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File: dev.png (344 KB, 1280x720)
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Prove to me and the rest of the board that you're working on a game.
>>
sure, take a look at what I'm working on. its about a green dragon and his squirrel friend. pic rel
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Your move, retard.
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>>730801732
>no mention of the lynx friend
Fake ass fan
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>>730801542
sure, here's my gif (again) for the second Minigame inside Dungeon Drops (on Steam)
>>
Dragon bros sweating now
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>>730802279
Not really.
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i absolutely hate programming menus.
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>>730801841
LOOK OUT FYGOON!
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>>730802105
>AI code
What’s next, AI voiced YouTube videos so you can free yourself from having to email people? The people who use AI are so bad at making the most of it.
>>
>>730802548
>the cursor is a little hand
yes
>>
>>730802454
We are developing new technology to exterminate the dragon race
>>
>>730802813
what is this a gif for ants
>>
>>730802858
It was actually
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>>730802908
ah much better
>>
I need to find a plug and play default character controller for Unity, setting up the input system filters me fucking hard and kicks me back down to Godot which feels fundamentally unserious to build a game in.
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>>730802908
Calling the Jet Force Gemini to get you for catering to terrorists.
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Are you a dev who wants to blow off some steam?
Are you a nodev who wants to try making a game in a low stress environment?
Do you want a chance to win a $100 Steam gift card?
If you answered yes to any of those questions, you should sign up for the /v/3's World Famous Game Jam!
In the last week of January the good people of /v/ and /agdg/ will vote on modifiers for the jam games, including permadeath, lootboxes, and a big titty shop keeper.
Then in the first week of February, you'll have a week to make your game.
Best combined score between community votes and our judge wins the prize.
More info on our Itch page: https://itch.io/jam/v3jam
Hope to see you there!
>>
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>>730803080
I didn't want to have to escalate this so quickly fygoon
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>>730802706
i use ai code too and nobody can tell :)
>>
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my back is super fucked so I've barely done shit thos epast few days, mostly fixing bugs and doing some polish here and there. Also been playtesting the game a lot and I think it's fun, which is nice
>>730802548
cool menu! but I find a bit weird that the font on the right is different than the one of the left. Is it just because it's wip?
>>730803080
nice rendition lol, you should make Vela and make the skirt super short :)
>>
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just making levels and fixing bugs today. added quite a few levels too
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>>730803776
SmashTV clone?
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>>730803847
a mix of smash tv and arkanoid with occasional puzzles, sure
>>
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>>730803318
I might join if I have the time
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>>730803776
can you fry the alien immigrants if you enable the border laser-wall when they are just above it?
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>>730803318
I'm doing it for the lulz
And I've never done a game jam before so it'll be a good test of my gamer dev skills
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>>730803992
Yep!
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>>730801542
Uhhh it hasn't been that long since the last thread so not much to report right now. I drew this though
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>>730804130
whoa, that's actually fucking sick
>>
>>730803556
If you have no moral overhangs about AI why aren't you using it to send YouTubers into extinction? Think of all the times they ghosted emails from your fellow devs. They deserve to be sent to the streets by the hands of AI.
>>
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>>730801542
I finished about the first third of my VN about twelve identical sisters, and I'm thinking about uploading it to io.
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>>730804107
nice! love that kind of interaction
>>
>>730804351
>be bad artist
>make visual novel (not even a videogame)
Y tho
>>
>agdg op
>>
I don't have a screen to show it off but I'm adding even 2 more crazy gamechanging mechanics to bingo betty
>>
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Just in the polishing/bug fixing phase of development now so nothing exciting to show. But here's what happens when you lose in my game.
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>>730801542
Going to do the 20 games challenge, hopefully I'll post something by the end of the week.
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>>730805002
>Did you get an F in English class?
y-yes I did actually
>>
>>730805002
The background usually isn't that pixelated, I think it was the recording software I used
>>
>>730805002
i had the second highest score for my english exam in senior year :( cool animation though
>>
Any devs need an ideas guy who can't code and doesn't know anything about developing vidya? I'm only asking 125k a year plus tip.
>>
>>730805041
>>730805185
The game also says nice things to you when you win
>>
>>730805404
That's nice
The few times I played Jargon I got absolutely fucked though
I was never good at Scrabble
>>
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>>730801542
>>
hows agentic coding working out for you guys.
>>
>>730805828
usually shit, works for smaller features
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>>730805828
worked fine for some math stuff but aside from that it's usually a time waster
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Haven't sellerded a single copy in this January.
My game is a flopsta.
Is over.
>>
>>730801841
How is the development on this game going? Are you close to finishing?

>>730802105
I remember your game, remember thinking the mechanic was clever.

