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File: 1717258304443.jpg (82 KB, 1024x576)
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You ARE working on your game, right anon?
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>>737425470
Yep, this pot is now complete.
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>>737426426
what game?
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>>737427072
Ultrapen
It's basically penguin megaman for the MSX2
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File: 2026-04-06 00-00-05.webm (2.69 MB, 412x504)
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>>737425470
Nothing to show visually, but working on my net code, since I believe that will be the real draw to my game (I plan on the online mode [sans co-op story] being free with all costumes being paid for, or you can buy the story mode and get everything for X amount of dollars, costumes and all). I've gotten The skeleton enemy completely working online, and Frankenstein MOSTLY working.

I'm also working on controller remapping, both in that you can select which controller you have plugged in is P1 and P2, as well as what button does what. I have the framework for that done, but not implemented.

>>737426426
I love your game. I look forward to when you post progress. The fact that you're actually making it for the real MSX2 systems is so neat to me. If/When you release it, I'll definitely give it a playthrough on my MiSTer.
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>>737428330
Thanks.
Your's very cool too
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>>737426426
noot noot
>>
Im still improving my NPC behaviors and right now creating a manager system that'll track the state of the level as well as each state of the NPC, and the way they act is determined from both states

its pretty cool so far but i wont wanna show it til its done since its lots of small parts Im working on that add up to the whole thing.
Im really excited though, the idea I have for this works on two levels so i can work on a smaller technical demo and also work on it in a way that can turn into a game idea i think is actually really good.
>>
You'd think Farming Sims and Porn Games would mix easily but the more i think about it the harder it gets to make a game with both elements
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>>737429048
You plant seeds and they grow into sexy plant women. You sell some and keep others, prostituting them.
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>>737425470
still working on animations for the big demon guy. Once you hit him enough in the weakspot he'll enter a "break" state in which he's just there waiting to get pummeled by the player, leaving a chance to do some real damage. This animation is for when that period is over, and the wing flap will send the player backwards
>>737426426
good job MSX bro. I still remember your TV bossfight, that shit was kino
>>737428330
how's the netcode experience in Godot so far?
>>737429048
what's the issue? porn fits with everything lol
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I invented wamons
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>>737429328
are they all virgins?
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>>737429382
Until marriage
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I been working on my SHMUP, I found myself having fun while testing it the other day so that's a good sign
I've never been a huge SHMUP fan, more of a casual enjoyer from time to time
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>>737425470
yes, finally started boxing out the level, and it's coming along surprisingly well too
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>>737429446
Is this some sort of super saiyan bargain sale?
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>>737429489
well thats not a good sign at least specifically for a shmup creator, you have some 1ccs under your belt at least right?
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I basically did Gerster Waves with tessellation and some interaction with the predefined objects, so in theory it does act differently when it's shallow or terrain is steep. Doesn't act perfect, but... I have no idea what I will do with it. I wouldn't even call it gamedev, I'm just fucking around in Blender and Unity.
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>>737429623
>you have some 1ccs under your belt at least right?
lol
lmao even
I am planning something special if a player can 1cc it though
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>>737429282
In my headcanon this is after the demon fails his entrance landing and gathers himself for a second before he carries on the intro acting like we didn't saw it.
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>>737429701
see, saw, fuck
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>>737429601
The opposite actually, the faces are actually my primary monetization strategy (They are cosmetics recognized between servers available to your character.) About half of them will be free, but planning on some being unlockable through events and others as purchasable cosmetics
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>>737429282
>how's the netcode experience in Godot so far?
Fine, but I wish it was easier to make online function in. I might make my own netcode a little easier to work and release it to the public so it will be that much easier for others.

Does anyone know what would be the best way to distribute something like this?
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>>737429996
I see, still neat
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>>737429701
lmao nah, the dude is too cool for that!
>>737429670
looks neato, I like how it goes from blue to cyan near to land bodies
>>737429996
what the hell, poor goblin!
>>737430019
that'd be pretty neat of you man
>distribution
probably as a plugin in the Godot asset store I'd say
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>>737428330
what is this character?
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>>737430336
She is Ellie the Squirrel. She can throw cartoony bombs.
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>>737429670
And here is resized and compressed my last Blender project with all the blender effects possible.
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>>737429698
i didnt mean it to really be a slight against you in particular but the reason why its so important for a shmup dev to be a decent player, more than other genres, is that in exchange for being shorter arcade length games, they are typically highly optimized in terms of gameplay flow, scoring systems, etc, those things kinda require an intuition that you get from high level play
and the thing is, when balancing difficulty, most devs can just look at like individual levels and bosses in a vacuum and expect people to die and retry them, but in a shmup, you have to think about everything in the context of an entire 1cc run. of course you dont have to be a high scoring superplayer no miss god but if you cant at least 1cc your own game I would personally find the game design very questionable

