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You are devving this weekend right? What did you accomplish this week and what are you hoping to accomplish this weekend?
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And don't forget to sign up for the /v/3 jam https://itch.io/jam/v3jam
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>>731412507
I started learning Odin as my first programming language after carefully looking at a bunch of languages for game dev, it seems like its faster and gives you more control than C# but is also more clean and up front about memory management than C++. Has anyone else done gamedev in Odin and are there any special libraries I can get for 3d graphics and collision? What's been your experience with different programming languages for gamedev?
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>>731412847
ngmi
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>>731412532
i can't because i already signed up for another jam sorry
>>
Can't post pics cause I'm away from my computer but yesterday I got basic movement logic with tile blocking set up in my little FF clone, today I'm going to try and get the party menu put together. Most recommendations I see say to just put a bunch of libraries together so we'll see how that goes.
>>
The Steam Society stole my game. I am now gameless.
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>>731412847
Is this like your actual first programming language because I'm not sure learning a literal who language would be great without all the endless resources and questions asked etc. for mature languages
>>
I wish Gaben would hurry up and review my demo build so I can shill it everywhere
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Nothing super exciting but I got fades and a main menu and transition between the main menu and game (and reversed) working. I need to draw some art for the title screen too cause this looks pretty fucking boring.
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>>731414085
This would go hard on an old school TV
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>>731414216
Yeah I can see it on a big bulky monitor. Was thinking of throwing in CRT effects.
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>>731414254
That would be cool with a fisheye lens and a 4x3 aspect ratio. I think you should go for it!
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>>731414085
What program do you do your pixel art in?
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>>731414468
Paint XP and GIMP to add transparency
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>>731412847
>I started learning Odin as my first programming language
Are you making a Viking game or something?
>>
Stuck waiting for my Kamvas 24 pro to arrive.
I've got most of the programming done, but I need to learn how to draw and animate using spine2d
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>>731414612
Looked into it and chars are called runes, lmaooo. Other than that, it looks like some guy's autism project of improving C++.
I'm gonna learn this just to fuck with my friends!
>>
I have a few things left to do before I can really enter the polish stage.
My game consists of taking out other players by physically colliding with them, and all of the collisions are calculated on the host. I still need to wire up sounds to properly trigger for host and clients with this system.
I also need to wire up a simple latency based matchmaker, I assume this will be simple using Steam Networking Sockets.
Oh and some backend steam inventory item ownership verification on boot and joining severs to keep people from JEWING the system.
Then I can polish. Mainly UI, some camera work, shoot I dont think clients can see dynamic bot enemie skins yet and they just appear grey.
Some more skins and particle effects. Then my Banana inspired steam economy scam game will be ready for marketing
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>spend 5 years and 5000 dollars making a game
>it sells 5 copies
lol
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>>731414993
How often do you run a full sync between clients and host?
I found it hard to make a physics based mp game because of desync caused by all kinds of shit like objects being far away from origin or game running for too long on one of the clients
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>>731415095
it's the journey not the destination :^)
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>>731415232
>cook a meal
>throw it away
>starve
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>>731415252
you're supposed to lick the spoon though
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>>731415095
Omg I love balatro
>>
had an idea for balls you could bounce off of. it's very jank, but kinda fun. maybe i'll add a goal and make a mini game out of it. otherwise i'm revamping enemy-behavior, so nothing fancy to show yet
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>>731415197
There are no physics, just transform manipulation. But to answer, the only "full sync" happens when a client joins and proceeds with 20 updates per second with safe consistent predictions.
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>>731412847
Is Odin at least somewhat portable? With C++ you can dev from 80s systems like Amiga, ST, Genesis to newest consoles.
I take it you want your game to be portable, since you're engine deving.
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>>731415197
>>731415483
I see why "physically colliding" would make you think I am calculating physics lmao
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>>731415483
Oh I see.
I thought the game was a full on "physics game".
Got any clips?
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Made a start on redoing all the armour set textures and models, starting with the oldest - leather armour. I'm aiming for very exaggerated proportions and brighter colours, the old sets are all too muddy and indistinct for a top-down game. Something still feels a bit off about the new designs though, especially the male set.
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>>731416026
dope
>>
Today, i might start working on my game
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>>731412507
Lads getting the word dictionary right is hard

