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File: gameengines.jpg (213 KB, 1280x720)
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How's your game development going, anon?
>>
>>730579068
I'll get started soon. Which engine is best for someone who doesn't know how to program or make art?
>>
>>730579168
You're gonna need to learn both of them.
And if you cop out with asset packs and rpgmaker, your games will never be good, much less sell.
there's no answer. look up engine comparison videos.
>>
>>730579168
minecraft
>>
>>730579257
>rpgmaker, your games will never be good, much less sell.
Dunno, Ruina Fairy Tale of the Forgotten Ruins is really good and the Black Souls series games seem to be selling really well.
Either way though I don't really care about selling, I just want a medium to express myself. I do some writing, but I'd like something more interactive (I did make an RPGM game two decades ago and a VN a decade and a half ago).
>>730579276
How does that work?
>>
>>730579401
black souls at least has custom art which supports what I said. you need to be willing to learn.
try writing a short story and see how that works out. you'll have to do studying even to do that competently. you'll see.
>>
>>730579068
Fighting the procrastination demons
The road ahead of me is long and hard
Just gotta take it one step at a time
>>
>>730579068
Good, you can hack the Pentagon database and print documents as physics props you can interact with
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>>730579068
Well. Touching up the graphics to make them less generic.
>>
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>>730579068
i'm having fun with flamethrowers
>>
just finished this bad boy
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>>730582620
https://taxtime.itch.io/mommy-maverick
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>>730579168
>doesn't know how to program or make art
Uhh think about it logically wtf are you going to do exactly then? You're going to need a find a genre first where you can art badly and go from there
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>>730579068
I set aside my dream game. I have many, many years of experience in all of this - coding, art, design blah blah and did a little personal game jam project because my day job was shut down for a week. Doing that game jam project really reinvigorated me in all of this and I'm expanding on it and putting the dream game on the backburner (which I've realized is where it belongs for now).

My question: How do you all feel about free Steam releases? I've never published to Steam but want to build a brand or portfolio or something. Have achievements for achievement hunters. Maybe have a paid DLC that's really just a tip jar but give access to new content whenever me and my team feel like making it.

Anybody have experience with this? Or just thoughts in general.
>>
>>730582620
Will this teach me how to parallel park?
>>
It feels really silly but my progress lately has been hindered by the fact that I don't want to sit at my desk after work.
Contemplating just dropping dosh on a laptop but I'm struggling to settle on one
>windows laptops with dgpus are all low build quality gamer aesthetic laptops that sound like jet engines
>non gamer windows laptops with dgpus are like $3000 for a 4050
>macbooks have a nice build quality/speakers and pair with my phone real well but they're ARM and you can't do much else with them outside of productivity
>>
>>730585552
Get standing desk
Stand when you dev
Sit when you work
>>
I made a cut scene engine. It's very open ended.
>>
I'm curious, how many people in these threads have actually managed to release a game?
And is there anyone here who actually lives off off their own gamedev projects, or does everyone just treat those as personal hobby side things?
>>
>>730586368
ive released 2, one solo and one with others.

>live off their own gamedev projects
easily 0.
indie games either sell nothing, they sell enough that it's extra money which is nice or it sells so well that if you manage it properly you don't have to"live off" gamedev, it just becomes a profitable hobby.
nobody who's in that category of doing well is on these threads. you're not going to see them on reddit or anything either, unless they're marketing another game.
>>
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Basically done with this boss now. Was actually kinda fun so I might try to find an excuse to do more big metal slug-ish bosses.
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>>730586743
Nice art, looks very good
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>>730579168
Aurora
>>
>>730585552
Not sure what kind of game you're making, but I'm making a 3D game and use a lenovo t14 that remotely accesses my desktop whenever I wanna work on my game but not sit at my desk.

battery life is great when doing that because it really isn't stressing the laptop at all. Only downside is it's only really viable if I'm at home/on the same network as my desktop
>>
>>730584031
sell them for cheap, £1 instead. regularly put it on sale whenever you can.
instead of having a bunch of free games for your portfolio, have a bunch of cheap games that you can eventually sell as a bundle.

i know a lot of people that don't touch free indie games, a lot of those same people have many cheap sub £3 indie games.
>>
>>730587228
Alternatively there's a bunch of games that just do FREE TO KEEP IF YOU INSTALL THIS TODAY and it seems to work on people
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>>730586005
Very nice.
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>>730586965
The Unity FPS Engine or the BioWare engine?
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>>730586743
The falling sparkles look kind of annoying because they look like projectiles but are just distractions. And you're nailing the 8-bit artstyle, gj.
>>
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>>730579068
Usual speed. Added some hits effects.
>>730582487
Looks fun. Should have the fire spread in someway. Maybe even burn the walls.
>>730586005
Looks good. Will be very useful.
>>730586743
Pretty sick stuff. Dodging those close shots is impressive. You must have good reaction.
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Should I switch from Mono to IL2CPP
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>>730586641
0? Is it really that hopeless? Damn...
What about people who have gotten jobs on bigger projects because of their previously released games, is this common?
>>
>>730587445
Thanks. I'll see if I can tone them down but they're mostly there as fanservice to clap at (its the damage effect of the games this is based off) so I kinda need to keep them.
>>730587683
Thanks, your progress is looking great as always too. My gameplay might look skillful but she has a very tiny hurtbox and airtight jump control so it's sort of easy to dodge linear moving bullets.
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>>730587687
But then I can't decompile your game and laugh at your code
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>>730586368
>actually managed to release a game?
me
>who actually lives off off their own gamedev projects
also me
i'm >>730582487 and before that i made a diabloclone. i don't need to work for a long time, but i don't spend a ton of money either.
>>
>>730587683
very nice anon, keep it up
did you post a playable version anywhere yet?
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>>730588197
Go back to your shithole /agdg/ circlejerk.
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>>730587698
it's less hopeless and more that if you "make it", you really make it.
think of Peak, REPO, Chained Together, Lethal Company.
these are the kind of indie games that can afford you to live off indie dev, they're all famous behind doubt. they've got enough that their lives are comfortable and they're honestly not going to be talking in these chats.

>gotten jobs on bigger projects
it's a lot more common and easier than living off indie dev. the easiest way to live off game development is to get a job with a salary thanks to your portfolio.
if you're planning on getting into the industry and don't have a university degree, the best thing you can do is make very well made games that are technical and hope that you'll eventually find someone or be contacted by someone who'd be willing to take you on and or fund some towards a university degree.

though, don't be fooled by a lot of the success stories of a indie dev or a modder getting a job at a big studio. it's more "university graduate that made popular mods", it just sounds more interesting than any modder "it could be you" can get hired.
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>>730588197
>and before that i made a diabloclone
care to share the name?
>>
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>>730588464
i wanted to answer him since i know the question didn't apply to you, anon

