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File: resdefault.jpg (1.04 MB, 5120x2880)
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What'cha got cooking up this week so far?
>>
>>737555672
working on animating a boss enemy. I'll probably publish the demo once it's done
>>
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>>737555672
Still getting gang raped by unreal and my toon shader, I have to just accept that I cant have lights parallel to these vents,

its all because I have to turn off "Inverse squared falloff" so the light actually lights up the room. but it also causing other lighting artifacts which I now need to deal with.
>>
Using AI during the creative process sucks ass, but asking it "Hey, AI, optimize my shit" fucking rules. It's literally free FPS.
>>
>>737558205
Yyep
>>
I'm done with the engine, I need to add encounters, scares, gameloop and design the assets. Thinking of picking the good old clip studio paint and get some doodles going
>>
>>737559720
Is gud
>>
>>737559746
Appreciate it. Worked really hard in the dynamic touch sticks, that's what most android games fuck up
>>
Lately, performance has started tanking after working on it a few hours. Seems like a memory leak but I can't diagnose it.
>>
Don't have much updated this week, maybe I will do some more this weekend.
>>
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>>737561436
>maybe I will
you better do it motherfucker
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>>737555672
Kill yourself rasko
>>
>>737555982
Very cool, looking forward to the demo gobbro
>>
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Godrays
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>>737556404
messed with the shadow/light settings a bit more and now I have rectal bleeding
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>>737564238
dope
>>
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am i crazy or are there no simple mixamo animations for interacting with something
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While my system is actually functional on a technical level, I need to fix my numbers up like absolute HELL.
>>
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You didn't send your trailer to /v/3 yet? Well what the hell are you waiting for? https://forms.gle/nfAHEGqRoZi7ihrG7
>>
is ue 5 fine? from the perspective of a solo coder cutting back in.
I just want to make a little action rpg after spending 15 years not coding. I was using ogre3d and a little unity 5 before.
>>
>>737564238
I think it might be just a little bit distracting if there's anything else happening during that segment.
>>
>>737567149
I'd say it's better to go for UE4 , you'll do the exact same things with better performance
>>
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>>737558205
It doesn't even suck.
We're indies, we're not large corporations that can provide wages to anyone.
The idea that using AI = bad, comes from artists that got used to being paid exorbitant amounts for very little.
Most consumers do not care, as it was shown by games using AI sales.

And it's funny, I reached out to artists in the last few months, they:
>ask for thousands of USD for very little production, be it animations, touch-ups, or poses
>behave very unprofessionally
>outright bail if you ask something they don't wanna do
And then what? I gotta find and hire another and hope the artstyles match? Yeah fuck that.
If you're an indie, more power to you!

>>737564541
picrel, there are.
>>
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>>737555672
Trying to do one last serious optimization pass on my system before starting to throw actual game functionalities in that tech demo.
Asked Gemini for help with the main performance culprits that are still resisting and its answer boil down to me being cooked unless I move onto truly deep algorithmic autism.
So not much visible progress.
>>
>>737568692
thanks, don't think i ever tried pushing
>>
>>737568284
I am actually using Claude to rewrite all the trash and bullshit between engines to make my own custom version that doesn't have all the garbage. It's a godsend!
>>
theres too many dev thread. the thread is not meant to bbe spamed when one dies
>>
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>>737555672
Hirdrih Technologic: Working on Brinkaedea tiles, which are taken from Nortubel.
>>
Here you can see the night time of the amazing day-night system I implemented
>>
>>737569339
Rasko can't help himself he really is proud of his shit game and needs to make this shit a daily thing.
>>
>>737570160
... why isn't the moon in pixelart like the rest of the background?
>>
thinking if a game teaching retards to use their umbrella properly can work. there's an educational element but it'd be short and arcady, I think.
thing is I don't want to work on noncommercial stuff, and even cheap it seems like not many people would be interested. It's japanese humor-esque.
>>
>>737570241
The Betz made threads are unironically better
>>
>>737571267
Because I was lazy and took a screenshot of the game in the editor and not in-game: as the game runs in native 640x480, the moon appears much more pixelated. When in full resolution, however, the backgrounds are more high-def.
>>
>>737571782
of that's thevretard that does de/v/ he can go ahead and kill cris then himself
>>
>>737568692
I use ai for models and I love it. I spent a lot of time fixing them in blender but I have so many tools to make the export into unreal faster.
>>
>>737571895
shut up rasko you're just pissy that you can't quickly search the catalog to spam your sphere dragon
>>
>>737571895
You have a stroke?
>>
>>737571895
I'd have a thousand crisses posting here than your mutant ass.
>>
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>pedophile retards are shitting up the thread already with drama
Bruh.
>>
I'm still working on my NPC behavior system. its a lot of scripts so I have to take my time making it. Right now it works as debug.logs showing that the logic itself is working, so now I'm slowly building it all so there's actually stuff going on.
overall the concept is pretty simple but its a lot of small, simple things to give an illusion of complex behavior.