playominos.com
>>
I should just stay on my lane and work on point and click Renpy games instead of trying to dip into actual 2D games made with Godot
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>look up fellow gamedevs on twitch to have something playing in the back
>all 30yo balding guys making pixelshit that looks like 5yo doodles that will probably drown minute 1 on steam
extremely sad to be honest
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>>731416301
Elam is a word, its an ancient kingdom in modern Iran.
Shit game.
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>>731416528
If you are under 30, you should be staying in a hostal somewhere in Asia or Africa, traveling the world and being a brother to everyone and enjoying the good part of your life.
What teh fuck are you doing making video games?
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>>731416702
Nigger what the fuck are you talking about
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>>731416529
Proper noun status??
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>>731416904
You don't recognize "talon" too, cuck.
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I only made 3 bucks (from steam) yesterday. I made less than a homeless person. It's over...
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>>731412507
my demo level was kinda shit, so I've started over. I believe the new one is better. Combat comes much sooner and everything is better spaced out, with more optional areas and loops
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>>731417016
Steam median earning per game is the $1,136 - $3,947 range.
git gud
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>>731416702
jokes on you I already did the Asia bit, but I'm more concerned about making unambitious games as a grown up. If you are that old you should be self aware and not release "14yo first unity project" tier shit on steam
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>>731417016
Approximately 8% of games released on Steam annually gross over \(\$100,000\), with around 1,140 games hitting this mark in 2025.
60% of all games published on Steam make more than $100, therefore paying for their publishing fee.
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>>731416528
>30yo balding guys making pixelshit that looks like 5yo doodles
Why you gotta call me out like this
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>>731417179
>Approximately 8% of games released on Steam annually gross over \(\$100,000\),
why don't more people gamble with these odds.
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>>731417179
Well I did make 30k last year but it's not looking good this year... do you have statistics on how many games reached this mark in 2025?
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>>731417370
Read the second row, 40% don't make even $100.
Anyways, this guy is a very long time indie dev, that makes cRPGs for profit. He has a blog, he sometimes talks numbers https://jeff-vogel.blogspot.com/2019/08/i-am-cheapest-bastard-in-indie-games.html
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>>731417461
The numbers posted is for 2025
https://wnhub.io/news/stores-and-publishing/item-49120
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>>731417468
You need to filter out the immense amount of porngames and asset flip sloppa that are pumping those numbers up
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As usual i can't post because NDA but it's going swell.
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>>731417067
Did you post it somewhere?
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Also the money is a nice plus, hope you guy can get picked up like i was.
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Had a meeting about getting funded, it went ok but I don't think I will get it and to be honest IDK if I really want it
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>>731417893
I'd rather not leave my cozy house just to get a slightly higher pay.
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>>731417785
Nice, mine's getting announced within the next few months or so.
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>>731417964
will they force DEI and a time limit on you ?
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>>731418000
I'm working from home so i don't have to commute.
>>731418016
Congratulations! We're all gonna make it.
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>>731412847
I only dabbled a bit in it but it seems pretty comfy, I need to spend more time with it.
>are there any special libraries I can get for 3d graphics
Raylib and SDL2 work in its compiler out of the box. Dev ported them over and has docs for the Odin version on the languages website. I think Raylib has collision stuff?

That said, you are crazy for learning that as your first language. It might be (in my opinion) a large improvement over C, but the lack of free tutorials, docs, books, internet help discussions, etc on it will make it a pain for a first timer I think. Everyone's got different opinions on this but starting with C, followed by a bit of C++ is imo a better starting point to learn.
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who wants to make a video game together?
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>>731418440
Have you ever made a game mod that has been downloaded at least hundreds of times?
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How much money would you ask for for your government-funded game?
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>>731418619
art should be free, pay artists what theyre worth.
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>>731417785
very good