>>730588575
tower of kalemonvo
webm related
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>>730587356
Bioware
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>>730579068
Has anyone worked with sndk the new snes engine? I tried it, but I'm quickly realising that making snes games comes with their own problems. It's just... You know, very limiting. Unsure if it's worth to plow through, just to appease some uncs, boomers and nostalgia fags.
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>>730588048
Thanks and I see. It's like a shmup castlevania
>>730588254
Thanks anon.
Not yet. Though I might have some online friends test it to see if the game run on there PCs.
>>
>>730588859
It really isn't, unless it's absolutely something you want to do for fun or because you're passionate about it.
I used to do Pokemon romhacks and after enough hours of jumping through hoops to insert tiles/sprites and hex editing just to program I just came to the conclusion that actual gamedev is more open, limitless and lucrative.
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>>730582487
Looks good. If I had to find something to nitpick I think the particle effect on the flamethrower flames should turn black toward the end rather than pure red? Makes it look more flame-y.
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>>730589109
>actual gamedev is more open, limitless and lucrative
There's no way about it. This is the ultimate truth. You have like at least double the work and all the clunkyness that snes games come with. Literally no reason to use it. Better to make a retro game, than try to recreate an original.
Now that's settled, what engine to make a retro snes game like seiken densetsu 3 or a tactics game like b. Lagoon?
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Replaced the placeholder fires for stuff like torches, bonfires and the fire on spirit weapons. It looks too patchy when swinging your weapon but I dunno what to do about that.
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>>730588726
Yeah whatever, you Bulgarian freak. Go back to your shitcord
>>
i figured out how to do collisions on skeletal meshes. now that i have acquired this esoteric knowledge i can go crazy with in/deflating structures and maybe even gas-waves
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>>730589284
I would just stick to the tried and true: Unity, Godot, Game Maker. Compare costs/limitations/features/build options. Unity is my goto but it's not everyone's cup of tea.
Rpg maker has a lot of plugins to expand it but it's like the in between of doing something like rom hacking and gamedev in an engine. Love2d is another option but it's more programmer oriented.
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>>730589514
Worked with vx ace and must say it's to cumbersome. Godot, eh? Is there no tested 2D engine? Maybe more engine than game maker or any - maker.
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>>730587306
>>730587683
Thank you! Also, less interestingly, I changed my character's default clothes colors because people said the pants/sweater colors were too close before. And I changed the Red coins to Wishing Stars, so you'll need to collect a number of them to get a Sun Burst goal thing.

>>730586743
Your boss fights look so cool.

>>730589451
Oh dude, hell yeah. The level design with this as an option should be really neat.
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>>730589350
maybe add fire-trails to fill it up some more?
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>>730579068
i'm too retarded to implement any of my ideas
>>
If I could just work 8 hours on my game every day I'd already be a millionaire by now.
>>
Rigging an umbrella correctly is surprisingly tricky business.
>>
thanks to the anon that recommended me yEd, I'm now balls deep into the story planning
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>>730579168
learn, you cant make a game if you have zero knowledge of programming/visual scripting
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>>730589451
MC should be some variety of waifu-bait rather than a random scrimblo. People will immediately click off a game starring the illegal love child of a pokemon and mr popo.
>>
>>730586005
One highly recommended piece of QoL tech that this systems should include:
when the cutscene ends, you should have the ability to have the camera after the cutscene be rotated to face the location of the cutscene camera, and/or lerp from the cutscene camera's view to the player's view, which retains the rotation.

This wouldn't always work (if the cutscene affects something far enough away to be obstructed by level geometry) but if the thing the cutscene shows has line of sight to the player, revealing that via the camera lerp-back is extremely welcome. Think Ocarina of Time cam, rather than Banjo-Kazooie cam. I'd definitely look to implement that, even if it has a bypass flag for situations where it causes the camera to clip out of bounds.
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>>730589645
i hope i can deliver on the idea. nice star. is the little bit of shine done with fresnel?

>>730590123
>the illegal love child of a pokemon and mr popo
made me kek. i am heavily targeting the disgruntled spyro-fan that has been waiting for a 4th one for 20 years so the scrimblo stays. i could add waifu side-characters though
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>>730590562
Your player design is alright. Will also get the Jeff The Land Shark fans too. Thought I thought your game was the one with the cool water bone shark creature
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>>730591115
it is! i'm aiming for 4 scrimblo's in total
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>>730591225
One for each element?
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A simple demonstration of recruiting behavior for the Dragoon soldiers. In the endgame, an all-out assault is going to take place within the walls of Fortress Fygoon and for Fygoon, Basileus of Frydar Island, to live without guards would be very silly. Playing through Kameo gave me a rough idea of what to aim for, as the little fairy soldiers would meander around and fight the trolls while you're just dillydallying as the JoJo plant, but they would continue to meander after all of the enemies are dead. Consequently, I thought of merging both the behavior of the fairy soldiers in Kameo and Halo's system of being able to recruit marines that you find to follow you around and kill the alien bastards to create the Dragoons' behavior system. Simply put, these armored Dragons will generally meander around until either an enemy is in range, at which point they will engage with either sword or fire, or the player is in range, at which point they will follow until either an enemy is close by or the player strays too far from them, at which point they will go back to patrolling. Unlike the invincible best friends of Fygoon, the Dragoons are ready to die for king and country, so you'll have to be cognizant of how much damage they take or else you'll find yourself with only savage beasts for company.
This behavior will also work well with the introductory cutscene, as it requires the an army of Dragoons to confront (and ultimately be destroyed) by the Warlord and his Botnet army as a show of power for the audience.
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>>730586743
I need a name
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>>730591964
Jeet coded slop avoid
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>>730591929
not really. the shark could be considered water and the puffer could be considered air, but grappling and skateboarding aren't really elements and i wasn't planning on adding that as a theme
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>>730579068
It’s too hard. You have to be a talented artist/animator or have one working with you to even have a shot at making something good, and even then it’s 3-5 year process if you’re going full time and you might only make $20k before steams cuts and taxes. Hitting the million dollar milestone is kinda like winning the lottery, only it takes years to produce a ticket to even enter. And if you aren’t doing it for le money, then what are you wasting all those years for? For some generic game that you can “be proud of” that nobody will play or care about? So you can say you “made a game” and wear that as a feather in your cap?
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>>730592389
My bad. Though skateboarding could be earth. Grappling is a bit of a toss up. I am interested to see how the skateboarding scrimblo plays.
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>>730592390
It's artistic expression. If you're doing it for money, you are not an artist.
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>>730579068
Been doing some market research, found a game that's similar to mine except they've made a bunch of mistakes in their design, didn't fix the game and so on.

After getting a scope down for mine and then comparing the reviews this other game got, most of them are going to be covered by a different design.
They'll beat my game over art, can't help that but everything else is doable.
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>>730585298
i just parallel parked for the first time in years perfectly on my first attempt because the entire time I was visualizing Driver's Ed...
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>>730592587
oh yeh i can see that now. now i only need to shoehorn fire onto the grappling-scrimblo and i'm set. you will find out how he plays next demoday
>>
>>730579068
>have idea for game I've wanted to make for years
>it's impossible to do solo dev without cutting serious corners
>have zero knowledge or experience in anything related to game dev (art, music, writing, programming, marketing, etc.) nor the money to supplement any of it
>no clue where or how to learn any of it to even attempt making it
The worst part is I know it'd be reasonably popular if I could actually make it because of how underfed the genre's target audience is. How do you lads even start with something like this?
>>
>>730592634
vidya gaems are not art
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>>730592858
They can be art, just like pop usually isn't art but other music sometimes is.
>>
>>730592841
Learn to learn.
Learn how to use what's online to teach yourself, how to retain that and then start learning.

