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How's your game coming along /v/?
>>
>>732178045
Is Godot worth learning or should I look somewhere else?
>>
Hard to stay motivated when you have a busy day job. But I'm grinding somehow...
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>>732178192
Definitely, I'm even seeing companies posting it as a requirement for jobs now.
Used it to make a small game last week, I'm pretty impressed. It's good for small projects, only complain I have is that the entire engine goes into your build, bloating it and to remove the bloat you have to recompile the whole fucking engine from source.
Other than that, pretty good.
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I finally got lighting working with raylib c# but now I'm not sure what game to actually make, I was going to make a minecraft sorta thing a while ago but maybe I should make a small rougelike thing first just to get back in the swing of things

>>732178239
I got burnt for a while after getting a full time dev job. Wagie life sucks
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>>732178192
not worth it
to unity if you actually want to finish something
>>
>>732178192
godot is okay. It's a pretty neat tool for making small games, like game jam stuff. There are a few things about it that I don't like.

if you're brand new to game dev, you should probably give unity a try too just to see which you prefer.
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>>732178540
I'm fucking tired of the bloated mess that is unity. Compile times are so fucking atrocious. Don't even start on Unreal if you're doing some C++ in it, it's fucking impossible to work with.
I was impressed by godot's gdscript being able to compile and update WHILE the game was running.
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>>732178045
dropped from the Jam, work is kicking my ass. I'll catch up on my game projects this weekend.
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Made the game settings config menu better
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>>732179634
Very nice
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>>732178045
First one released last week, doing as well as expected for a tiny game with limited appeal and no marketing.
Hey, gotta start somewhere.
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>>732178790
>compile times are so fucking atrocious
are you using asset packs? lots of those are poorly optimized
what about assembly definitions? you should take advantage of those.

this is related to shaders, but apparently nobody knows about this
are you using shader variant collections and making sure that you strip unused variants? and do you have any shaders in the "always include" tab?
if yes to either of those, then unity will 100% fuck over your compile times.
URP Lit for example has thousands of variants. Every single possible combination of keyword in URP will be a new URP Lit variant, if you don't tell the editor which ones to strip, it'll just make all of them.

same with always include, even if you strip variants, all variants of an always include shader will get added to the compiled game.
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>>732178045
I've been heads down and working on my VTM fangame while reading these threads, still need to pick a name for this game, create a studio LLC, and submit to VTM Unbound. Progress has been solid so far. Feeding is in so now Diablerie and Blood Potence are also. I need to decide which clans to cut and which disciplines will be final but so far progress on them has been good. My battle system is starting to work as I want it to. Layouts for UI kind of killed progress for a bit so I've decided to keep things simple for now. Title screen now also has more to it since the Ferris wheel lights up with different shapes and the spotlights move. Will need to refine the buildings further to make them more gothic but it works for now.

Hope everyone else is progressing on their game too.
>>
>>732179727
>First one released last week, doing as well as expected for a tiny game with limited appeal and no marketing.
What is your game anon?
>>
>>
UNITY AND UNREAL ARE BLOATED GARBAGE
BUT THE ONLY ALTERNATIVE IS GODOT NODESLOP HELL
AAAAAAAAAAAAAAAAAAA
>>
>>732180263
are you doing 3d or 2d
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>>732180060
It's a game for speedrunners mostly. Small Cat Goes Fast. It's too simple to recommend for anyone who doesn't care about that stuff. My idea is that I'll include pictures of the pets of the fastest players in later builds of the game, so they can live online forever. Actually getting enough players to play and finish it, that's another thing entirely.
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>>732180331
3d
>>
I am slowly recovering from the UNFATHOMABLE RAGE of having Godot eat my entire game project.
Did some work on character sprites today, found a palette I like and might use for the entire game.
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just spent several hours trying to fix a bug, to no avail.
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I'm making Tetris and Puyo Puyo clones as minigames in a larger RPG I'm making. You can get some cash by playing marathon modes or you can play against some girls to make them take their clothes off if you beat them. It should be a great time.
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>>732180263
>le bloated !
remember to disregard any poster using this term as they will never accomplish anything
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>>732180975
>just wait ten minutes for the engine to load bro!
>>
Dubs decides how he dies next, unless your request is gay
>>
i made something cool but im not gonna share it today. maybe next thread idk.
tl;dr i disconnect my pc from the internet and phone post now, and i dont feel like plugging in my phone to the pc to transfer the webm. sorry fellas.
>>
>>732181150
Is the joke that /v/ can't get dubs besides 00?

knocked through a wall by catapulted boulder
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>>732179839
Shader stripping is for build times afaik, does it affect compile times?
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>>732178790
How bad are we talking? My compile time is about 3 minutes and it's a fair sized game, but it required a lot of optimizing certain things to get it to be 3 minutes.
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>>732178192
Godot is the indiedev engine currently
https://www.youtube.com/watch?v=7ZwEmxihlw4
and, since it's open source and has a huge community, it's unlikely to loose ground
Unity/Unreal/GameMaker/RPG Maker are all corporate products that try to fuck you over in one way or another
>>
>>732181214
Haha... yeah... I knew that
>>
>>732181150
killed by a bigger dragon
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>>732181363
No, Godot is a faggot engine for obnoxious rainbow "people" created by some brainwashed loser who wants his wife fucked by immigrants. We've been over this.
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>>732180576
>Tetris and Puyo Puyo
>the girls take their clothes off
This is everything I've ever wanted in a game, I hope you can get there fairly early
>>
>>732181290
blech
Im retarded I got building and compiling mixed up. nah variants/stripping dont really matter for compiling, except the first time its loaded in the editor or if you clear them so pretty much my entire post can be ignored lol
>>
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Some people liked the designs for Impulsehazard so here's a Nebulaq Sergeant. Though their skin is usually a green color, a flesh-eating mite common to their planet have caused the flesh of the faces of these aliens to be completely exposed and most of their bodies have been rendered useless without cybernetics. Examples of these creatures without this mange are almost impossible to find as healthy specimens are not found in the ranks of alien terrorist organizations such as the Nebulaq Forces. These creatures are referenced in the Zmeian Compendium as Genusaurs, an ancient race that, alongside the mutant wraiths, once lived on the Northern Continent before being banished by Simon Frydrak, the legendary Dragon hero whose name was lent to name Frydar Island. Genusaurs are one of the few remnants of the Impulsehazard era that remain, in addition to the Dis'Gofolo Knights being immortalized by the Trollglodytes' elite Knights of Dis'Gofolo.
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>>732181670
I imagined it as more of a midgame thing since it involves a questline to open a casino but I'll see what I can do, just for you, anon.
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Got player-to-player piracy working, including working with mods out of the box, along with world state synchronization. Gotta actually do a fair bit of bug-fixing on mods though; lotta people starting to make stuff and finding issues with that here and there.
>>
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>>732178045
I am making an RPG in the likes of Elin, but in real-time and with deeper emphasis regarding interactivity, social interactions and personal growth.
It's going to be a "you can do anything" type of game, but it's still in the early stages.
>>
>>732181363
you know you can answer a "yay or nay?" question without being cock-gobblin' he-does-it-for-free shill? even if you a big foss fag, get a grip anon
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>>732180232
Too bratty for an assistant-pet-whatever. Needs real banter options if that's intentional, at the very least. I ain't taking sass from a piece of software that can be deleted easily.
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>>732180263
>NODESLOP
Use GECS
https://github.com/csprance/gecs
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>>732180564
Almost immediately after I posted this, I thought of a new approach that surprisingly works. The code is kinda ugly, but at least the bug is gone now.
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>>732183671
>ecs in an interpreted language
nigga why
if you think nodes are gay then just don't use them for anything except GUI
if you think queries are neat then you should probably use sqlite
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>>732184190
You should ecs on the basis that it's just a better paradigm than oop.
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>>732183394
But it's just god's own honest truth
I'm so sorry Unity can't pay you, shills, anymore
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>>732178192
I'm not convinced it scales, but it's good if you want to learn a shitty python like scripting language to shit stuff out on the screen. I can see that being valuable to a complete beginner who needs as much dopamine reinforcement as possible to continue learning.
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>>732181292
Anything above a minute is too long for me. 3 minutes is very painful, anon.
Also, if you have a lot of assets even deleting a file is painfully slow the first time.
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>>732184402
Not him, but better in what way?
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>>732184804
Btw I've also turned off domain reloading on Play so it starts instantly but I gotta clean up the static variables everywhere at the start, but it's worth the instant start.
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>>732184402
how about just making the thing you want to make instead of this big generalized system?
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It's going well :D.
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>>732184914
ecs is better in the sense that by coincidence the way it lays out in memory is automatically cache friendly, but you can just design whatever you're making to be cache friendly in the first place
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>>732184402
People don't talk about DOD here enough
I'm a Mike Acton/Casey Muratori supporter, in other words a Performance fag, I follow their stuff and Casey's complaints about software being too these days slow resonate with me.
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i putted my game on the steam, and americunts are the only one who boughted it...
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>>732184402
i am very sorry you were forced to write bullshit wrapper classes in java, but then you should have learnt that insisting on abstract paradigms out of principle of the thing is mental
if you are not leveraging ecs by handing a shitton of contiguous homogenous data (and you aren't in gdscript that's for fucking sure), then it boils down to filters and linked list traversal
and at that point messing with entities is no different from
>MasterMoverSystem.Register(NewlyCreatedObject)
>>
>>732184991
That's... not by coincidence.
Components being cached contiguously in memory is what the division between E, C and S mainly seeks out to fulfill.
>>
I finally made some good progress with my story and character bios, now I just have to decide on whether I want front facing character portraits or 3/4ths facing character portraits for my erotic point and click visual novel

What do you guys prefer?
>>
MAKE LOWPOLY GAMES! THIS IS YOUR FINAL WARNING!
https://www.youtube.com/watch?v=DqntXa7dOO8
>>
>>732181539
>>732183394
uniturd employees stay SEETHING
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>>732184674
nta, but that pics a bit misleading considering the fact that 2025 has almost double the number of games than 2021. the only real thing it shows is that a lot of new devs are using godot.
i do agree that godot is better for game jams since those games tend to be smaller and more like vertical slices, but i dont think its better than unity overall.

that said I dont really give a shit either way what people use, i use monogame
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>>732185291
Go fuck yourself.
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>>732185385
Fellow MonoGame bro
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>>732185291
I am thoughbeit (kinda).
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>>732185209
ecs mainly seeks out to fulfill a very generalized entity system where the game using it to make it isn't even known by the designer and one of the ways to do that is to abstract components as building blocks to compose entities. from an engineering perspective, yeah, it's smart to lay out each component tyoe as a a contiguous array in memory, but you could just as well build an ecs that sucks ass and doesn't do that. it would still an ecs. I said coincidentally because it just so happens the easiest way to make an ecs is also cache friendly
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>>732185291
Wasted efforts. It would look 10 times better on a 5000 tris model and that's still low. Imagine this exact same character with round, bouncy tits, nice legs and an actual shadow. Also a better range of animations.
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>>732185693
get your mind out of the gutter fygoon
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plz keep dis thread alive til tomorrow
thanks
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>>732185830
no
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>>732185693
I dunno theres some charm in the low polly of it.
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>>732186110
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>>732186110
It's too good. Why not try mimicking real ps1 looks?
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>>732184983
Glad you listened to me and kept working, fellow schizophrenic. I want the lore as lore book.
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>>732186161
Because you touch yourself at night.
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>>732186779
Sorry that a random person ruins work. Maybe seek help. Who could've help better than arale?
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>>732186110
I guess it looks good until she has to do an animation that requires functional fingers
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>>732187036
Fuck that. Even ps5 or Rdr2 don't have fingers
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>>732178045
What are made up horror themed weapons?
>stake gun
>silver bullets
>shovel saw, a power tool
Any ideas I can blatantly steal?
>>
>>732185693
kind suggestion for you anon but if you chopped off your dick the lack of testosterone would immediately make you more likeable
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>>732187760
trans rights !
>>
Should I switch to linux for gamedev ? Which disro would be the best ? I've heard openSUSE Tumbleweed would be a good option for compatibility.
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>>732187949
nah not even trans rights, just be a male with no penis.
if that anon tries to dress up as a woman after losing their penis i will kill them.
>>
>>732189063
depends of what engine/language you use, unity is a pain to get working on linux
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>>732189063
I'm like dying over here waiting for rad debugger to come to linux. I'm currently coping and putting up with a shitty frontend for gdb. Also making a linux native version is basically pointless because of proton. You're likely going to be testing the game through fucking wine because a windows native version is still the highest priority.

