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How's the game coming anon? Making progress I hope.
>>
bumo
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>>733387385
there is no progress, progress is dead
>>
I spent a good few hours more than I usually do working today, but it didn't really result in that much more tangible progress. Still, it feels good to know that I've put in the work. I hate when a process like that ends up covering days and I go almost a week with no real noticeable changes to the game, so hopefully getting by a good deal of busywork today will mean less of that in the near future.
>>
Everyone using Godot should look at using 4.4.1 stable at the minimum.

That was an improvement in every possible way.
>>
>>733387759
this but unironically
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>>733386813
how do you guys feel when you've spent 1 / 2 months on a prototype and you've proven that your idea doesn't work and its time to move on. Part of me feels bad for letting hte project die... but another part is excited to take what I learned and put it into a new project with more potential.
>>
Waiting for my claude weekly limit to reset. It’s INSANE how good opus works. Tested it last week and it wrote a full piece of software, plus a comprehensive test suite, plus benchmarks in like 10 minutes. And it compiles and runs fine/performant. It’s actually bonkers what AI can do now. I’m gonna feed it my current hand written renderer and see if it can make significant improvements, I’m very curious to see what it comes up with. It’s a shame that the service is so limited for why it costs but it’s so worth it in terms of productivity, you can feed it a prototype system and it can produce something production ready, gotta read the code to test for bugs and check for accidental “AI being dumb” moments carefully though. Best $200 I ever spent but the usage limits are so limiting. I can’t even imagine how good this stuff will be in another few years.
>>
>>733388093

That's part of game dev, doubly so if a rookie. Learn the ins and outs of the engine, toolset, and workflow and make bigger and better. It's not bad to fully complete a game even if the idea is kind of shit (for personal fun/friends) just to get the process down though. Repetition makes perfection.
>>
>>733388050

I basically always make the effort to upgrade my project if possible, that is, as long as the few addon tools I use don't break. Haven't had a problem with engine stability. Obviously, I do have to make changes to the code sometimes to account for deprecations/new methods.
>>
This may look like the same level I've posted last time, but I've heavily reworked the game's logic (especially the monsters) to use a something resembling a turn system. I had to do this because I was tired of dealing with race conditions. Also, I've tweaked this level's design to actually be completable.
>>
Spent today learning Inkscape basics to make some rudimentary HUD elements and implementing them into the game. I've been putting off getting better at Blender for as long as possible but it's nearing time I start. Basically jumping from task to task if I find myself getting bored. All gotta get done at some point.
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>>733389129
Consider pirating Adobe Illustrator and checking that out as well. Inkscape works (I've made https://steamcommunity.com/sharedfiles/filedetails/?id=2996910118 and pic related with it), but it has its limitations, so it good to be aware of alternatives. But don't give a cent to Adobe, just pirate it, it's easy.
>>
>>733388768
I would never do that personally but while profiling the stuff I already made I noticed the root of the bugs or performance depends on both the engine version, it's base configuration and your own code that can be suboptimal.

The point is to be thorough with starting from a good base.
My own engine later on will be even a much better foundation for future games as you can ensure maximum performance with your gained experience in profiling, fixing and coming up with efficient use of suboptimal software and systems.
>>
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Been working on dungeon generation. Am I retarded? I should have figured this shit out ages ago. I just can't seem to generate nice dungeons.

Anyway here is some shitty nujabes chillhop I made
https://vocaroo.com/19TWf6LkiP4a
>>
>>733389838
Rip nujabes, you were a king

