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You HAVE been working on a game, right anon? If you think you guys know best about game design, maybe go teach those modern devs a lesson yourself.
>>
I love the idea of Monogame, but it's tedious having to manage the packages you need for it.
>>
How do I get the skill to draw good without having to practise and learn? I don't want to spend years making sketches that look like shit before I finally get a result that I like.
>>
>>736691992
Didn't use the right OP image! You're lucky I was scrolling the catalog
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>>736692459
install a skill disc on your cyberbrain
>>
>>736691992
>Godot and not Redot
Stealth child grooming thread.
>>
For me, it's raylib
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>>736693478
Redot? more like Reddit lol
>>
>>736692352
How so? It's given me zero troubles, what have you been running into?
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found a way to shift parameters within post-process effects during runtime. this opens so many doors
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I'm trying to write some scenes for my SRPG and keep thinking "is this kinda gay?" But I guess the Fire Emblem audience is already a little gay so it's okay.
>>
>>736691992
>Steam will take away 30% of all my money
>Unreal Engine doesn't require coding but will take away from the cut too, so will Unity
>More fees and taxes
>Hiring composers or voice actors will add on
>Dedicated servers is another 10 billion dollaroos

Fuuuuuuuuuuuuuuuuuuuck
>>
>>736694437
>Steam
Yeah, that's a necessary evil
>UE and Unity
Don't they only take a cut if you make a certain amount? If you're at that point then it's probably not a big deal.
>fees and taxes
the world is gay
>composers or voice actors
You don't need them.
>dedicated servers
Is multiplayer a necessary component?
>>
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I started a side project a little less than a week ago, mostly to see how quickly I can get the rendering set up from scratch. the SSAO is a little glitchy but thats ok.
also I figured out how to make post processing per object instead of per layer. you can see it at the start of the webm, the truck has a pixel shader and the second raccoon has one of my painting shaders.

and finally fixed a problem in my main games rendering. technically its not a problem, but due to it being in first person perspective. basically some of the shader effects work better in 3rd person, so i'm gonna save some of them like the painting one for another game.

need to make higher resolutions hatch textures too, the ones im using now are all 64x64 or 128x128 so they look too pixelated and blocky style.

>>736694260
i like that particle effect
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>>736694708
thank you. i enjoy the painterly shaders
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>>736691992
trying to remember how to draw after a good number of years away from it. Necessary evil for a character select screen tho
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>>736695160
That looks pretty good! What made you step away from drawing for so long?
>>
>>736694437
if you sell your game for 10 dollars, you'll see around 3 dollars of that after everyone and the tax man gets their cut.
it does feel kind of bullshit that after spending hundreds of hours making something solo, you don't even see half the profits from it.
>>
>>736694235
Am Linux user, but after looking at the site now, I think I had a Mandella Effect or something. Now, it seems l
>Install Dotnet 10.0
>Get vscode cause it's just easier that way
>Wine setup (maybe this is what I thought was too much work back in the day)
>Install dotnet monogay template
>Can now develop project
To be fair, they really should create some all in one download/setup.
>>
As an idea guy, it's difficult to find a capable team that could create my vision.
>>
>>736695849
>half the profits
This is the thing that bothers me the most. Fuck, at least 50% should go to the creator.
>>
>>736695494
Thanks, I stopped bc of a wrist injury mostly. Had carpal tunnel that caused some other cascading effects. Nothing changed on that front, I just draw in shorter sessions.
>>
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yeah I've made some progress
>prologue area is done
>fixed an overdraw problem with the bushes
>persistance is done, including new stuff like big doors or secret doors
>enemy respawn is done, they respawn on area change or when saving the game at a save point
I kinda hate the last one because I wanted to drift away from the souls formula as much as possible but in the end I belive it's what makes most sense, plus it's what people are used to anyway
next steps are what I was supposed to be doing this past weekend, which is to redo de player model, make the cutscenes system and add a boss for the end of the prologue. Didn't do any of that because my retarded ass caught a cold, so I spent the weekend playing Gothic instead
>>
>>736692459
draw things the way you think you should and then deflect any critism by saying "it's my style"
>>
Anyone else noticed you cannot get to the developer preview for S&box anymore?
It was there yesterday, last i checked. I wonder if it's preparing for a full release this 28th
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>>736697626
weird. I just signed up and got it this morning.
>>
post textures you have made.
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>>736697678
Probably you got lucky before it closed
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>>736691992
I love Construct 3. Its such a cozy engine and now they're adding 3D features.
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>have programming background
>tinked with SFML/SDL before (they're bad)
>want to make an actual game
>just pick something (Godot, have Gamemaker 1 but was never serious)
>be C++/C nerd, don't wanna C#, just wanna script and get it done
>all classes need to be attached to nodes to exist in my project...?
>all variables and functions are public and global or something... okay I guess I'll make subclasses as to not flood the autocomplete list which is already flooded
>documentation is 90% there, the remaining 10% isn't *necessary* to put something together
>do I use _init() or _ready()?
>do I use _process() or one of the other ones?
>do I use Input or InputEvent?
>is there no switch I can use to select behaviour based on key press? I have to use an ifelse chain?
>wait switches can't fall through? Okay I guess, it isn't exactly safe behaviour to do so
>deprecation and outdated info online, okay that's normal
>most basic first party tutorial teaches object movement wrong; physics and collisions don't work with it
>a bunch of online tutorials mostly by ESLs who don't know what they're doing but there's some info
>atlases are confusing as is painting with them, may actually be faster to code your own terrain/room gen depending on use case
>no structs
>arrays are lists but you can declare a size, haven't checked if push_back() works as expected
>can do "for i in Dictionary" but must do "for i in Array.size()" because... I guess so
I haven't gotten onto properly making the game yet but I hope it'll go okay. Just doing some basic mathematics and ensuring that works before continuing with the presentation. Perhaps I'm simply avoiding doing the art right now out of fear.
I feel like I'm moving slower than I should.

>>736694437
Technically speaking, that's the cost of doing business with anything.
But the taxman is something else.
>>
>>736697789
I hope I can just do 100% visual scripting in s&box because I hate coding. I have the dev preview but theres no documentation for the action graph so I can't figure out how to do anything.
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>>736691992
Created a shader that maps skin tone palettes to a greyscale skin texture.
Going to use it to allow for players to select dick skin colors.
https://litter.catbox.moe/clae06edr98bjajm.jpg
Got some work in on being able to make the dick dynamically "wet" for penetrations, but I need to change the approach.
People recommended looking into additional UV's + textures or using vertex colors, so that way the effect works, even during animations.
>>
>>736698102
I guess that's neat for dick tech. What's the game like?
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>>736698762
game? I just want to make nice looking cocks.
>>
>>736698886
so the players picking cock colors IS the game, alright cool
>>
>>736698948
>picking cock colors
No, you don't pick the color of the dick that penetrates you in this simulator.
>>
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>>736691992
Yep, this thing is now fully featured
There's like 3 objects left (including the robot master) to have a crude, buggy version of this level
>>
I think I spend too much time on this board because all I can think about as I make progress is everyone criticizing every minute detail and calling it shit
>>
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>>736698762
Hi, actual dev anon here.
I'm the guy whos been working glacially on the bug girl fucker game for forever (2D side scroller + 3d sex minigames)
The only sex minigame with any work done is the one where you fuck a bug girl shopkeeper while she tries to sell stuff to customers (with her being an exhibitionist that gets off on *nearly* getting caught in the act)
Release in 6 years if I keep up the terrible pacing.
>>
I'm getting a $20,000 bonus and I'm going to use it to commission programmers and modelers and musicians and such to make a game I've designed
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>>736699860
This is how it normally behaves on the normal mode
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>>736700094
Oh cool I've seen your stuff before. Keep up the work.
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Make sure you book your vacation for you and your game by May 23rd here: https://thev3expo.com/
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Rayman game I'm working on
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Nah, I'd rather just daydream about my game become a huge hit with zero marketing.
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>>736691992
I'm going to make a game with S&box and you can't stop me.
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>>736700483
There's roblox games you know.
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>>736694708
looks nice is the truck made on picoCAD?
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>>736697827
>Gamemaker 1
dont use that garbage
>>
>>736697827
>all variables and functions are global
That specific part is false. Everything is either local to the specific object or static, and in Godot's vocabulary globals are a name for singleton nodes defined via project settings.
>>
>>736696085
>>736695849
>>736694437
Comparatively most companies can hope to earn a 10% return on average, with 20% being considered exceptionally good. 30% is reserved for some of the largest and most profitable companies on earth. So losing 30% to Valve then 30% to tax is actually not that bad.
>>
>>736700794
Of course.
I grabbed it back when it was the hot "new" indie platform (I think the only nameable game on it was Gunpoint) and it was put into a Humblebundle for basically free.
I don't plan on trying to use it again, especially since... wait, GameMaker 2 is now just called GameMaker?

