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how's it going?
>>
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>>736927557
I did some thinking today
didn't write any of it down so it's gone now
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>>736927557
still waiting someone to steal my game idea so I can play it for real
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>>736927942
2/2
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>>736927557
working on this demon fella. It's the first boss I make so it's going to take a while, probably.
>>
my highest priority task at the moment is to implement jiggle physics
I'll post a progress update in one of these threads eventually
>>
I've been developing for 2 years and don't have a title screen, settings, death screen, or any final art assets. Features and gameplay only.
>>
>>736928298
good luck with those jiggles anon
>>
>try to 3d model
>make over 10 vertices
>it's hard to breathe and body tenses up
it's over, my ADHD brain is working against me
>>
Working on a total war clone. Custom engine and all. /v/ says devs should write their own engines yet it's fairly difficult, would not recommend for most devs.
>>
In a yet non-existant game about scientists vs wizards would you rather play as scientists going from sciency locations towards wizardly locations or wizards doing the opposite?
>>
I hate my life I want to kill myself I hate my wageslave job I'm tired of wageslaving I want to quit my job and work full-time on my game My game sucks I hate my game Nobody likes my game I haven't worked on my game in weeks I have zero faith in my game or my art or my programming I have zero faith in myself Nobody has faith in me Nobody likes me I hate everyone I hate everything I want to kill everyone I want to destroy everything in this world and then myself
>>
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>>736928894
>try to 3d model
>just need a basic zombie or whatever to have something to look at while inengine
>make some sort of fat guy abomination instead
Not a single artistic bone in my body
>>
>>736929024
It's like building your own house. Really impressive if you pull it off but most people give up pretty early. No problems with Godot here. Does everything I need and I have the source code if I want to tweak anything else.
>>
>>736929221
>vertex shading
my knees are bending on their own
>>
>>736929221
use references man. Grab some turnaround from the internet and put it on Blender, then model on top of that using the orthographic perspective
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>>736929124
ok
>>
The only game I want to make is a Harvest Moon/Zelda hybrid.
But once I get about halfway through mechanical aspects and start working on some form of early content (like a dungeon), I crash.
I really should pick one or the other instead at the very least. SAVE ME SCOPE MAN.
>>
>>736928658
Same, my character can't die but I never get hit anyway in my progress videos because I don't want to look like a bad gamer.
>>
>>736929417
>Harvest Moon/Zelda hybrid
so rune factory...?
>>
>>736929343
Uhhh it's basic blender smooth shading option anon...
>>
>>736929354
but it's cheating
>>
I reworked some old assets into a dark ice dragon girl and now I've scopecrept again into having more corrupted element dragon girls. Still trying to think of the general theme for the Earth one:

>gem stones that tempt the enemy with riches
>poison and decay, since Earth already has plants
>oil and fossils with a necromancy vibe


>>736929027
Wizards are the better opponents since they can always surprise you with something totally crazy.
>>
>>736929354
I have that planned
>>
>>736929520
Yeah but 2D with bad but hopefully endearing pixel art and no waifus to bring into dungeons because I can't program that shit.
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>>736929027
Scientists because it makes a nice level progression from normal labs to wacky environments (like half life!)
>>
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>>736929568
nah man, it's the way to go
>>736929629
nice! good luck then
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>>736927806
Literally this.
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>>736929568
That's literally what professionals do. Almost no one just models from nothing. Even people who draw put down a circle first to draw on top of for the head. He isn't saying to copy it. He is saying to use it as a reference for scaling.
>>
>>736929881
From one day to another I lost all creativity. Idk what to do.
>>
>>736927557
Trying not to project hop.
Going to see if writing the concept + associated design stuff down will soothe the draw of it.
If you're curious (I know you aren't) I had a cool idea for a VR horror PvZ style tower defense game.
>>
>>736930204
take a rest and don't try overdoing things. Creativity comes and goes, some days I stay until 3AM, other days I do fuck all
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>>736929221
I recommend that you find a low poly character modelling tutorial. If you ever want to animate the character, the topology around the joints has to be done right to avoid distortions
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>>736928298
Are you using Godot? I think they have a native jigglebone implementation .
>>
>>736930506
I just didn't connect limbs to the body, it's easier to animate and potentially explode into pieces I guess.
>>
>>736930705
joints include things like knees and elbows too, anon....
>>
>>736930481
It's now 8 months. I tried to see women, go out, don't go out, visit Japan, it's gone. I would've never thought it possible. Tried to Dj, to write prose, shit post online, don't go online, binge game, binge drink, lift and eat healthy. Nothing works. I just don't have any ideas anymore. Like none at all.
>take a rest
Good advice and I'm certain I would've said the same back then.
>>
>>736930787
I'll bullshit my way out of this somehow
>>
>>736930705
you can explode armatures in Godot and it's no problem if the bones are connected to each other. What you have to keep separated are the mesh pieces ofc
>I just don't have any ideas anymore
do you mean original ideas? I don't have a lot of those but that's not stopping me. Why not just think of two games you really like and mix them together?
>>
>>736930841
see >>736931102
>>
>>736931102
No ideas guy is not me.
I have plenty, just no art skills.
>>
>>736931198
i dont got art skills either, that doesnt stop me
>>
So if someone dosen't make a thread all of you losers just stop posting your so precious progress for some validation?
U are a joke
>>
>>736931280
there's been a lot of seething at gamedevs as of late. Why are you so butthurt anon?
>>
>>736927995
>>736927942
Best I can do is one big building and 3 npcs
>>
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>>736927557
Nothing too huge since last time, but I got Lady Lordosis and Kalchas into the project, and I got the abilities system to work (not shown in the video since it just looks like attacking with an extra menu right now). I also noticed that all of my characters have their butts out.
>>
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>>736931416
I also started working on the inventory system so the player can customize their chakra loadouts. Nora has two heart chakras in her boobies, being a healer and all.
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>>736927557
I've been on a detective and crime stuff binge and now I just want to jump completely to that sort of game. So far I've held my ground and just put those ideas on a document while grinding on the current project. Surprised how few games there seem to be currently that are mainly about interrogating the suspects and witnesses.
>>736928168
already aurafarming
>>
>>736929221
Why not just download one of the gorillion free models and modify that?
>>
ive been pretty busy yeah. im working on a side project right now to make better NPC behavors, and right now Im making a pretty complex states machine for it, called stacked state machine or pushdown automata.
ill probably have a webm for it in a week or two at the rate im going lol.
>>
>>736927942
>>736927995
Just say "its' like watchdogs and cyberpunk". Obfuscating your inspirations with word salad is disrespectful to the reader's time.
>>
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>>736931492
I already have a project with stolen models, I need to make something of my own eventually
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working for AAA one of the testers was so demoralized by the slop he has to test he was slacking by playing solitaire
>>
>>736927557
I've been working on an RPG and I was at a good pace with it about a month ago, but I've really slowed down, disappointingly. I'm kind of unsure where to go with it because when i was working at a good pace it was when I was doing the combat system, but now I feel like I should either move on to something new - though I'm not sure what, or go back and re-work some parts of the systems adjacent to the combat system now that it's done, which would be kind of annoying. It's so much easier to set a task for yourself for a day when you're just working on one system and the steps to seeing it complete are more tangible.
>>
>>736931572
Just modify what you got to look like it was made by you lol
>>
>>736931674
You need to make a playable demo with what you've got right now.
>>
>>736931280
You are an ESL that uses "u" in place of "you". I laugh at you.
>>
>>736931416
>>736931467
nice stylized proportions. very well balanced
>>
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fucking around with post-process shaders for the main collectable
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earth double jumping
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>>736932784
dope
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>>736932452
crazy shit, I love it. For some reason STALKER and it's anomalies came to mind while watching the webm lol
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fire double jumping
>>736932821
thanks
>>
>>736932017
I think it's a long way off of being in that state, but maybe it'd be a good idea to focus on that as a kind of mid-term goal. It's intimidating to think of the whole game.
>>
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water double jumping

