Yeah I'm thinking it's time you post progress. What are you>Working>Planning>Struggling on? And so help me God if you don't drop a webm of your game I will personally drive to your house and smash your computer.
Oh yeah, I didn't post this in the last thread cause it was dying just as I finished this up. I implemented cheats + a cheat menu, figured I might as well when I implemented working options. I think I'll unlock these when you beat the campaign and/or get on the high score board
>>735079102>I implemented cheats + a cheat menu, figured I might as well when I implemented working options.Priorities
>>735079209nta but cheats are very useful when playtesting
>>735079209I've been dealing with mild designer's block so hey, I figure any progress is good progress right now. Plus it only took a day to implement as I already had the menu shit in place.>>735079281That too.
>>735079281That's why they were invented before every mainstream engine had debugging tools.>>735079335It's ok, man, I get it.
>>735079419you have negative iq
Submissions are OPEN! There will be two rounds this time. As of now the submissions are open for regular trailers, but starting May 1st, devs can double dip (or anyone who wants to be a part of this) by submitting a gameplay clip for our rapid fire section! An example can be found here: https://drive.google.com/file/d/1FnSXcSuFWqpPQpYgZng1Vi2fDSYarscZ/view?usp=sharing To sign up your game, use this form (which will be on our site at a later date) https://forms.gle/BrM7MR3a4hZn4VNYA until May 23rd. And read the requirements here: https://docs.google.com/document/d/1MT78rxUFBo99IHYw7pW84Rc7B9cZWMBlJUKikfWabOw/edit?usp=drivesdk So far we've had three games submitted and we already see some very interesting submissions this year! And don't forget we are attempting a Steam expo page so sign up sooner rather than later so we can get a list to send to Valve.
Work sucks, life sucks, hobby devving sucks. For the past month i just wanted to stay in bed. Part of me wants to quit my job so i might have some motivation to work on my project but i dont think it will help. Just need something good to happen.
Working on a game out of my depthWriting down stupid game ideas like "What if Sam & Max, but with balding old Mexican car mechanic and a vtuber-like anime girl as protagonists, I know nothing about any of those, surely it will work well"
>>735080636just learn as you go. totally doable
>>735078760I'm making my own "engine" in c++ I's a spinoff of a uni project with an openGL base, openAL for audio, Bullet for physics, a (shitty) custom file reader for handling models, PPM, JPEG, and animation files and I just wanted to know what the industry standard is for having text in a rendered window? I have a lot of gaps in my knowledge, so I wouldn't know where to start when it comes to loading in custom fonts. What do you guys do for UI?
I want to use Godot but I never have the energy to do anything when I get home
Tried to do a funny
>>735080837programming wise sure but asset wise its physically impossible with only one person
You guys are making games?I just think, and take notes, and imagine making the gameI'm so efficient and skilled at it now that I don't even have to open any engine software to think "not today"
I invented wamen
>>735080892>I wouldn't know where to start when it comes to loading in custom fontsFor this project I'm working on with a few others that's also a custom engine in C++, we use SDL3 and SDL_ttf, though one of the coders says he had some desire to be rid of SDL3 font which isn't exactly a glowing recommendation
>>735081304
>>735079739Embarrassing
>>735081359
What's a good way to make 3D levels in Godot?
>>735081349>SDL3I was initially trying to avoid SDL because this started as a college project and we were told not to use it, but honestly it seems like it would massively simplify audio, input, and so many other things. Thanks for the recommendation anon!
>>735081409NTA but what's embarrassing about it?
no progress to post right now, I'm doing this stuff>refactor of my character movement>refactor of my enemy behavior classalso working on adding things like camera shake and hit-stop for the dungeon crawler mini game, as suggested from goblin bro and another anon last time I posted that stuff.refactoring character is just about done. finally, finally, it doesn't get stuck when walking adjacent to colliders.enemy behavior now allows for multiple attack logics, rather than just one type of attack. also has new states such as fleeing and alerting other enemies.
>>735078760Just been planning my games area/scene system for the past few days, I already have a decent idea of how it'll work but any extra time spent planning and thinking through systems on paper usually pays itself back tenfold due to the amount of bugs and pitfalls avoided later.I also had the revelation that my testing will go way faster if I can implement a kind of in game "console" system for spawning stuff and changing variables on the fly.