Games are big projects that go across different skills, so don't start on your big idea as your first game. You'll make beginner mistakes, that's normal.
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>>730591964
I fucking love this guy keep it up
>>
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Loving everyone's progress and new stuff in this thread. I took a break from the space game today to toy around with toon shaders.
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>>730589850
dope
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>>730594415
How much gameplay are we talking here? good art at least.
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>>730579068
It's coming along, bit by bit. I'll hopefully have a demo ready for the June nextfest. Will be in trouble if not.
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>>730586743
Where's her hitbox?
>>
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>>730579068
badly
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>>730579168
if you dont know what youre doing then unity. people will attack it for various reasons but its still the best for as an engine to learn and do amateur game dev on. you can later move to monogame if you're one of those reinventing wheel types
>>
>>730585552
the ergonomics of laptops are completely fucked. save your money and come up with better ways to avoid sitting at a desk, like a standing desk or... not browsing 4chan.
>>
most of my time lately is programming scripted events/dialogue lines and doing 3D modelling
got my bloom + volumetric lights to render correctly through transparents, so thats cool
>>
>>730585552
I dev on a laptop not by choice and I support what everyone else have said. it hurts my ability to realize my potential and the amount of time I can work at once. It hurts my body. It's a bad idea.
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>>730595552
dope
>>
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>>730594335
Thanks, bro. Have a cool render made for fun.
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>>730588158
My code is better than 99% of /v/ and /agdg/ games
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>>730595552
looks like superman ice cream
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>>730590562
>i could add waifu side-characters though
Don't be ridiculous.
Malek, to our aid!
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I think the whole day of things I want to do, then when I fire up the dev environment I don't do them.

As a compromise today I made a bit of mapping, but nowhere near what I wanted to do.
I still have to make enemies shoot lasers, animated textures, a hacking UI
>>
1280x800 is terrible to work with. I don't know how games work on the steam deck. Do all games just look bad and no one cares? My map node icons can have almost no detail at that resolution and I am worried about adding tiny health bars because they certainly wont by readable on a SteamDeck.
>>
>>730595771
but how is your game?
>>
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>>730596002
Just make the health bars scale with the screen resolution. My bum ass game does it.
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>>730592841

What is your idea, my guy? I too started without skills and now five years later, I can make games. So maybe I can give you some pointers.

>>730594991

Would you believe it if I said that I did not do any art? All store bought assets. The magic is in the Flatkit toon shader. As for gameplay, ehh, your typical make-a-coffee mini games.
>>
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>>730587687
I only use IL2CCP because my games won't compile for Linux unless I do that.
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>>730587687
you should switch from C# to Beef and not care about some retarded translation middleware, lmao.
>>
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>>730596303
>Beef
They got Pork and Chicken, too?
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>>730596018
Liquid dogshit obviously
>>
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>>730596392
Just add some evil Nigward bots and Meanderers. It worked for my abominable Q*Bert ripoff.
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TIL that RPGCodex didn't like my game...
>>
Still hashing out the basic gameplay elements I need and what purpose they serve before I commit to scripting them out into a zoo level I can hands on test and refine
At the moment it's the various things that the inventory system can keep track of, and deciding what's persistent, what's temporal (confined to a level) and what is 'temporal' (technically confined to a level but can be smuggled out of them for shenanigans in other levels including the main hub world if one takes the risk to avoid a normal level exit)
Also thinking about tools/weapons and enemy types but that's for after I simply make the core gameplay systems exist, because I then need to figure out what I can repurpose from existing assets, and what I need to model/potentially learn to animate from scratch
Also I'm thinkinf of putting this annoying fucking dicksucking captcha system in because fuck this shit
>>
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>>730596473
TIL you’s a little bitch.
>>
>>730596165
I'm usually super scared of black holes, but this one doesn't raise my hairs, very cool looking.
>>
>>730596519
>>Also I'm thinkinf of putting this annoying fucking dicksucking captcha system in because fuck this shit
>everytime you attack it forces you to do a captcha
>the better you do, the harder you attack
>instead of criticals you get "no verification required" that do max damage
nice, nice, looking forward to it
>>
>>730588197
>>730588726
Oh shit I knew your current game looks similar but I didn't think you were the same person.
Based, now I like your project even more.
>>
>>730596763
Because instead of improving your game you ran onto this site just to bitch and attentionwhore. Be better.
>>
>>730596832
Bitch asshole bitch
>>
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>>730591964
>>730594335
>>730595740
>>730595910
>>730596107
>>730596350
>>730596450
Kill yourself you blogposting faggot. Ruiner of gamedev threads.
>>
Shit man, better add Gen AI features into my engine.
>>
>>730579068
still makering music
>>
>>730597264
Missed this one too>>730596218
What a fucking loser to ruin threads with his dumb shit game and unsolicited garbage opinions
>>
How do I get good at 3D animation in Maya?
>>
>>730597264
Hi, AliceLoser. Don't you have some monitor lizards to protect your mud hut from?
>>
>>730596758
Not quite that kind of gameplay
>find portal to critical system but it requires a captcha verification
>you can try to solve them but it always fails (may even trigger defenses)
>you eventually find a way to 'break' the blockage and bypass it
>>
>>730597359
forgot to post the music https://vocaroo.com/1c7N5ktqBlcH
>>
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>>730596825
thanks anon! this one is going considerably faster than tok so we'll see what will happen in 2026!
>>
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>>730592324
Touhou Gaiden but that's not going to show up in searches atm
>>730595179
She has a bullet hurtbox and a physical hurtbox. The physical one encompasses her whole body which is only for contact damage/physical attacks, while the bullet hurtbox only for projectiles is smack dab in the middle of her and is tiny. You can see this one when holding focus. They both move and adjust when crouching or sliding.
>>
>>730597496
>can set off fire suppression or sprinklers
>washes away blood and guts (and makes your clothes wet for tactical wet tshirt action)
>>
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>>730597381
>Bro got triggered by the One Who Waits and an Anarcrothe quotation
What's next? Going to post my face while hiding behind a veil of false anonymity?
>>
>>730597264

I unironically enjoy seeing fygoon's process.

>>730596597

Thanks! You can even build a dyson sphere and space stations around it, if you want that.
>>
>>730597801
That doesn't seem very safe. One wrong move and everything and everyone gets the big S U C C
>>
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>>730597801
Thanks dude. I wouldn't bother with arguing with that guy, he's just an impotent and obstinate loser with no life.
>>
>>730587228
This is an important point ngl anon. There's a psychology around pricing games and people might see free games as not worth their time. It's about finding an equilibrium
>>
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>>730597993
Actually, the concept of black holes sucking things in like a vacuum is a misconception: black holes generally occupy the same mass as a planet or star of similar mass. For instance, if the Sun were to be replaced by a black hole, then Earth would continue to orbit around it as per usual. It is only when an object go beyond the event horizon that it is pulled in and consumed.
>>
>>730597801
>Thanks! You can even build a dyson sphere and space stations around it, if you want that.
looking forward to it
>>
Fine
>>
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Made a new attack animation for the rabbit. Maybe I should make the hitbox bigger.

>>730591964
Kind of funny looking at those copies waddling around behind you. Looks nice.

>>730587683
Nice. I'd like to try this when a demo releases.

>>730589645
I like the new colors, but the blue shirt is still a bit too saturated. Reminds me of old web comics, which I like. The power star also looks good.

>>730595943
I try to think of easy things that can be done right away, then I'll have no excuse for procrastinating. Those red lasers look weird, but everything else's good.