>>730802279
These animations are charming. Are you going to upload a demo soon?
>>
>>730803696
>Is this because it's wip?
Yeah the menu is mostly one big sprite, the window, the text even the exit button. Only the input buttons are separate and it's as easy as dragging and dropping a font file. But I'm still ironing out the functionality behind it. Think I might need two rows of input (one for keyboard, one for controller) and also disable setting controller buttons in the wrong row...this is a headache
>>
>>730804130
>Meira
>Flower Tank
>Mima (playable or boss is unknown yet)
>and now, Evil Eye Sigma
Only SoEW bosses so far, but this is looking really good! Interesting interpretation of it being cyborg-like instead of straight-up organic/demonic.
>>
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>JUST open source your game if you won't finish it
Okay.

Someone asked about open-source video games in the last thread on /vg/.
This is my unfinished open-source game - let me know if it still even runs. Basic controls are spacebar, mouse click and pressing numerical 1. There's a boss at lvl 100.
I probably should add a README listing the bugs, missing features, and ideas, but most of that becomes obvious pretty quickly, especially if you look through the scripts. As for future ideas, anyone interested in finishing it will likely have their own vision anyway. Also kudos to any gen-Z and especially gen-alpha who post the link to what inspired the gameplay.

https://github.com/FlameViper/BillyMandy


The problem with open source is that ... you also require publicity for people to even care. You're not Quake, Unreal, Half Life to catch people's attention even if you do open source it.
>>
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>>730807470
I'm intrigued but I don't want to build it myself, could you post a video or image? Props for not only posting your game, but also the source. Seems like a tower defense fan game, I can't tell.
>>
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coded in water's basic movement
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>>730806996
Thanks anon. Nothing for 2 months at least for demos. Scope creep from my game's website and trying to raise the level of artwork because this dev >>730809038 keeps posting fuel
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>>730809038
Very fluid and smooth, great animation as usual. Are you going to make the controls in this one simpler that Reinbo?
>>
>>730809262
Ahaha, he mogs us too badly every thread. I thought you were already at the content making phase, I think your animations are good enough to ship.
>>
>>730809280
thanks

Yea it's only 2 buttons this time. Change and Attack. Some ppl said to add more but idk at the moment. Change and directional changes the element, Attack and Directional varies the attack, but can hold Attack for some special moves too. Can double tap directional to do different special movements too.


https://dead-imagination.itch.io/dance-of-elements
online version is here if you want to try it out so far.
>>
I'm just doing a little mario style 3d platformer to make my portfolio better and try to get a job.
>>
Left or right for my light volumes? It's either-or for this, so I can't do a mixed lighitng. Not a great pic cus this is from the "scene view" window on Unity...

left (realtime)
>slower
>volume more closely follows light source
>has breaks in the volume from shadows
>way more expensive on the GPU

right (baked probe volume)
>super fast
>volumetric lights follows probe placement so not as accurate
>shadows don't affect the volume
>it barely costs anything to render

Or should this be something in the quality settings page?
>>
My rework of the sap game has been going very well lately. I've found a method of making fairly large maps without having to do it all manually - this map loads from an 80x80 png by scanning the colors and scaling up the positions of all objects 32x. Everything here is sped up for debugging purposes but the new gameplay loop is going to be:
>head towards objective tree
>put down bucket to get sap
>enemies will spawn and you have to kill them while sap is collecting
>if you step outside of the tree's perimeter (blue box circling the tree) time unpauses and collection stops
>when you kill enemies and sell sap you get money
>selling sap will pause everything and give you access to an upgrades menu
>repeat until dead with more enemies per wave
Of all the work I've gotten done lately, the realization that I could load maps from images that small changes everything, it's this alone that I think will eventually open the door to custom levels and workshop support for later projects. Everytime I tried converting to webm the video was too big. https://files.catbox.moe/5dgnot.mp4
>>
>>730801542
i work on my game everyday dude
>>
>>730809938
the two shots look extremely different. it's not just the shadows, the color of the light is green on the left and yellow on the right. is this really a like for like comparison?

I also don't understand how the right is "volumetric" in any sense. you mean it will affect light probes and thereby affect volumetric fog if there is any?
>>
>>730804351

Don't listen to what >>730804563 says.
Your art is charming and I'm interested in the premise and characters.
>>
>>730809865
Can I see a webm of what you have?
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>Godot's Audio3DPlayer has play and stop, but no pause
come the fuck on
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>>730804351
transcoded. the one face all these ""girls"" share looks 100% male. you will never draw a woman.
>>
>>730810680
its two separate lights, I forgot to configure them back to looking more similar (didn't want to bake new set)