but im literally just ranting about jp shmup design (which to be fair are 99% the only ones that sell), you can go off and be as creative as you want and make a euroshmup, yeah I know that's a retarded term lol
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>>737430437
could you make her tail twitch a little bit while running? I think that could look cute
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>>737430437
I was just f5ing the board but thats a cute Squirrel and the gaem looks fun. I will now leave the thread.
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>>737425470
Some miniboss progress. I didn't plan for him to act this flamboyant - it just happened, and now it feels right.
>>737429282
I think you do a really good job of visually selling this guy as much more dangerous than small fry enemies. It's something I'm having difficulty with. Some small nitpicks from me:
1. Make the wing movement slower. Like 4x slower - I think it would feel much more intimidating
2. Keep his fist on the ground until his arm is fully extended, as if he's pushing himself up with it.
>>737430437
Schmoovement king
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>>737430603
Makes sense to me, thanks for the input
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>>737430317
Btw if you want to spice up the wings at some point, as they're often based on bat wings and those are actually elongated fingers with webbing between them. It's just something I love to bring up every chance I get, so don't take it as a harsh criticism.
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>>737428330
>(I plan on the online mode [sans co-op story] being free with all costumes being paid for, or you can buy the story mode and get everything for X amount of dollars, costumes and all)
Why? Why not just sell everything as one package?
>>
>>737430437
I just realized how good job that skybox does making the map feel free and limitless
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>>737430971
thanks for the feedback anon. I'm not sure I'll be able to implement #1 since I need for him to bat the wings fast there so the player get's sent back asap (so he's not able to hit his head while he's getting up) but I'll try. #2 sure sounds like a good idea, thanks!
>miniboss progress
he looks very elegant and kinda like a gentleman lol, very fitting for a knight. You need to interrupt his attack anim when getting parried tho, that will look very nice I believe
>>737431215
I'm saving that image, thanks man. Not sure if I'll change the wings at this point but I might do as a final polish thing. At the very least I'll keep it for future enemies
>harsh criticism
aw nah don't be silly, love getting feedback and ideas
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>>737430437
Hey how did you do slopes and momentum physics?
I need to learn how to do that for something later
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>>737425470
I have discovered scaling for UI elements
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I like the idea of getting into game dev to work on an idea I have, but it feels like I don't have a good idea of how to realize that idea. When I try to breakdown the idea into individual parts (isometric camera, combat, movement etc.) I look up a tutorial on YT to learn that thing and either I can't find what I need or the tutorial is years old.
>>
>>737425470
I am having fun with [NativeDisableContainerSafetyRestriction] and other obscure shit that is necessary to multi-thread basic things in Unity, or the Job System will trip over its own dick.
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>>737431220
When working with an online game, there is an elephant in the room. "What does your game offer that Roblox doesn't". Roblox is free. If I want people to play my game online and not have the online be dead, I need to make portions of it free. I need to get people in, see how the gameplay feels, and essentially buy the cosmetics for a bunch of money, or buy ALL the cosmetics AND the story mode for, I don't know, like, 10 bucks (As an example)? I also might not even do that. Too early to decide, but I just know I want online to be a huge component to it, and I cannot get away from the Roblox-shaped-elephant in the room.

>>737431461
Thanks! I'm probably going to redo the image itself (make it more cartoony, or at least, more "background of a looney tunes cartoon"-esque).

>>737431980
A crazy amount of SIN/COS/TAN2. I studied a lot of what SRB2 was doing for its slope calculations in the latest iterations. Essentially, you need to have a single frame of a bunch of calculations for when you launch off a slope.

Essentially, I set the "Max Speed" when on the ground. This is the max you can accelerate to, and if you're past it, you will slow down toward that speed. That Max Speed changes depending on the current ground normal Y value, with higher slopes having a lower max Speed. Well, when you go off the ramp, I set a variable of "JustLaunched" which is triggered when you were on the ground and now are not. During this one frame of "Just Launched" there are a lot of calculations done that set you upright, but also translate all your previous momentum into air momentum which is handled slightly different.

It's very, VERY difficult to get that all right, as the acceleration, deceleration, max speed, turning angular velocity and all are a teetering house of cards that need to all balance correctly to make the game feel right. I think I have it balanced correctly now to feel good, but I've also been working on the game for 3 years this month.
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>>737432336
I started with these. Godot is pozzed, yeah yeah, but I've yet to see a better crash course on learning the basics than them for any engine. Godot also has some of the better tutorials in general
https://gdquest.github.io/learn-gdscript/
https://school.gdquest.com/courses/learn_2d_gamedev_godot_4/learn_gdscript/learn_gdscript_app

If it's a mentality thing, go play Exapunks for a week and it'll teach you problem solving, at which point you can go back to whatever engine you're using, and start breaking things down into individual steps.
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>>737432574

Thanks, I'll check em out.
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>>737425470
Messing around with night time lighting and other things to see what breaks the shader, I'm getting there bit by bit but lighting in this shader fucking sucks, because of the toon shader I cant use GI or coloured lights, plus lights are either on and off no middle ground (I know I can have banding but im not going for that look)
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>>737432793
I don't see a lamp. where is all the light coming from (in universe)?
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>>737432515
How would you recommend doing this in a 2D game? Specifically I want:
>momentum and slope interaction like Sonic does, for the player
>pinball ball physics for things he throws

You already explained the general idea of calculations for the player's momentum, and I can go from there, but to grossly over simplify things visually,
>red square throws blue circle perfectly horizontally at 45 degree blue triangle
>blue circle impacts blue triangle and is sent vertically up, redirected 90 degrees counter clockwise

that and how would you suggest handling the senors for the player's detection of slopes in 2D?
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>>737432937
This is just test art
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>>737432793
you can use GI in toon shaders
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>>737433005
nta but if you're using Unity just use the actual physics features of the engine, don't try to reinvent them.
>>
You are working on your /v/3 trailers right? You have one month and one day to get in.
https://forms.gle/DbAYTrrUD92Xx4TY9
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>>737433161
I'm a gigachud using Redot, but you're probably still right, and when I'm done with my current game that doesn't need that, I'll start with seeing if there's built in functions/properties to get that working, first.
Still, I'd like know, if nothing else than to help me avoid future headaches of knowing where to start
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>>737433005
Get collision normal (in that picture, it would probably be (-0.75, 0.75))
Mirror momentum using that collision normal, while taking away X amount of force from the object (due to colliding with floor)