>>735081797No problem
Got my XP and level system working and saving to steamworks stats for my multiplayer mode, it has a separate progression from the single player of the game so I need to keep it all separate. Now i'm working on implementing the customization and challenge / unlock system. Its basically just apeing call of duty's progression model of getting xp and reseting xp to unlock more challenges and customizations
metal move
magnetic metal system, can do a tug of war with it too
making a game similar to 3D Dwarf Fortress
>>735078760Funfact for godot faggotssmix8 got codeofconducted off the project so now you are stuck with DOGSHIT navigation forever.
>>735081562Use Blender with collection exporters setup and postimport plugin to replace some meshes with scene instances. Unwrap everything as a cube or give it triplanar shader. use -col and -colonlyIt's actually pretty nice to use when you figure out the workflow.>>735087716This is true. He got ragebaited by some unity dev redditor.
>>735078760I will be animating today.Hopefully I'll get to animating the porn parts too.
>>735087716what happened?
>>735079102What's going on here? What is this? Who am I?>>735085151I assume a couch mp typa Nidhog game? Always looks good anonOrca boss
>>735088228Some retarded unity dev baited him on github. Smix8 exploded onto the guy and then edited the comment back when he chilled out to something less pissed off. The redditor then went on to complain on Reddit. Mod noticed and urged the redditor to report him to code of conduct team. Smix8 then nuked his accounts everywhere and privated his Github.
>>735087716>>735088460Am I supposed to know who in the hell is smix8? Why should I care about this mentally unwell e-celeb?
>>735089075He is literally nobody with almost zero presence online, but was responsible for all the contributions to Navigation systems in Godot. All of them, with like few bugfix exceptions. He wasn't even on the team.
https://store.steampowered.com/app/1971670/Panic_Floor/What happened and what can we learn from this?
Today I fixed some outstanding bugs and errors that have been hanging around for a while. Things like "shop crashes when you've obtained every possible item and there's nothing to show anymore".Next up I wanna rework the ability UI because it's ass to use right now, and I thought of a more streamlined version that's closer to my original inspiration.I should get back to designing content, as I feel the game's in a good spot mechanically right now.I've also stumbled upon a game I played few years ago, and one of its main mechanics would make for a good addition to a game, but not sure if this game in particular. I might add it to see how it works out, once more content is in place, but I feel it might be too complex for this project.
>>735090141show game.
>>735090505my artist doesn't like 4chan
>>735089075He was the only guy who was working on pathfinding.
>>735091139sounds like your artist is a pussy
>>735092304isn't pathfinding easy to implement yourself?
>>735089583Well this will only come across as rationalization based upon the result, but I don't think fast-paced tight platforming is a good mix with coombait. Can't really appreciate the assets if the game is screaming GO GO GO with a short countdown
>>735082138v3 is run by an lgbt /agdg/ schizo who doxes and harasses other devs when he isn't busy begging people to participate in his weird show. I would never associate my works, especially something I want to profit from, with a "big bushy and untrimmed" schizo faggot.In addition, he deflects criticism by moral grandstanding that this is some act of community support or charity for anons as if there are not legitimate avenues they can pursue to give their games exposure. It is clear this is being done for personal gain to be the creator of some kind of twitter tranny e3 and to use the work of anons as content.It is embarrassing because he is on this site daily spamming this shit when it is completely transparent that it is a lazy, gay, retarded & exploitative grift on anons who actually create.
>>735093269I'm impressed you're obsessed enough with the v3 guy to make up all this bullshit about him when you could've just said you think the guy's a wanker.
>>735092762The algorithm? Yeah. The baking and mesh welding stuff, not so much. The built in avoidance and multithreading is shit to do by yourself as well.
You can heat the metal ball over fire too to add burn damage to it>>735088367cool looking boss>I assume a couch mp typa Nidhog game? Always looks good anonno multiplayer yet, still working on the single player stuff still
>>735087716what did he do exactly? Misgender someone?
>>735093269c:/users/Nikolai
>>735093269I would've listened to what you had to say if you didn't shove a buzzword every sentence in that. This post reads like someone's first week on 4chan. Now, I'm disregarding everything you said true or not and I'm purposely choosing to do the opposite of what you said.
I'm working on a 3D Rayman fan game
>>735094876
>>735082138have you seen the ads on 4chan by the schizo called Imbred?the v/3/ guy is the game dev equivalent of that, except he's too much of a retard to buy a fucking ad so he spams all of the generals.
>>735094876>Gaymanyou better stop imediately, you've been warned
>>735095297Yeah it must be your first week on the site if you truly believe what you're saying. If you'd like to continue this pointless drama, /agdg/ is down the hall and to the left.
>>735095297nobody cares what you think
>>735095297>have you seen the ads on 4channo
>>735094876Punished Rayman
>>735095586>>735095531Hello Betz!!