kinda creates a minefield in the air too
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>>736932452
This definitely needs a warning label for epilepsy lmao. Looks kino.
>>
>>736927557
I'm having a hard time creating boundaries/skyboxes for my game that stretch outwards and not end abruptly
>>
>>736932452
>>736933108
forgot to add: some kind of audio filter that fucks up the music as well would be really cool imo
>>
>>736933108
thank you.
>>736933248
really? i already turned it down a lot
>>736933336
i agree
>>
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>>736927557
Fine. Just fine. Wasted a week in job interviews while I could've been working on the game. I've reworked the lighting and I think it's looking nice. Much better to look at than before. It's actually my first time posting real stuff from the game itself, besides an artwork and a couple of tracks in the latest devlog at https://multimaniacsteam.github.io/
Kinda scared of showing stuff before it's ready, not because of criticism but because of people stealing stuff and AI bullshit going on.
>>
>>736933848
Flashing lights in any context deserves the warning label in vidya games for epilepsy things thoughbeit.
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>>736927557
Pretty good. I've released two sucessful indie games with full dynamic lighting and I'm close to finishing the third.
>>
>>736933936
i'll take note of this. thanks for the headsup
>>
>>736934074
No worries just think of the Porygon banned Pokémon episode whenever you design shit; If its repetitive flashing bright lights that can cause epilepsy just put a warning label on it otherwise its all good.
>>
>>736933848
>really? i already turned it down a lot
It's not that bad, definitely compared to actual epilepsy including shit japs used to do
>>
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>>736927557
Working with C+Vulkan.
I got done implementing the basics of gravity, friction, and collisions.
>>
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elemental evasion

Fixed and added a bunch of stuff. Added animation canceling to all the moves so hopefully it doesn't feel as sluggish as before

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

looking for feedback if anyone has the time
>>
>>736934146
oh so it's less about it flashing and more about it flashing AND being repetitive like a strobe. i see
>>736934147
i agree, but i rather have my ass covered by adding a thing to the steam-page that says "epileptics begone" instead of getting sued
>>
>>736931102
Like any ideas at all, not talking original ideas. I had plenty a day, now 0.
>mix two games
I wouldn't be able to choose two. I'd choose the last two I played. Some doc suggested a terrible illness, still waiting for results.
>>
>>736932170
I lagh at yo tu
>>
>>736931475
Watched post mortem yesterday, still life today. Pm has a very good atmosphere, but wonky characters.
>>
Looking at Indie games that have been successful, they all seem to have some level game loop extension that makes them longer / bigger than their base content would allow. For example crafting or roguelike mechanics that can recycle the same settings / assets with a twist to extend the gameplay beyond the bottleneck of indie dev asset pipeline. Or systemic / procedural games that sort of go on forever.

Stardew Valley, Terraria, Minecraft, Binding of Isaac, Rimworld, Factorio, Valheim... none of the big success stories in the indie space seem to be single player linear games. Even the big story-based successes like Undertale are filled with so much choice and variation that they are designed for replay-ability beyond just trying different builds.

Do you guys think there is something to the economy of certain gameplay systems that make them optimized for indie devs who cannot churn out the sheer content required for a typical 12 hour linear single player game? Do you think these systems are a necessity for indie success? You don't see anyone really breaking out with a linear action platformer or a narrative based linear FPS shooter.
>>
>>736934479
For sure, better that than defense of "but anon said it's fine"
>>
>>736935017
for the game of the year edition boxart quote.
"seizurific" - anon
>>
>>736927557
add ebiten to the list
>>
>>736934917
Cuphead? Basically every metroidvania (but hollow knight to name one)? A hat in time? Shovel knight?
>>
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I've been stuck on level design for 8 months.
I literally do not even have a playable demonstrative level yet.
I am going insane remodeling walls and doors tens of times.
All this time I've been coping that it's going to "click" within the next 2 weeks. But if I keep this up the project's going to die.
Everyone else makes it look effortless.
>>
>>736934917
There's a lot of generalization here. First of all, recycling content isn't exclusive to non-linear or multiplayer games. Indeed, I think recycling content is vital to have a healthy game dev loop. Not only you're optimizing in performance and size, but also in time and skills. It's also much MUCH more useful if you're monodev and the artist. You definitely don't need to have hundreds of tiles just for some platforms when nobody is going to even notice that. Trust me, people don't give a single fuck about it unless they're in bad faith or it's fairly obvious. Shit, you have games like Undertale when you have some tiles of the lowest effort ever put into a tileset but nobody cares. If anything, it adds to the charm. I think it's the same thing wrt gameplay, I mean, unless you're making a CRPG...?
>>
>>736935131
"this is what epilepsy looks like.", "epilepsy walking simulator GotY."
>>
How does Godot handle skyboxes?
>>
>>736935674
>>736935131
casuals can't even handle a little rapid flashing. fucking normies
>>
>>736929124
DENY
You are in control of your destiny
>>
>>736935391
Lol anon I'm there with you. I think I've now used the same amount of time on the level design than the entire project took before that.
>>
>>736935674
lol
>>736935740
epileptic shock? skill issue!
>>
>>736935740
I do enjoy my LSD-Epilepsy simulators thougheit.
>>
>>736934917
Because small teams can’t pump out graphical assets, they rely on maths based gameplay instead of visual spectacle. Use your brain ffs.
>>
>>736936010
Ding ding ding. My current project uses semi-random level design cause I can't be fucked to design the levels from scratch, makes devving much easier.
>>
>>736936010
lol sounds like an issue regarding ineptitude. XCom original was done by two people (art and music.)
https://www.youtube.com/watch?v=pX0Cm3N_n6k
>>
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I spent a lot of time getting my debugger working, which will be well worth it whenever I have to chase a tricky segfault or the like.
I added a new enemy, a siege engineer. They will prefer to work on an existing weapon, but if none exists they will place and try to build one, and then operate it. If it's destroyed, they'll flee and try again after some time. More engineers working on a siege weapon = faster build time and faster fire rate. My code for handling different enemy behaviors is a total mess, and definitely needs to be refactored though.
>>736932452
>>736933108
This, it's very stalker-esque. Looks really cool with how crazy it gets and how things resolve when you collect it.
>>736934469
SIIIIIIICK
I feel like it plays pretty well. I didn't have a ton of time to really dig into all the different elements and stuff, but I did have fun kicking the crap out of the computer. It did feel pretty easy to stunlock them with quick attacks but I'm sure another human would be able to respond a bit better.
>>736934223
Very neat, are you building towards something in particular or just getting something general working?
>>
>>736936185
thanks man. i guess i need to look at stalker. is the siege the thing that gets made in the topright?
>>
>>736936145
Exception that proves the rule
>>
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While debugging multiplayer, I made this cool render.
>>736931416
>>736931467
I remember these. Good to see you still working on them.
>>
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"NODEVS could be here," he thought. "I've never been in this part of 4chan before. There could be NODEVS anywhere." The cool wind felt good against his Unity license. "I HATE NODEVS," he thought. EDM reverberated through his gamedev PC, making it pulsate even as the energy drinks circulated through his powerful thick veins and washed away his (merited) frustration with people who talk about their ‘dream game’ but have never watched a single tutorial. "With a game engine, you can make anything you want," he said to himself, out loud.
>>
Recently re-read The Art of Game Design for the first time in a decade or two and realized how culpable that book is in the shit state of modern games. Imagine designing a game to cater to the exact current tastes of a target demographic rather than trying to build something that you actually want to build.
Anyways I got my modernized immediate presentation swap chain working in my MonoGame fork so I'm doing well. Back to the D3D11 mines as I round out my tonemapper and move my color grading into OKLCH
>>
>>736935282
Those are some good examples, thanks. Can't believe Hat in Time made $60MM!