Other than that, yeah, I like linux more and I put up with that shit because it still feels better than windows.
>>
>>732185209
No, just because you have an ECS style architecture doesn't mean you'll automatically get cache coherency. There is more to it. Faggot programmers nowadays don't know anything about low-level hardware.
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>>732187594
A gun that shoots cthulhu assholes which are actually black holes
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>>732191087
>No, just because you have an ECS style architecture doesn't mean you'll automatically get cache coherency.
I didn't say that. Forget programming, you can't even parse a 4chan post.
>>
>>732178192
Yes because it's very versatile.
Thanks to GDExtension you can write scripts in any language that you make or find bindings for. You could make a Godot game in a custom language if you wanted to.

But the main part is that it's very easy to do low level stuff without reinventing the wheel. I've done some engine dev, I use Godot because I'm able to do some engine dev to squeeze out performance.


Here's a proof of concept made in Godot, made by a retard that doesn't understand copyright laws.
https://www.reddit.com/r/godot/comments/1qtgg3l/lego_flight_simulator_prototype
>>
>>732191391
Oh and it's using GDScript, they posted some of the math for breaking in the comments.
>>
>>732191391
Speaking of enginedev, how hard do you think it is to cull (as in get rid of the weak, not render culling) extra servers from Godot? I wanted to strip away a bunch of systems wholesale, but the whole "Object" macro registrator is a mess of dependencies. Wonder if it's worth tearing out the guts to do shit my way, or if it's a pointless middle ground between doing everything yourself and relying on an engine at all.
>>
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My game's going pretty well. I´ve managed to make progress each day for the past two weeks.
Just yesterday I worked on a script that renders path travelled along a given spline. It also simulates environmental effects like current area name, weather, temperature, current biome and road type.
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>>732186110
>>732186141
this one is a lot better than >>732185291
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>>732181150
To add on to >>732181532's request: Have him decapitated by the superior dragon, Dragon Khan
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Satisfying.
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>>732178045
Yesterday I got line of sight working (first time all by myself, yay!), so scenes like pic related stop happening.
Today, I did no programming; instead I made a plan of what I'm going to program over the next week.
Tomorrow, a state machine so that my bird girls can chill when they see no enemies around their homes, and maybe return home or follow a friend if they get lost and see no enemies (though the latter is not going to not work immediately because I haven't got pathfinding yet; pathfinding is later this week).

Next week, I maybe start making a zombiegirl enemy. And maybe next month I start making the actual main character.

>>732178192
The more I do Godot the more I wish I stuck with Pygame.
>>
Is it possible for a low IQ retard to learn coding?
>>
>>732194097
Holy shit you made this?
>>
>>732194441
Very nice.

>>732195027
It's virtually impossible to get good at coding without atleast feeling like a low IQ retard one time, and probably a couple hundred 'I'm a low iq retard moments' before you become proper good.
What really matters is persistence and not giving up completely just because something doesn't work for a couple of hours.
>>
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Jam anchor post. We're day 3 in the jam. Halfway through the jam week. How's your games coming along? I've seen one posted in the thread and I saw two more are being worked on.

And don't forget Saturday is our livestream of the submitted games at 10am EST.
>>
>>732192503
The problem with the other one is its trying to stick too many details onto the texture/face. Low poly works best with this in a cartoony style where only certain features get details that draw your eye, like the eyes.
>>
>>732191145
How do players know they are actually assholes?
>it smells
How come, olfactory molecules are not subject to gravity?
>>
>>732194976
Planning ahead is commendable. That way you avoid worst headaches before they ever become a problem. Best of luck to you!

>>732195027
Like the other anon said, all you need is persistence. I'd say its good mental exercise in general. The only challenge is breaking down the idea of what you want to do (like "open this door") into rigid instructions ("bring right hand forward. Close fingers. Bring right hand down. Pull"). Once you get hang of that, pretty much every issue can be googled. Even if you dont know 90% of programming commands, they can be solved through googling how to do said thing.
>>
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>>732195292
>>732192241
I'm making good progress. I'm currently working on rendering path for the route you've travelled. Each time you reach your destination (like Copper Hills here), the script can now either load you into the location you've reached (if its a city or similar) or give a popup where you decide which path to take (Copper Hills is just a road junction and you pick one of two paths you'll take)
>>
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>>732195203
Thank you!
>>732195994
>How do players know they are actually assholes?
>>
>>732196614
Penis headed motor cyclist leather combo 'aliens'
>>
>>732178790
>>732179839
I've been using DomainReloadProfiler recently and it helped me cut it down.
It tells you how long the recompiles are taking, and if you ever notice it creeping up you can do something to manage it.
>>
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>>732186213
>Glad you listened to me and kept working, fellow schizophrenic. I want the lore as lore book.
Thanks fren.
>>
Bump
>>
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Happy with one of the "shifts" I do in my game, but I have to grind to get the realism shift and the more complex armored sprite to look good.
>>
Do any pixelniggers here have recommendations for color palettes? I am dog ass at color theory and am struggling to find a reasonably restricted NES/Genesis style palette that keeps a decent color selection for modern displays. Just copying the real NES and Genesis palettes leaves me dealing with eye-raping colors; I might just end up using one of those palletes and chucking a scanline filter on the game but I'd prefer to not HAVE to.
>>
>>732203471
leftmost one is by far the best looking
>>
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i redesigned this window recently
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>>732178045
Got random room generation with Kartogropher up and running.
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cleaned up the animations on this and added methods for special animations for when you buy out a weapon type.
no idea what i'll work on next

>>732194441
absolutely kino.

>>732203471
she's got some bitchin' timbs on in the second pic

>>732192241
i made a quick jam game like that last year, will gladly play this when avaialble.
>>
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>>732204973
Futa update when?
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>>732205043
never ever, sorry anon
>>
>>732205078
AIIIIIIIIEEEEEEEEEEEE
>>
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>>732195292
>We're day 3 in the jam
Mouth SFX? Lootboxes? Quick time events?
Non-existant. And I still have to add more assets
>>
>>732204973
based
>>
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>>732205126
Same mang, I'm still on level generation. I've yet to finish the reqs + enemies, shaders, and all the models. I'll probably not get it done in time, but at least it's worthwile practice in deadline management.
>>
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>>732204678
Yeah, but is the rightmost one at least servicable? The game's a sketchbook and I thought it'd be fun to switch up the art styles as the game goes on
>>
>>732205126
>>732205187
Who said they had to be your mouth. https://pixabay.com/sound-effects/search/mouth/
>>
>>732205191
>is the rightmost one at least servicable
just my opinion but i don't like it at all n_n'
I'd say stick to the leftmost one and keep it consistent. It looks great and has charm to it.
But again, just one anon's opinion
>>
>>732203471
>>732205191
nta but it is so long as you keep a consistent style. Maybe move the fangs a bit further apart so it looks like they are positioned where a human's canines would be.
>>
>>732205283
That's cheating! Also the mouth sfx is the easy part. I'm just gonna record 3-4 samples and then remix them in ardour.
>>
I spent like $600 on animation assets and realized they're all fucking dogshit so I paid an extra $300 for cascadeur to do all of them from scratch. So not going well desu. I haven o idea what I'm doing
>>
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>>732205307
Opinion noted, but the shift has to happen I've drawn shifts for the whole demo cast so far. Guess I could nix shifts altogether and just choose each character's best sprite, but damn man the game is a sketchbook come to life I feel like not having shifts would be wasted potential.
>>
>not even the promise of $100 is going to save this jam
/v/3 is a failed experiment
>>
>>732205439
>I spent like $600 on animation assets and realized they're all fucking dogshit
Did you at least look at the persons portfolio before paying that amount? Feels like you just payed some rando way too much money willy nilly.
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>>732205457
I signed up without even considering the dosh. It's just good practice desu.
>>
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>>732178045
with the skeletons done I'm now adding a wraith to the game. I'm also finally adding voices for the hobgoblins
>>
>>732205457
>$100
it's nothing even for a NEET
>>
>>732205440
>the shift has to happen
weigh what that adds to the game vs how much more effort it'll be in the end to draw all those extra portraits
>>
>>732205528
They were animation packs. They looked good at a glance but after actually trying them out they look janky. Also, for some reason all the animation assets for unreal engine give the character a hunchback.
>>
>>732205603
It's funding for a steam page at least. What, you expected some literal who's to have tons of money to shell out for a jam on /v/ on 4chan?
>>
>>732205695
The asset packs usually have specifications for model size. You can't just buy a random premade pack and expect it to work for your model directly.
>>
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>>732205439
>mfw anons out here spending my month's rent on animations
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>>732195292
This is where I stopped at yesterday. Time to get to work
>>732205126
>>732205187
lmao same, at least I have the sounds recorded already but I need to remix the shit out of them to make them palatable
>>
>>732178192
just wait for blow's memelang like me
>>
>>732195292
who's retarded idea was it to make the jam on the entire weekday and not include a weekend?
>>
>>732206374
>wait
Why wait? I've been using it for over 6 months.
>>
>>732206265
Any particular reason your ground tiles take up half the screen space? I imagine you'll stick a textbox down there?
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Began work on other playable character. Body hasn't been created (using other character's as a placeholder), face isn't finished from all angles, and the Ponytail isn't animated. No where near finished, but that will come in time.
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>>732206841
>>732206841
SSSSSEEEEEEEEXXXXXXXXXXXOOOOOOOOOOO
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>>732206841
cute
>>
>>732206841
would
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>>732206841
Oh wow, there she is at last. I was expecting the ponytail to also be 2D, like Tails' tails in 2D Sonic or Zero's hair in mega man.
>>
>>732206426
Someone who left the v3 team
>>
I want to make a VR game but my custom engine has barely even been started and I don't know what it would actually play like
Scratch that I want a VR game that isn't lame or Half-Life to exist
>>
>>732190104
I think I'd like to stick with Godot. I also do some modding on the source engine, and I think I'm going to be a bit fucked in that department
>>
I've felt like shit the past couple of days but I guess I'll try to work on the game jam game again
It ain't gonna be good but I guess it can at least exist
>>
>>732207587
>It ain't gonna be good
It's a game jam there njr supposed to be good
>>
>>732205585
cool
>>
>>732195027
You can do it. Printing to the debug log is your best friend. If you dive straight into turning code in a script into movement on screen, you'll probably miss something simple and get frustrated. Printing every little parameter change or function result to the debug log will help you narrow down potential roadblocks when you get to actually making things work in your game.
>>
>>732195027
how low IQ are we talking? did you ever play a single puzzle game?
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Turbo newfag learning C# right now. I've just been going through online tutorials topic by topic, and it's been pretty boring.
But today I tried asking chat gpt for some exercises specifically including all the topics I've covered so far, and god damn is it useful. Much more fun to just work on some bigger goal, and then having all your code reviewed. I can't believe I've been sleeping on that. I guess it might get inaccurate or inefficient eventually, but at least for basic stuff like what I'm learning it's great.
>>
>>732205802
I retargeted them using Unreal Engine 5.7's new spatially aware retargeting or whatever. It worked fine. It's just that I realized they look like hollywood fight scenes. Pointlessly exaggerated but also slow at the same time. Sword swings looked like they were swinging a giant club or something. Timings were off. And there were things like feet or wrists turning or twisting too much on closer inspection. Just kind of amateurish looking but not even in a cool way. If they're going to look bad, at least they should look bad the way I want. I think I can at least match that quality with some practice. Some of the locomotion/traversal animations I bought are ok, but now I'm thinking I probably won't even need most of them, but we'll see.
>>
>>732208376
yeah low term goals tickle the brain much more than long term ones. Keep that in mind when you start working on your game
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new thing
the fog looks really bad with this shader, and the big area of white near the end of the webm is cus i forgot to configure the emissions material + bloom pass
>>
>>732206841
there she is
>>732205585
nice. i like the smoke in ribcage concept
>>732209309
sick shader magic
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>>732206774
yeah, there's gonna be a lot of dialogue, the ground tiles stop JUST after the space the textbox takes up
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i promoted a regular enemy to a miniboss. i think this will work better than a mob
>>
Recently there was a discussion in one of these threads that vidya or magic in worlds are generally unbelievable. If you can learn to vanish within a year, pretty much anyone will try and eventually every other will succeed. Naturally, people will have counter measures, be it natural (feathers, mud,..) or magical. How to create a believable world? How do I go inductively form here or is that impossible? Doing this for every magic shenanigan seems time consuming.
>>
>>732209309
Pretty weird. The white glitch near the end is kind of cool.