>>730597496
Great NPC animations, you seem to have some talent with that. The RE4 inventory is also cool.
>>
>>730599228
looks neat.

i think i remember you posting some of your character designs, and i thought they looked pretty cool as well. do you have any gameplay footage yet?
>>
>>730597491
sounds great
>>
>>730595740
hell yeah, looks sick
>>
>>730579068
I successfully exited EA and released it on Christmas. Very happy, end to end, with how the project went.

It's a pseudo-VN with light gameplay and branching paths, if anyone is into that stuff. https://steamcommunity.com/games/2803990/

I'm starting preliminary research into the next game, but still haven't decided what kind of game it will be.
>>
>>730599665
Congrats on releasing a game!
>>
>>730600031
Cheers, anon. I even had one of my few players discover a terrible bug on the title screen where the mouse cursor would disappear, so I also got to experience the joys of a frantic 'load the game engine, isolate the bug, repro, hot fix, regression test, and hotfix' afternoon.
>>
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>>730586743
>backflip looks almost identical to HRtP
>lasers faithfully accurate
>the fucking "Eternal Meek"-like last attack is included as well
KINOOOOOO
>>
>>730600278
Of course, that's the nature of the beast. It could be worse: you could have players tell you that the gamepad controls you tailor made for Mac is so fucked on Windows that pressing a D-PAD BUTTON is what makes you attack instead of the right trigger.
Anyway, super neat you got something out there.
>>
>>730600421
Oh, it absolutely could've been worse. In this case, the cursor still worked (could click), but the graphic wasn't appearing. IDK about you (assuming you're doing dev as well), but soft locks were my biggest fear during development.

>gamepad controls are fucked
I had full gamepad support in my menus using a virtual cursor, but I kept seeing phantom inputs happening that I could not reliably reproduce in testing, so I had to yank full gamepad support at the last minute. (It still works in everything except the UI, at least.)
>>
>>730599228
>I like the new colors, but the blue shirt is still a bit too saturated
What if I swapped the sweater and the pants? Example here.
>>
>>730597468
>Alicefag
>Jollibee filipino
>grassfag
>Genius Eric
>ENA schizo
Any other boogeymen you want to give a shoutout to, faggot?
>>730597638
>Going to post my face
Hell no, it sickens me to look at. Your crap posts already do enough shitting up the thread.
>>730597801
>I unironically enjoy seeing fygoon's process.
He posts little progress once a month and spend the rest of it spamming his dogshit renders, so no shit you'll enjoy seeing whatever pathetic "process" he makes.
>>
>>730586743
>Rika
I'm wishlisting your game. Where is it?
>>
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Trying out some undodgeable (can't avoid with the spot dodge) attacks/projectiles. Not fun, so I might not keep it.
>>730599228
Thanks and nice animation to you as well. Remember seeing this bunny last year or so.
>>730589645
Both are looking better. Bit easier to make out his fit from far I hope.
>>730594415
Nice shader. Pretty cozy.
>>
>>730600707
söyboy
>>
>>730589850
Looks good
>>
>>730600803
>so no shit you'll enjoy seeing whatever pathetic "process" he makes.
So where is your "process"?
>>
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What's the easiest art style to go for as someone with no art experience?
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>>730601426
>hurr durr post your game
>u nodev so i win
Don't have a game
Don't need a game
I can post in these threads any time I like and you can't do shit about it.
>>
I'm very happy because my main artist came back to our project
>>
>>730601552
Taking pictures and UV mapping them to your models.
>>
>>730601583
Ah, so Pedro reveals himself. Careful, I made a donation to the Komodo National Park so you might see some Komodo dragons next time you're on your way to Jollibees.
>>
>>730601552
>3D
It's over (or do cruelty squad lol)
>2D
Pixelshit or we can learn from the meta lessons of space funeral and scribble in ms paint
>>
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>>730601675
>he has to give his "boogeymen" personal names to feel safe
HAHAHAHAHAHAHAHA
I sure as hell don't have a brown name like Pedro, or Nikolai for that matter
>>
>>730601604
do this one
do not attempt to hand draw your own textures if you dont know how to draw
>>
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>>730601791
Prove it. Only a Filipino would not post his hand while talking shit.
>>
>>730601552
2d abstract scribble art where the animations do not require much consistency between each frame because everything's wobbly
>>
>>730601552
Art style is going to be a function of your game design. A visual novel has fundamentally different art needs than a platformer, for instance.
>>
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>>730601779
>>3D
>It's over (or do cruelty squad lol)
>>
By the way, this is the guy shitting on your guys' games. You all have literally nothing to fear.
>>
>>730601932
>"You're pedro the filipino!"
>>730602204
>"You're AliceDev!"
Make up your mind retard and stop shitting up the thread with your delusions
>>
>>730601552
3D low poly. you can get competent looking models after watching a few blender tutorials and learning keyboard shortcuts.

I like the megaman legends style, it's a bit overused nowadays but I think it's with good reason. Generally speaking, it looks good and it has a low bar for what looks passable
>>
>>730602328
>Pedro's trying to get us off of his trail
lmao go back to your mud hut.
>>
>its another episode of fygoon pointing fingers at everyone
are alice dev and grass fag in the room right now?

/agdg/ is better. cris was right about you fygoon.
>>
>>730602590
>cris
What happened? I need to know how those two titans clashed
>>
>>730602590
What's the matter? Too scared to reply to me?
Anyway post your hand.
>>
>>730602372
true, but that kinda locks you to a cartoonish artstyle, unless you're really good with texturing
>>
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>>730602752
>post your game
>post your hand
Stop posting. You don't own these threads to boss people around.
>>
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>>730602590
>>730602950
He then immediately goes to /agdg/ to start shit there. It's like dealing with a toddler.
>>
>>730602950
I can boss around insolent nodev freaks like you. You are beneath us.
>>
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>>730599313
Not a lot. I spent a lot of time thinking about where I wanted this game to go considering the features I made. Also fixing a lot of things and changing all the art from "chibi" to dwarfed proportions. I hope to make some enemies soon, just need to nail the artstyle and the player animations down first.

>>730600707
Yeah, looks right to me. As long as the other characters also have saturated colors, it won't look out of place.

>>730601061
Your game's advancing so fast, meanwhile I can't get the first level out. Looks fun!
>>
>>730603391
Looks neat
>>
>>730597491
Awesome bass. Could use more drums. I like this.
>>
working on goblin sounds, might be able to show some later today
>>730601552
low poly models + slapping free textures on your Trenchbroom map
>>
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>>730603004
Remember all the times he cries about aggydaggy, like >>730588464?
Now you see him on his knees begging them to remove somebody who doesn't exist.
>>730603193
Oh the irony
>>
>>730603391
are you by any chance a fan of this game
https://store.steampowered.com/app/543260/Wonder_Boy_The_Dragons_Trap/
>>
>>730603391
very cute
>>
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Are there any other games similar to Dragon Khan that are already out? I LOVE the idea of playing as a badass, no nonsense dragon hero trying to save his homeland.

