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Game development
Will you be playing demos in next fest?
>>
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My boxes will become 3d models now
Project might die
>>
What tedious task are you guys dreading? I have to go through a bunch of tracks and add loop metadata, fuck. Even some of the tracks I bought that already had it were mistimed
>>
I made dis
>>
My windows drive crashed last week. Thankfully have backups with all my file packages but have to find a way to import it all into linux now (+ learn Rider because can't get VScode's mono plugin to cooperate with Unity). Hopefully will be back up and running this weekend.
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>>733634874
Why do you guys put your low effort shitposts on steam? it isn't gonna sell.
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>>733635089
same could be said about any game
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>>733631495
wraith progress. It's a bit annoying to fight, might need more windows of opportunity for the player so I'm working on that
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>>733635089
high effort games equally don't sell
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>>733636234
stationary is a bit boring. and too many teleports. 1v1s are boring in dd unless it's a boss, designing AI to press but not be overwhelming so you can combine multiple enemies is best, I think.
>>
>>733636334
should it move around a bit while spell casting?. In any case I tried against 2 and it's fun and confusing, but yeah on a 1v1 it's kinda dull. I'll try making it teleport less and move around a bit more
>>
>>733636420
The multienemy comment is for everything, goblins, harpies, zombies. maybe there are aggression levels which govern how often an enemy attacks vs just moves/idles around, with the aggression controlled by some game manager. or the game manager knowing how many enemies are currently attacking and having a hard/soft limit with other enemies being in other states until they're allowed to do something else.

I just think back on the design of dragon's dogma.
A mage should probably remain stationary while casting so you can try to interrupt/dodge reliably, but also have a move state.
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>>733635089
Well sure its a shitpost but id rather it be that than one of the million no-name games on steam
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>>733634874
LMAO you paid 100 dollars to put that there
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>>733631890
I want to make text boxes with scrolling text in my game. I'm not using any engine and this sounds like it will be a pain to code, so for now they just pop up.
>>
thought i was bug free
discovered bug
hopefully fixed bug
tested bug, seems safe
dreading return of the bug

there is nothing more fearsome than building content with the possibility of the data being corrupted by bad coding.
I'll definitely start doing version stuff.
>>
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Rainy effect
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>>733639890
grrr stupid shrine maiden
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Your favorite Roguelike set in the cambrian period: Cambrian Crawl is getting an HD remake in Unreal engine 5! Now with impressive 36x36 sprites, as opposed to the old 15x15 ones.
Preorder it now on your nearest gamestop.
>>
>>733639890
very nice visuals
>>
>>733631890
Making content.
I love designing gameplay systems and everything, then making a tool to streamline content creation but dread actually having to make content.

Computer science is fun and I'm good at it, I'm not a good writer, musician or artist.
Level design is fun though.
>>
>>733639890
Game name?
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Turns out vsync is broken and it was halving my framerate when at 120+ fps all this time. I thought my game simply wasn't optimized well enough, but disabling vsync fixed everything. Thank you gamemaker, very cool.
>>
I realized forming a indie dev team is like a JRPG cast. I want to go around the world and find each party member. I will find my music prodigy playing with glass bottles and recycled containers in the slums of Indonesia. I will find my artist on top of a mountain painting the countrysides of China. I will find my 90yo writer that knows everything about Sao Paulo's development.
I will NOT work with random terminally online freaks.
>>
>>733640376
Touhou Gaiden, though it's not on anything right now so I'm going to shill my blank itch page unsolicited https://shar-dev.itch.io/
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>>733640906
Nigga it costs you like an hour to grab a few screenshots and write a description. get on the grindset.
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>>733641001
I don't even have a logo yet doe ever :(
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>>733640751
Anon, you're the terminal online freak.
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>>733636234
teleporting enemies always frustrate me. can you make it so the player can see where the enemy will teleport to? also good work gobbro
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>>733636234
Feels too static, give it a little float up and down and use the same teleport effect along a line trailing to the next teleport location.
It's basically whack a mole at the moment.

I thought you killed it the first time you hit it, it fell backwards and died. There was nothing telling me it was just teleporting to a new spot.
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>>733636234
What the other anon said, would be neat to get a brief warning of where it's going to teleport to before it does.
>>733639890
Very cool looking
>>733640095
SOUL
SOULLESS
I'm kidding, looks neat. Where's the horshoe crabs?

I started making my game actually playable. Gates will spawn on a certain timer, which will in turn create enemies until they're destroyed or hit their spawn limit. Enemies travel at a straight line towards the center, destroying obstacles in their path. The hut at the center will slowly shoot arrows at any nearby enemies. I have some very basic collision detection/resolution for the player, but it's super jittery and needs some work.
I also have buildings you can create between waves, but the bonuses are boring so far (+1 attack, or +1 coin after each wave)
>>
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>>733641139
>>733641294
>>733642554
many thanks anons. I'll try that instead of teleporting, it becomes semi-transparent and you can only hit it while it's fully materialized, buy maybe allowing hitting it at any time if you have holy damage. That will probably be more fun to engage with. Also maybe making it materialize only before it attacks...
>>733642554
cool progress! you could turn this into a Vampire Survivors kind of game but with resource gathering and town building. Is there any game like that?
those enemies remind me of my gobos lol
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>>733642554
Those are the sprites I made so far. The horseshoe crabs are from the ordovician period, not cambrian, but an idea for the ending of the game is for you to evolve into a terrestrial animal, that would go past the cambrian, so I might add newer animals, if I do, the horseshoe crab will definitely be on the list. I know arthropods went to land way before vertebrates and even plants, but I'll have to do more research to know when they were doing it.

Also cool game, will you be able to build towers and walls? If you make walls you might want to add a pathfinding algorithm to the enemies, so they look for holes in your walls instead of just going straight to the center.
>>
>>733640507
>3d game
>in game maker

why the fuck would you put yourself through that?
>>
Wife told me I should try a "simple" game first. Fucking saboteur son of a bitch trying to scoop my 3d open world rogue like crafting survival horror with japanese elements rhythm game idea.
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>>733643107
There's Thronefall, which I haven't played but seems to be a very similar concept. Tower defense but more of an RTS flavor to it, and you have a character you control individually.
Lol yeah I didn't realize but it's definitely a similar shade as the gobbos. I pulled an 8-color palette off lospec for all my programmer "art". I do love the gobbos, I need to dig up some old blender models. I had a fitness-themed faction with literal "gains goblins" as the minion
>>733643605
Ah, I was only off by a few hundred million years. I really like the sprites, they look neat. Thanks! Yeah, the idea is you expand the village using money/logs from trees. I was thinking the walls would expand in chunks of 5x5, sharing walls with adjacent chunks, with some kind of special building in the center and room for 8 other buildings around it.
Pathfinding is definitely on the docket. I don't like how the enemies bunch up to a single tile very quickly, but I'll probably leave it for later. I'll probably halve their collision boxes so they can still swarm but don't completely stack on top of each other.
>>
>>733631495
any way to make games with python that aren't visual novels?
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>>733645064
Godot's GDScript is a lot like Python.
>>
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made it so AOE attacks can apply status effects and took the chance to make a status effect that turns off your lamp. Hope this brings players lots of spooky moments when fighting wraiths in dark places
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>>733644691
>I don't like how the enemies bunch up to a single tile very quickly
yeah that could be a problem for this type of game, if they're all in the same tile and behave the same way, they are essentially one super unit.
Are you gonna add different types of enemies too? Like a bomb guy, a fast guy, a tank guy
>>733645064
pretty sure you can make anything with pygame
>>
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Quest system done. I just add an entry like this to my quests dictionary, and then also dialog entries NPCs to associate to the quest.