>>737433161
Well, I mean, someone had to make those in-engine physics. Even if he uses the in-engine physics, he should understand what those physics are doing, at the least.
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>>737433419
The godot built in physics engine is actually quite good.
I don't know now, but in 2020ish, i moved to it because the unity physics engine had a much worse collision.
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>>737433529
Ah, yeah, the geometry, calculus, and physics, I studied when I was younger is coming back to me now. I was going to ask if that only applies to 45 degree angles, but the angle of incidence is a constant thing when reflected against a flat surface. I vaguely remember taking tangents of stuff, and that tying into more organic slopes, but I'll spare you asking about that since I think I can figure that out for myself.
Thanks, you've all successfully slotted in the last few building blocks I was missing, to figure all this out
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>>737433529
>Even if he uses the in-engine physics, he should understand what those physics are doing, at the least.
but the steps to implement the feature are totally different. for the engine programmer it's doing math with the normal, whereas in this specific example if I want to have a projectile that bounces off shit I would just create that as a bouncy rigidbody, make it fly to the right at the speed I want and let the physics simulation automatically create the resulting collisions. I would NOT need to know anything about reflecting a velocity off a normal. I would need to know that moving colliders use "rigidbodies" and that they have properties such as "bouncy". totally different practical steps to get the job done.

what I meant by reinventing the physics engine is, if anon solved this one very specific task by, say, predicting the collision using a raycast, using the normal from that, then reflecting off it, all in manual scripting. this sort of reinventing the wheel can be necessary for a bullet hell where minimizing the simulation allows for more projectiles! but for anon's first 2D game he should use the built-in physics stuff because the barrier to entry is lower and chances are he will want other physics stuff - he needs to learn the physics of his engine any way.
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>>737433126
With this toon shader it just glitches out, Its because you can't any any gradients so it moves backwards and forwards, looks awful
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>>737434528
without the toon shader on if your curious
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>>737434528
>cant have any gradients
what do you mean? like no gradient in the material inspector or what?
gradients are really just a 0-1 range with some value associated at certain points in that range so even if they're not a built-in feature for your engine they can be remade.
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>>737434638
this looks way better. ditch the toon shader.
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>>737435008
It has to be "fully lit" or "fully unlit" there is no in-between, I can set it up have a 3rd 4th 5th state etc (banding) but I don't want that look
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>>737430437
cute
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>>737435179
No it doesn't, this is what it looks like with GI off and Toon on
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>>737428716
i wont show the NPC systems just yet, since im waiting for it to be closer to done and work with the two types of NPC i'm making
but here's the dragging/pulling objects system. its clunkier than in untitled goose game, i think they have some sort of counter-weight force applied when dragging in that game.

i added a custom center of gravity for the pullable objects, which will pull slightly down and in the opposite direction from where its being pulled from, and it does help a little bit, but i think in goose game there's an actual counter force being applied since 1)NPCs can pull/snatch away whatever you're pulling in that game and 2) some surfaces feel like there's more drag on the object and the actual shape of the object affects how it is able to get pulled

i didnt set up shaders yet, so everything is one color since i deleted the textures.
>>
>>737432515
Why not go the friendslop angle instead of making the online free? Then you can get some money from the online, and basically shift the single player to a bonus.
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>>737434528
i like this the best but i dont like the blue noise at the shadow attenuation on the wall at the right side of the pic.
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>>737430437
Would.
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>>737435517
That's the GI, Its why I turned it off and trying to make >>737435324 work, getting there bit by bit.
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>>737435324
nope. GI on, toon off still looks best to me.
1. look at the floor tiles in shadow. you can't even see the color any more.
2. look at the shadows on the blue pipes. in the toon version they have gaps in them which is especially distracting on the inside of the pipes. in the GI version shadows are continuous as they should be.
3. looking at the vents overhead you can clearly perceive which parts are horizontal and which vertical in the GI version. in the toon version they are all the same shade so they blend together. the geometry is hard to perceive at a glance. there is no depth.

for a game I actually play I would vastly prefer the GI version as it makes it super easy to read the geometry at a glance. with the toon version there is extra work I have to do to decipher what I'm looking at and it's not worth it. what do I gain?
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>>737435501
Well, I mean, I do plan on the story mode being able to be completed from start to finish with other players. There is local split-screen multiplayer and online multiplayer, and I have it so you can pick up and throw your friends.

>>737435725
lol

>>737434638
This is more pleasing to the eye, though of you are going for an "old comic book" feel, I don't think the other one is bad.
>>
>>737435732
does your engine have screen space shadows? thats what i use in my renderer now, all of the shading is a post process and its easier to blur/smooth it however i want since i added an enum that picks blurring/smoothing passes to help adjust the shadow

the only problem with that is that since its a post process for the shading, the surface shader might need to be changed to act as a data container rather than something that draws a pixel to the screen.
>>
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>>737435916
>look at the floor tiles in shadow. you can't even see the color any more.