https://www.youtube.com/watch?v=HeQw6gokFC0
>>
>>730604220
>that are already out
The Elder Scrolls, play as an Argonian
>>
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Tada, a character using her shield guard ability to protect an ally from a lethal attack. I'm working on a gameplay demo consisting of four battles, two are "finished" while the other two have layouts and planned events.
>>
>>730604294
I was hoping for an indie title so I could support some smaller devs. Guess there's nothing else like it and I will have to wait for Dragon Khan to release this year.
It's so cool that unique and innovative games are still being made. Thank you Dragon Khan!!
>>
>>730579068
Stuck in asset dev hell
>>
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Been thinking of making a game inspired by Baldur's Gate 1 for over a decade. Now that I've been laid off, maybe I can start working on it. Problem is, I don't know how to code, design, write or paint. But I'll get to it, eventually.
>>
>>730604372
Looks nice, keep at it anon
>>
>>730595667
thanks! Its probably something I could have ignored, but I wanted transparents to write their normals for outlines and have better sorting with the volumetric lights
>>730595806
uh... thanks? lol

if the thread is still alive in a few hours I'll post actual screenshots or maybe a webm of the level I'm making

>>730603391
this looks great, love the animations
>>
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>>730604719
Thank you
>>
>>730579068
>How's your game development going, anon?
put my "old" game on sale and currently deving new on
right now I'm modeling/texturing the main character
>>
>>730605334
Do share
>>
>>730605482
well this is my old game and I'll send a pic of my new character in a bit although it ain't much yet
https://store.steampowered.com/app/4059830/Virus_Brain/
>>
>>730604372
that design looks familiar. You're the dev who posted the shield girl's portrait before right?
>>
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>>730605637
That's correct!
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>>730597572
I don't know your game as well as you do but my instinct is that her little bullet hitbox ought to be clearly visible at all times like it is in the touhou games
>>
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Still working on the intro cutscene
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/v/3's World Famous Game Jam is heading your way soon! Compete with other devs in a (1) week game jam for a prize of $100 in steam credit. https://itch.io/jam/v3jam . But if you can't make it, you can tune in on Feb 7th to watch myself and Brim go over the entries and rank them.

As part of the game jam we will be having a modifiers vote from Jan 27th-29th. Modifiers are required mechanics to be worked into your submission. Each day you'll vote on (3) modifiers and the one with the most votes will be the required one. A list of potential modifiers are
>Permadeath
>EXP/Level up system
>Balatro Jokers
>Yellow paint marking the path
>A dodge roll
>An annoying millennial sidekick (think Miles from Metroid Prime)
>Multiplayer (don't actually do this one it would be way too hard)
>A big titty shopkeeper
>A full, original sountrack
>Mouth made SFX
>farming, like literally farming plants
>day/night cycle
>enemy crabs
>fishing mechanic
>an AI chatbot
>educational content
>annoying and unfair mechanics
>poop humor
>very horny dialogue
>betting
>lootboxes
>drugs
>killcams
>all in-game text must rhyme
>Elemental weaknesses and resistances like Pokemon
>Implied blowjobs
>Jiggle physics
>A fully voiced narrator

Unless you guys have more ideas.
>>
I've come to terms that making a short game is fine and not everything needs to be hours long. I don't think charging $1 for a 30 minute game is criminal but some customers act like it is. I'm simply not capable of extending a single concept to be hours long, but I do think the short stuff I make is fun.
>>
>>730593446
You're right. Ashamedly my main source of finding info these days is 4chan generals and r*ddit because a lot of online resources lately read suspiciously like ChatGPT, but even then there's probably good stuff out there I'm skipping over. At the very least, info on art and music should be common enough to find something useful.
>>730596165
The general idea isn't really novel on its own, but it's effectively a super autistic gardening + fishing sim/dungeon crawler with an extensive social system. You design a character, choose a starter personality that changes based on your gameplay/stat spread, fight using modified tools, develop small gardens in different dungeon environments, and catch a catalogue of fish. The mechanics are realistic but the plants and fish aren't. Dungeons are puzzle-heavy and have bosses you can negotiate with depending on your personality that otherwise make for (ideally) difficult fights that can impact the environment upon defeat. You get a small spread of characters you can befriend or antagonize that'll help or harm you based on your relationship with them, too.
There are more details to it and a story it's all a part of, but that's the gist. I have a lot of the basic dungeon concepts, characters, and worldbuilding hammered in already, but not much else.
>>
>>730606048
will there be provided assets or should I prepare to gather lots of random itch 2d assets
>>
>>730604916
>I'll post actual screenshots or maybe a webm of the level I'm making
Please dont.
>>
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>>730579068
Got into the next steam neo fest, made a shop recently and still waiting for the steam capsules art from an artist so i can finally publish my page and make a teaser
>>
I've been lazy this last month but I'm trying to get work done lately. The gameplay loop I was making for the first iteration wasn't fun so I decided to make it a wave based, sap collection game, with a timer and a big arrow pointing towards the next objective - kind of like Cranked from old COD mixed with THPS, in a way. Anyways, I found out that mip mapping in Clickteam slows everything down a lot so I'm getting between 57 and 60 FPS consistently now, and I've implemented map loading from image files which has made my life a lot easier. I have the actual gameplay loop worked out in my head and written down on a piece of paper in my ideas notebook, I intend to implement that when I get back from work. I also lowered the resolution from 640x480 to 320x240 for speed purposes.
>>
>>730579068
I recently started a GameDevTV course on Blueprints which I got for very cheap and it turned out to be very insightful compared to YouTube videos.
>>
>>730603391
looking good
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>>730606476
prepare to gather lots of random itch 2d assets
>>
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>>730603959
I know of it, I admire the seamless animation in that game. Personally, I was more inspired by the painterly style of games like Zwei, Mega Man Zero, Yoshi Island and some SNES and Amiga games.

