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So anon, Demo Day was over the weekend. Get any good feedback? Make any progress you want to show off? Don't forget that /v/3 submissions open up Sunday as well. Post your
>Struggles
>Hopes
>Progress
>>
>>734667743
nortubel stop obsessing over sjws and go back to make game
>>
Was inspired to put in a very rare spooky easter egg. I love it when games have shit like that.
>>
>>734668004
>Spooky Easter egg
Game? How do I find it?
>>
>>734668057
>How do I find it
Rarely
>>
>>734668004
>Main character looks at the player with bloodshot eyes and text that says "I am God"
You're not creative
>>
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>>734667743
working on a level for the prologue. It's meant to be a very linear and easy section mean to get the player used to the combat
>Struggles
back pains
>Hopes
to win the lottery
>Progress
picrel
>>
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>>734667743
I haven't worked on my new game for a while now, I currently have zero motivation
>>
>>734668403
Some Minecraft ass textures you got going on there
>>
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>>Progress
I'm gonna work on battle backgrounds for these purple guys this week. Probably going to put them into hamsters' genetic code, since the game is all about genetics and breeding. And making them fight each other, of course.
>Struggles
Thinking about where to get sound for this game.
Especially music.
>Hopes
Hopefully the first demo release in a few months.
>>
How old are you guys? I'm 29 and I feel like it's too late to get into art, let alone game dev. Don't want to discourage anyone, I just feel like shit lately
>>
>>734668403
nostalgic looking

>>734669015
im 30 and only started taking it more seriously in the past few years so i wouldnt worry about it
>>
>>734668004
I have a spooky easter egg in my game but I don't think anyone has found it yet
Such is the pain of putting secrets into your game that barely anyone plays lel
>>
>>734669578
Yeah same, there's a spooky easter egg in my game's DLC that not a single soul has found yet (I think). At this rate I doubt anyone will ever find it.
>>
>>734668926
So you're making a Mewgenics rip off, with Hamsters?
>>
>>734669015
My 90 year old grandpa learned to play the violin when he was 80 and he played in an orchestra.
Stop making excuses you lazy piece of shit.
>>
>>734669651
Get other anon's to voice the hamsters
>>
>>734669015
36, started art a few years ago and started game dev last year
The best time to start was a decade ago, the next best time is right fucking now
Don't buy into the "it's too late my life is already over" doomerism, that mindset keeps you stagnating
>>
>>734668926
Will there be a mechanic where the mother eats her young?
Because hamsters do that shit IRL
Would be funny to see it as a game mechanic
>>
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Look at that, the station happened to be a missile launcher platform. Surely it will be perfectly safe to loot for maximum profit.
>>
>>734669903
>Because hamsters do that shit IRL
Only when they think they can't feed the cubs.
>>
>>734668926
>Breed a Syrian hamster with an Albino hamster
>Get an eyeless white (literally a hamster with no eyeballs)
Make sure you include this, it sounds fake and gay but it's 100% real.
>>
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I released the minesweeper clone because I got tired of working on it.

https://xiltsch.itch.io/minesweeper

I still need to improve it with different color numbers.
>>
>>734670487
Why did you release it if it's unfinished, and there's still work to do?
Why would you want someone's first impressions of your game to be worse?
>>
>>734668532
you know what got me motivated the other day?
cursor
I'm on the 7 day trial and might just end up paying the $20/mo
as far as graphics go I have no idea yet but I'll get there when I get there
>>
>>734669015
>I'm 29 and I feel like it's too late
stopped reading here
current year 20 somethings are insufferable
>>
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Completely separated 2D and 3D elements, so now bloom, lighting, and screen distortions all play nicely with each other.
Also added frustum culling to the background, not to help performance, but to allow objects to "desync" their positions depending on size, making the backgrounds look more varied without any additional work.
>>
>>734669015
I'm also around 30. I just like making my game. It's my hobby. I don't really think about making some game that will be huge hit or will have some next-gen graphics. I'm doing what I can and get enjoyment out of it.
>>734669651
In two words: Mewgenics x Pokemon (Ditto to be precise).
There are no leveling of these hamsters, you get better hamsters by catching new ones and breeding them with your ones.
Stats/traits/elements/abilities and even appearance is determined by genetics.
>>734669903
>>734670224
Sounds interesting. I will think about implementing something like that into the game, if it will fit into breeding gameplay.
>>
>>734671501
>Pixel art
>Mixed with non-pixel art assets
Looks gross. Tech is cool, but unify your art style.
>>
>>734671580
Why would I play this over Mewgenics? Or Pokemon?
What's supposed to wow me here?
>>
>>734670572
Because I have 19 more games to make for an arbitrary challenge, and this one game dragged on for 2-3 weeks. It just got stale. I'll hopefully go back in with fresher eyes and improve it and get faster as I do so. I'm not selling it so I'm not really worried about first impressions, more about getting to a minimum viable product.

I felt as it it dragged on any longer I'd loose the motivation to continue the challenge entirely.
>>
>>734671791
The change you are talking about implementing would take much much much less than an hour.
Why not do it before you move on? Moving forwards is way more productive than moving backwards.
>>
>>734671614
>>734671501
Agreed that you should render the 3D at a lower resolution. The pixel art itself is good so it seems like a waste to add out of place looking 3D
>>
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>>734671614
The backgrounds actually use a low poly pixel art style, it's just hard to tell sometimes because of all the modern effects, which you can turn off anyway.
>>
>>734672091
You are doing what I wish I could do in Game Dev well done.
>>
>>734672091
That blur looks terrible and your pixels are inconsistent sizes. Looks ugly because of this.
>>
>>734671501
that's cool and all but nothing looks worse than unaltered 3d lighting effects on pixel art surfaces
>>
>>734672091
Look good dude. Those anons must have not seen the Saturn and PS1 era of 2D and 3D mixed games.
>>
>>734672091
Wait are those background assets vibed? Is this a Cris game?
>>
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>>734672091
reminds me a bit of tomba or hercules
>>
>>734672335
>Is this a Cris game
Cris has no games or a cohesive art style or a single screenshot that isn't 99% placeholders except the one asset made with a new """""workflow""""" that he just discovered for the 238489329842398th time (it looks like shit)
>>
>>734668403
those colors always remind me of brotherhood of nod
>>
>>734669015
i'm 34 but i've already been doing it for a while
>>
>>734672272
Cute same fag.
>>
You shouldn't post your projects here, someone could steal it and release the game before you.
Imagine if someone took your one million dollar idea and released it first.
>>
>>734673305
My idea is too autistic and niche
They're not schizo enough to do it
>>
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>got a job
>bought good PC
>lost all desires to draw, just fap to skyrim sex mods
>>
>>734673149
>Tell a dev anon that the other anons don't know their stuff
>Get called a samefag as a last-ditch cope
At least it proves that you don't know your stuff and it ticked you off. Go crab somewhere else.
>>
>>734672091
Can you try rendering the background to a low res texture the same scale as the pixel art foreground or would you have to rip out your whole graphics pipeline and start over? What are you making this in? I know it's not too hard to pull off in Godot but I don't remember how it is in Unity or Unreal
>>
>>734673305
it would take too long to steal an idea and turn it into a video game that's actually good enough to buy
by your logic, people shouldn't post progress on X either, therefore hindering marketing
ideas are worthless, the final product is what really matters
also you must be underaged if you unironically watch that type of porn
>>
>>734673593
>I don't remember how it is in Unity
it wouldn't be very hard at all
>>
>>734673593
Personally in unity I would just skip all that bullshit and render everything to the actual pixel art resolution to ensure pixel perfect graphics
>>
>>734673305
If your game is so dumb that anyone could do it then they're going to copy it anyway. If you don't have a single moat they're going to eat you for breakfast.

Like take Slay the Spire. It's a very simple game but they know their shit when it comes to card gameplay. If anyone tried to do what they're doing thinking it's easy because the graphics are dumb they'd be in for a nasty surprise when they realize their cards are abhorrent and it sucks to play. The idea (roguelite with cards) is a dime a dozen, but their gmae stands out because it's good for reasons way beyond the idea.
>>
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>>734673593
It's as easy as changing two values. It just looks crusty and hard on the eyes, all the flickering makes it hard to focus on the foreground.
>What are you making this in?
Gamemaker.
>>
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Big improvements for combat on v0.0.6 update. The monster targeting system is done. You auto target and face a monster attacking you. If you cycle between monsters manually it does a line of sight check, then the tiles adjacent, and a few other conditions to make the monster it cycles between the best guess on a players intent. Also attacking a monster on the same tile and by clicking them is a thing.
>>
>>734674008
You might have to make it an option people can toggle with all these anons complaining about pixel purity.
>>
>>734674008
if you repaletted and unblurred it I think it'd look great, but that's more work
>>
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>>734674883
>unblurred it
Not really. Just look at the grass, it's basically noise.
>>734674138
I can add the option for potato pcs I guess, but I doubt anyone would actually want to play like this if they had the choice.
>>
>>734672271
looks fine so far if you ask me
>>
>>734669278
>>734669719
>>734669815
>>734669015
>>734671580
>>734673085
Yeah I am being retarded, I'm just going to buckle down and focus on art for the next few years, I only want to do a VN or something anyway
>>
>>734667743
stop being a nigger
>game
is unsearchable on /v/ due to too many results
>dev
is
don't put slashes on it retard
>>
>>734675862
You just mad because I keep putting it that way to filter schizos like you specifically and it's working.
>Waaaaaa I can't search the catalog for my thread despite it being made the same way every time
Learn to search for "de/v/" and stop making it our problem.
>>
>>734669015
Im 32 and started at 27-28. It's not too late, the biggest hurdle you'll have is consistency.
>>
>>734671501
I think itd look better if you offset the moon's reflection a little towards the left or right rather than being centered behind the character.
>>
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>>734674008
ZUN literally wants 2hu to fade away so that anon games can shine. And yet you continue to prop up his franchise.
>>
>>734676619
This sort of stuff is why I personally find fan games a bit distasteful
Make it your own
>>
>>734676267
>change the way everyone else has been conditioned to do it because my queer styling of OP overrides common sense and established norms
jump in front of a moving train will you.
>>
>>734676793
Fangames are a good way to start out with learning coding and design because there's less pressure to make something good, you already have good character designs and established mechanics you don't have to figure out and it comes with a pre-established audience. I wouldn't want to just make fangames for the rest of my life though.