>>736935494
Yeah definitely a generalization, there's always exceptions to the rule. Sometimes the games I want to make seem like dead-ends because I'm not interested in roguelike mechanics or crafting or procedural generation. So if I spend years making a 10 hour singe player game it feels like I'll be doomed.

>>736936010
I think it's beyond assets, I think the typical modern gamer expects an elevated amount of gameplay time and content that is really difficult to achieve for a solo dev without using some math based gameplay to get around content bottlenecks. Which then prioritizes indie game devs on certain genres and gameplay loops.
>>
>>736937793
It's a vicious loop, gamers expect more hours because modern gaming is so predatory that it keeps skimming for more money every turn. Like low nutrition food, people keep eating more because they're malnourished.
>>
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>Claude Code experiencing downtime
>gamedev thread hits page 9
>>
>>736927557
When will s&box be added to this list?
>>
>>736938913
when it comes out probably
>>
Making a Bioshock clone except instead of being in an underwater city it’s a mental hospital and instead of plasmids it’s experimental MKULTRA drugs
>>
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>>736927557
going well, thanks. capture the flag mode is now working pretty smoothly in multiplayer
>>
>>736939937
amazing
>>
I added multiplayer to bingo betty! It has 1v1s, custom games, and tournaments for up to 64 players! It also has ranked matchmaking with a ranked prrogression! You can even host private tournaments for you and your friends!

It's an entirely separate gameplay scheme that is basically like playing MTG or Yugioh, but you need to place your balls in the lines to actually get the effect out of them! Then you have a bunch of other shit that augments that so you can have burn, ramp, control, mill, you name it! or you can just unga bunga fill your deck with attack line balls and call it a day!

It also has an entirely new progression system that is tracked separately from SP, where you can level up from 1-100 with XP, reincarnate up to 10 times to reset your XP to 1. It also has customizable loadouts that unlock more shit for you to use in them as you progress through levels!

There are also a ton of customizable cosmetics that you unlock throughout your carreer in MP to style on your opponents! Every cosmetic is tied to a specific challenge so if you see someone with "Bingo God" you're fucked!

I have also updated single player to reveal that betty has been in HELL this whole time!!! Battle against the demons and even some angels may come to test your strength! Features a cool mindbreaking sequence where it goes from 2D to 3D.

I want to post webms for you guys but i can't seem to encode one that doesn't look like shit and conveys what i want to show

Try it in the demo here! Make a lobby to face your fellow devanons!
https://store.steampowered.com/app/4045170/Bingo_Betty/
>>
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been doing music and inventory stuff, not really worth showing off
however, i (finally) implemented goblin-dev's suggestion of having particle emitters attached to multiple gibs, so they emit blood as they are blasted away from the player
it's very good.
thanks gobbodev

>>736939937
i'd play this
>>
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It's over for gamedev.
>>
>>736940520
I'm making a similar game (assuming this is a twin stick). Admire your shading and lighting. Looking good!
>>
I want to get into Berserk but at the same time I don't because I want to make a dark fantasy game and I don't want to accidentally rip it off.
>>
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>>736940649
mine'll be more akin to diablo, with a buncha stats, random item drops and modifiers and all that
try as i might i can't escape the loot autism
>>
>>736940776
Ripping off berserk is the least thing I would worry about. It's practically a requirement.
>>
>>736931102
Looks great as always, Gobbodev!
I'm the guy with the frog character. Been making good progress with just free Claude the last couple of weeks. Thanks again for giving me the push to actually try.
Will post one day, once I get all the animations to transition the way I want.
PS. Might steal that gibbing
>>
>>736933908
This looks like if Pong got a gritty reboot.
>>
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>>736936524
Yeah, it's supposed to be a catapult, or the best I could manage for my 8x8 sprite size. It throws rocks at the player's town outside of tower range.
>>
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>>736940506
Idk how some of you manage to get your wembs to actually show what you're trying to show. This looks like absolute garbage compared to in-game

But here's an "angel boss fight" entrance sequence. I made it to where a demon spawns in and you have a chance of encountering an angel instead, which are harder
>>
>>736941572
dope
>>
>>736941830
Well in this case the static is fucking things up lol if you understand what bitrate is
Too much moving stuff = bad
Also the limit is 4mb so you have a bit more room
>>
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>>736941572
Ooops, forgot I scale by 4x. Let me try that again.
>>
>>736940776
The only way to accidentally rip off Bersek is if you don't know about it. It's better to study so you know what you like similar to it and what you'd do differently. That and Berserk itself is a mix of things Miura was inspired by, it's how this works.
>>
>>736941927
doper
>>
>>736941923
The entire GAME is moving shit LMAO, the earthbound backgrounds, the static, the particle effects, its like a bitrate murderer met a bitrate arsonist and decided to do the fusion dance
>>
>>736941830
>>736941923
Oh yeah I should mention too, static fucking up the bitrate will also be a problem for streamers if you care about that, which you probably should, I know vinny vinesauce played your game.
>>
>>736942184
I do have a background mode that removes the animations from the backgrounds, plus that TV static effect only ever shows for a couple seconds for boss fights in round 4, so i think it will be okay. Besides I am kind of banking on the content creator / streamer side to enjoy the MP much more than SP.