>>732209650
Looks like a fun boss fight.
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>>732209718
either make some deep lore about how there are only a few people capable of using magic or just trust the player's suspension of disbelief
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>>732209718
Fun is more important, always. Have the story take itself seriously even if the game doesn't accurately reflect it. You could also just say that the mc is gifted or something.
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Help, I'm getting addicted!
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>>732183352
Adventure mode rimworld?
>>
>>732209823
>>732209593
thanks
the white area wont be there on the final shader, but I think if I rework the main bits of this particular shader, the bloom/emissions can be repurposed for making a blood or tendrils effect.

since all of the textures/masks can move/shift around it could be a really cool effect for a horror game. like an amnesia type game, where your character gets progressively more insane as you play

then all the blood and tendrils and gross bits can be a post process that appear more frequently on the environment as that insanity level increases
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>>732210104
I'd love if instead of bouncing off, the bullets would explode on impact. But it looks super nice man, and well optimized too
>>
>>732210307
but also I prob wont do the horror thing cus my next game will be in a gritty anime style like rollerdrome
>>732210334
lmao i spit out my coffee when i expanded that pic lol
what's he up to? hopefully not mischief
>>
>>732210334
Thank you frendo, and don't worry the explode on impact will be default. I discovered these funny bouncy ones due to a bug and realized that I can make also projectiles without payloads, having potential for all sorts of weird ammo like probes.
>>
Anyone have code for EO's style Dungeon Crawler?
Especially if it is Godot
>>
>>732205457
i am already on another jam otherwise i would've joined
>>
>>732209823
thank you
>>
>>732209718
Depends a lot on what kind of magic you want into your game. Is the vanishing spell integral or just an example? Do you want low magic setting where magically gifted people are rare and spells are extremely limited, or do you want a setting where spellcasters are common and can do whatever?

In one rough demo I made there weren't magicians, only spellweavers. Casting a spell from scratch is extremely time-consuming to the tune of hours, so nearly all magic is done through weaving a spell into an item and infusing it with magic-storing mcGuffin. When for example a wizard "casts" fireball, he just unleashes an already-woven spell from his staff. Spellweavers are rare and you need one to recharge the item after its empty (couple of "casts"), so this way I could explain away why magical items werent everywhere: if you aren't magically gifted your super expensive MagicSword3000 would become a normal sword in moments, so almost no one except mages or very rich individuals with their private spellweavers would invest into them.
>>
>>732210442
goblins always are up to some mischief!
>>732210625
sounds cool! so you have projectiles and a kind of "on hit" additional behavior? if so, and if the game is about breaking shit, how about a cluster shot? big ball that shoots smaller balls on impact, bet that could feel satistying to use
>>
>>732205439
Maybe I need to start selling my shit, there are always going to be a bigger sucker.
>>
>>732209886
I wanted to deliberately have every other guy have some magic or access to premade magic.
>>732210028
Fun's the most important aspect of any GAME.
I'll rephrase it: are there fantasy worlds where magic is under sanctions or otherwise regulated?
>>
My only option is to learn and make rpgmaker games or visual novels, i like it but i also feel depressed cuz i have other visual things i wanna do in a game that are not supported by each in the same manner
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>>732211165
Yeah, if the projectile condition is just on hit to disappear or do something funny, endless possibilities. You mean it a big ball that shoots the small balls in all directions? Sounds like a great idea, shotguns and cluster shots are obviously going to be in by default.
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>>732211383
>are there fantasy worlds where magic is under sanctions or otherwise regulated?
yeah, my game lmao
I believe it's a common trope in fantasy
>>732211616
>You mean it a big ball that shoots the small balls in all directions?
yeah exactly! you have a great system in place, should be fun coming up with ideas
>>
>>732211128
>kind of magic
Plenty of options. Completely unsure, really.
>vanishing
Just a random example.
>low magic
Low-Mid magic.low magic is like there are traces of magic here and there and high fantasy means one sorceror can wreck a kingdom. Mid magic is some mages are pretty capable. In any case magic is rather limited.
>weaver
A prepare magic setting? That's what I had in mind with premade. Instead of weavers I had music in mind, as songs can take time to produce. In your example it's either rich people having all the power and I mean all the power or mages do. Likely the first category, as a hungry mage can't do shit. Very influential are also magic dealers and brokers.
I wanted some sort of competition between kinds of magic, like musical magic and maybe forest magic or so. Haven't found good categories that aren't overused.
>magic in your setting
Who uses it then? Are labourers even of use? Spellwaevers could make automatons or magic that does the work.
>>
>>732211742
>I believe it's a common trope in fantasy
Namely?
>>
>>732180338
>Small Cat Goes Fast
It doesn't though. Try adding an alternative game mode where everything is really fast.
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>>732212039
Baldur's Gate 2 and Dragon Age: Origins come to mind
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>>732212260
Bg2 is the only one I know. It's 5k for a loicense. Bg has anything but a believable magic system with understandable and relatable socio economic implications.
>>
i doubt anyone would play rpgmaker or a visual novel now...i dont know how to code, any help?
>>732211509
hello anyone?
>>
>>732212359
well you could be the first to make what you are thinking about then
>I wanted to deliberately have every other guy have some magic or access to premade magic
maybe magic isn't common, but the school of wizards get their wealth from making and selling enchanted items to the common folk?
fuck, didn't Metaphor had a similar concept? it's been a while since I played that one
>>
>>732212479
>i dont know how to code
learn to code nigga
>>
>>732212479
This was asked here like every day
Rpgm are still successful and it's not completely bad, but realistically there's no reason to use the engine, as the others are basically as easy to use, at least in the long run.
>>
>>732212551
>>732212572
how long will that take i wonder? you know im doing the art, models and everything else right? i have no time to learn to code

so if not rpgmaker, what can i use? im not making character action here, i am interested on the whole puzzle, VN, interactive fiction, point and click, etc stuff so not that demanding i believe gameplay wise but demanding visually wise (must know how to code in all that)
>>
>>732212824
>i have no time to learn to code
are you on a deadline or about to die? I'm doing all the coding for my game while learning how to 3D model and making SFX stuff with Audacity
>>
Modelling a lil hover drone/turret thing in blender.
>>
>>732195027
Coding is easy, you just need to actually sit down and do it. It’s software architecture that’s challenging. Just write little programs/tools that you want to exist as practice.
>>
>>732212479
>>732212824
As long as you're not making a coomer game, I can do the programming for you. phlpdev on Discord.
>>
>>732195027
programming boils down to shit like this
>is this true? do this
>is that false? do that
>if there are more than two options, i do a switch statement. i *switch* my behavior based on my state.
>what the heck is a foreach loop
>what the heck is a generic
>what the HECK is a struct
>oh, nvm, makes sense. everything is named to autistically describe exactly what it does.

at the end of the day, programming is using very simple fundamentals and combining them in a way that gives the illusion of complexity.
the challenging part of programming is making up that illusion.
>>
>>732213398
>As long as you're not making a coomer game
Why?
>>
Not sure how far I can go for the /v/3 game jam. Really depends on how long it takes to add a randomization system
>>
>>732178045
3 year in the making and it's going to be released this year. Souls Tree it is called.
>>
>>732213718
>programming is just-
My game is multiplayer and the map is mutable so I chunked the map with version numbers for each. The clients are subscribers for a radius of chunks and get a coalesced backfill of events in async. (this is programming)
>>
>>732214076
thats nice.
>>
>>732183559
the intent is basically desktop pet but i'm the pet
need something that offers accountability and externalizes executive function that isn't another person, a rigid schedule, or a job, so instead it will be my incredibly context-aware synthetic daughter with system-level permissions.
you're supposed to be working, not talking to her, though you can engage with her more during break periods provided you've worked beforehand.
otherwise she'll match your energy and offer minimal engagement.
i like calling her an antimaid, sounds cool and gets the point across quickly
>>
>>732213718
>oh, nvm, makes sense. everything is named to autistically describe exactly what it does
True in 8/10 cases. In 2 or more cases it's broken or undocumented.
>>
I need a job so bad bros I’m going into debt. Fuck. Even minimum wage slop jobs aren’t responding to my applications. Hahahaha at least I can keep working on my indie game lol but actually I am so fucking stressed about money. I just need to last until next year when I’m back in school but my lord does seeing negative numbers in my bank account hurt.
>>
>>732212260
>>732211742
You are using unity?
>>
Restarting development of my FF clone
Found a palette that I liked and am porting the existing characters over to it and reworking their sprites.
This is my first draft of the Cleric. I think I'm going to go with a red and gray for the Warrior similar to NES FF Fighter's red and white (or red and yellow) and then do something fun for the thief like Green and Purple.
>>
>>732215324
nope, Godot
>>
>>732213787
I just don't like porn games and have no interest in making them.
>>
>>732215275
do you have anything laying around the house that you can sell on ebay?
i sold off all my old pokemon games and got a decent amount of money from them.

especially if you're a 90s kid/millennial, because adult millennials seem to be latching onto 90s nostalgia lately, and zoomers + gen alpha kids seem to be trying to recreate a pseudo 90s nostalgia by buying up old tech and games.
>>
>>732178045
I released my game a while back but it was a total disaster for a lot of reasons. It was a big source of shame and failure for me.