other than that I got dragging objects working okay. This webms from last thread, and its gotten a little bit better since then.
just using the solid color + outlines style for now, i need to redo the textures for models so things dont look like they fit together.
>>
>>737572378
NICEEEEEE
>>
>>737572378
What's the game vision?
>>
>>737572378
Love the animations - are you keyframing them as individual poses are are you messing with the rendering to only update a few times every second?
>>
One of these days my weird stalker is going to compile and release The Dragon, or There and Back on 4chan Again once his ailing parents find what he's been up to on his computer in the basement.
>>
>>737572367
>Starts drama
>Y-you guys are pedophiles for starting drama
https://www.nytimes.com/wirecutter/reviews/best-full-length-mirrors/
>>
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>>737564238
looks great, really has a sense of volume. Man you are fucking Game Maker up the ass real good, nice job
>>737564357
>rectal bleeding
picrel
>>737566169
happy to see you making progress anon, keep going!
>>737572378
looks cool! nice beaver
>>
>>737572729
But yeah I REALLLLLLLY need to fix my fucking numbers
>>
>>737564238
While I'm typically not a fan of pixel art with modern techniques like the 2DHD look, I think you make it work. Good stuff.
>>
>want to learn how to music
>every DAW is either expensive corporate bullshit or some broken open project
How the fuck is it possible that fucking Javascript is the most approachable way to create music?
>>
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>>737572838
you mean like timers and all that? I'd need to check it out since I coded my player controller a long time ago but in my case I believe I have everything tied to states (machine) and their animations
>>
>>737573074
>>want to learn how to music
>type Suno in google
>win
>>
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>>737573182
>want to learn how to music
>have a robot make the music for me instead
you didn't learn shit lmao
>>
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>>737556404
>>737564357

I'm back to where I started, I think I'm going to have to dump this toon shader and try something else, it just don't work with lights.
>>
>>737573149
I have everything tied to timed states
>>
>>737573403
> it just don't work with lights
I mean, the entire point of cartoon/anime shader is that you are going to handle lighting yourself.
The half-approach where you are trying to get a cartoon effect while still relying on the regular lighting system is bound to give subpar results.
>>
>>737573182
I prefer a handmade approach to my assets, except for code because unless it runs like ass nobody cares and I end up adjusting Claude's shit most of the time anyway.
>>
>>737572601
sandbox like untitled goose game, except there's stealth since there's light detection on the player. its a lot of aspects for writing the NPC behavior so it might be while before i start showing that.
since their decision making will depend on a lot of things i need to make sure the rules i make are solid before i commit to it
basically a tech demo for now, i might turn it into a small game project or work on it til it's good then start the game i've actually wanted to make for a couple of years
>>737572660
its a script that freezes the animation for a certain num of frames. its not perfect cus it wont care about keyframes
>>737572729
lol hes a raccoon, inspired from the racoon who lives under my backyard shed. i'll probably make each of the animals who live in my backyard part of this game, there's a lot since i live in front of the woods

>>737573074
use bitwig, its super easy to pirate and you wont need vsts cus you can make your own instruments and effects inside the daw using a node system
>>737573403
can't you just make your own shader? that way it'll act exactly how you want it to?
if you're on Unity or UE its really easy to make shaders either in code or the graph system.
>>
>>737573306
>want to learn how to make goblins
>have a computer make the goblins for me instead of breeding shortstack latinas
you didn't make shit lmao
>>
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I’m studying and trying to recreate this niggas models, I like how they look for being quite low poly, but there are no downloads of them available anywhere so I’m doing it visually…it’s slow but I’m learning modelling still so whatever, I’m usually too fucking exhausted from working my new job to put too much time in on weekdays.
>>
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Reminder
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>>737573306
>making games is about learning
ngmi
did you make your own OS?
did also mined the copper for the computer you're using?