I do think you make a good point though, i'm definitely going to look into having a "streamer mode" option that does shit for both SP and MP

Man it was absolutely crazy that vinny played it he's probably the only e-celeb i somewhat respect and care about, ill have to reach out to see if he wants to give the new updates a shot, it's changed a LOT since he played it last.
Also managed to find out Leah played it LOL
>>
>>736941830
What the fug
>>
>>736940883
so just tower of kalemonvo with guns?
>>
>>736927942
>>736927995
this is unbelievably gay
>>
>>736940506
The bounce effect to the score and chain text is too static. Needs more "oomph" to it.
>>
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>>736942928
a bit.
i'm hoping to apply all the lessons i've learned from tok into this and seeing what happens
i'm a big arpg fan and since nobody is making the kind of arpgs id like to play, may as well do it myself
ideally this one will only take a fraction as long as tok did though.
>>
>>736943106
If you are refering to in the trailer, i entirely agree. everything on that steam page is about to get entirely overhauled in the coming weeks, now that i actually have this fuckass huge "secret" update done i can actually shift gears back to marketing spam mode
ESPECIALLY that trailer i want to make a bombastic ass trailer good enough to get ign to post it on gametrailers
>>
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solo dev'ing an open world rpg/fps like cyberpunk but set in a psychedelic drenched vaporwave inspired future. working on bug fixing chapter 1 right now
>>
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>>736943256
Also, I really think you should redesign your capsule art. It looks not so great. You should definitely make something for it that leans more into the high def pixel art you got going on with the character portraits in game, or something that matches the art style for your announcements. I'm sure you've probably thought about this already.
>>
>>736929221
>download a skeleton
>build your lowpoly character around it
>???
>profit
>>
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It's a horror game now
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>>736943440
The rock and hard place is that I want to move towards using that announcement art to be the cover art, but this new update made me want to make new capsule art entirely that features the whole "heaven vs hell" thing. I think i'm still going to try and move towards that new art because you're like the 3rd or so person to tell me that in the last week or so, its a sign,

I can't get the vision of like the little angel and devil on the shoulder but they're both betty holding balls over her card out of my head, but as seen in original art i can't really draw for shit LMAO at least to make it look not so flat. I did put in a couple waifus/fujobait men so hopefully i can get some "artists" to do some of the imagining for me
>>
>>736943547
its a horror game for phones?? who tf is gonna get immersed enough to be scared
>>
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taking a break right now to finish coursework and look for actual paid work, gotta find somewhere new to live soon too so everything has come down at once to stop me making any meaningful progress
>>
>>736939937
Oh that one level of Dustborne, sick! Grab your government gibmedats for sure.
>>
>>736943708
Sounds like you have a solid theme in mind, hope you can get the art that best suits it!
>>
>>736943737
Op
>>
>>736928298
blender has jiggle physics addons you can just bake into the animation.
>>
wake up covered in sweat, dreamt of goblins yet again. They almost get me this time, but I'm faster, I'm smarter.
>>
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Added a bunch of new character idle poses and animations for random NPCs; the last bit of station work before 1.0 launches, basically.
>>
>>736945287
coffin bro is the best
>>
i hate doing pixel art. if i ever try to make a game again after failing at this one i will do 3d.
>>
so dumb unity cant drag + drop non-monobehavior classes to monobehavior
for my NPC states machine.
>>
>>736946593
"i hate unwrapping" - (you) next year
>>
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making a vib ribbon clone but for steam eck's
started like 2 days before pokemon champs came out
>>
>>736936185
>I added a new enemy, a siege engineer. They will prefer to work on an existing weapon, but if none exists they will place and try to build one, and then operate it. If it's destroyed, they'll flee and try again after some time. More engineers working on a siege weapon = faster build time and faster fire rate
that's clever, adds some variety. I think the siege weapon needs to be bigger though to make it more clear it's something you need to go after.

>I feel like it plays pretty well. I didn't have a ton of time to really dig into all the different elements and stuff, but I did have fun kicking the crap out of the computer. It did feel pretty easy to stunlock them with quick attacks but I'm sure another human would be able to respond a bit better.
thanks for giving it a shot. I'll have to fix the AI more so they dodge more, been just working on making them attack right now.
>>
>>736947241
Yeah, I agree with this anon. Fuck that noise. I use basic colors to avoid that and I also split my shit up into parts to avoid vertex and bone weights. I am just a lazy schmuck who wants to avoid hard shit though, so don't be like me. Learn the craft.
>>
Development wise fantastic, making the game is no longer the hardest part of gamedev.
Selling wise quite poorly. Going to have to hobbydev for another year or 2 before I work out how I and the market align.
>>
i spend like 3x more time playtesting than actually devving
>>
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bionut
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>>736927557
it's going to space, man
>>
wish I was more consistent posting here but I figured I should try doing something smaller scale on the side.
So while I work on the monster for the green robot knight game, here's another tyhing I had on the side.

Basically, imagine Tom and Jerry but Tom had a sniper rifle. And you play as jerry.
(not literally).
>>
>>736940776
Don't accidentally rip it off
INTENTIONALLY rip it off
that's how all great entertainment is made, just "what if I took these things I liked but made them exactly how I wanted them to be?" and a pinch of "man that thing could have been so good if they didn't fuck it up like that, I have to make that but better"
>>
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>>736947723
>I think the siege weapon needs to be bigger though to make it more clear it's something you need to go after.
That's a good point, especially in later waves it gets lost in the noise. I doubled the scale and changed it so it gets rendered in front of enemies, should do the trick.
Honestly the AI felt pretty fun to fight. If that was the enemy logic for a bunch of weaker dudes I think that would be plenty.
>>736948516
Space mining game?
>>736948740
>You're Winner
kek, take pride in the fact that your project already looks like more of a game than Big Rigs. That sounds like a fun concept, so you just try to stay alive and get to the end?
>>
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>>736949093
I guess I could take that mindset but apply it to my vidya as well.
I wanted to make a game with a similar tactical feel to bloodborne (I really don't wanna use the term soulslike). But it seems like soulsborne games are sadly a dimeadozen these days. Even if I like them.

But I figured... maybe it doesn't have to be just reskined dark souls. Nooo.....
I want it to be legit scary. Like on your toes scary. I don't want the bosses to just sit there and wait for you. I Want them to COME to you whenever they feel like it. Also parkour n stuff to run away like scardy pants.

>>736949583
yeah basically. If you get shot once it's over. Especially since the sniper is tryna aim for the head. But if your body is shot you also die.
>>
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>>736932395
>>736937458
I wasn't planning on posting more in the thread since I'm feeling lazy today, but I didn't want to leave you guys hanging. Thanks for the kind words.
Picrel is a sketch of the main city area. There's still much more to add.
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>>736949583
space mining, but up until now the terrain has been mostly flat. This is my first attempt of having the whole area be rocks in orbit, which has caused the most bugs that I've faced in months. but at least it looks cool
>>
>>736947241
> I hate unwrapping
> I hate that all my materials that look good on a sphere immediately fuck up how they look on anything with mildly complex geometry
> I hate how I think I'm doing good on tri count only to realize I'm about 5k more tris than I expected
> I hate how mixamo animations don't stay on the origin
> I hate how mixamo armatures don't inherently have a root bone
and so on and so forth.
>>
>>736928667
thanks anon
>>736930536
why the FUCK would I use godot
>>736944108
what the FUCK is the point of baking jiggle physics
if your jiggle physics aren't realtime then can you even consider them to be "physics"?
>>
>>736927557
I haven't been feeling the best lately so I've been making low poly weapons.
>>
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>https://vocaroo.com/1fVCNPhJFtzS

Is recording your own voice acting and changing it with ElevenLabs for infinity voice actors still AI slop?
>>
>>736952247
Yes, but I think that at least you own the copyright to your performance in that case.
>>
>hes been posting about his "game" in these threads for literal years with no game to show for it
>>
>>736930536
It's not native but the springbones are in https://github.com/V-Sekai/godot-vrm . works well enough.
>>
Some more progress, this time it's the first level of the Story Mode. I now have mid-gameplay cutscenes.
After I finish setting up this level I'll do the second part of this VN episode and then jump onto other stuff.