This is a night time scene lighting so the shadows replace colour, this is what it looks like in day time

I think what I'm going to do with the pipes is just turn off the shadows if they are in direct light
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>>737430437
the difference in reception between this and your usual posts with the cartoony dude is insane lol
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working on wood element
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>>737436912
sick as fuck, duder.
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>>737436347
I still have no idea what you mean by night and day time. the scene is indoors. there is no sun or moon. you call it a test scene but what are you testing? if your game will have "night" and "day" scenes then you aren't currently testing those at all.
>>
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Thought I would work on the level today but spent all those hours on the first airlock instead lol. Had to be done at some point anyway, and came up with a solution to problem I previously had with doors and door control location. Sideways opening doors are fun but hog space unless they have space inside the wall.
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>>737431489
>You need to interrupt his attack anim when getting parried tho, that will look very nice I believe
Agreed. It actually is interrupted, but for some reason Unreal is forcing a slow blend time between animations.

As for your animation, I get the issue. What about making the vulnerable timer a bit smaller, and then having him slowly raise the wings up, and quickly flapping them down? The 'vulnerable time' would be the same + the player would have time to get away. Unless you want the player to get knocked back, of course. Enough yapping from me
>>737434638
Looks much cleaner without the toon shader.
>>737435334
Tthis is a dope artstyle. The transparency on walls looks great!
>>
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I got a day-night system working in my game and what makes it cool is that it syncs with the system's clock to show which time of day it is. Now, this wouldn't be all that interesting, per se, as you could just turn a directional light to simulate the sun, but my skyboxes use cubemaps to depict far away places, clouds, and stars and they too dynamically fade between each other, giving cool scenes like this: the early dawn just before morning is reached.
>>
>>737437169
The game is going to have a day night cycle, the shadows get darker through out the day and at "night" they replace the colour,

The scene itself is irrelevant I'm testing the meshes/shader with the night lighting
>>
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My day went well, how about yours?
>>
Reminder to not interact with rasko AKA the fygoon guy, he will pretend to be your friend just to use his sharty friends to doxx you, he hates that your game is better than his and will do anything to bring you down.
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>This dragon and his animal friends inspires fear into unemployed fools
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light slash
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>>737437947
That can be a good thing!
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Feedback for the last release I need to do like a full sidescroller story mode or people will lose interest. Seems like a lot to do. Should I just do a hyperlight drifer kinda thing and do a open world boss rush?


>>737437148
thanks
>>
Yeah, I am making my own classic survival horror and coding is very overwhelming.
>>
>>737438261
I say do a survivor mode where every round is capped off with a dickhead boss.
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>>737438316
If you feel that you don't have enough "power level" for that, break down the elements you need to learn into shitty minigames for having fun and do em instead.
Then you come back stronger to face the big project.
>>
>>737437729
thanks
idk if i can use that type of see-through for the walls, it only works well if the camera is locked as a top-down perspective at around 45 degrees. how its set up with the free look camera you can see through walls that are behind the player too since it uses stencils with a mask to create the see-thru dots pattern
i'll prob have to change it to be a regular dithering based on camera distance rather than the stencil masking.

its also annoying cus of how my rendering works, it's not in the regular unity order (opaque > sky > transparents > post process) so the stencil can override the early post processes since some of them like fog happen too early so they're overwritten from the stencil

I like the boss in your webm it reminds me of the dark souls 2 trio knights boss, the sentenniels or however theyre called.
>>
>>737438665
Yeah, thank you. The problem is that I am such a newbie that I have to be very careful even with architecture because I don't want to refactor everything a year from now. A lot can be vibecoded by Claude and other AIs as long as I am modular, but problems arise when I forget something and it ruins future plans.
>>
>>737438873
Yeah, you probably should do some smaller, for fun shitpost projects so you can get better at reading code.
AIs are not very good at making code that runs outside of your machine so to say, but they can teach you.
Also try to stay away from anything multi thread if you can help it because debugging several different threads interacting is absolute nightmareish due all the race conditions.
>>
Also I need to add some sort of rewards system? Like just getting good at the game isn't enough apparently. I need to add achievements or unlockables?

>>737438390
yea probably the easiest option
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>>737438316
classic survival horror as in og resident evil/silent hill? why would that be overwhelming?
>>
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Are you going to capitalize on Pragmata's success and make a loli game?
>>
why haven't I seen anyone use a DAZ3D model in a real-time game
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>>737437643
check out the doors on Goldeneye 64, the ones in the Caverns level. Your door looks super cool but if you want an alternative I really digged those as a kid. Something very satisfying in the way they operate:
https://youtu.be/Jd1diAuVMZo?si=pKaOYMkLCMa3ASU4&t=47
>>737437729
that idea might actually work better. Think I'm going to finish the remaining animations and once all are done, I'll start testing and polishing them. I'll keep your thoughts in mind when doing so, I like the idea of the demon slowly raising the wings to signal the end of the "hit me" time
>>737437947
nice enough. Work went nice, took a nap, got some weed and it's a sunny day
>>737438128
I'm employed, yet I still fear the dragon
>>737439868
no loli but you might carry a princess on your shoulders at the end of the game. Kinda like DQ1 but kinoer
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>>737439451
I don't want to make cheevos but idiots- I mean my potential playerbase love that shit
>>
>>737439868
i'm gonna make a game with some of my kemololi ocs one day.. i swear
>>
It's horror now
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>>737440165
Thanks I gladly take all sorts of references to give easy variety for same shape doors!
>>
>>737436712
As a lurker, the character design for the girl/dude is... uncanny. Design-wise it just hurts to look at. I don't mean that as an insult, but it's something to consider if they hope to get more feedback.

The character looked like a take on the FairyOddParent's art style, but the potbelly screws with the design. The potbelly when used by Butch Hartman typically portrayed an older, out of shape character. So it's a jarring contrast that plays at odds with the childish looking character.