>you mean it will affect light probes and thereby affect volumetric fog if there is any?
yeah, more like the fogs coloring will be affected by the probe volumes.
the volumetric lighting is part of the volumetric fog. but since the screenshots are indoor, you can't really see the fog
Its easier to see while moving around, in a screenshot the baked setup is pretty subtle.
>>
>>730811279
then I don't see how we're supposed to help you make your decision. we can't compare the visuals and we also don't know any numbers about the performance difference. we have nothing to go on.
>>
why the fuck is it so hard to do ico. ? gimp is fucking ancient and the UI is impossible to navigate and the free online stuff is garbage
>>
dont you guys worry about idea thieves
good work btw all of your work looks fantastic
>>
>>730811497
>dont you guys worry about idea thieves
No, I'm straight.
>>
>>730811478
https://www.icoconverter.com/
This is how I made my icons, it worked for me
>>
>>730811497
I'm releasing in March. If you think you can make my game in 1.5 months then have at it I guess
>>
>>730811497
You have to make games first to steal ideas.
>>
>>730811497
i wish idea-thieves were real. i'd do nothing but spam ideas that i want to see made into a game
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>>730811390
baked setup adds basically no performance overhead compared to what unity's APV system already uses. realtime depends on number of lights. a few lights doesn't really add much, but dozens slows it down.
I haven't done thorough profiling, but on an rtx 3060 while inside the editor, I haven't experienced any frame dips or stutters with 50+ lights in a scene.

>we can't compare the visuals
here's them in the same frame. I more want to know if the baked setup looks good enough because then I could drop realtime lights entirely and only used baked.
>>
>>730812210
never sacrifice performance for visuals, particularly in the current hardware market and given most game on a potato. go with baked, you can achieve remarkable results if you tinker
>>
I think I will just open a beer and browse old shareware games for inspiration and ideas tonight
>>
>>730811810
thanks, I'll give that a shot
>>
>>730812210
I don't care visually. not sure I understand what aesthetic you're going for any way. if it was my own decision I'd use the performance difference to tip the scale.

my advice based on this screenshot would be, prioritize fixing that outline shader. it seems to ignore a lot of depth discontinuities. the shelves along the wall are practically unrecognizable. you've got to make the scene more readable. there is so little in it visual clarity should be high but it's super low.
>>
>>730807470
>>730808634
Only 2 videos I have available hosted on Youtube right now. I'll wrap them in 2 textbins because the internet has become filled with autoreport bots that report youtube videos so I don't want these taken down... even if they are unlisted. It's filled with recolored programmer graphics and stock audio. The game wasn't even supposed to have pixel graphics, those were placeholders.

https://pastebin.com/Mdc7hY6q
>>
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had updated character art made of one of the characters in my game
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>>730809837
Oh wow, nice, I didn't realize there was a demo.

I just tried it, this is a great concept. Though there were some quality of life problems:
>Adding the rebind menu right away was a great idea, but I really don't like how the game resets it after every fight. Because of this, I had to drop out
>There should be an option to play in fullscreen, the fixed resolution distorts the pixels a bit
>Seems like you can get stuck on the ceiling if you jump too high while using the air element

Since you only have to use the Attack and the Change button, this is much easier to learn than Reinbo, I like it a lot. I wouldn't be opposed to a second attack button however, but it's fine as is. The animations are all pretty awesome. I enjoyed just looking at them in Player vs. Player mode.

Favorite to least favorite element: Fire > Earth > Air > Water. Fire has the best animations. The diamond thrust is probably my favorite move. Great job overall, just needs these things fixed.
>>
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>>730804130
What kinda game? Reminds me of this thing
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>>730813420
I'm a furry and I like this. What kind of game?
>>
>>730810674
Neat
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>>730809970
The pre-rendered art style is cool. Doesn't seem to have much going on in that level though
>>
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>>730812904
>my advice based on this screenshot would be, prioritize fixing that outline shader.
Outlines don't need fixing. If I'm in scene view, they only render in the direction that the main light is coming from. My scene view camera ignores a lot of things because my SRP stack is fully customized, I'm not using URP or HDRP.