>>736700950
Sorry, I meant public. I wasn't even correct in a C context.
You've now made me find out it has enums and now I'm confused if my dictionaries should instead be enums even though, functionally, there is no difference.
>>
>>736700950
>That specific part is false
Most of it is false. You should have figured out anyone claiming to be a "C++/C nerd" but can't handle something as basic as SDL is so full of shit they sneeze turds
>>
>>736697827
Let me share some of my knowledge:
>all classes need to be attached to nodes to exist in my project...?
Most of the built-in features of Godot require you to have a Node because anything that is a Node can hook into the game's lifecycle; e.g. sprites are nodes because they need to render every frame, physics bodies are nodes so they can do physics and collision calculations every physics tick, animation players are nodes so that they can update the properties of other nodes every frame, and so on.
Not everything needs to be a Node though. If you don't have code that needs to hook into the game lifecycle or explore the node tree in any way, you can just give it a global identifier with the class_name keyword and then extend Object (very lightweight, manual memory management), RefCounted (like Object but automatically frees itself when no longer referenced), or Resource (serializable object that can be loaded from a file similar to scenes and other built-in resources like images and audio files) and not attach the script to any node.
Just keep in mind that the only way for your game to start executing your code is by having a script attached to a node that overrides lifecycle functions such as _ready, _process, or _physics_process; you can't have your game's entrypoint be a main function on some random class like how C/C++ does it.
>all variables and functions are public and global or something...
Yes, there is no compiler-level enforcement for private members in GDScript, but I think prefixing variables with an underscore will hide them from other scripts' autocomplete lists most of the time.
1/2
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>>736697827
>>736702274
>do I use _init() or _ready()?
_init is the Godot equivalent of a constructor, so use it like one, i.e. do basic data initialization and try not to cause unexpected side effects. It runs as soon as you call .new() on an object type.
_ready is a Node-specific function, and it is only called once after you add the node to the scene tree. It will wait for all of its child nodes to become ready first, so you can be sure that all of the child nodes are properly initialized first. Use it when you need a node to do something when it's actually spawned into your game, not just when it first get allocated in the memory (like what _init does).
>do I use _process() or one of the other ones?
Use _process for things that should run every frame, usually for things like visual effects. If you use it for everything, your game might behave differently on slower or faster computers. Use _physics_process for things that should run at a fixed rate (default is 60 times per second). The name might be a bit of a misnomer (_fixed_process would probably be a better name) since you will use this for lots of game logic, not just physics, in order to keep things consistent between different framerates.
>do I use Input or InputEvent?
This one is a bit hard to answer, but I would say just use Input until you're incapable of doing something without specifically listening to InputEvents.
>is there no switch I can use to select behaviour based on key press? I have to use an ifelse chain?
It's called "match" in GDScript. Python moment.
>arrays are lists but you can declare a size, haven't checked if push_back() works as expected
The Godot Array is essentially the C++ "vector", except its underlying capacity is hidden.
>can do "for i in Dictionary" but must do "for i in Array.size()" because... I guess so
Another Python moment. You can at least do len(array) instead of array.size() which is a bit shorter.
2/2
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>>736701894
the use case for dictionaries instead of enum-indexed arrays include if you're keying by something manipulable like a a string or if you're keying by a value that's set up dynamically at runtime (like a dictionary of items tied to files in a folder or object IDs)
>>736697827
the other guy touched on nodes vs resources; it's important to remember that you need to free nodes when you're done with them (meaning you need to keep them accessible somehow, whether it's by being a child of another node or just in a variable as an orphaned node), while garbage collection will clean up unreferenced resources.
The tutorials are okay for super basic shit, but drop off the moment you start needing something specific. The challenge is learning what tools are actually there, but you'll figure it out. Last I checked, the tutorials all neglect to tell you that if you're accessing a node in the scene tree, you should be doing that once (usually in _ready()) and storing it in a variable instead of constantly calling $NodeName because it's more computationally expensive.
The physics themselves are very messy, it's not just a problem with the tutorials. I often run into problems with false positive collisions.
>>
>>736697827
also you absolutely can loop over array contents; if you do for "for i in array," then you end up with i being set to every value in the array, but if you do "for i in dictionary," i will be set to the dictionary keys
remember to type your variables as well since that helps with performance (var my_array:Array[int], then loop with for i:int in my_array)
>>
>>736700738
thanks, nah its a model from a humble bundle lol. im too lazy with modelling, my actual game (not the webm of the raccoon guy) is only around 1/3 of my own models the rest is generics low poly stuff.

picocad seems cool but idk if i could use it on my games since its too low polygons. i have one on my PC called crocotiles but I like blender a lot better so I dont use it much
>>
>>736691992
got stuck on trying to figure out how to make a 3d floodfill algorithm so ive been waiting until the idea for how to make it work comes to me
>>
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>>736692459
>how do i get good at something without having to practice and learn?
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>>736691992
Suppose I'm interested in making games on Godot
How many test games do I have to make until I get "good" at using the engine and game development in general?
I'm curious to hear how many games you anons had to make before you felt confident in releasing them publicly (be it on itch.io or steam)
What I'm interested in making right now is simple games that's more akin to flash games and old mobile games (although it's nowhere near as advanced as pic related)
>>
>>736691992
I'm an ideas man and all my ideas are impossible without a small studio.
>>
>>736704204
Do what you can
>>
>>736703126
>Last I checked, the tutorials all neglect to tell you that if you're accessing a node in the scene tree, you should be doing that once (usually in _ready()) and storing it in a variable instead of constantly calling $NodeName because it's more computationally expensive.
Let me add that you should use scene-unique names whenever possible, because:
>you don't have to type an entire path to get a deeply nested node
>changing the node hierarchy in your scene won't break your code
>it's also more performant
https://docs.godotengine.org/en/stable/tutorials/scripting/scene_unique_nodes.html
Getting nodes through export variables that you set in the editor is also not a bad idea and also has all of the advantages above.
>>
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I forgot to complain like a little bitch about how there's no overloading in Godot. That's one of my favourite language features even if it's just for programming convenience.

>>736702010
Crab, bucket.
Engines are for making games. Libaries are for making engines. Just tell me to go create my own assembler, print my own motherboard and perhaps even mine my own cobalt with my bare hands, else I'm NGMI.

>>736702274
>>736702338
Thank you.

>and then extend Object, RefCounted, or Resource
These are probably what I actually want for my basic scripts right now and I see how to create that.
>you can't have your game's entrypoint be a main function on some random class
Oh yes, I fully get that.
>is essentially the C++ "vector"
I'm getting bad memories of time at university already.

>>736703126
>if you're keying by something manipulable like a a string or if you're keying by a value that's set up dynamically at runtime
Compile time constant ints used both to compare a linear sequence of values (so an enum would be very good if I hadn't already written it) and to retrieve compile time constant strings from another dictionary (for both console debugging and to build parts of sentences in the game).
>you need to free nodes
>garbage collection will clean up resources
Thank you.

>>736703351
>remember to type your variables
I didn't even think about performance. I always did that because I'm a hypochondriac over random thoughts like "What if this becomes a float somehow when I want an int?"
>>
>>736691992
i have 3 prototypes but one of them is for shits and giggles. The other two are FPS but I'm honestly just bored with them in terms of presentation.
I have figured out my "dream" game's narrative and have thought about applying it to the gameplay genre of Metroid: Other M. The trouble is, most of my gameplay insight is in 2D Metroid, Mario 3 (all-stars), and Quake Champions. None of these games have focus in areas that MOther M does, so I would have to be experimental with both traversal and combat. The other issue is that my narrative ideas have multiple characters at the core of everything, so i need to find research material on how to make that a solo player experience without a party system.
>>
>>736697827
>moving slower than I should
you are. You're currently projected to be like that anti StopKillingGames dude.
You keep assuming things while sifting throufh the docs and being deterministic about faults instead of just taking it at face value. I was new to coe when i started godot but had toyed with blueprints and shit in the past. I've never run into the behaviours you have with Godot so you're doing something wrong on a foundational level.
>>
>>736706305
Okay anon, I'll do as you say and quit whilst I'm behind.
>>
>>736691992
I got a little ways in to it, but I couldn't figure out a way to reasonably create art assets. I can handle everything else, but 2D visual art is incomprehensible arcane bullshit, and 3D art is tedious and unenjoyable.
>>
im playtesting it, i will post a pic in a second
>>
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>>736708352
oops it was taking too long to compile
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added some improvements to fast travel today. tommorow i'm probably going to start ui designing some more
>>
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i hate art and modelling so much
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>>736691992
just finished my last outfit (for now) for the characters. Gonna move onto hair either today or tomorrow then put it all together for my character creator. I still need to apply the armature from the base model to the costumes though. Not sure if it's better to make different armatures for each costume or if it's better to add all the dangly bits to a base armature and just use that one and switch the costume out.
>>
I can often look at bits and pieces of code and despite having no knowledge, I can read it and have a gist of how it works. But. I really don't want to learn how to code and make it from that ground up. It just seems incredibly tedious and awkward. I loved RPG maker growing up, all those little visual trees and the like were so nice. I wish there was somehow an engine like that for 3D, or even just normal 2D games, and I could somehow finagle that to make the game I wanna make.