A remodel and redesign would do wonders for the other girl/guy.
>>
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>>737440165
Don't worry, he only hates bullies who are unemployed and have no future aspirations.
>>
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>>737425470
Hirdrih Technologic: The battery now has something to indicate when it's being carried by the arrow.
Also after this update https://eyeballtank.itch.io/hirdrih-technologic-wip/devlog/1493467/18apr2026-update the next one will have levels based on Nortubel and Brinkaedea.
>>
>>737441247
So, rasko hates himself?
>>
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>>737425470
I got a 3rd person character controller now, as well as raycasting/mesh picking
>>
>>737440032
Because they're stupidly unoptimized. I make fetish porn with it and the entire thing is a mess.
>>
>>737442862
unoptimized how? like so many polygons in the model that it makes the game perform like shit?
>>
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I'm not against a little silly slapstick mid-battle
>>
>>737443081
that's cute and funny
>>
>>737439840
Because of stalker and crimson heads. The stalker itself is the only really truly complex thing because it has to be faked. Scene is saved and wiped on room crossing = entity removed which creates various director handout problems.
>>
>>737443081
Gives me old FF vibes with the girl at the end.
>>
>>737442737
Raw Vulkan?
>>
>>737442951
Yes
>>
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>>737443281
>>737443463
Thank you
>>
>>737442737
based
>>
>>737440218
ugh what else do people need other than achievements? I can't do cosmetics. I can lock some moves behind a progression system.

What else should be unlockables?
>>
>>737443638
Yes, with C. It's been very frustrating, yet rewarding at the same time.
>>
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New garden done
>>
>>737445075
camera angle seems a bit uncomfortable. How about a bit of zooming out and lifting it?
>>
>>737437947
0 boughts today, or the entire last month... i have losted bigly...
>>
>>737440549
>kemololi ocs
Post and I'll tell you whether I'd buy that game or not.
>>
>>737445039
Nice!
At least everything is actually your fault.
>>
>>737443383
what if when you enter a new area and the stalker is unloaded, you set some sort of estimated time to get to player's area
and then have the stalker enter that zone after some amount of time

or have a relative map of each area and how they connect. then have some rudimentary pathfinding based on the stalkers position, and have that persist but the stalker itself wont.

that way if you have three rooms in a row like
west wing > entrance > east wing

and if the player is in the east wing but the stalker is in the entrance, the pathfinding would have an idea of where the stalker might be relative to your current room, and then set some basic path to get into that room. once it's inside the room, it'll spawn.
but if the player returns to the entrance when the stalker is still "walking" from entrance to east wing, the stalker will enable/initialize in the room when loading into the entrance
>>
>>737446081
You have to do one of two things. Either you have continuous stream with a full navmesh. You have to dynamically cull everything and freeze enemy AI. This is AAA path. Unreal solves it for you but I'm using unity. The stalker has to open doors in real time and interact with the geometry. Or you do scene: each room is its own scene with its own navmesh, AI, everything is wiped on scene transit. This is clean, modular and you find issues early.

In your example: west wing > entrance > east wing. If you move from the west wing to the entrance, you freeze the room. West wing doesn't exist anymore. Now you have to handle the active AI stalker with its correct state machine to director that decides where it goes. What if the stalker saw you? What if x billion things you must solve. It is easier to implement than dynamic loads but you have to solve a huge array of various states even if the AI is relatively simple and they must resolve naturally. If you also want to have random enemy roam and correct door approach, you cannot simulate it because the scene doesn't exist. You have to mathematically abstract it.

Maybe I should try dynamic loads but I'm afraid of it to be honest. You have to rely on engine interactions that create bugs you cannot resolve easily because the source can be anything. If you have separate scenes, it is more manageable.
>>
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>>737445195
I zoomed it in so you can get a better look at the scrimblos, but I could instead do it like this, where it only zooms in when you're holding something. Hopefully it's not too distracting.
>>
>>737445075
Make your own characters, man. Start your own legend instead of glazing the work of a man that's got glazers to last him three lifetimes.
>>
>>737447090
I feel like the transition is subtle enough and not exaggerated nor distracting at all. tldr I like it
>>
>>737442862
>I make fetish porn with it
Post it?
>>
>>737446776
you dont need a navmesh for pathfinding or even the scene to be currently loaded, you just need to persist its last position/room and some arbitrary route it could take to the player's current room. the stalker wouldnt care about what rooms are loaded or unloaded unless the room its in is currently loaded. it'd just care about each rooms relative position to the world as a whole. you could even set pointers where rooms connect and basic areas that block its path.
then when the fake navigator enters into a room thats loaded, the stalker will initialize. or if the player enters into a room where the fake navigator resides, the stalker will load with that scene loading.
>>
i dont know what to aim for
>>
>>737447939
>dont need a navmesh for pathfinding
Yes you do. Holy shit the people here are retarded.
>>
>>737447920
I can't, it's porn.
>>
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>>737448005
aim for nothing but your dreams nigga
>>
>>737446776
>What if the stalker saw you?
>If you also want to have random enemy roam and correct door approach, you cannot simulate it because the scene doesn't exist.
I'd advice going back to Resident Evil 3 and analyze in depth how Nemesis was done. There is very little active pursuing done, the player gets that impression from clever story beats and conditioning. The pursuer itself is just a enemy spawn that happens when certain events are reached with couple of clever unique spawns (such as smashing through a window).
>>
>>737447939
>you dont need a navmesh for pathfinding or even the scene to be currently loaded
What do you mean. Your entity needs a navmesh. Navmesh tells the entity where its capsule goes and where it cannot go. If you don't have a navmesh the entity doesn't have information where to go and returns null (invalid path). If you want to have a stalker in a dynamic load like Mr. X in RE2R, you need to do various tricks like cull everything, including AI ticks, but preserve the stalker AI ticks and the entire navmesh. This can produce many engine-derived bugs. This also means you have to manually set every enemy with a leash to stop them from going out of their area.