A few weeks back I thought about picking it back up - instead of a new project - and fixing it, making it how I always wanted, releasing essentially a v2.0

So I've been working on it again, and I think I'm actually going to do it
>>
>>732204973
How does it feel to have your faggydaggy shitcord destroyed because someone leaked your posts?
>>
i dont usually post, but ive been working on lighting / real-time reflections etc so i wanna show it off a bit
>vid related
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>>732215753
I've delisted mine, you're doing the right thing.
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>>732216039
Just because you're an absolute failure doesn't mean he's like you.
>>
>>732215407
>Restarting
Why?
>colours based on classes
Ngmi, should be based on characters.
>>
>>732216192
>Why?
Godot editor fucked the entire project up so I'm restarting in Unity. Needed to make the character sprites with a final palette anyways.
>colours should be based on characters
Characters are the classes. Its FFI rules with more job promotions. Some may swap over to other jobs' palettes like FF1 Ninja tho.
>>
>>732215753
A lot of games 20-30 years ago released a shitty but fun game, then released a sequel that was much better. Games like Bloons are prime examples of this.
It's a huge shame we stopped doing this. I guess you can still do that, but nowadays people don't really play flash games. There's no demand for small games, everyone wants a forever game instead.


>>732216192
Might be the guy whose Godot project exploded.
>>
>>732216023
Neat
>>
>>732215670
Mmm now that you mention it I can sell my Nintendo switch, never play that shit anyway
>>
>>732216316
I'm using godot, wth happened?

>>732216321
Apparently. How to avoid? When I asked nananna nachan orange engines you guys said its the same, dl it and go. No one mentioned that godot eats hundreds of hours of work.
>>
>>732216039
I thought about delisting too but that's a bridge I don't want to cross. I don't even care if people buy it, I just don't want to feel ashamed when I tell people I have a game they can buy, because I always hope and pray they never look it up

>>732216321
Everyone told me I *should* do a small project first, but I thought I was in the .01% that could do their big, dream game first

whoops!!
>>
>>732216023
dope
>>
>>732216316
Was your project folder on a share drive by chance? Even Documents is considered one of those due to OneDrive

Those can fuck up projects as your IDE and the sync tool fight over locks and missing files

Not saying this is what happened to you, but everyone should keep their projects directly on the C drive to avoid this
>>
>>732213398
Nothing personal I just have never had a good long term interaction with any anon from 4chan.
>>
>>732216487
>I'm using godot, wth happened?
nta but from what I recall, he was using an external editor to edit his gd script files so there was a file mismatch and godot just deleted everything, and he didnt have backups
>>
>>732216487
>How to avoid?
Genuinely, just back it up from time to time.
I don't use Godot so I can't tell what happened and how to stop it, I just know that having the project safely stored elsewhere is the best way to avoid losing it, be it an engine fuckup or your hard drive getting destroyed.
>>
>>732216659
No.

>>732216487
Best I can tell, if you undock the code editor, Godot saves your project files to an outside cache or something and then waits for you to hard-save the project and push the files to the real save location as if you edited them in an outside program.
But it does not TELL you this. So while I thought I was saving my game and running it all day while programming, I was in fact saving a virtual copy of the game outside the actual project files which I then did not hard save. The actual project was doing random nonsense bullshit whenever it was supposed to be autosaving which resulted in it obliterating multiple .tscns and then losing all the actual work that was "outside the environment" cause I closed the project without hardsaving "properly".
>>
>>732216798
Yes, backups would have fixed the problem. If I had known Godot would just obliterate your entire project randomly, I would have been diligent about doing backups so early in the project.
Or just not used Godot.
>>
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Every single developer shouldn't just "back up" their files, they need git. GitHub Desktop and a private GitHub repository is all you need.

It's super easy to set up and has dozens of very useful benefits.
>>
>>732217194
Yes. GitHub is the best practice for any form of version control.
That does not excuse Godot eating entire projects because of some incomprehensible bug.
>>
>>732217194
yeah this is the way to go. I even review my own commits as if it was a pull request
>>
>>732214302
something i forgot to mention but you will be able to fight her to settle disputes during breaks, animator vs animation type shit.
only one shot per break though, if you lose you gotta do another work session to try again
>>
>>732217026
By the way upon further research I found out Godot has a setting you can change that DOES automatically write changes from outside the environment to the files.
This defaults to off.
Even though Godot's built-in code editor counts as running outside the environment if you undock it accidentally.
>>
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I clicked Push Commit just now. I'm so good at this gamedev thing.
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>>732217275
No argument here. I'm just saying, you can't predict the moment your IDE, or Windows, or even if your HDD will explode.

They should all work correctly, but if they don't then you need a way to recreate the project, and if they don't 'explode' but rather fail in an insidious way - a missing file here, a wrong line break there - then source control makes it 100000% easier to fix

Godot imo has always had a fragile design pattern in that it both tries to handle everything in-IDE (like GameMaker) but then also allows external editors and even project folder structure modifications. too many options, too many things to support, too many possible points of failure
>>
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>>732217460
>>
>>732217682
I only fill the bottom one out if I'm not confident in my shit code, so I can give myself a reminder that "yeah this commit was bad".
>>
>>732217194
I just copy my entire project to onedrive every day. It’s dirt cheap for tons of storage and works without needing to do git autism. I can roll back by copying a folder. The only way my files disappear is if someone nukes all of Microsoft’s data centres. Git is solving a problem that doesn’t actually exist imo
>>
>>732217113
anon that can happen on any engine, OS, language etc
ALWAYS backup
I've lost way too many files over the years where I just became paranoid and make multiple copies of everything
>>
>>732217797
How many backups can you, personally, have total? How much space are you paying for?
>>
>>732217797
Same. But I'm a certified retard. I assume git is the way to go for non retards.
>>
>>732185291
That still requires being a pixel gold tier artist, look at the models texture, lol most anons here don't have that talent.
>>
>>732217194
reminder that the palworld devs just had their version control on a bucket of usb sticks
>>
>>732217797
Git is only autistic if you do it from the command line.

The fact that git backs up your project is good bot not even in the top 5 of why you should use git. in fact your backup priorities seem very out of whack judging by the things you say in this post, you're talking more like you're archiving a media library and not an active project.

Being able to see line-by-line changes, seeing the reason for changes, branching off code to do prototyping without worrying about fucking up the main stuff, undoing major fuck ups by piecing together a 'good' build from the pieces of a bunch of snapshots, and on and on and on.
>>
>>732217113
Version control is NOT optional. Are you procrastinating on that because you think it's hard? It's not, you'll figure it out in ten minutes.
>>
>>732216023
looks really good anon.
>>
>>732216798
>Genuinely, just back it up from time to time.
...
>>732216727
That's common afaik. I constantly have plenty of backups. Can't trust anyone.
>hdd fried
Exactly. It's a significant risk.
>>
>>732205439
>cascadeur
How good is cascadeur? The showcase videos make it look alright, but I assume it's a different story when you're trying to do your own thing
>>
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>>732215451
Small advice: finish vertical slice if you are using Godot.
You NEED some sort of feedback from a few different machines to understand is there are a performance issues or not. You already have a dude, with some moves, goblins and terrain. If you implemented inventory, and items and skills/exp it's even better to understand how scalable they are.
In my experience Godot biggest weakness is it's a good engine for a gamejam and a bad one for a full game. Because you need to know what the fuck you are doing from the very beginning or you can encounter some unfixable shit, that doesn't work on half of the user's machines.
tldr release an alpha build, and let some retardd to be your free alphatesters.
>>
>>732217026
>waits for you to hard-save
Well, lesson learned.
>>
>>732218537
thanks for the advice anon! Luckly I have some other devices aside from my main computer, like a steam deck and a laptop with a GTX 1060, and the tests I've done in those machines have been nice so far. I also have the vertical slice "ready" with combat, exploration, inventory and status effects all implemented. If I haven't released a demo yet is because I struggled a bit with the level design so I'm procrastinating that while working on other stuff, but it should be out soon. Hopefully nothing breaks once I have the demo ready lol
>>
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>>732216487
>wth happened?
Not him but:
I had one Godot problem. So My disk D got absolutely full while I worked on the game, I saved the game, and every file that needs to be saved turned into an empty 0 byte file (aka few scripts, the whole map, few characters) Gladly I had my yesterday build that I manage to restore with GodotRecovery tools.
>>
>>732218537
to be fair, all of that can also happen on Unity. in those cases it's a bit easier to find solutions because someone online has probably had the same or a similar issue.
as more full games are released with godot, there'll be more and more resources for cases where things dont' work on certain hardware.
>>
>>732218879
>Gladly I had my yesterday build that I manage to restore with GodotRecovery tools.
How does this work exactly? Can I use godot recovery now?
>>
>>732218857
Did you tried TrenchBroom + Godot
https://youtu.be/JSzB4UTt2eU?si=6ENjV0sl5pJYn7WA

It's surprisingly easy to learn map editor.
>>
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>>732218537
>>732219104
I think that the worst that can happen for my game would be for it to shit the bed when loading a whole level full of enemies and stuff. In that case I guess I could split it in chunks and load the next chunk when crossing through one of those Zelda-like doors. That's my plan B but I hope it doesn't come to that
>>
>>732219313
kek yeah man, I've been singing it's praises for a while in these threads
but thanks for the recommendation anyway!
>>
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>>732219156
It's a thing that opens .exe or .exe + .pck files in a Godot IDE, so you have to have some sort of released build to recover from. It's not a magical box, just a reverse engineering tool
>>
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air run attack
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>>732219417
thats a good idea. it's similar to what I do with my lights, cus they're the most expensive part of my game.
first they're disabled at a certain distance no matter what direction the player is facing.
then, i have two cameras. the first is the main camera that renders everything the player sees, the second is a camera that only sees meshes that are invisible to the player. this cam has a wider FOV, and only enables lights whose mesh is seen by that light camera
helps prevents lights popping in when you look around

obviously for things that hold any data like an enemy, you'd have to do something a bit different than how i do it, but it does significantly help with performance.

