finally got my volumetric lights working with objects blocking them (can kinda see it in the skeleton and green light)Also did a ton of block outs, some UI stuff, and fixed a fuckton of bugs I'd been ignoring.>>730133065>and the latter basically became an idea guy and kept trying to get me to put her terrible ideas into my game without understanding how much work it would takeoh man thats super annoying lmao. I made the mistake at my last job telling people I'm making games. >>730123430nice earthbound background
>>730115337>be me>severe tism>make loads of systems and such>acquaintance wants volunteers >I volunteer>haven't opened any programs for devving since>mostly shitpost>get desire to make system unrelated to the game I'm supposed to be working on>don't see the point>am sad now
>>730135234You're the first person that has noticed it's a reference to EB, nice
I have to make the one weapon in my game upgradable but I'm also very lazy as of late. I really want to work on anything else right now but I refuse to until this game is done. Debating whether I want to train a LORA on my own art style and use it for in game assets or not.
>>730124413If you could also use Lospec for pixel art palettes, it has a ton ranging from simple 4 simple color palettes to stuff with over a 100.
>>730136329Now animate them.
>>730133715we'll make it and show that bitch
I need a game idea for a futanari game
I need some ideas for water element. Specifically some down attack for it.
>>730138615Perhaps a tide coming from behind the opponent to push them towards you for combos?
>>730138615down attack? you mean things that come from above?icicles falling? or a catapult of water that fires from behind him
>>730138263futa sharp shootas. spaghetti western roguelike deck builder where you're a futa cowpoke tryin' to make it in the west.you'll get into duels but Draw! has a new meaning (because its a card game so you have to draw cards, but in westerns draw refers to draw your weapon to shoot the other person in a duel)
>>730139447another idea is you can maybe launch the character in to the sky with the help of water and then he shoots down on the enemy
>>730139026>Perhaps a tide coming from behind the opponent to push them towards you for combos?Air already has that in a vacuum like attack, needs to be more unique>down attack? you mean things that come from above?More like crouching attack. The run boost already does a tidal wave like move>icicles falling?Already have that for the charged up attack. Water goes upwards, then if you're still holding attack it charges into ice shards that crash down>or a catapult of water that fires from behind himHave that for a forward attack of a stream of water
I made a disco floor. I'm trying to decide if the flashing background is too much.
>>730139746Here's how it looks without the flashing background.
>>730139816>>730139746it'd look better if the squares also change color.
>>730139746>>730139816I think it works with flashing lights and I think you could take it even further with strobe lights and lasers and things.
>>730139602i'm thinking more like a story idea. like i can't tell would people refer to play a futa or have a futa companion. or maybe a futa ntr?
>>730138263Through some contrived plot device, women are able to drain the strength of men by taking their cum and are taking over the world. You, the super powerful heroine, are the only hope. However, the enemies devise some magic/sci-fi bullshit to make you grow a dick so they can milk your power out of you.You can turn this into a medieval fantasy thing with magic and potions being the trigger and enemies being various mythological monster women as well as female knights, or sci-fi with some kind of injection or hormonal laser and the enemies including androids/robots and maybe even aliens.
>>730140627I dont know what an ntr is, all I did was try to think of words that rhyme with futa and that's what I came up with>t. semi-pro ideas guy
Trying to get ChatGPT to generate place holder assets, failing miserably. I don't want to spend hours drawing stuff when the game isn't fun yet and I dont know how it will turn out.
does anyone know a good guide for a building system like my summer car, drive beyond horizon, the long drive sort of thing?
>>730122257Good ol Excel.
>>730122257yEd maybe, but everything is manual.
>>730140871well done i guess
>>730138615heavy rain from a cloud?
>>730122257for me it's good old draw.io
>>730141651eh same thing as ice shards from the sky>>730139714basic water jumping will be with a water spout
>>730140627>futa ntrCriminally underrated
>>730140913Why? There's so many free assets already.>>730138615A steam explosion pushing enemies away
>>730141915>Why? There's so many free assets already.Where is a good place to get free assets?
>>730141427>>730141669monsters>>730141528looks good, got a blue screen installing it but I think my ssd failed
>>730140627What is your target demographic?>Straight Menprotagonist (but she needs to be the one doing the fucking), maybe companion if the protagonist is fucking the futa in her ass/whatever.>Gay Men/ Trannyprotagonist (she is the one being raped/fucked), ntr would be fine here too.
>>730138263are you that guy with the dragon quest artstyle? if yes then what happened with your rpg maker thing
>>730139910Here's how it looks with color changing instead of brightness changing. Although I find that too many changing colors makes it difficult to see high speed action. I may reserve color changes for emphasizing player and opponent's position and actions instead.>>730140492I might be able to do a strobe light effect, but lasers might be difficult with how janky my shaders are. I think I've settled on flashing background as well.
>>730139740so basically you need a ground attack. is this meant to be balanced or are you just fighting AI?one attack could launch your enemy in to the sky.another could freeze your enemy's feet to the ground or perhaps make him sink in to the ground making him move slower in an area.Maybe your ground attack could actually be a buff that heals you?
>>730139746Your game looks like such generic slop, why are you making this?
What happened to GIMP 3?>overwrite file doesnt save>save options sometimes not present>cropping warps the image>the file I saved has colors not in the image I am looking atsome many weird issues
>>730142063https://itch.io/game-assets/freehttps://opengameart.org/https://soundimage.org/
>>730142221Yeah the colors are changing way too rapidly there. I'd change them every 1-2 seconds or so, or if you are really building into the disco/club vibe with your game you could make it change in rhythm with the music.
Been working with mesh distance fields for nice effects. Saving me a ton of time on manually painting landscape material. This one is controlling the detritus buildup on the side of the path. Curious thing is that I'm using the collision mesh for the field instead of the complex geo. Really wish Unreal hadnt scrapped tesselation, cause then I would have been able to have some deformation as well. I know about runtime virtual textures, but that sucks.
>>730142285nta but almost every game looks generic at the very start, give him time
>>730142063Use AI
>>730142316I haven't had any issues myself but I've seen many people do. Can easily revert to 2.x fortunately.
>>730142536lol I am trying to. AI wont give me icons on a clear background for some reason. It draws the clear background pattern. So I need to tell it to make background magenta or lime green and then use GIMP color to transparency and zealous crop.
>>730142749Are you using ComfyUI? Use Birefnet to strip the background. Also don't prompt pixelized art, It looks better if you make it in like a hand-painted or water color style and then use a combination posterize+dither pass to add the pixelized look.
>>730142140No target. Right now i'm just thinking what would make me go "that would be really cool!"I kinda do prefer a fantasy setting though.>>730142141nope>>730141909i get the feeling as well. not many out there. i kinda don't want to demoralize the player though so i really want to come up with a way where the player wouldn't be completely left out if i tried making a ntr game. really hard to come up with a scenario like that.
Damn, I just realized Atlus has a really cool idea with the Shin Megami Tensei games, but while I like them, they are ultimately all botched because of the shallow treatment of all the spiritual traditions they draw from.Spirituality is my autistic special interest, I think I could make a better SMT. My Law would be represented by Christianity as a whole, including Gnosticism, Neutral by the Sufis, and Chaos by Tantric Vajrayana Buddhism.But how do I even get started with making a videogame? Making the art seems so difficult.I am a software developer
>>730142524No, you can easily tell when someone has at least something kinda cool. One redeeming speck where you can excuse everything else for being rough placeholder assets. This has nothing at all. Generic swordfighting slop with maximo animations and unreal test dummy with random disco floor. Tell me ONE appealing thing about this. He clearly has no ideas. No ambition. Why the fuck is he here?
>>730142969No I am using ChatGPT which uses DALL-E. Is ComfyUI much better? DALL-E is terrible.
>>730142993As a software developer, you should focus on getting the systems done before worrying about art. Greybox the shit out of your game and use free assets as placeholders.
>>730143101It's clearly based on No More Heroes rather than soulslop so it's already based
makeing more music https://vocaroo.com/15kdAQZZfCmfboy i sure dont wanna be the sucker who has to mix all this
>>730143250Sounds nice. Are you open for commissions?
>>730143250reminds me of 90s adventure gamesnot bad.
>>730119784i cant imagine making a demo in 7 days. what are the rules for gamejams? are you supposed to make all the code from scratch or are you allowed to copy paste old code of yours?
>>730143127Thanks, that's useful.
Water's double jump summons a bubble to bounce you>A steam explosion pushing enemies awayhm maybe, kinda simple though>>730142284>so basically you need a ground attack. is this meant to be balanced or are you just fighting AI?it's pvp and pve. Fire sets the ground in front of you on fire, Air is a vacuum that sucks enemies in, Earth creates a boulder that acts as a shield. The main thing is the character crouches down while doing the move and it hits players which are also crouching. >one attack could launch your enemy in to the sky.the up attack already does that>another could freeze your enemy's feet to the ground or perhaps make him sink in to the ground making him move slower in an area.Just making the ground wet/icy would be the easiest but idk, seems too simple>Maybe your ground attack could actually be a buff that heals you?I considered this but I dunno if it'll be too different from the other elements down attack to make sense.
>>730142285I think the animations look pretty cool, but I don't understand why the disco floor.
anyone know some good books on learning music composition. chord progressions, harmonies, keys, that sort of stuff
>>730143117It depends on how much effort you're willing to put in. Comfyui can easily get better results if you're willing to install everything, download the models, pick a LoRa that you like, and setup the workflow, and tweak settings. It'll feel less like writing to some artist about what you want and more like you're programming though.
>>730143438not really, ive got a game to finish
Someone said the movement here is too sensitive for the amount of tight spaces. I definitely agree that it's way too easy to bump into objects right now, but I actually like the way the movement feels. Would it make sense to spread all the obstacles out, instead of changing how the character moves?
>>730141528it's perfect, thanks
>>730143117You can also use Bing image create and pick between DALL-E, GPT4o and MAI-Image1 for free if you don't mind sharing giving your email to bill gates. The latter two models are better than DALL-E I think but ymmv
>>730123430getting played by vinesauce right now, i basedfaced and pointed when i saw because i remembered you posting in these threads
AI is too detailed. I said "simple 16bit pixel art, 64x64" They kind of fail even as place holders. The only good one is the pirate.