I need a custom SRP in order for the fullscreen shader in pic rel to be able to work on a 750 ti.
>>
>>730809938
I like left
>>
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Finished texturing the plant monster enemy. Now it's time to rig it and animate it.
>>
>>730807280
not sure what engine you're using, but if you're doing Godot, you can create a Theme as a much better way to handle stuff like this so that the texture for any UI element indefinitely scales correctly (including fixed-size borders) instead of having to create a single big sprite for every menu. You can shove the text itself into layout managers like an HBoxContainer with two VBoxContainers (one for labels and one for buttons). I'm sure Unity and Unreal have something similar, but setting up the Theme made UI stuff so much more manageable and once you get one of them done it's easy to do more. It's a little annoying to learn, but once you do, it's not so bad.
>>730804130
this is the sickest shit ever, are you the guy making the castlevania-style Touhou game
>>
>>730810979
is there some sort of playback speed setting? what if you set that to 0 to pause it?
>>
>>730813016
>https://www.youtube.com/watch?v=kIQz73TMHoI&t=683s
lol I have no idea what's going on, nice music though
>>
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>>730814103
It's a touhou bullet hell platformer. Sorry if that seems out of left field lol, there's just this one character that makes robots n shit
>>
>>730815171
Ohh yeah, I've seen your game, it looks awesome, can't wait to play it.
>>
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>>730814254
metroidvania, sort of, structure's gonna be kind of unconventional
>>
>>730801542
>take a break from trying to make compute shader go fast(er)
>youtube suggestion has video about some dev making a signed-distance-field based rendering engine, with a different and much faster method than raymarching
>I'm hearing the call of "let's waste 6 months working on 3D fractals instead of the game" again
FUCK NO, FUCK YOU YOUTUBE.
>>
>>730815480
Cool
>>
>>730815619
Never seen anything like this before. Pretty cool.
>>
>>730815619
this is setting off my trypophobia something fierce
>>
>>730814908
Awesome
>>
>>730815619
Nice. Shader rabbit holes are always fun and that looks pretty cool
>>
>>730815039
there's actually an easy way to pause it, but instead of calling a pause() method (like the already existing ones, play() and stop()) you have to set the value of a boolean, stream_paused. Very weird
>>
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>>730815619
I love fractal land
>>
>>730815171
Wat engine?
>>
>>730814797
Instead of spending an entire post coping about your shit outlines you should read how to improve them.
https://ameye.dev/notes/rendering-outlines/

>for the fullscreen shader in pic rel
Not sure what that picture is even trying to be. There is zero clarity to it.
>>
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>>730814031
void enemy run cycle. Might be too similar to air idk

>>730814031
thanks for trying it out and the feedback, appreciate it.

>Adding the rebind menu right away was a great idea, but I really don't like how the game resets it after every fight. Because of this, I had to drop out
Honestly didn't know the rebinding would reset. I'll have to redo all that.

>There should be an option to play in fullscreen, the fixed resolution distorts the pixels a bit
the downloadable version has full screen. In browser the screen tears for some reason and I can't figure out how to fix it.

>Seems like you can get stuck on the ceiling if you jump too high while using the air element
Ah I'll have to add a ceiling block to the top, keep forgetting.
>>
>>730816773
Good luck man
>>
>>730815619
Oh shit are you the schoolgirl RTS anon? I haven't seen you in ages.
Do you have a social or something to follow at least?
>>
>>730816412
lmao youre retarded
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I've been working on making a demo version of my game for Steam's Nextfest. Not too sure how much content I should put in my demo. It emulates Touhou game difficulties and you can technically "Win" the game pretty quickly (30 minutes to 1 hour) but you're intended to beat the game under a certain difficulty and then beat the game again under new unlockable difficulties.

I've been pretty quiet in these dev threads about the development of my game. I posted a little bit in the /v/ Touhou threads but they've been going through hell recently unfortunately.
>>
>>730814797
this looks super nice anon. If it looks half as good while moving you have something real neat there
>>
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How do you guys filter your ideas. I keep wanting to change and experiment, one moment i want to make a cyberpunk game then a fantasy one now all of a sudden i want to do both and make gta san andreas with wizards in the hood. Its so stupid but I can't help but one to play with the idea. Basically im indecisive, how do I retard wrangle myself
>>
>>730801542
Have any leafs attempted to get a government grant for game dev? I know our government gives grants to promote Canadian media often, a lot of popular indie games made here get some funding. I'm wondering if anyone has attempted the application process and what it was like
>>
>>730818004
If the idea is good I document it in Obsidian, in a separate ideas folder.
Then continue my current project.
Which reminds me, I need to write a new updated progress tracking note.
>>
>>730818004
i just jot down the ideas that can mesh together well without being huge time sinks. otherwise you could have a massive concept list and go down making small prototypes for each.
>>
>>730818240
Dunno about leafs, but I think the guy who made Webbed (and posted here for some time) got a bunch of government grant money for his game.
There have been people in here who've mentioned applying for grant money, but I didn't keep up with their projects.
>>
>>730817784
Is this game going to release soon?
>>
>>730817809
I'd love to see this on /v/3 anon.
>>
>>730818004
for mechanics ideas, as soon as I figured out my core mechanics I made a conscious choice that nothing new will be added unless I can build it without changing anything in those core mechanics.

for setting and that, you need to figure that out before you start. cyberpunk vs fantasy vs whatever has very little to do with the actual genre of the game. Like, do you want a cyberpunk first person game? A cyberpunk text adventure? Cyberpunk point and click?