{
"kings baker": {
"__meta__": {
"version": 1,
"requirements": {
"not started quests": ["kings baker"],
"completed quests": ["flax picker"],
"quest points": {"minimum": 4, "maximum": 60},
"skills": {"cooking": {"minimum": 30, "maximum": 60}},
},
"flags": [
"talk to baker 1",
"collected eggs",
"collected milk",
"collected butter",
"talk to baker 2",
],
"reward": {
"quest points": 1,
"skills": {"cooking": {"give xp": 500}},
"items": {10023: 1},
},
"dialog rules": [
{
"priority": 100,
"when": {"status": "not started"},
"dialog": "kings baker 1",
},
{
"priority": 10,
"when": {"status": "completed"},
"dialog": "kings baker completed",
},
],
},
},
}
>>
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>>733644691
>I don't like how the enemies bunch up to a single tile very quickly
there's 2 ways that I know off to fix this on a 2D game
>#1 boids
this might be a bit complicated but not really. All you have to do is take nearby units into account when determining direction so they actively avoid each other. This can result in behaviors like the one in webmrel, where enemies might surround the player when in reality all they are doing is avoiding each other
>#2 enemy pushes away other enemies that are near it
kinda similar to #1 but instead of modifying the direction vector, each enemy actively pushes away other enemies that are in contact with them. The result is a blob of enemies where none of them ever step into one another. I used this on a previous project in Game Maker and it worked pretty well
>>
>>733645120
>>733645325
godot has games i've played (golden idol, buckshot roulette)
pygame doesnt
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>>733645924
Dumbest take possible
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>>733645565
>I used this on a previous project in Game Maker and it worked pretty well
yooo I found it! look how cute it is. As you can see, the blue slimes never overlap with each other since they push each other away
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>>733645994
a game engine is for making games
checking what games were made with what game engine is a good way to judge the engine
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>>733646180
pygame is a framework, you can make anything you want from it
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>>733646019
technology!
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>>733645325
Yup! I already have a buffer, slower dude (pic related). I plan to add a few more types that spawn more frequently in later waves, and probably a sub-boss and a boss. Bomb guy is a great idea, I'm jotting that down.
>>733645403
I like the runescape text box. Is your game singleplayer or multiplayer?
>>733645565
>>733646019
Great examples, thank you. That Game Maker project is very cute.
I think I might do a mix of both depending on the enemy, I like how intelligent the gobbo behavior looks, but there may also be enemies that should just mob like the slimes.
>>
>>733646180
I tried moving from gamemaker to godot years ago and it was miserable, I had to watch 20 tutorials to make any simple thing, nothing in it is intuitive. Maybe its better once you learn it, and I know some good games have been made on it, but for me it was easier to just move to a framework, I tried pygame but ended up sticking with love2d. I'm just making 2D games though, if I want to make I might give it another try since it's open source unlike unity.
>>
>>733646540
what "simple thing" were you trying to make?
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>>733646540
love2d also has games ive played on it - balatro and kingdom rush
>>
Godot has 200 games with more than 10 player online on Steam at the moment of me taking this screenshot.

https://steamdb.info/tech/Engine/Godot/?sort=online_desc
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>>733646987
Love2D has 16.

https://steamdb.info/tech/Engine/Love2D/?sort=online_desc
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>>733646485
Multiplayer with lots of effort of scaling
>>
>>733646783
I was trying to make a shmup. Maybe I'm retarded but I could not figure out how to make a border your ship can't go out of, I'm sure I could have figured out eventually but I was already frustrated with the basic stuff like moving the ship and shooting bullets I just said fuck it.
Then I moved to love2d and watched a tutorial on how to make pong, then made a shmup with different shot types, hoaming bullets, enemies that explode into more bullets, bosses with different patterns, and even fucking input recording and replays.
then ended up never finished it because I'm not as interested in making assets and levels, I just like coding
>>733646839
Also has blue revolver, which is my favorite shmup, it's what inspired me to move to love, and recently I found out that moorning, a game that inspired me to make my current game is also made in it.
The only issue with love2d is that lua is a scripting language, your code is all inside the exe file to be compiled during execution, so anything you make in it is essentially open source.
>>
>>733647560
>but I could not figure out how to make a border your ship can't go out of
I can think of like 3 different ways to approach that. If your player is a physicsbody it's as simple as putting walls around the stage, if your character is not a physicsbody and your movement is just "translate position by x amount" it's as simple as "clamp player's global x position between min_x and max_x, and clamp player's global y position between min_y and max_y
>>
>>733647721
It was years ago and I had barely any experience outside of gamemaker so I don't remember what I was doing, but I remember trying to put a rectangle around the screen and use it as a wall instead of hard coding min and max values.
but idk maybe if I tried godot now it would be easier for me. Like I said, if I ever try to make a 3D game I'd use it since it's open source.
>>
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Added stuff into the room to mess around with.
>>733639890
That's very atmospheric. Are the floor droplets coded to spawn on top of the floor or you added them manually?
>>733640507
I'm pretty sure vsync syncs your your monitor's refresh rate, so it's likely that what is slowing it down.
>>
>>733648094
fuck that plushie up!
>>
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i havent gamedevved and barely programmed since i got a job....
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>>733648413
one will feed you, the other won't
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>>733648094
looks like a porn game.
>>
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>>733648413
just get a gf to support you while you work on your game bro
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>>733648384
Total Plushie Death
>>733648621
No porn, but it'll likely end up pretty lewd.
>>
>>733648763
>No porn
That's ok.
>pretty lewd.
Even better.
>>
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>>733631495
haven't progress posted in a while. redrew my UI this weekend. Now I've gotta finish setting up audio.
>>
>Will you be playing demos in next fest?
if i don't lose power.
>>
>>733649043
is that for the GBA? looks cool
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>>733648094
Added manually. It's not too burdensome at least since they're just like any other tile but animated.
>>
>>733647972
how did you end up doing it in love2d?
>>
>>733649043
Looks really nice, but won't a sprite like that be really expensive to animate?
>>
My weekend was spent working on taxes, but I did finish writing the events just prior to the Dragon-Elvarian War so now I can just write about that and finally add the History tab to the Zmeian Compendium. Here's a render I made. Shoutout to anyone who gets the reference.
>>
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>>733649119
It's for the Saturn actually, thanks!
>>733649319
Animation's already done for both players and a basic suite of enemies. I'm at work so I can't make a webm, but yeah it was hard.
>>
>>733649159
Makes sense, I was over thinking it a bit.
>>733649043
>>733649679
Nice artstyle. It's a beat'em up?
>>
>>733649761
Thanks! It's more of a fight 'em up. Trying to bring some of the appeal of street fighter to a co-op game.
>>
>>733650028
Sounds nice. I thought of making like a single player fighting game, but wasn't sure if there was an appeal to it unless it had pvp. I know Capcom had an rpg singleplayer fighting game before, forgot the name of it.
>>
>>733649679
Make it a “pirates of dark water-like”
>>
>>733650167
Red Earth/War Zard. Fun little game. A true single player fighting game is kind of a hard sell, which is why I went the genre fusion route. Hopefully people will find that a little more palatable, less baggage too.
>>
>>733650028
>fight 'em up
?
>>
>>733631890
I'm an art guy and art is still pretty hard.
>>
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sorceress enemy
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>>733640219
>I love designing gameplay systems and everything
So are they fun to play?

>>733636096
I-I kneel
>>
tried and succeeded to create enemies that interact with each other only to realize that it's just not as fun as i thought it would be. so now i'm concepting a miniboss since that is easier to make good
>>
>>733651934
Kewl but y she no face
>>
>>733644575
>when the wife tells you to make pong
>>
>>733652014
no one in my game has faces
>>
>>733645403
Sounds nice to work with. I think the dialog UI needs to be polished a bit.
>>
>>733649476
Nice!