Keep at it laddies.
>>
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>>736952317
>Yes

How so, though?
It's just a voice modulator.
>>
i killed another side project to move back to my main project.
>>
>>736952426
Oh shit, content.
>>
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Can you catch the fabled statuefish?
>>
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I'm low IQ barely graduated high school and dropped out of collage after one semester and am 32 years old never programmed a single line of code in my life.

How do I make a game?
>>
>>736955869
think about your game and make it
make sure the art style is yours.
>>
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Been on a slump for a while starting and leaving small projects with no progress.

Today I managed to get something going for a project, even if it was just movement.

Feels good, lads.
>>
>>736954548
The smooth water coupled with the low-res pixel art looks jarring. Use a viewport.
>>
>>736955869
All AAA games are made by 74 IQ pajeets now so yes.
If they can make game then so can you.
>>
>>736952090
>why the FUCK would I use godot
...because you don't have to pay them a fucking dime if you earn money from your game?
>>
>>736956382
I feel like a pedant when pointing it out so this will be the one and only time but I strongly dislike seeing low res pixel art not aligned to a grid too, and there's quite a few games in those threads that do that.
It feels like you're disrespecting the art form but also it really just looks cheap, and it's even worse when the game is seemingly pretending to be retro with consistent pixel sizes all around including the UI but you couldn't get this one extremely important aspect right.
>>
>>736952090
>what the FUCK is the point of baking jiggle physics

so that the game doesn't have to calculate all of the jiggle in realtime. Sometimes you got a whole lotta ass
>>
>>736937458
You should debug your face, you horrid faggot, I'd have a more pleasant time starind at a clogged toilet than your accuraed mug.
>>
I gave up a long time ago. But the self loathing remains.
>>
>>736958364
un-give up.
>>
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>*solves all your coding problems in your path*
what's your excuse now?
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>>736927942
>>736927995
>game is set in a tokyo-inspired cyberpunk dystop-
>>
>>736958596
What's the benefit of using this over the free chatbot stuff?
>>
>>736958596
Gemini works better
>>
>>736959086
context window - random chatbots don't know your codebase so they hallucinate nonsense, while this can manage your whole codebase and write the code for you.
codex & gemini cli have free tiers btw
>>
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>>736959390
How would this work with Godot?
>>
>>736959484
There's several AI assistant plugins on the asset library just pick the one that looks the best to you.
https://godotengine.org/asset-library/asset/4767
https://godotengine.org/asset-library/asset/4916
https://godotengine.org/asset-library/asset/3427
>>
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>>736927557
it's going slowly
working on grabbing enemies and knocking them into each other. I need to do more drawing for the player sprites and get the grab fully working. also still have a bunch of stuff to do physics-wise and then i need a ui and then i need levels and enemies and
>>
>>736958596
is it bad ive been using AI to help my friend with a pet game he has in mind cuz he doesn't know how to code games and i don't care too much for his idea?
>>
>>736959954
what kind of pet
>>
>>736959954
nope, it's really good for spinning up ideas.
also anti-AI push is mostly hate towards generative art, if you AI generate all your code then use human generated art assets no one will give a fuck.
>>
>>736954548
i didnt see that nigga til it happened
>>
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>>736959997
The way he describes it a desktop pet game where Pokemon meets the Cube world toys (if you know what those are). Basically you have your own pet you spawn. You can train it. feed it, but it furniture and race/battle other monsters. Furthermore you can buy more rooms to build and expand it's habitat for it to run around in n stuff.