probably not.
all that matters is the end product, nobody cares about the middle processes.
>>
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>>737573573
just checked and I have some timers too, so it's probably not an issue
>>737573791
>there's a lot since i live in front of the woods
ah shit I'm jealous. I live near the countryside but here in the middle of Spain it's almost a desert
>>737573792
damn, you got me there... brb going to look for a colombian gf
>>737574051
>making games is about learning
I never said that lol, learn to read nigga!
>>
>>737573931
take pics and plug them into meshy
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>GobDev looking at RaccoonDev's game
>>
>>737573943
Isn't rasko a registered sexual offender?
>>
Decided to switch from rpg maker to unity and HOLY FUCK is this shit a lot of work. Can't believe real game engine devs have to go through this. Every time I think I'm about to reach feature parity I found out there's ten other things I need to do. Kinda sucks that some people are gonna harass me and claim I did no work because I'm using ai cg art but ehh it is what it is.
>>
>>737573931
modelling is the easy part. if you have limited time spend it doing reps on texturing/drawing.
>>
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>>737573931
>so I’m doing it visually
could you rotate those models you are using as reference and view them in orthographic view? if so, you could take a screenshot of them from the front and the side and use those as references inside Blender, as if they were a turnaround. I do that for all my models, wouldn't be able to do shit without a reference
>>
>>737574161
>mixing time fantasy tilesets with default rpg maker characters

Please fix that to be quite honest. But yeah, replicating RPG Maker's engine takes quite a bit of work. I was tempted to buy Unite before it came out and turned out to be a huge piece of shit.
>>
>>737574258
>goblin dev is the new fygoon dev.
why don't just doxx yourself and spare us.
>>
They want to farm your progress to feed their generative LLMs
You should never post real stuff on here.
>>
>>737574292
>Please fix that to be quite honest
I will... tomorrow... probably...
>>
>>737574161
Well, yeah. Dedicated engines like Ren'py or RPG Maker exist for a good reason.
What feature do you need out of Unity that RPGM couldn't do with some pain?
Or is it just a learning project?
>>
>>737574394
and do what?
you know all that personal data they have been stealing from us since 1990? nobody has found any use for it yet. same with this crap. a bunch of nodev idea guys won't create the next fortnite.
>>
This is the 1st episode ending, and now this episode of the Story Mode is done. The next ones will be much easier to make.
I'm gonna work on the score leaderboards for Steam soon.

Keep at it lads.
>>
>>737574642
Learning Unity so I can make more unique games in the future
>>
>>737574676
Feed their trash with AI trash. At least put up a fight.
>>
If you use AI generation for any part of your project, you dont deserve any success. You should not be making a video game if what you want is exclusively sales, you should make a videogame because you are passionate about them/the process in making them. Soul sells more than slop
>>
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>>737574689
those characters are very cute! and I don't see any husbands around...
>>
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>>737573931
>but there are no downloads of them available anywhere so I’m doing it visually
https://sketchfab.com/eelgod
99.9% sure there must be a sketchfab ripper tool that still work somewhere. Haven't used one in a while and they constantly try to prevent it, but to no avail.
>>
>>737573693
well that's the issue, how do I light it in way the works with the intended gameplay (day/night cycle, lights flickering etc)