I'm sure the solution is just "Sit down and learn some coding, it's not that bad!" but. Auuuugh.. AUurhgh... Ehrhrhghh...
>>
I don't know if Goblin Town dev visits these threads or not but I just wanted to say I just finished the demo and I enjoyed it.
>>
I also have something to say if a certain dev visits. Hey Mirrored Soul dev, thanks for the key last thread, I'm having fun. I really like the monster designs.
>>
Got some legitimately good feedback on how to animate this when I wasn't bound by the usual ilk.
>>
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I can't even THINK of a game.
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rewriting the AI takes a fuckton of time and testing
>>
Did my last bits of character work redoing the animation system to have a bunch more idle animations (looking at computer pads, sitting on chairs, cleaning drinks, holding guns, etc), and also added with that the ability to see other players sitting in multiplayer. Coming up on the two year anniversary of being one year in early access tomorrow, and getting super close to release.
>>
>>736691992
Yes but can't tell you or I'd be in breach of contract.
>>
unironically do I really lose out on any capabilities or potentially slow myself down if I choose monogame over unity for 2D shit?

I got into XNA a little during the golden unc years but have probably forgotten everything about it by now
>>
>>736709808
The same ails me.
I wonder if I could, say, pick up unity and just combine all these various templates into a shit ass game.
>>
I can't bring myself to come home from work and write more code
>>
>Working on a visual novel, has an Unreal 4 wrapper.
>Editor will compile and open on Windows, but I've switched to Linux and want to try and get it to work on that.
>Shit. This is going to be an all night project. I worked with Copilot on this before, 8 months ago, and we did get quite close together. It took like 2 hours though and I had to completely re-download the project from Source Control afterwards because I'd muddled with it too much before asking.
>So I ask copilot on Visual Studio (actually it's Grok this time around) what the process is for starting the conversion.
>Instead of answering, it starts reading a bunch of files, and (without saying anything) asks to run compile.
>I allow it. It reads the error.
>tktktktktk makes some changes, asks to compile again. It has not said a fucking word.
>This process repeats, it wants to compile again.
>I finally hold it up, ask it to explain. It shits out a killer explanation in about 20 seconds about how the Clang vs Windows compilers differ, and why some very small changes will make it work. It still wants to compile again.
>We compile, it works. Took maybe 10 minutes with me reading through everything included.
Jesus fucking christ. No wonder people are worried about their jobs.
>>
>>736711253
>you can sit in chairs
kino....
>>
>>736708703
Very comfy anon. What's the name?
>>736710152
I know he's got a Xitter. You could probably tell him there.
>>736711108
Fuck, your animations are always so good. Do you do it professionally?
>>
>>736712832
>Fuck, your animations are always so good.
thanks
> Do you do it professionally?
unfortunately. Pay is complete shit and constantly on crunch
>>
>>736691992
I've been fucking around in Godot. I had an idea for a Armored Core inspired game, but after finishing replaying .hack//IMOQ and playing some Phantasy Star Online again, I really want to make a fake-MMO grinding game. So I might shelve the Armored Core idea for another day.
>>
>>736709808
RPG Maker is basically a GUI interface to mod that template JRPG. Maybe look into modding - make some levels for Doom or something.
>>
>>736711253
>Coming up on the two year anniversary of being one year in early access
Maybe don't make promises you can't keep
>>
>>736697827
Game engines are so fucking gay
>>736702010
>>736706305
You're a dumb euronigger, you don't write code, your life revolves around shitting up /v/
>>
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>>736691992
i started prototyping a game with unique gameplay (a mix up of my favorite genres) and i looked it up and it was only done once in a 2009 DS game, so maybe i should actually continue this project since nobody else has really done it
>>
>>736713134
Eh, I'm a one man show these days and it's a big game. Most players seem to be perfectly understanding about me not being willing to kill myself to get the game out on what's entirely an arbitrary deadline, especially since it gets regular updates to begin with.

In my experience that last part is what matters the most.
>>
>>736713220
>>736707223
no. you just need to learn the highest level of abstraction with godot. You said you knew c/c++ so if the godot docs are failing you, its because you're reading between the lines by inserting your own knowledge. Godot code is basically python mixed with lua, you don't need to think too deeply but nothing is closed off like you would expect from unity or something.
I haven't had collision issues with the starter tutorial but i did once have issues because i was running some code at 1000+fps while physics (collisions) ticks were at 60. So if you immediately messed with system/project settings, try again with zero assumptions. You will get a fuller understanding of how godot does things and where you're getting issues will make sense.
>>
how do I make a UE5 game not look bad and generic?
>>
I've been working on my Godot game for about 2 years ( 20 months ). I'm excited the core systems are finally starting to approach my vision. Spent a good year on procedural structure generation. Still using placeholder free cc0 or sub $20 meshes for objects and enemies and virtually no attention paid to graphics. Polishing and content creation will be a hell of a journey.
>>
creepy aa lookin toes
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>>736714385
It makes him a "funny little guy" as the ladies say
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>>736692459
You don't. Unironically. No matter how good you get you will always think your own art is irredeemably shit. The majority of the best artists in the world feel like they draw garbage. Truth is, you can always improve, you can always get better, no matter how skilled you become or how unskilled you feel you currently are.
Recognize that and literally just do it.
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>>736713667
>you're shit
>just code
Okay anon.
What I was mildly venting about was that the Dodge-the-Creeps tutorial is expressly an introduction to Godot as an IDE and that it provides collision detection. It isn't entirely best practice (though an extremely basic project doesn't need to be) and doesn't approach the engine's physics capabilities which should be up front like move_and_slide().

I am far more appreciative of example projects and I have no idea how one of my friends learned to use it avoiding even the most basic scripting to do everything in the engine interface, performance or maintainability be damned. Ironically making him more of a (modern) game developer than me, snark snark.
>>
>tfw too prideful to vibecode
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>>736711253
>secret qr code floor tiles
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>>736692459
Set a purpose.

>Drawing as necessity
Get reference and trace. Buy 3D models for Blender and trace them. Pay for background shots and use them. Use AI.

>Drawing for yourself
You have to train. Why would you train something that you're not getting paid for though? Now there are two kinds of people who do this.

>Talented people who correct as their practice
>People whose great need to output art makes them not care about how shit they draw, until it becomes their own style.

Either way, if you're forcing yourself because some petty pride or you can never find the perfect shape, you will never amount to anything.

If you want to train hard as a talentless guy without other hobbies but art, study perspective formally, study well planes intersecting a sphere considering angle of view, how things shrink as they're placed parallel in perspective, clinical anatomy, sketch things in the real world etc.
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>>736694708
>how to make post processing per object instead of per layer.
Stencil?
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>>736695849
>you don't even see half the profits from it
It's not a bug, it's a feature.
>>
i've been working on a road generation system via making trails on bezier curves but i can't grasp how to make it generate on runtime. prebuilt is w/e, but how do you seed curves onto a terrain? i can place buildings via wavefunction collapse, or dual grids, but the moment i want adjustable roads it's all fucked.
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>>736717258
there must be some way to set the starting and end point for each section of the curve as well as determining how much it should curve. Then loop it using the last endpoint as the new starting point.
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>>736704016
Thr answer is it depends. Entirely on you and if you're learning for yourself properly, if you know how to code already, if you know how games work at all or all of them.