>>730144975Damn, what a lucky break
>>730144975I nutted and shaked
>>730121080Woah woah woah!>looking for sounds onlineJust open up audacity and make your own! What are you doing bro???Making sounds is the funnest part of gamedev!!!
>>730143942In my experience, recycling code is fine, but it can't be something you're already working on before the jam.
>>730143250Dang, that's nice. Wish I had that for my game lol
>>730146523pixel art is really hard to generate with ai.the models are just not trained for it.even loras create subpar results. you are going to have to do some manual editing for them to look ok.
idk, like just another "water goes outwards" seems genericBasic Attack and Forward Attack is a water streamUp Attack is rising water which you can also bring downwards for a splashholding Attack turns any attack to iceI was thinking basic hold Attack is heal if no enemies in front, blood control if enemies in front. Or would that be better for Down Attack?
was thinking a dive? Then the player can butterfly style around doing damage
>>730150234That's actually a pretty cool idea. A little like how Deep Blue from Kameo can sink into the floor in a giant whirlpool to kill things.
>>730147024>people ignoring a nice pair of tits on /v/why is this place so gay now?anyways nice tits OP
>>730151419cunny board, cunny site
experimenting with attack cancels
>>730149686>>730150234Any other animations? Looks cool
Did shop AI today with NPC spawn waves. Works great with my different NPCs and even gave them a second browse chance if their interest in a placed item isn't high enough. Going back to 3D modeling now to actually make more visual NPC parts.
>>730119784Wow all that work for..... (a chance at) 100 dollarsMaybe reddit or /nogdg/ would be more open to this
>>730144430Bump?
If I wanted to make a text adventure game but with lots of animated backgrounds and images, what would be the best way to incorporate this without bloating up the game size? Would having looping mp4s for everything cause problems? Should I just make it all 3D animations in Unity or something at that point?
>>730121737Low-poly bara porn
>>730152782I just want someone ANYONE to make a lowpoly porn game!
healing maybe. Idk should I even have blood bending? Might be too op>>730150392Thanks, hopefully it'll be different enough from earth digging in the ground>>730151793animations in general or just the water stuff?
Was getting bored making assets for my space game, had an idea for a small game that I could re-tool one of my abandoned projects into. Probably a terrible idea since I gotta still make a demo for next fest and release the full Space game in March, but dammit I just can't help myself
>>730144430I mean I can only draw from my shmup boomer experiences and yeah if you want the obstacles to be THAT tight you're going to have to tighten up the movement in return or else it feels frustrating because you don't have fine control. Usually in those types of games you wouldn't even have smooth movement like that but it's not like it's a hard rule, if you're going that route then you can just make the level design more lenient instead.
>check back on bedabots dev>barely any progress>good concept art>complete trash gameplay>dogshit tutorial>sex-scenes are pixelated>it's just a VN....whew... any other ones like that?
Working on my c++ Vulkan Minecraft clone. Made a thread a couple days ago about it. Did some UI and cave generation since then. Next I’m working on Items along with its ItemStack and ItemBlock counterparts. I’m using my experience with NeoForge as a template. For legitimately changing and improving on Minecraft’s systems I’ll probably need to consult other anons. There’s still a lot that needs to be done. An event system, entity component system (will probably use EnTT which is what Minecraft Bedrock uses), gameplay ability system with attributes, more data driven stuff regarding blocks/items/world gen, lighting, fluid sim. Multithreading will be held off for a long while. I’m still weighing on when exactly I should make the switch from 2D to 3D chunks. I feel like it won’t be a difficult change so I might as well get the core stuff down first before doing the deep dive on world gen. I’ve been using a mixture of Claude Opus 4.5 and gpt 5.2 for development and I would encourage others to also use AI even if it’s just for simple questions. Has been a very powerful tool so far.
>>730153598How about the down attack makes a tentacle that comes from the ground and stays for a while and slams down at intervals
>>730122257Excalidraw
>>730153873Alright, thanks. Without changing anything else, I removed some of the installed and spaced everything else out a bit. Hopefully that makes it feel a bit better.
>>730144430>>730153873Back in the early 2010s I contributed to a little-known blog called Indie Games That Suck. One of the biggest refrains on there was "Stop fucking with your game if people are giving you money." They used to regularly hold up Super Meat Boy as the platonic ideal of an indie game that had awful controls that pissed people off but was never changed (but even SMB has devolved into misclick hell now). Nowadays, I often press a button and find that it opens some useless menu, instead of letting me play the game.
>>730154882link to blog?
>>730154747That's Wood. Or evolved element. You create large tree with vines and stuff you can control
>>730154783>installedobstacles*, what the fuck phone.
>>730154413Very nice. I found it odd though, the look of the square that's “highlighted”. Non-equal margins? I'll echo the LLM tip. I don’t know how to do almost every project I take on. I’m finding LLMs to be a godsend for folks like us. Helps us to learn stuff, without the sneering.
>>730148357https://retrodiffusion.ai/
>>730119447Your game looks nice, just felt like saying that.
>>730155562That's great (unironically) for you but I've never felt I was being sneered at? I've been asking the top devs here and at /agdg/ (Trainwiz, Crumble, Knightsneed, Googum, Rotate) for game-dev tips and while 98% of it has been utterly useless, they've never sneered and I've at least gotten some important people to pay attention to my work.
>>730115640catlike magic dev.....i-is that game ever releasing?>>730116668nta but kek>>730124114nta but you really make her pop out more. how much would that link you posted help an artlet like me who's still terrible at it after multiple years?
Working on a bunch of new minigames in Bleu Bayou. We've finally locked in our steam demo so we're only working on the final product at this point. Just a matter of making a dozen or so more bosses and minigames, a hundred upgrades, final boss, secret cryptid bosses.... fuck bros it might be time to push back the release date again..
>>730155935/agdg/ is generally a hellscape and you would be wise to stay away from it.
Also I made this rgb shader that splits each pixel up into red green and blue just like when you press your face against a CRT. I love the look of it but I'm wary of making it the default look, I imagine some people wouldn't like that. But I think I should just bite the bullet and make it the default, there's a setting to change it anyway.
>>730155935Didn't mean to group you with me (or myself with you). The sneers haven't stopped me from making games I found fun or even meaningful, but which never earned me huge piles of money. In fact, being financially independent enough to take a game dev sabbatical every few years is a wonderful thing. I get to learn whatever the heck I want. I still make stuff that is meaningful, but I don't make money at it (which isn't actually a bad thing). I guess finding a meaningful life has always been more important to me than being rewarded in money or not-sneers from the likes of Trainwiz (great dev btw). I know that makes me a mutant around these parts, but that's how I roll.
>>730155562>the look of the square that's “highlighted”. Non-equal margins?I’ll have to check what it is exactly as Opus generated the initial code but I think it’s just a centering issue.
I really struggle with doing menus in Godot. I'm trying to do my first real game after doing a lot of vertical slices of games just for learning's sake, but I'm finding it hard to find the motivation when doing these menus, and I feel like I'm always fucking up basic things to do with them.
>>730156071>>730156251I like the style, but the colors look just a little too dark and washed out (like I'm playing it on a Game Boy Color without a backlight).
>>730156459Thanks, Game Boy Color is exactly the vibe I'm going for. There are all kinds of visual options that make it less extreme, right now I'm just trying to decide what the happy medium is that I'll make the default for all new players.
drawing in 3d is hardAlso uploaded the newest stuff, looking for testers if anyone has timehttps://dead-imagination.itch.io/dance-of-elements
>>730156328Ah, so you're part of why I'm working so hard! That's great for you. Sarcastic this time. I truly meant well, now I don't care. To be clear, I actually have to pursue my chance to 'make it' from game dev. You see, life has demanded I trade a certain amount of time I could spend on game-dev instead building CRUD crap. Hence my attitude. Ghoulishly wanting recognition, not even payment, for my work. I'd trade half my salary/effort to live in my bed and closer to Tomo. Yet, I don't, bc it's not an option. Can't avoid getting a salary forever or pay bills with upvotes from Knightsneed. Nice implication on my life meaning, bro. I lower the rim and you dunk.
Currently "featured" on GX games which is nice. Seems like the players there don't provide much feedback from what I've observed. But I appreciate them trying it out.
>>730156459That’s a pretty horrifying render. It sort of reminds me of the old “Clippy Helps with A Suicide Note” meme.
>>730156931Well guess what? You can save it as a rad wallpaper for your computer!https://fygoon.com/art/wallpapers/fygoon-wallpaper.html
swear I can only do this when I eat an edible, I'm just freehanding it
>>730156992Instead of just making game, some new devs seem to view the assets/renders as the product. They have a plan to "exit," i.e. sell the assets. That means they work on making the renders themselves into an attractive package, and their game is simply a tool to maximize the assets' attractiveness. In this case, descending into debt, in order to make the game look good in the short term, makes sense. Bravo!
>>730157765Instead of just making game, some retards seem to view making shitposts as the product. They have a plan to "exit," i.e. criticize games while making nothing themselves. That means they work on making their posts as attractive as possible, and their idleness is simply a tool to maximize the posts' attractiveness. In this case, descending into debt, in order to make the shitpost look good in the short term, makes sense. Bravo!
>>730157892Have a great night!Happy (belated) New Year!
>>730158040>He got triggered
>>730158121I suspect this dev self-restricts to self-publishing. I don’t know him well, but his posting style seems to indicate extreme adverseness to critique. One of the things that you get when dealing with a publisher (in addition to bunch of IP lawyers on speed-dial) is some healthy criticism. By the looks of the dinosneed action figure, he could probably score a Netflix games deal if he put in the effort.
Still werking on this boss
>>730159264Holy crap
Was working on a 3D UI shown in the lower left. It's meant to show 3 meters on the bottom and a life bar at the top among some more things I didn't finish yet.
>>730118040If you are releasing early access in a week and only now start marketing you did it wrong.>>730123741based right aligned editor chad>>730135234left hand is usually the off hand and magic hand if you wield a sword at the same time, not a huge issue but a bit odd.>>730139816Nice enemy AI. are the animations custom made?Watching berserk makes me want to create a guts character controller.. with mechanics closer to MH, none of the existing musou stuff.
>>730159798Nah in my opinion guts is still a super agile fighter despite the giant sword so he would fit better in a fast paced character action game. The ps2 game is pretty close for me to be honest.