>>733649043
Good art, the bgs are also awesome.
>>
>>733645403
>>733646336
Which one of you yggers is the real ygg
>>
>>733648094
>so it's likely that what is slowing it down.
If only. The real problem is frametime being inconsistent, so something like render the game at 240 fps for 2 frames, then at 120 fps for 1 frame, and so on. That's why I blame GM's vsync, because vsync in any other engine doesn't do that for me.
>>
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>>733651985
It's a cool idea, but it could stand to look a bit meaner maybe.
>>
>>733652878
Are you that artist or working with them? Last I saw they were doing Digimon cards.
>>
>>733652106
Virums? Did. Corona c19 did this?
>>
>>733646336
Cool transitions indeed.
>>
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I can't even THINK of a game
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>>733652976
thanks for the reference image. it looks cool af
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>>733652501
Will all the real yggers please stand up
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>>733652976
this is what i came up with, but i'd say it's more menacing instead of meaner
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>>733654312
That also works
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>>733653956
get up, stand up
stand up for your ygg
>>
>gamedevving on Monday
you guys need actual jobs
>>
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Designed a vfx system the other day. Right now it's just simple text, but in the future it can be foot prints, particle effects, and so much more. It's also properly networked so there's zero bandwidth during a multiplayer session too
>>
>>733656317
This is my job
So far I average 1 cent an hour
>>
I was thinking about making a hobby project with C.
Either it will be quake2 mod or I will look into raylib.
>>
>>733656317
>shitposting on Monday
you need an actual job
>>
>>733657009
I'm using raylib and its pretty cool, also wouldn't a quake 2 mod use quakeC? unless you're trying to mod the engine
>>
>>733653303
Cat eats owner after death, owner eats cat after death, every dollar counts!
>>
>>733657524
quake1 uses quakeC. quake2 mods are .dll / .so libraries.
>>
>>733656509
It'll play into stealth?
>>
You better be working.
>>
>>733659287
got some more gameplay to show us? any large combat stuff?
>>
what do you guys use to make music? I'm using musescore midi files in the meantime
>>
>>733631495
what next fest, isnt it live now?
>>
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>>733659287
Of course I'm working, where do you think we are? This is the /v/ thread, where the yesdev chads come to post. The only "people" who need to be reminded to dev are the fagger dagger nodevs of /agdg/.
But your words would fall onto deaf ears, anon, as those cretins hardly understand the meaning of hard work and dedication.
>>
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>>733656317
I have a job. Gamedev is the fun part of the day
>>
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fire getup
>>
>>733640095
This looks sick, is it a single dungeon or is there an overworld?
post demo
>>
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Mongol rts, coilhead like enemy.
>>
>>733659287
Looks sick, dude. Who are those guys? Are they friend or foe?
>>
If I'm starting from scratch how many skills do I need to be a game dev? I'm already into coding and music production but I'm lazy and barely get any work or even studying done. IRL I have a C++ crash course book I haven't opened in months. I also prefer 3D to 2D
>>
>>733665124
>If I'm starting from scratch how many skills do I need to be a game dev?
If you're gonna solo it? You need
>game design sense
>programming
>music
>art
In that order of importance.
>>
I spend half a day trying to move a string from one thread to another. Boy do I love Rust.
>>
>>733665365
no fucking way music is above art lmao. you're mental.
>>
>>733665734
Music is slightly above art, but you can consider them interchangeable. Art is better for drawing attention but music is better for retaining attention, so if you focus all your art skills on the initial hook and then let the music hold the audience in place for the rest of the journey, you win.
>>
>>733665929
It's plain false.
souls games, fart music(maybe some nice tunes here and there) but nothing you would listen to at your leisure.
carried by art direction(gameplay aside)
subnautica, both.
resident evil has music? art.
GTA - characters, stories. music is outsourced and mostly on car rides. secondary.

It's a ridiculous claim. music can carry sometimes but art is usually way more important. try and prove your claim.
>>
>>733639890
Hey I'm the guy that runs /v/3. If you're interested, I'd like to talk to you about demoing your project in our June showcase. Email me at gamesubmit4v3@gmail.com or on d*scord (mtndewpope).

https://thev3expo.com/
>>
>>733665929
You can have a good game without music, just relying on sound effects. Marketing it on it's ambience. Having a game without art is harder to sell unless you're making some kind of super retro rpg adventure or a meme game.
>>
>>733666424
>souls games
are you kidding? People still talk about the PLIN PLIN PLON to this day. Vordt's theme is used as a fucking meme too. The contrast between no music outside of boss fights and yes music inside boss fights is essential for the atmosphere of the games.
Now look at Cave Story. Good graphics, but transcendental music. Look at Undertale. Decent graphics at best, music so god damn iconic it gets played by real orchestras.
>>
>>733661167
until I find a dedicated music fag, I will continue to use beepbox.co for the music and all sound effects
>>
>>733666767
Music in souls bosses enhances the experience, doesn't carry it. if they were badly designed visually and bad mechanically(Which elden shit is but that's another discussion) the music wouldn't help one bit.

there's your "carry" test.
yes, true for undertale and cave story. but they're just two examples. The amount of games with mid music that made it based on gameplay/visuals overwhelms. take just two recent indies, balatro and VS.
>>
>>733665124
you learn as you go along, just start making any random shit
>>
>>733667039
why do you keep invoking gameplay when the conversation is art vs music
>>
>>733667218
If you can't follow the simple reasoning and context for mentioning it you're beyond help.
>>
>>733666425
Also, since I didn't want to attach it to my other post, submissions for this year's summer showcase will run from March 15th to May 23rd. There'll be a more formal overview coming soon but my goal is to have 28 trailers and 28 gameplay clips for our new segments we're doing. Hope to see (you) there.
>>
>>733667405
k
>>
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I'm making a hentai game for the Japanese market.
I use premade assets and animations.
after looking at Dlsite I kinda realized these Japanese gooners will buy almost anything.
lmao imagine jerking off to rpgmaker games.
>>
>>733659267
It's not a stealth game but yes, for skilling it'll be a thing
>>
Added synchronized player housing in multiplayer
>>
>>733656317
but jobs suck though, and gamedev is fun
>>
>>733663389
So far it's just one linear dungeon, the idea is that you go form the middle of the sea to the land. I thought of making different paths that take you to different endings, but I don't want to feature creep the game while it's still early in development.
>>
>>733631575
>>733631495
Does no one use source 2
>>
>>733671442
It's not available for the public for gamedev.
>>
>>733631495
I'm programming my videogame in php, postgresql, javascript and redis. Fuck you all
>>
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>>733672205
>>
>>733672104
This. Use Godot instead, its just as good if not better.
>>
>>733673895
What if I'm straight?
>>
>>733674312
then use Gaydot
>>
>>733666425
Website looking good
>>
>>733648094
I'm hyped for your game everytime I see it on here
>>
>>733677006
Thanks. We're gonna add more onto it for the summer show. Plus there might be a hidden NSFW pic of the girls for you to find.
>>
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earth getup
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>>733677240
didn't you just post the fire one? you're fast
>>
>>733677106
Ew
>>
>>733677741
Why are you posting gay porn actors?
>>
>>733678238
I like to remind him of what an abortion he is.
>>
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working on some spooky shit for the wraith. It's grabs you and curses you with a small animation and a scream. Not sure if I'll keep it but for now it's there
>>
>>733677604
thanks, earth effects are pretty simple to do
>>
>>733677741
Enjoy the ban, retard.
>>
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>>733679615
it also has another melee attack
>>
>>733680741
Did the sword swing miss?
>>
>>733681214
ye, it did touch the shield but not the player colbox. Need to fix that
>>
>>733652878
Cute. How's the side (and main) project going?
>>
>>733680702
The what?
>>
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Imps now fall upon dying, instead of just disappearing instantly.
>>
>>733652878
bnnuy...
>>
>>733684386
What's the purpose of them flying towards you and traveling that fast?
>>
>>733684472
They charge + shoot. It's how they attack.
>>
>AliceFag getting pissy his post got deleted
lel
>>
>>733687440
Rasko, if you eat my semen you will gain my powers and your game wont look like Chris - chans rejected ideas.
>>
>>733687919
Pedro, please. Nobody wants your dysgenic Filipino genes. Go orbit some women on Twitter or whatever.
>>
>>733688004
Rasko why are you gey?
>>
>>733688004
>Nobody wants your dysgenic Filipino genes.
Careful with that glass ceiling, you look like a walking genetic mutation yourself.
>>
>>733688372
Filipinos are just retarded Mexicans. That's why America conquered their island.
>>
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do you think it's possible to legally befriend kurt cobain to trick him to give me the legal right to use lithium by the nirvanas as a friend of course for my video game i'm developing?
>>
forward falling fire recover
>>
i want to show my game here but i dont want to get into drama with you retards
>>
>>733690000
stop taking credit for american's accomplishments, retarded mexian/russian mutt
>>
air version
>>
>>733690634
It's just AliceFag the resident Filipino nodev being butthurt over his kiddie diddler shitcord being deleted. Ignore him and you'll be just dandy.
>>
>>733690000
Checked
>>
What would you guys think about a small and short open world game? Like 2 hours long? Am I the only one who thinks there's a market for tiny and focused open world games? Basically like you have a narrow scope for what you do, but you have freedom in the order you do it and how you do it.
>>
>>733691047
people will complete it and them refund it

i don’t really want to buy any games that aren’t at least 6 hours long
>>
>>733690842
why does fygoon always assume that whoever is dicking him is the same guy when he spends most of the day shitposting in a bunch of /v/ threads antagonizing a lot of people while avatarfagging?
>>
>>733691047
depends on how much actual content there is (and how much you charge for your 2 hour game)
>>
>>733691637
Many of them won't.
https://store.steampowered.com/app/2925510/Voyager19/
t>1 hour