Draw a map that you think is a good dungeon and then look for what you think is important in your dungeons (the way it connects to other parts of it, the shapes you want it to have, does it connect to different parts in multiple caveways or something) stuff like that can help
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After like 6 hours of work I've finally figured out how to make fractures in blender and export them as VAT to unreal.
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There was a Nitenndo 64 game engine that released the other day and looks really cool
https://www.youtube.com/watch?v=4BCmKnN5eGA
https://www.youtube.com/watch?v=zz_wByA_k6E
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>>733392336
>C++ scripting
>ECS
>Node graph
>Blender support
>Open source
Goddamn I want this but for normal games.
>>
enemies that are now fully, 100%, half-functioning
>>
How does QA work for indie games?
>>
Where are Goblin dev and side scrolling Bunny dev?
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>>733392869
send your game to your friends to test and remind them to please send detailed reports instead of just "game crashed :("
>>
I've been churning out assets for the past few days
Almost have all I need to make the next chunk of my game
>>
My game's writing is basically me airing my dirty laundry.
Should I quit it
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>>733393827
how so, give an example
>>
I want enemies to change their stats, learn and forget skills, and evolve as you do, so I'm changing their AI to be more generalized.
Also implemented a food chain system, so creatures will hunt others lower in the food chain, but not so low, and run away from others who are higher, but not so high. This way an apex predator will only try to hunt big creatures, not the bottom of the food chain creatures. Also added a hallucigenia to test the generalized AI.
It's gonna be a roguelike, but I'm thinking of adding an "observatory" mode just to look at creatures interacting with each other.
>>
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going fine. The zombies are done and I made a variant of the goblin that's a little bit bigger, has more hp and better armor and can buff other goblin's attack and speed by using his horn. Still want to make a few more enemy types, demo is going to be full of cool stuff hopefully
>>733389838
hey anon, this shit worked great for me when I was working on Paco's Quest:
>https://anderoonies.github.io/2020/03/17/brogue-generation.html
>>733392336
yeah looks very cool. Going to use it to make a small game with the gobs as a side project. Don't want to reveal too much beyond the fact that it will have both goblins and goblinas
>>
If your game is large than 64kb then I'm not playing it.
https://www.youtube.com/watch?v=qht68vFaa1M
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>>733393932
Just a lot of themes are tied to shit from my life.
It's not a 1 to 1 recreation. But if you extrapolate hard enough the dots make an image
>>
>>733392829
Nice. Wish I had enemies.
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>>733398103
If he made something original and not a doom clone I would be slightly impressed.
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>>733398230
yeah same for me really if you zoom out and squint at it
probably the same for a lot of creators really, you make what you know and experience
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>>733398643
thank you. i can be your enemy :)
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>>733398643
you can have this one
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>>733393670
when I tried to do this I sent it to 10 "friends"
only 2 played it, the rest said they would and then never did
expect similar results
it also helps to make a little survey for them to fill after playing to coax out some feedback
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finished the mana charging
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Got some general bug fixes and optimizations going on the final area. As I have learned, incremental garbage collection is a thing and it boosts performance of the game due to it distributing garbage collection routines over multiple frames. In addition, I began to optimize the death condition for Fygoon with two things:
1. Death no longer results in the destruction of the player object and instead the object is simply deactivated; this is to not cause every single script in the game world that depends on Fygoon to shit itself
2. Like in American McGee's Alice, Fygoon dying simply locks the camera in place; this is done as to not create another cameras that could render things and hog resources; a shame as I liked the Dinosaur Planetesque death scene
On the topic of death, if Fygoon is squashed, for instance by a Golem slamming its fists over his noggin, and the health remaining is at or less than zero, then Fygoon will explode into little bloody chunks instead of awkwardly getting squashed, getting back up, and immediately dying.
Finally, I added in a cool stained glass window in the Royal Mausoleum (pictured), depicting the battle between the noble Basileus Lucas Fygoon of the Dragons' Alliance of Frydar Island against the vicious King Stephan Luftmann of the Grand League of DarkWater Island during the Dragon-Elvarian War. This stained glass window, along with the biographies of his forefathers and their deeds, is what inspired Joseph Fygoon to become obsessed with his own Quixotic pursuits as Basileus, going as far as to wage war against his own people just to create at least a facsimile of the heroic reigns of his forefathers and prove he is worthy of the name.
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>>733399993
sounds kinda kino
>>
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>>733400349
I think you'll find it to be super cool. I can finally say that progress is going well, so much so that I even have time to finish the History section in The Zmeian Compendium where the Dragon-Elvarian War can be elaborated on. The only roadblock for that section was the fact that I had to write out the history before the war, including writing on the Ballad of Simon Frydrak (the legendary hero who the Dragons revere), a quick summary of the founding of Geedis Prime and the Drygar Clan, the Discovery of Frydar Island by Admiral Fygarin and the Dragons' Alliance (sponsored by Baron Drygar), the Lost Colony of Frydar, the Treaty of Four Nations, and the Naming Race. Afterwards I might write on later events (the Gremling Question, the Siege of Drilos, the Dragon-Kyros War, the Banning of the Trollglodyte Bloodsport, the Barmaglot Brawl, the Cadaver Rebellion, the Banana Crisis, the Duel of Destinies, and the Eruption of Valkold's Sarcophagus), but for now the history up to the Dragon-Elvarian War will suffice.
On that topic, you can access The Zmeian Compendium anywhere: on your computer, on your phone, hell, even on your car (don't browse and drive, though).
>>
>>733401318
you should write a book, and I'm not kidding
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>>733386813
there is no game, just a bunch of concept art in black and white, and scribbles in my notes app
>>
Writing this on my break - I ran into a few problems with the enemy spawns and decided to take a bit of a different approach to everything to try and fix it. My idea was to make the map much larger by scaling the positions of every tree up by 96x as opposed to the original 32x - so the map is now bigger (by technicality), but all that really matters is that the space between trees is larger. I added in a fog system that obscures everything, so now the sky and sun aren't really important - might make a comeback, might not. Enemies will now spawn in 8 directions surrounding whichever tree the player is at - and I'm getting rid of the timer and making a solely "survive as long as possible" sort of thing. I also upped the resolution a little since I got rid of a lot of excess objects and whatnot. It gets about 40fps consistently, which I think is good enough personally for a game of this scope. The shotgun is a placeholder.
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>>733398897
That's obviously Quake, pleb
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I have Ellie bombs. They add your current momentum to the bomb when you throw it, do you can jump/run forward/both to throw the bombs farther. You can also press the top face button to detonate all the bombs on screen at the moment (useful for bosses and if you miss an enemy when throwing).