>>737573791
It is my own shader (modified from a tutorial) but I can't get it to work as I want it to
>>
>>737574689
Backgrounds could use some work
>>
>>737574351
Fuck you, cockroach. You know, the GobDev may not like me much but I at least know people like him are what make communities like this fun. You come to these threads to be in the company of these eccentric creators, not dramawhoring losers like you.
At least he has a game. Where is yours?
>>
>>737574107
TLDR all of my attacks have different damages, durations, knockbacks, velocities, and so on.
It's my current goal to find out the best combination of numbers
>>
I'm cooking up a bomberman minigame for DD
>>
>>737575431
Not sure how it work with Unreal (shouldn't be fundamentally different) but when I was toying with cartoon/anime stuff I just sent the Light's position/color/intensity/etc into a GPU graphic buffer that the shader could read directly.
That work also for any other effects where you want your material to react directly to gameplay stuff.
>>
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>>737574689
maybe make the animations trees a bit more exaggerated? I had to look a 2nd time to notice they are moving. In fact, aside from moving, you could "stretch and squash" them so they give more sensation of movement
>>737575569
good luck with that anon! finding the right balance can be a lot of work but once you have your melee combat feeling good you'll feel like a champ
>>
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Working on UI. It's pixel perfect and made to support 240p (the PS1 resolution).
After I'm done with this I will work on the levels since I'm already tired of looking at this test area.
>>
I started on a project last week, only got a barebones FFT styled level editor so far as I'm a beginner at Godot and it's been 10 years since my last attempt at making a game.
Right now I'm trying to make a crafting system like Atelier Ryza and it's surprisingly hard. No one addition to the system is hard by itself, but it turns more and more into spaghetti with every mechanic. I am very unhappy with how my code is structured, which is natural as I haven't coded anything in 10 years, but I'm gonna stick with working on this system for as far as I can manage so I might have something concrete to refactor when I feel more confident in my programming.
>>
>>737575740
the issue is the lighting information that's in the gbuffer is glitchy, and Im struggling to find a solution
>>
>>737573791
>its a script that freezes the animation for a certain num of frames. its not perfect cus it wont care about keyframes
nah, this is preferred imo - you'll get way more bang for your buck
my only suggestion would be to make sure that the animation length is NOT divisible by the time/frames you pause to create the effect so each generated frame is unique
>>
>>737576054
nice
>>
>>737566812
i do my best hours before deadlines
>>
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>>737575376
there are some lol, let's keep at it goblin dev
>>737575483
I'll do some more refinements eventually, not any time soon though
>>737575849
I'll keep it in mind, but honestly you are the first one to mention it, at the moment they seem fine for me. Thank you!
>>
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Since lots of the mechanics are foundationally completed I took some time to spruce up this little area I made. The next main focus is tweaking the ui elements more, add the rest of the npcs, and build out their quests. Animations are next in line too.
>>
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I'm making some levels for my Sanic clone character Ollie. Millie Megavolte 8 on Steam, it's free to play.
>>
>>737578210
that's actually funny but yeah get ready to get delisted lol
>>
>>737578210
Which tgt chapter is this?
>>
>>737575849
That and also figure out that last finicky knockback issue
>>
>>737568692
>The idea that using AI = bad, comes from artists that got used to being paid exorbitant amounts for very little.

bro we as gamedevs ARE ARTISTS and indian AI slopmills are flooding steam and (you)r game (who am i kidding, we both know you don't have a game) is losing discoverability.. all the ai labs are developing playable models. as soon as those exist normies will play their playable wish fulfillment games and will never give a single dollar to gamedevs ever again. when everyone is a dev, no one is.
>>
>>737579380
Imagine thinking the average goy cattle would do this.
>>
>>737578350
lol'o-hoax denial is in fashion nowadays.
>>
>>737579723
my brother in christ the average gamer would kill game developers if it wasn't illegal. gamers hate devs. you work for years and a game that provides 20 hours of content is too expensive if it costs 5 dollars because the average goycattle is used to 100 hour ubislop with AAA graphics.