For GTA, just write down the game mechanics and figure out which programming patterns you need to learn in order to build them. Off the top of my head it'd need
>dependency injection
>state machines
>observer pattern
>factory pattern
>>
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>>730818558
is that why he added this costume to his next game?
>>
>>730819520
Might be? Many of these government media grants include diversity and inclusivity requirements, so I wouldn't be surprised.
>>
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>>730819717
I looked into the game a bit a while ago and the entire thing looks to be socialist propaganda (somehow), and the reviews concur
there are loads of lines like this
it looks like overkill for the government to request he add something like this
>>
>>730818004
Write everything down by hand onto paper.
Everything. On paper. By hand.
That will stop you from thinking too much.
>>
>>730820016
maybe the indie gamedev political brainrot got him?
Anyway, just be prepared to insert political shit that your government wants to see in media into your project if you apply for grant money.
>>
>>730820183
that's the devil's money
>>
I want to dev, I went into comp sci in college so I could make a video game, then I felt it was too hard so I never tried.

Now I'm much more experienced, and think I can take this, and have one idea for a big game. But my only skill is coding.

Any artfags in here in need of a coder? I'm willing to implement the ideas of a skilled artist, if they will in turn do the art for my ideas. There's two side projects that I need to get out of the way before I can dev, though.
>>
I purchased app credit, now I have to commit even harder.
And also settle on the name for my Molyneux inspired cube whittling incremental game.
>>
>>730817837
Thanks, it looks okay in motion but still needs a lot of work. I have a simplified version of it that I'm using in my game, then am working on the "full version" you see in that pic as a separate project.
>>730816412
Idk how you got "cope" out of me agreeing with you that they look incomplete and then explaining why they are like that, but okay.
>>
>>730817431
@NitisDev, but I haven't done much in ages due to external issues taking most of my time.
I'm barely starting to have time again, although right now I'm experimenting with transferring the entire game onto compute shaders like UEBS2 did, which would allow for way more units. So, still not much useful progress to expect, even if I manage to resist the urge to work on fractals for no good reasons.
>>
>>730821463
I thought you were still working but stopped posting in these threads. Thanks for the update and best of luck in your endeavours
>>
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what happened to the anon making the platformer with webm rel
the character design is nice
>>
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In the middle of making the interior model for the adventurer's guild style hub that players return to for quests. Still finishing the texture work and then I'll add a lot of clutter.
>>
>>730822260
This actually looks sick (your interior walls need bump maps tho)
Where'd you get your textures, are they all CC0 stuff or did you photobash them together yourself?
>>
>>730821765
its just the dude from JSR

>>730820728
make your own projects with some free assets online, build a little portfolio and then try to get onto an indie studio.
>>
>>730822434
This is probably the time with the most laid off unemployed educated experiences game devs in history and you want him to get hired.
>>
>>730822434
Why would I want to get hired at an indie studio? More interested in starting a small two or three person studio.
>>
>>730822260
kinda soulful
>>
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>>730822361
Thanks! I'm not usually a fan of normal maps with this art style, but I've busted it out on occasion. I'll give it a try because the brick walls do look shit now that I'm paying attention to it (it's an old texture). I use substance painter for the texturing, mostly generating it in layers using filters. I used to hand-draw the textures but it took forever. I'll only be hand-drawing the posters and some whirls and knots in the wood for these models.
>>
>>730801542
>Godot
whatever happened to that other game engine that was made because "godot is for chuds" or whatever happened like 2 years ago
>>
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https://store.steampowered.com/app/1971670/Panic_Floor/

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

https://twitter.com/Panic_Floor

https://bsky.app/profile/panic-ok.bsky.social
>>
>>730822650
>>730823041
If you're wanting to start a studio yourself then you still need a portfolio to convince people to work with you, and you need money up front which I'm just assuming you don't have.
If you can't solo dev then you're sure as shit not going to succeed putting an unfunded project together with randoms.
I didn't say that getting hired is the optimal solution but it's what you're looking for if you want to just code without doing any of the other creative work. And either way you should make a portfolio if just for practice.
>>
>>730823120
Interesting. If I can find a way to get a free copy of substance painter I'll have to give it a try, I'm a big fan of the painterly PS1/2 art style but I can't actually texture paint to save my fucking life.
>>
>>730823219
>you still need a portfolio to convince people to work with you,
no you don't. all you need is money
>>
>>730823339
>which I'm assuming you don't have
>>
>>730823373
you said and, meaning you need both. you don't. all you need is money
>>
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>>730823204
This game has gone far.
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>>730801542
I AM working ön a game