>>733388093
Luckily you only spent 2 months. I still look at my game and go "Is this any good?" and I'm nearly 3 years in.

>>733388335
I use ChatGPT a lot for coding. I never use it wholesale, but I use it for ideas of how to do things, then implement my own take, or I use it for checking my code I have heard Opus is leagues better, but I dunno.

>>733388782
Lookin' good, duder.

>>733392336
I really want to test this, but any time spent doing this is time not making my game, so, I probably won't.

>>733392829
Hell yeah! Enemies add so much, and I know how much work is involved. Great job!

>>733395162
Luv da gob. Simple as.

>>733399829
Your game is so over the top cool. Rad as hell. Good looking sprites.

>>733399993
How far are you along in your game? Like, percentage wise, how far along do you think your current build it? Just curious.
>>
>>733401609
Lol id software is unc core, wouldn't even take advice from Romero or Carmack as they are both out of their depth nowadays.
>>
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raining mana heal
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>>733398230
I don't think there's anything wrong with that so long as you put those events together in such a way that it forms a coherent narrative. It's not like you're just going to pluck a story out of thin air, any story is going to be based on the writer's own life and perspective to some degree.
>>
>>733386813
Planning out how damage/spell effects are going to work in my first person sandbox RPG game, I kind of want them to work like TES where a spell can be loaded up with different effects and they all apply at once in a package.
I've realised the longer I spend planning the more I actually end up getting done as opposed to haphazardly trying to hack together different systems to hold a game together, so I don't mind spending a few more weeks pseudo-coding and slowly working through my design aspect.
>>
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>>733401685
I can't believe jump guy trooned out...
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>>733402985
Well, the blue guy already looked very gay
>>
Most like just took this.
https://github.com/andrei-drexler/q321
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>>733401685
Very cool. Some proper combat. Is Ellie simply a cosmetic feature or will Ellie & Osh need to be used in unison in the final game?
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>>733403781
They will be slightly different, but for the most part, they will both play the same. They will have slightly different physics (acceleration, hair hang time, etc.) but they will both be able to complete all challenges in the game. Similar to how Mario and Luigi play differently (Luigi is more slippery) but they are similar enough that the game feels basically the same.
>>
>>733401478
I have attempted at writing it as a book chronicling the Reign, Exile, and Conquest of Joseph Fygoon, but the main issue is writing about locations as the necessary words to speak on different structures elude me; it's simpler for me to model them than to describe them. You're not the first person to suggest I write it as a book: the creator of /v/3 has spoken to me many times on how I should adapt it as a comic series, but dynamic paneling is one of my banes and, as a result, I never went through with the idea.
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>>733404057
Jesus christ, how horrifying
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>>733404057
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>>733404057
Cool. It'll be fun swapping them from time to time.
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>>733401574
40fps, are you doing software rendering? Hope you figure it out.
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>>733402191
I remember water being the most difficult one to play with because it was so slippery. Nice for it to have a buff like this. I personally think you should add in a basic adventure mode, even if it's just one guy for each element.
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How do these new slime enemy sprites look?
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>>733406150
this is what they looked like before, for comparison.
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>>733406150
I like them a lot. They look really great. They look better than the placeholder inches from before. I like the way they look. Great work!
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>>733406150
they look way better compared to the old ones, but i personally don't like that the shiny light keep switching places as you rotate the slimes...
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>>733406378
Thanks!
>>733406390
>the shiny light keep switching places as you rotate the slimes...
That's a good point. I may talk to the artist about that.
>>
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makin a test map
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>>733406997
immediately makes me think of pokemon r/s/e
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>>733406997
Good art style
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>>733406997
cool
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>>733407164
good eye lmao
>>
>>733401685
I would say about approximately 70% of the game is complete: all levels and enemy behaviors are functioning and the weapon overhaul is complete. Most of the things left to do are, unfortunately, cutscenes and other miscellaneous guff. Honestly, making the Gremlord was a waste of time as it's completely irrelevant to the story at hand (I was so preoccupied of whether or not I could I never stopped to think if I should). That's not to say it's going to the scrapyard: other large bosses like it, Necrozov, and the Garadon Lord will appear, just at a later point in time.
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>>733386813
question unclear, ask again later
>>
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But HOW do you make a game?
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different getting up animations

>>733405272
thanks, still need to do alot to water. The sliding is mostly because I haven't added brakes to the skating yet.