I know a dude who made a successful free game and then put off making commercial games to work on fangames instead. Kinda baffling.
>>
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>>734676793
I hate them more because the dev HAS to recycle Cirno the strongest jokes for the 100th time. Give me iconic new lines instead of pointing at the old thing again.
>>
>>734676793
Touhou is THE doujin property and its amount of fan content is rival to no one (at least in total quantity, it isnt doing that great today), and many artists/devs/musicians got their start doing touhou stuff for fun. It also helps that, yknow, you're allowed to make money off it without even asking for permission, so its not a waste of time. I don't see how its distasteful in that regard. Whatever zun thinks of it, its become a lot bigger than him, though if he DID care he would've put it behind a much more restrictive license a long time ago.
>>
Why is /v/ suddenly full of crabs?
>>
>>734677176
As corny as Ian putting song quotes in his dialogue is, I'll take it over the absolute trash we got during the Colors-Forces era. Or are people genuinely clamoring for writing like "boy where does sonic keep all those rings", "Sonic's been tortured the past six months" and "I will strangle all of you"?
>>
>>734677279
Nostalgia suffocates the future and Touhou’s continued relevance is the same as ACE spreadsheets telling people to stick with old tired platformers instead of playing new anon platformers.
>>
>>734669015
I’m turning 29 this month and I feel like I’m stuck in a constant holding pattern before I can “begin”. I’m probably just going to go get on pharmaceuticals like SSRIs or amphetamines or some shit, I could not care less about side effects or stupid shit like “not feeling like myself”. All I care about now is maximum productivity in my 30s
>>
>>734677608
Sounds like some bs to me. Some people would never ever make vidya otherwise. Ironically you are stifling creativity just with the dumb shit youre spewing. Let people make what they want to make, this is probably the dumbest example of gatekeeping I've ever seen. What youre saying is going against the entire concept of fan content. If you had your way we wouldn't have any fucking fan art or games or arranges or whatever.
>>
>>734677636
Good luck bro, I really think you should try them at least. I probably have ADHD that I need to get diagnosed and medicated for too, I've always had that same holding pattern feeling and I am pretty certain that's what it is, inattentive ADHD.
>>
Vertical mirrors. Now I need to add the ability for the mirrors to teleport entities to the reflection's position.
>>
>>734677972
Email the YouTubers and you’ll understand everything. They need to put down Hades to play the anon roguelike. Runners need to put down Metroid to play the anon’s clone of it. (You) need to put down your favorites to finish making your own game.
>>
>>734678346
Well then good thing no one actually plays the main Touhou games LMAO!
>>
>>734677584
terrible vibes in this thread, what is this, EU hours?
>>
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Nobody boughted my game, everybody refunded it... how to cope?
>>
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I shouldn't have bitched about my age, realistically I could work on my own shit for the next twenty years and it'd be fine. Papers please dev released that title when he was 36, and then Obra Dinn at 41. I hope no bros ever give up on their artistic endeavors, I think this kind of creation is the peak of humanity
>>
I plugged Claude in the mainframe and released 2 games, AI Chads won.
>>
>>734667743
Someone here might know, I'm working on a shader in Godot, it samples the screen to apply a distortion effect to the image (underwater waves)
The issue I have is that the "waves" location is linked to the screen uv location of the sprite(because I have to sample the screen itself for the shader), so whenever the player moves around the waves remain stationary in space on the screen, but it looks like they're rapidly scrolling through the water, as the water sprites location changes.
Any idea on a solution?
>>
>>734679220
A dude whos like 30 and over is probably likely to have less of a hard time because HOPEFULLY you got your life shit sorted out already and it's just a matter of discipline, whether youre setting aside time after work or whatever. Just dont give up.
>>
Is it just me or is rpgmaker very limited with tilesets? What if you want to use many tilesets on the same map?
>>
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Trying to implement a Wario Land style roll on steep slopes gimmick, but coming up with some problems I gotta fix later in the week.
>>734669015
I'm 32, but I've gotten into art at a young age and deving around my teens. Though it isn't too late to learn anything. Only problem you'll face is that your motivation to learn drops as you get older. Though it can vary from person to person. You might also want to get healthier. Eat better, get in a bit of exercise, and sunlight.
>>
>>734679113
Grind max and make a better game.
>>
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How do I gamedev on days when I can't get high as fuck on Vyvanse?
>>
>>734679113
what >>734680521 said, if I had to guess, you probably just made a shitty game like a 2D platformer or something
but you should still be proud of yourself for releasing a game, that's not something 99% of us do, keep up the good work anon
>>
>>734680937
2D platformers are dope. Mine made enough to buy me a new computer.
>>
>>734679564
Guessing you're doing 2D? Fastest, easiest way to do this is to offset the screen UV based on character position.
So if this is top-down, as your character moves down, you'll offset the screen UV up. if you move right, you'll offset towards the left.
The idea is, as you move one screen height or width, the UV offset will also move one screen height or width.

if you're doing 3D, you'll do the same thing except with the camera's rotation. This is a bit trickier and requires more math, you'll need to figure out how many degrees of rotation in either the vertical or horizontal direction is equal to "one screen", and then offset the UV based on rotation.
This way (for 3D) will not be stable while moving. I know how to make it stable while moving in 3D space, but I'm not gonna explain it, sorry. It's not beginner friendly at all and requires your entire rendering stack to be built around it.
>>
>troonD
Is this nigga serious?
I'm fixing Melee cause furry troons ruined it.
>>
>>734681101
salaryman shi dev?
>>
>>734681180
>Fastest, easiest way to do this is to offset the screen UV based on character position
Oh, that seems pretty easy, thanks!
>>
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>>734681689
>>
>>734681750
why are you still here humblebragging? you've already released your game, you're done
this thread is for DEVELOPERS only
>>
>>734682206
I still work on games, fool
>>
>>734682239
>not posting them
clearly not
>>
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>>734682342
Boop.
>>
Just a chill day planning out things, making notes.
Maybe I'll have a look at adding some basic AI states to my game later but I'm content to relax for now.

>>734676619
ZUN is retarded if he thinks 2hu is some all oppressive force in the gaming/fan world.
Its big in Japan (BIG IN JAPAN, WAAOH) but overall I don't think its extremely culturally dominant or anything and the west has been taken over by "young people" games like robloxslop and fucking garten of banban.
So no, I think 2hu doesn't need to fade away its popular because the music and designs are great.
>>
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put this together
>>
>>734678154
Done. Works great outside of the cases where a single entity is reflected by multiple mirrors at the same time, in which case only the first reflection is picked. The next step is having mirrors duplicate entities, and merge them back.
>>
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what am I doing wrong?
>>
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Rainy moody boss arena
>>
>>734682616
They like the art of the game, but not interested in playing it. It's also a fighting game so it doesn't help too.
>>
>>734682616
Put the gameplay in the bag, dev-kun.
>>
>>734682616
Maybe you need to redirect people better to your game. I didn't know it had a Steam page
>>
>>734682616
I mean I like the art you post in those threads but I tried the game and didn't really like the gameplay that much. But that's just me.
>>
>>734682618
Oh that's some really nice atmosphere. Very moody.
>>
>>734682616
To be honest, it looks a lot like those animated pixel art tutorials I see of the stick figures demonstrating special effects lol, if I didn't know any better I'd just think it was a random art or tutorial post (i cant really see the hashtags you put though)
>>
>>734682616
People enjoy the art, we all know this
Now convince them to enjoy the gameplay
>>
>>734683334
Artroons BTFO!!!
>>
I'm making a rap rhythm game like Parappa the rappa, do you like my first rap?

here is the lyrics, to a down tempo 1990s hip hop beat
>ive gotta poop! (poop!)
>my butt is full
>i dont know if ill make it to the toilet bowl
>doc said eat more fiber
>im calling him a liar
>poopin' isnt easy when the stools are feelin' greasy
>and now im in a diaper, thanks for all the fiber
>poopin' all day really takes its toll
>>
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Lava stuff

>>734682798
yea I probably should put the steam link in the posts next time

>>734682809
What didn't you like about the gameplay?

>>734682618
looks nice, maybe add some lightning? Also maybe the moon be yellow to make it stand out more?
>>
>>734684007
Twitter is ass about putting Tweets with links in them in the algorithm, so you should quickly put it in a reply next time so people can see it. Or in your description like "try out my game: [link]"
>>
>>734680563
Guess I'll just have to keep taking lots of it daily
Tales of the Shadow People(based on a true story) needs to be released
>>
>>734684007
>What didn't you like about the gameplay?
What gameplay?
>>
>>734684561
That's what they keep telling me anyway
>>
>>734667743
I'm too depressed to post today.
>>
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>>734684832
Nigga you isn't even finna gangstalked
Shut yo bitch ass up and talk about yo game nigga
>>
>>734684007
Oh nothing too specific that I could actually give constructive criticism, I'm just not a big fan of smash-style fighters and this one was like if you mixed smash bros and NRS games. Despite having free movement the movement feels very stiff with long ass canned animations that look very nice and cinematic but lock you into place for far too long, which makes me think it would feel terrible to actually play this seriously. I don't know if you have any background in fighting games but those were my thoughts, it just made me think "yeah this is definitely an artist's game".
Or maybe this isn't even supposed to be a fighting game, can't really tell, but fighting NPCs doesn't feel all that great either. Feels like I'm bumbling around constantly and missing unless I only use the quickest attacks and not the epic cinematic twitter ones.
>>
>>734682616
Show off the gameplay first and foremost. Also, you need more game modes and a good tutorial.
>>
>>734680516
Good advice.
>>
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Fuck Timmy gon choose?
>>
>>734681101
2D platformers are actually gay and cringe in the year of our lord and savior 2026
if you had made it a 3D platformer instead then you probably would have made enough to buy 10 new computers
>>
>>734685474
>movement feels very stiff with long ass canned animations that look very nice and cinematic but lock you into place for far too long
yea I still need to fix this, I know on water with the sliding it's really bad but I'll break up the animations for that.

>Or maybe this isn't even supposed to be a fighting game, can't really tell
I think beat em up might be more accurate. I'm not trying for the fgc competitive stuff.