>>737448282
I know how Nemmy works and it's definitely much simpler than what I'm trying to do. Nemmy scripting is a fallback if I fail to realize my vision but I'm putting everything into my stalker, that's the experience. And to be honest, I am making the game for myself first.
>>
>>737445450
here one
https://files.catbox.moe/7letku.png
https://files.catbox.moe/fs8v03.png
>>
>>737441172
The Raccoon and the Squirrel ARE the redesign. They are replacing the human boy and girl.
>>
>>737448898
Okay, I don't want to discourage you from your vision. I'm interested in the topic because Nemesis and alien from Isolation are some of my favorites too and made me appreciate more the smoke and mirrors devs were using. Couple of thoughts from the top of my head, the Alien as an enemy and the handler controlling it were two different scripts running, what most of the people remember from Mr. X is his stomping, the only cue they have for his presence if he's approaching or going away is that (they have no clue if he actually exists at that point or not) and Nemesis got around doors by spawning after player moved far enough so that the camera shifted and they could use a sound cue for him.
And lastly, the answer has always been for devs when they drown in infinite what if's of the player that you do what you want to do when you control the player and know exactly what he's doing and where. That's one of the main reason for puzzles in classic survival horror and let's you combine freedom to roam around and trigger things when they do the exact thing you want them to do in particular order.
>>
will i regret starting godot instead of unity? i mostly wanna make coom games
>>
>>737449462
>The Raccoon and the Squirrel
do they fuck? seems problematic, I wonder what the squirrel girl parents would think
>>
>>737449714
It dont matter, none of this matters
>>
>>737448898
navmesh isnt necessary. like you said, all it does is tell the entity where it goes and where its allowed to walk. you can do that yourself without one and instead have it act through persistent data which will tell the stalker "this is the room you're in" even if its not currently loaded.
>>
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looking though my old files, found a tennis game I never finished
>>
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working on music for my "my boomer car" game

https://vocaroo.com/1cafXnvJgouK
>>
>>737449765
>No other context than "raccoon boy and squirrel girl"
>Immediately thinks "do they fuck?"
Faggerdaggers…
>>
>>737450754
sick
>>
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>>737425470
>I'll start tomorrow
>I'll start tomorrow
>I'll start tomorrow
>I'll start tomorrow
I'm tired, boss.
>>
>>737449526
Alien is substantially more complex than anything else I've seen and there's a mod that exposes even more settings. It's pretty impressive. Mr. X is loaded fully in RPD when he roams so when you hear his stomps, it's literally his actual position. You can see this when you place a camera on him. He does teleport around when not in view.

I get what you're saying. Scripting deterministic responses can create maybe 80% of it and is much easier to implement and test. But you're never going to get Mr. X type of gameplay. Mr. X works because it is "random" and you pay for your choices. Every player creates his own story through gameplay.
>>
>>737451773
Then fuck off and kill yourself to go to sleep forever. Whiny ass pussies like you do not deserve life if all you're going to do is complain about such a gift and squander it.
>>
>>737451941
That's nice young man. Where's your mother?
>>
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>C#
>>
>>737451776
Yes Alien was complex, but sadly the impression it left behind was the disappointment that it was always rubberbanding around the player, which felt like the game was cheating eventually.
I have probably too many hours in RE2R so I've grown too callous of Mr.X, but I don't remember many varying experiences with him (even from seeing other plays from Youtube). When he spawns, the puzzle items and map layout determine your path pretty tightly, to the point that devs knowingly spawned new Lickers into hallways they knew Mr.X was going to funnel the panicky player. That and the records room I think, where Mr.X teleports behind you, so everyone gets the same tiny room experience with him.
That all said, if you manage to achieve what you're aiming for you're probably going to heal the wound in the collective survival horror fandom that the disappointment of RE3 Remake left lol.
>>
>>737425470
I made concepts, systems, weapons ect.
Now the hardest part. How the hell do I find style for my game and artists or assets that will fit for my game?
>>
>>737452995
Is your game more about the visual style or mechanics? If latter, you can figure out the style later, don't polish too early and all that.
>>
>>737453237
I am doing shoot'em up so it's more about mechanics. But style is also important in that genra I think.
>>
nah. i can't bring myself to care about games for some reason lately. it may be over.
>>
i will share my game idea though. imagine Rust, in the sense its first person only 3d open world sandbox with 100+ player multiplayer, where you can pretty much do anything and kill anyone anywhere. except it takes place fully in the astral realm and everyone is already a dead human soul, you could also say it takes place in the DMT realm there's really no difference. you can't truly perma-kill someone because they're a dead soul, but there's "7 heavens" in the astral realm and you can kick them into the lower realms which are hard to get back out of but they're not a punishment because each realm has its own cool stuff, but at least they won't be in your realm anymore for a few hours which is kinda like killing them.