There is a PvE Mode but eventually I'll add some adventure mode in the future, still getting the combat and elements down.
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>>733409148
Very nice
>>
5 years of thinking about making a game and I still haven't started
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>>733409503
>Go work on it!
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>>733409587
I don't have any ideas
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>>733409603
lmao so true
>>
To all my ESL friends, does anyone know how to verify what you write? I would drop my dialogue trees here but I'm sure most of you would just troll me.
>>
>>733409703
just copy/paste into chatgpt and ask it if your grammar is correct
>>
Almost done, just need to add flags, a restart and setting button, a settings menu and sounds.
>>
Sometimes I fantasize about making millions of dollars from my game and spellchecking all my ESL game dev friends' games for them for free. But only if I really believe in their game. They'd have to earn it.
>>
>>733409880
How was your experience with Love?
>>
>>733409503
same but with 5 years of prototypes that go nowhere...
>>
>>733406150
cute
>>
>programming day job
>after work, lose all mental and creative energy

This sucks. I want to work on my game but I dont have the energy.
>>
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Working on the new enemies.
This one is a Wraith heavily inspired by the Vampire Wraiths from Soul Reaver. Just need to finish the textures.
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>>733412195
Looks more like a Boojum to me.
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>>733410083
It's a pretty straightforward framework with enough libraries from the Awesome Love2D Github page to easily get things started. I've bounced between Love and Godot for sometime now and I find Love easier/more fun to start smaller projects with because the mental hurdle to deal with Godot's node system is sometimes too high. It feels easier to go from thought to code in Love than Godot for me because I have to constantly remember Godot's editor functions rather than just getting to coding. Naturally due to being a framework progress is slower at first, but once you make a couple of projects and or write/find libraries to use you speed up dramatically. Also, to use a framework effectively in the first place I think you need a bit more knowledge upfront than with an engine, but after that it's smooth sailing.

Because of how easy Lua is as a programming language to type, libraries for every issue, and it's relative maturity. Love2d is probably the most straightforward game development framework.
>>
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air recovery from most states. Can Press up/down to recover from falling or laying. Need to do left/right now
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>>733412404
The head won't be very visible, just the eyes.
>>
How do I implement this "ceiling wrap around the corner" in a platformer? I've only have seen Mario and Celeste do it.
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>>733415447
Diagram
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>>733415546
Capsule collider?
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imagine you're just about to release your game, then world war 3 breaks out, a huge EMP or solar flare wipes out technology and you just wasted your time.
>>
>>733416052
You could literally die three seconds from now so why do anything
>>
>>733415447
>>733415546
Shouldn't it be as simple as not zero-ing out your y velocity on upwards collisions? Assuming you're doing AABB box collisions and have simple velocity and position vectors, when you collide with something above you, stop incrementing the y position while keeping the velocity. Your collision handling should be able to keep the player outside of the platform regardless of speed
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>>733414454
In that case why even bother with the head? Just make it a hole with two glowing circles for eyes.
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>>733415546
I think the collision box for the platform isn't a true rectangle but a rounded shape?
>>
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https://vocaroo.com/1n3CZHTl2KDR
Getting back into the swing of things after a break. Finally finished the first H-scene and made a little song for it (this one's for the loss scenes, the consensual ones will get a different one of course)
>>
>>733415447
The safest bet is to carefully detect this situation and place the player where you want. This kind of stuff can get extremely annoying, I know that first hand cuz my game has it. I believe many 16-bit games have it too, they probably just look up the difference between the player's tip and the corner and then either push the player right or down based on it.
>>
>>733415546
Actually, if you want to do it just like how Mario did it, someone already did the work for you.
https://www.youtube.com/watch?v=Zo3Me6KwlRI
>>
>>733399437
Enemyship accepted :3