could do something similar-ish to that just so all of the enemies don't initialize at the same time.
or if godot has something similar to async/await or coroutines, you can kind of do it as its own thread separate from everything else.
>>
>>732219785
>could do something similar-ish to that just so all of the enemies don't initialize at the same time.
I have something like that already setup: enemies that aren't in your "current room" are disabled and don't execute their _process methods nor react to anything. The plan B is actually not even loading them in, and load and unload whole chunks of the level (including all the entities that are in them) when going through a room. But that might a bit overkill, and maybe just disabling the enemies like I'm doing now + occluders might be enough
>>
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flying and suffocating
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Trying something with my SRPG. No more missing, I felt it wasn't adding anything. If the initiating character has a certain amount of speed more than the receiver, they get an extra hit, if the receiver as a certain amount of skill more, they get an extra hit. Weapons have a Weight and Finesse stat that adjust these values too. So finding which targets you want to prioritize being on the offensive against versus those you prefer to be on the defensive against is one thing to keep in mind. I made some changes to the combat forecasts to highlight this (this little forecast appears when you select one of your characters and hover over an enemy).
>>
>>732219484
I do this all the time
>>
Working with yellow and orange is hard. I kinda get why NES era games basically never used them.
>>
>>732220068
how do other benders counter this freedom of movement, or does every element have air movement to a degree?
>>
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>>732220637
I like the colors, makes him look heroic, like from an 80's flick
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>>732220149
The SRPG ( / eroge) game Amayui Castle Meister has a similar system. In short, a bunch of values (weapon weight, the 'weight' of the skill you're using, etc) contribute to your "agility" and if that's a certain amount higher you get extra attacks

actually it goes a step further and allows battles to have up to 5 attacks and counters, and the order of attacks *also* depends on agility. so you have neat situations where a heavy, powerful character has to be careful attacking the lightweight fast types because if that initial hit doesn't do the job they have to tank 2-3 more hits as a counter
>>
>>732220714
you fuckin with the orange more or nah?
>>
>>732220637
on thumbnail this sorta looked like a pixel Garfield. not a bad thing, just fyi
>>
>>732220757
make the grey a bit more darker and blue shaded and place the sprite on a typical grass tile

i think it'll look kino
>>
>>732178045
programming an inventory system.
again.
>>
>>732220637
>>732220757
honestly, not sure! both look nice to me. I think I prefer the yellow but it might depend on the other colors around it (the world)
>>
>>732220812
I'm trying to keep it away from blue. I think my character palettes so far are working on shifted complimentary pairs, so blue and brown, orange and purple, etc.
I do agree slightly darker purple works well though.
>>
>>732220732
Interesting, I ought to check that out. Thanks! In my project, attack orders are usually predictable but can get wacky, there can be extra attacks on top of that depending on factors like the weapon and adjacent allies (I've got a system where each party member has a unique ability they add to the combat if they're adjacent to the target).

It's a bit of a balancing act; I'm trying to figure out what level of complexity is appropriate. It's like there's a spectrum between mechanical complexity and battle difficulty, if the mechanics are very simple and easy to keep in mind and predict outcomes, then the battles can be more difficult. But if mechanics are complex to the point where it's hard to make good predictions, then a hard battle would just be frustrating.
>>
>>732221143
Much better
>>
>>732221143
>headband
nice
>>
>>732221208
Yeah its the little conan tiara thing. The Thief will have a proper bandana.
>>
>>732221143
big thumbs up
>>
My fingers hurt.
I need to take a break but I want to keep working.
>>
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>>732221283
remember to take a break from time to time to avoid burning out. Playing some vidya that's kinda like yours is a great way of doing that because you can "do research" while playing it
>>
>>732221149
I don't envy this design journey. SRPG fans run the gamut of "a character does a thing really well, they'll carry me through" and "i want every character to have modular jobs, equipment, skills, traits, and 40 rows of stats"

In general I'd err on the side of complexity and autism
>>
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I'm working on some animations.
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>>732221373
I think I'll draw.
>>
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>>732183079
More modding stuff in between the multiplayer bits: Any piece of equipment can use ammo, and ammo can now be anything. That means afterburners that use fuel, guns that take money to fire, etc. Apparently this is the kind of deranged stuff players want to see, so
>>
>>732220371
Turns out it called
gdsdecomp
>>
>>732221373
nta but thanks for the break reminder, i'm sure a lot of us need it
>>732221445
looks good
do you have any blender tutorial suggestions for learning that megamann legends style?? im mostly using 3d asset models for my current game but my next game will need more unique models especially characters
>>
>>732221445
that looks like a masterpiece in the making
>>
>>732220668
Everyone has some sort of air movement/attacks too, just Air has the smoothest one. It takes mana though so you can't hang around in the air forever.

Fire- Ironman jet booster
Water- makes bubbles in air to bounce around
Earth -weakest in air, but can spawn a block of earth as a jumping step
>>
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>>732221613
sounds neat, have fun anon
>>732221445
nice! very cute. The plant looks great, love how it stops for a moment when landing a hit.
if you allow me some feedback, I don't like how the health bar just goes down without letting the player know how much life they've lost in the last hit. Check out webmrel, I think it's a nice thing to do in action games (in my game it's for the stamina)
>>732221842
yeah I think I'll take my own advice and play some vidya today
>>
>>732221994
Earth needs to specialize in anti-air to make up for having no air mobility. Just spamming little rocks and shit at no cost to knock air benders out of their concentration.
>>
>>732221783
>literal live safer
Got it, thx
>>
>>732221375
I know what you mean. Personally, I learn towards wanting mechanics that are a bit simpler and very transparent with turn-by-turn decisions in battle emphasized over builds. I try to avoid abilities that are just "+x to y" and one time I did, I made it a crazy number like "gives allies +50 to hit rate against adjacent enemy" (before I removed missing) because I wanted it to always stay as a conscious option. If you absolutely need to hit, get that guy in position, not a tiny +5 here and +10 there. Might not be everyone's thing, but if I wanted to make everyone's thing, then I guess I wouldn't make an SRPG, lol
>>
I am FUCKING with this color scheme
>>
>>732195292
>>732206265
You wanted mouth-made sounds? I got your mouth-made sounds right fuckin' here
https://litter.catbox.moe/iaryxu.mp4
>>
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>>732221842
These videos should be enough to cover the basics.

https://www.youtube.com/watch?v=DqntXa7dOO8
https://www.youtube.com/watch?v=-XYryP_GU8o

>>732221912
Thanks.

>>732222002
Good call, I should give the HUD some animations.
>>
>>732222740
>These videos should be enough to cover the basics.
thanks anon, ive bookmarked them for later
>>
>>732222585
viewing it over green instead of the typical unfinished pattern background really changed everything
>>
>>732221445
This is so cute!
>>
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>>732222156
Might get OP just raining rocks but yea I'll have to do some balance with Earth.
>>
temporarily out of the vulkan synchronization abyss and can actually develop systems again
>>
>>732222685
Damn that's not too bad with your post processing
>>
>>732216023
This looks like it was a real pain to do. How long did it take you to make all of these various lighting modes?

>>732217194
No thanks, savings it on a backup drive works for me. You just sound brainwashed.
>>
>>732221445
Future "All-Time Peak Players: 11, Total Reviews: 26, Amount of threads made on /v/: 4,000+" game in the making
>>
>>732223154
>You just sound brainwashed.
...?
>>
>>732222585
Space squire
>>
>>732223232
I don't know if he's trolling, but the godot guy who lost everything has been very anti-version control for some reason and acting like anyone who tells him to do it is just part of the godot cult
>>
>>732178045
>How's your game coming along /v/?
Pretty good. I made an options menu.
It needs better styling and key rebinding, but it will do for now.
>>
godot: fine
git: absolute must for any dev
dont be retarded and take adventage of all the tools you can
>>
>>732192241
What kind of game is this?

>>732212479
I wish I could draw like this.

>>732221445
Really nice animations. The elf girl has really cute expressions I like it.
>>
>>732212127
Well, that's referring to the objective of the game, but I do already have a sped-up game mode modifier in there.
>>
>>732216335
>>732216592
>>732218287
thanks bros
>>732223154
yeah its basically a number of scripts to manage the global light sources as well as wind/clouds/fog etc. then its a number of shaders for the sky as well as taking in the local reflection textures. so all in all its a decent amount of somewhat advanced graphics work
>>
>>732209718
I have a cheap global solution. For utility spells like invisible there are easy to learn counter measures. People low key expect thieves and the like in many places.
>>
>>732223276
I will take that as a compliment.
This is the first promoted class I intend players to get, Knight does fairly basic Knight stuff (sword and shield, protect allies, tank big damage numbers) so I want him to be as visually interesting as possible.
Of course you can always go back to Warrior if you want someone to dual-wield axes or hammers for beeg melee damage. Then later he'll get the Barbarian class which lets him combine beeg melee damage and facetanking, and throw his weapons for big damage numbers from the backrow or against distant enemies.
>>
>>732223631
Why do you use the same classes that square uses in almost all their games from that time. Why not reinvent masses or create new ones, like the space squire.
>>
>>732223736
Because
A: I love FF1's style of simple pulp fantasy
B: This is my first RPG project so instead of re-inventing the wheel I want to work on implementing good design fundamentals.
I'll do something crazy and experimental in a future project.
>>
>>732223232
You happened to sound like this one guy obssesed with git and would get butthurt about people who save their stuff manually rather than using git, lol sorry. I just use physical backups for my stuff. Least risk of breaking anything. I need to revert means all I have to do is delete the game folder, copy in an older folder.

>>732223561
Yeah this sounds complex game looks great tho
>>
>>732222740
CNNUY TuT
>>
>>732223847
NTA nor am I whoever else was getting "butthurt" but I just don't understand why you wouldn't use a version control solution. Like everything you're doing, you could do faster and easier. Or even do it on top of your physical backup. I don't understand the hesitance.
>>
>>732223984
>point out an enormous flaw with a major game engine
>zombie horde of posters repeating the same platitudes about version control
>as if acknowledging that a piece of software has a design flaw is anathema to them
Something is in the water.
>>
>>732223984
he just doesn't want to admit his part of fault, and would rather put all the blame in godot while ignoring the existence of git
>>
>>732224137
I don't use Godot, I use MonoGame. I'm just also a professional software developer and have trouble understanding why someone would refuse to use good habits.
>>
>>732217026
just so you know, unity does the same thing
I've lost count of how many files I've lost when unity crashed and didn't save those to disk, only ram
you have to either call the function to save the asset changes to disk manually (I set it to trigger every time I booted the game to playtest) or close the editor every few hours to write the changes to disk
>>
>>732209718
so one thing that's really important is that things need to feel congruent within the context of that world.
something a lot of games have problems with is that their world and world building will feel very cohesive when self-contained, and their gameplay mechanics will also feel cohesive when self-contained... but combine the two and suddenly things stop making sense because parts of the game world make no sense when shown through the lens of gameplay and vice versa.

i'll use elden ring/souls games as an example. one thing I think that these do really well is whenever there is an NPC enemy, not regular mob or whatever, they have similar stat sets to the player.
So one NPC invader might have high vigor, but low int. Another has something resembling a quality build

for magic, at least in elden ring, there are different schools of magic. so you aren't gonna see a wizard from lucaria doing gravity spells

basically what I'm trying to say is that the world itself needs something like cause and effect.
>because of this, the world reacts like this
type of stuff

then when thinking about gameplay, ask yourself
>does this fit within the context of the world?
but that's not a hard rule, gameplay trumps all. people will look past gameplay not perfectly "meshing" with the world as long as it's fun.
but if it's insanely out of place, they might start questioning it.