it's thge most uncertain and thankless job on the planet. you're also called greedy for being an "entrepreneur" when these retarded goycattle gamers in their jobs demand to get paid 160 dollars during their coffee break (two hours long) at a silicon valley campus. who's the greedy one?
>>
>>737579723
they will, back when ai was first getting hype and producing lovecraftian noodle images in the first interation of stable diffusion we were talking about how we'll soon be able to just go
>ai, make me my dream game
>>
>>737580046
>>737580710
You fags are the reason these threads go to shit. No real dev updates just fags faggin up the place with doomposting. sure it will happen now cry about another subject bitch. Awesome discussion
>>
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>>737570241
>>737571782
>>737571895
>>737572157
>>737572209
>>737572286
>>
>>737578919
Like, I don’t know if I’m even doing this right.
>On the ground, attacks all produce a similar result, just with different intensity
>In the air, there is a fundamental change. Light attacks briefly freeze enemies, medium ones juggle them more, and heavy attacks blast them in the direction
>>
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Wait, which one was your wife again?
>>
>>737582115
wish I had played more character-action games to help you with that but I have no idea man. I'd say just do what seems the most fun to you while play testing it
>>
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>>737582202
rolling
>>
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>>737582280
>0
>not a single 0 in the pic
fuck this gay earth man
>>
>>737578004
Looks cool anon, keep cookin
>>
>>737582280
>0
Rough..
>>
>>737582028
Kill yourself rasko
>>
>>737582457
Nigger who the fuck is rasko
>>
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you don't need more
>>
>>737582202
You get a (You), I get a wife
>>
>>737582457
You are the cancer, just shut up
>>
>>737582343
Karma for being mean to me earlier >:(
>>
guys... please, go easy on me... nobody boughted my game so i feel very bad...
>>
>>737582529
>>737583103
Certified brownsko moment
>>
>>737582529
>>737583103
You are rasko
>>
>>737582227
Does that even sound good from a design perspective?
>>
Expos that charge money are far worse than agdg devs but I don’t see any pushback against those guys.
>>
>>737583462
Whatpos?
>>
>>737583210
>>737583212
>The macaque is breaking down once people realize he is the plague
lol gfy.
>>
>>737583462
because expos and developer conferences expect shekel goldstein to pay for his goycattle to attend
only a tard would pay for his own ticket
>>
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>forgot to scale before a complex 180 bone root motion animation using hybrid IK and staccato movement
>>
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if you were a demon, how would you get up in this situation?
>>737583236
sounds good to me but in the end, what matters most is that it's fun. Sounds like with the three different kinds of attacks do different stuff and throwing enemies away with a strong attack is always fun imo
>>737583156
did I? damn I guess I deserve it... u_u
>>
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>>737569627
Hirdrih Technologic: Brinkaedea tiles hopefully done. Don't need to save them as a resource given they'll only be used in one level.
>>
>>737583790
You mean this monkey?
>>
>>737584191
No wonder is so full of hatred hes ugly
>>
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i got a demo ready for demo day
i will use this next week to try out basic controller support. then next week ill make a chainsaw weapon

>>737574689
gmi
>>
>>737583961
nice model. May I suggest a touch more delay with your stretch shortening along the kinetic chain, particularly on the wings verticality
>>
>>737584221
The ugliest mutt.
>>
>>737584237
that's the first thing i've seen in one of these threads that doesn't suck
of course you made the playable character an anime girl because of your mental illness, but good job nonetheless
>>
>>737584237
>controller support
Does Tower of Kalemonvo have that? I've been playing some ARPGs on the deck and would love one that's slower and more methodical
>>737584242
you mean making it so the wings expand a bit later when the demon is falling as if carried by the inertia? I could try that yeah, ty!
>>
Working on the next big content update for Bingo Betty, I'm adding in some new balls, like 10 new types of spaces, im gonna rework all the cards to be way more wacky. I'm also introducing a new system where spaces can have little pickups in them. For example, now you can place a haunted ball into a quantum entangled space, which will make the other entangled spaces link up, then the haunted ball will start spewing out ghosts that leave ectoplasm, which makes you fill lines faster. It sounds schizo i know but i still need to work out the kinks before i polish it enough to put in a webm. Crazy shit is coming
>>
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>>737584441
thanks
the two male protags havent been modeled yet. i'll do all the work on the female models first then once i know everything i'll need i'll remake them and make the other protag models.
you will be able to play this game without ever seeing a woman if you want to

>>737584562
>Does Tower of Kalemonvo have that?
no, sorry. game was designed around M+KB and i never felt like adapting it to work on controller.
>>
>>737584237
God I wish I was this good
>>
>>737584562
>you mean making it so the wings expand a bit later when the demon is falling as if carried by the inertia?
yes, just a microsecond delay the further from the impact bone a part of the model is. also some z axis fall to sell the weight. cool style man, looks really nice
>>
>>737584954
Thanks anon! Glad you like it. I'll try what you suggest. It's something that I should probably do in all it's animations for the wings and the tail, and I'm sure it'll feel more natural and smooth that way.
>>
>>737583669
https://howtomarketagame.com/festivals/
>>737583848
The other cancer is retweet chains that copy paste the same as each but again, no pushback from the usual thread schizos
>>
>>737585080
I can see how much work youve put into it, that slight adjustment will make a world of difference. keep it up legend!
>>
>>737583009
To commemorate your victory sir
>>
>>737584237
so based
>>
>>737585343
That's because rasko only crabs people in here.
>>
File: ygg-iguana-1.png (952 B, 32x32)
952 B PNG
>>737583052
Oops I actually had an iguana for you >>737585869
>>
>>737585869
>sad goblin
:(
>>
>>737584221
>>737584380
>It's replying to itself
How embarrassing.
>>
>2d rpgmaker slop
>le anime slop
>visual novels
>souls clones
why do you fags insist on (poorly) copying genres that have been beaten to death, buried, dug up again then reburied
I know there are anons lurking making actual decent vidya, dont blame you for not sharing your visuals, these retards have never had a single original thought in their slop brains and probably only lurk here for ideas
>>
>>737588032
what are your ideas, friend, perhaps someone can make it
>>
File: it work (1).mp4 (1.57 MB, 1118x800)
1.57 MB MP4
Well, the combat system generally works.
Now I REALLY gotta start tweaking numbers until it feels good.
https://pastebin.com/P65ZcRbu
Any suggestions as to what values I should tweak/add?
>>
>>737555672
Physics is PHUN