Personally I use 2 different games for when I'm learning a new engine. In no order the games I pick are either Asteroids, Sokoban, Tetris, Pong, Flappy Bird and Pacman, either in 2D or 3D.
I pick these games because they're mechanically simple and easy to copy that can be made simple and bearbones relying on learning how the engine handles physics, main game loops and events but they can be expanded to include saving and loading high scores, UI, music, sound effects, shaders and effects, main menu scene swapping, multithreading and so on. You can pick how simple or how in depth, as a learning tool for the engine, as you want. I pick 2 of them because the first one is purely about learning the engine itself, figuring out what buttons do what, what menus are where, how the game objects used and made and so on, I try to make my first one include everything just as a learning lesson. The second is for remembering all that and trying to make the game good and not a pile of shit.
It's worth mentioning I'm far from a beginner now so there's possibly beginner steps I can't remember having to tackle and can't help you on. Knowing something and teaching it are different skills after all.


In Godot, open up the docs and go through the introduction and do your first 2D and 3D game. Some tutorials will be nice to look at, especially state machines.
Alien Hominid is a really obtainable goal for a starter in making games. It's relatively simple mechanically so depending on your time, current experience, learning and everything, I say it's possible that you could recreate the main mechanics and be left with content creation/making levels, bosses, art snd sounds by the start of next year.
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Still expanding my GPU-side physics engine.
Now I have sphere, cube and cylinder. Wish I could add way more but GPU's bad tendency to choke on any "if/else" that get too long limit the list severely. Probably gonna only add localized procedural heightmap as the last collider, so I can "cheat" most other shape as long as it's only used for the character's to stand on.

Next step after the collision functions are done will be the global heightmap (with LOD and proper handling of slopes), and probably trying to give everyone some 2-3bit data preset for bounciness & friction since right now everyone use the same static value for those - space is starting to get tight to cram more data per object without changing their memory size.
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So my team wasn't super happy about the idea of posting our work here. Have a smiling gob instead
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>>736717780
Wow anon, thanks a lot for your extensive post. I haven't thought about remaking classic arcade games, so I will add that to the list of test games to make
>so depending on your time, current experience, learning and everything, I say it's possible that you could recreate the main mechanics and be left with content creation/making levels, bosses, art snd sounds by the start of next year.
Really, next year?
That's a lot sooner than I thought, although that's not accounting all the other stuff i gotta deal with IRL

Although my biggest hurdle has to be myart skills. I'm still like below ZUN's art skills 20 years ago, so i'm having an issue of crafting my own assets
I know i can just hire people to make art, but i don't want to do that for experimental and starter games, and also assuming I keep making games for years to come, I would rather see my art improves along with other aspects of gamedevving skills
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>>736721219
I say next year because it's honestly a fairly simple game when you break it down.

It's a very simple platform controller that shoots projectiles with enemies that are almost the same except they sometimes intentionally miss and create bullet obstacles by firing in a line and you have some vehicles that act the exact same except with bigger damage and more health. Riding the back of enemies is basically just deleting the enemy node, transforming it into a vehicle that looks like the enemy and then automatically entering the vehicle at the same time. It's of course not all that simple but those are the main foundations the game relies on which can be expanded.

>my art skills
I feel you on this, it's fairly disheartening when can't recreate your imagination.
This is something I'm focusing on at the moment with a bunch of YouTube tutorials for blender and texturing.
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>>736722057
Forgot to mention.

Those older games are great with how many guides, tutorials and just overall information about them is going to exist. Similarly Mario has a bunch too.
Not sure how documented Alien Hominid is but I wouldn't be surprised if there's some stuff floating about.
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>>736720673
what's their fucking problem lol
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>>736722176
There's a perception that it might be risky in the future if we're found out as having ever posted on 4chan. Idk this place makes normies skittish. It'll change once we have some real marketing rolling but for now I'll stick to gobs
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>>736722540
Minecraft was posted here.
No one give an actual fuck about "le evil 4chan".
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>>736722540
There's a whole expo dedicated to indie games from here specifically that people join year after year. It's not as evil a place as Fox News will have you to believe.
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>>736722665
>>736722693
Yeah I think it's fine. It's not like they think we absolutely cannot do it but there were concerns when I brought it up.
Tbf I seen some shit here I wouldn't want associated with my work.
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>>736722809
And that's fair but there's also child porn on reddit and Twitter and gore on YouTube. You don't want to be associated with THAT now do you?

Suck it up you guys, every site has their problems. 4chan isn't any more unique in that regard.
>>
whats a good way to learn programming for unity? Unity Learn? what do you recommend? im an artist and i want to make my milf sims
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>>736692459
>How do I get the skill to draw good without having to practise and learn?
Hypnosis tapes
https://www.hypnosisdownloads.com/personal-development/inner-artist
Only 14.99 to become artist lifehack
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these vertex colored skyspheres will be the end of me i swear
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>>736723123
just s'more assets
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>>736722874
Just pick the first random non-jeet tutorial on youtube, it's generally good enough.
https://www.youtube.com/watch?v=XtQMytORBmM
Then toy with the finished project until you break it irrecoverably and pick a different tutorial.
Repeat until you have a vague understanding of the basics and start having more precise learning needs.

>milf sims
If it's for a VN, Ren'py might be way faster than Unity.
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>>736723209
thank you sir
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>>736723204
last one for now
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>>736723123
>spyro-style skyboxes
Hell fucking yeah.
Are you using the fan-made tool for it, blender, or something custom?
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>>736723359
there's a fanmade tool? i've been moving vertexes around manually like a retard
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>>736723420
https://www.youtube.com/watch?v=s-aROlPyHIc
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>>736722540
damn that sucks, would love to see more of the game. Happy to have smyour gobs at least!
>>736723123
>>736723204
very trippy, I like it and believe it fits
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>>736723693
thank you. i'll check it out
>>736723748
thank you gobbro-sama. can't wait to play that prologue
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>>736697827
just ask chatgpt or another AI to code
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>>736697827
>programming background
>asking basic questions that should be intuitive because of the above

>must do "for i in Array.size()"
this one exposes you the most. the engine will give you an error along the lines of "can't access index of object on base array" because you're trying to do "array[i]" when i is equal to the object itself not the index, by specifying .size() you're now looping over the indexes.
how are you pretending to have a background programming but can't figure out one of the most basic error messages?

godot isn't a perfect engine, it's not perfectly managed either. you don't have to larp to criticise it.
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>>736692459
Use ai
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>>736724686
>>736725554
Faggots.
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>>736691992
Waiting for Source 2
Waiting for S&box
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>>736692459
You'll never be fully satisfied. In fact, there are artists you admire who don't like their own work.
Might as well enjoy the journey.
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>can draw
>want to make game
>dont know what to make
tale as old as time
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>>736725786
>>want to make game
>>dont know what to make
Then you don't want to make game. What you want is to be a gamedev.
I don't wish to pop your bubble or anything but that's probably the wrong way to go about things. It's generally better to focus on what you want to do, not what you want to be.
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>am already writer
>am already gamedev
>don't know what to write or make for my own second game
FUUUCKKKK!!!
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>>736725932
the problem is that i have three ideas running around my noggin at any given moment alongside a massive backlog of other concepts i've already sketched out but not put much effort into because I moved onto something else
I'm pretty sure it's a largely motivational problem in the end, sticking to one thing for so long feels difficult when it feels like new ideas don't come up or I have to limit it on purpose to not scopecreep it and end up with nothing anyway
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>>736725786
>>dont know what to make
Graft yourself on an existing project?
99% of the projects here could use an artist who is both reliable AND isn't worse than what the dev himself can shit in Paint.
Show art. Or at least do tell what kind of game you would like to work on.
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>>736726029
Doing anything is better than doing nothing.
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>>736726035
here's something I did recent-ish for a /vg/ magma, I also have experience in L2D but I've been meaning to do more proper study and figure out some other tween animation programs for game dev use, one of the reasons I've been catching myself too much recently is because on one hand I want to learn Ikemen GO for fightan purposes once I learn proper sprite tweening, but I already have hundreds of hours in RPG Maker, and now they've got a new version coming with HD2D environments. I tend to operate entirely on impulse, so I'm not sure if I'd be good on someone else's project unless I found it really fascinating or quick to work with
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Yeah, I'm working on it. I'm doing a bunch of bug squashing for Online mode (Haven't touched it in a while) to try and support the new characters in Online mode. I got it functional but I still need to finished syncing the character projectiles. Since working on that isn't visually interesting, have a WebM of the new squirrel character speedrunnning to the highest collectable in the level in the newly-widened scaffolding part of the level.
>>
You're working on your v3 trailer right?
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>>736727259
ah yes "what the fuck does this comment from a year ago mean?" good luck and cute squirrel
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>>736727259
>frankenstein monsters and skeletons throughout the level
so is this like a theme for the game where enemies are stock characters from various genres, or just from horror? there's some interesting ideas you could do with that
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>>736726254
>I tend to operate entirely on impulse
ngmi
>>
I'm warming up to ai, at least for coding and placeholder assets
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>>736691992
I was trying to do one game, but then I realised that I can create the exact same thing that I had in my mind, in arma editor.
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>>736727863
The idea is horror, currently. Dracula was ressurrected but he is a fat geezer sine he is hundreds of years old. He is taking all sunlight energy to make a thing that will restore his youth, which is turning the land around his castle to ice, where the main characters happen to live. So, the plan is for all the bad guys to be Cartoony Horror Tropes, like this guy in my WEBM.
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>>736722540
>There's a perception that it might be risky in the future if we're found out as having ever posted on 4chan
Toby shilled Undertale here, Notch literally put "wooo, /v/!" as one of the random Minecraft taglines, ConcernedApe came here to drop keys for Stardew Valley multiple times
nobody gives a shit
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>>736729937
Seems like survivorship bias.
The fact that their coworkers seem to think that 4chan implies bad means that people do think it's bad, even if it's just them. But it's inevitably not just them.
All you're doing is marrying your game with 4chan and in the minds of retards that only ever read the news and Reddit calling it bad, they're imagining all the worst of the worst and projecting that onto you as the developer and the game itself.