oh and mostly importantly the entire game is flying. there is no terrain (well there's floating castles and islands and literally anything else also floating in the void with you but there's no "mainland" to speak of)
>>
>>737452660
If you set the alien leash to much longer it becomes a better/scarier experience as you encounter it less. Mr. X teleports when you pick a specific item and the lickers are spawned automatically at set flags too. I aim for a more organic change where you author the problem with "crimson head" types and a stalker that forces you into kills. I'm not saying it will work out, it's a huge mountain to climb, but you never know.
>That all said, if you manage to achieve what you're aiming for you're probably going to heal the wound in the collective survival horror fandom that the disappointment of RE3 Remake left lol.
I don't think so man, because I'm going for a fixed camera. I will be experimenting with OTS at some point but that's not intended for this project. If the fixed camera discrete aim zones system I'm testing won't pan out (not fun to play) I might switch to OTS but that's something I'm afraid of.
>>
>>737450067
No. Maybe in whatever engine your using, but for Unity a Navmesh is required in order to cause an entity to move. So in my case, if the scene unloads when entering a new scene, then the navmesh will also unload.
So even if I do what you suggest and keep the stalker, he will fall through the floor when the scene unloads since there is not any navmesh underneath him anymore.
>>
Here is My Idea which I won't ever do.

Hereos of might and magic 3
But with sexy anime girls!
Easy 3 catsles
Sexy Humans,
Sexy Elfs
Sexy Beastkin (cat girls, bunny girls ect.
>>
>>737455129
Every upgrade is less clothes and bigger tits.
>>
>>737454842
You use navmesh even in unreal. I honestly don't know how you can set pathfinding without a navmesh. I think the anon was just talking about mathematical abstraction but combined two things together into a nonsensical soup. Realistic approach is to abstract pathfinding through pure math (no real simulation, no physical entity).
>>
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>>737429282
>animations for the big demon guy
not going so great
>>737450754
dude nice tune
>>
>>737454384
Brother, that's music to my ears. Neither Nemesis or Mr.X needed OTS.
>>
Am I still banned?
>>
>>737425470
Is there a game about muscle wizard who cast fist? Probably beat em up with megaman style level selection?

Is there an erotic game about rapist but from victims POV?

Is there a kings bounty clone but with the bannerlord or total war battle mechanics?

If not, I have some plans
>>
>>737449462
needs more jigglebones
>>
>>737456221
>>
I wish I had friends I could talk about game dev with. not necessarily technical stuff but just shooting the shit with people who also want to build things
these threads are ok but at the end of the day its really just dumping stuff into the void and sometimes the void responds.

wish there were real tangible people I could joke around with while making stuff. and if we all equally decided what to make, the entire brianstorming and ideas guy process wouldn't take much energy leaving more energy to work on a set idea.
>>
>>737451773
Then don't, go have fun instead ,but have fun developing shit you will never publish and will never take you more than a day to do.
Make it so the thing you want to actually start is a breeze.
>>
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>>737425470
when am i supposed to start posting in this thread about my gamedev? i started working on interiors of houses with crocotile before i move to blender to do it for real because crocotile is shit software but it lets me do it really fast
>>
>>737457820
whenever you feel like man
>making levels
what kinda levels? if it's retro-looking stuff maybe Trenchbroom is enough for you
>>
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>>737457875
it's like, orthogonal isometric third person interiors if that makes sense. im not sure if that'd help. i mostly need submeshes so i can do certain things like making walls transparent with the camera and the like
>>
>>737458063
there's an anon making a game with a similar perspective using trenchbroom. It's like Crusader: No Remorse but with Touhou. I dunno if he's doing the "transparent walls" thing but Trenchbroom lets you either export the whole level as a single mesh or separated as you like. It's cool and if you are going for a "squarey" 3D as if it was made of tiles then I'd say give it a go
>>
>>737458318
thank you, ill look into it tonight after work, do you have a link to one of his posts
>>
>>737458063
>orthogonal isometric third person interiors
Oh gosh I haven't worked on my game in like two years but this shit is so annoying. I'm using a 2.5d tilebased format so I don't use submeshes like you do for transparency but instead flag blocks based on their visibility based on player position if that makes sense. Man, it's awful to work with in a tilebased world because of how ambiguous it is which parts should be faded out vs kept in to keep the scene looking good while also readable. Best of luck to you
>>
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>>737458371
sadly no, sorry. But have a picture of the Crusader game he's taking inspiration from. They look more or less the same (his is more colorful).
When it comes to Trenchbroom there are plugins to easily import the map from TB to either Godot or Unity. For Godot it's called func_godot
>>
is a patreon worth it? Do people actually support gamedevs?
>>
>>737458796
If you're good at marketing yes
>>
>tried to use fl studio to create vidya music
>need to download multiple plugins to get the instruments that i want
>in order to do that you need to download other programs to get those plugins
>in order to use that program you need to create multiple accounts in each site of each program to get the plugin that you want
>have to do all of this just to try and test
i give up
>>
>>737458796
Only if your game is porn or you're a relatively big youtube/twitch personality
>>
>>737458796
The people who make the most money in our little community are most likely porn devs with a Patreon, but most people don't succeed either way.
>>
>>737458796
probably not unless you're making a porn game or already have a decent following and are regularly releasing stuff/updates.
most devs who see consistent money through patreon probably have a youtube channel with tutorials and lock the source files behind a paywall.
>>
Development hell is NEVER the artist's fault. Programmers are fucking retarded for demanding fully rendered art and animations to use instead of fucking placeholders.
>>
>>737459463
>>737459467
patreon allows porn again? I thought they went all no nsfw
>>
>>737459563
so what are you contributing if they are meant to just use placeholders
>S-shut up! I'll do my job EVENTUALLY when I'm vaping and binging netflix!
>>
>>737459434
The lesson that I had to learn with this is that you gotta suck it up and use the default instruments and plugins to get as close as you can to your vision. If you can write a good tune, then it’ll sound good even with MIDI instruments.
>>
>>737459434
you know understand why some electronic producers have 15 yr old internet disconnected mac pros with all their plugins and things already set up with six backups just in case
>>
>>737459434
try bitwig. it can use vsts or you can build your own instruments and effects with a node system they have.
>>
>>737459563
>commission assets from you a year ago
>it's been a year
>the game is now ready to go
>but it's missing assets
>assets you haven't finished
Uh uh
>>
>>737459563
>be artist AND programmer
Heh, now everything is my fault! I totally suck!
>>
>>737459872
>>737460489
if the game is good it'll still do well with placeholder art
>>
>>737460612
A nice excuse. Give me back the payment I sent you, then.
>>
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trying to make the big guy do a roudnhouse kick on the floor for the player to avoid by jumping. Still needs a lot of work and polish but it's going
>>
>>737460390
This sounds exactly what i will have to do for the MSX penguin game, but opposite.
Compose music on midi, then screw around with the PSG Ramp system i created to make cool sounding instruments that fit the music.
Then create more instruments for SCC