>>730604916
thanks man
>>
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>>730603391
You got some good stuff there. What kind of game are you going for?
>Your game's advancing so fast
I feel my progress is going slow, but thank you.
> meanwhile I can't get the first level out
Same here. I got a general theme for it and ideas of some layouts, but it's far from finished. My game is gonna be a collectathon, so the stage need to be fun playing forward and backwards.
>>
I am excited to share my game with the dev thread soon. I don't want my first game to be ripped off so I am waiting until it's launched. I have found much inspiration from how supportive most of you are and I am working really really hard to honor this board. Glitch City
>>
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>>730605925
>>
>>730600309
:)
>>730600897
Sorry, the game barely has a presence outside of those threads yet let alone a steam page. Always good to see people asking though since it shows there's interest
>>730605850
It is actually only visible if you hold the focus button in touhou games otherwise you have to eyeball it. I also wouldn't have a good unintrusive solution to show it at all times because you can't do transparency in this art style. I appreciate the suggestion though
>>
>>730579068
>How's your game development going
Promising but with many hurdles still remaining. I work on my tasks at least on weekdays and try to push at least one update to the SCM daily if applicable.
I spend at least a third of my time working toward securing funding so we can finish development because while all this other work is good and important, we need to keep ourselves in business if we want to reach the end of development by the end of 2027 if not sooner. That being said, the actual development part itself is going fine in my corner.
>>
>>730596165
>>730597801
any name for this game?
>>
>>730608551
I am not up to date with the drama, why do you dislike that anon?
>>
>>730608760
Because he hates me and thinks he can be slick about it by hiding in a discord
>>
>>730608760
nta but it could be random crabbing. I dont start shit with anyone and try not to be rude, but I still get replies like
>looks like shit
>stop posting
and stuff like that on around half of my posts. I usually ignore them unless they're giving some constructive advice in the reply
>>
>>730603391
Feel free to ignore my 'tism, but for some reason it feels like floor-to-ceiling distance is less on the left than it is on the right. I know that isn't the case but it's like some optical illusion for me.
>>
>>730608760
That guy is the diaper dragon poster, he hates all devs
>>
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Finally working on my DQ-like.
>>
do you guise make your own OSTs for your games?
>>
>>730609332
make a character always call him molten, and the mole sultan gets really mad about it
>>
>>730609332
He's the Mole Ayatollah, you can call him Ayamoleah.
>>
>>730605334
>>730605482
>>730605614
here's the dude color id mapped ready for some paint
>>
>>730609572
I can make retro-tier songs. I do what the greats did and just copy a famous composition and fiddle with it. If I need something with more depth I give my midi shit to someone on Fiverr and have them compose a "full arrangement" for $20. I do not credit them in my game.
>>
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First pass on the intro
>>
>>730609993
damn just saw the leg is a bit wonky but now it's fix'd
>>
>>730610170
game?
>>
>>730610361
Children of Azur
>>
>>730610170
looks cool
have you considered adding particle effects to the space?
also the space could be on a separate layer and move a little bit
>>
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I'm going to try out some /agdg/ Demo Day 66 games and any other demos suggested on stream at https://www.twitch.tv/armund_, starting in about an hour.
Is there any game you'd like to see there?
>>
>>730610551
>https://www.twitch.tv/armund_
Children of Azur, it is short and I need feedback on the character personality.
>>
>>730609572
yes
it's, as of now, the most difficult part of making the game for me. Though I like the songs I have successfully finished so far.
>>
>>730610551
>Is there any game you'd like to see there?
Preferably just not games that have already been streamed.
https://www.twitch.tv/videos/2661049964
https://www.twitch.tv/videos/2664110442
https://www.twitch.tv/videos/2661238304
>>
>>730610551
Sure, what the hell:
https://store.steampowered.com/app/2980450/Cliax_Codec/
>>
>>730610815
>>730610105
Do you record anything yourself, or just use lmms or fl studio or something like that?
And would you mind posting something from your soundtracks?
>>
>>730579068
I've been making progress recently. Working on a simple game that I'll release for free but then will make the sequel (which was the original vision for the game that then got cut down) paid. Honestly pretty hopeful.
>>
>>730611101
No. I say slurs on 4chan and can't risk having anything tied back to me, been doxxed once already.
>>
>>730611101
Me personally I use Sunvox, I like the whole "making your own instruments" part even if I know it won't be professional-tier, but then again nothing about my game really is.
Of the songs I've made so far, this one remains my favorite. It's for the second area, the water cave.
https://vocaroo.com/1b2QvXH8wOyo
>>
>>730611351
>doxxed
Damn, that's unfun. Stay safe.
>>
>>730579068
doing a whole bunch of behind the scenes optimizations atm
>>
>>730610551
project nortubel
the frydarian tale
>>
>>730588048
>Thanks. I'll see if I can tone them down but they're mostly there as fanservice to clap at (its the damage effect of the games this is based off) so I kinda need to keep them.
try angling them away from the attack when they fly out so they don't shoot towards the player
>>
>>730609993
Coming along I see, rock on dude
>>
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>>730610551
I'd be interested in seeing you play some of the Mouseman demo (I made it)
It's a bit beefy so if you gotta cut it short to get more time for other demos that's fine
I'm curious to see if the update I made makes navigation less painful
>>
>>730612243
Oh, and download the rom if you do
Browser version is for dirty casuals
>>
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trying to write a cutscene but i can't fucking think of anything
>>
>>730612426
Writing fucking sucks
What kind of game?
>>
>>730612426
well it depends

where in the story is it? what is its purpose? do you want to reveal some information, set up something for a future plot point, tell a joke or advance a character's arc? ideally you do at least two of those
>>
>>730612556
https://itch.io/jam/agdg-demo-day-66/rate/2685956
>>
>>730612426
then why add a cutscene? no need to force a story
>>
>>730612426
want some help? if you share the characters (what are they like) and what's the situation I can write you something
>>
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>>730612578
Primarily it's to tell a joke (it's a very goofy game). I guess in a way it's also helping to set up the story for later, but that part is minimal.
Thinking about it, the level this cutscene is for introduces a new feature that wasn't available in the previous level. There's a short tutorial specifically for the new feature, but I guess the characters in the cutscene could also comment upon it. Maybe I could use that as the setup for the joke.
>>730612623
As mentioned above, it's a very goofy game. The humor is just as important as the gameplay IMO. Without the cutscene, it just feels pointless.
>>730612663
I'll try and figure something out. Just need to get out of this block.
>>
>>730612873
>I'll try and figure something out. Just need to get out of this block.
just add some kind of conflict, just something that doesn't go as planned etc.
hope you'll figure it out
>>
>>730612873
>it's a very funny game
>the funny part isn't there yet though
>write it for me pls
ok anon, how about that - some guy slips on a banana peel and falls face first into mud with a funny splat sound effect
>>
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>>730607829
Thanks
>gonna be a collectathon
Ahaha...mine's a collectathon too. Kind of. The main gimmick is the resizing ability (as seen in the other video) and the ability to shrink to enter sublevels within the levels (as seen in this video). The only games that I know of that try to work with a gimmick like that are Mini & Max (from UFO50), Minish Cap and New Mario Bros with the mini and mega mushrooms. None of them quite to the level I'm doing here though.

It's a bit of a novel idea, so I've been at loss at how to make fun levels. Most of the levels will revolve around the player having to fix machinery by shrinking and exploring inside. Similar to Mini & Max, but unlike that game, you won't have to guess which spot is empty and which spot has stuff because you use portals to shrink/grow.