>>737575431
are you using unlit materials? I remember once I put together a basic unlit shader that responded fairly well to a Light Vector input, as long as the light angle was less than 180 degrees. I used that setup to get hilights, shadows and normals working on an unlit texture.

If you're using lit materials, there are some pretty good PBR toon shader tutorials out there, visual tech art has a good series on that


>>737584237
I dig this artstyle m8
>>
>>737589016
I like it
>>
File: 1762554411620890.mp4 (3.94 MB, 1288x752)
3.94 MB MP4
>>737555672
Got some visual debugging tooling, and camera stuff.
I have no idea how video compression works.
>>
>>737589620
Nice
>>
It's Friday, that means it's time to work on assets.
>>
File: bustrip.png (638 KB, 513x767)
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>teaming up with artist
>they are talented
their work speed is fucking slow
>they take multiple weeks off
>The game is completed and now i need to wait 6 months due to them taking 3x longer than expected
>>
>>737576054
Cute! You really nailed the retro graphics
>>
>>737591107
>THEY

pity (You)
>>
File: ygg-1777074249.webm (2.83 MB, 1920x1200)
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>>737588032
I would say that wouldn't say that to my face in the wildy, but a ygger would
>>
>>737591519
The free movement with the big tiles is a little in-congruent.
>>
>>737576054
The game is charming, you’re clearly passionate about it, it looks fun, the art is cute, and you’re a pedophile
>>
>>737591921
Movement is under the server hosts control, traditional roguelike movement where we lock players to the center of tiles, click-to-move (osrs-like) are the others
>>
Tasty cools
>>
>>737588032
Umm sweaty, its Sloppa Souls.
>>
>>737587036
Kill yourself rasko
>>
File: 1757659631734107.jpg (132 KB, 739x673)
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I like go dot
>>
>>737594753
*homer simpson voice* you mean go-d'oh! haha
>>
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>>737594801
this made me laugh
>>
https://click1005.itch.io/click-the-bart-click1005
>start this joke game on a whim
>start clicking barts
>satisfying visual audio feedback
>the barts movement invokes "annoying little shit" feelings
>the barts have several different movement patterns that they can suddenly switch between
>some movement patterns are more difficult or easy to click
>presents an interesting meta challenge to the player to identify slow moving barts to click on
>homer appears sometimes and can spawn a handful of barts
>homes sits still when he appears and is easy to not notice amidst the bart swarm
>homer makes a noise just before spawning barts, giving the player a last chance to notice and click him
>the gradually increasing difficulty and channelized attention easily induce a flow state
>even the main menu doubles as a tutorial by making the buttons slowly move and bounce around
>the player learns and engages with the primary challenge of the game before even starting
This is my new minimum standard for judging games. If a game is less fun or less well designed than click the bart, it's trash to me.
>>
I made 250$ on my game. So far.
>>
>>737596079
you're a professional now
>>
im home from work :)
>>737574258
Most of them aren't t-posed or posed neutrally and the viewer doesn't offer precise angular control, but this approach could work..thanks for the input.
>>737574113
no
>>737574194
yeah ur right about texturing, its hard as heck and i do need practice
>>737575414
searching for a ripper as we speak, would be so much easier than using the wireframe view on sketchfab. I found the files in the network viewer in the browser dev tools too, im gonna have a go at ripping the model myself if my search isnt successful, i'll share it here if can get it working. fun project for tonight
>>
I think of things
>>
>>737597513
Stop that
>>
File: dry_dock.gif (1.93 MB, 1146x690)
1.93 MB GIF
Intro level layout coming along, you know how it is
gonna be adding a couple details to bring it together
if ladders feel slow don't worry it's just the animation
>>
>>737597706
neat
>>
>>737597706
Is gud
>>
>>737597706
Zeldatubers are too Jewish to play your LA clone. All of them demand payments before they’ll play a vidya.
>>
>>737597513
We're!
>>
File: aaaaaie.png (70 KB, 1048x643)
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>>737597706
your game looks mega cool even considering the lack of goblins (so far). Only feedback I can think about is that I'd try to avoid picrel, where the part where you can walk is directly in contact with the border of the screen. That black outline might not be enough when playing on fullscreen.
>>
File: ygg-winning.png (42 KB, 527x333)
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>>
>>737597513
No way
>>
>>737591107
>team up with artist
>artist takes forever, barely any art
>make LoRA of art
>say it isn't working out
>make consistent art in a matter of seconds
should've done the work, loser!
>>
File: 1776492213398.webm (1.08 MB, 928x522)
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could any bone experts in blender tell me how I would set this up?