>>730159264looks fun
>>730160436I do want fast guts, just one that can aim to particular bodyparts, use his sword to deflect projectiles. direction, intent and limbic damage combat is what I want from MH. Suppose you play a normal hack and slash, you have no control over which direction your swing comes out from. but what if by moving right/left I can switch where guts holds his sword in the last second and alter the way the attack comes?now, what if I also hold the special button, which alters my attack from horizontal to vertical? I get 4 attack vectors with 2 buttons and the ability to abuse weaknesses naturally and immersively, not via glowing orbs or a fatigue mechanic where he stops moving and lets you whale on him.
>>730161841Sounds interesting but I get the feeling that would feel really unwieldy in third person. Now mordhau and chivalry are first person games that pretty much do exactly what you said and they're pretty fun, I think an actual pve game in that style would be great. Also I still think he's too fast lol, most of the time he's just swinging wildly which I don't think you can really get methodical and precise with on a game controller scheme without slowing things down. But it's not like you would LITERALLY be trying to do guts so it's fine.The ps2 game has special animations kind of like some beat em ups where in the middle of a combo guts can do a turn-around slash in any direction and continue attacking which really isn't that common in action games for some reason. I think that's cool
>>730156672Please god you only have THREE fucking buttons there is no reason to put dash on a double tap input, it feels like ass. Give it a button or give it a sensitivity option.
>>730162784I'll have an alternate input scheme players can customize later. Some people said to put the element changes each on it's own button too. Anything else?
>>730131598>momentumThanks anon, I've tried all these tips on forming habits, it's just not working. I joined dev team once, worked with them for almost 8 months, we released a game on steam, I even then I had to force myself to do things in the last week's. I'm getting burned out way too fast to be productive, and running on sheer willpower makes diminishing returns. It's a fucking curse.
almost done
>>730163393Honestly no other complaints really from a VERY surface level view, it kinda feels floaty and weightless to me but I think I'm just not used to it. Is this intended as a fighting game or more like a beat em up? Because it definitely feels like it works better for the latter (as a fightan autist myself). Would like to see some high level footage from someone eventually.
first attempt at trying to paint a face in a PSX style
All I see is games for little girls.
>>730168281What's a manly game for men?
>>730156052yea its coming out, all i have to show right now is music though:>>730143250>>730122329
I've been playing Project Zomboid and can't help but wonder about a game similar to it but in space.Space survival, piracy, trade and war with all the PZ stuff.I'd need to go the PZ route of a custom engine to handle it all.I have the ability to do it, I've wrote my own engines before in C and C++ but just out of curiosity, does any anons actually think this would be a good game? I'd play the hell out of it but is there a market? I'll get a prototype up in an engine to figure out what exactly I need.I'd probably go third person over the shoulder or first person to avoid an isometric grid.
>>730170471youd walk around in space, killing space zombies and invade space homes and space gun stores for supplies?
>>730170565No, instead of zombies it'll be cargo, raiding, ship battles, mining and having to do the maintenance of the ship, crew and self while it goes on.I'm comparing it to PZ with how in depth it goes with player health, inventory management and everything but putting that onto the ship, player and the crew and how unforgiving it is.I'm a big fan of Space Engineers which is really close to what I'm picturing, can be made closer with mods and multiplayer but has more of a focus on the building.
>>730170730Might be better for me to make a prototype, basic ship maintenance, going from A to B and get advice from that.
sometimes the simplest solutions are the hardest ones to find
im trying to resurrect this project again and finally add the vs. AI stuff. i did also have some vague plans for a campaign mode but that'd be like several months of work and i'm already kinda running on fumes with this stuff so idk if i will ever go that fari have a rough prototype that allows the AI to deploy units and use its abilities, take cover and so on, but it lacks any kind of scoring incentives for much any of it. so all it really does is deploy random units and use abilities kinda randomlyso some tasks i have in front of me>add AI scoring incentives to deploying units, so that it knows to deploy anti-tank units against armored units and so on>add overarching strategies for the AI to pick per situation like "rushing" or "defensive" or "booming" and have it affect its individual actions, to sort of provide a coherence to what it is trying to do>add some sort of ability-AI interface system where the AI gets access to the effects of an ability and adds/deducts score based on what the ability does (healing allies good, damaging enemies good, gaining positive status effects good)and most annoyingly>rewrite the lobby / browser / connection middleware because the currently implemented boss room logic i used is just miserably overengineered and i can't really extend it in good conscience>after that rewrite a lot of the gamemode and lobby logic so i can more easily create different match types like 1v1, 2v2, with any number of AI playersi was also thinking of writing a system that allows the AI to resolve combat logic in a separate simulation, like exactly how it would resolve in game, and can compare the resulting effects with score incentives to gauge what would work best. i have a lot of the core functionality required to do that and it's feasibly, but i think the benefits would be quite minimal and has design quandaries like whether the AI should be able to account for hidden knowledge in its simulations. very interesting idea but kinda dogshit
>>730170730zombies is an established fantasy setting, space is more niche. it's like fantasy vs scifi. scifi games just sell less. less people like them or something.personally I'm not a fan of hyper management looting games.It's extreme scope, even if you prototype it, since you're a cringine dev.
>>730165719Looks good, but it's a bit too high poly for a PSX game. It depends on the type of game though, but if this is a 3rd person character, he probably doesn't need shapely lips.
>>730152553I'd use webms, but sure. Wasn't Dispatch made that way?
>>730156052>how much would that link you posted help an artlet like me who's still terrible at it after multiple yearsI'm an artlet too honestly, I'm just good in a few specific things like pixel art. John K has a lot of good advice on his blog, you just gotta wade through all the unbearable cynicism and dumb takes on modern media to find it. Yes, I'm saying that on 4chan.
>>730171438Yeah that's what I'm thinking, the scope is insanely huge, even without scope creep and while it's something I'd personally really enjoy and play, I can't convince myself that it's worth however many years it takes knowing that there's not much market for it.I could probably get 5 games made and released using existing engines, before I have a playable version working.
>>730115337Is it true that there are new games for the snes, game boy aso released?>>730165719Too high poly but that's not a problem imo. On the contrary.
>>730156648>>730171694Are you making a game boy game?
>>730170730i'm gonna be real with you in a very cynical wayspace by itself is not a real setting. it's not a real setting like "earth" isn't a real setting. space by itself is too generic and doesn't make anyone feel like anything. it sort of works for space engineers because it's not a narrative heavy game, but it definitely doesn't work for any kind of RPG. good space settings like Star Wars happen to be set in space, but they aren't really defined by just being "space settings". you can see how Starfield figured this out way too late in production and they tried to rebrand it as "nasapunk" whatever that means. but the end result was just incredibly uninspired and uninteresting because they never bothered to actually create real setting for the game.so what i mean here isn't that you shouldn't make a space game, but there are too many fucking people making generic "space" games without ever bothering to make a real interesting story, narrative or world and then setting it in space after the fact. to go back to my previous example, Star Wars is samurais with laser swords and WW2, but in space.
>>730171870I agree, even Space Engineers for 2 is adding a narrative to try and give the survival mode purpose.Haven't thought of one properly, just been spitballing while I play both games since both have fairly decent amounts of down time but it'd need to be early space tech so that things going wrong happens often enough but not too often and I'd need to simulate a space war with a space wild west to justify why you can do raiding/privateering, why your crew that can raid can also be assigned to do cargo runs/escorts etc.
>>730171870If you think that's a broad setting, check out historical fiction. Even spiderman is historical fiction.
>>730138263Hitman but anime. You are playing as futa disguised as a woman. Your goal is to rape real women and hide/run away before police shows up. You must hide your identity and probably fight with other futas. It's like town rapist simulator but you are the """girl"""
>>730172990>town rapist simulatorthat's just life in Moldavia
>>730173202Tbf I am surprised by lack of "rape sims". Women love fantasize about getting raped and man love the other way around. But when it comes to actual erotic games. There are none not_get_raped games or try_to_rape_everyone games. Can we have a some?
I thought about making a game like Ogre Battle and Unicorn Goonerlord. Other than letting the player directly control the individual units and adding crpg-like activatable skills, I can't really think up ways to make it stand out. What suggestions do you guys have? My only other train of thought was adding some 4X elements where you can build your own towns, do research, etc.>>730159264>Castlevania x Devil May CryLooking sick, bro!>>730159573Neat ui. The blue guy made me think of Jet Force Gemini.
>>730171694Yeah there's a program called GB Studio that is like the RPG Maker of Game Boy developmentI'm making a game in itOther people have made new SNES games as well but that is a bit trickierThere are also other GB Studio-like programs, one for NES (BB studio) and an upcoming one for Sega Genesis (MD Engine)I'd say if you're new to game development and you enjoy retro games these would be good entry points
>>730173410>Women love fantasize about getting rapedThat's a bit of an oversimplification, women just like strong men in general. Not necessarily physically strong or ripped, just a man who knows what he wants and how to get it. Rape isn't really a part of that fantasy, more like a very dominant man pushing a woman into certain territories. The lines get very blurry there, I'm aware but there IS a distinction.I have this online friend, few years older than me, who kept complaining about how horny she often was and how her boyfriend's got ED and isn't willing to partake in some of her more extreme fantasies like getting ordered around and being treated as a piece of meat. Fun woman to talk to, but the teasing drives me mad sometimes, so one time I figured fuck it and started ordering her around. It was surprisingly easy to get a nudie pic out of her and get her to call herself my property once I just leaned into that role that I knew she loved.Just breaking in and raping a woman wouldn't do the trick for most women, just look at shit like 50 Shades of Gray or those romantasy novels that are all the rage recently. It's not about rape, it's about dominant and assertive men pushing women into territories they are curious but reluctant about. You're not gonna make a woman become an anal whore if she hates anal, for example, that'll only work with a woman who is already curious about it. To make a proper "rape" sim that women would enjoy, you'd need to lean into that social aspect.
>>730173676Do people buy fake consoles or older ones or play it on pc? AFAIK you can imitate the consoles easily via normal engines, so why go that way? I don't know, so, I'm asking. Is it really for that extra bit of authenticity?>Sega genesisThat's my next point, never saw an indie game imitating genesis or mega drive or saturn.>good entryWanted to make a retro snes like game, unsure if I want to make a real snes game. I'll check out some engines for snes. Just to be sure, hacking a snes game is completely different, right?