>so the stage need to be fun playing forward and backwards.
Yeah, I have the same problem. I'm planning on having some keys/switches to spice things up inside the level, then backtracking won't be as dull as say "Oh no, I forgot a mcguffin at the other side of the level."
>>
>>730613106
>"mmm this mud tastes like chocolate"
>"OH NO LACTOSE"
>the character then shits his pants
this could work anon...
>>
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trying out some goblin voices (some are missing) and a bunch of other sound effects, plus some music for a change:
https://files.catbox.moe/vwb0hl.mp4
>>
>>730609168
I get you, but that's guaranteed to be an optical illusion.
>>
Thank you for the suggestions! Stream will start in less than five minutes at https://www.twitch.tv/armund_
>>
>>730613641
kino sound effect when falling off a cliff
>>
>>730613641
this looks and sounds great
>>
>>730613641
dope
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>>730603638
>>730604178
>>730607303
Thanks, hopefully I can post progress more often this time
>>
>>730613641
I wasn't expecting that goblin voice, they look like they'd be a bit more hoarse, but I think it's funny. The sfx is overall very pleasing, gj
>>
>>730614596
>more hoarse
any tips on how I could make them a bit more like that with Audacity? I wouldn't mind if it's something simple to do (I have no clue)
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>>730613641
kino stuff. the first goblin going off that cliff made me laugh
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>>730613837
>>730613968
>>730614284
>>730614596
>>730614774
thanks anons, glad you like it! I wanted to make them feel mischievous and evil but also dumb and kinda weak. I hope the voice transmits those concepts well enough
>>
>>730614672
I originally pictured them sounding a bit like the thwomps in Mario 64. It would be funnier if some random goblins had a grunts, but I think it's fine as is.
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added a mana bar to stop spamming, also added healing to water
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>>730615001
*deeper grunts
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>>730614904
>>730615468
>thwomps in Mario 64
I still need to make voice for the hobgoblins and I was thnking of something like that, but a bit more guttural
>>
I will never make a game because I have to actually work to continue living
>>
>>730611756
cool looking game.
>>730613407
There's also a standalone sokoban game with this mechanic deeply realized(If I knew the name i'd say it). It sounds like a hard gimmick to do well while also having the game be fun.
gimmicks are tools to a goal. maybe challenge(puzzles), maybe a plot tool.
>>
>>730611756
Oh hey, I missed this. Looks cool.
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>>730615620
thanks for reminding me that tomorrow's Monday, I should get off the computer and get ready for bed
>>730582487
looks amazing. Only feedback I have is making the gibs also emit blood splatters as they fly around. Don't they do that in Quake?
>>730586005
very nice! but imo you should wait a small moment right after pressing the button, so the player sees the button being pressed before being shown the consequences of the button press
>>730589350
looks neato, but during the day it seems like there's a green/yellowish filter over everything else and I don't like that
>>730595943
progress is progress, good job anon
>>730604372
very nice, love how the game is coming along. I'd add a particle effect when the enemy hits the shield, so the "blocking" is more obvious. But it's cool as is
>>
>>730614672
try mimicking the way re4 VA acting sounds in
>Matalo
>Te voy a matar
You can naturally achieve hoarseness, or at least I can. but their voices were also altered, probably bass boosted. (lower treble/increase bass which exists in audacity)
that's how i'd do it. nta.
>>
>>730616083
>probably bass boosted. (lower treble/increase bass which exists in audacity)
I'll try that, thanks anon. Audacity seems like a great tool and I should learn more about it, all I do is change pitch and tempo lol
>>
>>730615686
>hard gimmick to do well
Plenty of games had worse, I say. The Donkey Kong Bananza gimmick is quite convoluted, only Nintendo could pull it off. Copy Kitty's gimmick also comes to mind.
>>
>>730616257
I didn't mean the technical implementation. I meant making it meaningful and fun.
That's what game design is about, before implementing. the theory of 'does this belong here?'. You can also implement it as part of prototyping to see if it's fun, at this stage you're supposed to be willing to throw it away if it's not fun.
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Alraune idle is done
as for the goblins, I added an interaction when fighting multiple enemies. When an enemy does a solo grapple on you, the other enemy will...well, see for yourself.
https://files.catbox.moe/cinsct.mp4
Can you see the video? It gives me an error when I open the link but if I download it from that same link it works
>>
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I dropped a bunch of hot steamy updates all over bingo betty, they're in the demo, give it a try!
I added the ability to reroll your balls, the ability to keep a ball for later, and the balls now can spawn with special properties that have completely changed the game!
>>
>>730615605
Yeah, those sound like bowser in my mind.
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>>730587683
Very cute.
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>>730617067
no video, but I get an audio player embed
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>>730617067
Good animation.

>>730617163
This looks very good
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>>730579068
First one coming out on Steam at the end of this month/early next month at this rate.

It's very simple and very small, but it's also going to be cheap, so I think that's okay. Working on a second game now.
>>
>>730617721
https://files.catbox.moe/gruggy.webm
okay how about this then
>>730617790
Thanks
>>
>>730618040
that loads, good work.
>>
>>730618040
chibi reads as children to patreon/steam so monetizing this will be impossible. unless you gave the dude beard, at least.
>>
>>730618040
poison-pussy
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>>730618235
I'm doing the off-site patch route, don't worry.
>>
>>730618040
nice music and dialogue beeps!
>>
>>730616081
thank you gobbodev
>Only feedback I have is making the gibs also emit blood splatters as they fly around. Don't they do that in Quake?
they make blood decals when hitting the walls/floor, but i dont have particles trailing them as they fly. maybe i should...
>>
>>730618387
Thanks, the song went through a LOT of mixing before I finally settled on this one, I gotta get better at that for future songs.
>>
>>730613641
These are quite good, but If I might be so bold, you need to add a "meme sound fx". One that becomes tied to your game and these little guys and their antics.

Just scream some gibberish war cry for them, and when your game makes it big, you'll see funny MSPaint pictures like
>You're talking a lot of shit for someone in WAGYAAAT!! distance.
>Fair point, but if I may offer this counter argument, WAGYAAAT!!
>And then we add some coriander for a little WAGYAAAT!!
>>
>>730618470
could be nice! I just checked and the gibs in Quake do that and it looks cool: since the blood floats a little bit, it ends up drawing arcs of gore in the air
>>730618539
I'm a musiclet so whatever you've done, keep doing it because imo it sounds very nice.
Oh and as feedback... I don't play porn games so I don't have much to offer lol, but since you have 2 goblinas and both of them talk, have you considered giving the second one a slight color change? Like maybe making it a 5% darker or something. That way the player could differentiate between them by their portraits. That, or giving them names maybe?
>>730618903
that's a neat idea, would be nice if the goblins had their "signature" sound so to speak. I'll look around the internet and if I find something that fits, I'll add it. ty!
>>
>>730613641
Looks fun. Might I suggest a spin attack for crowds? Like you spin the stick and press B, make it a tiny bit awkward to pull off so that it's not too abuseable.
>>
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>>730619186
glad oyu like it man
>spin attack for crowds
There's 3 special attacks, which are executed with RB + face button and the round slash is one of them
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>>730604916
I lied and I won't be posting a screenshot or webm of the level I'm making (I got distracted because of my shader autism), so enjoy this webm from last week while I play the Elden Ring DLC and get stoned cus I don't have to go back to work until wednesday :)

>>730613641
nice, reminds me of sega dreamcast sound effects/voices
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>>730613641
Music reminds me of Superman 64 for some reason. This can be a good or a bad thing.
>>
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Making good progress. Updated the textures, landscape material, and plants of the first level I ever made. Now looks less like an eyesore.
-Just updated the danger compass in the bottom right of the field widget. Can now be read much easier at a glance. The color changes from blue in a gradient into red when a random encounter is imminent.
-Updated the FOE gauge right above that from tracking only FOEs to tracking all POIs, so players can find spawned random events and gather points a little easier. Building guilds later in the game will mark on map. Will probably change it to an orange/gold color because it just looks like a weird sky texture ATM.
-Updated a bunch of the landscape materials using mesh distance blending. Saves me a LOT of time manually painting blended paths, with better results.