>>736960061
yeah I guess so. I guess my beef with it is I don't feel smart doing it, it's like my brain feels bad for being lazy and not exercising. I did an internship once where I was told to make an AI that sorts and manages company files. I was expected AI to do 90% of the coding. I managed to do it and do it well, but I felt SO BORED doing it. But that doesn't really excuse efficiency. Soo maybe i should just try what this guy is providing: >>736959686
>>
>>736959997
I forgot to mention the pets themselves are based on mythological creatures, like minotaurs, gorgons, phoenixes, etc.
>>
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this is gonna sound retarded but is there no way to "sculpt" in low poly?
I like sculpting, I like texturing and painting, but I hate the box-extrude-fill workflow it's just so slow and unintuitive compared to just pulling shapes out of a blob of clay like I'm drawing or painting
>>
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>>736961241
The problem is that you need a dense mesh to sculpt, anon. Try sculpting in blender with a low poly sphere, even by adding subdivisions it wont behave as you would like it to. Or better, the less polygons the mesh has, the less it will behave as you want it to while sculpting.
I sometimes like to model lowpoly, then add subdivs and sculpt on the lowpoly a bit to refine some parts so baking is a bit easier later but thats just for refining.
The other option is scultping on highpoly and then doing retopology
>>
>>736960960
>yeah I guess so. I guess my beef with it is I don't feel smart doing it, it's like my brain feels bad for being lazy and not exercising.
It's not just you, all the software devs who love the process of coding are having existential crisis's now that their passion is being automated away, just look up AI fatigue, AI ruined coding on youtube.
>>
>>736957459
yeah good luck getting your shitty godot game that took you 20 years to make running on console (where the money is)
>>
>>736957629
if (You)'re PC can't handle jiggle physics on at least 10 (ten) big titty goth gfs on the screen then I don't know what to tell you anon
>>
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>>736927557
I spent some time a couple days back drawing new backgrounds for the initial cutscene for my Dungeon Crawler. Now I'm writting the dialogue, party chats and stuff
>>
Put this cool ring effect for when players join and leave mid-game. Prepping the game to be as polished as can be for the next NextFest in June.
>>
>>736962289
Neat. Good job, nice lighting.
>>
>>736960960
You're optimizing the fun out of what I imagine is essentially a hobby/passion project. Stop being dragged down by the efficience gremlim. If AI is sucking the fun out of something you're not straight up doing for money, stop using it. I'd honestly also suggest telling your friend how to use ai for coding himself and let go if you don't care that much for it, cause you most likely will get bored, leave him hanging and make him hold a bunch of code he has no idea how to parse.
>>
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>>736962338
Thanks bro. Drawing backgrounds is fun, too bad it takes me a bit to finalize each of them
>>
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I've been fiddling with and reading up on SDL3 and a few other libraries, which has gone surprisingly smoothly so far. Certainly helped by me being a codemonkey and going for a very simple 2D design. But then again if I wasn't this kind of an autist, I wouldn't even know what is and isn't useless bloat in big fat engines. And since the basic abstractions are so clear, I get to design and optimize shit from the first principles, which means it's always MY WAY and never the HIGHWAY. GPU interactions and 3D rendering are still a bit too black magic-y for me, but thankfully text and image drawing is easy enough to steal.
Really looking forward to read with the most awfully sardonic tone you can imagine problems that will inevitably arise once I'm past testbed toy projects. For now I am still coping that I know better, that robust design and sanitizers will catch the most egregious issues, but that's plain hubris.
>tl;dr go into enginedev they are all lying to you to fill the pockets of big enterbrain it's never been easier
>>
>>736962289
looks cool
>>
>>736962160
what about 50? I really think performance should be gauged in how many big titty goth gfs can have jiggle physics simultaneously. It's a much better method of measurement.
>>
>>736943352
i like the holographic cyber palm tree growing from the road
>>
>>736959874
Nice work, your movement looks a lot better from the last time I've seen this
>>
>>736943352
Bit too colourful, tone done the red. Look at gta 6. They are doing it right. This is impossible to look at.
>>
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>>736940946
thanks man! happy to read that you are making progress with your game, hope to see more of it soon! For the animation transitions, if you are in Godot checkout the AnimationTree, that makes it very easy to interpolate between animations and it looks real smooth!
>>
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>>736958596
been using this at work and in the last 2 weeks I've completed 4 stories without typing a single line of code. My career is cooked, hope people like goblins
>>736959874
pretty nice! if you plan to add a "hurt" or a "falling" animation for the enemies you could recycle that for the "grabbed" and "thrown" animations. That's what I do and in most cases it looks nice
>>
>out of claude messages
it's over for me.
>>
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>>736927557
Got custom heightmap to work, but for some fucking reason I can't get my characters to smoothly change heights.
Even with a basic 4 points bilinear interpolation it still has jarring "step" in height when moving around.
>>
>>736964617
love the little dogs. Good luck with that shit man
>>
>>736934917
games with crafting, simulation, or strategy mechanics perform better on PC than they do with consoles. AAA doesn't do it because they are difficult to test
>>
>>736940998
I guess "gritty" is a way you could describe this level, yeah. I didn't really put that much thought into drawing the pixel art for the light sources, so that comparison is fair lmao.
>>
>>736940998
Directed by Christopher Nolan.
>>
>>736927942
>>736927995
>completely unoriginal setting
>blatantly derivative of Cyberpunk
>8 year old's idea of game design with zero actual design, just vague notions and blurry ideas
>all written in inane ESL babble
Hmm, no.
>>
>>736964026
Was gonna say people will always like goblins but it won't let me post any goblins :(
>>
test
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>>736932452
spent a day texturing this architecture that sits around water-spheres. not only is is ornamental, but solves the problem(hopefully) of players not really knowing where the outer edge of the sphere is when inside
>>
>>736966361
so sexy
furfag devs get all the art genes its not fair
>>
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>>736965921
>it won't let me post any goblins
what the hell why?
>>736966361
I feel like the ornament + that light when you get close to the limit is enough. Good stuff!
>>
>>736966471
I'm not seeing any furfag designs in that?
>>
>>736962959
Based. Is it objectively slower than using something off the shelf? Absolutely. Will you want to tear your hair out sometimes? Definitely. But imo it's a lot more fun to do than to use an existing engine (at least for 2D). Probably the most fun I've ever had with gamedev.
>>
>>736966471
luckily i was born with the right jeans. otherwise i'd have to cultivate skill manually. thank you though
>>736966830
thank you gobbro! any eta on when the prologue will be playable?
>>736966894
i also don't, but if it helps with sales i'm not saying anything
>>
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>>736966830
No idea. Also my post didn't show up for about 30 minutes. Idk.
>>
>>736966894
>>736967054
4 legged shark
swimming too good
lewd nipple shaped domed buildings
good grasp of spyros autistic level design

you can deny it all you want...
>>
>>736967443
>good grasp of spyros autistic level design
i am seen
>>
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>>736967443
sharks have no fur tho
>>736967054
>any eta on when the prologue will be playable?
hopefully soon lol, although I still have a lot of coding and blender ahead of me. This is what remains:
>boss fight
>bunch of NPC models for cutscenes
>cutscenes
I started working on the boss, currently setting up the collisions so instead of a single big capsule it has collisions per body part, so you can do stuff like going through the legs or stand on his arm after he delivers a jump, allowing you to do another jump to reach the head.
>>736967124
oh yeah 4chan's been all shitty today for me as well. Glad to see you can post gobbers again. How's the game going?
>>
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>>736967836
>after he delivers a jump
after he delivers a punch. What the fuck was I thinking there lol
>>
>>736967836
>boss fight
i'll ask again next month
>>
It's goin, working on pixel art. Currently the bad guys don't do anything to hurt you when you bump into them. I'm gonna give them a little punch or whatever so contact damage is a little cooler.
>>
>>736967947
kek, yeah it's going to take a while between enemy logic and scenario presentation
>>736967990
love all the effects, very cool! do you reload bullets one by one Outlaws style?
>>
>>736967836
Sick balrog dude.
Game's going well, hopefully we'll have something to show soon. We decided on a 6 month development cycle, so it should be done in the summer. At least, my programming is on track, but we don't have many enemies modeled yet.
>>
>>736963984
I am using Godot and the AnimationTree, and for the most part i works well. I just struggle with figuring out how to call a basic attack combo that interrupts the walking/running state machine, without looping endlessly.
But I'll wait for some more tokens and then discuss it some more with Claude, lol.
>>
>>736947832
>>736947241
What the fuck
UV unwrapping is literally the easiest thing ever. What is wrong with your brains?
>>
>>736967990
Very cool
>>
>>736968151
yup, you can stop reloading at just one or two in a pinch
you just hold down the shoot button and release when you're all set to go
>>736968871
thanks friend
>>
>>736965686
forgive me for my ESL
>>
>>736927557
I am working on a game but I don't want to post it here because then people would associate me with you degenerates so...
>>
>>736969323
my girlfriend also goes to another school
>>
>>736929024
>devs should write their own engines
The best coder I know (self taught as a small child, been coding and gaming for 30+ years) has always meant to make a game but he fell down the engine rabbithole many years ago and all he does is constantly optimize and refine the engine to run on the most ancient of toasters. If you want to make a game you need to actually make a fucking game, the engine should only be a factor if nothing can do what you want it to do.
>>
>>736969323
imagine being scared like that
this is one of the most trafficked websites on the clearnet, and the feedback here is really valuable
undertale started here ffs and i don't think toby has had any problems, minecraft too
>>
>>736969997
>this is one of the most trafficked websites on the clearnet
True, this is why I will shill my game here when it's done and pretend like I'm not the creator and if anyone ever asks me I'll say I never heard of this 4chan thing.
>the feedback here is really valuable
I don't need feedback, and especially not from here.
>undertale started here ffs and i don't think toby has had any problems
Toby is a leftist obsessed with gender politics. And Notch was probably here before the site went to shit in 2016.
>>
>>736969069
Btw, submit your project to next demoday (in 20d), I'll play it and leave some feedback for sure
>>
>>736969323
Notch posted here and that didn't stop a turbo normie business like Microsoft from paying millions to buy his game.
>>
>>736931416
>censored bits
lol
>>
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>>736966361
a small one before the thread 404s
>>
>>736967990
what engine?
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>>736952502
Normies are hysterical about AI. Anything that can be vaguely interpreted as AI under the most retarded stretch will be treated as if it was fresh out of the singularity.
Not much you can do about it, either roll with the luddites being pissed off, or do everything in full manual mode even for dumb shit.
>>
>>736972820
>the luddites
These people are a tiny minority by the way, just like the trannies and insane twitter leftists were (in fact the two groups have massive overlap), they don't actually matter for your sales and you shouldn't listen to them.