>>730173981>imitate consoles easily via normal enginesgamer cattle wrote these words. the gamedev staircase is going to be particularly steep for you, just FYI
>>730173981>hacking a snes game is completely different, rightYe>you can imitate the consoles easily via normal enginesNot really.
>>730173981>Do people buy fake consoles or older ones or play it on pc?All of the above>never saw an indie game imitating genesis or mega drive or saturn.Well once MD Engine comes out you can make a REAL Genesis gameMost indie games that try to imitate older consoles usually make games that would be impossible to run on those consoles, it is inauthentic
>>730174250Just because it's done poorly doesn't mean it's not done easily.>>730174305Huh. Why? AFAIK you can limit the palettes and what not without problem. What am I missing?
>>730174520Very few game devs care enough about old console hardware to try and mimic those limitations. For most indies, it's more about the vibe or not having a budget rather than anything else. Me, I'm autistic about it, but I also understand why most devs don't bother.>>730174562It's just not the same, dude, simple as. Self-imposed limitations will never be the same as the actual thing, though most indie devs don't even bother with self-imposed limitations when trying to mimic a certain era of games.
>>730173981>AFAIK you can imitate the consoles easily via normal enginesUhhh, no? It's the opposite if anything. You can make a rom for original hardware and then wrap it in an emulator to run it as a stand alone game on PC, but you'd have to comply with the emulator license and probably have to open source your game. It's either that or make two different verisons of the game, a native PC release and a rom.There's no reason to do any of this except for a gimmick that no one will actually care about or make use of.
>>730115337Had worked on some water visuals. Today I might work on adding a new enemy or adding some damage numbers & health bars.
>>730174993What you talking bout, Anon? Games like Battle Kid and Micro Mages managed to do it just fine. Either way I'm pretty sure he meant imitating via a modern engine, not making a modern game on old hardware.
>think I’ve finally prototyped a good combat system for my deckbuilder>explain it to my friend who’s also a cardfag>”anon, that’s just Balatro”>look up Balatro gameplay>he’s rightBack to the drawing board I guess.At least I can tell myself I’m smart for coming up with Balatro’s base gameplay in a vacuum.
>>730175323I know that feel. Once, I thought about making a game where you played as a monk, and you could only reflect or parry attacks. I forget the name of the game that "beat" me, but I think it was 2D and called "way of the fist" or something.
Old Maid 99>molyneux.jpg
>>730175874To be fair if your idea is similar to a game that most people wouldn’t have heard of or played I’d just keep developing the idea and see where it does. But if you’re even remotely similar to a game like Balatro or Minecraft or whatever you’re never going to escape that hole. Your game is forever going to be labeled a clone.
some simple inventory actions for magazines
I'm continuing work on my little creature collector project. The last basic thing I'm going to work on before making a Discord post asking for assistants is implementing this activity menu. You can set your lads and lasses to an activity to passively boost stats between missions. My reasoning for this is that even though there will end up being better characters than others, you could still use your favorites with enough time.>>730176141Thanks. That project was years ago and I have since lost the files to time, but I'll throw into a document somewhere for game ideas.
Coins, gems, or something else as a universal currency?Context: a faux 'dead' online game similar to Worlds or any number of similar 'virtual chatrooms' from the 90'sI'm leaning towards coins, but it's always good to get a second opinion>>730176258if you wanna go more granular you could let the player select how many rounds they want to put in the mag from the box, so this way they can load some regular FMJ rounds, and then a tracer, and then more FMJ roundsbut I'm gonna guess your mags aren't quite that advanced that it can keep track of that just yet
>>730115337Committing developer sins in Mixels with using some Werewolf sprite set from itch.io. Watched a little of https://www.youtube.com/watch?v=hG9SzQxaCm8Before going to some other dummy 101 video guide to copypaste the calculations for how people now do quick and snappy jumping animations. And I've been burning too much time researching and fantasizing on the heroine's outfit. I feel like I've gotten close to settling on what I want the outfit to look like.
Turns out... players don't like slow movementWho'd have thought
>>730176464Neopets’ currency was called Neopoints IIRC. Maybe try a similar naming convention.>[prefix of your game’s name]coins/points/bucks/etc.
>>730176679TL;DWJust use different gravity/max fall speed depending on how far along the jump you are + player input.
>>730176903I thought about ___points cause of another game but the more I thought about that the more it felt not as tangible as a currency, especially when it's something that's able to be found through exploration in the gameMay just stick with coins, especially since I realized I've already used gems as a world-specific currency ala Spyro/Croc for a set of levels.
>>730159798Thank you. I feel that enemy AI is a major point of stagnation in modern action games so I try to put some good effort into mine. The animations are generic but I've fine tuned their speed and startup frames to better fit an action game.
Currently continuing with "Player's Guide to C#"Please tell me I can program a game in Unity once I'm done with this... I'm really growing bored of this programming crap I just want to make models and animation stuff
>>730179346Basic things you'll needhttps://gamedevbeginner.com/
I have the basic item and inventory system down. Opus being Opus decided that double loading textures is the way to go for ImGui’s hotbar icons. I’m going to have to create some kind of texture registry system so imgui and the game itself can share texture data. After that I will do a clean sweep of the code and adding some utility functions I saw in Minecraft’s code.
>>730175109I don't like it, doesn't look like water to me not and I would assume that touching it hurts me
>>730147463>Just open up audacity and make your own!can you make sounds in audacity from scratch? most I've been able to do is pitch up or down an existing sound or merge two sounds together
>>730115337I need to add some kind of non-intrusive tutorialisation so players can actually finish one early game's quest. It's super simple but plenty of people got stuck when asked to "sit on the bed" by pic rel. I need more playtersters so if you think you can manage it you can try it onhttps://madness-inside.itch.io/dirk-the-adventurer
>>730180583you gotta be creative anonbang some pans togetherfind a spring that makes a funny sporing noise when you flick itrecord taps on glassshit like thatthen you can always adjust things in post
>>730180696Yeah but man, I don't like it and I'd much rather code or make shitty 3D models. Not going to lie, this might be the end for my game if I'm not able to make it sound half-decent. And so far I'd say I haven't
>>730180461It's mildly dangerous. Playing into the level's name, I'll have the barrels infinitely pour red rum into the river.
>>730159798>left hand is usually the off hand and magic hand if you wield a sword at the same time, not a huge issue but a bit odd.its because I'm left handed. It's just for this game, and I'm not expecting to make money with it so I don't care if I don't do things the normal way.
Making some music. For the life of me I can't figure out how to make instruments not suckhttps://soundcloud.com/felikmobius/wonder-castle
>>730180583I'm using jummb.usit's pretty good for my needshttps://vocaroo.com/110J73LrGzhP
>>730176464>if you wanna go more granular you could let the player select how many rounds they want to put in the mag from the box, so this way they can load some regular FMJ rounds, and then a tracer, and then more FMJ rounds>but I'm gonna guess your mags aren't quite that advanced that it can keep track of that just yetthey are, i also have that window
>>730181358Maybe turn the lead down
>>730181358smooth the waveform for the lead and whatever that background droning-ish sound, the one that sounds like the sound a PS1 makes when it turns on
>>730174562that's not what i'm talking about, nigger. you've locked into the notion that in order for there to be a game, something called a "gaym ernchungus" must exist. kindly download more ram before you venture into this hobby.
>>730181229very nice transition, looks great!
>>730182065Oh neat!
>>730182065Now all you need is save/load presets for 1.5 people who will use those
Is this a good place to post my game dev? I really suck at showing off my stuff, I just keep making stuff in private and never show it to anyone.
>>730184679What have you made so far?
>>730138263>>730140691>>730172990Futa on female is cringe, it needs to be futa on male.
>>730174520>fake consoles Why isn't tendy hq seething?
>>730174520>Most indie games that try to imitate older consoles usually make games that would be impossible to run on those consoles, it is inauthenticThat's for sure, just look at the sfx or bloooom.So it's basically the extra mile, eh?>MD engine and original console enginesAre they easy to use? Always wanted to recreate secret of evermore, a game that has a special magic.
>>730174693>just not the same, dude, simple as. Self-imposed limitations will never be the same as the actual thingI can accept that. I'm that guy that'll say>Ackshhually a turing complete machine...Do you have a retro game that you consider somewhat authentic?
I'm trying to design a good game, making sure everything fits together, then shit like this sells like hotcakes. Neither devs nor players care about gamedesign and will eat up ANYTHING.
>>730185413>Are they easy to use?They're simple enough to get a start with, they utilize visual scripting primarily. Built in music tracker. You can do more complex stuff with it if you know what you're doing.Nothing to lose by downloading one that strikes your fancy and messing around with it, that's how I got my start
>>730175115>imitating via a modern engineClearly.>>730175323I'd say that's impossible, but I had that exact thing happen to me multiple times. Sucks, but shows you have the ability to anticipate cool shit. Want to help me out with a gamedev problem?
reverb test. Probably a bit exaggerated for such a small room>https://files.catbox.moe/djn41c.webm>>730185597I had a lot of fun with Elden Ring. Game's design is ass and a lot of times it isn't fair at all, with shit like your picrel or enemy attacks going through walls. But the game has kino moments and a nice sense of adventure, and that's fun.
>>730185893What are they called? Recently found out there are cars readers for consoles, when did they come out? Likely around corona or so. Somehow retrogaming got really big. Nugames are shit, that's the only reason, really.
>>730186101see>>730173676Those are the 3 I know of
>>730185524>>Do you have a retro game that you consider somewhat authenticSomething like Annalynn I suppose. I also co-created a game where the visuals were made on Super Nintendo hardware, does that count?
>>730185948A little bit but that's cool anyway. How did you do it? I wanted to have reverb in my game's cave levels but the programmer was too lazy to add it, I told him just to make sounds play repeatedly with decreasing volumes.
>>730184679Yeah, sometimes you get good feedback. I usually use this to post stuff I'm currently working on, once it's close to being "done" I stop sharing it on 4chan.I generally treat these threads like a blog to post shit I'm making while also talking to other devs.And every now and then people might really like what you're making, so getting positive feedback like that is an easy way to get the motivation to keep working.