https://store.steampowered.com/app/1055540/A_Short_Hike/
3700 positive reviews have below 2/3 hours(I don't know how steam calculates 2:59 and 2:01 in reviews, I set the limit to 2 hours)

https://store.steampowered.com/app/1846170/Iron_Lung/
t>1 hour
>>
>>733691637
Well I was planning to go over 2 hours, and have replay value
>>733691664
Like I said, 2-3 hours of content, maybe replayability, unique aesthetic/premise, and $4-7
>>
>>733691637
if the game is actually good most people won't refund it
>>
>>733691653
I know it's you.
>>
>>733692559
you wish I were him otherwise your filipino insults wouldn't hurt
>>
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Almost done, just need to add a patterned scrolling background, mine count options, and maybe sfx.
>>
does anyone else feel afraid that they're almost TOO good at game dev?
>>
>>733691047
I kinda thought a "tiny and focused open world game" was just an immersive sim
>>
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Did this running animation.
I wanna kms from how long this garbage took to make
>>
>>733691047
in order for this to work you need to create impressive content, really dynamic modular systems and wide interactivity. you can't just coast with a concentrated game.
>>
>>733694337
either that or handcraft everything. that's a hard road but now more than ever people want "soul"
>>
>>733694229
You might wanna look into inverse kinematics.
It makes leg movements easier, arms not so much.
>>
>>733694637
Anon that's what I used for my legs
>>
>>733693897
>>733694337
>>733694492
>muh complicated systems
Guess you bros haven't realized that indie adventure games where you do nothing but walk around and talk to npcs to progress is literally the most overpowered indie genre. Game just needs to feel original and flow well to the end
>>
>>733694691
Cool.
Why did it take so long then?
>>
>>733694823
It took me a full-ass day to do this shit
>>
>>733694229
Anon I'm not gonna lie that looks terrible. Do you not know what running looks like? Are you perhaps obese? You aren't supposed to be dabbing while you run.
>>
>>733694848
Are you just starting out?
If that's the case then don't worry, you should get faster over time.
At the very least you now have a run cycle you can use for any humanoid character.
>>
>>733694229
Pro tip, when his arm is the most forward, twist the upper body and hips toward his lead leg. Subsequently on that same part, move his upperbody and hips out to the side of his lead leg. So to clarify, if his lead arm is his right arm, his torso+hips should twist to the left. And if his lead leg is his left leg, his torso and hips should be moved to the left. And then of course it should all come back to neutralish as he switches arms/legs.
I use this technique for every run animation and it's pretty much the secret ingredient to keep it from look static. Also, you need vertical up and down movement, his hips+upper body should be moving up and down according to his stride.
>>
>>733694853
it's babbys first try
>>733694229
Nice try, watch tutorials: inverse kinematics, rigging tutorials and a run cycle
https://www.youtube.com/watch?v=pIrfIIiQvrg
>>
>>733694853
It's the best I could do okay? I tried to use SOTC as a reference because I wanted something fluid
>>
>>733694229
This looks like those anime run animations where they can't really get it to look convincing at an head-on angle with their frame budget so they just made them dramatically swing their arms horizontally
>>
>>733695009
I recommend using real life references instead.
>>
>>733695056
I'm angry, okay? I don't know how to get it to be fluid
>>
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Just got done with door squeaking noises when pushing through it(both ways) now trying to find a metal sound that pairs well with a door.
>>
>>733695205
>>733695058
I'm missing proper frame offset aren't I
>>
>>733695768
Well, what kind of metal sound? Rusty?
>>
Narrative is important actually
>>
>>733694229
Mokujin inken
>>
>>733693725
That's not even a thing. How are you too good at anything?
>>
>>733697320
I'm fucking sorry, okay?
>>
>>733694928
IDK how long this is going to take me. I wish I had a team
>>
>>733697370
I'm saying you should make him an easter egg in your game
>>
>>733697480
I fucking wish
>>
I really wish I was better at this shit
>>
>>733694952
I already use inverse kinematics.
>>
muh secret whitepill dealer
>>
>>733699587
Cute
>>
I have bottomless hate
>>
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just finishing up with monster spawning
>i can randomly scatter monsters on the navmesh
>i can spawn monsters on handplaced spawnpoints
>spawning a monster in any way can spawn squad mates nearby
>spawn points can specify a specific monster or pull randomly from a table (with some weighting based on "local difficulty")
about to move onto prop spawning which will use a similar system
>>
>>733701712
How long did it take you to model all this
>>
>>733639890
Looks very nice but are there any closeups of cute faces like in the originals? Thats important.
>>
>>733639890
Looks great
>>
I'm trying to find the game that's being posted sometimes around /v/, but never know what's the name of the game.
It's like a post apocalypse world where the city is flooded, and mostly covered in water.
It's 3D low poly anime style.
probably developed by japanese too.
But it's in development hell and will never come out despite being shown around a lot of times.

Anybody know what I'm talking about?
>>
>>733702031
I think I’ve seen it?
>>
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WTB > 3D game with destructible environments and fluid dynamics that isn't voxelslop
>>
>>733702467
man, if I ever become a fat ass, white bearded, selfie-posting faggot, kill me, bros
>>
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>>733702031
It's Fermata on the Pithos.
Hope it will leave devhell one day, havenzt heard from it in a long time.
>>
>>733694229
Everyone's giving you advice but no one has mentioned recording yourself.
Record yourself on your phone on whatever video records the most frames, on my phone it's slow motion, and from that video pick out key frames to copy. Recording yourself has the benefit of being able to choose your angles to work from.

Plus doing so will build a workflow you can use for other animations. From there, anything you can do irl you can animate onto your skeleton.
>>
>>733702541
Thanks, that was it.
It's the potential game that will never come out sadly.
>>
>>733694229
Do it again. I guarentee you it will look better and only take half that time. Wagmi
>>
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>>733701842
I dunno if it's sufficiently cute
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>>733703126
I want to believe I can do something right for once in my life
>>
>>733692637
Your ESL is apparent.
>>
>>733703270
nta but that's great
>>
>>733703960
Thanks. Unfortunately I already feel like sameface is going to happen (im not a great character artist) but I'll try my best
>>
>>733656509
How do you handle 2.5d spritework? I want to do something similar.
>>
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>>733702489
only missing one thing
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>>733694229
Your knees are locking on contact, there's no high point, the gait is way too far out, it looks like he's dabbing.
>>
>>733699587
I don't like the order of these things not being consistent.
>>
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>>733704031
sameface in a touhou game? unacceptable.
>>
>>733703270
it could have a bit more detail on hair and faces but I'm not well versed in trve pixelart to know how to go about it
>>
Any Linux user coding in vscode right now? I'm trying to set it the ide to work with unity but can't get the mono package to work (vscode's intellisense doesn't register the Unityenginge function names or keywords).
>>
>>733704253
>can't get the mono package to work (vscode's intellisense doesn't register the Unityenginge function names or keywords)
I haven't used that shit in years but isn't mono a different package than unity
>>
>>733704318
Mono is needed for Mobehaviour to function. Without it you can't access the Unityenginge types through vsc. At this point I'm just about ready to jump over to Rider instead.
>>
>>733704396
>Mobehaviour
*Monobehaviour
>>
>>733704253
I remember having an issue like this few years ago.
Can't remember what the solution was, try removing the .sln file and regenerating it?
>>
>>733704396
yes but do you have the unity specific shit installed in vscode?
>>
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>>733694229
you will get better over time if you just keep going and don't give up, everyone starts at 0
>>
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>>733704214
Yeah there's definitely still some experimenting to do on my part, I'm unsure how to add detail at this resolution without more colours
I'm kind of a nes pleb too, dont really know where to get good anime-style inspo (ninja gaiden is too realistic) so if anyone knows any games, that would be helpful
>>
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>>733704872
metal slader glory is the gold standard

conquest of the crystal palace is a little rougher than I remember but still cute and memorable
>>
>>733704672
>unity specific shit
How about you be more specific in what you mean?