> fighting NPCs doesn't feel all that great either. Feels like I'm bumbling around constantly and missing unless I only use the quickest attacks and not the epic cinematic twitter ones.
I'll need to redo the AI stuff entirely


>>734684104
yea that makes sense

>>734684657
https://dead-imagination.itch.io/dance-of-elements

>>734685534
god I hate making tutorials
>>
>>734683761
you rhymed "fiber" twice otherwise that's pretty good anon nice job
>>
>>734687289
Good luck anon, I hope it didn't sound too harsh. I will play more if you update
>>
>>734687160
I don't give a shit about 3D games, go fuck yourself.
>>
>>734669015
It's not too late to become a game dev per se, but if you start right now at this age, you'll completely miss any chance at finding a good partner to spend your life with since game dev is both a huge timesink and very isolating activity. (unless you already have that covered, in which case godspeed.)
Just something to keep in mind.
>>
>>734687557
let me guess, you think a VN is a video game
>>
>>734687612
When he's rich, he won't have to worry about that.
>>
>>734683761
This confirms that de/v/ threads were /agdg/ all along.
>>
>>734687289
I just gave this a go and have to agree with the other anon about the AI and the non-quick attack moves. It also really REALLY doesn't feel like a game that should be played with a keyboard. This game with a controller scheme that made elemental stuff much more intuitive and on-the-fly (like hold L1 and all your face buttons are now lightning attacks, hold L2 and they're all fire attacks) would go a long way to making it feel more free flowing. As it is currently, I feel like I'm stopping and starting way too much. The art and animations are really good though. I was particularly impressed when my opponent made a big pillar and I was able to sling bits of that pillar around. It's close to being a big seller imo, it just needs some aggressive focus on the actual mechanical side for now.
>>
>>734688193
>de/v/
Careful now. There's an anon here that doesn't like the fact they're called that. You'll trigger him.
>>
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losing motivation. Think I either need to play some vidya or work on something else for a while
>>734669015
I'll be 35 in June. I just had to use an online too to calculate my age lmao
>>
>>734669015
I'm 23 and my game flopped hard.
I have no motivation to make anything anymore.
>>
>>734674132
Getting real ygg engine 2 vibes from this
>>
>>734689851
Damn you wasted your whole life.
What are you going to do now for retirement?
>>
>>734667743
I got distracted talking to my mum and was about 90 seconds too late to submit my game before the deadline. I was very angry with myself.
>>
bumpo
>>
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I’m trying to emulate this style in blender and it’s honestly hard as hell since I’m such a noob 3d modeller
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>>734689572
Motivation doesn't complete projects. Dedication does.
>>
>>734692206
search on YouTube something like
>How to make Mega Man Legends style characters in Blender
>>
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>>734689938
Finally getting around to adding text to hitsplats. I also made them larger. Its a bit large if you play more zoomed in so also thinking of a toggle on the size in the config.
>>
>>734692719
Why not just scale them with the zoom?
>>
>>734671501
>>734682618
Touhouchads are too powerful
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i'm back to working on this. made some TVs and improved gibs a bit.
>>
>>734682616
Marketing to the wrong people.

Indie devs do this weird thing where they market to other indie devs, which gives them a false sense of scale and gives them irrelevant feedback. It's like making a bakery. You market your food to people that go to bakeries, you take feedback from customers. You don't market yourself to other bakers and take feedback from random bakers that aren't going to buy your food at all to even get a taste.

It's similar to how you can make more money selling a ready to go RPG system to prospecting devs than making an RPG. The crowd of indie devs far outnumbers the crowd of customers for most people.

Even if you get a bunch of wishlists from this marketing, you won't have them transfer into sales. People complain about it all the time, they'll get 7k wishlists but none of the indie devs wishlisting was going to buy it, they just wanted to be "supportive".
>>
>>734693752
And where are these fabulous bread fans then?
If you look around the internet you only find indie devs, never indie gamers, but they exist and they're everywhere at steam reviews of popular indies.
>>
>>734693843
You cannot market your game because you do not have a following. We're not in the days of forums and imageboards anymore, you can't get eyes on something just by posting it. If you post from a 20 follower Twitter account, no one will see your post, regardless of how "well-targeted" it is.There is no such thing as "finding your audience". People interested in your game are not all hanging around in one spot waiting to be marketed to. They're not all in the same reddit, they're not following the same hashtags, they don't have the same youtube recommendations.(You) do not and will not have a following, any advertising you attempt is shouting into the void. You need to find someone with a following (a streamer, youtuber, influencer) to leech off of. Their followers are your audience. Most of them will not be interested in the slightest. But if 5% of a million viewers even so much as look at your steam page, that's 50,000 more people than you'd reach posting from your shitass blank Twitter account. If even 5% of that 5% buys your game and enjoys it, that's 2,500 people who will recommend your game in whatever faggot discord servers or subreddits they're in.
>>
>>734693290
Maybe, I'll think on the topic and might check some other games for inspiration since I still need XP drops
>>
>>734694048
So the goal of marketing is not to be consistent in social media but instead to become friends with already stablished, high value streamers?
How do you even start, do you have any experience with that?
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>>734667743
>Struggles
Animation and sound.
>Hopes
Finish everything before June.
>Progress
Gave all of the enemies an alert animation and icon. Right now I'm in the process of modeling the next enemy and redoing the test map.

>>734669015
24 year old unc.
>>
>>734669015
35
Started learning to draw at 32, I'm not great but it's good enough that it's not generally distractingly bad. You'll be okay.
>>
>>734694351
>24
I'm a little jealous of people who started art stuff young, I wasted my youth. Being kind of late to everything is my life in a nutshell
>>
>>734693843
Where are they?
They're not looking at #indiedev #solodev #madeinENGINE, they're not watching devlogs. These are places indie devs and wannabe indie devs go to.

There's a reason why marketing isn't just a skill, it's something that organisations fill and make a profit from. It's a big piece of why people will sacrifice 30% of their game to a publisher so that it's handled for them.

>>734694048
Is technically right, if you want to try doing it yourself. Though it's less a leech and more you should be paying for sponsorship or something.

Another way is making fan games. Make a really well made Halo fan game, the brand recognition gives you players (as well as a lack of games from thr brand), some will follow you. From there you use the platform your following was built on to promote your original game. You leverage yourself from being "noname makes a game" to "creator of beloved Halo fan game establishes their own universe".
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>>734694661
>Another way is making fan games. Make a really well made Halo fan game, the brand recognition gives you players (as well as a lack of games from thr brand), some will follow you. From there you use the platform your following was built on to promote your original game. You leverage yourself from being "noname makes a game" to "creator of beloved Halo fan game establishes their own universe".
I was too much a retard and got a big following for an embarrassing porn game that I can't attach to any normal identity. Don't make my mistake, it's incredibly frustrating.
>>
>>734692719
>exact copy of runescape hitsplats
surely you couldve been more creative than this
>>
>>734694661
to be fair I've seen quite a lot of moderately-sized indie publishers that fail to market their games just the same.
>>
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>>734694661
>Fangames do well and that converts to you doing well
We need anon history books for the things you say.
>>
>>734692719
Why are the characters so tiny? Zooming in the camera a bit would go a long way.
>>
>>734695191
It's not permanent, but Its the best placeholder until next update
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>>734695486
We've got you covered. You can actually zoom out the same and render the full map, I just prevent it for the demo.
>>
>>734693843
You need to make posts that sound like an NPC consumer e-celeb account wrote them. Ever seen a viral post that goes "This game is insane" and it's a clip of a meme-worthy segment of a game? The kind of post that has other NPCs show up in the replies to go "what game" "Game name?" "@grok what game is that". The kind of post that has lame-ass internet pundits wanting to chime in about your game.
>>
>>734695146
That's hilarious as fuck though anon.

>>734695410
>I've seen
The fact you've seen them means they've done a better job than the 100 indie games that have likely released today. I get your point though, there's a bunch of shit that's just random. Algorithm, events and whatever. Just like his Titanfall 2 got butchered based on when it launched and how no console game is going to release straight after GTA VI.
>>
Why don’t you just… ask Grok to write the tweet, pick out the hashtags, and pick a time?
>>
>>734695713
This can work too, but it's not guaranteed, since you're still dependent on the algo making your tweet viral.
>>
>>734667743
>>Struggles
its really hard to keep motivation up when I'm working on battle gui and irl is a pain in the ass
>>Hopes
that people will actually enjoy my game
>>Progress
Project 1 is stalling on battle ui, project 2 is moving from tests to the architecture drawing board on how the fuck I'm going to organize the project
>>
>>734695910
>That's hilarious as fuck though anon.
It kinda is but having thousands of followers and hearing tons of messages like "I love how you write characters" and "this is a fun game even without the kink stuff" and not being able to sell to any of them while my non-porn game has less than a hundred followers makes me want to punch a hole in my wall
>>
>>734696473
Personally this is where I'd see how I can promote myself without attaching myself to it. Figure out how I can set up a Ltd that doesn't mention my name at all, using the accounts to promote other people's games and putting my own in there or something else.

It's like the devil on the shoulder, the temptation would be hard as fuck for me.
>>
>>734696473
Why not just take it on the chin and have your porn following release a non-porn game? Or at least acknowledge that it was you and have your porn identity signpost to your real stuff.
>>
>>734696473
Anon, they're telling you they'll buy games from you that aren't porn games. So pivot.
>>
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Did a few improvements for the dungeon crawler game. Graphics stuff is pretty much all set, it'll need some minor changes but overall it's around how I want it to look.
Made a few more weapons but still only gonna show it with the default sword

Debating adding Dark Souls style messages in the game for hints/tips instead of a tutorials section.
>>
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>>734697312
And i dont remember if I posted this webm yet or not, but also did some improvements with my post-processing masking/portals.
>>
>>734696823
>>734696862
>>734696917
I just can't have the most known trivia of my game being "did you know the creator made a [kink] game before lolololol" especially since my friends and family would find out. If it was just vanilla porn maybe I'd shrug it off but it's not
>>
>>734682616
no one on mega dopamine machines like xitter are interested in lesser dopamine machines like videogames

also steam wishlists are not a gauge of how many people want to play your game, it's purely the number of steamies that want to be alerted when your game is on sale for pennies
>>
>>734697423
The developer of Fart Hotel is retired with an estimated $100 million net worth. Why? Because he released FNAF a few months later.
>>
>>734697423
The vagueity of your use of the word kink makes me think the "kink" is children.
>>
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lava ball progress

>>734688354
It's been suggested before that changing elements just be 4 buttons for a controller (triangle, square,, etc for each element). For a controller it's simple enough but idk if I should do it for the keyboard because it'll take up too much space. I'll add controller support next update though.

>>734687423
Thanks. It's all good feedback, I appreciate you taking out the time to try it out and write all that down.
>>
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>Bro, are you awake? i clogged the toilet...
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>>734697652
Is Fart Hotel a kink game or just a "haha funi" game? Whatever the case, I wish I could be that shameless. If I hadn't told my friends about my project, I'd probably just yolo it and tell my audience

>>734697710
I can assure you it most definitely is not. It's just embarrassing, not morally bankrupt
>>
>>734697726
Could be worth giving it a try and asking for people to play test it on itch and see which they prefer. I think I'd much prefer using Q E R F to change elements than the current set up, but that could just be a personal preference.
>>
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>>734693734
the screens are very cool.
I think the fan kinda breaks the room though (the centerpiece specifically).