>>730186149Saw that post, was looking for a word, a term that describes retro engines(?). Iirc I answered, too.Well, if there's no snes engine, I could go with Sega, too. I dislike clone games.>>730186220Ofc, like original hardware? Tell me ever, like I said, would like a game very similar to secret of evermore, just more depth in the combat system and maybe semi open world or so. Might even take a movie as basis, like soe did. Loved playing as m. Mcfly and having bogus movie quotes. >Well, as Captain Leif Meldrock says in Mars Needs Lumberjacks: 'I'm ready for anything!'
>>730165185it's not a traditional fighting game, more like a beatem up but with pvp I guess. What parts feel weightless?
>>730186384Glad you like it anon>How did you do it?I've set up a channel to redirect the 3D sounds through a reverb effect (picrel). I've also setup reverb areas (the red area you see through the door in picrel) so the AudioManager knows when the player is inside a reverb area or not and if he is, he sets the reverb values accordingly to the values set on the reverb area (basically fade time and reverb value).The system is simple but it also means that the reverb depends on the player position, so if the player is outside the cave and there's a sound inside the cave that sound won't have any reverb. I guess I could expand this later on if that's annoying but right now I don't think that will be the case
>>730181246I guessed as much, he he he.
>>730173965>it's about dominant and assertive men pushing women into territories they are curious but reluctant aboutI don't get this what so ever.Women have purposefully made it so that sort of treatment is socially shunned, they will try and undermine the reputation of men close to them that engage in this sort of conduct, yet they still desire these interactions?
I have a 300 meter long mesh but it makes it hard to deal with textures in shaders.how would you have a different effect at the last 5 meters while the rest isn't affected?I know about scaling UVs in the shader, but it affects everything, not just the last 5 meters. if you shrink the textures by 60x it makes it way harder to visualize the effect when designing it.I guess the simplest solution is cut it to different meshes.
should enemies have footstep sounds? I get that they are important in stealth games or immersive sims but what about an action/adventure game?
I am going to completely overhaul the gameplay of bingo betty, It will take some time but i am going to add a bunch of wacky ass special balls that do crazy things to spice up the moment-to-moment gameplay
>>730188732in a DD-like, only if they are boss sized.>>730188796Consider the following: sunk cost fallacy. it might be easier to make a new more appealing game, than make this one work.
>>730188732In a 3D game, yes. Mainly, it's so the player can know if there are enemies lurking, not to mention it would be weird to have larger enemies stomp around in total silence.Just make sure the audio source is set to 3D stereo.
>>730188732I'd say no for low fidelity games. However I think it would be nice to know that there's goblins nearby in the area, they could just make funny grunts or whatever alerting you to their presence.
>>730188995>in a DD-like, only if they are boss sized.those were my thoughts as well, glad we think the same. Thanks!
>>730188732I think yes, but not too intrusive. Try looking at the N64 Zelda games.
>>730189054>>730189059my worry is that since the game has you fighting groups of 5 or more enemies at once, that the footsteps might all blend together into a sfx soup>they could just make funny gruntsthat's the plan! I think smaller sounds like that can work great, specially if paired with a louder sound for when they get aggroed>>730189162>Try looking at the N64 Zelda gamesgood idea
>>730159264Your skills are wasted on someone else's IP.
>>730190034nta but one could argue that the touhou IP is owned by the touhou fans
>>730190034Thanks for your concern but the IP is free use if you take a look at the hundreds of paid chink 2hu fangames on steam. I would also not be making a video game at all otherwise.
I am DEPRESSED
>>730190803it's the post-christmas blueshave a goblin, hope it cheers you up
>>730190974I just drop any project I start because nobody ever pays any attention to anything I do.Imagine feeling like you don't exist.
People who played my game this time around at the recent Demo Day complained about how the character stuck to the wall for the wall slide too easily, and the only way to get off was a wall jump, so I made is so that releasing the stick or not pointing at the wall will drop you off. This took a little bit of doing with how I programmed the wall jump mechanics, but I think the end result makes the game feel much better.I'm also reaching out to someone to possibly have level design be taken over by another person. Specifically, it's someone who has made Sonic Robo Blast 2 mod levels, since Sonic level design is its own special art, and I would love to have someone with experience join the project. It's taken me 8 months to develop the level I have to the place where it is now (granted I started without even know where to begin, so that was a large chunk of it), and I think having level design handled by someone else is just going to end up being overall better for the project. It will give me FAR FAR more time to add more enemies, redesign the main character, add in other playable characters, etc. So, I'm hoping we can move in that direction.
Wanna mess with udk from UE3 days.worth it?
>>730191040That's right. You don't exist. You are a figment of everyone's imagination that keeps popping up like that one embarrassing memory from middle school (you know the one).
>>730191040Personally I just put my head down and pat myself on the back for everything instead of looking for validation. The cave story nigga worked in secrecy for years so I try to channel an inner japanese autist.
>>730191096Honestly pretty genius idea with the sonic level designer, good luck with that.
>>730190034This is perhaps the one single IP where this complaint doesn't apply.
>>730191040we all feel like shit from time to time. I know it's hard, but try not thinking about other people opinions and focus on yourself: do you like what you are doing? do you feel like you are doing better than a few months ago? does it feel you with joy when you make something work just how you wanted?
>>730191161I know but like, I crave acknowledgement. It's not healthy, but I think it's because I've been starved for attention most of my life
>>730165719As the others said, too high poly, looks like an early PS2 game honestly.Do you have any contact details you can share? Looking for modellers for reference and your artstyle is right on the spot
>>730191040iktfI post in these threads sometimes with my project and often nobody says anything. Sometimes the goblin guy does (thanks, goblin guy). Drives me crazy because I think it looks pretty good. But sometimes you gotta recognize that a project gaining attention is often not linear, sometimes it just explodes at a certain point
>>730191040i used to feel like that but i pumped myself fulll of antidepressants and now im feeling good about not existing
>>730192023Are you posting cool gameplay webms? I usually only get (You)s if I actually have something to show off
>>730192534Yes, I do. Well, I think they're cool. But maybe it's not a genre /v/ devs are all that interested in or something. It's a very silly cope, but I remind myself that on the small chance the game did take off, people who acted with indifference would probably trip over themselves to tell people they were one of the first to see it. The silly image amuses me enough to not make it feel too defeating.
>>730192023>But sometimes you gotta recognize that a project gaining attention is often not linear, sometimes it just explodes at a certain pointI went from having 60 followers on twatter to 1000 in the span of 6 weeks, after being with 60 for like 4 months>thanks, goblin guynah, in any case thanks to you for coming here and posting your game. The more we are the merrier the threads
>>730191040Stop making obvious crap then? I don't get how people can be so oblivious that their creations suck.
>>730193690Keep weak bait to youtube comment sections, little bro
>>730115337Am i missing something or is it piss easy to add in choice/consequences to games? Is it incompetence?I worked on enterprise software before but I'm getting worried about experiencing Dunning-Kruger because everything is so simplistic in game dev even if I'm still learning UnityFor example it took me like an hour to create a custom [state] attribute which allows me to track and compare any field or property across my code against any value i want, either with a "Condition" object whose values are set in the inspector or my ICondition<T> interface whose values can be set in code and the inspector in case i know/want to define the typeIt takes 10 seconds to add in a check, I've rewritten my visual dialogue editor so i can optionally add in conditions for every sentence because it's so easy to have the dialogue take into account the entire state of the worldSo why are there pretty much zero games that actually "reflect" your choices/the world?It's so easy to have characters change what they say even if it's the tinniest details like accurately refer to the current weather and in most games NPCs won't even talk about the major choices you've made in the main plotI have a similar issue with quest design as super complex quests are also easy to achieve but unlike tracking the state of the world creating an agnostic framework to build and maintain quests has been taken a lot of effort and not like 1 hour of work as a solo dev
>>730195535More things to write, test, compare if it's fitting your intended themes, more things to possibly voice act or add new animations/pictures to, etc. Plus then I guess you've set a precedent so now you have to do this throughout the entire game. Basic implementation is easy, it's everything else that adds to the scope.
>>730195535>So why are there pretty much zero games that actually "reflect" your choices/the world?because of graphics and voice acting. Having choice and consequence has been a thing since RPGs are a thing, but in the modern age, having multiple consequences usually mean having lots of differents voice lines and different environments and other assets to reflect those choices, which is expensive, so they don't do it.Some still do. I remember The Witcher 2 having Act 2 be completely different based on a choice you made in Act 1. Shit felt super cool to me.
>>730195535>So why are there pretty much zero games that actually "reflect" your choices/the world?because every layer of choices you create exponentially increases the potential amount of dialogue, animations, interactions, game events, etc. that you'd need to create.It's not so much a matter of complexity, it's more a matter of "is this worth the time it'll take to create each unique interaction?"On top of that, even if the system itself is solid, that doesn't mean its immune to breaking as it gets more complex.especially in AA and AAA levels, there are a lot of things that end up getting simplified or cut entirely. And to be honest, most gamers don't care if in-game choices only affect things on a surface level.
>>730192023I look in these threads all the time but I rarely post, I guess I don't realize that people might want some feedback.
making environments in Blender takes FOREVER.
>>730185948You can't enjoy elden ring if you care about game design. It's intentionally frustrating and like a reverse guide for bad game design.But we live in the ragebaiting era, so the more you can frustrate someone, the better.
>>730196645>Fun things aren't funyayy, /v/!
>>730196507working on a retro-looking game? Check out Trenchbroom>>730196645there's a few things I didn't like about Elden Ring>bad kind of jank: shitty hitboxes and enemies being able to hit you through walls>having to ignore a core mechanic like the spirit ashes because they make the game piss easy>only one reward at the end of a dungeon which might be: a spirit ash I'll never use, or a piece of equipment that's not for whatever build I'm doingbut aside from that, there's still a lot to enjoy in that game. Traversing the land, finding places with cool shit or some unique enemy to beat or just adventuring through the land. There's a ton of memorable moments in that game, and imo those moments can make for a very cool adventure
Weariness, like a comforting blanket, pushes down on me. the blessing of clonazepam. I'm so very tired of fighting. The hatred will not dissipate unless I manage to migrate. I don't belong here.