It's not worth the added risk of indie dev, especially nowadays.
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>>736730830
>>It's not worth the added risk of indie dev
lmao what risk? Nobody fucking cares. This site isn't Stormfront or even Kiwi Farms.
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>>736730903
The risk of scaring off normies who thinks 4chan is bad?

Do you have no theory of mind? Can you not imagine yourself as a normie, particularly one of anons coworkers and heard about 4chan and thought up some retarded shit and said no?

At least you're holding the 4chan autism connection true.
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>>736697827
>be C++/C nerd
So why aren't you making your own engine?
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can someone post the best possible medium poly (2k-5k tris) tutorial for making a full human figure in blender
most of the videos ive have such horrendous practices that it's completely ruined the model for any future work

i just need a proper, good topo that survives the rig process and this is apparently extraordinarily hard to come across
most people dont cover the fact that loop cuts have to actually have a specific methodology
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>>736731197
How many normies these days would care that a game dev is on 4chan? Do you think people on social media give a single shit about Stardew Valley, Vividlope, Risk of Rain, Underspace or VA-11 Hall-A getting posted on aggy or one of these threads? Oh wait, nobody gave a single shit.

If you had an afflation with something much more controversial like Kiwi Farms or Stormfront, then you'd have an actual problem, and the latter doesn't even exist anymore. Fuck off with this paranoid bullshit. This isn't 2007 where Fox News was airing news about the scary Anonymous blowing up vans.
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>>736726029
Start by making a small component that you can use in either idea.
For me, it was a textbox and I've been using it for 4 years and multiple games.
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>>736731414
Ask /3/?
Afaik the board is dead but that's probably your best shot at non-Chris/non-Faggoon-tier modelling advice.
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Shoutout to the cambrian roguelike dev for the tip on memory arenas. I moved to doing some per-frame stack arenas and I saw a big difference in performance. I was also being stupid and mallocing/freeing some things each frame instead of holding onto the pointer so that didn't help either.
The article also has a video associated with it if anyone else was curious:
https://www.youtube.com/watch?v=TZ5a3gCCZYo
I'm struggling a bit with what direction to go in. My code works well enough, I'm going to add in a new enemy type to build siege weapons, but I feel like it's a waste to allow the player to run around but ultimately restrict them to a small space. I'm considering adding some exploration mechanics and a realtime cycle to alternate between defending and exploring but that will bloat my scope up significantly. I might just focus on refining the enemy behavior and town stuff for now.
>>736694260
Those scribbles look cool. What is that thing? Is it just for testing or does it have a purpose?
>>736694708
Neat shaders. Is this meant to be a stealth game?
>>736708703
I saw a few screenshots of your stuff before, so what's the deal? You equip your dudes, send them to dungeons and the autocrawl through it? I like the UI.
>>736711108
I wish I had something more constructive to say other than "that looks sick as hell, man" but that looks sick as hell, man.
>>736729387
I like the cartoony feel with the faces and all.
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Been working on a quest and dialogue editor to make things more visual there. Previously I was just hand keying everything. Here is the Dialogue editor. I went with a library called cytoscape for the canvas, all of the other libraries I checked were all modern garbage I hate!
>>
>>736732472
>I'm considering adding some exploration mechanics and a realtime cycle to alternate between defending and exploring
I remember a SC2 coop map like this, was fun.
> but that will bloat my scope up significantly
That would require becoming a nearly complete RTS yeah. Maybe not the right direction.
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>>736732585
And the Quest editor here
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>>736732472
making the bg green instead of black makes it look like an entirely different game. i like the flicker when the enemies die, maybe also add some arrow-hit feedback? the scribbles-thing is the main collectable for my game. thank you
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>>736727259
Air dash double jump slop is far too common these days and there's no identity when every single platformer is catered towards speedrunning.
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>>736732810
My actual in-game quest log getting needs some work, its just placeholder text items now
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>>736731414
>2k-5k tris
With that amount you make the human shape and everywhere it should bend you add a second loop cut
http://wiki.polycount.com/wiki/Limb_Topology
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>>736691992
Yup
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>>736733179
Mine is catered toward "I like how Sonic in specifically Sonic Adventure 1 plays and I wanted it to be a collectathon like Mario." Sans he Double jump and Mario's Wall Jump/Sommersault, It's basically the same moveset as Sonic.

That said, I have two kids that play my game as testers, one of which is 5. I'm making the game to be completable without speedrunning. I only show off the speedrunning aspect of it because it's flashy, but I'm designing the game with a "Anyone can complete this" mindset. When making a challenge, I come up with the "Slow but intended path" and purposfully sneak in skilled skips, like Slope jumping, and stuff like that. If you don't know what you're doing, it can take 45 minutes to an hour to complete my demo level, whereas speedrunning, it takes 10 minutes.

That said, I can definitely see your point. There are several games coming out or already out that steal my thunder, and I would have to be a fool to not see that. I just have to hope that people like that my game will be simple to control in comparison as well as my game will have Online Co-op and versus modes. But beyond that? You're right. Big ol' shrug. Other than quitting or completely changing my game beyond recognition, what can I realistically do, at this point?
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>>736731414
>waaaaaaa spoonfeed me
do your own fucking research you lazy piece of shit
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>>736733804
are those koikatsu characters
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>>736733839
just make the kinda game you like tbqh, not everything has to be made with an audience in mind
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>>736734084
Almost, vroid
>>
I've been shelving it to take a Linux class I'm partway through, then I want to take a python class which hopefully be a solid foundation into continuing my Godot learning.
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>>736733839
You should add a bit of a bounce when their feet reaches the kicking off point on the ground when running.
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>>736733839
Make better bosses, all of these games have terrible bosses that die in 3 hits and have way too much invincibility
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>>736733839
NTA- I beat SAB2 a dozen times as a child and I see the inspiration in the gameplay. Honestly instead of multiplayer I think plot and cutscenes would do better? Complete with an edgy anti-hero
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>>736732735
Yeah I think I remember that, something about surviving zerg waves at night and attacking buildings during the day?
I might just experiment with occasionally dropping a random powerup outside the village that the player needs to get or it'll despawn. I'm also hoping adding enemy siege that outranges towers will encourage the player to run around more. It'll probably be hard to balance player involvement vs tower effectiveness, pic related is the outcome of the webm without moving an inch.
>>736733010
Thanks! I originally had a green bg, then for some reason it went black and I forgot to put it back in. I have that for player attacks, forgot to add it for arrows which I think should help too.
I like the way the scribbles stand out from the environment without looking jarring.
>>
Is there a gap in the market for an indie co-op FPS like Killing Floor, but not shit like the new one? Seems like everything is an objective based map that you progress through instead of a "just kill stuff" style game on a map you have full access to. Payday 3 also sucked. Is that sector just dying as a whole?
>>
>>736732585
That's good stuff man. My own dialogue editor is an actual pile of garbage. But it's MY pile of garbage.
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thinking about ideas for a bossfight. It'll probably be a demon dude or some kind of Balrog thing but other ideas are welcome
>>736732585
>>736732810
>>736733717
pretty cool YGGman. I hope your stuff takes off!
>>736733839
squirrel girl looks cute, good job with the redesign man
>>
>>736732585
>>736735224
You guys have dialogue editors?
I just rawdog it. All my shit is in a database.
>>
>>736734903
thank you. the idea was that if i handraw everything it will work together better than if i mix and match handdrawn with shaders (which i still ended up doing)
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>>736735409
Our game uses glorified text files. Works well enough if it's just linear VN-esque cutscenes
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>>736735409
I work with a few others who also need to be able to edit and add dialogue, so some kind of tool was needed. Now I'm making them wade through my garbage to do it. Win win.
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>>736735562
I'm going to find your artist and lock them in a room with a text terminal only computer.
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>>736735372
>That big gob
... pivot the head.
>It'll probably be a demon dude or some kind of Balrog thing but other ideas are welcome
Giant biomecha gob
>>
>>736735372
since a big part of your game is moving and throwing goblins around, what about a pong inspired boss. The boss launches goblins at you and you have to hit/throw them back at something behind the boss. When that something gets destroyed, the boss takes damage. So you have to destroy all of the items behind the boss to beat it.
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>>736735372
He gives you the bigoron sword.
>>
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>>736735670
>Giant biomecha gob
would be very cool if the game had an equivalent for picrel lol
>>736735678
I have a big fat troll bossfight planned for later. Some goblins are on top of it, one driving and the other throwing bombs at you and you have to grab those bombs and throw them at the troll to break his armor. Simple stuff, it'll probably the first boss for act 1. For the prologue I want something more bombastic, and maybe even simpler gameplay wise
>>736735749
kek
>>
>>736735409
>>736735509
>>736735562
You just need to have a definition with a schema that makes sense. From there you can build the tools later! Y'all can have mine if you want pastebin.com/HYEt5Bmi
>>
>>736732472
I think there's like 3 of us game dev anons that are all doing C with raylib lol.
>>
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>>736723269
some floating blocks of ice filled with water. made use of fresnel to switch between 2 textures. new assets now also wobble when underwater
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I'm learning python to get a job in non-gaming fields. how much will that help to learn to code with game engines
>>
>>736716734
nah its objectID its similar to stencils but not quite
>>736732472
>Neat shaders. Is this meant to be a stealth game?
thanks, yeah kind of. the first idea is stealth, i already got lightness detection set up, but now im turning it into a little sandbox where you can mess with the NPCs like in that untitled goose game