I'm adding a harpoon gun. What are some games with fun harpoons, /v/?
Just Cause, Bamham, Naraka come to mind, but I want mine to be more of a winch/spiderman-web-like - so you can't zoom towards the point you hit, but you can gradually pull yourself to it, swing around and what not.
>>
>>734697953
Not technically a harpoon I guess, but Predator Concrete Jungle's speargun is elite.
>>
>>734695683
Looking good. What are your map dimensions? most I've been able to do with an isometric game like yours is 2048^3
>>
>>734667743
It is going to be a long time till I actually make a complete game but I gave started learning C++. It actually pretty fun, I don't know why I wrote off learning programing as being too hard when I was younger. After I finish my C++ tutorial I am going to try learning SDL.
>>
>>734697726
mmm... cookie.
>>
uh oh schizo found the de/v/ threads. meltie incoming.
>>
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bumpo
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Went for a weekend trip and it helped me reset mentally. Feeling a lot better.

While shooting shit with my friends we brainstormed an idea for a game but it's kinda out of our ballpark in terms of scope.
Not to overshare on the idea (in case it gets stolen), but it's a nostalgia-fueled collectathon, almost bordering on a gacha mechanically.
Basically an asset hell however, I don't think we'd be able to make it unless the vertical slice blew up on twitter and other people nostalgic for "the thing" offered to design and submit some of their own creations.
>>
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i maded 2 head shapes to experiment with different faces at a later date...i still need to make the feet not look like giant boots...
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>>734697398
It looks really dope, though you should consider making close objects look more detailed. I think the way you have set it up right now works better for the skybox and far away objects.
>>
>>734698074
Thanks anon. The map entities are loaded/culled as you move so no limit in that sense for the map size. Its all persistent, even the projectiles can travel the full map. As far as rendering I've tested 500x500 in the client now, which at that point you're looking at pixels for ants!
>>
>>734699542
not bad
>>
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>gaben after taking 30% from anons game that sold 10 copies
>>
What are the areas in game programming that an AI struggles with? So far for me it seems to generate pretty good stuff, although I'm also very thoughtful and also am teaching myself computer science concepts over time so I know the best approach to something. I could definitely see it not working well if you just carelessy prompted whatever.
>>
>>734700776
honestly claude and gemini pro can output really solid code if you can prompt decently. You need to make sure to thoroughly test any AI code though since sometimes weird ass bugs will slip in. I've had half-decent luck with copilot too despite how ass it is in comparison
>>
>>734689572
Have you had any breaks yet? Brother you've worked hard so far and already done plenty, sure discipline and dedication are needed but so is a steady pace with breaks. Let your mind rest a bit and if you feel too bad watch or play something you know you can take inspiration from.
>>
>>734701175
I do meticulously test everything, it is really fun to play your own game even when it is just a simple movement system. I also like having a lot of variables to mess with so I can tweak the feel if desired.
>>
>>734667743
>struggles
Been having a tough go at getting multiplayer working, and figuring out how to balance it, and figuring out the ui/ux of it all, and then I have to figure out how to make it all work AGAIN in a 64 player tournament setting. It's getting there though.

>hopes
Hoping to get MP working and tournaments in so I can take a step back and start doing a much needed visual polish pass to change some janky old stuff around

>POGress
I finally got my multiplayer mode working in the sense that two players on separate computers can join the same steam lobby, start the match, and send/receive data between eachother. Now it's just a fuck ton of iterative testing of every action, of which there is many, as it's kind of like a card game with turns and phases, even has responses and a system similar to yugiohs chain or mtg stack with an order of effect resolution
Lots of moving parts can't wait to show it off in the thread instead of vaguelposting about it
>>
>>734682616
>cool art
>not cool gameplay
it's a mystery
>>
>>734700045
thanks, yeah right now everything related to depth shares the same values regardless of how far it is.
how depth is handled in Unity is kind of weird, so there's always a cascading at the edges of the screen since this stack uses pretty small values. it's not noticeable on my volumetric lights/fog or things like depth-based outline thickness, but with the oil paint shaders even a small discrepancy is really pronounced.
>>
>>734702385
twitter people don't experience gameplay thoughbeit
>>
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made this thing where Trenchbroom gives me default doors already in place and I can easily replace the default mesh, collider and occluder with another one. Neato, I love making @tool scripts. This one's nothing fancy but it'll save me some time when it comes to placing doors
>>734692224
I believe you can't have one without the other, but everyone is different so that might just be me
>>734701487
yeah sometimes I stop for a few days and play some vidya, but I haven't done so since Silksong came out and that was a few months ago already lol. I'll be taking a rest to play Crimson Desert, unless the game sucks in which case I'll have a few days off work to work even more on my game haha
>>
>>734697423
yes you can

just get on with it and make something of your opportunity
>>
>>734697710
That would be based though. Nonlolicons shouldn't develop games as we don't need more wokeslop.
>>
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>>734693734
nice gibs! I'd still try making it so the gibs spawn blood as they fly around, might look cool
>>734694351
nice progress, love the ! aggro alert
>>734695683
yggtastic
>>734697312
love the visuals but I dunno about those animations. Does the combat feel good with those?
>>
>>734700236
Even pixels for ants can turn out nice. Check out this tech demo I made 3~ years ago!
https://streamable.com/hirujk
>dat moire effect
Well maybe not the best example but you know
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>>734703872
>Does the combat feel good with those?
no lol
but I'm working on it, right now doing a basic stagger mechanic for the enemies, and some changes to the sword swings to feel less linear.
>>
>>734704535
good luck with that man. You know I'm a hitstop lover so my advice is: add hitstop
I wonder if a bit of camera sway while the character swings could sell the weight of the attack even more, but I dunno if other games do it.
>>
>>734702967
The point of showing your game to twitter people is making them want to play it.
>>
>>734704706
>hitstop
thanks I'll look into that, especially for charged/power attacks for the larger weapons (so far have giant hammer and giant sword)
I'm for sure adding camera sway/shake when getting hit, since that was in kings field ps1. not 100% sure on adding it for player attacks since a lot of the kings field player attacks didnt affect the camera
>>
>>734667743
3D anon's who have experience animating stuff, whats your workflow look like?
I want to sit down and do some animations that will be viewed from a handful on angles, AND have some semi procedural elements (in-engine IK and other stuff, for example), but have no clue how to properly storyboard something like that out, or how to plan out the duration of different smaller animations.
>>
how do I manage item/card data? how do I make a card that does 3 damage when played, then another that does 5 damage and 3 shield, shit like that, and with an upgraded version

what are the top approaches to tackling that, ones that won't make me want to kms after few months of gruelingly adding them
>>
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>>734705440
way I do it is setting up the AnimationTree like picrel, which allows me to put animations to a full stop or maybe just having them be slowed down
>>734705779
sorry anon but my 3D skills are way too basic, I just model them and make the animations until I'm happy with them but there's nothing special about how I do it
>>
>>734695683
>>734700236

Oh yes this is much better when you can see everything clearly
Must be a lot of fun actually, looking forward to it.
>>
>>734705960
either class inheritance or, if you are in Godot, Resources
>>
>>734705440
no idea how to implement it but i love when the camera shake starts going to the direction of the attack, as if it is pushed forward by the intensity of the hit and then it bounces back to the original position, instead of random shakes.
>>
>>734689572
i'll be 35 in may, i got you beat by a month
>>
>>734705960
Not making a card game, but for things like abilities and passives and such, I have a bunch of callback events. Like maybe "onSelectCharacter" or "onBeginCombat" and such. I set up the passives to respond to specific events and run their lua script (for easy modding) and that lua script often adds to a queue their actions. The general queue idea would help you with your regular cards as you could have an onActivation thing that just adds the events you want run in order to your queue. Then if you had powers and relics that work passively like in Slay the Spire, they are waiting for things like "onEndTurn" to trigger and run their script. This means you could program something like "PlayAnimationEvent" where you handle running the animation and "DamageEvent" where you handle updating the HP. Your basic attack card just adds a PlayAnimationEvent and DamageEvent to the queue.
>>
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>>734706484
I've lost... again...
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>>734706484
I turned 35 a couple weeks ago, you both lose
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>>734704520
Oh wow, I like that. I am a big fan of scaling (and chaos) demos.
>>
>>734694351
Add a skeleton behind the waterfall
>>
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>>734667743
Here's the last progress i got. I've been working on boring things like bugs, crashes and sound for a week.
>>
>>734707189
Is it always that dark? I would probably change my monitors contrast if I was playing
>>
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>>734706353
good idea, gonna look into that too
>>734706051
I prob should've done animations from the start. all of the sword swings in that webm are rotating/moving the parent object of the hand/sword lmao
for each weapon, I have to manually set the vector3's for position and euler angles for each "step" in the combo. its quite literally the dumbest way to implement it, and I still wont change it lmao

at least I can make neat looking shaders lol, this is some trippy neon effect I'm making (2nd half of webm). I honestly wish that I could join a team and only do shaders or particles effects

>>734669015
Im 31, and didnt touch a game engine until 28 unless "Dreams" on ps4 counts, but I've been programming on and off since 15. IMO its not a horrible thing to start "late" as long as you try to be consistent.
I think the problem a lot of people have is that as they age, they'll set up expectations for stuff, and become less likely to try new things.
I think the best way to succeed is to be okay with failure and to enjoy whatever you're learning.

>>734707189
I like the style a lot, is this a risk of rain type game?? even tho there's no combat the movement and terrain gives similar vibes lol
>>
>>734707189
this is randomly generated, no? looks cool!
>>
>>734669015
I'm in my 30s. I can do pretty basic programmer art, but recently started appreciating it more as something that could stand on its own instead of just a cope. It kind of makes me want to develop an artstyle.
>>
>>734669015
30. Coding just the bare necessities for 20 years, making music since 18
Wagmi, you are enough
>>
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>>734697953
>I think the fan kinda breaks the room though (the centerpiece specifically).
noted, thanks anon
is your game multiplayer?

>>734703872
>making it so the gibs spawn blood as they fly
one of these days ill get to that. i basically got everything else done, so i really should try it. i'm too tired to do it tonight though...
>>
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I'm starting to understand all those retards on Youtube who quit their jobs to get into game dev. I hate being employed so much. I wake up, my morning is wasted rushing to get out the door, I spend the next 9 hours at the office cursing my existence, and then I go home too exhausted to bother doing anything productive. I'm never going to finish a game living like this.
I know it's a horrible idea, but I'm genuinely on the brink of quitting my job and living off my savings for a year, sinking all of my free time into working on a game. The only thing holding me back is how bad the job market is right now, and with how early I am in my career (~4 years of experience) it would almost certainly be career suicide to have a gap on my resume.
How do any of you stay motivated with a job sucking the soul out of you? Or are you all just neets?
>>
>>734707393
I might experiment with adding some light around the player.
>>734707539
I'm basically trying to make a fantasy clone of RoR2 right now... but no coop.
>>734707657
Yea the whole map is generated.
>>
>>734707539
this is really cool btw.
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>>734669015
>>
>>734669015
27 reporting in. Been drawing anime since forever. My dream was to make a game from scratch like the devs I idolize did, so I became an engine dev. Art is mostly a matter of grinding by the way. Even when it feels like you're not getting it right, keep at it and you eventually will.
>>
>>734708310
only you can make this decision, but the game industry is brutal and success is mostly luck.
>>
>>734708576
I want to see. post something you drew
>>
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>>734708310
>How do any of you stay motivated with a job sucking the soul out of you?
motivation comes and goes and I think there's nothing a human can do about that. Some days I'm drained from work or just life overall and I curse myself for expending my free time making a game no one is going to play anyway, other days I'm happy and full of energy and I have a lot of fun working on my little passion project. My only advice is: try to make a litle bit of progress every day, even if it's just the smallest thing imaginable. I believe persistence is very important, otherwise you might just quit without even realizing.
>>
>>734669015
Only a few days before I turn 34. Made 4 games, onto my 5th with a 6th also in parallel development.