>>733399732
fat
>>
had an epiphany playing various sixth gen games recently. you really don't need to push yourself that hard to make an acceptable looking environment, especially if you're working with interiors. a lot of games remembered for breath taking moody atmosphere were just photo textures and light bakes, basic geometry. the systemization and scale is indeed still very impressive but the quality of any individual asset is quite humble.
>>
>>733405010
Now that I'm back from work - I have no idea. This "software rendering" is a foreign concept to me, I'm making this in Clickteam Fusion. I'm using Mode 7, and there's about 800 objects in the frame at any given point in time because I haven't found an efficient way to cull them. Granted, I could probably work on that a lot easier now that the map is more stretched out and there's less visible objects on screen at any given point in time.
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>>733415447
>>733415546
I hope you see this
The way I handled it for a rectangular collision shape:
-Take two points, each at the top corners of the collision shape, and push them towards the shape's center by the object's width minus however much you want the object to have to poke out past the ceiling to start wrapping around it
-Perform a raycast upwards from that point to a point a few units above it, and if you don't hit anything, move the character in that direction
-If you want to ensure the character can fit in the space to the side of the ceiling you're wrapping around, you want the corner point of the ceiling object you're wrapping around; perform another upward raycast with a horizontal position at the corner's horizontal position plus (or minus if checking the other direction) the width of the character's collision shape and only move if you don't hit anything
The diagram is just for checking one side. Repeat on the other side, or figure out some way you want to limit which side you're checking. The challenge here is finding the corner position, which you can do by performing a sort of binary search with more upward raycasts starting at the Raycast 1 back towards the corner, or you could try to find some other way like if you have access to the ceiling's collision shape. Or you could just do whatever's in that long mario tutorial, i don't know. This method won't have you moving diagonally, but it will wrap you around the ceiling like in your diagram.
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>>733416613
It gives it more depth, a flat texture would look... flat.
>>
bump
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>>733420361
> Mode 7, and there's about 800 objects in the frame at any given point in time
Ouch
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>>733418465
I'm trying to make a Mario clone to start learning game dev, so that video is very convenient. I tried using interaction points instead of a collision box like in pic rel and this seems to work fine so far.
>>
>>733423696
>>
>>733420512
i think that's how it's done in my game as well, just some raycasts to check if there's space available
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made it so you can hit enemies when they're lying on the ground now
>>
I want to do as much as possible in the next 30 days. Then that gives me another 37 days leeway before the demo deadline for the june nextfest.
>>
>>733415873
Just a capsule is bad for platformers because the circular bottom surface slips you off the edge, the same way it allows you to brush upwards and to the side during a jump gravity does it downwards.
What makes it worse is your coyote time is going to artificially be cut down by that slow slipping before you mean for it.

The move is a square for the body and a circle above it, basically just a capsule that's had it's bottom curve removed. This also means you can make the circular shape more or less rounded and pointed allowing for more or less tolerances in the slide to the side.

That is, if you're not using the raycast method.
>>
>>733426872
why is deadline in 67 days?
>>
>>733427426
>your coyote time
While I agree on the capsule hitbox thing, you really don't need coyote time in a 2D pixel platformer.
>>
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>>733428085
that's just when it is
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>>733428143
good to know
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>>733428085
>le 67
so funny xD
>>
>>733428085
june next fest registration deadline is in april
>>733426872
they let you drop out even a week before the fest so you can register freely now.
>>
>>733386813
I'm learning PICO-8 to kickstart my gamedev journey. Been languishing in half-baked hell for half a decade. This year I'm going Singleton, global player variable (unencapsulated), placeholder sprites; and shipping finished projects. The plan is to use tutorials for:
>Flappy Bird (Done)
>Endless Runner
>Shmup
>Platformer (3 Levels)
>Top Down Zelda (Goal)
>>
>>733428369
How? My flopped game still sold six copies in the past month. Ten if we're including console sales.
>>
>>733428369
>he gets sales
I hate humblebragging
>>
>>733424018
Nice.
>>
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Spent way too long trying to get snek tail animations to work programmatically. Thought it would be as simple as taking manual control of each bone and moving them to the positions in the red circles - NOPE! So I'm just going to settle for pre-canned animations. Looks a little weird when you turn but whatever.

I'm gonna have to start adding cloth physics to my game, there's no avoiding it now that sneks are in. The manually animated robes aren't going to work. I'm thinking of going with volt physics but I have no idea about physics engines or how cloth physics work.
>>
>>733428139
>coyote time
Am I the only one who thinks this is really stupid? All it does is skew the player's perception of how he should time his jumps. Either stop making infuriating platforming challenges, add a dash + jump mechanic a la DKC or at least address it to the player right away.
>>
>>733428660
Looking good
>>
>>733428714
It depends but I find them completely unnecessary in 2D platformers myself. Mario controls great without it.
>>
Making a generic farming game ala Stardew Valley and Harvest Moon because it's never ever been done before. </sarcasm>
>player movement : done
>item pickup : done
>hotbar item scroll : done
>using items : done
>inventory management : done
>scene transitions : done
>day/night cycle : done
>npc scheduling : done
>save/load : done
>tilling soil : done
>watering soil : done
>planting crops : done
>crop growth : done
>harvesting crops : done