its mostly a side project, i have one already for messing with shaders + rendering, so this one will be for messing with game play elements.
>>
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>>736734226
So, if you look at the belt in that previous WEBM, you can see I do do a little bit of bounce, but you're suggesting I should try to add more? I'll play with it.

>>736735372
Thanks! Also, I love the big gob.

>>736736362
Those ice crystals looks really good. They definitely capture the PS1 feel and aesthetic you're going for. Great work.

>>736734494
I have a boss, but it's not much better than that, ha ha ha. Though, while most of the boss is "Wait and Attack" I designed it with a "You can attack at any point" if you figure it out. At the top of the volcano, if you climb the scaffolding, you can jump off and attack him at any point, but he'll shoot a huge laser at you which slowly chases you once you start climbing up. So, like my level design, you can take the easy-but-slow- way and wait for him to open up to attack, or you can take the hard-but-fast way and climb the scaffolding quickly to attack.

Here's a WebM. Please ignore the camera freaking out at one point lol

>>736734671
I, personally, like funny, goofy things. I designed the characters to be Looney Tunes-esque. Perhaps there is room for a character like that in my world, though. Maybe the juxtaposition of seriousness in a goofy world would, itself, be funny.
>>
>>736736771
GDScript, Godot's programming language is based on Python.
>>
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>>736737138
oh yeah I have a python here
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>>736736204
Lol yeah I was glad to see I'm not the only one in C. I'm still shocked at how much I enjoy it, I thought I would give up in a week. My only gamedev experience before was C# in Unity.
>>736736362
That looks so fucking cool.
>>736735372
I think someone suggested it before but a bunch of gobs in a trenchcoat. Their numbers dwindle as you do damage until the last one is basically just lost in the coat and unable to do anything anymore.
>>
>>736736870
yess thank you. ps1 supremacy!
>>736737427
thank you thank you
>>
>>736736771
Its all hours really at the end of the day like anything else with a large surface area of knowledge. But you are much better using a framework instead of an engine if you want to learn how to program.
>>
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finished different element evasion
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>>736737824
dope
>>
>>736737824
What happens if you crumble into a pile of rocks and someone grabs one out of the bunch while you are moving away?
>>
any experienced project hoppers here who have successfully broken the cycle and finished a game? For almost 10 years now I've started hundreds of projects, taken probably two dozen of them to playable prototype phase and learned a shit ton about programming, art, modeling, animation, sound design, etc. I've finished some game jams, but that's it.

Usually, I have some current project I'm obsessed with, some idea I really want to make reality... but recently it all just sort of evaporated... It's like my brain is empty... I want to work on a game and I can't even think of any idea or decide what's worth my time... and the growing fear of wasting more time on a dead end project I won't finish makes me even more stressed about "choosing the right" idea.

Anyone ever broken out of this loop?
>>
>>736740848
take your best prototype and finish it. Thats it
>>
>>736691992
Spent the last two weeks drawing cat girls. Now that that's finally done I've moved on to drawing fox girls.
Just kidding, I've scopecrept the game again and now I need even more cat girls.

>>736736771
Language choice isn't much of a thing, any experienced dev is expected to pick up new languages in a month(Or like a weekend with AI now). So a lot of your Python skills will transfer over to anything you use for gamedev.
One thing you might want to do is pick up a low-level language like C or Rust since those require a lot of concepts that scripting languages like python let you ignore.
>>
What is the best blender tutorial for an adhd brain damaged retard? The donut tutorial is just fucking mind numbing. I understand the software is complex but there has to be something more concise without dragging its ass.
>>
>>736740848
>the growing fear of wasting more time on a dead end project I won't finish makes me even more stressed about "choosing the right" idea.
This plus dwindling neet bux and getting older forced me to commit to an idea and "just do it". Haven't broken out yet but I got past my 2 weeks phase with my current project (currently at 1.5 months)
>>
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>>736739574
it's like haki/logia interaction. If you're in earth stance and hit someone turning into earth you can still hit them
>>
>>736742534
This one is pretty good.
https://www.youtube.com/playlist?list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1
>>
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>>736740848
>any experienced project hoppers here who have successfully broken the cycle and finished a game?
You need to learn to say "fuck it". And force yourself to wrap up whatever the fuck you have into something that will be published before jumping on your next fancy.
All the (shitty) games I actually manage to publish were like this: clearly nowhere near the full scope, with a "so much better holy shit I can't to start" project lined up right behind it, and with full "eh good enough" mode activated to make the UI player-compatible and give some form of ending to the game. It actually kinda help to not care anymore about the current project.
So yeah. Unleash the "fuck it".
>>
>>736731414
>tutorial
It's called using a reference image from multiple angles.
I also don't understand what you mean by "ruined the model" as long as it looks right, all you do is retopo, no matter how shit the geometry is on the original mesh. That's the standard process.
For retopo, I usually just create a few islands by centering a shrinkwrapped plane, then extending it outwards. Then I just connect the islands. Make sure that the elbows/knees get their islands too with some extra vertices.
The one trick that will save you some headaches is the pattern for reducing a line of vertices by one, when you need to connect islands but one side has one too many vertices. Unfortunately, I am too lazy to describe the method accurately, you can just look it up.
>>
>>736736771
It will help by way of just teaching you programming fundamentals and logic flow. If you are seeking to get into the nitty gritty, C/C++ is the way.
>>
>>736712574
Anyone worried about this is only worried because what you described is the extent of their capability. If you know anything, you'll take the time saved from these kinds of issues and do something productive with it.
>>
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>>736691992
Yeh, made some more models and pieces for level design and an unique fragmented version for breakable walls instead of using the old placeholder. I'm still procrastinating on putting the actual level together though and feel the pull of another vidya project I've wanted to do for a long time too.
I suspect it wouldn't be viable and that's just my mind trying to avoid the annoying work, that game would end up in the exact same situation.
>>
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Updated thread picture that still looks like the old one. I don't think anyone is using lumberyard instead of cryengine/o3de
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I'm working on a jumping flash style little game project. The goal is to embrace the first person mech platforming of JF, but improve on the shooting combat. I plan on keeping the fun low poly aesthetic.

>prototype 1: move to modern first person controls, mouse look / right stick look, so that you can aim and shoot like a typical FPS. This sort of ruins the platforming for some reason. Too much energy is focused on looking around and aiming, it no longer feels like driving a mech, feels like a weird FPS where you have to look down to see where you're going... feels worse with gamepad. Shooting, is vastly improved though.

>prototype 2: tank controls, no first person camera control. Camera automatically pans down on double jump (just like original JF). Lock on is added for shooting to improve on combat. Feels more like you're "driving" a mech, but still a little wonky. Hard to dodge projectiles without strafing, so combat is still a bit off..