Got into it at around 23, it's been over a decade now...
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>>734709004
>expending
spending
>litle
little
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>>734708680
I'm just that guy making an anime game.
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>>734709323
looks good anon
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>>734708310
if you stay working, set aside specific timeslots in the day to work on gamedev stuff. even if its only 15 minutes a day, you might end up working for longer and probably will if you stick with it.
if you do quit, don't go full neet. get some sort of bullshit part time job just so you can get out of the house, won't have to fully live off of savings, and can socialize/interact with people a little bit.
also if applicable, try and spend some time keeping up with your field in a tangible way, just so in case you do feel like it's necessary to get back into your career you won't be starting from 0 again.
>>
Well I got laid off from my big boy career and now I'm thinking about vibe coding a game. Issue is all my ideas are too big and autistic. Anybody else ever feel like that?
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>>734709482
Hey, thanks
I wish I was making more art, but need to get through the programming side first
>>
>>734708254
Troonslop
>>
>>734708663
>the game industry is brutal and success is mostly luck
I think you might be misinterpreting what I'm getting at. I wouldn't be quitting my job with the goal of "making it" and never having to return to work. All I want is a year of peace where I can work on my game as I please. I might not even finish it in that time, I just want to have the majority of it done by the time I (hopefully) find another job.
It's the fear of never finding another job afterwards that's making me have second thoughts, because I have no expectations of being financially successful in game dev.
But you're right, at the end of the day it's my choice.
>>734709004
My problem is I never feel like I have energy anymore. I used to be the same as you with off an on days, but I can't even remember the last time I had energy after work. Maybe just forcing myself to get the ball rolling and making bits of progress every day like you said will help me get out of this rut.
>>734709546
Thanks.
>try and spend some time keeping up with your field in a tangible way, just so in case you do feel like it's necessary to get back into your career you won't be starting from 0 again
The sad thing is I genuinely love my field, it's just the company I work at is horrible. The issue of motivation extends to looking for jobs elsewhere as well. I don't want to sit down at my PC after 9 hours at work to tinker with my resume or do side projects to improve my portfolio. My misery will only continue until I can get a grip on my life.
>>
>>734709620
>sees beautiful, large breasted woman
>thinks of trannies
They managed to convert you, I see. I hope you enjoy your new girlfriend's penis.
>>
>>734709760
>Maybe just forcing myself to get the ball rolling and making bits of progress every day like you said will help me get out of this rut.
That could work! Believe me, the first few days of working on your game are amazing because you'll be making a lot of progress fast. That shit feels very rewarding, and even if progress isn't fast just seeing your project grow and become what you want it to be can feel amazing. Btw have you considered looking for another job in the same field rather than just quitting? I've had jobs that drained me quite a bit but the current one is much better, you might get lucky too
>>
>>734709323
Kino artstyle
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>>734709323
cute elf
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>>734709891
Only a troon makes designs like
that
It's even got the paedo symbol
>>
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I wrote more for The Zmeian Compendium, got the multiplayer menu working for setting up a server and clients connecting to the server (including a cool random name generator), and I drew this creature: a Gorgon (known as a Kakill, or Gulper, to the Frydarians).
>>
>>734709907
>Btw have you considered looking for another job in the same field rather than just quitting?
Yes, I touched on that a bit at the end of my post but it was replying to another anon. Job applications in my field (architecture) require both a resume and a portfolio. The portfolio being a collection of your best work you did while in school and any extracurricular projects or competitions you may have entered.
My portfolio was (barely) good enough to get my current shitty job and I haven't touched it since. To have any chance of being hired at a better company that does better work I would likely have to redo the entire thing from scratch. There are maybe 2 projects I have currently that are good enough to keep, the rest I would probably have to completely start over with. That means totally remodeling everything, making new floor plans, renderings, etc.
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>>734710125
>clipslop
Tranny engineering at its finest
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>>734708254
good luck with those gibs man. They already look pretty nice so anything more is just a plus
also cute shop lady, don't listen to the seethers
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>>734706894
Thanks! It was only a project I worked 2-3 weeks on in a fugue, but your posts make me want to see what it would be like to put more work into it. But in the end I probably won't do anything haha.
>>734709605
Keep it up man, you have something
>>
>>734682616
Twitter is full of bots
>>
Something important to always keep in mind when developing is coupling. Don't have all these scripts constantly writing to each other. Make them invoke events that many can subscribe to and do to their own variables as they please. Other than being performant and easy to expand, this concept also makes it more obvious how to approach systems such as upgrades and menus as it shows an easy way for UI and Gameplay to interact.
>>
>>734710221
can't you use whatever you've done on your current job to build/improve your portfolio?
also, as a last resort, never worry about changing fields. Life's too short to spend it stuck in a field that drains your life away. For example I'm an IT dude, and I've worked with people that previously were lawyers, psychologists and other things and they were much happier for having made the change.
In any case, whatever you do I want to wish you the best of luck anon. Shitty jobs are the fucking worst.
>>
>>734708254
Why do trannies love guns so much?
>>
>>734689572
I agree with the other anon. Motivation is temporary, dedication is eternal. Fight through it, and the motivation will come back. It's happened to me multiple times. It will happen multiple times more.

>>734669015
I just turned 37. It's not too late. I stopped doing basically anything creative in my late teens/early 20's, and I got into my 30's and regretted it, and now I'm doing everything I can to be creative. I learned animation, I learned game design, I learned programming. It's never too late as long as you WANT to learn.

Side note, the next update will be replacing this guy's face. Redrawing it now.
>>
>>734710506
>>
>>734710506
They make pretty young actual girls disappear or go to the hospital.
>>
>>734710424
>can't you use whatever you've done on your current job to build/improve your portfolio?
The work I'm doing is so mind numbingly boring and soulless that it would be better to just keep this job as experience on my resume. It's replacing water heaters and AC units and shit. It's barely architecture, there's no design element.
Thanks for the hope.
>>
>>734710580
Yeah that's why I'm a swordchad
Guns are troon coded
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>>734710517
thanks for the advice man, I'll keep oushing through. Oh and wish you a happy late birthday!
>>734710667
damn that sounds horrible. Wish you the best anon, hope you get a job that feels rewarding some day
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>>734667743
>understood months ago that I wasn't an artist and hated doing art
>realized how pointless it is to make a game without art
>haven't touched coding since then
>ai art when applied to video game assets haven't progressed that much either
maybe next year
>>
>Brutus Canor witnessing the absolute carnage that will unfold in The Frydarian Tale: No Holds Barred
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>>734710575
This game is a disturbing rabbit hole and I feel like it is probably connected to a cult and possibly even funded by the government of Brazil.
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>>734711153
pay an artist to do it. Have some damn conviction
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>>734710517
I almost left a comment on your itch page today since i stumbled upon it by happenstance. its good you are replacing his face
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>>734711153
You can make some pretty things with just programming. Plenty of potential games that uses simpler visuals too. Although, art really isn't that hard to learn, you just need to get used to the hand movements and use the right mindset. Keeping aware of form and how different elements contribute to it and making each stroke meaningful (or pixel or whatever other small element you are working with). You show awareness of AI, why not ask it to scrape some art advice off the web for you. It can put it in any style you wish and expand on anything you are curious about near instantly.
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>>734710262
Looks interesting, good luck on your projects.
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>>734710198
Cool drawing
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finished lava ball
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>>734712434
thatsa spicy meataballa
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>>734711331
It does look occultic as fuck
Trannies are probably part of some mass occult ritual
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>>734712434
How do you do that glowing effect, is it from aseprite?
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>>734712779
Photoshop layer style, outer glow
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>>734712940
Huh, so it was that easy
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>>734669015
If you make A good game it will sell. You only a good idea and you convince a team to work on it or one (1) investor to fund it. Everything is impossible if you don't go out your comfort zone.
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>>734669015
31 next month
I'm a natural artist and LLMs are helping me along. Wouldn't have been able to do it without them
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>>734700616
what if i just distribute the demo in steam but the full game is sold somewhere else?
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lava flow

>>734713358
yup, one of the reasons I still pay adobe, idk if other programs have it.
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>>734714328
Steam doesn't like it if you advertise other places. It'll be hard to just have the demo but not link where to actually buy it
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>>734712434
STOP GIF MOGGING ME ITS SPIKING MY CORTISOL
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>>734714375
I wonder if this could be turned into something simulated like Noita while retaining the visual details and deliberate shape.
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>>734682618
>dash afterimages dithering away into nothingness
this is actually a real cool fucking effect, i've never seen anyone else do it like that
>>
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>>734710198
When are you turning this guy into bacon? It's a do nothing movement and devs should learn to run these promotion events on their own.
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I'm being autistic with the game, I know.
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Here's the multiplayer menu working. Check these cool nicknames (I can't be assed to add in a whole online infrastructure right now).
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added boiling water that comes from lava pools, acid and ink (for running away) they work like a gas in other roguelikes. Also added more tiles to the walls so it wouldn't be just the same rock sprite repeated everywhere.
Unfortunately due to life circumstances I might slow down the development of the game, but I'm still going to finish it.
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How do I make this look better? I was thinking about adding some sand and seaweed to the bottom, and maybe some bubbles that randomly move upwards every now and then.
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Your wife WILL hug and kiss you as you release your game on steam, Anons!
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>>734718692
Waves on the surface, more detailed surface background than just a flat light blue with clouds, maybe some far away islands? Some background elements in the ocean too
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>>734714754
sorry

>>734716643
I'm not smart enough to do simulations
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>>734718910
why would you post this?
>>
I love you guys. Even him
>>
>>
>>734719737
I have a piss fetish
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>>734719065
That's his dog. Women aren't real.
>>
>>734714328
Silly idea, just take the loss desu but the best way to go about that is not label the demo as a demo, just say: "Game: Prologue" or "Game: Chapter One" or whatever
>>
>>734719737
are the NPCs from an asset pack?
if so, which one are you using?
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Would you play a tennis game but it's only women and also a dress up game? Play matches to earn money for new outfits.
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>>734721323
only if the women are really cute
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>>734721608
yea, only emma raducanu types, not serena william bodies
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almost done
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>>734722289
Hey Anon, it's always cool to see your progress. I feel like this video would be useful for you: https://youtu.be/Mw0h9WmBlsw
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>>734669015
38, started when I was 7. You can pass me with AI next year no doubt.
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>>734669015
I'm also 29. My irl job impact my game dev more by draining me than being 'old' does. If you don't start you'll just regret it later.
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>>734669015
19
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>>734710575
>don't slop troonypop
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>>734710506
why not ask that in the tranny board? >>>/k/
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>>734724163
They're nignoring me
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>>734669015
>mfw the only old man over 40
Eh. You whippersnappers are alright devs.
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>>734723447
post gaem
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>>734708254
yep, pvp only for now.