Don't know whether to do buying and selling next, or NPC heart event cutscenes next.
More so feeling buy/selling since once that's done my "gameplay" loop will be complete.
Any ideas?
>>
>>733426872
I'll speak on this more, but we're attempting to do a /v/3 steam event page this year as well and the show is June 6th (a week before next fest). Consider us as well if you will.
>>
>>733426802
The other day you got 3k updoots but didn't have a steam page to convert those. missed opportunity.
>>
>>733429559
I'm paranoid about starting a steam page to soon
>>
>>733430034
The only reason you should not do a store page is if you're not sure you'll finish it, because steam doesn't(always) take to it kindly, or let you take it off.
it certainly clears the presentability aspect.
>>
>>733401685
thanks man. nice boomba's
>>
>>733417583
spooky
>>
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Trying to make combat movement feel decent
>>733430034
You have a vertical slice that looks good, which is better than most of the people in these threads
Once it's on people's wishlists, you can take your time without worry IMO
>>
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>>733401685
thanks Osh. I love that explosion effect for the bombs, very dreamcast-esque
>>733418836
>spoiler
wait until you see the Goblin King, he will be the fattest of the fattest
>>733420751
very cool wraith, the subtle face makes it look like it's lit by the eyes
>>733431751
aside from the cape clipping I think it should feel way better than "decent". What kind of combat do you have in mind?
>>
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>>733432090
Thanks! And yeah, I hate configuring cloth physics, it's totally unpredictable.
I'm planning for melee combat + some utility items (think bombs, throwing knives).

I just switched to the control scheme where the character is locked in rotation with the camera, and I like it a lot.
>>
>>733433065
Looking pretty good overall, but that spin attack looks goofy. I think it's too slow maybe? Like the entire attack/movement speed/animation speed should be increased by 50% or something. Maybe just the speed of the spins.
>>
>>733428714
Coyote time is because player perception is bad.

In 2D it's because the player can't determine what the characters hitbox exactly is to figure out when they're completely off the ground. In 3D it's because you're essentially using just one eye, your perception of distance is off and without looking at the ground you'll mistime jumps. Both of these are "fixed" with more playtime and starting to adapt but it's a matter of playtime and will they play long enough if jumping is unfun?

>>733428139
>>733428809
Depends on how you design the game. It's the same as using a curved hitbox or raycasts so that jumping into a roof has some tolerances, which was the topic.
You can do without them but then you'll have to develop a design that _will_ filter out players.
Mario also has the benefit of familiarity built through years of their games. Players already have experience with the timing of jumps.
>>
1-3 zombie voices and sounds
4-6 new enemy
7-9 level design
0 wank and vidya all day long
>>733433065
damn dude I love that scenery, very nice textures. Also fuck yeah if you go no lock on + player locked to camera, some old games like Rune and Heretic 2 work like that and I love 'em
>>
>>733433478
>Both of these are "fixed" with more playtime
Or making the hitboxes more accurate to the character model. I wouldn't want the game to lie to me and let me jump when I should have fallen.
>>
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>>733433065
to add some feedback, I agree with the other anon that the spin seems a little bit too slow. Also, I've noticed that the enemy knight is able to change direction while doing his lunge attack. Won't that feel kinda bullshit? Because imagine you think you've evaded it but then the dude rotates mid air right before landing and ends up hitting you.
>>
>>733433472
Oh for sure, it looks like shit lol. That attack is getting deleted as soon as I get the time to make a proper pirouette animation. But I'm forcing myself to keep moving with placeholder assets to avoid going into over-optimization before having core systems.

>>733433542
All placeholder quake textures I'm afraid :') Characters are mine though. I will check those out, thanks! Oni is another great one with those controls.
>>
>>733433814
And how does the player know which hitbox you're using? This is intentionally being obtuse for the sake of arguing.
Game design doesn't come out of no where, the same way everyone cries about yellow paint but the average gamer or /v/tard would get filtered without it.