Any ideas on how I could make the Jumping Flash game structure fun and slightly modernized without just making it a boring FPS with jumping?
>>
>>736736870
are there outlines extruded from the mesh or is it post processing?
>>
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More work has been done on getting multiplayer working. At the moment players are able to spawn in a single area (the Coliseum), pick up weapons (with visual glitches), and kill opponents (and by that I mean the host can see all clients while clients can only see themselves and killing someone once grants four kill points). The timer, laws of war, and leaderboards at least work as intended, only for the host to leave the game as intended and unintentionally stranding the others in an unusable state.
Boy do I hate having to work late at night on this thing. Even worse is the fact that I need to compile my game and run it on two computers for it to work instead of using the funky "LocalHost" trick so it takes about five minutes before I can see I fucked something up massively.
Oh well, such is life.
(By the way, to hell with rabbit-loving furries. They get so pissy when you start combating their annoying porn spam and catchphrases with pictures of what they are: nothing.)
>>
>>736740848
i just force myself to work on my current project, although admittedly its suffering from intense scope creep. i thought id be done in 4 months, its taking me 8 months so far
>>
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>>736710395
anytime. glad you're enoying it
someone left a review the other day about how the game helped him through a dark time. I'm in an ideaguy limbo at the moment not unlike shortly before MS's development began but seeing that put a smile on my face, especially considering MS was inspired by a game which helped me through some shit too
>>
>>736749259
Fygoon
>>
>>736751309
Yes, that is Fygoon in the picture.
>>
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Implemented a new enemy type. It chooses a random tile, spawns in, shoots a few bullets, respawns and repeats the process.
>>
Got multiplayer pretty much in and working and as polished as it can be. I have implemented:

An entire multiplayer gameplay system that uses its own gameplay scoring system and has customizable loaoduts with custom decks, custom playing fields, items, and activated abilities that turn it into a portmanteau of Yugioh and MTG


1v1 matchmaking caual and ranked matchmaking
32 player casual tournament
64 player ranked tournament
Custom Game lobbies and browsers
Full Xp and level system with loadouts and items Gated behind level unlocks
Full "reincarnation" system to reset xp to 1 at level 100 for unlocks
Complete mp challenge system
Anti save scumming and steam stat checking to prevent cheating
Complete ranked system with 10 ranks and an ELO system
Text chat between 1v1 matches and a tournament lobby chat to chat with other tournament players

If you can guess what game this is congrats you've Sussed out about half of what the bug secret update has been all about
>>
>>736752437
Oh not to mention a fully working profile customization system with cosmetics like titles, profile pictures, profile borders, etc, all unlocked through specific gameplay challenges tying hard achievements to specific cosmetics
>>
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i'm procrastinating by vibe coding a shockwave emulator
>>
God I feel bad. I started this whole gamedev thing back in January 2025, but all I have to show for it now are just scraps, projects that could have existed but were never made. Why didn't I make them? Maybe I'm just an ADHD retard. I took an ADHD test but they told me I didn't have it so whatever. But I can't just sit down and work on the fucking game for 6 hours a day. And if I do make myself do it? I'm exhausted, bored, the quality of the work is poor, the pace of the work is slow. Now maybe this is something to work through. Maybe you can get used to forcing yourself to do work you dislike every day for 6 hours, and rest a lot to avoid burnout. It feels unhealthy, and unnatural, but I guess I'm doing to do it because otherwise I'm apparently never going to make a video game.
>>
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Redid the Gazer's attack so it fires a laser beam now.
I don't know if that's a good attack for this type of enemy as it gets really annoying when there's more than one. Maybe I should give it to a future enemy.

Anyways, now I'm going to work on adding a new weapon and enemy.
After that I'm gonna work on the UI, upgrades and the level generator so I have a fully playable demo by the start of next month.
>>
>>736723204
tralalero tralala
>>
>>736753178
I've grown accustomed to seeing this little area, it always reminds me of Xena on PS1. Interested to see how a real map looks.
>>
>>736753178
>I don't know if that's a good attack for this type of enemy as it gets really annoying when there's more than one.
Cheap AI trick from 1998: you can keep a global list of which NPCs are currently *able* to attack the player, and limit only 1-to-3 of them to *actually* attack (and make the other just circle around/reload/whatever).
Players won't really see the trick and when they do they will think your AI is doing some 400IQ play, setting up encirclement or making sure they don't interfere with each other in a smart way.
Doing things like this make the question of how the fuck to balance your gameplay with large group trivial, 'cause there will effectively never be a group of more than 1-to-3 to handle, even if you dump 600 gazers on the player.
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>work up nerve to watch a stream vod someone did of my game's demo
>commentor in stream chat confidently states that game was "clearly made in [insert engine here]"
>it was actually a custom engine
>get filled with autistic rage
FUCK
If someone doesn't like the game then it's fine, I just have to do better, but the sheer AUDACITY to assume such things makes me angry
>>
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>>736753178
can you interrupt it's attack by shooting at it? If so, making the "laser charge" phase a bit longer might help with managing multiple of them at once
>>
>>736753478
Depend on the engine.
If he said UE4, that's a compliment.
If he said Ren'py, then yeah you probably bothered for nothing.
>>
>>736753379
the movie was dope
>>
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>>736753404
Yeah I hope the actual levels are fun to look at and explore. I'm gonna make a bunch of props and add some structures to keep from from being repetitive.

>>736753461
>>736753493
I will see what I can do about it, might implement a limit on how many can attack at once. I've been leaving the balancing for later until after I have most gameplay systems implemented as well as the final level designs.
>>
>>736753178
is your influence Megaman Legends or Wind Waker?

>yes
>>
>>736723204
hey, that looks great, it's interesting!
>>
>>736753598
It's not a visual novel. It is a genre where there is a generic "maker" type program out there but it has huge flaws. I made this custom engine to avoid all of those flaws so it drove me a little crazy that they'd assume despite seeing that those glaring flaws aren't there.
>>
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What do you think so far?
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>>736754580
glad to read, thank you
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>>736755059
Definitely serviceable, now you need to make it stop gliding and sliding over the ground.
>>
>>736755215
I'm not using Root motion if that's what you're asking
>>
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>>736691992
i've been working on anti-tank missiles
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>>736755059
needs work
>>
>>736755970
>furfaggotry
>not the sexy kind
Why tho? You are losing all possible audience with that choice.
>>
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>>736756126
am i?
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>>736756095
Duh
>>
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>>736756206
I have fapped to possibly every variant of catgirl under the Sun, from "thot with plastic ears" to "literally just an actual cat".
... but bruh, that one is legitimately nightmare fuel.
wtf.
>>
>>736756631
>literally just an actual cat
says a lot about you
>>
>>736756206
That's not fur, that's flesh
>>
>>736755970
So what is this? Furry War Thunder? Bottom left icons suggest vehicle crew.
>>
>>736756206
What's the roughness on that fur material, bro?
>>
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>>736691992
i've made a system that allows things to follow a spline in customizable formations. Still no game though.
>>
>>736756870
It says that you should feel very concerned if I react with disgust at something.
>>
>>736757339
i think you should be more concerned about your very unconvincing samebro'ing...
>>
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>>736756206
Not trying to change a vision you have with your project but I found there's an appeal with having cat characters to have their sclera be the same or similar to their eye color.
>>
>>736757595
That is much better.
>>
>>736692459
use AI
make the tumblrites seethe
>>
>>736692459
You have to
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>>736757065
it's a vehicle "simlite"(?) game. you can get in and out of vehicles and switch to walking mode in an battlefield 1942 kind of way
>>736757595
i appreciate the effort but honestly having eyes like this creeps me out. i don't really like it sorry
>>
>>736755970
God, I really fucking hate you furry coombrained retards. Pornography has truly fried your ass.
>>
>>736691992
what about gdevelop to make your first videogame? the logic is like warcraft 3 editor, so its intuitive and doesnt require coding skills
>>
>>736757595
Much better but the mouth is still weird.
>>
>>736759232
I don't think the spics had much brains to carry on with without porn adding onto the braindrain; there's a reason they are our garbage workers, cotton pickers and cheap labor force in general.
>>
it's just pathetic at this point
>>
>>736760091
My life? I agree, can you do something to fix it please
>>
>>736755970
Based fur chad.
>>
>>736760498
just pushed a PR and merged it. The moment it's deployed you should have a nice job and a loving gf
>>
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>>736691992
What's the maximum price you'd pay for this game?

