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File: 1717258304443.jpg (82 KB, 1024x576)
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a thread about the gaming of devs
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I worked on the game today
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i dont know how to sprite art
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File: ygg-chaos-testing-cut.jpg (3.09 MB, 3195x2410)
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I did some headless client testing for larger client counts earlier. Now just messing around with normal client chaos testing. I'd do a webm but it would probably instantly be over size limit so here is a compressed jpg.
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>>736177340
Start small. 16x16.
>but i need MORE
Then you don't want to make sprite art. You want to make art art.
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I have zero ideas
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>>736177340
As a non artist I found it much easier to make decent pixel art by setting some limitations. I decided to go for a late NES style. You can make some great looking art this way by limiting yourself to a palette, a number of colors per sprite, etc. A real artist would know what to do if given more freedom, but working in those constraints really helps a lot with forcing my art into a consistent style.
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File: ezgif-19cf72d2c30e1c69.mp4 (3.93 MB, 1280x720)
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>>736176542
RT scopes and semi-procedural sights... they're accurate, but need some manual tweaks
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For headless clients I can give them a set of specific actions or let them do random movement and spells. I probably won't extend much more to that, maybe some basic actions like trading, etc.
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>>736178425
I always use a limited palette for game art.
Highly detailed art is beyond the scope of anyone posting here.
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File: GameplayNoAudio.mp4 (1.9 MB, 1920x1080)
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Best way to share gameplay with audio? I have an update but it's mainly on the audio side.
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File: SnowBallNOAudio.mp4 (347 KB, 1920x1080)
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>>736180145
new mechanic showcase demo as well
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>>736180145
post it on >>>/wsg/ and quote it here
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>>736180312
Thank you

>>>/wsg/6120977
>>
I shall fuck every shitter in this thread too
Rotfl
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I have decided to completely restart development to remove all of the nonsensical "hardcore" filth and create the story of Joey Fygoon as I intended back in elementary school (now with 100% more anachronistic nazis and communists to kill).
Witness: Joey.
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I'm taking a rest today, but from tomorrow til Monday I'll be devving a lot since I'll be off work. Goals until then are to finish some stuff I have in progress, redesign the player character so he looks cooler and finallt create a system to cook cutscenes in a way that's fun and flows nice
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>>736176542
Anyone here have a good resource for learning how "goal" based enemy/NPC AI's are designed and programmed? I've started things with a state based system, but most competent game AI's seem to blend multiple styles for something sorta dynamic.
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>>736178613
hmhmh, looking good anon, will this have different playable factions, or will you be playing as the same group for the duration of the game?
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>>736176542
Made some progress on the pipes finally just need to sort out the system for switching the pipes to the right assets and water drips
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doing some background tedious work while I wait for a payment to go through to use for some more assets.
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>>736182686
I hope you use that to make a questline where goblins deliver every part with an unskippable musical number
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>>736184883
you jest, but I love the idea lol
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>>736176542
Doing a title screen. Demo's in good shape, so now I've gotta trudge through art/polish stuff and set up a steam page soon.
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File: optimized.webm (3.61 MB, 1280x960)
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Spent the last few days optimizing my collision system. I got my quadtree implementation working, and the performance is much improved. I can only handle around 300 enemies before it goes below 60 FPS. Not as much as I would've hoped, but should be plenty for now considering that it's running on a single thread and there's other little bits that I could probably squeeze performance out of.
>>736177340
Do this >>736177453
I'm sticking to 8x8 for awhile, mind you I still can't draw but there's not much room for error at this size.
>>736177407
That's sick, how many can the server handle?
>>736178613
Nice turret toss, what sort of game is this? Like ARMA?
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how do I make an expedition-like?
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File: 2026-04-02 00-02-10.webm (3.87 MB, 1280x720)
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Actual spellcard this time
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>>736187437
holy shit it's the captcha girl
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>>736187437
try making it a lil bit shorter and think it'd be perfect
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having some alignment issues
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>>736187886
better hide that thing, Star Fox is on your way
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>>736187886
Wait a minute that's just Motocross Madness 2.
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>>736188520
yes i've reverse engineered all the file formats so i can make a virtual mount for it in a modern game engine
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>>736188750
that's very cool anon
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>>736188446
>No! Hit the brakes!
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>>736189758
yeah it's really neat being able to see the maps like this, especially how the map repeats over and over, i never noticed when i was a kid
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>>736189969
without fog the map looks really strange
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>>736187229
Thanks anon. Players or projectiles? Earlier I must have been casting over 30k A* projectiles actively and still had plenty of head room. There is no exact number here though, we can raise the budget/limits/priority per entity type in the simulation and we can spin up workers on demand, which I mostly plan to use for instancing on servers. I can also change the player movement to be purely grid based to help scale further.



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