>>731418489
technically
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>>731418619
enough to live for the 3 next year + contract a musician for a 1 hour soundtrack. That's all I need
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>>731418489
have you?
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>>731418619
If they don't offer me six gorillion to make it lame and gay they can fick right off, want me to make an SJW flop? Pay me enough to fund my chud game with right wing and hookers.
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>>731418792
Yes, that's why I'm asking.
I actually started working on mods with people from /v/ multiple times, and every time the people with some ability had no desire, and the people with some desire had no ability, and basically nobody did everything ever and the group chats died.
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>>731414085
Oh my god I'm a dipshit, there was a bug causing floors to fade out much faster than the rest as I didn't redraw them while the game is paused. Fixed that.
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>>731418489
Oh no. 'shua has found the /v/ threads....
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>>731419060
so what it need to make /v/ work on a game together?
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>>731417847
nope
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>>731418053
mainly that its tied to being assessed by people "in the industry" which probably means as a solo dev without connections im just fucked
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>>731416026
I'm taking my first painstaking pass on UI and really notice when other games have well done panels and buttons now.
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testing out AI mastering

https://vocaroo.com/1hB0KDbyxro6
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>>731421142
Looks really good anon
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>>731417186
literally me tho fr
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bump
Im going to post stuff today, its -4F outside without wind, and -18F with wind so I'm not going anywhere
I will try and keep the thread alive with random stuff at least until I can get a webm posted :)
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>>731422015
>random stuff
I can show you some goblins if you fancy
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Basic tile movement and blocking is up, quick little test town blocks are up, gonna start working on menus and UI next.
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>>731420468
they want to steal your story and reject you.
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Characters, ships, appearances, and chat are all implemented/re-implemented. Also fixed several bugs from the old netcode that made all this not work in the first place. Things are going much faster and smoother now.
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>>731417179
>Approximately 8% of games released on Steam annually gross over \(\$100,000\)
>including AAA slop
Disingenuous steamies at it again.
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>>731417095
>retarded steamie doesn't understand that this is lifetime gross revenue, not monthly/yearly income
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>>731422413
i like it.
what's the gimmick
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>>731424232
how dare you call me a bitch

whatll the final chat look like
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I'm pushing towards February Next Fest. Mainly focused on removing any bugs, confusing elements, and balance of the demo.

It's extremely difficult to make craps "hard but fair" because your wins are slow and incremental, while your losses are sudden and massive. So obviously, I make the items players buy quite strong to recover from large losses.
That makes the game toothless though, as long as you conserve enough bankroll. It's a tough problem to solve.
>>
Game server updates
- Testing server side position resets (eg if player enters a collision tile/object, moves too fast, too many tiles or whatever) the server will reject those updates and respond with the expected/real position from the servers perspective.
- Setup CI to build for Linux and Windows
- Made some remaining things async
- Finished implementing session reconnecting
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>>731422360
when it comes to goblins, the more the merrier is what I say.
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>>731418489
I have but it was for a porn game
and by made i mean i stole the model from a game, touched it up a bit, and imported it
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>>731426043
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>>731426005
That is the final chat box. Only thing that changes is name colors based on IFF/grouping.
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im learning how to use godot
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>>731424232
Can a game developer tell me why the lighting looks so damn ugly in this?

How do I fix it?
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>>731425972
there is no gimmick. I'm shooting for a pretty played-straight NES era JRPG.
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>>731427001
Hi /agdg/, why are you impersonating another dev?
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>>731427001
Might be a lack of bumpmapping or specularity on surface textures.
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>>731426057
based
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>>731421142
Looks great!
How will you avoid the fate of picrel?
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>>731427001
Looks alright to me.
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>>731424232
>implementing multiplayer that late in development
Suicidal
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>>731412507
Henlo /agd&mg/ how is my favorite amatuer game dev & marketing general doing? What are my lovelies making and marketing to /v/sers today?

>>731416026
What's the gameplay, looks interesting.
>>
>>731427405
>Ask for advice to improve game in game development thread
>I can use it to improve my own games
>Trainwiz immediately goes full ego and assumes he's being impersonated
>>731427658
To me the shadows look very strange and harsh. Not sure I believe the lightsource.
Maybe I'm just having a negative reaction to the pure white light color too.
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>>731427001
For starters, the direction and intensity of the lights on the little goblin mans face do not match the lighting on the sea of faces outside of his car.
second, theres some sort of compression inside of the vehicle that doesn't appear outside of it. There's weird smoothing going on outside, but it looks like the interior has been bit-crushed to some degree.

not sure what that has to do with games or game dev, but surely you can improve your meme by making slight changes to help make the inside and outside of the vehicle appear more congruent.
>>
>>731424232
When will the game be done? Has multiplayer been what resulted in such long early access?
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>>731427943
Most of the multiplayer stuff existed since I launched in EA, it was just disconnected and put on the backburner. The engine update set things back BUT FishNet, the thing I replaced MLAPI with, is a better enough solution that it ended up solving a bunch of issues with the old netcode.