>https://store.steampowered.com/app/4328450/Discovery_Islands/

>2.99
>4.99
>7.99
>9.99
>12.99
>19.99
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This is a really simple game mode, just shoot the targets as they move around. I don't like how the background is just a solid color. I'm thinking some sort of pixel art wood texture might look good. Any other suggestions?
In the game's story, you play as a guy traveling from town-to-town, competing in local crossbow shooting tournaments. Most of the cutscenes show circus tents.
>>
>>736763120
Cheap looking indie game with good art? $5, expensive looking indie game with good art? $15. Simple as. Unless the game has playtime for $35 to equate to something then that. No need to ask further questions. If its not of those categories it should probably be a half or quarter off the minimum to stand a chance.
>>
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>>736764801
just give it fake pixel shading gradient like pic related.
>>
Is there a way to publish a game without Steam?
>>
>>736765481
I'm using a 16-color palette, and there are a few parts of the game where I use transparency and colors outside of the palette, but I try to avoid it whenever possible.
>>
>>736765864
yeah on itch, on your own webpage, or printing and distributing copies by yourself
>>
>>736765864
Epic Games Store
>keep higher of your earnings
>Tim is cool and fit unlike Gabe who is lame and fat
>has word Epic in title, must be cool
>chance for exclusive deals
>Epic gives you $$$ up front to post your game for free once a month
its really easy choice, pick Epic Games.
>>
>>736755059
I'm never going to do anything good am I
>>
>>736766270
Isn't there an aggregator site like there is for news but for games? you can pick your genre and it lists all the games, people can rate games, review them, and it links to the dev website for direct purchase from the dev, no middle man, wouldn't such a site be popular? it's weird that I don't know of any.
>>
>>736766892
you could use something like metacritic maybe, but forget about obscure stuff
>>
>>736766892
there's actually lots of them but they don't link to a dev they link to a torrent or filehost.
>>
>>736765864
>itch.io
+no pre-revenue fees
+lets you choose their cut
-will bend you over and fuck you if a payment processor tells them to, same as steam

>EGS
-$100 non-refundable fee per-submission
+takes 0% on first million USD per year, 12% over that

>google play
+$25 USD fee per-developer
~industry standard 15% on first million USD per year, 30% over that
+largest userbase

>apple app store
-annual $99 USD fee per-developer
~industry standard percentage
+most paypig userbase of all time

or if you do webdev you can set up your own shop
>>
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>>736765481
Make your own website with your own payment and content delivery infrastructure. Helps if you put it on a cool company website so people can see all of the awesome games you made.
It's not rocket science.
>>
>>736767909
>will bend you over and fuck you if a payment processor tells them to, same as steam
This generally applies to every online storefront that Baby Boomers don't like, doesn't it? Anime figures, manga, comics, video games, Patreon-like websites that have artists that dare to draw anything that violates the Hays Code...
>>
>>736769212
Here's something novel: people generally do not like it when you draw CSAM.
>>
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You can punch the shit out of someone now
>>
>>736769429
You need to fix your animation blending parameters.
>>
>>736769212
the normal non-cuck reaction is to say "no." when they wave their cocks at you and maybe threaten to get lawyers involved.
>>
>>736691992
I have 8 more games and 44 more books to finish first.
>>
>>736769469
This is true. I only use a blend tree for lock on animations.
I'm more interested in getting the more basic stuff done.
>>
>>736769134
n-type studio, n-type person, n-type game
>>
>>736691992
>come up with novel game mechanic
>post it somewhere online
>go back to doing other things
I don't want to make games. I want to be the idea guy. I don't care if ideas are worthless, that's the only part I'm interested in.
>>
>>736769581
I guess, but your game will look far more complete if you take five minutes to fix that glaring issue.
>>
>>736769673
...That's gonna take way more than 5 minutes
>>
>>736691992
>want to make game
>go with Godot
>3D because i dont like 2D
>follow videos and tutorials
>make shit
>realize i didnt retain any of that info and needed to look up fucking everything
>very carefully ask chatGPT and grok to help in learning what does what and how shit works
>decide to share this new progress and admit I had help with AI
>everyone insults me and mocks me and tells me if I cant do it all by myself by this point i shouldn't even bother
>ask them for help
>nothing

I gave up.
>>
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>>736769771
I'm gonna admit something, my movement animator setup is a mess because there's so many fucking states that I'm not sure can be resolved in a Blend Tree.
My attacks don't even use blend trees at all, instead making use of separate animations that all lead back to an empty state via Exit Time.
This shit's a mess
>>
>>736754371
both very good games
>>
>>736770147
My strongest recommendation is to switch over to a code based state machine system, although it will take time to setup and get things working.
It lets you clean up and compartmentalize code (each state only ever performs the checks or methods it knows it needs to call, without having to make giant if() trees everywhere)
You can even make use of inheritance for shared code groups of states need to perform.
The only issue is that initial setup is tedious as fuck.
>>
>>736698102
https://litter.catbox.moe/p6vjt563l2mb2jwl.webm
mostly there.
Need to re-unwrap the 2nd set of UV's so that there isn't an ugly seam on the top of the dick,
dunno if I'll add any other maps given the "retro" style of my game, although I might at least adjust the material properties of the "wet" area to make it interact nicely with lighting.
>>
>>736770870
Anon I already USE a state machine system for combat animations.
>>
>>736770147
Like, actually three of those are blend trees. The 3 Lock On types, specifically.
The reason why so much isn't in a Blend Tree is because many of these transitions rely on both booleans and floats, as well as triggers. Such as Sheathe being a trigger, which cannot be in a Blend Tree.
>>
>>736769915
>realize i didnt retain any of that info and needed to look up fucking everything
no shit you didn't retain anything. programmers hardly ever retain anything other than the basics. We're constantly looking shit up, usually to see if someone else has already found a better way to do what we want. You retain things by doing them over constantly. People are shitting on you for how quickly you gave up. Get back to the grind.
>>
>>736691992
I'm absolved of responsibility until the indie scene starts making games like Thief, Splinter Cell or Hitman including that of a comparable scale.
Only then will i enter games development and not any sooner. If they do not have an answer then independent development is not viable.
>>
>>736773015
filtered
>>
>>736773015
that sounds like copium. make your game instead of being an armchair critic.
>>
>>736773015
I thought of making a thief game, but never even started a project of one. Doubt I would be able to surpass the gameplay freedom and setting of the originals. I definitely wouldn't be able to surpass hitman.
>>
>>736773102
Been in development since 2009. Started as a doom3 mod, became standalone in 2013 with two missions and has been in dev ever since. Major changes being incremental over that time. Still updated this year.
If I'm filtered its because no one can replicate any of the games that i want to play without it taking an inordinate amount of time.
Those outside hobbyists are incapable of replicating this on their early access development games. Most indie devs won't reach it.
>>
>>736769252
Should we burn the Lolita books and demonetize books stores that sell it?
>>
>>736745790
Add raylib.
>>
>>736714570
you shouldn't avoid ai because of pride. you should avoid it because you understand fundamentally that using it will directly conflict with your desired output. If you don't see how it would, you shouldn't be making anything yet, because it's slop by default.
>>
>>736772697
they were shitting on me because of needing AI to help me along the way
but thanks, fren. i'll boot it up tonight and see if I can finish at least one single mechanic
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>>736773429
>no one can replicate any of the games that i want to play without it taking an inordinate amount of time.
you can do it with the right set of techniques
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File: indie thief inspired.png (2.13 MB, 2392x748)
2.13 MB
2.13 MB PNG
>>736773350
I'm waiting on other devs as I've said. I will wait and see what they accomplish. If they ever accomplish anything that is and it surpasses TDM. And if that happens then I'll do it. Gloomwood isn't close enough imo
Although I'd rather do some kind of SC infused idea. Just the same level of gameplay mechanics.
>>
Haven't done anything for months since I found a good game to play.
I've already forgotten what I was even working on back then.
>>
I'm taking a massive shit right now.
>>
I feel like I'm not moving fast enough
>>
>>736725992
I know exactly what to write, and I've done so many times, I just find making graphics and code so boring.
>>
How long until Claude gets fixed so I can code again?
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>>736766152
>I'm using a 16-color palette
Dithering was literally made for this.
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>>736753178
Can we get more footage and a general premise of the game?
>>
>>736770202
Never said otherwise.
Just hoping it doesn't end in another vaporware situation
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>>736753493
How do you get enemies to slide off of you?
>>
>>736691992
I love Legionary's Life and Never Second in Rome, but hate the math it uses, so I'm making my own version of it. I'm making good progress so far and I'm waking excited to continue coding. There's still no art for it. I'll probably somewhere this year.
>>
Death
>>
>>736693478
>fork that went nowhere and will die once the dev gets bored



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