You can play it

https://playominos.com/
>>
>>730823758
damn its been a long time too. I didn't even remember how it used to look like until I saw this.
>>
>>730823758
that color palette was so bad
>>
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>>730806097
>>
>>730825496
Shi sold decently during the winter sale actually, both on Steam and eShop. So that's nice.
>>
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>>730825496
>>
>>730823204
Where are the YouTube videos so you can sustain yourself? No one is getting demonetized so they can save your sorry behind.
>>
>>730814908
elf SEX
>>
>>730826569
He gets japanese streamers every once in a while, he's doing fine.
>>
where are the neo 'ginas
>>
>>730822260
your lighting makes this look very comfy
>>
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>>730826719
48 views is nothing. Show some concern for the 8 years you dumped into the project. One with the same marketing plan as a flop dev.
>>
agdg thread...
>>
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>>730827149
>>
>>730826983
He has japanese fans. His game is so fucking good it fucking broke the impossible cultural barrier. You have no fans, get out of here.
>>
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>>730801542
I made this piggu a few days ago
now i am working on a simple dungeon generator to deploy the piggu
>>
I'm going to make a video game.
>>
>>730827625
prompt?
>>
>>730827743
it's okay i'm already making one
>>
>>730827625
what do you use to make the textures?
>>
>>730827625
Good job, I need to make a boar character eventually.
>>
>>730818004
By working in a group.
>>
Another great reason why I never post here anymore..
>>
>>730828262
and that is...?
>>
>>730828182
Gemini 3
>>
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friend of mine said the bullets were a bit hard to make out so i gave them shadows. i think i like it
>>
>>730818004
Like there's literally a proven exact science to success that has been consistent for all of human history, and you're sat here questioning why sitting in your mother's basement while people call you a retard from 7,000 miles away isn't working because you're refusing to do the obvious thing.
>>
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>>730827625
that texture work is real nice
>>
>>730827389
There’s nothing worse than the defense force for bad developers. These devs post one Tweet, see no results, then fall into a nihilistic slump where they never take the site seriously. The mindset is flawed and everyone should tell devs to get over the quitter talk.
>>
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>>730826569
i dont know what you mean by this. Like making dev logs? Kinda too late for that.

>>730826983
I think he means this.
https://www.youtube.com/watch?v=q-tJhSxnKR0

>>730827389
I wish I did but not really.
Wishlists speak for themselves, 800.
>>
>>730828182
just regular photos + gimp + 256x256 res

>>730827776
"generate a workplan to create a low poly character in blender"

>>730828231
thanks!

>>730828515
thank you goblin man
>>
>>730829004
No problem. What's your approach for designing clothing/attire for medieval adjacent characters?
>>
>>730828732
Platformslop has the same batch of videos where you speedrun the game, take no damage in the game, ban certain buttons in the game, kill no enemies. Don’t wait for others to make these things for you because they can’t be bothered to read emails.
>>
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Adding more fire because the enemies plan on raising hell.
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Been fucking around with flat shaders the past two days. I went from desert adventure game to fantasy tavern builder to space builder game in space to survival/craft/builder game on a planet. Anyone else start/stop projects on the fly?
>>
>>730829642
Moebius art didn't look like that thoughbeit
>>
>>730829642
That face needs improvement, but the colors and background are good.
>start/stop projects on the fly
Well, I've had an itch to work on my old Mega Man X fangame lately. There's a lot of overlap with my current project, so I might give it another shot.
>>
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>>730829187
I look at
>Old fantasy illustrations
>Miniature gaming
>The 1e D&D monster manual
And then just go from there
>>
>>730829642
is that flat kit? the sky looks like the skybox dustyroom slaps on all their assets.
Not saying its a bad thing, just curious.
>>
>>730829731

How about this? It's getting there, I think.
>>
>>730816272
Unity
>>
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>>730829867
Good idea.

>>730830181
The colors and shading in particular are on point.
>>
>>730829538
Nice nightscape. Would've been better with a more detailed starry sky skybox.
>>
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>>730829854

Thanks. Yeah I was not sure about the face, but best I got at the moment.

>>730829886

It is flatkit mostly haha. Is it that obvious? Skybox is actually from polygon sci fi worlds.

Here is some gameplay.
>>
>>730818558
Is that game australian? Think I've seen it before. Feels like the only australia funded games I see are wholesome animal shit like untitled goose game and this. Probably easier to explain to the board than anything else. And then I think they force you to put in an acknowledgement of country for the abos in your game. God that shit is gay.
>>
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why do troons think Moebious art can be replicated by just using shaders?
even fagoon's game has better understanding of composition and art
>>
added reordering, took half a day of refactoring
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>>730829642
Your model's wireframe edges shouldn't be that visible. Are your normals not smooth?
You should see this video.