You're free not to use coyote time in your games, you're free to slow down your game relying on model accurate collisions. I couldn't care any less how badly design you decide to make your games.
>>
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>>733433885
>All placeholder quake textures I'm afraid
lol wtf really? those don't ring a bell but maybe it's because of the different lighting haha
>Oni
that's the one with the anime girl that does martial arts? I need to try it!
And yeah I think you should at least check out Rune. Thing is, the damn game is frontloaded with the worst section lol, but once you get to the part where you fight against other vikings it becomes really fun
https://youtu.be/OpQKeY0XqKM?si=Nojwy5hXFntz_RBN&t=7575
should be timestamped with some viking fightan
>>
>>733434503
>Oni
That's the one. It's basically Bungie ripping of Ghost in the shell. Story and atmosphere are nothing special, but the combat feels great even today. Bit of a pain to set up on modern PCs though.
https://youtube.com/shorts/Kv2Mx5EGkVE?si=IBTAMnwKgOpDBkdJ
Rune seems like it's dripping with atmosphere - I might have to give it a go. Not sure why modern character actions games have abandoned this control scheme. If done right, I think it really captures chaotic combat perfectly.
>>
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>>733386813
I'm not making progress
I deleted vidia so I can focus, yet all I do all day is watching youtube and browse 4chan
it's over
>>
>>733435427
My PC died a while ago and I lost all but a few files I considered important enough to keep. Now that I don't even have my old playlist, I feel like I can focus more often on my game. It's surprisingly effective. I'm not even mad that I lost all my files, just feels nice having a fresh start sometimes.
>>
>>733435310
>Rune seems like it's dripping with atmosphere - I might have to give it a go.
Oh yeah it is, plus it takes you to some cool places. It's just that the damn game starts in a cave fighting crabs for an hour or so
>Not sure why modern character actions games have abandoned this control scheme. If done right, I think it really captures chaotic combat perfectly.
yeah it sucks, plus it's a scheme that allows for easy directional attacks which is something modern games seem to miss as well. Heretic 2 allows you to pull some sick melee moves, like a spin attack or using the staff for pole vaulting
>>
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>>733386813
The game is technically finished, I do have time to fuck around and add things to make it more immersive.
I've tried marketing recently - a small website giving potential players a taste of the game. Unfortunately operation yehaw turned to be a huge waste of time
>>
>>733436206
>operation yehaw turned to be a huge waste of time
my condolences anon
>>
>>733430584
do they really get upset? I still have a bunch of ancient TO BE ANNNOUNCED games in my wishlist lol
Though it really doesn't look like much this is my never ever vaporware and I sorta started game devving to make something similar https://store.steampowered.com/app/706680/Brave_Earth_Prologue/
It's almost been ten years now
>>
>>733437480
>>733430584
I worded it badly, they can refuse on the basis that you are putting up pages just to gauge their viability without full intention to pursue the game, to test the market. I don't they they get mad if you put up 1 page and regret it later.
Playway made hundreds of pages for fake games this way and actually got scolded by steam.
>>
>>733436206
this here is why spending a lot of time working on a game is daunting
now imagine you worked on concord... lmao
>>
>>733412981
>Awesome Love2D Github
I can't believe I didn't search for this before. Had to make my own rendering tree, screen management, and many other objects. Too late now I guess, but thanks either way.
>>
>>733438021
They got paid at least lmao
>>
>>733438220
true
>>
>>733386813
currently im working on the writing for the demo portion of the game. honestly, feels like im doing it just to avoid working on the code, lately i really feel like shit. i have to like rewrite the whole gameplay because my perfectionism is killing me, if it's not instantly engaging i feel like im doing some slop that i couldve just slapped on a visual novel and called it a day. im making a metroidvania and i know that you dont need some flashy gameplay to make it good enough but i feel like id be wasting all the art, music and writing im doing for this game just for it to fail because the gameplay sucks. at least it feels good to work on map design, lore, ui and all the other cool stuff, but gameplay and art make me wanna kms.
>>
>>733387987
i know that feeling, remember that its gonna be worth it only if you end up releasing something, even if unfinished.
>>733388093
a prototype shouldnt take months, a week max. if youre months deep into a prototype, thats a project already. the temptation youre talking about is normal and it WILL come biting you in the ass for the next project. its a vicious cycle you have to escape from.
>>733392869
make friends that work(ed) in that field, real good testers are a complete godsend for games that exceed a certain threshold in complexity.
>>
Just need to add steam achievements and I'll be done.
Release is next month for me and I don't have very many wishlists so this is gonna flop but at least it was a good learning experience I guess...
>>
I've only ever made derivative games that can be boiled down to "X game with Y mechanic" and for my next game I'm determined to make something new. I borrowed so much from other games before because I didn't trust myself as a designer. This time the training wheels are off. Might not be a genre-defining success, but at least it will be original.
>>
>>733399829
ive lurked enough to recognize your game anywhere anon, youre doing some good shit. keep it up
>>733406997
the next project ill work on will have a part that will be isometric and im trying to make it look exactly the way you made it anon. is this your first time posting here? id follow with pleasure.
>>733431751
>>733433065
movement does look decent. the cape clipping is okay, no one except you is gonna notice that. wont comment on other stuff because they feel placeholdery and need tuning, but youre definitely making some good shit anon.
>>
>>733439302
That's a good idea. You can at least get your foot in the door if you make X game with Y if you market it well, but original games are definitely harder to market.
>>
Unity's data persistence fucked me once more.
>>
>>733389369
I'm fond of Affinity Designer. No subscription bullshit, just a single purchase and you own it. Inkscape is such fucking rubbish, I never want to use it again.
>>
Is she cute?
>>
>>733406150
I like the style!
>>
playing around with liquid shaders
>>
raginghellfire.itch.io/gray
>>
>>733443247
SPILL IT
>>
>>733443280
it's completely fake unfortunately, so you can place it upside down and nothing happens
>>
>>733443316
NOOOOOOOOOOOO
>>
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I don't know if there's basically any demand for VNs but at the same time they're straightforward enough that I think I'll make one anyways
>>
>>733443401
>I don't know if there's basically any demand for VNs
VN's are at a historical low in demand (relative to the market's size obviously), even more if we consider western VN's
>>
>>733443556
Yeah but the coding's easy and I want to write one anyways
>>
>>733443070
looks a bit plain if i'm being frank.
>>
>>733443556
VNs respect player time better than looter shooters
>>
I made this a few days ago but didn't see a thread.
Improved my post process masking technique now it can be used to load into new levels/scenes in my game.
Pretty basic for now, its a little bit better now than in the webm rel but didnt wanna make a new one.
>>
Scared to share progress on my game because I know it will probably sell a lot... and I get stressed by that... sigh...