I have the c# extension, the dotnet runtime, I have Mono, and I have set vscode as the editor in Unityengine external tools. What else is needed?
>>
>>733705208
To clarify, I have all that installed in the vscode editor itself.
>>
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>>733705208
>>733705243
did you click this?
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>>733705178
Thanks I did not know they were doing whole ass visual novels on this system
>>
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>>733705285
it had a ton of japanese exclusive vns but most of their styles... you shouldn't copy
>>
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>>733705208
you should probably also update the packages and set the external tools shit within the editor.

there is also that one retarded bug with visual studio code unity package which makes it take forever to update and then, only after the update stops due to timeout, intellisense starts magically working again, might want to check it out too.
>>
>>733705260
That is for the VS suite on Windows (not vs code). The vscode package comes with the option to add the unityengine debugger package (which I have) and the rest of the types that you get from the package you're showing comes bundled (afaik) with the mono package.

The issue I'm having is that the intellisense (the autocomplete in the ide) doesn't recognize the mono package as installed.
>>
>>733705434
I'll do a fresh install and try this. Ty for the help.
>>
>>733694229
I mean, the only thing missing is some bounce, the body should be moving down when the legs bend on contact and up when the legs straighten. That would be enough to add some weight to the animation and make it look a lot better.
Otherwise it looks good for a first try. Animating something for the first time will take you significantly longer than any subsequent attempts, once you fully understand the motion it becomes relatively easy.
>>
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>>733636234
I like how the dark mood fits your game. IMO any enemy that makes you wait for multiple seconds will frustrate the player. I agree with what the other anon suggested - reveal where the enemy will teleport to, so that the player can spend the waiting time repositioning
>>733694229
Always start an animation with the hips bobbing up-down and twisting left-right. After those are in place, you can create a decent looking run animation with 4 keyframes for the arms and legs. If the torso is static, everything else is bound to look stiff.

Also question for action game devs. How do you guys do combos? One long animation for each combo sequence, or multiple shorter ones for each segment?
>>
>>733706160
A separate one for each combo segment that requires an input to execute.
>>
>>733706160
I'm struggling to think of any situation where a big monolithic animation would be better. What does your character do if the player doesn't extend the combo? Do you splice in a special combo drop animation for each hit or do they just awkwardly snap to neutral
>>
>>733706160
I do separate ones, each one also ends with a "return to idle" part that can be skipped if we input the next segment of the combo.
You can also do delay combos that way by having multiple animations branch out of different parts of other animations.
>>
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Menacing guy
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>>733707049
nice spritework
>>
Time to work on my 20 battles
all at once, batch style
>>
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>>733656317
>you guys need actual jobs
>>
>>733706359
>>733706716
Grazie, that's what I was thinking of doing
>>733706682
I saw this method mentioned in a TY tutorial by a guy who usually gives pretty good architectural advice and was confused. I suppose it would be ok if you have no branching combos, and you just play a reset to idle animation if they miss any of the input timings.
>>
tfw i really wanna name a character Zoe but that fat slut from gamergate ruined the name
maybe i'll go with Zoey
>>
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>>733631495
some progress on map generation, trying to make it less flat
>>
>>733708895
nice art direction
>>
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>>733706160
cool animation anon. Have you don something with the cape? it seems to behave better than before
>I agree with what the other anon suggested
thanks anon. Yeah I agree that it's a bit whack-a-mole right now. I still want to make it disappear completely, but I made it faster so the player doesn't have to wait and it also teleports less often. I hope that between that and it being more mobile while casting spells makes for a fun enemy that's not too annoying to fight
>I like how the dark mood fits your game
thanks anon! I believe an adventure has to have a wide variety of tones, so there'll be some spooky and darker places to compensate for the more fantastical or comfy places
>>
>>733708895
>map generation
Elaborate please? Im working on that aswell, maybe you got some insight...
>>
>>733704396
I think I had to manually adjust that within VS-code, but you probably already tried that. Good luck.
>>
>>733708895
please don't do this, having a big empty world is the worst thing you can do
>>
>>733709382
depends on the kind of game
>>
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>>733709085
thanks!

>>733709382
it's really not that big, the fog makes it look bigger than it is... and the enemy spawning system is disabled so it looks really empty

>>733709238
the underlying terrain is all blocks/cells which made it kinda flat, i decided i want more smooth hills etc. which makes it way harder
>>
>>733709903
>the underlying terrain is all blocks/cells which made it kinda flat, i decided i want more smooth hills etc. which makes it way harder
You using unity?
I figured hexagons would be better suited for the base shape, so I am using that. Trying to assign regions now... How far you going witht the generation?
>>
>>733709903
that guy is lying to you, the whole thing looks very offputting. especially those smaller trees, they look wet and slimy
>>
>>733710081
it's unreal engine with all the fancy modern shit turned off. I'm trying to keep the map and whole game as simple as possible so it won't take 5 years to finish.
Hexagons will definitely make a better shape, especially for natural environments with cliffs etc.
>>733710145
what if i'm trying to make it offputting and slimy on purpose?
>>
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>>733709903
its massive, if you check out noclip.website you can see how small levels actually are and how they are built
>>
>>733709903

>>733710145
This guy is lying to you, the fog and muted dark colors are atmospheric, the tall trees and buildings are cool, dont let some crab drag you down in its bucket.
But the small trees are a bit weird looking, like a blob of leaves instead of individual branches. Id look up some more references for when you do other variants.
>>
I have been working on refactoring my enemy AI. Now it uses a proper navigation agent and has actual pathfinding.
>>
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goblin post
no contribution
>>733711451
good job anon!
>>
>>733711125
>>733710145
Those guys are both wrong but trying their best. No I won't elaborate, figure it out.
>>
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>>733654312
time to unwrap and texture
>>
the intrusive thoughts to abandon my quick-to-make unique friendslopish game for the much more understandable game bigger game are creeping in again
>>
>>733711514
Thanks, now I need to figure out how to make all my timer nonsense more readable.
>>
Has Gamemaker Studio pulled any of the shady nonsense about games centered around fanservice? I don’t have any plans for H-games, but I’m hoping one day I could use it to make a game with an appreciable amount of:
> Upskirts
> Skirt Winds
> Dressing for the day
> Suggestions of what pattern is on a Female MC’s underwear
> Vague innuendo
> Optional teasing
>>
>>733713261
that's just your average japanese game
should be fine
>>
>>733713261
I have not heard of a game engine being upset about porn let alone innocuous fan service like that. There are h games on unreal, unity, rpg maker, game maker, flash, godot, renpy, etc. Its not like its their business, if your game gets banned in australia for rape it really doesnt reflect on them at all.
>>
Why does nobody make Korean War FPS games? I know its not the popular war and sandwiched between WW2 and Vietnam, but I would at least expect one to have been made this century that isn't a mod.
>>
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it's time to do what I've been dreading the most: a proper path finding algorithm
>>
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Changed the UI from my last update here. I wanted it to be more "WarioWare" like. No sound really doesn't do the game justice, but that is just how it is on here. I added some temporary music between the scenes as well as the sound effects I already have in.
>>
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>building a game solo is no longer impressive because of AI
>you will no longer be perceived as an autistic genius/savant for making a game all by yourself
>even if you never use AI yourself the perceived skill floor is still at rock bottom
>>
>>733714841
Who cares just make game lol
>>
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>>733661457
It’s all about aggy with you but when are you gonna barge into threads like these and liberate the devs from the cycle of propping up OP’s account with nothing in return. Propping up OP who hasn’t wishlisted a single game in the replies. Now that would be real change.
>>
>>733714841
Good. You should make a game to be fun to play, not pad your resume
>>
>>733714654
Looks cool
>>
>>733715196
nta but posting my game in response to those kind of posts is what got me to +1k followers. Sure the OP won't do shit but that doesn't mean it doesn't help in getting your game out there
>>
>>733715613
I don't want to get into the social media robot
>>
>>733716328
best to avoid unless you are willing to invest a lot of time and effort
>>
>>733716381
I need to find someone to manage that shit for me because my time is better spent devving
Wait, isn't that what publishers do? Or would I be better off finding some autistic guy I can pay $10 a week to manage my social media
>>
>>733716328
>>733716381
The scourge of indie scene would tip over the robot and free everyone from it. If one anon is gonna act like he's that scourge then the actions should reflect it.
>>
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>>733715592
Appreciate it anon <3
>>
optimization week, raising my fps
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>>733701838
i didnt model any of it so i couldnt tell you. not very long.
>>
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>>733712037
texturing tomorrow
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>>733704161
When you say locking what do you mean
>>
>>733704721
I used keyframes plus IK for his feet
>>
>>733718554
Cool
>>
>>733655421
Bob Marley lives on!
>>
>>733684386
Nice!
>>
>>733694229
Careful or you will get sued by esra miller for jacking his running style.
>>
>>733634874
>apu
>not the original pepe
shithole esl detected
>>
>>733709142
>Have you don something with the cape?
Thanks anon! Adjusted the physics meshes a bit, but it still has a mind of it's own.
>>733709903
I like the atmosphere! I think it could use some landmark environment elements (preferably something red/orange) to break 99% of the screen being green. Also I'd play around with the hair material, it stands out a little bit.
>>
made massive breakthrough.
I had made a random dungeon generator but the navmesh reload used to take 10-15s.
I cut that down to 1-2s now.