The biggest blocker, other than testing, is more based around design considerations. Multiplayer's balanced around 4 people but can go up to 100 people on a single server, and given its nature as an open world RPG there's a lot of shit I have to consider in terms of what gets instanced and what doesn't. Like say one player's on a quest and has to fight a snake that drops an item. If another player comes along and they've not started that quest, what then? What if they are on that quest but they go to that snake area and the other player's already killed the snake?

>>731428281
The long early access is because I'm old, only one guy, and the game is huge.
>>
>>731412507
I asked in the dream game thread since one of these wasn't up, but any pointers for studying film noir lighting and coloring? I'd love to try my hands on an detective game, but finding anything on the style itself and not the themes seems difficult.
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>>731428853
Just watch some good ol fashioned black and white noir films for research and inspiration
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>>731428993
Yes that's a good one, I already have some lined up besides my older favorites. I know the mood is mostly sharp shadows, smoke and urban silhouettes but for some reason I find grayscale intimidating despite being easier on paper than full color spectrum.
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>>731428853
which era? Like Casablanca style film noir, or China Town film noir?
I know technically neither of those are film noir but they're close enough.

for black and white style, you need to focus on values, contrast, and stuff like that.
also needs to have the signature blinds lighting through windows.

just look up something like "lighting for film noir" and you should find a ton of resources.
>>731429273
>some reason I find grayscale intimidating
learn about 60-30-10. that pic you posted follows it.

also, not a film noir game, but check out lucas pope's dev logs about Return of the Obra Dinn.
it makes use of similar lighting, you won't have to go all the way to a 1-bit style, but you can use it as a resource to learn about contrasting values with a limited palette.
if I remember to I'll post a link to it later, I'm on mobile right now so I dont have my desktop bookmarks available
>>
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>>731429627
heres another example showing how it can be effective in both color and greyscale if the luminance values are taken into consideration as well as hue

its a really great and simple way for making things feel competent.
and you dont necessarily have to make all of the 60 just one primary hue/value, you can have things in a "family" of hues/values like how the "60" in pic rel color version is primarily earth tones.
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>>731429627
Excellent info, thanks I'll dig into it. Yeah Obra Dinn is awesome, not surprised if his dev logs are very valuable.
>Casablanca or China Town
I actually need to watch both first I'm afraid. The Third Man, Double Indemnity and the German film M from 1931 have really stuck with me from the film side, otherwise most of my detective story knowledge is from pulps and Blacksad.
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>>731430404
check out nightmare alley 1947 as well if you're interested. great movie
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>>731427730
Strategy should be turn based, tactics should be realtime. Indies keep attempting turn based tactics thinking they can be the next XCOM, when it's probably the good progression that keeps those games engaging, not the stilted 'action'
>>
I'm gonna make a quirky earthbound inspired rpg
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new map flow: red line is main path, blue lines are optional areas. The big circle where it says END is a dungeon that will connect with the rest of the game's world
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bumpo
pls stay alive, thread. i wanna post a webm later.
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I'm at 206 wishlists.
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I'm releasing a Balatro-like in 2026 and there is nothing you can do to stop me
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>>731433623
Hello, Mr. balatro? I've got something you might wanna see....
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>>731433650
It would be pretty cool if I could somehow get LocalThunk to play my game
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>>731433623
>Blacks
>Sticky fingers
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little trenchbroom house. I need to look for more textures, but making the map's layout is more fun
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workin on new injured animations
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>>731427959
Sorry I went for a nap. It's an mmo
>>
>>731435356
What's your texture process?
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I just put out a gameplay demo for my SRPG! Four battles, plot segments cut out for this demo. The page also has a survey for after you play. Or you can just tell me directly how you feel or call me a slur, that's cool too