>>730194367>makes a 2D pixelshit sidescroller or some unreal engine asset flip in 2026>"why nobody like my stuff..."I wonder why people like you even pick up gamedev. You have no vision or goal. Clearly you didn't come to this hobby with a specific creation in mind, otherwise it wouldn't be so bland and aimless and just cobbled store assets. Nobody spends years crafting a game just to be like "yup, the world needed another generic 2D platformer!" You're a vermin who thinks gamedev is his only path to money and popularity and can't do anything else since you're terminally online with no education. You're responsible for Steam filled with shovelware and making twitter/youtube accounts blaming everyone else for your failures. Problem is you're not creative. You're not smart. You barely know how a computer works despite using one all day. But you refuse to do anything else with your life that doesn't involve being on your computer all day or takes actual skill.>um, I wasn't that anon XDThen this is addressed to him or any other whiny dev who only produces slop. Fuck off.
>>730196774If you can't explain why it is fun in a gamedesign general then why do we bother?>>730197030It suffers from the same problem as many open world games: deep as a puddle, so much copy pasted content and the rewards for exploring are shit. Most of the enemies are a chore and what's the point of finding crap you aren't even gonna use? Silksong was the same and it baffles me, it's better to make a smaller map but with better rewards and exploration.Quality>quantity.It baffles me how people praise elden ring as the best shit ever, it is a good example of bad game design. I'm tired of the brownization of all because people now have no standards.
Holy fucking shit I fucking hate balancing so much it cannot actually even be articulated in any current spoken language.
>>730197224Man, a few words provoked that wall of text huh? Didn't read it, sorry fag, you lost.
>>730197030>working on a retro-looking game? Check out TrenchbroomTrenchbroom's a really great tool but I'm sticking with Blender for now cus I like working with it even though I'm slow lmao
>>730197272a lot of games have poor design choices yet they still can be fun anon. Sure Elden Ring does some stuff wrong but imo that doesn't take all that much from the core fun and concept of "adventure in solitude in a world gone to shit". Sure the reward at the end of the dungeon might be some crap I'll never use, but the experience of going throught the dungeon might have been fun. Combat is fun, even if jank, and exploring is fun, even if meaningless. Then you add all the kino vistas and moments and you end up with a flawed, yet very memorable game.
>>730197224Everything is slop. Every movie, game and song has already been made and is now just being remade over and over again for the newest generation.
>>730115337How many of these fucking images are there? Jesus Christ I have like 10 of them filtered and these threads still evade it.
>>730197453>Didn't read itI know you read it all. Probably a few times too. A whiny attention seeking bitch like you devours every word sent your way. You just don't want to face reality. At least not until mommy stops sending you neetbux. You really shouldn't take that for granted.
>>730197819>adventure in solitude in a world gone to shitEverything you said the dark souls saga made it better. Elden Ring seems like a fladerization of that, like corposuit investors got together and decided to make the most slop and souless game possible.You can't enjoy exploring elden ring because there is nothing to explore.Getting to the bottom root in DS1 was a 10000 better experience than elden slop: the souless adventure.
inbetweened
>>730198042You're still seething, huh? I'm glad to know that with little effort I have emotionally compromised you for the rest of your day. You're such a cute genetic dead end :)
>>730198103that's you opinion anon, I enjoyed exploring the world of Elden Ring a lot.>bottom root in DS1ER also have some kino moments like that oneif anything, what I don't like about modern from games is the focus on high mobility and high-speed combat. I prefer how movement feels in DS1, feels like it has more weight put to it.
>>730198103>You can't enjoy exploring elden ring because there is nothing to explore.my biggest complaint with elden ring is the map size. it's too big, and because of that the dungeons are no longer interconnected.its a similar issue to what I had with DS2, it felt like a collection of separate, unrelated areas. ER could've been perfect if things were more dense and compact, with the open world areas being smaller, only used to connect different dungeon hubs, rather than huge open areas with standalone dungeons/levels scattered throughout it.
Not to be a hater but majority of games posted here look really generic, if not straight-up bad.You guys need to spend a bit of time on post-processing. It's not something you should leave until last minute.
>>730198640Reply to some specific games and give more specific feedback or you just sound like you're desperate for a reaction. Not saying you are, but you're not looking like you aren't
>>730198640feedback is always welcome, but I have to agree with the other anon and ask you for some specifics
>>73019864090% of the games made here and agdg are by amateurs without programming or art backgrounds, and many of them are in relatively early stages of the dev cycle. There are anons who do have good post-processing, one anon here spends most of his time posting only about that. That said, his game doesn't have much in terms of gameplay.tl;dr - you aren't going to find heavily polished or unique games here most of the time, if you do it's probably a game that's years in the making.
>>730198249>That's your opinionNo, good and bad game designs aren't opinions, it's something you can analyze. Elden Ring had objectively worse level design and exploration than dark souls 1, mainly because most levels are copy-pasted content and assets with no mind behind it.>>730198425It's the same as silksong or breath of the wild. The maps could be half the size, but with more stuff and interconnectivity and it would have been better. But now quantity>quality. We have to sell the 100+ hours game, even if those hours are a drag.
>>730198640>Allow me to lecture you on what you should be doing while showing absolutely zero credentials that attest to my abilitiesYou anime LARPers sure are funny with how impotent you are.
>>730198640One thing I've noticed in many shitty games and game dev games is that lighting is shitty.I think I haven't seen any deep analysis on lightning and scene composition in game design. Look at og vs remaster games to see what I'm talking about, it's a lost art.
>>730197224>why nobody like my stuffGetting some real butthurt Alisa vibes from the way this is written.
>>730198640>>730199045>post-processing?????
>>730199191all I do is place some lights and cook the lightmap. Looks kinda neat at times, but I have to admit I have no idea of what I'm doing beyond the basics. Part of the course I guess
>>730115337just released a new betawaiting for a few feedback then I'll drop it on Steam hopefully
>>730198640My post processing looks good though?
>>730199306It's when you do cool things to the image to make the game look better. In this example, bloom is used to create a corona around the fire and a filter is used to make the colors more vibrant.
I'm making a roguelike first person shooter where you mod guns to make them broken.it's not very complex, and probably won't be super challenging, but my friend thinks Warframe is at the most fun when you mod your guns to do 300% crit with a 5.5x multiplier and holding down left click just fills hallways with red damage numbers. So I was like "yeah, that is pretty fun."Then I was building a game based around nuclear throne and for kicks I decided to give it warframe style modding and it was kinda fun. Then I got bored and decided to try and code it as an FPS since I had an addon I like to fork to play around with FPS movement. It's like surprisingly fun despite what a retarded buzzword premise it has so I've been iterating on it in my spare time. I need to actually start doing assets though so I stop using the assets from itch.io because the basic gameplay feels good now I wanna build out the aesthetic so I can define the gameplay a bit more.
>>730199465indian game?
>>730199379No offense goblin bro, but the lighting kind of sucks. Don't take it as an insult, but yeah, lighting is tricky and difficult as fuck and no one focuses on it or cares because it's difficult.I don't know how to pick point it but there in your screen cap it feels off. Like, it screams amateur, if someone who knows it's stuff could tag in.My advice I guess would be to look at 90-10s games, I personally like the aesthetics they like, nowadays we have the fog-grey- no lighting souless era of games and bad remasters.
>>730199853>pick point
>>730199853>>730199379Maybe it's because the characters are brighter than the background and it seems they have different pixel textures? I dunno, the feel disconnected one from the other, I really don't know how to describe it. But yeah, don't focus on it for the moment because it can be tricky.
>>730199853I'm kind of obsessed with lighting and the only real problem I see is that the torch on the wall sticks out because it's the only thing not lit up. the wall under it is lit up because the light source doesn't cast a shadow, so the object seems disconnected from the wall it's attached to.I think anon uses godot so I don't have practical tips for solving the issue. in Unity one could use a light cookie (a texture on the light source) to simulate the holder casting a shadow. this would darken the wall, fixing the "disconnect".
>>730199465game name?
>>730199957Me no speak English good sorry very munchies
>>730199485proof?
>>730153772The animations seem really good and it has a peculiar look(in a good way) but i think you're a LONG way from finishing it.
>>730199306post processing are effects you can apply to the rendered frame to change the look and tone of it. can really change up the entire feel of a game.
>>730199379You need to scale the brick texture way down. It's currently the height of your character. Nobody makes bricks that big. You should also try to align them so the bricks aren't randomly sliced. Like currently your door is partially cropping out random bits of brick and your wall corners only show like 1/8th of the width. It doesn't need to be pixel perfect, but right now absolutely nothing is aligned or makes a bit of sense.
>>730200528>Nobody makes bricks that bigGiants>right now absolutely nothing is aligned or makes a bit of senseStupid giants
>>730200691>giantsThen why is the door and corridor human sized?
>>730200528>Nobody makes bricks that big.nta but the pyramids
>>730200691maybe the giants arent stupid, they were just really drunk and/or stoned
>>730199598>roguelikeInterest lost
>>730200745>Then why is the door and corridor human sized?Because they're considerate giants.
>>730199853>>730200032>>730200528it's a very old screenshot, I'll try with a more recent one. Also yeah the bricks there are huge, I made them half the size a long time ago. Sorry! shouldn0t have posted that screenshot>My advice I guess would be to look at 90-10s games, I personally like the aesthetics they like, nowadays we have the fog-grey- no lighting souless era of games and bad remasters.I like those a lot, but isn't the lighting in those games mostly texture work? I can't draw shit, which is way I opted for the lighting you see in picrel while still having having plain textures>No offense goblin bronah fuck that, I love getting feedback. Thanks anon
>>730200852>is way Iis why I*, damn my ESL ass
>>730200852where is the fire coming from? a hole?
How stupid would it be to end my platformer that features no fights with a first-person 1vs1 boxing fight that plays similarly to PunchOut?
>>730200946it's just a test room, I won't spend time including any details there beyond what's necessary
>>730201039sounds extremely _kino_ to me
>>730201039Conker has a random third-person shooter segment in the middle of it even though it's a platform game. May have sold like squirrel shit, but the cult following is there.
>>730200354
>>730200852Learn vertex coloring. It's why older games looked so damn good.
>>730201301cute and funny
>>730201851thanks anon, I'll put that on the to-do list. Might not use it until the next game tho, I already have enough on my plate with the current one
>>730201039thats what my game does a lot of. you might be walking around when all of a sudden you're in a zombie survival mode, or you're getting stalked and have to run away from the pot man.