Thanks AI!
>>
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>>733681214
turns out my enemy weapon hit detection was fucked up, and since that anim is quite fast the colbox of the sword could go through the player's colbox without hitting him. I've replaced it on all weapons for a shapecast that "sweeps" the space it's traveled through, and it seems to work way better now
>>733719360
based! thought nobody would ge the reference lol
>>
>>733719496
I’m trying to replicate Wander’s run cycle
>>
My body doesn’t even want to get up
>>
>>733717984
Yeesh
>>
>>733719098
thank you
>>
Does Godot 2D have a bug where using move_and_collide with one object twice in one frame then move_and_collide with another doesn't register the update to the position made to the first object? I've tried calling force_update_transform, but it did nothing and I keep getting inaccurate collision data
>>
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>>733694229
You seem lost so here's some advice
>learn to let interpolation do its job. You don't need to key every frame like standard 2d animation. Learn what key poses are. The most basic running animation is just 4 key frames
>you can copy paste poses from the timeline, and more importantly paste "mirrored" version of those poses. This cuts a walk/run cycle in half since you can paste a mirrored version of his stride.

And some advanced tips for later:
>learn to use graph editor and set different types of easings. This is how you should properly adjust inbetween key frames
>learn to use auto keying
>do not key frame the entire skeleton every frame. Usually reserve that for start and end frames. It makes adjustments much easier. For instance, you realize later you want your character's head to bob up and down. But uh oh, since you had the bad habit to key the head every frame (with the entire skeleton) the pose keeps resetting. If you didn't do that you wouldn't have conflicts.
>if you are using IK for legs, bend the knee bones a little forward in edit mode to prevent this ugly snapping when the leg straightens
>learn rigify for human models (not necessary but helps a lot if you want to do more)
>>
>>733721247
The only parts that are keyed every frame are his feet
>>
I am doing it for myself but I'm worried others might find my project boring, it's basically a 4x without the 4x like the sir brante game
>>
>>733702864
I don’t think that’s a good idea
>>
>>733656317
Yes I do.
>>
thinking about redoin this girl's arms
which one does better, 1 or 2, or scrap both and try another design
>>
>>733722350
I like #2, the blacks fit with her clothes, and #1 might be a bit overdesigned
>>
>>733722350
I think I prefer 2 because it has physical joints.
>>
I've been working on a massive bingo betty update to 2-3x the amount of shit in the game, adding in a few new gameplay systems and a really big one that is basically a second game within the game
I wanted to get it in before next fest but I'm still working out alot of the kinks and bugs. Unfortunately the big huge point of the whole update is complicated and I need to make sure it's thoroughly tested before I let people go at it, but if I can pull it off I just know it's going to take the game into the next Echelon of fun, I really think the new mode will be the draw of the game
>>
>>733722950
Bingo Betty?
>>
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>>733722950
i liked the demo a lot, so i'm excited to see what you've cooked up
i don't like the steam capsule art very much, the art style is too far removed from the game
>>
>>733723362
Don't worry the entire store page is going to get redone with this update, it's that much of a change. Both thematically and gameplay wise. If you like what I have you aren't ready for what's cooking
>>
>>733635089
publish or perish isn't just a term used in academics anymore
>>
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Totally not making a fetish game.
>>
>>733723801
Cool
>>
>>733723801
look at that tictac go
>>
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>>733723801
I feel you brother.
>>
AHHHHHHHHHHh
>>
>>733724084
For a second I thought this was that ultra realistic loli kidnapping simulator (it was pixel top down too) lol
>>
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>>733726027
Fuck I need to get some proper sprites made asap.
>>
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I took advice to heart.
I hope this run looks better to you
>>
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>>733726027
>>
>>733726520
I FUCKING CAN'T
>>
>>733726239
It looks weird because there's 0 up and down movement in the hips. So with that, when the front leg straightens, it happens in 1 frame.
Also when the front leg hits the ground, you go ankle first, then the rest of the foot flattens to the ground. In your anim, the foot is flat to the ground before it even touches down.
Thirdly, you're being conservative with how much the back leg bends. When you run, your back knee bends at about a right-angle
>>
>>733726901
If you must know, I used a gif of Wander's run cycle for the legs. His legs snap out instantly in it, so I just did that.
>>
>>733727061
https://imgur.com/wfVJBtU
This one, to be precise. I used Inverse Kinematics
>>
>>733727061
Wander has a stupid run, it's not the best reference
>>
>>733727061
>look it up
>first result (not ai): Shadow of the Colossus's run cycle is gangly and uncoordinated, possibly due to inverse kinematics issues, making it look unpolished.
Are you sure you really want to copy this, I mean it has soul but taking inspiration from things like this without knowing what you're doing might stunt your growth
>>
>>733727268
And I wanted a kinda stupid run, so?
>>
>>733727321
I think it has a ton of character, which is always important to have. I'm just trying to make the character look uncoordinated and unbalanced. Maybe I should make his torso even less balanced.
>>
>>733631495
Anyone experimented with Unity raycast?
I'm trying to apply a visual mark under the cursor for an orbital-bombarment-style thing (so camera very high, over a relatively large map).
And it's wobbly as fuck, for some reason. It's perfectly stable if the cursor doesn't move, but moving make the wobble like a chihuahua on cocaine instead of a smooth movement.
I don't remember raycast doing that on other project, so I'm not sure what the fuck is going on exactly.
>>
>>733727459
My advice is consistency. you can't have the torso be smooth but the legs snap. it's retarded.
there are plenty of keyframey animations, spiderverse was a huge hit.

just move on. get an external proper model and practice with it. create 5 run cycles from scratch.
experiment with punching or jumping.
do multiple takes. analyse why you think it's wrong. then look at animations in other games. then understand what you do wrong and fix it.

tweaking the same animation for a week - now thats the actual stagnation.
>>
>>733663752
>actually functional RTS project
Neat.
Tell me everything about it.
>>
>>733727459
Also I tell you to get a proper model because 1.you'll have a lot of extra controls
2. way better bone joint placements
3. better deformations