Then pick the one channel that will get custom FM, and use the pre-made instruments for OPLL
>>
>>737460802
It needs a better follow-through after the kick in my opinion.
You should first implement the mechanic in game anyway.
>>
I overhauled Bingo Betty again. This time i got rid of the whole "draw one place one" thing, and now you place multiple balls in a turn. I also shortened the runs and made the goals between each spike more drastically. All in all it makes for a much richer experience. Still trying to get together new gameplay footage that has all the new flashy effects i've been doing.
I also am working on the next update, i want to add a bunch of new space types, ball types, and i think i can fit yet another new fun gameplay thing in that will add a huge amount of variety to both gameplay and item possibilities. Basically i'm brainstorming up a system to have a system i call "Flair" which will be little things that can be in spaces that ARENT balls, but change the way the space interacts when you place something there. Already have a couple ideas for it. Always working on the next thing. Just wanna keep pushing the envelope. drafting up Controller support too i guess
>>
>>737461192
>It needs a better follow-through after the kick in my opinion.
a little bit slower maybe? I feel like that part goes to fast. You think the kick itself is fine?
>>
>>737459563
Delusional. Programmers would finish the game in 8 months without artists, artists are 80% of development time.
>>
>>737461449
>make bug ridden unoptimized spaghetti coded garbage
>heh, I'm such a quick and skilled programmer

>reviews say the game looks good but plays like trash

>IT'S ALL THE ARTIST FAULT IT WAS IN DEVEOPMENT HELL
>>
>>737462164
who are you quoting? Real people or just some shit you made up in your head?
>>
>>737462212
both AAA and indie games constantly have this issue, looks nice but plays like shit. Good programmers don't go into game development because the pay is crap
>>
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I can't decide if I want to try making a game like Stray or a game like Untitled Goose... I kind of want both aspects somehow
>>
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I have implemented trees, hills, and mountains on the world map, as well as facilities for each settlement developed zone.

I am working now on having imposters instead of meshes.

Simulation is working fine. We can spawn multiple characters with their own world bands going around, getting food, and selling it at the settlement. They also have schedules so they rest for a bit and then go back to work or leisure.
>>
>>737460802
Your demon makes me think of Terminal Montage's suave Ganon every time I see him.

https://youtu.be/_wxU3z9VxOY?t=276
https://www.youtube.com/watch?v=oxn9v-w54nk
https://www.youtube.com/watch?v=EGDR4AOIp3g
>>
>>737463472
what am i looking at
>>
>>737463472
just start messing around and it'll come together by itself, stop getting stuck in your head
>>
>>737459434
All you need is Analog Lab and Omnisphere
And if you need some very specific instrument like a fucking crumhorn, just get samples
>>
>>737458796
I have a patreon for extra buxx on top of what i get paid for to make my game.
>>
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I don't know how
And don't say "just learn how" because I never learned how to learn anything
>>
I'm currently procrastinating on the process of adding armature to all of my outfits and then exporting them into godot. I did however figure out how to get rid of the double armature issue I was running into. I had been exporting both armatures instead of just the deformation bones. Now that I've done that, I don't have to worry about the two armatures that have been appearing in godot.

As an aside question, when you guys export your models that have multiple meshes, do you join them beforehand and then export them, or do you export them as is and then just deal with all the little resource meshes they have. Because I plan on changing those meshes out in bulk (for different character models), but I'd like to know if there is a better way before I make code to change all of the little parts out. This is for godot
>>
>>737465194
the technology exists to teach you how in exactly the way you want to learn it
years of leddit ELI5 has lead up to this very moment to help you
>>
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I don't really know what kinda game I want to make
I want to make some sorta procgen adventure/crafting+trading game with towns and fairly detailed npc behavior, but I don't know if it should be sorta like a fantasy adventure version of Mount&Blade, so somewhat rigid and focused around the factions/the country as a whole, or more of a Animal Crossing+Minecraft+PoE mashup thing where you have your lil town and you're more focused on exploring and getting good loot.
>>
>>737437729
Changing the Blend Time to 0 - 0.1 in your Animation Montages may help.
>>
>>737465865
do the latter, it'd be more successful while also being smaller in scope



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