https://jebbestermakesagame.itch.io/shieldlinked
>>
>>731433623
This is sick it's like Balatro but I can play racial slurs instead of poker hands
>>
>>731437120
download cc0 textures and scaling them down to 256x256
then on Aseprite I "bake" the ao, roughness and other stuff until I think the texture looks nice enough
>>
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Still trucking along on the framework. The AI node capture routine is halfway done. Hopefully will have enough time to finish it Saturday morning so I can start working on modeling this weekend.
>>
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>>731418619
>government-funded
I would never let big gov rape my idea baby no matter how much money they'd give me!
>>
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Cars are lots of fun.
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>>731438286
with a car, you can go anywhere.
>>
>>731429627
great frame
>>
>>731438458
Good title for my project actually
>>
>>731438471
thanks
>>
just some fall fixes next
>>
Why are programmers so insufferable to work with?
>never listens to suggestions
>think he's the only one who decides gameplay since he's coding it
>gets angry when you point out bugs but then never fixes them
>claims to be able to code anything yet never delivers
>>
>>731438286
I look at posts like this and it makes me think "god, it would take so much fucking work and time to turn a prototype like this into an actual game, and the likelihood of all that work paying off is low".
I don't want to sound like I'm trying to discourage (You), anon. I'm just thinking outloud essentially, I don't know how to overcome this.
>>
>>731440001
>hire autist
>wtf he's autistic
programmers come in two kinds: adhd and spergs. avoid the spergs.
>>
>>731440001
programmers don't give a shit about gameplay they just want nice looking abstractions
>>
>>731440321
truth
the only reason roguelikes get finished is because they get rewritten by a different programmer after he abandons the pile of spaghetti
>>
>>731440001
>claims to be able to code anything yet never delivers
You're not describing a programmer then, just a nodev. They are different things.
>>
>>731440001
anon hired elon musk without realizing it
>>
>>731440692
programmers dont deliver they just program
>>
>>731440840
>you're thinking of deliverymen
>>
>>731440070
This is never going to turn into a real project, just messing around with terrain building. But I do agree, it's staggering how much effort goes into a solo dev video game.
>>
>>731440321
I'm a programmer and my game is fun
>>
>>731441637
Unfathomably based
>>
I'll just do at least one thing so the day isn't a wash.
>>
>>731441637
and? you can be an ugly person and still be funny
learn the difference between individuals and population statistics
>>
>>731442456
Intolerably cringe
>>
>>731442575
made you reply faggot
>>
>>731442456
you are mad at programmers because you lack the skill to code your own game like a real man would do
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>>731427001
Biggest thing I think is that the shadows are way to harsh and dark. I'd try adding some ambient light in a slightly different tone from the main light source.
>>
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posting this cus i think ive only posted it on g and not a v thread
will make a webm later cus this shader is finally starting to look really good to me instead of just pretty good
>>
>>731444198
I really want to see it in motion. The still looks dope but I can't imagine how it could be reasonably stable if anything moves.
>>
>>731443384
>gets dunked on by fygod
>starts adding cool new content for the first time in years

It's time we all realized we were wrong about Fygoon.

I'll start: Fygoon, I'm sorry I called you an avatar spamming faggot. IM SORRY!
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>>731444198
Looks neat. How does it look in motion?
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>>731428449
given your problem some thought and i can only thing of the one problem is that player 1 kills the snake that player 2 wants to kill before they can reach it. It's the same problem with a boss for a quest in an MMO.
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>>731442768
no i'm mad at programmers because 99.999% of software is completely fucking garbage
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ZIS THREADDU ISA UNDER MYA PROTECTIONNU. PREASE REFRAIN FROM OFFTOPIC PROSTINGU.
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>>731444526
"Everything is shit!" brain will prevent you from making anything good, you genuinely need to work on this outlook. Post some of what you contribute rather than constantly bitching so you can focus on the positive
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>>731444416
>>731444430
a lot better than before but still not perfect
I'll make a webm and post it later but now I'm doing baked lightmaps and day drinking

basically if you remember my old webms, I'd say those were 30-40% stable, and now its around 70-80% stable
few factors that cause it to flicker a little bit but I'm slowly figuring out the causes of them
also will need to do a lot of surface material set up since I'm no longer using a post-process to project noise onto the surfaces and instead am using an additional pass in the surface shader that gets sent to a buffer on the render graph.
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>>731444473
That's what I'm trying to consider, the snake scenario is just the most basic archetype for any of these considerations (an encounter that advances something that's meant to handle a singular player).
The only permutations on that that I can think of, or like the outcomes or whatever are
>Player is fighting the snake when other player who doesn't have the quest comes across it
>Player kills the snake before other player who doesn't have the quest comes across it
>Player is fighting the snake when other player who does have the quest comes across it
>Player kills the snake before other player who does have the quest comes across it