Arc Raiders uses a tonne of AI, including voices, yet you'd be hard pressed to find a single negative review complaining about it. These people are not your audience.
>>
>>736958115
>starind
Your third-world understanding of English is on full display.
>>
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>>736958115
>starind
>accuraed
Take a deep breath before shit-talking. It'll help ease your rage-induced tremors and prevent you from making kindergarten-level spelling mistakes.
>>
>>736971651
Back then the mexican russian mutant wasn't making these threads radioactive, those who are funding my game said to avoid posting progress here exactly because of that abortion. Imagine bragging about your epic faux 90s render style and your legacy is "nobody wants to be around me".
>>
>>736975442
I'd much rather post my game in agdg than here with that schizo kek
>>
>>736975508
... isn't faggoon *from* agdg?
I thought he was posting here only when agdg didn't have enough activity.
>>
>>736974039
>>736974250
Oh yeah, well. Your mom.
>>
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>>736975726
KEK
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>>736975726
OOOOOOOOOOOOOOOOOOO
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>>736975726
>>
>>736975442
who is the mexican russian mutant? I don't come to these threads usually
>>
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Decided not to make a bunch of universal animations for my fighting game to give it SOVL but now I have a massive workload
Luckily I have FREMBO
>>
>>736975925
This faggot >>736937458 known as rasko
>>
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>>736975925
pic related
The guy somehow think that being an extremely confident retarded asshole mean he is a chad.
One dev tried to befriend him, thinking there might some good under that rough exterior, and faggon doxxed him at the first disagreement.
>>
>>736975726
Babe wake up new sick burn just dropped
>>
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>>736975973
It's all gonna be worth it when I can finally play Melee without dash dancing and wave dashing
>TKTKTKTKTKTKTKTKTKTKTK
>YA YA YA YA YA YA YA YA YA
It's like STFU
>>
>>736976119
Never trust russians, that's the moral of the story.
>>
>>736963341
I'm glad we can agree on that anon
luckily my game does not require jiggle physics on any more than 6-8 big titty goth gfs at the same time
but I can see a case where some optimization would be required, maybe a "big titty LOD" system to disable jiggle physics for big titty goth gfs that are further from the player's view
>>
Moral of the story:
>Do not engage with Fagoon
>Do not reply to Fagoon
>Do not even acknowledge Fagoon's presence in any way
>Work on your fucking game instead of posting here
>>
>>736965686
>>blatantly derivative of Cyberpunk
do you even know what cyberpunk is anon?
and no, it's not the single video game that you seem to have referred to
>>
>>736976493
>post here for the first time
>find out this general's ruined
Why is modern 4chan like this?
What can I do to make my site better?
I'm just finishing up testing and cleaning up my folder to upload it to GitHub so then I can transfer it to a VPS. Domain name is all set too. Was hoping to get it online by tomorrow or so
>>
>>736976493
literally who???
>>
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I released my game today.
>>
>>736976603
(You)
>>
>>736976729
oh yeah you caught me I guess
anyway... good to see whatever or whoever it is you're complaining about literally doesn't matter whatsoever
>>
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>trying to juryrig a LOD system for my terrain without putting too much effort into it
... guess I will have to actually bother learning how to do it properly.
>>
>>736976665
buy an ad
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>>736976665
Toad devs get the poke until they provide a link or stop larping.
>>
>>736927557
Not good. I don't even have progress to post for (You)s, I'm just in Blender making models.
I really hope i have something to show for it next thread.
>>
Working on my erotic game and am wondering if I dare to put it up at F95. Its still basically nothing but Unity default UI and mechanics, no real content but I would like to start testing it with other people.
>>
>>736977412
It will end up there anyway. Mine did.
It's neat to collect genuine feedback since they have roughly the same mindset than here.
Better not be a VN in version 0.001 tho.
>>
>>736975726
At least I have one.
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>>736977194
https://store.steampowered.com/app/4005440/6_Ways_To_7/

Behold!
>>
>>736977704
Not my kind of game, but congratulation Anon. You are now an actual gamedev.
May some jewtuber propel your thing to notoriety beyond your wildest dream.
>>
>>736977704
I must know: can you gamble as a Yug-Yug?
>>
>>736977412
Why would anyone have fun playing that. Too early.
>>
>>736977654
I bet she regrets less having diarrhea than having you.
>>
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>>736978503
OOOOH OOOOH OOOOOOOOH OOOOOOH OOOOOOOOH
>>736977654
WHERE YOU AT? WHERE YOU AT? WHERE YOU AT?
>>
>>736976987
Just make a horror game about living meatground or something
>>
>>736976602
>Why is modern 4chan like this?
Modern 4chan is pretty much dead. The best public alternative, besides the alt-chans, is Twitter with an aggressively curated algorithm feed.
>>
>>736935391
play games for inspiration, take screenshots, record video, use those websites that rip out levels, etc. hell, get garrys mod. people make some insane shit in that, and you can no clip with console commands and look at things from different perspectives. thinking things up from scratch is hard.
>>
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>>736927557
>making game that's mostly in doors
>ue5
>start with all the slop on
>nanite
>virtual shadow maps
>lumen
>quickly gray box a small level
>add lights
>run around level
>130 fps on a 5070 ti in the editor
>1080p epic settings
>extremely concerning
>chuck out all the slop settings
>bake lighting
>500+ (FIVE HUNDRED PLUS) in the editor
brotherman...
>>
>>736979547
What killed it?
>>
>>736977704
Eyy, I remember that name from older threads. Good on you anon!
>>
>>736980084
Filipinos who hate it when you call them out for being pedos.
>>
>>736980212
Got it
No nonceslop on my site
I just need to find mods who will enforce this instead of gooning all day
>>
>>736980084
The rasko melty
>>736980212
Name all your boogiemen, you fucking retard. Remember when you thought the mods were after you? That was a fun one.
>>
>>736980362
No namefagging on my site. Poopdickschizo and his mentioners have no place there, there is only room for discussion
>>
im thinking about making a turn based rpg, how cooked am i?
>>
>>736980278
If you want an empirical example of what's ruining this site, here you go: >>736980362. Ask it to post the game it's making and it will tap-dance around the question until it slithers off.
>>
>>736980718
>>736980632
My game is your mom and she slithers through my balls , raskiboy
>>
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>>736952247
still on the fence about this
any more opinions?