https://youtu.be/jlKNOirh66E
>>
>>730814625
I'm bigger on getting everything worked out before trying to make it flashy. I'll probably tack on a couple more levels, but they all have to be reasonably sized and the player needs to be able to cross the entirety of the map in less than 15 seconds because of how the game plays. I've got a few more ideas on how I'll refine some of the graphics, I'm really debating on whether I want to add in some kind of fog layer or not. These are all bridges I can cross when I get to them though.
>>
>>730830560
It's just a placeholder for now, as the stars are based on space pictures I found. The new night sky is more original as the star positions were made with new constellations and celestial objects (such as the Eye of Issac) in mind; this change is twofold:
>1. It allows me to rest easy knowing that NASA can't come after me.
>2. I plan on having MNOG-like omens appear in the sky when you're exploring Fortress Fygoon and use the telescope in the observatory
Also the skybox lacks the surrounding land so, at the moment, Fortress Fygoon is suspended in midair like some demented Mario level.
>>
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>>730830181
not him, and I dig it, but the main issue I see in this image is that detailed areas in the distance become muddy blobs due to all the clustered thick lines, and they gunk up the image in a way that is uncharacteristic of moebius' clarity and use of space. moebius would often use very thin lines for those kind of details. the washed-out outlines seem like an attempt to disguise the problem without fixing it.
>>
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animation is still raw! I'm thinking about adding the ability to execute downed and staggered enemies. If the animation takes long enough for it to be a risk when fighting multiple enemies then I think it could be cool
>>
>>730830713
>Is it that obvious?
kind of but I'm autistic about shaders so I can spot most of the big ones, and flat kit's the one I copied from when I first started building shaders
>>730832086
this. and I feel retarded doing this but I'm drunk so I'm gonna spill the beans on how to get that style
>first, you need to set up vertex colors on your models. this is really important for in-lines without relying on normals detection
>next your shader will need to pass those vertex colors into a buffer so the post process can read it
>for your first post process outlines, you'll be sampling depth and your vertex colors
>next, you'll need a packed RGBA texture with up to 4 masks
>this RGBA texture will be on your surface shader, and like the vertex colors its passed into a buffer
>You use the masks for the detail in-lines
in short, you will not sample from normals or the opaque color texture at all.
>Another texture, this one either done on the surface shader + buffer, or you project noise onto world space in a separate pass as part of your outlines
>this adds breaks in the lines
>then you sample things like light direction + attenuation, shadows (mine are packed into the vertex colors) and those also effect line weight + thickness
Most of the outlines that are available on like the Unity asset store take the shortcut of sampling from a combo of depth+normals+color, then use some sort of jump flood or robert cross to make them thicker.
>>
>>730831135
That's fair.

>>730831305
Skyboxes tend to really help with the mood. I'd put new ones as soon as possible.
>>
>>730833161
I don't like this for the simple fact that it destroys any kind of grounded aesthetic for the character to spin his sword like a retard before shanking the goblin on the ground. If you want the attack to be slow so it's risky you need to find another way to accomplish it. Like some lore shit where the player can hold the button to fill the sword with power before plunging it down and depending on how long they hold the execute does more damage. Also adds a skill element of knowing when to release the button.
>>
>>730833161
Needs some good ol' blood splatter maybe.
>>
>>730801542
it's in concept stage
in my head
>>
>>730833640
>>730833161
like how in shadow of the colossus wander stabs harder the longer you hold before releasing, and the skill element is to not hold so long that the colossus starts shaking and you have to cancel.
>>
>>730831037
Neat. What game is this
>>
>>730833640
Its clearly not meant to have a grounded aesthetic and you are autistic as a motherfucker.
>>
>>730833161
>>730833640
in my opinion, he should stick the sword into the goblin and then jump / lean on the sword to push all his weight down into it. I think it'd be funny while still providing a reasonable vulnerability.
>>
>>730833371
I dont know what any of that means
>>
>>730833748
multiplayer rp experience with long term apartments and crime and stuff
>>
>>730833640
>>730833743
I don't like the idea of having to play a minigame each time you want to execute someone, could get tiresome as the game goes on. I'll think about removing the sword spin, might bit kinda retarded yeah
>>730833667
yeah I'm still on it, have to add the sounds and visual effects yet
>>
I have to shit so bad but I'm out of tp
>>
>>730833757
shut your whoremouth, it's clearly inspired by DD which is grounded in the sense that all the weapon strikes and tools are very practical. And the goblin bro's game has that same stoicism to its sword swinging usually.
>>
>>730833975
>And the goblin bro's game has that same stoicism to its sword swinging usually.
Nigger WHAT THE FUCK ARE YOU TALKING ABOUT this entire post is incomprehensible word salad.
Are you trying to fucking tell me Dragon's Dogma is grounded? Seriously??
>>
>>730833945
then take a bath and wash your ass like a normal person?
>>
>>730834072
>like a normal person
>>
>>730833975
go to sleep fygoon
>>
>>730833928
it's only a mini game if you implement it like one. it's not like holding it too long would cancel it, you'd just be vulnerable for longer for no gain cause you're overkilling the dude. I think if it doesn't lock you into some scripted cutscene state it'll flow well, but of course it's up to you to simply make the execute a no frills high damage reward
>>
>>730834084
okay, have fun having a festering anus the entire day
>>
>>730834040
dragon's dogma has the most grounded aesthetic in fantasy after og demons and dark souls. huge towering enemies move according to their size. enemy states are telegraphed in a way where you can intuitively figure out things like grabbing onto a troll's back to back him fall backwards etc. if your point is "XD it has dragon's and stuff it can't be grounded" then you're just low iq cattle
>>
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>>730823204
Just beat the demo. Really good game, hard as balls but my platformer skills are shit these days anyhow. Loved the music and art, gj anon
>>
>>730818240
I applied for CMF funding almost a decade ago, never got it but I was still a dilettante at that point with no finished commercial projects, and having no prior work makes it hard to get serious funding. Those who I've seen get funding usually pay professional grant writers to help them put together their application, and if you're in a major city there should be some kind of networking event for game development or general media that can help you get in contact with people who know more about grants. The big grants work off a point system so if you have a team with gender and race parity it's way easier to get over the line.
>>
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>>730833371
@Grok -- make me this
>>
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>>730834040
>Are you trying to fucking tell me Dragon's Dogma is grounded?
it's grounded when compared to other stuff like Warcraft or The Elder Scrolls, at least that's my opinion. Why do you think it's not?
>>
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I want to get into game dev. Am I wasting my time learning Pico 8? Where should I go after? Monogame? Love2D? My aim is purely 2d games, if I have any aspirations for 3d game dev, I'll probably take a popular game like Quake and just mod it to death. Thank you.
>>
>>730834778
idk anything about pico8, but pico synth is pretty fun and easy to learn so I'd imagine pico8 is similar.