But then it gets more complicated because there's some of these that are like, multi-stage battles and shit. I dunno.
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>>731444835
first crt filter ive seen that i actually like, very nice
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>>731444770
everything literally is shit though
denying reality is not good for you
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>>731445195
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>>731440070
>and the likelihood of all that work paying off
This is where you need to rethink your outlook. If you're making a game for profit first you should not get into gamedev at all; if money is your main motivator you are better off getting an actual engineering degree.
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>>731445052
You could do something like MMOs do where there's a waiting lobby before the scenario starts? Or have some confirmation for the event to start that the players have to consent to
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>>731444426
I actually don't think there has been a response to my declaration of war on dragons yet
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>>731445103
I was going to say the same
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>>731445437
yeah yeah more wise words from lala land
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>>731445195
you are a sad fag
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>>731444664
That was pretty funny. Good job.
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FF knockoff dev here
I now have Player and NPC movement behavior set up and a basic dialog system printing to the console.
I now must decide if I want to do a shitload of art for NPCs, a shitload of art for UI, or a shitload of environment art, and of course I need to also do a shitload of overworld sprites for the player and player classes.
Gamedev is fun =)
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>>731446925
JROEY FRYGOON. WHERE ISA MY RAPEEKAY?? I RANT MYA AUNDROIDDU BUILD.
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>>731445004
so first, its a disclaimer that this takes a lot of set up for materials which I have not done yet on this scene, but its already with a character controller and a demo with objects laid out, so I chose this one for the webm.
It's using my old method still (fully project noise on one go, not tied with materials. that'll take too long and I need to bake lights still)

first webm I'll post, then I'll post another quick one to show the things causing it still.
so first off, in this, its not fully set up for materials, but you can see primarily on the buildings at the start there's a flicker

then when I turn and walk onto Hell Street (where I do my lights testing, so far I can push 100 realtime point lights with volume lighting + shadows), you'll notice is a bit more stable for objects that are closer (this is something I will need to take advantage of, as in not showing far off objects where I can help it.)

for my next webm post I'll share the reasons its still needing improvements.
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>>731447229
and now the things still causing disparities on the shader

first off, will be the normals. you can see the lines of red on the buildings that were flickering the most in the first webm. the shader takes into account normal direction relative to the camera using dot product, so when there are those small changes, they'll cause a flicker

next (and this is something that I am currently fixing), is the projection of textures into the packed RGB texture.
its either, they adjust their tile dynamically, or their proportions on the screen arent correct. causing changes on the kuwahara pass dependent on distance

finally, the fog which is a very early part and all of them share the depth texture generated from the fog. as you can see at the lass bit, its quite pixelated.
since the shader also uses this depth, sometimes it'll cut in and out. I can fix this easily by utilizing two depth textures in the buffer, both the original and also the downsampled one.
I made the mistake thinking that because my fog and bloom can still look good with a downsampled depth texture, that any shader will remain looking good.
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>>731445754
>>731445103
Thank you, I appreciate it. Here is some actual gameplay. hopefully should be done by this Christmas.
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>>731447467
i have a very dumb idea that I want to try later to fix with the tiling + normals, but I need to get high to want to do something so dumb so I'm waiting.

its basically creates a wrapper mask around each object thats causing problems and use a similar trick to what I did on this webm.
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>>731447090
In time, sirrah.
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>>731447229
>for my next webm
Are you some sort of magician? Who talks like that?
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>>731447630
this is really good pixel art, you're making me jealous.
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>>731446941
based fucking based
i really want an FF1 style game
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>>731447908
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best framework/engine for 2d game development?

second question, does the answer change if it’s for mobile game dev?