>>736952317
copyright depends on your subscription mode to elevenlabs
from what i have seen all plans above the free one have licensing for commercial use. no idea if there are any further shenanigans hidden away in the contracts.
>>
>>736980838
>Not even replying to the right people
You sure are slipping badly, but not as bad as when you slipped out of your mother's womb prematurely in the mud hut you called a hospital.
>>
>>736980714
It's one of the easier genres you can do. Might as well use RPGmaker.
>>
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>>736980178
Thanks anon, especially if you ever left any DD comments. These threads are sometimes hit or miss, but the demo days were great in refining the game and getting consistent play-tests.
>>
>>736980909
>nnno it's not me i swerrr bawwww
Shut up rasko, now pass the controller AKA your mom's vag.
>>
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>>736968207
>sick Balrog
my man! I was just thinking of giving him a sword and a fire whip lol
>Game's going well, hopefully we'll have something to show soon
that's great news. 6 months can go in the blink of an eye tho, good luck with it! hope to be able to play it soon
>>736968221
I've never hit the issue you mention since you can configure the links between nodes to not move automatically to the next one. Just click on the arrow and set it like picrel
>>
>>736931416
>>736931467
this is a classic example of super hot art going nowhere because it's stuck in a clunky game
>>
>>736952247
yeah. you're not using a music plugin that alters your pitch, you're using others voices to alter yours

it is on par with using sketches to generate ai art trained from the dataset of others
>>
>>736981193
>He's so triggered he can't even come up with a witty comeback
I accept your concession. Try not to get eaten by a monitor lizard on your way to Jollibees.
>>
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>>736927557
I've been bogged down making a custom running animation for a month. Only putting a few hours a week into this though.
>>
>>736981639
Have you been wrestling little boys lately? Knowing your dad you have an ample supply to choose from.
>>
>>736980718
Both you guys are what's ruining it with your tiresome feud
It's funny to make fun of an attentionwhore retard but it has its limits. That's when jannies need to come in with the banhammer to cool things off so it doesn't become habitposting
>>
>>736981824
You are absolutely right. We must ban everyone who does not have a game they made to show, starting with >>736981750.
>>
>>736981892
I accept your concession that you touch little boys.
>>
>>736981824
I wish jannies did anything about that yeah, thread was going pretty nice until the usual retards showed up
>>
>>736982049
At this point you're just throwing out libel in a desperate attempt to win a battle you lost long ago.
Not a good look for you.
>>
>>736981824
Well unfortunately despite being permabanned at least once, constant, persistent avatarfagging, constant, persistent disruptive behavior, he never gets taken care of no matter how much he gets reported for the above
Also given that he's evading at least one permanent ban it likely wouldn't accomplish much as he'd probably evade those bans too
Ignoring him is no good either, he will just reply to himself until someone engages with him because 'they did it already'
He knows he shits up threads with his presence, he enjoys shitting up threads with his presence, he is the text book example of a cancerous gimmick shitposter who lives only to fuck threads up for fun
>>
>>736982172
jannies could do so much to improve this site. I knew nothing about moderation going into web development and learned a lot about what they actually could do to clean up this derailment. It's one general that gets a lot of traction, if they have to ban and delete posts to keep the thread discussion from dying it's what's best for the site
>>
>>736981460
how is it different from using a regular algorithmic filter?
The result will be the same except perhaps cleaner.

>darth vader voice with pitch shift
>:D
>Dart vader voice with AI voice modulator
>:((((((
>>
>>736981824
Mods got bored of banning rasko because he keeps dodging bans with help from his sharty friends.
>>
>>736981824
banning won't matter for fagoon since he knows how to ban evade and has boasted about it in the past. can't speak for his haters, but if they're real i'd imagine they pull similar shit.
actually while we're on this topic, i don't believe fagoon has any real haters and most people are indifferent and ignore him, and it's him trolling himself to give himself a reason to act tough and possibly garner sympathy from other anons who aren't wise to his shit yet. Something about the way his haters all write feels like his writing style.
>>
>>736982195
>battle
Stupid nigger, you're the bonus game. There's as much battle in here as there's a battle batween me and the ants i may unknowingly step on in my way.
>>
>>736976471
>disable jiggle physics for big titty goth gfs that are further from the player's view
heresy
>>
>>736961241
i think substance painter has a thing that lets you paint normal details directly without sculpting geometry

like if you wanted to add a few creases to cloth without doing a high poly bake

>>736976665
grats, anon

post stats
>>
I've just changed the gameplay loop yet again... Time to rethink all the systems.

>>736977704
Congrats, man. I still remember when the sprites were a bunch of shitpost pictures, hope it does well.
>>
>>736980006
that's what you get for using unreal engine anon
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>>736980006
>turn on all the graphically intensive features in a debug build
>surprised when it's graphically intensive
You'd probably get much better framerates if you were using a release build, but obviously turning on features will never give you more FPS.
>>
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>Guess I'll check out this Redot shit since Godot are being a bunch of psycho trannies
>Lmao it's just a Godot fork with a red ui but whatever
>2 months later
>Okay I'm ready to go back to real Godot now
>Turns out I've been using redot exclusive features that make it impossible to migrate my project back
Fuck guess I'm not gonna be able to use 4.7 when it comes out.
>>
>>736983675
that's really good, anon

it's not big bux, but you are now ahead of like 80% of indie devs who don't even make a cent
>>
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>>736983085
>post stats
24 units sold, 91$ revenue, assuming steam is up to date.
Honestly better then I expected, I was at 400 wishlists on release. I never expected tons of money from the project.

>>736983097
Thanks anon, those were the days. I need to put together a compilation of the progress from the first prototype.
>>
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>>736983387
i dunno, my optimization goals are the 3060, the most popular gpu, running the game at 120+ fps at 1080. i can only approximate with my 3060 ti that i purposefully gimped to run like a 3060, and the results are the same on there, 60ish fps on max lumen quality tsr, then over 250 fps with baked lighting at native 1080p. obviously this is a gray box with nothing in it, but those are promising numbers, considering all of ue5s performance issues come from both the high tier settings being brutal on everything, and most people having ancient gpus still. abiotic factor on ue5 uses software lumen and the 3060 can do 70+ fps at 1440p high.
>>736983537
no, i'm shocked that a fucking gray box with a floor, a wall, and a small room craters a 5070 ti to 130 fps. those settings are what every aaa dev slams into their ue5 game, and then every single game is perceived as unoptimized, which, yeah. i feel epic was making all these developments and didn't foresee covid, the gpu apocalypse, the ai apocalypse, the ram apocalypse, all of the western world collapsing in on itself in a few short years, so basically nobody has up to date hardware, and epic has all these cool tech advancements available to nobody.
>>736976665
>>736983774
i buyed boughted. don't let your dreams be memes.
>>
>>736983736
Redot has exclusive features?
>>
>>736983774
That's cool, you've come a long way from that proto.
>>
>>736983871
Thanks anon, let me know if you find any game breaking bugs! You're a real bro
>>
>>736983904
Redot has support for animated images which I use instead of sprite sheets because it saves on disk space and GPU memory and also make use of large 2048 pixel tall characters. I have entire custom class built on top of it that loads and unloads sprites asynchronously to manage VRAM usage and can animate them using a simple tag and group system without having to use Godot's buggy animation player node.
>>
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goblin bump
spent most of the afternoon away so barely any progress today. At least I was able to confirm that there's no problem on the player being able to stand atop big enemies, which is cool to do things like "boss throws a punch, you jump on his fist, then jump again and strike the head". Could be fun.
also picrel is one year old...
>>
Attack of the Zombie Gyaru Trannies



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