Spent the whole day doing optimizations. For shits and giggles I spawned in 10000 enemies to test how good of a job I did, and it's actually surprisingly smooth. It only gets hitchy at around 20000.
>>730202253you should give the player a super poweful weapon on the last stage and have them blast through thousands of those little alien homind dudes
>>730201301would rape
>>730202334That's a good idea... I do already have an ultimate rare powerup.
>>730198640I'm working on a pixel game >>730175109, and PP on them can look a bit much at times. At most, I want to add a crt/gba filter to it. Maybe down the line, I'll add other PP effects.
>>730202384make it special, should be kinolike using the SCORE you've gotten through all the game as ammo while the UI breaks appart, that kind of stuff is always exciting
>>730202548>so many explosions even the hud starts breakingI'm writing this shit down
>>730202583I always love that stuff in games. Like how in Riviera you can break the Overdrive bar in the corner after using a very powerful attack.I've already planned a few moments like that for my game, like making the health crystals glow and spin like crazy or making the stamina bar grow to the other end of the screen and break to signal maximum motivation.
>>730188237Couldn't you branch in the shader based on the UV X/Y? The last 5 meters in a 300 meter mesh is ~0.0167, so either 0.0167 or that or (1 - 0.0167) would give the the value to be less than or greater than, then do whatever effect you want in that area.
>>730197953You don't have a clue.>>730197030What's that?Can't find my post. Are the modern engines for older consoles called fantasy consoles perhaps?
>>730203739nta but fantasy consoles are things like pico-8, playdate, or maybe even something like hypnospace outlaw counts as one.I think they're talking about things tools/engines to make homebrew games for real life consoles.
>>730203739>What's that?what's what, Trenchbroom? It's a map editor for Quake and Source engine games among others. You can make stuff very quickly and both Unity and Godots have plugins to import the maps fast and easy
Just a quick reminder to devs: if your making a platformer nobody is going to play it. Do anything else, ANYTHING, even can which is not even a video game, but not platformer. >inb4 noYour choice, im just giving you a warning. You will not "have the experience at least", you'll be there alone with your game that nobody will play with regrets and severe burnout. Instead you could be making actual games. Getting actual experience and possibly recognition.
>>730195535Coding is the easiest part of game development, followed by systems design.The hardest part is gameplay design and content creation. Making something fun is subjective, you can write the safest, cleanest most performant code possible and if the system isn't fun, it's wasted time.Bethesda has the best engine for this, creating content for their games is incredibly trivial. They've refined it through 20 years enough that a retard can do it.There's drawbacks with their engine and how accessible they've made it but there's no doubting that their engine is piss easy to create the thing that takes the most for a game, the content.Personally I have my own tooling, developed through lessons learnt over 3 years of indie dev and game jams.
>>730204457What game did you make instead?
>>730199126>you can only give me advice when you're clearly superior than methat's just not a good mindset
>>730204625So you're saying Fygoon should be taking everyone's advice? Because everyone is better then Fygoon!!
>>730204625I am going to defend Fygoon for once and say he never claimed you had to be superior, just that you had to have something. Anything. And I agree with that, the average /v/ user knows absolutely nothing but if you have any actual experience then I'm happy to read it.
go back
Drawing pixel art is way harder than I thought. And I'm not even doing any animations or anything. It's also time consuming as fuck. My game's bones have been in place since like week 2 and the rest has just been asset creation and then trying to juice up said assets. I would 100% cheat with AI if AI wasn't so fucking shit at pixel art.
>>730204927I don't want my tough love posts associated with me because>I don't want people to think of me as rude and see me as a know-it-all guy>it can invite cope like "oh you're making a game that's nothing like mine so your advice doesn't work for me"If you think advice is only valuable if there's a name attached to it, then well, you can ignore it.
>>730205262Whats your approach look like?I find it easier to block out the silhouette using simple values, then refine over top of it using my desired colors.
>>730205262When drawing something a bit bigger, I like to use the reference layer feature in aseprite. Like I can doodle something in a drawing program without any worry about resolution and managing each pixel. Then import it as a reference layer in aseprite, it's a different resolution than your pixel art layer on top so the reference doesn't turn into a pixelated mess once shrunk down for you to draw pixels on top of
>>730204457my platformer made enough money to buy me a new computer :)
>>730205409Then just don't do drive by insults like the original anon Fygoon was replying to and you're probably good, if you can point to a specific screenshot/webm and give advice directed to what you're seeing, you'll probably be okay. Otherwise it just looks like some random /v/irgin spread his cheeks and shit on the thread to be annoying
>>730205448I just grab a reference image and then try to draw it in Asperite. I just don't have an artistic bone in my body, never have. Always struggled to take what's in my brain and put it to paper. I think that's why I took to programming the way I did, because it's just logic and I can put that to paper just fine.
you can tell its him when he doesn't say "fagoon", hes terrified of that word idk why its just a silly nickname lmao
>>730204505Open world rpg with turn based combat and randomly generating dungeons. World is a hexagon map with cities, roads, forests, plains, mountains and dungeons. Ai parties roam the global map and can attack player. It didn't make that much money but I got my two year investments in money back. What about you?
>>730206263nta but that sounds fun, link me
>>730206263yeah post the game, sounds like my jam
How do you make anything original?It dawned on me looking at the itch.io game jams list that games, from the biggest releases to the most basic GB Studio shit, have been churning out by the hundreds of thousands for quite a few fucking years already.How? I can't play every single fucking one to contrast and compare. How do I stand out? How do I simply impress? How do I not step on anyone's toes? Am I just going to have to fight a motherfucker sometimes? How do you breathe in this crowded room nowadays?
>>730206114try and break down what you are drawing to a few abstract, simplified "forms".A good way to practice this is referred to as flour sack drawing or pillow case drawing. You can see in these sketches there are normally 2-3 simplified shapes that make up the bulk of the "flour" sack, these forms also tend to overlap at points.You can take this concept, and try to depict your reference images by blocking out these "forms", then draw the rest on top.
>>730204349Quake and source, eh? Are they a thing again. When did tb come out?
>>730206649>How do you make anything original?you don't, you make a "inspired by:" or outright rip off of something else you already like, but with your personal style and input.
>>730203901>I think they're talking about things tools/engines to make homebrew games for real life consoles.Obviously they are. Do these engines have a name to distinguish them from unreal and the like?
>>730206114I used to only be a programmer too and only in the past couple years started practicing drawing. There's much more logic in it than you think.
>>730206649>How do you make anything original?instead of copying just one game, you copy two games at the same time and hope for the best
>>730205693This. I'm open to criticism but if you're going to grandstand about it while showing anything you made in return, then I'm not likely to listen to you. If anything, you could be trying to sabotage me.
>>730206649There's nothing new under the sun. The only way to make something "original" now is to throw shit together.
>>730206931I don't think I've ever seen you accept critique. Hell, I can't even play your game cause it softlocks at the intro every time.
>>730207120What system are you running it on? Also, providing video evidence of exactly WHERE my game does not function properly would be great.
>>730206114>I just grab a reference image and then try to draw it in AsperiteDo you plan to do this with every frame or what will your approach be for animating?
>>730201851I personally use vertex colors for large scale ambient occlusion in my game, but if your game world is static like the one from the screenshot you should honestly just bake lightmaps nowadays. much more time-efficient and the results will be similar (and technically superior). for small indies (one or few devs working on the project) vertex coloring is a big time investment so where it can be replaced by an automated process like lightmap baking it should be.
>>730205409>I don't want my criticism posts associated with me because I know I hate other people's games but I'm too much of a conniving snake to show my own game lest I taste my own bitter venom.
>>730207207I'm lazy but it freezes every time the mentor guy walks out. Tried pressing and clicking every button, nothing happens.
>>730207120>I don't think I've ever seen you accept critiquenot critique, but one time I told him to do something and he did
>>730202373
>>730206803That's bs, sry.>>730206649>How do you make anything original?How do you not? I once tried to write a story without a single trope that has been used. That's impossible. You won't write 300 words and not use an archetype, trope or the like. You can however create something original. Avatar is something original. Blue tiger people bouncing around their planet and getting visits from tiny men that kill them. Hasn't been done before and as it's technically well made and original it's an outstanding success. To answer your question, try to find something that hasn't been presented, yet. Do read older books 1850 and watch old stuff from like 1970.
>>730206695I really wish it was as easy as you make it sound lol. The only art I've ever come close to doing right was some anime faces specifically from the front with no perspective work. I think a lot of it is also probably down to me trying to rush through this stuff since it's "simple pixel art" and my brain being annoyed that it takes more time and effort than I would like it to.>>730206862I started practicing drawing last year and just fell out of it quite quickly. Bounced off it after like 2 weeks. I'll get there, but it'll just be slower going than I'd like it to be.>>730207232I've scoped the game absolutely rigorously. There will be literally one animating asset in the entire game that uses an actual animation (which I'm just buying for $1 because I already found the perfect one) rather than just making it look juicy with shake and squeeze type stuff or shader sheens. It's just a little side project that I can grind out in like 2 or 3 months.
>>730206925Indeed. This goblin is the product of the dancing bug and the goblin craze fueled by simpanon who licks goblin armpits and breasts.
>>730206649Don't do anything too original to stand out. It will be even worse.People like what they already like so spiritual successors will stand out more. Pick something to clone with a fresh coat of paint and perfected gameplay.
>>730207365Nah I get where he's coming from, sometimes it's hard to give critique without coming across like a flaming faggot. But some don't even try not to or being a flaming faggot is their actual intention. Without knowing who he is, I can't say whether or not he is a cunt but I'll give him the benefit of the doubt here
>>730207395What system is this on? In my experience and from what others have told me, the Mac and Windows builds do not have this issue. Perhaps there might be some sort of incompatibility with your machine.Also don't be lazy and show a video of you opening the game, beginning a new save file, and getting to this point.
>>730207558>licks goblin armpits and breasts
>>730207558>the goblin craze fueled by simpanon who licks goblin armpits and breastsThis is why I have Trollglodytes and Gremlings: it's so I can stay away from you Orc and Goblin fans.
>>730207672I'm on Windows. The bug magically fixed itself though so I guess it's whatever now.