i miss J2ME :(
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>>731448160
monogame
might wanna consider Unity if you're shipping to iOS or android.
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>>731448160
best framework is opengl + odin programming language
followed by raylib + C language
followed by game maker studio 2
then godot engine
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>>731448160
>codelet
Godot, GDscript is insanely easy to learn and you can use C variants as well it's just not as well implemented or documented.
>specifically making an RPG and don't mind the RPGmaker look
RPGmaker
>know some C++ or C#
Unity
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>>731448229
>monogame
based

Unrelated, does anyone else get the urge to jump off a building when they watch footage of people trying their game
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>>731448464
>>>>731448229
>monogame
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>>731447467
>>731447229
thats pretty neat
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>>731447229
Soul
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If it's gotta do the thing until it's done that's what recursion for.
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>>731449193
break it up into smaller bits and bops. its like that saying "the whole is greater than the sum of its parts"

so kinda like when (food analogy) you microwave something, right? 60 seconds in the microwave will heat your food up a lot more than 4x 15 seconds intervals.
so if you do everything in one big block, it'll eat up a ton of resources. but if you break it up into smaller bits, and enact on them recursively, it won't really eat up a ton of resources
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>>731449590
>>731449193
oh shit i thought you were asking whats the point of recursion lmao
dont mind me or my microwave babble
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>>731448331
>and you can use C variants as well it's just not as well implemented or documented.
That's an understatement. The documentation sucks ass.
I think I might need to segment one part of my code into a lower level language because gdscript is too slow for it. If there is a straightforward way of doing this, the docs don't explain it at all.
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>>731450397
I've been using rust-godot and it's worked quite nicely. The only real pain point I'Ve encountered so far a shared data source in multithreaded code. Unaccaptable latency, had to give up and just write two different classes to for accessing the save file.
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>>731449193
meds
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>>731450887
do you still get memory leaks using await with rust-godot?
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>>731450887
I have a recusive function checking the validity of something that is run every turn. Even with caching at every single stage, it can still take over 7ms at the worst of times, and that's me with a 9800x3d.
So what I'd like to do is offload just that. Do you have any docs you'd reccomend reading for it?
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>>731451097
MEDS
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Test
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>>731451398
Test (for humans this time)
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>>731451398
kino sprite
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Long time lurker, first time sharing. I'm working on a 3D action platformer with aframe/three.js webxr. Spent eons building out support systems and components, but finally working on the player character action states directly. Turning out to actually be a bit of fun to play with. Still super rough currently, but Im hoping to get a demo up within a month or 2
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Blegh this took me a few hours. Time to go to bed.
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>>731451473
Thanks, trying to get his sword in the hand next. For now have this dragon mage.
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>>731449590
is that a good analogy?? I have a test coming up at uni and were doing recursion
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>>731451682
nice. enjoy your sleeping.
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>>731451059
Not that I've noticed, but my only await is in code so stupidly slow I avoid it like the plague.

>>731451097
Rust book and godot-rust rook for the fundamentals, with your LLM of choice to explain code snippets you don't understand. It's just a straightfoward port of godot nodes to rust, so all the usual tutorials still apply.
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There is too much grain and really bad weather, so I built a windmill to get through with all that work.

I still have no idea what to do with this aesthetic. It screams cRPG but that would be way more work than I planned for this project. I was thinking first person action roguelike but it feels kinda wasted on that
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Why are these threads always filled with retarded no-devs who ((("make"))) shit that is worse than shovelware, so unoriginal, so disingenuous
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>>731452636
are you speaking about me...? :(
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>>731452636
You okay bro
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making mountain-like environments in Trenchbroom is hard, should have started the game inside some dungeon
>>731452258
I really like how this looks
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>>731452114
i fucking hate working with godot
memory leaks and random crashes everywhere
half-baked features
shitty design

it's the same story every time

1. prototype shit
2. discover engine is garbage
3. roll my own things to fix what the engine fails at
4. realize i am better of just making my own engine
5. kill myself
6. resurrect as a gamedev
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>>731452258
for a smaller scope that artstyle would fit with a detective game
investigating murder at some farm and discovering some evil satanic cult underneath the barn