like imagine if Animal Crossing had parkour and CQC mechanics from metal gear solid. That wouldn't make sense. It might be fun from a gameplay perspective but it wouldn't really fit the whole
>be a nice neighbor to these stuffed animals
themes of the game.
>>
>>732223839
>This is my first RPG project
Go on! In that case it's best to go full copy cat.
>>
>>732224398
>>732224451
You niggers are genuinely crazy. You act like I went out of my way to intentionally avoid using version control out of principle or something. I was barely a week into the project, I did not have any sizable amount of coding done and had no reason to be thinking seriously about the typical cases where version control becomes important, like major refactors or level changes. Hop off my fucking dick instead of harping on about how I should have bought the warranty for a brand new car that blew its own engine into the air the milisecond I drove it off the lot.
I am sat here moved on getting ready to restart development in a completely different game engine and you're still jacking each other off for using a desktop Git application.
>>
>>732224758
>feel congruent within the context of that world
Exactly
>make no sense when shown through the lens of gameplay and vice versa.
Ludo dissonance
>>
>>732224853
go ahead and don't use version control. By the 2nd time your project gets nuked into orbit you'll feel like the dumbest fuck alive.
>>
>>732224737
>I've lost count of how many files I've lost when unity crashed and didn't save those to disk, only ram
The thing is
A: Godot did not crash, it let me just close the program like normal without prompting a hard save and without visually indicating that files had been edited and not saved yet.
B: I wasn't even aware I was editing the project outside the environment, because I was editing in the internal editor. It took ITSELF out of the disk environment.
>>
>>732224758
>then when thinking about gameplay, ask yourself
My idea was to 'finish' worldbuilding and then go to gameplay.
>>
>>732224965
>go ahead and don't use version control.
Nigger, are you fucking illiterate
>>
>>732224853
Looking forward to the next meltdown then I guess.
>>
>>732224758
another example is GTA
the games are a hyperbole of american life, so there's a lot of things you could see in real life but they're heavily blown out of proportion. then you get to the gameplay and it's the same exact thing, where there is some semblance of realistic physics but it gets whacky as fuck pretty fast.
>>
>>732225072
Looking forward to you posting game progress.
>>
>>732225156
Already have in this thread, new stuff, not retreads :)
>>
>>732223561
are you the dev who was making a car combat game with a bunch of webms set in the desert at one point??
>>
>>732225230
cap
>>
>>732224758
Some friends need a good bashing from time to time, no?
>>
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>>732225339
i wanna "bash" the hot golden retriever from animal crossing if thats what your implying but only if real (see attached reference image)
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>>732225607
>need to hit that
I'll allow it
>>
>>732225294
yep, thats me. im still going at it 100%, although we aren't just in the desert anymore
>>
>>732223984
I dont like git, simple as that. Anyways backups are fast and easy. It comes in handy have a physical version that isnt connected to the pc. In the event the pcs harddrive gets wrecked or a power surge wrecks the pc, then im safe, provided the external drive isnt connected at the time of a power surge just in case. Also im not the anon you think i am, i use a different engine I don't trust Godot
>>
>>732226127
>>732224137
>>732224853
I suspected there was some shitposting happening. Somebody is pretending to be the one guy.
>>
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>>732205126
Update
>Lootboxes
Done
>QTEs
Done
Do those mechanics work properly? No.
>>
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Wrote down some ideas I'd like to add to my game. I feel kind of fried today though haven't slept much, not sure I'm gonna get my hands dirty today unless I take an old man nap though.
>>
>>732226049
dope robuts
>>
>be grinding on my dream game
>hate being a wage slave
>maybe I can make a shorter meme game to make quick profit so I can work on real game
>can't make anything simple but good
>ultimately waste bunch of time and still have to be a wageslave
=_=
>>
>>732226491
very nice sprite
>>
>>732226491
Very nice sprite work
>>
>>732226356
>Properly
Brother it's a game jam, no one is judging on how good it is. Slap that shit together
>>
When should I emit the signal for updating my inventory UI elements?
When the UI itself is opened?
Or should I just send it as soon as a change is made to something?
>>
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>>732226049
You actually increase the speed of the car on it's just POV + effects trick?
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>>732228014
mines got a list of IDs that is updated when you grab new stuff. on opening the UI it reads that list and thats how it decides which sprite to load and where.
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>>732227859
Thanks it's for a strategy game of sorts... I haven't nailed the loop down exactly but made some good progress on 'er last week
>>
>>732216672
Ok. I was just trying to help.
>>
>>732228127
hmm, that seems like a pretty good way of handling it.
>>
>>732228309
Sorry, what game do you wanna make? ill keep your tag for a month or two maybe reach out, im just a bit shy with anons
>>
>>732228014
If changes cannot happen while you have your UI open, then polling the inventory's state when the UI screen opens up seems like an easy enough solution.
But if changes can happen while the inventory is in front of the player's eyes, then you'd need to emit that signal whenever a change happens to the inventory, such that as soon as it does, the UI updates to reflect that.
>>
>>732228087
both. the car speed is correct, they go around 350-400kmh at top speed. but i also increase the FOV and add vfx etc to enhance the feeling
>>
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>>732178045

Continuing to work on my daily puzzle game. I think I've hit the sweet spot in difficulty.

You'd have to be a real -fööl- not to solve this one

playominos.com
>>
>>732228642
I don't NEED the inventory to update while open, given it exists as more of a series of sub inventory's showing off obtained misc items, upgrades, and valuables for sale.
I suppose I should just update things once upon access, plus include the ability to force an update should an occasion arise.
>>
>>732228806
Lakefeperd??
>>
>>732209718
Zahkaron on youtube goes on long tangents about this. Hes an elder scrolls tuber and gets super triggered by the spell store in the imperial city in oblivion. "Discount spells, for those with the skills to use them" is the what the shopkeep says and it is sort of bizarre to be able to buy a book that teaches you to throw fireballs for the same price as a stack of bear pelts. Pretty much every npc in the game should hit you with a fireball when you attack them. I mean, its gotta be maybe 1000 drakes altogether for the spell and the training; people buy handguns for that much IRL so wouldnt everyone in oblivion know at least one destruction spell for self defense. A safe catch all solution for writing off magic stuff could be making magic unique to one race or making magic incredibly taboo, to a point where you would get chased out of town for casting any spell. Other than something like that, I wouldnt worry about rationalizing it that much, it is magic after all. You will never appease nit picky cunts like Zahkaron that dont know how to suspend their disbelief.
>>
>>732225073
I wouldn't say GTA is very good at integrating its writing and gameplay. GTAIV's genuinely compelling character drama feels at odds with its gameplay where you kill people by the thousands and world where you got an internet cafe named Tw@ or a bowling alley which has a cock joke for a sign. GTAV does the same except the character drama all involves unlikable, toxic people I don't give a fuck about. It's not as serious as IV so it's not as jarring most of the time, but then you have a mission where you torture an innocent man and it's not played for laughs at all, you can tase him and waterboard him, and then Trevor helps him escape and dumps him at the airport where a man who's slurring and bleeding from his mouth because you yanked a tooth out of his fucking mouth stumbles down the stairs in what's supposed to be W-W-WACKY slapstick humor. I'm against government sanctioned torture but that mission managed to offend me despite having the same opinion as I do, it's quite impressive.
>>
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i spent the entire weekend grinding modern gpu pipelines...a bunch of stuff finally "clicked" for me. yahoo! the errors though holy fuck are they hard to debug. biggest issue is that i'm brand new to writing hlsl shaders so tend to fuck up lots. Still super fun and cool to learn about. i love engine devving, the wireframe pipeline does a cool fade in/fade out depending on distance. I smile ear to ear whenever something cool works
>>
>>732209886
Is there going to be a big fat goblin king with a cape and crown?
>>
>>732223847
>You happened to sound like this one guy obssesed with git and would get butthurt about people who save their stuff manually rather than using git, lol sorry. I just use physical backups for my stuff. Least risk of breaking anything. I need to revert means all I have to do is delete the game folder, copy in an older folder.
You must have some baggage about git, as this is very strange attitude. How can anyone be "obsessed" with version control? It's like being obsessed about internet browsers, or being obsessed about work boots. These people don't exist.

Do you just not like being told what to do about a subject you're self-taught in?

Prefer whatever you like, in the end source control - whether git or mercurial or CVS - is objectively the superior way to backup and track changes locally and remotely. It's everything you get from a manual backup + a lot more. It's easy. It's free. It's the standard best practice and has been for 40 years.

>>732224853
You start version control at project's inception for this exact reason (and many more). If you're doing it in the middle you've already fucked up.