>>735095993Nobody fucking cares about your obsession with this one dude who just posts "hey guys join my community event if you want" sometimes. At least it's somewhat related to game devving. Post progress or fuck off to aggy.
Progress goes well on The Frydarian Tale. On a whim I decided to include multiplayer and the menu is virtually done: players can create a game, join a game, select a character, make up a name (or let the computer randomly generate a name), and see what game the host made. All that is needed now is the ability to leave a game (for both the host and the client) and, of course, playing the game.The only thing I don't like about my setup is that you have to type in an IP address to join someone's game. Oh well.
>guy chimps out about a community event >Fygoon "happens" to show up at the same time
>>735096191And you post progress? Where's your game?
other fags have already made all my game ideaspersonal computing is finishedno one plays vidya any more
>I don't pay any mind to the idiots above me and post about my game>The idiots in question are now seething because of it
>>735078760enemies now react to harmful elements of the environment. Today I'll fix a few small things and that's it. Also a bit worried about how the game performs on Steam Deck since I last tried it: it runs perfectly fine but it consumes way more battery than before. I don't think it's because of any of my changes based on some tests I've done and I'm thinking that it might have to do with me upgrading to 4.5.1 version of Godot. Might have to rollback and try again, but I'll leave all that for later.
>>735096725>I don't pay any mind to the idiots above me and post about my gameIf a single person's post made you post this, then no, you weren't
>>735096640Yeah, I either post progress or feedback in these threads. Here you go: >>735079102
>>735096725No one is "seething". I'm pointing out a pattern between drama about a certain community event and you considering that you were retarded enough to not block out your name on your computer's C drive yesterday while shitposting in their thread.
>>735078760The week before last I was on a roll but last week I was insanely pissed off all the time and made basically no progress at all. I'll get back in the groove eventually, I hope.
>>735096810That's neat. I've been meaning to implement something similar in my own game; at the moment enemies only react to falling into pits of lava and the Kasholat's lake (which is basically a pit of lava).
>>735096951I use a Mac, you short bus-riding window licker.
>>735096596I truly doubt that he is worried about petty drama given the fact that he's usually too busy working on his game.If you were a yesdev, which I do not believe you are given your lack of progress, then perhaps you too would stop worrying about such trivial, insignificant matters? Food for thought.It is equally curious how you suddenly appear to "call out Fygoon's behaviour" shortly after he began posting in the thread. Waiting for your chance to stir the pot? Interesting.
>>735097231Don't pay that troll any mind. It's not worth your time.
schizo hours
>>735078760It took a few weeks but I was able to get terrain assets like craters to merge into the base terrain at runtime without hitching the game thread. Now I can procedurally spawn them on new chunks when the player enters an area for the first time.
>>735098019Looks like something Doug TenNapel would make.
>>735098107that's highest praise that this game has ever received, thank you anon
>>735098019Overall nice, but I don't like the mined ore collection effect.
>>735098715yeah that one is long overdue for a redesign. I changed the ore system to use values that are 1000x larger than they used to be, and I never scaled back the particle spawner so there are way too many on screen.Also I never got around to making an ore sprite so the particle spawner is just using the '@' character kek
>>735084781kewl
instead of making engines why not make games?
Thoughts?
>>735096810gob on da barby
>>735098019with the amount of particles gathering together you might want to give them slight color variation to avoid them blending together so much
>>735099891I had funPlus it let me procrastinate writing for quite a while, but now the engine and assets are done and I can't avoid it any longer
>>735099950Blue board.
>>735081526>>735081359>>735081304Reminds me of Vagnate.
>>735081304>>735081359>>735081526I like your sprites. Simple without going into "overly simple indie pixelshit"
>>735085557>raymarchingAdd 3D fractals, dooooo iiiiiiit...
>>735096810he should turn brown and have a delicious smell
I'm just learning for now, building silly little simple projects. Accidentally gave a boss hostile effect to most blocks and now the game feels more fun than it ever did, still need to wrap things up and work on something else though.