Numerous other invisible shit that's not exciting.
-Extra audio cues in menus for when items are used
-Can now enter combat with pre-initialized buffs and debuffs. Allows for more interesting stuff like upgrades that let a unit start combat with taunt and block up, or the party starts poisoned or slow because they didn't treat a disease, or blind everything off the bat because sandstorm.
-Boons and maladies (statuses that persist outside of combat) can now adjust health and morale resources over time. Weather can too. So if you're trudging through shitty weather, party moral dips, and vice versa for very nice weather.
>>
>>730620192
Pretty plants.
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>>730619090
The thing is, the goblins are mob enemies, you will recruit a named one after their chapter but these are meant to be random encounters basically.
But maybe I could code some kind of shader to differentiate random goblins from each other? I'll look into it.
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>>730613641
>>
>>730620192
I like this setting. Feels unexplored in these types of games.
What are those resources? Health, mana, hunger?
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>>730620774
you could just tint their texture a little bit randomly, like a hint of blue or black or white
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>>730620602
Thank you. I try to pay special attention to flora. Hard to hit the sweet spot of nice looking and extremely low poly.
>>730621374
Lucky for you, I already made a play guide infograph for that. It's a touch outdated, but still accurate. Plan on making one of those little pamphlets that use to come with games and put it as a downloadable PDF when launch. Also available in-game via button press.
>>
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>>730620192
looks nice, I dig the UI, too
but why is this planet so squished instead of being round?
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>>730621091
*looney tune falling flute dropping*
>>
>>730620071
>reminds me of sega dreamcast sound effects/voices
this made me erect, thanks!
>webm
the second part reminds me of my time in Amsterdam. Very cool! Can't wait to try the game and all the minigames
>>730620158
haha yeah it has some of that vibe. It's just some music for testing tho, nothing final
>>730620192
this looks great anon. I love the UI and how colorful the game is. My only complain is that the layout seems very "squarey", like if they are walls someone has built instead of natural formations.
>>730620774
oh! well in that case maybe just give them random names? or put an icon with a bubble speech above the one that's talking? it's not an issue really, so maybe it's cool if you leave it as it is
>>730621091
anon I love you. How did you got to draw that so fast? you have a lot of talent man. Can I follow you anywhere? because I've been posting your art on my X account for social media clout and I'd like to credit you properly
>>
>>730622012
>>the second part reminds me of my time in Amsterdam
it does kinda look like that when it's foggy i suppose
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>>730622149
isn't it always foggy? all I remember is a ton of smoke
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>>730622287
It's often foggy in the Netherlands during autumn and winter, sure.
>>
>>730621719
Why, indeed?
Almost like... it's not real. Or maybe... a projection?

It's intentional, and nice catch.
>>
>>730602590
I stopped coming to these threads because of Fygoon. I don't post my game on 4chan anymore either lol at least for now.
I just chill in agdg now.
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>>730622012
>>this looks great anon. I love the UI and how colorful the game is. My only complain is that the layout seems very "squarey", like if they are walls someone has built instead of natural formations.

Yeah, it was the first maze I built, and a lot of the modeling and geo nodes I'm using were WIP. The end product is okay for that one, just challenging because it's a round maze. It's supposed to look a *little* bit like old school dungeon crawlers, so some tiling in 3D space is desired, to help confuse you and keep you from navigating the labyrinth too easily. Think Etrian Odyssey or Wizardry.
>>
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I finished my first real game project in a little over a month, I started from scratch without proper coding knowledge or knowing how to draw, but I pushed through, I digitally painted backgrounds in GIMP abusing a lot of airbrushes to pass the artstyle as surrealism, I learned some Ren'py basics and ended up with a short VN about extistential dread. It's on itch.io now, and came out with very little fanfare. Which is fine, this was mainly done for myself as a challenge. Presently, I'm using what little I learned for a next project in Unity. I was tired of sitting on my ass all day only consuming content and took it upon myself to craft something concrete for real this time that other people can consume too. It was a nice experiment, now I'm aiming for something a little bigger. Only real hurdle is dealing with the basics of coding, but there's enough tutorials out there by now that help with that. Fake it until you make it, don't give up, anon.
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>>730623748
Hey, good for you. It feels good to make shit, doesn't it?
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water/ice jumping
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>>730613407
Interesting gimmick. Will size changing play a part in the combat? Also cool that you can see a tiny version of the sublevel before you enter. Didn't pick up on that at first.
I'm going for looping stages. Might help the stage feel like a open level like it does for 3D games.
>>730617693
Thanks.
>>
>>730624069
Nice. How many character frames have you made this far? just curious. Must've been over a thousand by now.
>>
>>730612873
>>730613073
This is what I came up with. I might end up changing it later, but this works for now.
>>>/wsg/>>6070625
Someone discovered a huge bug while playing my game on stream, so I definitely need to focus on that for the moment lmao.
>>
>>730624684
shoot
>>>/wsg/6070625
>>
>>730622880
That's probably more fun than SMTV's dungeons.
>>
>>730608658
Fair enough, good luck then, game looks cool
>>
>>730598225
A enormous solid object that close to the event horizon would still be torn apart by extremely powerful tidal forces.
>>
>>730624157
Cute girls.

>Will size changing play a part in the combat?
Yes, it's what makes this game really interesting to me. You can shrink to cheese enemy hitboxes and grow to make your attacks and projectiles bigger. It also allows you to manipulate your momentum: being big allows you to be faster while being small caps your speed. It's a perfect example of a "push and pull" mechanic. I'm not sure if this has ever been done before either.
>>
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Behold: the consummation of the Warlord's Operation: MYDOOM.
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>>730627319
I can't see shit Fygoon. Why not add some lights? Maybe coming from the castle on the left, or maybe some beach-like lamps that could hang from the palm trees. Light is color and people like colors!
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>>730627370
You make a good point.
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>>730627692
I try to compensate the goblin spam with actual feedback
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>>730624069
I thoroughly enjoy watching your stickdudes move around
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>>730624179
thanks, and no idea haven't counted
>>
going to do a bunch tomorrow after work, since Tuesday I want to setup some other stuff once my shift is done which will open up Wednesday more. Basically I have to add two more ending branches and some smaller details
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>>730628107
thanks
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Is this anything? Yeah I just read House of Leaves
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>>730603391
Any game with hand-drawn artstyles is based imo
>>
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>>730629937
Does my pixelshit count if I hand drew the doodle I used as a reference layer and then used my tablet to hand draw the pixels on top
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>>730630431
No, that's process, not aesthetic
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>>730630635
>>
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I got a question for you faggots.

I'm making some interactive text adventures. It's set in a town I invented long ago, I'm just doing this for fun and for my daughters.

I've been using Twine for a bit, and it's obviously pretty good for what I'm doing. But recently, I started finding it fun to add more and more stuff, like an inventory, some automatic journal/notes, a more detailed user interface and map, skills chosen at the start of the game...

For now Twine is still ok for my basic shit, but I find it fun to get more complicated and I feel I might eventually reach a point where I want to add stuff that Twine can't do.

I'm thinking I might as well start learning something more powerful before I reach that point.

Any recommendation on what engine or software would be best suited for my needs?
>>
>>730631143
Ren'py.
https://youtu.be/o699N1TdlZ8
https://youtu.be/j1zD9IqqiKQ
https://youtu.be/0Vjd7XhZNtU
>>
>>730631143
Are you familiar with what ink is?
https://www.inklestudios.com/ink/

It's a branching dialogue editor, IDK too much about twine but after a quick google search it seems similar enough.
Anyway, Unity has really good integration with ink. So I'd look into that, or see if any engines have a similar integration with twine in case you want to keep using that. but ink is really easy to use so there won't be much of a learning curve.
if twine can export something like a dialogue tree to json, you'll be able to read it in unity. lots of sites/vids can explain how to do that, there's also a paid asset called dialogue system that can import json dialogue trees.

Anyway, setting up baked lighting SUCKS ASS and takes FOREVER. fucking hell man.
>>
>>730625765
Does the size also change your defensive stats and attack damage? I can see the fun of swapping between sizes to dodge attacks and stuff. Feels like a game version of Marvel's Antman
>>
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i can't come up with a good combat ability for this frog it's over
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>>730631237
>>730631606
I'll check these out, forgot about Ren'py.
Thanks boys.
>>
good morning sirs
>>
>>730631951
tongue attacks are basically telekinesis but with a visual link. do environment object launching etc.
>>
Good Night. Dev tight everyone



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