Think of it this way: you use version control to create snapshots of times in which your project works. When things go wrong, you can easily trace back to the time that the wrong thing was introduced, and that may mean a change that happened at minute 1.
>>
>>732209886
This reminds me of the jojo part 5 parody where he pretended Giorno only had the power to grow trees and had to get really creative with it.
like what if every enemy was just goblins in some form.
>>
>>732229419
I'd rather have many people have magic or counter measures for it. It's fun to taste one's own medicine. I dislike the peasants lv 1 and power ranger lv 89 power gap. Everyone will avoid an axe to the head, even a shoddy axe - 2.
>don't worry too much
Not at all, it's rather me wanting something believable. We used to say cool back then. Not that zoomies would ever understand what cool means.
>>
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>>732230403
goblins are best
>>
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>>732230403
And the final boss is a Tower sized goblin golem
>>
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>>732229932
yes! and it'll be the final boss of the first act of the game (hope to have it ready by 2028)
>>732230403
heh. I only watched Jojo up to part 3, the change in artstyle for 4 and onwards wasn't my jam at all
>what if every enemy was just goblins in some form
that would be funny lol. I could have a goblin knight in full plate armor and when you break the armor it turns out it was all just picrel
>>
>>732230209
>You start version control at project's inception for this exact reason (and many more). If you're doing it in the middle you've already fucked up.
Nigger I know what version control is. You people need to go outside and run some of that autism off.
>>
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messing up some orcs. learned how to make a fun dismemberment animation. I'm also swapping out the mesh for a bloody one with vertex colored damage as an alternative to health bars.
>>
>>732231445
Holy shit would play
>>
>>732231445
I foresee a Steam bundle with this and goblin guy's game in the future
>>
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>>732231008
he might need a chair
>>
>>732232128
bro where did you learn to do pixel art of this quality
>>
>>732231496
thanks bro!
>>732232000
goblin guy inspires me
>>
>>732232303
It's very obvious inconsistent slop, downscaled.
>>732232128
finger yourself immediately or your mom will die in her sleep tonight.
>>
>>732232128
>>732230602
>>732228240
>>732226491
Prompts?
>>
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>>732232128
yeah that's the plan! Well more like picrel, you'd need to knock down the goblins that carry him then proceed to fuck him up
>>732231445
looking great anon! I'd add a sword trail to better sell the strength of the sword attack and to let the player see the reach of the attack, and maybe some hitstop too but I'm biased because I love hitspot.
I love how your orcs remind of the green bad dudes from Banjo-Kazooie, you have some cool 3D modelling skills man
>>732232359
>goblin guy inspires me
aw man what the fuck don't say that :)
>>
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>>732232303
It's a process that starts with a lil' slop I'm sorry to report, but I have too much nostalgia for Sega and Nintendo so I churn the slop in aseprite in their resolutions. Then I suck the colors out of it because there's going to be too many, that's why the king was in greyscale, but at that point I can recolor it in different layers if I want variations or what not, but lately I've been trying to stick in the true color palette. The mad king though I did quite a bit of editing actually I was a little more particular on that guy.
>>
>>732232828
I might need to use sloppa to generate some concept art for my JRPG monsters. Finding good reference images that are in a consistent style is a bitch.
>>
>>732178045
I'm still doing tutorials. I wanted to go home and work on some stuff tonight, but I'm stuck late at work because scientific research is the biggest meme career ever.
>>
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ffffffffucking lootbox
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>>732233021
what kind of art style does your game have? these guys are coming from one I was messing with earlier in the year, I was trying to make a phantasy star type dungeon crawler.
>>
>>732232787
Thanks anon! I definitely need some better hit feedback and sword trails. I'm trying to decide if I want to model the sword trails into the animations or do it with a particle trails system. I've always had trouble with particle trails systems in godot.
>>
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woah mama
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K.I.S.S.
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>>732227784
>maybe I can make a shorter meme game to make quick profit so I can work on real game
Its not viable because there are so many people doing that already, maybe make a survivorslike because it is really low effort. If you have faith just accumulate all your passion and work on your dream game, release a demo before trying to go full time on it though
>>
>>732233234
>I've always had trouble with particle trails systems in godot.
this is the one I use, and it works great for me:
https://github.com/celyk/GPUTrail
hope to see more of your game anon, it looks great!
>>
>>732233135
Pack it up guys. This anon is directly appealing to one of the judge's personal tastes and is most likely going to win because of it.
>>
>>732228601
I get that. Most of the projects you were talking about sound pretty simple, code-wise. VN would be easiest by far, then point-and-click; RPG would be the most work, depending on style. I just want to make good games and I want to work with others, but I don't really know how to go about it.
>>
>>732233714
don't worry I probably won't make it to the deadline
>>
>>732233776
Don't say that anon. You've got one modifier in already, I saw someone posted some SFX earlier. You can do it. There's still three days almost four days left
>>
>>732233939
>I saw someone posted some SFX earlier
haha yeah, I wonder who that was
I guess I should try to focus on making a straight line from start to finish and worry about making it...you know, GOOD, later
>>
>>732234050
It's a game jam ran by verifiable retards. Why does everyone assume it has to be AAA level. You made it in a week, it's gonna be rough. Good shit anon.
>>
>>732184714
Impressive how confident you are when you obviously know nothing about the subject
>>
>>732233283
does he ask for peanut butter jelly banana with bacon sandwiches
>>
>>732230403
I know exactly what video you are referring to and it's kinda surreal to me that someone else on /v/ has watched it lmao
>>
Made a bit of progress on my game jam game today
I feel like I'm already overscoped but fuck it I'm gonna jam as much in as I can
>>
>>732234135
I can make any game in under 20 minutes. I only need one hundred thousand billion tons of liquid gold.
>>
Fellas the bangers just don't fucking stop
>>
>>732235432
set up the repo anon
just kidding, it looks great!
set up the repo
>>
>>732235432
Thief? Rouge? If I can have a class, I'd like pirate, half gunner, half thief.
>>
>>732235804
Going for a pirate-y look for sure. Maybe I'll make a Pirate class. I need something between his Archer and final Rogue/Assassin/Ninja whatever class. I think the colors would work.
>>
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How much of unreal engines bullshit lighting and plastic look can I get rid of? Am I able to disable pretty much everything and make it look like unity? I just wanna achieve basic ps2 era lighting without having to buy some pack or watch countless tutorial videos that don't actually explain how.
>>
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Making a shop using tilesets I did for the textures. Learned a lot about blender's grid system. Going to cut it up to make modular pieces to make other buildings in my town square.
>>
>>732236706
switch regular mats to cloth mats
>>
>>732236706
>how much of unreal .. can i get rid of
all of it
>make it look like unity
yeah, probably.
>basic ps2 era lighting
>without buying
>watch tutorial
its an unfortunate reality but with shaders/rendering there's really no easy way out. best learning resource i've found are academic papers from the 1990s-2000s about computer rendering techniques.

iirc ps2 used gourard shading and vertex lighting, so look into those.
lots of games used albedo textures with the lighting already there, kinda similar to baked lights, but they just drew lit/shaded areas right into the albedo.
there was still some realtime/dynamic lights for ps2, but most was baked or faked.
kingdom hearts is an example i can think of that uses fake lighting.

I dont remember off the top of my head if UE has an option to force vertex lighting. You can do vertex interpolation based on pixel lighting to kind of "fake" vertex lights.
that's what I do in Unity because my game primarily uses pixel lights, but some levels are ps1 style and utilize "vertex" lighting.

Also, why not just use Unity at that point? You're basically asking
>How do I make Unreal's lighting behave similarly to what Unity already offers out of the box
>>
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paperzd just had a significant update I might revisit my idea of a 2DHD game
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>>732178045
Anons I'm in a bit of a predicament

I want to make a 3D semi open world (segmented into 3 segments that make up the story) parryslop, with heavy story elements

Now, my initial thought was to make it in Godot since it is free and open source and I don't want to pay timmy 30% of my profits, but the problem is that from what I've read godot can't handle expansive 3d games well.

thoughts?
>>
Man got them stompers on.
Does this look archer-y enough? not pictured is the elven ponytail.
>>
>>732237429
looking good
>>
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I've lost my motivation to code a game knowing people can just ask AI to make scripts for them and do all the work for them.
>>
>>732237816
You dont pay until your annual gross revenue is over $1 million. When that happens, you will be happy to hop in your Porche convertible and drive to the post office to mail him a check.
>>
>>732237816
I don't use godot but I don't see why it wouldn't be capable of that.
maybe not loading an entire open world all at once, but I can't think of any engine that is capable of that unless it's a really low-fidelity game.

just look up "chunks" in relation to open worlds, as well as world streaming, and see if there's a way to do that in godot
>>
>>732178045
I have the entire design document written but scared to take the first step of actual development. I might end up vibe coding a basic version as proof of concept and then trying to sell the idea.
>>
>>732238110
>annual gross revenue is over $1 million
I thought that it was general profits from the game, if that's the case then it really is a pretty good deal for indie devs
>>732238113
Obviously not an entire open world at once, I have just not heard good things about the 3d capabilities of the engine, I want to do something like having 3 big dark souls dungeons that make up the game with a hub in between them and I am going for a semi realistic style for the game, and truthfully I have never seen any games like that developed in godot and in addition to what I've heard I assumed it was for a good reason
>>
>>732237815
Looks kino, the way that you do this is just adding z axis depth on the 2d models and then you can do shading on them?
>>
>>732238370
It is gross. You sell 100,000 copies for a $20 game for $2 million in sales, you owe $50k to Epic because it's 5% after $1 million. Steam takes $600,000.
>>
>>732238829
>you sell 100,000 copies
>on Epic Games Store
This has never once happened.
>>
>>732238981
Burn
>>
>>732238981
We are talking about making games with Unreal Engine and the fees. It does not matter where it is sold.
>>
>>732238370
>semi realistic style
honestly at that point you might as well use unity or unreal.
the reason i don't use godot is the lighting/rendering isn't that great and there are some very weird quirks to using it. i use unity because their rendering is very, very flexible.

>never seen any games like that developed in godot
same, the only godot games i've seen are from here. but, you gotta remember that there was a point studios said the same about UE or Unity.

have you considered Unity? i know there was that BS a couple years ago, but they've hopefully learned their lesson.
afaik their only "fee" now is when you make more than $200k in a year, then you need Pro, which is around $2k per year, and only for 12 month cycles of earning $200k or more. even tho that threshold hits sooner w/ unity you don't give them nearly as much money overall.
>>
>>732237880
Not Archer at all, samurai. The shoes look like Japanese wood clank thingies.
>>
>>732239089
Yeah I gotta work on the boots I wanted to have a neutral front-facing sprite for each character, but I may have to go back to what the OG FFs did and just use the walksprites. Never seen a samurai with a big green cape tho.
>>
>>732238036
Lmao try to write a full actually good game with only ai code. You have to be a competent programmer to wrangle AI code into something worthwhile, otherwise you end up with messy shitty broken code. AI doesn’t have the soul required to make decent games, but it can be very useful as a programmers assistant
>>
what you need to use is a random engine actively maintained by a single autistic eastern european in a niche language you've never written before
>>
>>732239051
>It does not matter where it is sold.
Then why did you bring up Steam? Last I checked Steam does not license a game engine.
>>
>>732239305
>I wanted to have a neutral front-facing sprite
Keep that
>>
>>732239581
For perspective
>>
>>732239075
>have you considered Unity?
Yes I have, but considering what they've done a few years back I don't want to invest a few years making a game only to then lose all of my progress because some drooling retard at unity's managment decides to fuck his devs over.
Also I hate coding in C#, much rather deal with all of the memory management in C++ than the disgusting bloated code that C# produces, initially I also wanted to go for godot because GDscript is almost identical to Python and is very nice for scripting from the little I've worked with it
>>
Does anyone actually use /agdg/? It just seems to be filled with spam.

Anyways, I wanted to ask about managing source files. I am not an experienced programmer and spent the past two days figuring out how to compile imgui. In that time, I learned a little bit about make and cmake and really do not want to use those tools right now because I'm already struggling with re-familiarizing myself with C and learning raylib. In your experience, are make and cmake something I should be looking at now or well down the line?
>>
>>732239621
It's honestly not possible to get good looking forward facing neutral stances in the style I'm going for. You end up having to cop out with the legs/feet just being sticks.
>>
>>732239885
agdg is a cesspit full of groomers.
>>
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Druid laser beams. Pre fight dialogue still pending.
https://streamable.com/909yep
>>
>>732178045
I want to make a simulation-heavy, text-based fantasy life simulator so I can put the lore I’ve been kicking around in my head since childhood to use. :)
>>
>>732239885
Most C or C++ projects use cmake. It is good to learn it, but you pretty much set it up once and make small changes and forget how to do it. For projects with make, if you have seen one Makefile, you have seen one Makefile. They vary wildly. AI can walk you through creating either, but I would suggest doing cmake.
>>
posting here as well to get feedback
>zoom in (objects appear larger) = scroll wheel up
or reverse? I thought all games did it like this but I found various plebbit threads about games and programs having it inverted, how do you do it in your games?
>>
>>732184674
something that I see talked about enough is that the vast majority of game dev schools/courses (excluding youtube or very basic tutorials online) are on unity and unreal
I don't know if it's because they sponsor the schools with licenses or something, but that's the reality, so most game dev that were student already know an engine and don't need to learn another
>>
>>732239885
>Does anyone actually use /agdg/?
I used to post there but they were complete assholes when I was first getting started so I stopped bothering. There was a point probably a year ago where whenever I'd post, I'd instantly get a ton of replies telling me to kill myself lol.

as for your question, might wanna ask on gedg over on /g/, idk what cmake is but I've seen it mentioned on gedg a few times so someone over there might be able to help.