learning via looking is also great, until you can create your own models at that quality.
>>
>>733669134
>I'm making a hentai game for the Japanese market.
Any specific interesting fetish/story/gimmick or the most generic thing possible?
>>
>>733656317
It's tuesday, captain
>>
>>733728102
I mean, Unity tends to smooth those out I think.
More importantly, It's just kind of the consequence of me using Inverse Kinematics on the feet frame by frame to animate the legs, because I don't trust Blender's frame interpolation
>>
>>733673895
> if not better
Didn't they recently realized the codebase was getting absolutely murdered by jeet spamming chatGPT code into everything?
>>
>>733728102
I actually did do a jump animation. Very rudimentary.
Now, an attack animation is where I'm currently struggling.
>>733728584
That's more a matter of armature, no?
>>
>>733728720
I don't think they merged that code, although I have my doubts for 4.5.
It's why I'm still using 4.4.1
That's one of the perks of open source software: updates are optional.
>>
>>733728687
Nta but it just looks like jarring amateur shite sorry to not sugarcoat it, unity isn't going to magically make fundamentally bad animations look good, follow that anon's advice instead of blaming the ik
>>
>>733702541
>Fermata on the Pithos.
Oh shit, that would have been nice to know about last week when /tg/ was trying to reboot the dev of Cat'astrophe.
>>
>>733728964
I don't want to do something that's not going to move my project forward. I need to learn this as I go for the sake of brevity.
>>
>>733728964
>>
>>733708895
Gonna be an asshole, but I really hate that palette and lighting.
Either commit to the area being spooky and make the shadow much darkers while giving your light sources some flare/aura, or crank up whatever you are using for global illumination so half the screen isn't the exact same shade of dark green.
>>
How many jobs can unity/unreal job systems run per frame? Anyone know?
>>
>>733714453
Flowfields are dumb and robust. They are my new pathfinding religion since I switched to them.
>>
Is it a bad idea to use UE4?
>>
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>>733729330
I used Unity's jobs a lot, and while I guess there is probably a limit somewhere in the engine, I never hit it nor saw it mentioned.
>>
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>>733631495
progress, new interaction
gotta fix the camera snap and do better sprites and this is done
also crossposting
>>
>>733729404
Bump
My pc is chugging hard from simply opening UE5.
Is there any reason at all I should avoid UE4?
>>
>>733729921
What is that minigame supposed to represent?
>>
>>733730114
an interaction with the lil dude
>>
>>733730018
I wouldn't recommend it normally, but if your dev PC is that bad consider godot.
Their editor is actually optimized enough that it can run on fucking mobile.
People still use UE4, and afaik the new features in UE5 are all stuff that only benefit AAA projects.
>>
>>733728835
>That's more a matter of armature, no?
Armature is one thing, weight painting and a model with good topology is another. the latter takes longer to learn.
>>
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Still figuring out how I want the battle system to work, I want it to be somewhat interactive but not just straight up Paper Mario combat like everyone is doing.
Also my pixel art skills have definitely improved since MS
>>
>>733730018
i use ue4. it's nice
>>
>>733731381
>but not just straight up Paper Mario combat like everyone is doing.
there are people making more paper mario likes?
>>
>>733731381
> like everyone is doing.
I don't follow those kind of game much, but Mario RPG style combat seems very fucking rare.
>>
>>
>>733731381
Bravely Default?
Or anything with turn-order manipulation: be it interrupt, priority or cast-time/delays.
>>
>>733730604
I see.
I don't think it's bad but I think it needs to be framed in a less abstract way.
Like maybe the little guy is asking you a question and you have to link to the matching topic.
The camera shifting to a profile view makes it even less personal.
>>
>>733731178
I used automatic weights
>>
>>733731417
Me, kinda.
A timed pressed is an easy way to make the combat more engaging.
>>
>>733727984
cache previous frame's position and smoothly interpolate to the current frame position
>>
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Went back to the shop design and refined the upper windows and added flower boxes. Also like the canopy, makes it more shop-like.
>>
>>733732559
I thought about that but I would prefer to avoid solutions that hide the problem if I'm just doing something wrong and there is a "correct" way to do long range "under the cursor" raycast with acceptable accuracy.
I guess it come from Input.mousePosition having too large steps between two pixels when the impact distance is far away, but maybe it's something else that can be actually fixed, dunno.
>>
I've come to realize that all of my favorite indie games, many of which sold well, have two primary factors which sold me on the game:
Vibe and flow. The vibe of each of these games made me hit the buy button almost immediately because I just wanted to exist in the game world, regardless of the type of gameplay. And the flow is what keeps me engaged in a game, even if the gameplay isn't deep, is nonexistent, or obviously imbalanced, as long as the game has flow you're good. I think as indie devs we get too caught up in the weeds thinking we need to create the next ultra-gameplay loop that will be studied by scientists for years to come, or that our graphics have to be flawless and cutting edge. But no. Vibe and flow. That's what a large contingent of people buy indies for.
>>
>>733733959
Ideaguys get the rope
>>
>>733734083
thinklet implementmonkeys get the 10 reviews.
>>
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>>733734083
What I said is true you know, all of it
>>
>>733734083
Everyone starts out as being an idea guy.
>>
>>733728653
>gamedevving on Tuesday
>>
>>733731381
You've been working on your game for years. Weren't you almost done? You still haven't finished the battle system? Oof.
>>
>>733735548
>You've been working on your game for years. Weren't you almost done?
you can say that about 90% of devs whove been here for over a year.
>>
>>733733959
Examples of games you have in mind?
I can make a game with vibes and flow in a day. But the vibes and flow only last 5 minutes before it feels too repetitive.
>>
>>733735815
NTA but now I feel really depressed
>>
>>733735878
Feel like roping perhaps?
>>
>>733735878
Why is that?
>>
>>733736151
Realization that I've spent almost a full ass year doing nothing
>>
>>733736216
At least you realized today. And not another year from now. You've got the power.
>>
>>733735815
arctic eggs, it's just a prank, unspoken, Bad Parenting, Speedza, Egg Fried Rice Discopup, Offpeak, Neyasnoe, Night Bus, Paratopic, PRODUCER (2021), Umurangi Generation. Tryin to pick things that more solo dev equivalent.
>>
>>733736365
I've only worked on my game for somewhere around over a month if we count all the days I did dev together.
Unfortunately, I am a lazy fuck who takes breaks that last for weeks on end.
>>
>>733704872
>I'm kind of a nes pleb too, dont really know where to get good anime-style inspo (ninja gaiden is too realistic) so if anyone knows any games, that would be helpful
Mega Man 4-6?
>>
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>>733736216
At least you realized before releasing slop onto the market. Thanks for quitting, less competition for me.
>>
>>733736410
Noticing a trend. Photo textures on low poly. Aight.
>>
>>733737093
It's a pretty op style. You can more easily get away with more sparse environments, and you don't have to worry as much about textures blending well together if everything is really low resolution. Just get to focus on colors and lighting which is nice.
>>
>>733736216
But you came up with so many ideas!
>>
>>733670261
Had the first public test with someone across the country hosting. It's all smooth. It actually works. Can fly, can shoot each other. Holy shit. Can't believe it went so smoothly.
>>
>>733738190
Do you use a specific network library or it's all custom?
>>
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>>733738647
Fishnet, which has been REALLY good so far.
>>
>>733738168
I didn’t.
I started the project, worked for about 3 weeks, and then dropped it
Then I decided to do something else
>>
>>733739186
That's rule number 2: finish what you start.
>>
>>733739397
Then I picked it back up around 2 weeks ago
>>
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combat against a wraith and two skellebros:
>https://files.catbox.moe/4tp2ua.webm
I finally left the teleports as they were, just shorter so it's less annoying on a 1v1. I think I like it, having a spellcaster fucking all around the arena is quite tense
>>
>>733735548
My game released april last year, anon. I'm talking about my next project.
https://store.steampowered.com/app/1886210/Mirrored_Soul/
>>
>>733739943
Niceeee
>>
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>>733741708
ty anon! with the wraith done I'm at 7 enemy types, so next up I'll finally work on a big enemy to act as a boss for the demo.
>>
>>733636234
A slow fade in and out suits a wraith more than instant teleport in my imho
>>
>>733743194
ty for the feedback anon and for watching my stuff. I want to play with the element of surprise, with the wraith teleporting right beside you for a quick attack. With a fade in that effect would be lost, and it would be way easier to avoid the attacks
>>
>>733729259
you're not an asshole for giving feedback, and i agree that it's way too much green, i'm trying to introduce more colors without losing the "old forest" atmosphere.
>>
>>733743057
Does this game have a name?
>>
>>733743313
you're the boss. I replayed dragon's dogma after seeing this on twitter lol. Is this the one that used to be a green guy with ladders?
>>
>>733738190
I didn't think you'd pull it off, honestly.
>>
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>>733743518
no lmao
for now it's just Project Nort- I mean, Project Goblin!
>https://tintodev.itch.io/project-goblin
>https://x.com/tinto_gamedev
I'll try to have a name ready for the demo, but I'm still not sure about the story so it's hard to come up with something. I've always been very bad at naming stuff
>>733743598
wait, my game triggered a replay of Dragon's Dogma? fuck anon I'm about to go to bed and you just made my day :D
>is this the one that used to be a green guy with ladders?
yeah!
>>
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>>733743705
sweet dreams cos
>>
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>>733743901
thanks! also holy shit that move right at the start is perfect! nice animation
it's been a long time since I saw your game man, keep at it it looks great!
>>
>>733743630
Doubt is a young man's game. It was always a matter of how long it'd take, not if it'd happen.
>>
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Working on some animations and visual effects.
>>
>>733744359
based wraith bro
that fireball looks great, love how he crushes it on it's fist before throwing it
>>
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>>733744359
>>
find me a course to learn unity6 C#
>>
>>733744574
@grok find this man a course
>>
>>733744729
hear you!
>>
>>733744729
airse! bestow upon me wisdom @grok
>>
>>733743705
https://youtu.be/UhHhXukovMU?t=140
>>
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>>733744494
Thanks, the only thing left now is making the teleport effect.
I had some ideas on how to make predictable and less annoying.
>>
>>733744976
KEK
>>
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>>733745047
curious to see your approach, also funny we got to work on the same enemy at the same time lol. Good luck with it anon!
I'm finally going to bed, have a good one fellas
>>
What's the new method for ripping models from meshy.ai? You can't just grab the glb anymore
>>
>>733745047
If you had to add towns, would they be cozy?
God imagine some Animal Crossing shit where all the inhabitants have their own "Schedules"
>>
>>733745047
What kind of gameplay do you have in mind?
>>
>>733745359
I like these goblins
>>
>25k tri shotgun model
>scaled down to irl proportions
>only covers up like 9% UV space of a 2k texture at 10.24 texel density
Did I fuck up somewhere? I guess I should go bake some of the polys away onto a normal map, then add more physical details?
>>
>>733749496
WHY 25K
>>
>>733749496
>Did I fuck up somewhere?
nah you fucked up everywhere.
>>
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>>733749545
Need to get rid of a lot of the polygons on the foregrip, and the safety needs to be baked to a lower poly model, but that would only cut it down to like 21k or so.
>>
>>733750629
I guess I'm just so used to doing stuff with lower polys
>>
Have an idea for a super power game. Rouge like, start with one random power that you can then evolve. Fight in a city that eventually ends in a powerful alien attack.
>>
>>733640507
Anon this is adorable and I hope you have good luck in Gamemaker with it
>>
>>733752082
How would it play?
>>
>>733752082
>Have an idea
>you start in a place with a power, then you fight a guy
amazing
>>
>>733727061
You're massively over complicating things when you're clearly a beginner. There's a billion walk cycle animation tutorials out there. Do a couple of those first before you start trying to add your own ideas and personality to it.
>>
>>733722350
2. the lighting of 2 also looks more consistent with the rest of her design, i'm not sure why.
>>
>>733752771
2d city with npcs and police and such if you cause too much trouble. Basic movements, grab, throw, pick up.