I generally dont want to deal with the fanbase that will come from it either...
>>
>>733444474
That is fucking trippy. Very cool. What kind of gameplay will accompany this?
>>
>>733444474
dope
>>
>>733444653
>What kind of gameplay
a mix of stuff, this game's mostly a framework for future games + portfolio project for technical artist jobs.

its a lot like a game called JazzPunk where its primary walking/a first person adventure game, but theres also mini-games throughout the levels
https://www.youtube.com/watch?v=zWcHbOexrf0
>>
>>733444474
Damn, that looks cool. What's your @? I might hire you
>>
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>>733386813
Hey anon, watcha castin'?
>>
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>>733386813
back working on my new game again (im still staring at pipes)
>>
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You're all gmi anons, I believe in you.
I had to put my game on hold for now because I joined a group to make a new game. Three weeks in and I've already rebuilt most of the mechanics I'd made, but in Godot.
>>
>>733446497
i dont have social media yet, sorry. im in these threads most of the time, so i'll prob share that sort of stuff eventually
>>733447456
how are you doing your outlines? is it depth/normals based, or are you doing something like vertex color ID or object ID?
just wondering cus the lines are very clean looking.
>>
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>>733448772
Cute
>>
>>733448772
Green swirl too big. Also the number needs to shake a little or something when it goes up
>>
>>733449175
>Green swirl too big
Wrong.
>>
>>733449241
Then at least decrease the opacity or something because that is just silly
>>
>>733449175
I think the swirl looks fine, at most it can improve from maybe a light gradient like the score, and x5 hit! text, or maybe some sort of light shading like on the UI from the top left of the screen
>>
>>733448772
Neat, but gotta agree with the other guy, the combo meter looks fuckhuge at a glance. 12 seconds it it makes a big blind spot next to the platform on the right.
>>
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Working on a dialogue scene
>>
>>733449653
Your art is improving but your shading doesn't make any sense.
>>
>>733448772
Nice to see this game again, it's been a while
>>
>>733447863
thanks, I'm using 3 different pixel outlines; depth, colour and custom depth buffer stencils(they are like layers but for Post-processing effects). I'm still playing around with it at the moment I currently have it set up so the colour outline fades out at a distance, still needs work though.
>>
I feel like a puddle of shit
>>
>>733449175
>>733449539
appreciate the feedback
the UI is going to be a bit scaled down
>>
>>733450025
you might like this reddit post, I learned a ton from it, any time I see your game the outlines/flat color reminds me of it:
https://www.reddit.com/r/Unity3D/comments/taq2ou/improving_edge_detection_in_my_game_mars_first/

>depth buffer stencils
nice, I use buffers for most of my post processing too. i have a few additional shader passes on my surface shader that gets written into a buffer that post processes read from
>>
>>733450102
THats cuz u are lmao
>>
>>733450102
drink some oolong tea and smoke a joint
>>
>>733450471
thanks for the link, I saw this game as well from what I've read I ran into the same problems he did when trying to use normals.



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