>>7350787601 000 000 objects at above 80+FPS (without OBS). Can go up to 1.5M with only minor dips under 60.>WorkingStill doing incremental prototypes to transfer my RTS fully onto Compute Shader. This is prototype #2.Added friction so objects would actually fucking stop. Biggest objective (99% done) was having proper rendering capabilities, with each object being able to have different mesh/material or even to have more than one visual object per entity - previous prototype had everyone use the same thing so any position automatically meant the same sprite, which simplified things tremendously. Now this part finally work, and I even added a bootleg LOD fade system that my non-compute shader game didn't have (will probably need to swap to dithered alphaclip transparency for it tho, not practical long term to have every object be technically transparent).>PlanningCollisions are still pure boid under the hood so they work but are weird, that's next on the todo list.>Struggling Compute Shaders are pain to debug, and I'm using some of Unity's lowest-level drawing API so any graphic issue has 99% of being my fault and not something StackOverflow will be able to help.Also I'm not what to do with prototype#2 gameplay-wise. I want it to have a bit more meat than the previous one, but it's still mostly just to test proper rendering and physics so I don't want the game part to take too much time to slap over it.
>>735078760fixed some bugs and still working on the steam page art, hopefully getting back to work on the actual game soon
Despite the attempt at drama, it's nice to see most everyone making progress
>>735089583>As a coomer:The coom was only half decent, and getting repetitive hella fast.If you want to play the coom card on extremely safe art, it better be really nice AND have more than 5 pics on rotation.>As a gamer:Really fucking hard. Confusing in wtf you even need to do. Could have used at least 5-10 levels of piss-easy tutorial, like Portal did.Also the environment is really repetitive. You could have changed just the background of have "open spaces", back alley, rooftops, etc. Don't even need to change the actual map, just give the illusion that we aren't stuck in the weird storage room forever.
>>735089583think of it like gambling, just do it again and again until it works
>>735103298>projectile fiesta>has a shield>not bouncing back the missiles with a well-time block for massive damage to the senderAnon. I am disappoint.
>>735096725Would you like to explain the time you got ratio’d by a dev? You could have gone after PitchYaGame instead.
>>735079102games need more cheats for doing well/beating it. very cool.Just give each cheat it's own requirement to unlock
>>735104140yeeah i know but projectiles is all i got right now... everyone is using the same 4 projectiles.The shield bounce is cool idea, might put that in actually
>>735104737isnt fygoon's game "what if OOT was ugly and mid"?
Werewolf time, with leap ability that stuns.I love programmer art.
>>735096810
>>735105018which one is fygoon?
>>735105408the dude who makes this game: https://nrasko.itch.io/the-frydarian-tale
>>735096810Nice. It's pretty cool, but now I'm picturing some scope creep. Imagining if instead of bouncing off, the goblin flails in the fire a bit before running out, on fire, maybe bumping into things and other goblins and setting them on fire too. Some pretty silly chaos.
>>735093540fantastic game. very ludo.keep going
>>735078760Well I've been procrastinating kinda (drawing all the sprites for this upcoming large sized boss is daunting) I did a single dialogue portrait though
god, trying to wrestle with shaders is upsetting
>>735096810You game continues to impress anon. Really love it's look.
Lazy night today. I fixed 1 bug and made it so going through a door can set the reverb levels until you cross another door. Nothing fancy but it's nice>>735102740goblins always smell delicious>>735105350I love you anon! I usually post your art on my X acount so if you have anyway I could tag you please let me know>>735105863hehe yeah that'd be cool but nah, too much work and I need to keep the scope realistic>>735106229thanks! :D
>>735106197There's an anon who is autistic about shaders who posts here He seems kind of out there and schizo but has helped me in the past maybe ask him for help
>>735106412put this li'l guy in a trench coat and give him robo arms that swing a sword/hammer at you. then once enough damage is done the trenchcoat/cloak falls away making him panic.
>>735099950me on the left
>>735106771>put this li'l guy in a trench coat
I am more incompetent at art than you can possibly imagine..
>>735107491also made this but i can't figure out how to make clothes that look acceptably good...
Am I the only one that focuses only on one level, making assets, design and building a vertical slice, rather than making assets for the whole game or growing the game horizontally?I tried making a general schema but I ended up focusing on the first level map and story.
>>735107491>>735107573cute
>>735107491>>735107573you need to use references. Maybe google "woman turnaround" or something like that and slap that into Blender. This video helped me a lot when getting started with modeling:https://www.youtube.com/watch?v=VasHZZyPpYU
>>735106541Well, I got the effect I want mostly working, but I'm trying to do the following and can't figure it out>I have an input texture (sprite)>I want to squish this texture to be 2x as small>I want to then tile the texture, but keep the "original" gaps between themSo I'm stuck on this part, if I have it set to Clamp for the scaling, I can't tile it anymore, and if I have it set to Repeat, it can't be resized.