>>734682616
do you think you could add some basic character customization? or will that require too much work with so many animations?
>>
>>734718910
fun fact: this guy spoke about literally right before he released his game on stream about how his wife didn't like him gamedevving and was going to leave him if the game flopped
really funny how she did a 180 the moment she saw the revenue numbers lmao
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>>734722501
thanks, I'll check it out
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>>734725862
>do you think you could add some basic character customization? or will that require too much work with so many animations?
might be too much work. If it's really basic like a monk necklace or something maybe in the future
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Gonna get into coding for games now. Is it true claude can help me a bit with code?
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>>734693734
Aren't blood splatters supposed to be away from you?
>>
New env art for a game about flooding everything with bullet holes and then patching them up and pumping the water out while getting shot at
>>
I'll try to get these corridors randomized with unreal PCG. they'll lead to the rooms that are only mildly-generated, so the gameplay won't get too stale.
>>
>>734729094
>>734729130
but that's a paid asset
>>
>>734729193
It's completely custom made. Minus the trees, which are Nanite Foliage preset poplars for now, so you can render a lot of them in the greenhouse.
>>
>>734729094
sounds like an unfun gameplay loop. in janny games you're usually just a janny, you don't also destroy the environment.
feels cvcked.
>>
>>734729094
Oh baby that's nice.
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>>734729094
looks real pretty, nice job
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>>734708310
I was unironically planning on doing exactly that last year. Unfortunately life decided to shovel shit in my face. I was put $35,000 in the hole after spending eight years saving that up, and now have a monthly mortgage that I never wanted. I not only have to continue my job, but now had to pick up a second job just to not be homeless. I rarely have recreational time now, and the little I get is spent on sleep because I'm too fucking tired to do anything.
I can't wait to die. Maybe I'll reincarnate as a game dev.
>>
>>734708310
People quit their jobs because working fucking sucks, man.
My last job was stressful, paid like shit, and I had to do at least 1 unpaid hour every day.
The worst part is that most people can probably tell you a similar story so your options are to do the bare minimum to survive or bust your ass for just enough money to buy funko pops or a game console.
Not to mention that most of the people who'd genuinely want to make games are probably creative types too and when creative types don't make it to art school they start WW2 instead.
>>
>>734729094
finally another dev using unreal, pretty rare around here
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>>734708310
I think people are scared of instability. They get a really nice wagie job that is secure, offers insurance, etc and then it chains them down and they're tied to it until they're too old and exhausted to do anything.
Why not just get a part time job instead of just straight up NEETdom? Uber Eats/Doordash, waiting tables, any kind of small income, 20-30 hours a week, lower your spending. Dev time, some cash flow and it also keeps you on a schedule. Being completely unemployed is dogggshit because it puts so much expectation on yourself to make something of it.
>>
>>734689572
no gobbro. don't rely on motivation. he's a treacherous backstabber that will abandon you when shit gets tough
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>>734707539
the shaders are stellar, but their amazingness really highlights how the transition between them isn't good.
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>>734735119
very true anon, thanks! I reminded myself that I do this just for fun and now I'm feeling better towards the project
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>>734736323
Someone who works hard can never beat someone who has fun.
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>>734736454
yeah lol, I'm trying to do both. Sometimes it's frustrating but I try to remind myself of the fun times. I'll start working on a boss for the end of the prologue, that should be cool
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>>734736454
>work hard
gamedev, work. some productivity.
>has fun
gamer, coomer, basement dweller. 0 productivity.


>Someone who works hard can never beat someone who ALSO has fun
that's the way to fix that line.
>>
>>734720750
they're built into s&box
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>>734737446
Don't be so pedantic
>>
>>734669015
34 year old here, once I release my game and it's a success my adult life will begin!
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>>734735306
>the transition between them isn't good.
thanks, yeah thats something I'm still improving but its set aside for the time being, too much gameplay related stuff needs work
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>>734741553
what the hell, are you me?
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>>734742249
fair. ganbare!
>>
>Just got approved for a government grant to finish my game
Feels strange man.
>>
>>734743172
Same except I have to put in a disclaimer that my game was made on the lands of an aboriginal tribe etc etc
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>>734743341
Luckily I don't have any prerequisites like that.
>>
>>734743341
Abos?
I doubt they reached the level of societal development where holding land is possible.
>>
i dont care to make a game anymore because theres no where to sell it with the content i want in it
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>>734744273
We """""""stole""""""""" their rightful land promised to them by the rainbow serpent or whatever from them :^)
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>>734744310
And what is your specific fetish that you're upset you can't put into your game?
It's always something like peepee baby diaper scat with you people
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>>734743172
>live in Sweden
>huge game industry for a tiny 10mil inhabitant country
>zero (0, nil, none) grants for games
>>734743341
>I have to put in a disclaimer that my game was made on the lands of an aboriginal tribe etc etc
Australia or Canada? Thankfully Swedes don't give many fucks about the aboriginals here, but the sami are also much better than the ape-like abos or drunkard redskins
>>
>>734744943
Aussie
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>>734744943
Funny right? I didn't expect where I live to even have grants like this (Wales). Very pleasant surprise.
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I think there's a decent set of mechanics now, probably won't add any more.
I obviously know the rules but can you guys tell what's going on?
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>>734745195
No.
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shoutout to the shrimp game dev that managed to get featured with Iron Pineapple! Grats dude!
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>>734744943
I was in the same boat but all grants are directly tied to a friggin' loan at high interest.
>want a 2k grant?
>sign this 200k loan at 10% interest over 5 years!
>it's your dream, right?!
Bunch of fraudsters...
If I ever make it big, I'll make a publishing studio that gives folks grants and we just get grant + cut back from sales and that's it. No interest, loans or other bullshit...
>>
Making a Mario-like to learn game dev. I'm using Monogame to make it. Is this...
1. A waste of time there is literally no benefit in 2026 in learning basic game engine stuff. Switch to Godot immediately.
2. Good for learning fundamentals on how games work. But for a real game in the future use a proper engine.
I don't know if I'm falling into a beginners trap or not.
>>
>>734746026
issue with frameworks is having to make the tools yourself so if you aren't already a good programmer it WILL be a pain in the ass. engines exist because they mostly streamline this process for you
>>
>>734745195
Yes, that's pretty neat.
>>
>>734668285
cobson?
>>
>>734746026
Seems like it's good for making a game in Monogame and learning C#. Which is fine but there's seems to be a lot of overhead you're doing yourself.

The benefit of an engine is that iteration is faster. Everyone does it, even the industry does it. Using an existing engine to proof of concept the game to see if it's even fun. Sea of Thieves for example has an in house Unity build that they just stick together for proving that a concept is fun, despite using Unreal for the actual game.

Imo as someone that does engine dev if you want to make a game, use an engine.
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>>734680516
Got the rolling to work on the correct slope angle.
>>
>>734708310
I feel. I can work on my game only because I don't actually do anything at work. Like, I'm just not asked to anything, other than occasionally to do some simple task, so I just dev on their shitty computer (which I had to build myself from spare parts because they didn't have a proper one available). My boss always has a view of my monitor and he encourages this.
>>
>>734718910
>120 reviews
>32 000USD revenue
That's pretty good no?
>>
>>734682616
be more blunt, say wishlist now in the post and make it easy to find your steam page.
>>
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Finished sending out 40 emails today about my demo to ask creators to play. 120 done over the last 3 days.
I hate the email step, its so draining.
You mostly don't get replies, some ask for money for a paid spot (especially people with only about 3k twitch followers), and even some of the people who reply to say they'll play it, don't.
Stop playing pokemon fire red for an hour to play my demo. Soulslike fans love all indie soulslikes but pokemon fans are just interested Charizard+Pikachu, not the genre as a whole.
I should've made a roguelite because there are creators out the wazoo.
>>
>>734748669
That's amazing, in 1 day too!
>>
>>734746026
Would you consider building an oven yourself or switching to the community grill if you wanted to cook? There is very little an engine like Unity can't do nowadays as it has a company behind it dedicated to making it as useful as possible to stay competitive. Even something like No Man's Sky could probably be done in Unity nowadays without having to fight the engine much. The only thing I'd think you might still need your own engine for is a mass simulation game like Noita or if you want the game to fuck with the engine in some avant-garde concept. The only time to switch is to Unreal if you want hyper realistic AAA graphics because I've heard its supposedly more optimized for it. Personal engines are only really useful for big studios that can afford to have some monkeys slap together something that means they don't have to work with contracts. For most indie devs, it is either a vanity project or just a detour out of passion for coding. Programming also isn't really that conceptually complex, the optimization and maximizing of efficiency is. You still use this problem solving mindset in a premade game engine, you even still use it if you are coding with an AI (or at least should if you don't want dysfunctional code). You are best off learning about concepts such as coupling, memory allocation, the times to use GPU vs CPU, etc. to know why you do things and how to approach issues.
>>
>>734725918
Why would you just go online and tell lies?

>>734718910
>>734748669
I wouldn't recommend looking at that guy as a reference. He's one of the biggest gamedev streamers on Twitch and has similar viewership on youtube, the viewers are more likely to post reviews since he asks them to, and they sometimes give activity spikes when he's streaming. ThePrimeagen and some others reposted his game on X which only happened because he's a twitch programmer. The activity and numbers are very abnormal because of these things, probably won't math out the same way if you're just releasing a game as a nobody. That said, he was also very unlucky since nobody was interested in his game when he was doing pre-release marketing.
>>
>>734750189
>There is very little an engine like Unity can't do nowadays as it has a company behind it dedicated to making it as useful as possible to stay competitive.
lol
lmao even

It has been a downward spiral dumpster fire for years and will continue to be.
It has always been the third worlder's phone app engine, and for a good reason.
>>
>>734750875
>It has always been the third worlder's phone app engine
Cause it's a competent engine? Not great, but better than GMS and Godot by miles.
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>>734682618
Looking fantastic.
>>734669015
Like most indie devs, we tend seem to be late 20's mid 30's.
Zillineal generation or whatever were primed with basically the peak of the medium of 5th through 7th gen and are at the age where passion and skill converges the hardest.
I'm not sure what advice I'd give a new aspiring dev other than hurry the fuck up.
The "make slop game" button will be coming out shortly, and ever improving slop will only continue to flood the market.
In my honest opinion, devs make it the hardest when they have a killer idea and killer visuals. Nothing revelatory but anyone that chalks it up to luck isn't being honest with themselves
>>734745587
I take it back, it was all luck for me. Insanely fortunate and has basically removed the potential for flop from the project (was sitting at 8k WLs before the video, 7k-15k WLs seems like it's a gray area in regards to success)
>>
>>734751046
>Godot by miles
The only thing it has over Godot for phone apps is store APIs that are maintained. Nobody sets up and maintains an API for advertising, rewards or tracking metrics and the community is hostile against it, one of the perks of open source is retards get militant against certain aspects of capitalism.
The asset store is also shit and doesn't have a lot that can be made into a shitty game by the common retard.
There's also there workflow being tied to Unity, the majority of them probably have a bunch of copy and paste scripts, UI and everything that makes it even easier, that they don't have in Godot.