>decide to get into drawing assets again>design new character, horned lamia>gather references for clothes>look up how snakes moves, horns grow, etc>look at "competition" for posing, hair style, etc.>draw three lines>drawing program becomes unresponsive>closing doesn't work, reboot doesn't workThe one and only thing that doesn't work on linux, and keeps imploding in new ways with every single update. Anons, if you do 2D art, keep a dual boot of windows around.
been adding some sound effects for the sword when it's enchanted by elements. So far I've covered fire element and electro element. What do you think?>https://files.catbox.moe/1oc8wj.webm
>>730208043>The bug magically fixed itself though so I guess it's whatever now.Well that's a relief. Now you can play the game and enjoy all of the other cutscenes!
>>730207458Avatar is just Dances with Wolves with self-esteem issues.
surprised this threads still up.I made a bunch of level pieces in Blender, but I won't have time to texture them and build the level with them before the thread dies, so enjoy this super vague picture of the entrance to the TV and electronics store>>730206649idk if this will work for you, but set limitations for your game and see what you can make without breaking those limits. Basically the more limits have, the more you have to get creative.Like deciding on a genre for your game is a limit, but its so broad that it doesn't really force you into acting creatively. On the opposite side of that, what if you decide that your game will only use the d-pad and one other button? how would you solve that problem and what kind of game would you make?thats just how I think of it. pretty much all of my game is based around a few basic elements, if I wanna add something new I have to find a way to make it work without adding to or changing those core parts.>>730208043>magically fixed itselflol thats what happens whenever I take my car to the mechanic
>>730208815I thought it was Pocahontas
>>730208576Applying sound is wonky, rest isd fine for wip
>>730208576>that electric soundThat's fucking awesome
>>730116348>>730116425you should make it so the enemies can shoot at the lever toojust imagine
>>730209282That should be possible, the lever just checks for any nearby bullets. There's only one enemy type who can shoot bullets right now though. I really need to implement more enemy types.
>>730209450you can even put an unreachable enemy on a corner that constantly triggers a lever so the player has to time their steps
>>730206649IM0 the biggest thing is a good refreshing artstyle. Most of the time an old concept but with a new (good) artstyle is enough to trend. Like really, you're going to make a horror game, but still make it a lowpoly vcr chromatic aberration filter like the rest? Fucking christ are you not an individual with your own tastes and opinions? You can't even choose ONE thing to make different? Oh you're gonna go for GBC palette? Okay. And still use only 16x16 sprites? Okay... And you're ALSO going to make it a tile-based zeldalike? Do you see what I mean? It's like these devs have NO soul. Literally. None. They reproduce old shit 1:1 and think it should sell because it's "retro." Being 100% faithful is recipe for dogshit.MindWave (pic rel) is literally just WarioWare, but it looks different. They have an artist that actually has their own style (or tries to emulate an uncommon/older style). And wow, a super hit! It's not hard to understand why. Take a look at Hylics, ENA, and Omori too. Gameplay is bland as fuck but damn they are visually exciting.TL;DR you need a good artist that doesn't look like every other artist. Doesn't matter if your GBC spritework is technically sound, it looks bland if you're copying what everyone else is currently doing.
>>730208576Absolutely insane sounds to use for those elements lol
>>730195759Voice acting is a somewhat fair point, although it's more of a project management rather than cost thing if you actually do the mathHowever i disagree that it requires any extra work, the whole point is that you're not changing the world just dynamically reading it's state, it's akin to adding a single "if" statementOne of the few games that does it is Fallout:NV, some examples:>Caesar mentions the result of every Legion quest when you first meet him>Wiping out the NCR at Helios One will result in Fantastic wearing Legion armor>The entire Wild Wasteland perkAll of these things take less than a minute to implementIn general i noticed that game devs don't seem to create any development tools? Doing shit like creating a MyFetchQuest class and scripting it manually instead of an actual framework where it takes you 10 seconds with a full on visual editor that automatically handles 99% with the remaining 1% just requiring you to drag and drop some prefabs and set values in the inspector>>730195794The large choices require some effort I'm not complaining about those, it's the way the world in every game is so fucking dead never really reacting to what you do and never having any real dynamism to itYou wipe out a town and the last remaining NPC will ask you to deal with the goblin problem from a quest you completed 3 hours ago>>730195862> exponentially increasesIt doesn't, whether you go left or right doesn't every single element of the game has to take that choice into account lolIt's also mostly a planning issue, don't implement any "bottleneck" choices without making sure the additional content can be efficiently added to the game>>730204469That doesn't really make sense considering a dynamic world IS gameplay and is universaly beloved If it's "soo easy" why is no one doing it?Funny you bring up Bethesda because it's one of the few gamedev studios that lets you interact with the world
>>730153069okay but how do I turn porn into a game?
How bad of an idea would it be to make a bunch of assets before I've even started programming my game? Basically just visualizing all the ideas I have for what the game's characters/items/UI elements would look like and saving them all into a big folder for later use.>why would you do that?Because I'm a retard who can't code. Drawing is the only thing I'm relatively okay at. I think the only thing that's going to motivate me to finish a game that somewhat works is having a big pile of art that I don't want to feel like I wasted. Like a carrot on a stick to stop me from giving up when things get hard.Also when I inevitably have to cut features that I'm incapable of making on my own until my game is a hollow shell of what I envisioned it being, at least it'll be a pretty looking hollow shell.
>>730208950>https://files.catbox.moe/1oc8wj.webmyeah I need to tone that one. Right now is the default which is sort of a healing sound>>730209014>>730210768"electro" element ;)
>>730204469Oh i get why i didn't fully understand your replyBoth "content creation" and most elements of "gameplay design" are just an extension of codeWhich is seemingly the same conclusion you reached halfway trough your post (?)e.g.: writing a shitton of editor code to easily work with prefabs and implementing stuff in your scenes or even full on asset creation like a visual editor for dialogueOr on the gameplay side of things writing a "quest" framework capable of automatically handling both complex branching quests and player choiceLike pretty much every single game would be improved if you allow items to have more effects, add in more skills, have more varied enemies, etc which is all just an extension of programming
Which is the harder setting to create 3d environment and assets forsci fi/futuristic vs fantasy/medieval
>>730211720Fantasy because it has to make sense. You can make any old shit in sci-fi and handwave it with some BS technology jargon.
>>730212014but with fantasy a lot of the work is already done with something like megascans
>>730211676Keep in mind that a lot of games are bug filled nightmares and adding a bunch more variance on top of that will make it worse. It's not a great excuse but it is an explanation
>>730211720From an actual workflow perspective, medieval fantasy is easier. A good stone, wood, and thatch texture can get you pretty far. If you sci-fi setting has two alien races then you're going to need entirely different models and textures for each race, not to mention character models, in order to sell the idea of them being civilizations that developed light years apart.
>>730212101Sure, but the question was about which is harder to create assets for and that would be sci-fi, because downloading some assets isn't creating assets.
>>730211720like the other anon said, Fantasy needs to be more cohesive. with scifi you can get away with mixing in stuff from different eras, meaning you can easily speed things up by getting random free models and changing them to look more scifi-ishlike take a random car model, remove the wheels, and then add things like hoverpads and random accessories
>>730211720Fantasy because it requires more organic spaces and models
>>730212260You can even do what Cyberpunk does and just use models of modern cars and call them classics in game.
>>730212261>terrain with grass texture>treesI was going to argue this was easier until I realized a space environment is literally just a skybox
>>730212462there are planets in space thosome of them are filled with blue females
>>730212182>>730212253>>730212260>>730212261i was thinking of having the human enemies have sci fi look and the monsters having fantasy look, but i don't know what environments i should have, i want something easy
>>730211531please respond :3
>>730213013Sounds a bit like Shadowrun, which is a sci-fi setting. I don't think you can really justify having sci-fi humans in a fantasy setting the way that you can justify having fantasy creatures in a sci-fi one.
>>730213112A very bad idea. They're worthless if the game loop isn't fun. It sounds more like you just want to make assets, which is also something you can do and sell, rather than doing an actual game.
>>730213206>They're worthless if the game loop isn't funWell ideally if I realize my game loop isn't fun I can always start over and I'll still have a big pile of assets to use. >It sounds more like you just want to make assets, which is also something you can do and sell, rather than doing an actual game.I don't want to do this because I'm a control freak who requires total control over any project I'm even tangentially involved in.
>>730211531That doesn't sound too bad, it's not the exact same thing but I draw things right before I program them instead of the other way around. For my platformer I had my main character's entire sprite sheet done before I even started having them move around. It's kind of useful because it's a lot easier to get the physics and feeling down with the animations in place already.
>>730213670And your next idea will have to be something that those assets actually fit into. which means they'll need to be generic. which means "why are you making those? they're in every asset store a thousand times over already"I'm not suggesting you work as an employee in a team making art. I'm saying that maybe you'd prefer to make assets and just sell them online on itch or some shit.
>>730213129my setting justifies it because i wouldn't really say the humans are the original inhabitants, they're more like colonizers, ideally my setting would have both environments but i want to focus on one right now because i'm working alone so i want the easiest environment and levels for the first game
This week I'm gonna work on making a new enemy for my game
All of my updates are bridging components and variables together.>adding skill exp, player exp, quest exp, to the player and to the save and load system>adding function that pauses game if gamepad gets disconnected.>updating ui elements, adding the skills menu for upgrading skills, updating fonts in all widgets, applying changes in the game to affect save files.Mostly the backend stuff.
>>730213792This is going to reveal how much of a degenerate idea guy I am, but I already have a specific world in my head that I want a game to take place in. Any game. If I make a game, I want it to take place in this world.This is a bit of a specific example, but if you're familiar with Tsutomu Nihei's work you'll notice he has a tendency to reference names and designs across series even if they have no relationship with each other and aren't even necessarily set in the same universe. He's explained that he does this because they're his creations and he'd rather to reuse them than abandon them after a series is completed. I want to do something like that. Keep working away within my own world until I have something that's actually fun and can share that world with other people. Maybe that's silly, idk,
>>730215041You're just maladptive daydreaming until you start writing code.
>>730215262harsh but trueI promise I'll get started tomorrow
>>730215427Good lad. I hope it all works out for you. First step is the most important one.
>>730211531I think you should make assets, even if you dont use them you'll get better at 3d modelling or 2d art.once you figure out a game, it'll be easier to make assets specifically for it if you've already practiced a bunch