how much programming do you want to do? thats probably the biggest question. monogame will require a lot of programming compared to something like game maker
>>
>>730834778
pico8 is good for learning the basics of programming. especially for 2d. do the lazy devs academy shmup course. you may not be interested in making a shmup but it's a great first project for people just getting into programming.
>>
Is making an indie RPG even an option or is it too much of a meme at this point
>>
>>730834961
I prefer code focused framework than something like Godot desu, I find the latter distracting.
>>730835268
yeah, I'm going through it rn. I suppose it's a good project since it encompasses most 2d stuff (ie. same principles apply to a platform game). what did you do after pico8 out of curiosity?
>>
>>730835278
you'll inevitably get compared to either undertale or yiik by making one
>>
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I just got home so I finished rigging this bad boy, it was pretty easy since it has not arms and legs. I also made a simple idle animation.
>>
I'm thinking of getting a Quest 3 on Friday. What software should I focus on getting? I'm thinking of getting ShapesXR for 3d modeling.
>>
>>730835278
Look Outside was released pretty recently and did huge numbers despite being a simple RPG Maker game, as long as you make something good enough you can still attract an audience.
>>
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>>730833161
same shit, less raw than before:
https://files.catbox.moe/kjcxnh.mp4
>>730835638
looks cool, but I think the green blends too much with the environment. Maybe do like picrel and have thorns of a different color or even some leaves be darker than others
>>
>>730835638
ayo this fella is wind waker as heck. i like your art style. teach me?
>>
>>730835907
>https://files.catbox.moe/kjcxnh.mp4
I like it, definitely looks less like he's tryna fill a style meter. I can tolerate 1 spin cause you can imagine he's regripping the sword for a tighter grip before driving it through
>>
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>>730801542
it's like triple triad with tits and ass
I'm calling it "Waifu Weave" (wishlist on Steam)
>>
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>>730835907
I think the lighter shade of green I'm using is good enough but I might make some tweaks to it. Also I should add a bit more texture detail on the inside of the mouth now that it's able to fully open it.

>>730835975
Thanks, it's just low poly with pixel art textures, billboards and some filters.
>>
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>>730836575
The cards speak and say lewd things to you
>>
>>730836668
SOVL
>>
>>730835845
felvedik also did good numbers despite being self-published.
>>
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what am I supposed to do now?
>>
>>730837323
fill that space with goblins and make them do cool stuff
>>
>>730837323
ground stomp that sends you higher.
idk m8 if you're making an expressive platformer then surely you must have a vision of what tools you want the character to have?
>>
>>730833371
>all that explainin'
>no goblins
WHAT IN TARNATION??
dis is a goblin only zone. goblin devs ONLY!
>>
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>>730837530
this post wasn't done by me. Green goblins, red goblins or even goblin-less games, I love you all (as long as you have a game)
>>
>>730837323
Make a rudimentary level to play around with the player movement (congrats on implementing it btw).
Then add an enemy. Any enemy. Spawn a bunch of said enemy around your level in clever ways and explore what you can do.

Doing these should be a good start to give you inspiration.
>>
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>>730804130
Unborged version. I did this one after even though it's simpler lol
>>
>>730837780
why's bro good at pixel art and how can I be
>>
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>>730835626
Man I fucking hate undertale so much
Yiik is okay though
>>730835845
Thanks, Hadn't heard of it.
>>730836575
Are you planning to replace the AI art or nah?



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