>>735107676No, I only start doing other stuff if I need shots for a trailerOtherwise I need to fully complete things level by level so playtesters can jump in
>>735103260Are you the dev making that RTS with the schoolgirls? It's always interesting seeing your progress posts, feels like you keep finding more ways to cram more shit on screen. I've been trying to do that with my own RTS, though given certain design constraints I'm never reaching millions. Using only compute shaders seems like an ass pain but it's what the ultimate epic battle simulator 2 devs did apparently so I guess it's the way to go for this kind of thing
>divorcing the turnbased logic from the graphics to allow for pre-computingIt seemed like a good idea at the time...
>>735107491Disgusting>>735107573Very kawaii
>>735108192> RTS with the schoolgirls?Yep.>I've been trying to do that with my own RTSI wouldn't recommend ComputeShader: that's definitively me getting way too autistic about unit count. I still half expect to give up at some point and crawl back to regular multi-threading.I'm not even sure what I will do with so many units, the gameplay I envisioned initially would have been fine with just slightly above Total War-tier of population.At least it should run smoothly on lower-end machines if I don't actually use the full unity count.>though given certain design constraints I'm never reaching millionsNot that's it's really a drawback, but what are your design constraints? Or your RTS as a whole, actually. The only two I remember from here would be Hypercoven and another one with Vietnam Hyenas.
>>735108951I kinda like the big nosed guy desu, what about a big nose on the blocky anime girls?
>>735107491nice yellow pig
>>735087716code of conduct is the dumbest thing ever created.
>>735110068tumblr noseCute :)
>>735107491My drawings look like this, but with uglier lines.
>>735107491I drew fanart for someone's game when I was brand new to drawing and they saved it. It's so fucking terrible that knowing that it still exists somewhere causes me pain. You'll get so much better that you will feel that way too.
I redid my logic with entities and components, worked out some bugs and finally got it to start working again. The player can now get hit, though one amusing side effect of not actually ending the game when you die and the new ECS is that you'll possess the next enemy that spawns. You can still kill other enemies, but you'll also damage buildings you stand next to like any other entity would.Something is definitely wonky with my logic for determining if an enemy can attack something, probably not being consistent with rectangles being defined by their center or upper-left corner.>>735079102Neato! I'm sad cheats aren't has common anymore.>>735084781Top notch as always, I really like your animation work.>>735088367Do you have a demo anywhere? I've seen your stuff around and I'd like to give it a try.>>735106091I like the aesthetic, looks great with whatever shader you've got on there.
any of you guys made any games with unreals blueprints? convince me so i dont have to "code"
>>735114971Dont worry bro GOTY did it
>>735084781make the sphere wobble or rotate or something. it looks so perfect that it doesn't seem like it's part of the rest of the .gif.
>>735115232it spins in game>>735085151>>735093540
>>735114971I made this game with blueprints a long time ago, now i do everything in C++. Blueprints are fine and you can make full games with it, the big drawbacks are performance, you have to avoid big loops etc. Trying to make systems that are too big leaves you with spaghetti blueprint code.
>>735115880cool, did you find learning C++ after using blueprints difficult? i had a easy time learning basics of C# and when i tried swapping to unreal C++ it didnt click and i dropped it
>>735109974>I'm not even sure what I will do with so many units, the gameplay I envisioned initially would have been fine with just slightly above Total War-tier of populationYeah Total War amounts I think are ideal if you want to have positioning and such matter more. With 2 million I think the main point and advantage is watching the battle turn into an absolute retardation hellscape more than anything, though I figured you were going for that in some way at least when I saw that clip with the missile strikes sending anime girls flying everywhere.>what are your design constraints? Or your RTS as a whole, actuallyI haven't posted it in this thread or anywhere yet. It's basically a top down 2D RTS with the usual base building, unit production and DoW style territory control, but you can see everything, the entire map, including the enemy, at all times, on one screen. My main constraint basically is how much I can fit on that. There's a basic fodder unit type that's constantly pumped out in swarms and forms the bulk of the armies, along with upgradable units, towers, and a character the player controls directly. In a playtest match I can get to like 500-800 units at once, mostly limited by how frequently they die given everything is so close by. It's nowhere near a million but I still had to optimize it with flowfields, boids, and other algorithms to manage movement, collisions, target seeking, etc., without significant FPS drops. The swarms aren't abstracted or grouped in any way, each unit had to be able to individually find and target the nearest enemy unit, that on its own would tank the FPS until I optimized it.Maybe it's kind of a bastardization of the term to call it an RTS, but I wouldn't call it an autobattler or tower defense either so I don't know.
>>735116012The more you use blueprints, the more you will be annoyed at specific nodes that are missing, which will eventually prompt you go into C++ to make your own blueprint nodes, then you get used to it and move more and more into C++.