Godot is used heavily in casinos because they don't rely on third party APIs being maintained.
>>
>>734751597
>Godot is used heavily in casinos because they don't rely on third party APIs being maintained.
That makes sense, though honestly you could probably shove a website exported in Electron in gambling machines these days without much issue.
>>
>>734751597
i worked with casinos once and they use C++ with SDL for their games.
>>
>>734682618
nice to see your progress
>>
placing lightprobes is the most boring shit ever lol
>>
The Touhou IP is royalty free???
>>
>>734751984
Its not officially public domain, but ZUN just doesnt care and won't take down fan works (even commercial fan works) 99% of the time.
>>
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>>734747827
instead of transitioning from standing to rolling give it a slide state between standing and rolling.
>>
>>734751984
Pretty permissive unless you do some super dumb shit, think there was that one smash clone that had a kickstarter without permission, idk any other examples
>>
>>734752306
Will do. There's a couple of state to state changes that need a transital animation.
>>
>>734725918
I fucking hate women
>>
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finally done
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>>734754046
looks like how Surt would cum
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>>734754046
dope
>>
>>734725918
Everyone who knows nothing about how games work does this. They think you are some lunatic and hate you trying to do it. Not realizing that an experienced gamer knows what will sell currently and has a significantly good chance at making some money with a little effort. Maybe if someone's first game they were banking their life on was a niche fetish game the reaction would be right.
>>
>>734751161
>7k-15k WLs seems like it's a gray area in regards to success
Oh...
>>
>>734751161
Make the camera delete stuff visually that comes too near so you don't get flashbanged by things moving ontop of it.
>>
bumpo Im hoping to make and post one more webm before threads dead
>>
>>734718910
Genuinely it's probably easier to become a YouTuber/livestreamer and live off that than it is to successfully make your own game.
There's thousands of retards that won't make their own game but will watch adverts to watch you develop your own.

Look at the median playtime of 44 minutes, that is awful for a tower defence game. All these numbers are padded up by the fact he turns his viewers into buyers.
>>
ok, dont mind the text its just gibberish that goes away during play mode

basically doing outlines, but with the option for noise. there are two types of offset, one is a noise that increases the line thickness for adding jitter, another is a set width but allows for using noise to cause break-up in the renderer (not shown)

have my surface shaders set up to write a noise only pass to a texture, but to speed things up, I also wrote a new shader which projects noise from the screen. I can mask out materials that use the noise pass, so static geometry can use triplanar projection, but dynamic geometry can use standard UVs
this way there's no flutter while moving around

also a few stylizing options, change from a single colour, or based on the screen colour to add some contours/highlights instead of just lines

webm shows the regular scene with projection noise, and the hand with the shader pass noise. I think it's really cool, only thing I wanna do now is use sine wave to add a very slight wiggle to it so I can choose either: straight/regular lines, noisy lines, regular lines w/ break-up, or slight wavey lines

:)

I made them thicker for the webm than how I'm actually using them in-game just for demonstrating purpose. in-game they're closer to the thickness of the trippy area from this webm rel: >>734707539
>>
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>>734757340
>>734757340
oops.
>>
>>734751161
That looks very polished, nice.
>>
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I already had a basic 3D lighting setup, so I also incorporated it into 2D stages for stuff like this.
>>
>>734757789
Pretty, reminds me of 2.5D games on the PS1.
>>
>>734757412
This would be perfect for an exploration focused game like LSD or Yume Nikki. Have the shaders change significantly through the zones.
>>
>>734758052
lol yeah its heavily inspired by LSD dream emulator, plan is each zone/level/area has its own rendering style
>>
>>734757340
>>734757412

screen space edge detection, or something fancier?
>>
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put together, added a ground glow
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>>734758810
Pretty as always.
>>
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Been posting this game here on and off since last year. Finally got steam page up.

RELEASING VERY SOON.

https://store.steampowered.com/app/3842910/Impact_to_the_Head/?curator_clanid=42857029
>>
>>734757789
looks lovely anon
>>
>>734758310
its screen space, but I'm not using the sobel operator or jump flood algo like most ppl would do to get varied thickness
mine's Robert's Cross Operator, except in a pre-pass I break the screen into 4 quadrants, then do the lines pass on the 4 quadrants and sum them, then picks the "best" one (closest to set threshold values), similar to how a kuwahara filter might do its smoothing, except for lines

then the lines themselves are drawn based on depth, normals, luminance, vertex ID, and object ID

sobel provides better lines since its less sensitive to noise, but since mine wants to be a little noisy I decided to use robert's cross since it's a bit faster even with the extra pass splitting into quadrants
>>
>>734746026
If you dont intend to make games for retro platforms (up to 6th gen), youre wasting your time.
>>
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some screenshots of the start of the game
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>>734761326
nice, the tower with the beam coming out of it reminds me a little of the sauron tower from lord of the rings combined with greek style buildings
>>
>>734761447
the tower and that hole is an allegory about anal sex
nah just kidding. Those towers are supposed to be the highest peak of an ancient city that's below those clouds, and since it's ancient I went with temples and white columns to give it that ancient Greece vibe
>>
>>734759668
>RELEASING VERY SOON
damn, congrats on releasing a game anon!
>>
whoever said these threads were better than /vg/agdg was correct.
>>
>>734762815
agdg is the real dev thread
>>
>>734759668
congratulations anon. You should make a trailer for it. I would also recommend trying to get your lighting a little bit better. It's kinda flat now, your game would benefit
>>
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going to take a rest and test some online multiplayer stuff
https://www.youtube.com/watch?v=n8D3vEx7NAE
I found this video which makes it look simple enough, but I don't know if that's enough since someone in the comments "server authoratative movement", "clientside prediction" and "server reconcilliation" which I believe the tutorial doesn't even mention
>>
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>>734667743
Hope?!
>>
>>734762815
/vg/ is a caustic shithole and should never be used.
>>
>>734669015
Yeah it's already too late for you. Give up.
>>
>>734709012
Based I will make games until I'm at least 60.
>>
>>734762815
the fact that /agdg/ put up with ericschizo, a notorious retard who kept spamming the thread with irrelevant posts about eric barone, for YEARS on end, is the reason why it's so bad. they basically let the schizos fester in that general willingly.
>>
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my UI sucks.
help
>>
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Added parries, polishing up the combat a little bit before adding items and a mini-boss fight

>>734707189
Very tasteful usage of fog. I would still suggest you add some more not-green elements
>>734729094
Super pretty, love the idea. Any gameplay videos?
>>
>>734763908
Is that really yours? All it needs is prettier boxes.

>>734764292
Looks nice.
>>
>>734763908
You should give her better skirt physics, I feel like it will add to the eroticism.
>>
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>>734689572
For what it's worth, a week or two-long break does wonders for me sometimes
>>734710517
In case you guys have families - how do they react when you take spend 10+ hours/week working on a video game? I'm 30 and I'm surprised at how understanding people are about it. No kids though, it feels like it would be 5x harder to find time if I had a small kid at home.

Also here's the mini boss model I'm trying to make look less dorky atm
>>
>>734709323
holy SOVL
>>
>>734763007
I think my lighting looks fine.
>>
>>734765208
This screenshot makes your game like an asset-flip. I would recommend either adding some background elements to that scene or lose the screenshot. Also, a 10 second trailer is worth more than a 1000 images.

On the other hand, the one where you're drowning the guy in the sink looks very fun and appealing.

The lighting makes it seem like a goofy comedy action game. Is that what you're going for?
>>
>>734765503
You are right - the trailer will be done very soon.
And yes its a comedy brawler/action game.
>>
>>734747827
>>734680516
Woo, Wario Land!
>>
>>734710517
That character looks absolutely vile, Anon
>>
>>734766225
He did say he was fixing the face, could make the character look very different.
>>
>>734764834
I like the style. Just needs smaller hands or bigger forearms/chestplate.
>>
Working on the next scene now.
Keep at it lads.
>>
>>734766685
The next Fate
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>>734766685
Cute cutscene, ever thought about making a VN spin-off?
>>
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my game has turned into writing, at this point im more in scrivener than in godot
DON'T MAKE A MYSTERY GAME, HEED MY WARNING MORTAL FOOL
>>
>>734767018
lol quite compliment, thanks bro
>>734767363
yeah lol, i mean the game itself is a VN in the end, but yeah i'll make use of the lore and characters for more stuff as well. Thanks bro
>>
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>>734766685
Scandalous whore
>>
>>734764834
I have a wife and three kids, one of which is a baby. My wife is an early bird and I'm a night owl, so I pretty much just do this after she and the kids go to bed every night.
>>
>>734767673
Wish you luck, your game is clearly one of the most polished around here
>>
>>734767552
updated my journal
>>
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>>734767780
Hey mate, remember to always spend some time with her whenever you can, it can always be the last day you see someone you love, and you only get know it was that last day when you regret wasting it
>>
>>734768103
Oh yeah, dude. Don't worry about that. At LEAST twice a week we watch a movie
/Show together. We are slowly going through stranger things right now.