just copy the x-files episode and rake in the cash
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>>731452114
I mean the actual connection between the engine and rust. Can I call out to it from gdscript? Is it a gdextension? A shared library?
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What if instead of all of us doing our own mini projects we all just did one big project
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>>731453435
we all want to do different things
do you like goblins?
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>>731453380
Gdextension, you just make a bunch of new node types and singletons for whatever you need. Your Gd script can call whatever you declared as callable.
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>>731453638
n0
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>>731453705
see? we couldn't work together
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>>731453435
>implying my project is mini
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>>731452636
Its over
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>>731452636
couldnt be me.
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>>731451635
Cool showcase anon, what was that state at the start with the skating-like animation? Ice?
And what's that glowing cube at the bottom for too
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It only took 4 hours for me to make leaving parties work
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>>731437269
WIFE
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>>731454638
I will now play your game.
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i love you v game devs, lets kiss about it
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Attempt at a world map. I think the perspective and scale is kinda fucked the more I look at it, might try again later
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>>731454478
Thank you!
I'm still working on the animation system that mixes multiple ones together, so thats just a rough version of walking and attacking animations combining.Now that you mention it, very much looks like ice skating, I could use that version elsewhere for sure.
And that glowing cube, its just a test object for an aura component that Im still working on.To draw peoples attention or use in attacks etc...
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>>731454883
>I think the scale is kinda fucked
Yes, but that's fine. It's like when you see the Eiffel Tower and Taj Mahal on a world map. The cartographers aren't suggesting the structures are hundreds of miles high it's just iconography
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>>731454883
i think it's fine, it reminds me of the map from spell bubble
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>>731455630
The skating-like animation makes me think of KH2's wisdom form movement animation a little bit
>And that glowing cube, its just a test object for an aura component that Im still working on.To draw peoples attention or use in attacks etc...
oh lol
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>>731412507
Finally got PIX to work with Unity, so now I finally have a GPU-side profiler for my compute shaders.
First results indicate I need to redo most of them.
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>>731454883
Is this an AI image run through a pixel art converter?
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>>731447229
>>731447467
this is very nice would you mind sharing the shader code for it?
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>>731456372
Never played it, but just watched a video on that form, it kind of is yea. Thats a cool move set. For some reason I always thought KH was a turn based game, but the action powers look awesome. I gotta play it now even if just for inspiration.
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>>731454883
It's because the building are 45 degree orthogonal but the world/physical land isn't. It's most noticeable with the rivers and region that the Human Village is on
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>>731456509
>First results indicate I need to redo most of them.
tale as old as time
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>>731457185
They're pretty fun games if you like action games/action rpgs, would definitely recommend
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>>731451467
>Rolo Kainnandork
Based reference.
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coded in the attacks, have to figure out the hitsparks.
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>>731459867
Love how fluid this game looks, the movement, actions, sprites, etc...
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A JRPG 4 niggas in a row game but you never actually get to play it you just navigate character creation (that's the entire game) for 15 hours and then the credits roll
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>>731460260
>that's the entire game
how do you stretch that out to 15 hours?
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>>731459867
>drops in to pool of liquid
Kino
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>>731412847
>more clean and up front about memory management than C++
More so than C, sure (C is basically memory hell), but not C++. C++ handles the vast majority of memory management through destructors.
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More editor progress
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>>731445052
Do players host the servers or is it all matchmaking shit?
If it's not matching I wouldn't even bother.
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>>731412507
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>>731460137
>>731461375
thanks
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>>731464491
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>>731462540
When are you adding jiggle physics?
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>>731464576
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>>731464641
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>>731464724
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FF Dev here
I got distracted
Who wants to bet on whether this will be even remotely legible in-game (inb4 its not legible now, it's a WIP)
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>>731464818
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>>731465005
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>>731465098
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>>731464927
Pixel cursive is quite the bold thing to try
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>>731464927
>'the'/'that' splits at th
>every lowercase letter that isn't 'a' has a trailing line at the start
I mean if you want to add unnecessary work for minimal benefit then I guess
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>>731454883
>I think the scale is kinda fucked
yeah those mushrooms are bigger than the trees
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>>731465443
>>731464927
zoomers don't understand cursive
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Bingo betty crazy ass update making steady progress, still can't show it yet but when It's ready it will be quite the revelation
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>>731466069
Yes I want the trailing lines for every letter, I am that psychopathic.
And I fixed 'a' not having the trailing line

>>731467146
I might just use it for the title screen or something
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>>731458794
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redoing the fire run attack



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