>>732240776
up for zoom in makes more sense, I can't think of any game that has it inverted.
actually now that I think about it, the only PC games I played that did use the scroll wheel was the Splinter Cell series, and that had scroll up to walk faster, scroll down to walk slower.
>>
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>>732178045
Progressive difficulty implemented somewhat. The further you go the more enemies are gonna be thrown at you, with a random chance of no enemies at all. Level is now generating infinitely with two canvases replacing each other when off screen. You can shoot at enemies and they will die. Simple walking cycle without too much of AI, gotta make them aggressive and I have to add normal objects and collisions
>>
>>732239885
i hate cmake so much its unreal, i use vcpkg for all my shit, its so much easier. I literally type install x and it just installs and is immediately usable in Visual Studio. You should check it out if ur on windows.
>>
agdg has basically been conquered by loser nodev who insult every on-topic reply. and 90% of the posts are about trannies and pedophiles.
it truly has the most off-topic spam i've ever seen in my life in any forum.
>>
>>732231445
>with vertex colored damage
that's clever and resourceful, looks great with your artstyle
>>
>>732217194
>jewhub
no thanks
>>
>>732178045
Prototyping endless mechanics heap hell
And random ideas like a "bad ending" state that unlocks survival mode (the bad ending state being basically doomed world so it becomes the game's survival mode after that)
>>
>>732234169
the lack of games speaks for itself
>>
>>732242601
Weirdly enough I'll post there every once in awhile asking for some kind of technical advice, and I usually get it. But posting any kind of progress will get the worst comments
>>
i think the reason agdg makes me so angry is because i go there expecting to talk to gamedevs trying to make it. and all i meet is some weird people who dont even do gamedev and all they do is spam bullshit.
but i can only blame myself for even going there.
i guess the internet isn't a social place anymore. it's just losers in every corner trying to turn everything into a shithole with brainrot spam.
>>
My aim is to learn QuakeC to mod it heavily, but I’d like to focus first on 2d game dev using something that would familiarize me with QuakeC, maybe Raylib (using C)?
>>
>>732243042
yeah that place should get closed already, it's anything but gamedev.
>>
>>732243042
/agdg/ is a lost cause. No matter how many posts you report, none of them ever get deleted. These /v/ gamedev threads aren't perfect, but they're definitely a step up.
>>
>>732243042
The internet has never been more social, and that's the real problem you're facing.

The old internet forced a lot of different 'types' of people into the same spaces because they weren't a lot of options, where a social butterfly type was in the same forum or chat room as an anti-social nerd, a shy teenager, and an hyperactive dork.

But now the social butterflies are on Tiktok, the hyperactive dorks are on Discord, the shy teenagers are content in a Twitch chatroom of their favorite streamer.
>>
>>732243157
I don't get the sense /vg/ even has mods or jannies. I see uncensored porn in /vn/ regularly and extremely off-topic posting (including attempts to dox each other), never seems to get addressed.

I don't really understand it. If we allowed generals on /v/ and turned /vg/ into the gacha mines I think it'd be an improvement overall.
>>
>>732243375
I once managed to get a few shitposts in /agdg/ deleted by quoting them while posting a NSWF image. I reported my own post and the jannies deleted it, along with some of the posts I quoted. So there's at least SOME moderation.
>>
>>732243375
>doxxing
one of them found my instagram account and started harassing me there.
not even my game dev account, my main/personal account follows the dev one and they figured out both are me
>>
>>732243681
imagine spending all that time and effort doxxing some dude instead of making a videogame
>>
>>732243771
they're not regulars, it's some blusky tranny raid
>>
>>732243681
I don't even have a dev insta and they still found me. Then again, I like crediting myself on everything so I'm not all too surprised.
Best thing you can do is ignore them.
>>
agdg is making fun of you v devs as we speak.
>>
>>732244554
If that were true, it would be pretty pathetic
>>
>>732221445
ToT
>>
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started coding in the air basic combo and run attack
>>
Daily reminder that you have 2, maybe 3 years to release a game for financial profit before the AIggedon and the value of games drops to 0.
>>
>>732245107
but what will i use the money for? if AI can make games as good as the best, it can also collapse all of society.
>>
>>732183998
why would you write this without explaining the bug or the solution
>>
>>732244894
thinly veiled attempt to manufacture drama between 4chan threads, how embarrassing
>>
>>732243042
wait where are all the hobby dev's reeing that you mentioned wanting money? any time i post money talk i sometimes get someone/others seething screaming that it's a hobby lol. don't pretend they aren't over here i know some of these devs post in both but idk if they're jobby or hobby devs. are the "hobby" dev's over there just some random no dev's trying to stir the crowd?
>>
>>732245107
AI will never be able to make a proper functional game that won't fall apart on itself, games are absurdly complex and even humans can't make games right most of the time
and no, calling the genie thing a "game" is stretching when it is just a video with almost no permanence/interactive systems, and it is already burning through a fuckton of energy to just make that for 60 seconds, and you need to be connected to the cloud for that and can't be ran offline
>>
>>732243879
they are regulars retard
>>
>>732186161
I don’t think there’s such a thing as too good when it comes to animations. No matter the art style, quality animations always make games feel more prestigious and enjoyable.
>>
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Made a sword for the game, made of light and powered by FAITH.
>>
>>732245983
HOLY FRICK!

imagine after an x1000 sword combo her face starts getting blood droplets over it, eventually huges streaks etc
>>
>>732245983
nice looks fun
>>
>>732245983
trooncoded refundslop
>>
>>732245983
Neat.
>>
>>732245983
https://www.youtube.com/watch?v=kfzvav4Kvag
>>
>>732244846
Does this game only have one stage? I've seen lots of your webms, but they all have that same red tree + mountain background.
>>
All enemies and such like should just be all in their own big ol jsons right?
>>
>>732247994
depends on how many enemies there are and what engine you use
>>
>>732245363
Wut
>>
>>732247994
mine are unity "scriptable objects"
>>
>>732247312
yea just that one stage at the moment, haven't had time to make another yet
>>
>>732233283
one of the aliens in back needs fat tits.
>>
Damn this thread had so many different games posted. Feels like a lot more people are working on something now than last years
>>
>>732249251
agdg refugees. refugees welcome.
>>
>>732226049
that finalIK robot! I haven't seen it in years! I almost bought that
>>
>>732181150
Stepped on by the foot of a legally-distinct giant nuclear lizard.
>>
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I still need a trailer and better character art for sure
Ive got about 20 of the 30 levels working
no music yet, but im talking to somebody about an OST

probably should have set the page live already, but I'm waiting to finish the trailer
>>
>>732249670
probably, but i shall remain a whodev
>>
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Minor Mongol Tweaks.
https://youtu.be/UCo1Tq4g_es?si=e6eQrWCS9fa3Nl--
>>
>>732198517
Is there a particular reason why the frame vanishes when you talk to an NPC? Not sure what you're going for but receding it or having it fade off might be better so it's not so abrupt. Mongol has a cute walk
>>
>was planning on releasing demo today
>found 1 bug which snowballed into 10hrs straight of bug squishing, making level designs better, and making the levels look prettier
So, this is the power of escaping tutorial hell...
Also Im 90% sure I will upload the demo tomorrow. So far I cooked up a really fun game if you are a fan of Dk 94 / Mario vs DK gba.
>show progress!
Have recorded playthroughs of current builds that I will mash into one video so you all can see my progress from 0 to now.
>>
>>732250360
that's very intriguing to watch
>>
>>732250489
>Is there a particular reason why the frame vanishes when you talk to an NPC? Not sure what you're going for but receding it or having it fade off might be better so it's not so abrupt.
Bug. I'll fix it. Also.
>Mongol has a cute walk
Thanks fren.
>>
im really high and my mouse cursor was hovering over the webm and i was like
>wow, this anon has the same mouse cursor as me!

looks pretty good you should spam the trailer on reddit and youtube shorts once its done with a link to your page, easy and free way to get people to see it.
im prob gonna start youtube shorts soon but idk how to do that since my game isnt very gamey
>>
>>732250697
oops. meant to reply to
>>732250143
>>
>>732250697
i mean when the trailers done spam it on reddit/shorts
>>
>>732181150
He starts vomiting and has a mass of insects escape from his body and they swarm him as they eat him alive
>>
>>732178045
Progress is coming along nicely.
Just finished adding a cactus golem enemy in, complete with the requisite needle missiles ability. Also added the items they drop, cactus flesh and needles (of course). And of course the requests you get for said items.

Also taking a pass at engoodening old shit code I wrote a while ago. Updated the type defenses display for your scrimblos to render something usable instead of just an arcane number from 0 to 2. Managed to take the stat and type defense displays from like 500 lines to ~150. I kind of sucked at for loops and selects back then.

Made the mistake of posting this into /AGDG/, but that place is a lawless off-topic hellhole.
>>
Seems like a decent place to ask this. I want to bake in a few retro filters like CRT and LCD along with 4:3 aspect eventually. Aspect ratio is pretty straightforward, but I'm having a bitch of a time getting the post process filters just right. There's a few I want to rip from shaderglass, but that's in Slang, and Unreal doesn't support. I can convert if I can recompile the Slang to HLSL or GLSL, but the compiler is fighting me. Anyone have any magic bullets or advice? Am I stuck cooking my own?
>>
>>732251689
Nice, is it a monster tamer ?
>>
>>732250697
>>732250808
yeah for sure. its very hypnotic to watch. cutting up a lot of shorts be easy
>>
>>732251894
ask next thread and ill help u out, i use hlsl quite a bit.
im very tired and the thread is about to die so i might not be able to type a full response in time
>>
>>732251894
Claude can convert the shader language.
>>
>>732251894
>There's a few I want to rip from shaderglass, but that's in Slang
crt and lcd shaders are popular enough that you can just get some from other sites that don't use slang
>>
>>732251906
No. Dungeon Crawler RPG, but you do form your party from the generic tropey monsters (skeletons, orcs, kobolds, goblins, etc.) unfortunately the cactus bois are dumb savages and are relegated to enemy duty.
>>
>>732252009
Thanks, I'll try to keep an eye out. I don't haunt this place regularly.
>>732252025
An interesting prospect, I'll give it a go.
>>732252176
That's fair, I'll try broadening my search scope a bit. If you have any you'd like to spoonfeed, I wouldn't hate you for it.

Thanks a bunch to all of (you)s.
>>
>>732252419
shadertoy, its all glsl. their layout sucks and the site is slow so I dont use it
or check for unity shaders if you cant find ones for unreal. they're hlsl + shaderlab which is unity's wrapper for shaders. should be easy enough to get working on UE
crt is such a common effect you'll find something suitable. its essentially sine waves, step function, and frac a bunch of times
>>
>>732252682
Groovy thank you.



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