Also, not to be depressing but death is no stranger in my life, sadly. I'm aware that every moment I spend with someone could be the last.
>>
>>734767771
lawl
>>734767826
thanks brother, let's keep at it, one step at a time
>>
It is actually amazing the stuff the wealth of resources on the Internet allows anyone to make. I kind of wish more people knew how easy it was to get into gamemaking like they do drawing. Games are a very good way to express yourself, can give others a lot of entertainment, and can even make you rich.
>>
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>>734767869
Planescape: Torment was a masterpiece of writing, only now do I understand the pure amount of effort it takes to create a coherent world like that...
>>
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>>734767780
>a wife and three kids
holy shit, that's admirable that you are still able to make a game man
is the femc design based on your wife
>>734764292
looks super nice! I'd try rotating her hip a bit more as she does the animation
>>734764834
>For what it's worth, a week or two-long break does wonders for me sometimes
I'll probably do that once Crimson Desert drops, I really want to check out that game. Maybe not a whole week but at least a long week-end
Very cool knight design btw, always loved those pointed helmets
>>
>>734768103
Wow, that is gorgeous. But the water refraction pattern looks broken, you prolly already know this.
>>
>>734768505
bro they just used generative AI to make all the dialogue options back then
not impressive at all lol
>>
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>>734768938
at times it feels like it
but it's more like an intricate puzzle box where every piece plays a part. I'd be hard pressed to see AI do anything like it with their short context window
>>
>>734669015
I started drawing when I was 27. It really only takes ~2 to get /int/ and I managed to do it by half assing it too.
>>
>>734767552
unironically start reading a lot. writing gets way easier through reading than trying to write more and force it.
I try to read at least 2 books a month, sometimes it's 4 or 5. My writing improved a ton since I started doing that even though my total number of hours spent writing has decreased.
>>
>>734769810
I found writing much easier even after reading two quality books. It basically gives you a frame of reference you can fall back to for writing.
>>
I don't have any friends that want to help me make a game, even from a solely creative aspect. I can't use AI to validate my architectural choices because all it does is gas me up. How do people get feedback for their decisions these days?
>>
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>>734770559
well I ask the goblins, of couse
>>
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My status update is... bad. Less than 100 lines of code, taken directly from a tutorial, and I'm already getting lost in the code. God, I'm dumb. Couldn't even figure out how to give control over the jump height. Talked to two guys that use GameMaker as well, one gave me a new resource to follow along with, please let this be the one where I can fucking figure it out. I spent two hours last night on my game trying to figure out jump height and made no progress whatsoever.

https://www.youtube.com/@letslearngamemaker
>>
>>734770387
>>734769810
I'm not sure if this is true but I read about some writer who would copy classic books word for word on a typewriter to improve his writing, he said he wanted to see how it felt to write a classic book.
>>
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>>734770809
I did get most of his sprites done, I'd say. Doesn't mean much.
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>>734767780
God damn, you're an inspiration. I relate to the early bird/night owl relationship, basically the same for me haha
>>734766478
>>734768601
Thank you, I think I'll go with this for now and get to animating him. Also good spot regarding the hips, I'll tweak that a little
>>
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>>734770909
>Doesn't mean much.
progress is progress anon, pat yourself in the back and keep going.
also don't worry about the code. As long as you keep trying and practicing and failing and trying again, you'll end up getting better with time. No one is born knowing all that shit
>>
>>734770559
You need, you must have a solid vision of how the game plays out by yourself. If you can look at it for days and say "I still think this is the best thing ever", then you're set. You can get feedback from places like this thread or reddit or whatever and draw some basic conclusions. In my honest opinion, managing a team is overall much harder than just doing everything yourself.
>>
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Making animations for harpoon gun.
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>>734770941
Looks better, final even
>>
>>734769810
>>734770387
thanks. yeah I already started, read Ursula K. Le Guin and Agartha Christie.
It's widened my view a lot. I've already got the plot down, and I believe I'm onto a unique idea.

There's 5 cases like Ace Attorney but spoiling the first case won't matter at all because the game takes a hard left turn while keeping the base-mechanics.

so basically, it's slightly fantasy, and each god has it's domain.
the first case, without spoiling later much more major plot-points, is about a drifting effect that latches onto a cause, like a parasite.
>>
My drawing program keeps crashing in a weird, weird way where after an hour or so clicks no longer register and it spreads to all other X11 programs. Fortunately the new version is coming and soon and will run through Wayland.
Also lost a chunk of work to poorly configured backups, so my entire progress for three hours today is a little bit of snake butt.
>>
>>734718978
>Some background elements in the ocean too
Technically, it's supposed to be a river. At least, at the beginning of the game. Later you also fish in ponds and lakes.
>>
>>734771014
show zombies in action
>>
>>734770809
I don't know if my method is any better but I don't have a "jump hold timer", I just start cutting their vertical speed every frame after they release the button. Maybe try pursuing that line of thought.
>>
is godot good now?
>>
How do I advertise my game? I know I'm thinking way, way too far ahead right now, but I'm a complete shut-in with poor social skills and absolutely no social media accounts outside of a Discord that I only use to talk to like three people.
>>
>>734772000
Participate in events like /v/3 :)
>>
>>734771921
I mean it's better than Unity unless you want a corporate overlord to steal your income from the work you did entirely entirely by yourself
honestly just: Claude + Godot and then show your middle finger to unity
>>
>>734771921
Only if you're making 2000s flash looking games like Slay The Spire 2
>>
>>734771921
depends on your definition of good
can it make "a" game? sure. is anyone hiring godot devs? lmao
>>
>>734770809
You might as well use an AI if you are just copying code from tutorials. The AI does the same thing for you dynamically. Then you can study it and the AI can also answer any question you may have. AI in general is good for collecting information.
>>
>>734772057
LMFAO if you're using AI agents anyway why the fuck would you limit your work with shit ass engine like godot
You just need to feed it libraries
>>
>>734772000
welcome to the worst part of game dev
>>
>>734772140
You sure, man? Cause I did try that once and immediately it went off the rails.
>>
>>734772057
Claude isn't going to do very great with godot bro
If you wanted to use ai all the way then your best option would be unity because you bet your ass the ai model is jampacked full of C# learning data
>>
>>734771921
No
>>
>>734772057
Who said you have to pay Unity? You can use everything you'd need for free just with the Unity bumper that no one minds. If you make enough money to need the higher tier, I'm not sure how they even make sure you pay it constantly and not just when you need to put out an update.
>>
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>>734771576
sure! They grab, hit and throw chunks of flesh at you. They are the most unexciting of all the enemies I have but the idea is to use them in small places where they can fuck you up you easier or together with other enemies like banshees or wraiths
>>
>>734772263
FOSSfags are mentally ill, don't pay them mind.
They're the same people getting buttblasted about Valve's cut and claiming they'll make a million dollars while skipping Steam as a platform.
>>
>>734770793
I wish I had goblins to help me via interpretive dance
>>734771029
you're right, I think I should just keep moving along. I tend to get stuck overengineering worrying about how things will play out and end up having to change things anyway. I might just need to learn more
>>
>>734772263
Unity is pretty """indie friendly""" those days, they took out the splash screen requirement a while ago for free users. I'm on an education license that I got a long time ago and keep renewing but really it doesn't matter at all nowadays unless I want to publish a game to consoles (not happening)
>>
>>734772439
>FOSSfags
we used to say freetard
>>
>>734772218
It has gotten better and I have not had much issues using it for Unity (I use Chatgpt). You have to be descriptive in your prompts though, making sure to mention what you'll want as variables to mess with, how you want it to interact with other scripts, and what preexisting systems you want it to use. AI tends to give better responses to detailed prompts. If you find it hard to think of the approach and terms to use, you can always also ask AI to tell you important programming and computer science concepts. I learned a lot in a relatively short amount of time just by prompting it and having it expand on terms and concepts that interested me. Analyzing multiple scripts also helped me understand better how things work in general.
>>
My codebase is a bit of a mess right now.
I started making shit hastily and GetComponenting temporarily, so that eventually I'd have an idea what sort of interfaces I need to implement in the long term, but I feel like I should take a few days to wrestle it back into "good code".
At the same time I'm really close to what I'd consider a prototype state, with entire gameplay loop working, and I'm sort of torn between the two and it's killing my motivation.
What do?
>>
>>734772554
How much coding have you done without ChatGPT's help from having learn as much as you have?
>>
>>734772000
AI will tear down social media and you can bask in the remains. Now those of use who are releasing this year…
>>
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>>734772696
I don't really do much by hand unless I see an area where it'd be easier. Once you learn how programming languages work and the syntax of the language you are using, it becomes more about learning preexisting solutions to many things. I could copy tutorials online by hand, but I'm not really someone who learns better that way. I'd rather tinker with scripts I have the AI give me and make a game while I learn. If I didn't have the AI, I could probably make some stuff by hand. I feel like I am more capable than even last week. Maybe typing by hand off a tutorial would give you more time to memorize something, but I'd find that miserable personally. I focus on noticing patterns in the scripts I prompt. I'm not sure this strategy will work for everyone, but it works well for me personally.
>>
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>>734773113
>>
>>734772263
its self-report for earnings, unless your game is crazy popular and 100% without a doubt made over $200k you might not need to even pay for the pro license.
for example, if you have multiple games that don't sell a ton, just consistent downloads through the year that exceeds $200k, they might not look into it or even know your games exist. If it's a $200k popular game at launch, they're probably gonna hear about it and use places like steamdb to estimate earnings.
>>
>>734773507
I might not be up to date but isn't it a requirement only after you update the game post-200k? If you earned a million bucks but never touch the game again, you don't need to pay or something.
>>
>>734773507
What even is their policy though? If you released the indie hit of the week and made millions but never touched the engine again, do they expect continued payment as long as you profit? Or do you pay with continued use of the engine?
>>
>>734771098
Lookin' good
>>
>>734770809
What's the issue that you're having with jumping right now
>>
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Color test of a Gulper. Don't know if this should be its definitive color scheme as I usually color the creatures I make after making a 3D model (every creature begins as a black and white pencil drawing).
>>
>>734773973
It's nice, but would look better with a soft brush for the lines. Have you considered making a 2D thing?
>>
>>734771921
No, but Unity has way too much bullshit now for me to go back.
>online only
>package hell
>retarded input system
>UNITY IS BUSY PLEASE HOLD ON after every fucking change

Meanwhile
>open Godot
>if fucking immediately opens
>make a change and save in Godot
>it fucking immediately saves
My only concern is that Godot is slowly but surely getting bloated since they want to go 3D too.
>>
>>734773887
I can't control the jump height at all, it's one fixed height.
>>
>>734774331
This singlehandedly turned me off from learning Unity. The waiting is fucking insane, the engine is just plain painful to use. It's too bad, because compared to Godot it feels like a battle-tested tool for people who want to make games instead of grifting youtube tutorials.
>>
>>734773973
>vore-coded design
>>
>>734774603
Sure, becuae godot has so many good games under its belt, and nobody uses Unity. Like ever
>>
>>734775014
>0 reading comprehension
Retard
>>
>>734774331
>My only concern is that Godot is slowly but surely getting bloated since they want to go 3D too.
I was only waiting for the new IK implementation, now that I have it I just won't update unless there is some big game changing stuff. godot works for what I need it so far
>>
>>734774603
>>734774331
use assembly definitions or set it to only recompile before entering playmode.
setting up assembly definitions isn't that hard but speeds up recompile times when changing scripts
>>
>>734774603
Mine takes a while to generate a new project but existing projects open in like a minute if not less.



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