Power button, press to activate powers and variations.

ex.
Super Speed:
P- Speed on/off
P>- Mach Dash
PV - Phasing
P^- Tornado
Ultimate- Time Slow
>>
What about a leveling system where you put monster drops and gathering materials into a juicing machine soul cultivation crucible shrine with a slot machine lever, where the the color properties of the material alter your character's soul color and determine your growth profile? What if it got even more complicated with added noise textures and shaders, so the "soul" becomes like a material preview orb?
>>
>>733667439
how many trailers do you currently have?
>>
>>733755967
Oh, one of those
>>
>>733754652
I mean, I'm still wondering what the hell I'm doing wrong
>>
Did this basic enemy model. It's a start
>>
>>733757283
THATS WHY YOU NEED TO LEARN DUMBASS.
People seem to be under the impression that good artists pull skill out from the ether or that they're just born with it, but the truth is they spent a lot of time being taught by people who were more knowledgeable than them. No amount of nitpicking your own animation will get you to a good standard, you need to be taught like everyone else.
Ditch your ego and start from the beginning following an online tutorial. Trying to learn without being taught is idiocy.
>>
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>>733757329
I also made chickens today.
I'm too lazy to make a webm so ´please imagine it walking.
>>
>>733757329
now let's see the rig
>>
>>733757803
I literally just made this model m8
>>
>>733757713
I'm just having trouble nailing down what it is you hate about it.
>>
>>733731980
I don't care what you used you little shit, your demeaner is extremely arrogant for how little you know. if multiple people tell you your shit stinks you better believe it instead of trying to say you're going for some weird aesthetic and defending your lack of ability and knowledge.

breaking artistic rules only works when you know what the rules are.
>>
>>733758936
Okay but HOW does it stink. Is it the keyframey choppy motion? Because that I agree utterly fucking sucks.
>>
>>733758970
I already gave you advice.
>>733728102
>>
>>733702489
don't talk shit about ja/ck/
>>
Don't quit your day jobs lmfao
>>
>>733759619
Why would I quit my well paying job?
>>
>>733759619
Why would I quit my neetbux?
>>
>>733759619
This is my day job
>>
>>733759619
I hate my job but I could do worse and I'm unlikely to make much money from making vidya unless I consistently make good porn
>>
>>733759619
I wish I could fucking get one in the first place.
>>
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>>733759043
So basically you're saying "Synchronize the torso and feet's level of keyframes and also do tutorials."
I get the first part, but this is what you get when you do tutorials. This was easy for me to do, but I just don't think the technique of
>Pose at the beginning and end
>Flip pose in middle
>Buildup frames between beginning and middle
>Copy said buildup frames
>Paste said frames after the middle, around the 75 percent mark
I just don't think it looks "Good" so to speak. It's too symmetrical.
>>733759619
...I haven't?
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>>733694229
EVERYDAY I'M SHUFFLING
WAH PAPAO PEW PEW PAPAPAO
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>>733694229
this would be a fun animation for an enemy chasing you down
like those AAAAAAAAAAAAAAA bombers in Serious Sam
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>>733760571
I'm gonna try to make this as easy as I can for you to understand.
1. The left foot should stand on the floor after contact and then move back, at this point the kick off should start moving your hips us (the root of your armature should be at the hips if not you already fucked up)
2. During the pass over where the left and right foot meet the right foot should be at its highest point and the left foot should still be flat and parallel with the ground. The hips should also be higher at this point.
3.As the right foot prepares for contact the left foot will now go up into the air, the hips will start to fall as they are affected by gravity. When running there is a 'small' window of time where both feet are off the ground and the body is falling before being caught by the dominant foot during the contact phase.
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>>733761451
Firstly, yes, the armature root is at the base of the spine right next to the hips, so yes, that I did not fuck up.
Secondly, I did the technique in the tutorial rather than the pose. I'm more pointing out that it feels wrong "Rhythmically."
Also I did that whole thing with trusting interpolation and trying to keep the keyframe count between the upper and lower body similar.
I feel like this looks even worse now.
I'm gonna be honest, man, I've wasted way too much time on this one animation and should move onto others otherwise I'm never gonna make any real progress on this project
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I've been working on sound design stuff, i.e. putting sound effects to stuff. It's difficult to find good sound effects for free. I'm making it work though.
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>>733761838
Good job
>>
I don't know what happened here but
>>733726239
this is totally serviceable, has character, just needs a little more grounding in the feet really
>>733760571
this sucks, it looks like you've gone backwards. perfect is being the enemy of good here. the first one is unique and interesting while the second is stilted and boring
>>
game dev is so fucking difficult and time consuming
I just want to build a very simple game but it's so hard to even come up with a concept that hasn't been run to the ground
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>>733761806
It's fine to work on something different if you feel like you've hit a wall. Not to mention that you should probably do the gameplay before the assets.
Most people start out with basic shapes for characters.
Nevertheless, the walk cycle is like a rite of passage for animators. You'll have to do it eventually, but it's ok if it takes you multiple tries too.
https://www.youtube.com/watch?v=gmOiTG8CUe0
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>>733761838
The trick is combining multiple sounds.
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>>733761910
https://www.youtube.com/watch?v=WhZmrg8olD0
I feel like the guy on this album cover
>>733761991
You know what sucks?
I HAD a functional attack animation. THEN I forgot to press the shield button and lost it.
>>
>>733762048
>I HAD a functional attack animation. THEN I forgot to press the shield button and lost it.
Welcome to Blender, nigga.
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>>733762080
Tell me about it. I was like "Yeah, this works for my purposes."
Now it only exists in Unity.
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>>733761991
If you must know I'm pretty much done with the primary gameplay.
Now I gotta work in the asset mines
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>>733761991
Honestly, what should I even do? I have the basis for the run cycle I want.
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>>733763385
Make a game first and then worry about the damn run cycle.
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>>733763864
The programming? Because that’s like 90 percent finished
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File: Ashenvale.png (220 KB, 768x434)
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>>733743416
>vidya old forest
Might be good to look at how successful games did theirs, for inspiration.
If you never played WoW, look up Ashenvale forest it's probably what you need palette-wise... although your current palette is closer to Terrokar forest, depend on the exact vibe you want for this area.
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I need to feel better about myself
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File: Emergency Hug.webm (238 KB, 600x336)
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>>733764604
Here.
Now get back to deving, you lazy pig.
>>
>>733764692
I liked that show



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