or if the anon that made it is here ITT

do I set up an IK for each shin bone and... where do I point it to? it seems like they select the spine and then when they move the shins respond? also how do they make it so the feet seem locked in place so they don't go through the "floor" ?
>>
>>737603065
You gotta reverse those knees.
>>
>>737603065
Just use auto rig pro and stop reinventing the wheel. Literally no one will know unless they have severe mental retarded autism.
>>
>>737595770
I was annoyed by the first loud sound and closed the game
>>
File: multihits (1).mp4 (3.97 MB, 1000x800)
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Well, I have multi-hit attacks now!
Now comes changing my numbers to be better.
>>
>>737603093
lmao
>>
>>737603660
Anon.
>>
>>737603179
>$50
erm
>>
>>737603926
what
>>
>>737604170
Animal legs often bend "Backwards"
>>
>>737604454
yeah lmao
>>
>>737604170
Anon....
>>
>>737606065
Listen to this guy.
Animals TECHNICALLY don't have "Backwards knees" but they DO have feet that are differently structured. It's like if you were build for standing on your tip-toes
>>
>>737606392
I understand he wants help rigging, but using an anon's bad example and not his own isn't going to get him anywhere.
Like show a video of your attempts so we can at least see what you are trying to do.
>>
File: Moon.png (610 KB, 1280x960)
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The comment from >>737571267 inspired me to create an actual moon lens flare instead of lazily just using the default "sun" with no lens flare. Here is how it looks in-game, in addition to a sweet new lookup table function I made that corresponds to a new "color depth" setting in the main menu.
>>
>>737606470
Sure enough, fygoon posts progress, chooses to be non-aggro, and gets shit on daily here. Makes me wonder who is really acting like a piss baby.

Keep it up bro.
>>
File: Multiplayer.png (2.59 MB, 1920x1080)
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>>737606528
You got it. Here's to hoping I finally finish this monstrosity.
>>
when was the last time you made a backup?
>>
>>737606742
You mean like just pushing to git? Every day, sometimes multiple times
>>
how do I learn gamedev? I need something streamlined, thinking of just buying a course
>>
>ai still can't manage a consistent art style throughout a project
Damn if it hasn't happened by this point I guess it never will
>>
>>737606901
Well yeah no shit it isn't gonna hold up through an entire project. Though in my case it's okay for pixel art, since I'm a low tier artist I can just edit the output until it looks like it's in line with the rest of my game.
>>
>>737606901
I don't even use AI to draw
>>
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>>737606469
I'm working on an idle animation but it's hard because when I try moving the legs/shins up so I can lower the body to the ground, the feet get all messed up and out of position
>>
>>737606997
I can't draw though. It's over.
>>
>>737607752
Why? Something wrong with your hands?
>>
>>737608402
Not everyone has the talent for drawing just like not everyone has a talent for programming.
>>
>>737608482
So? You don't need to be the best.
>>
>>737607152
Here follow this tutorial and skim through it, it should help you. Yes it uses rigify.
https://youtu.be/bH0xkGflJ0k?si=d3sgdBObXe6G5MEi
>>
>>737576054
I wish I was good at art like you
>>
>>737607152
Okay, you're gonna need to learn a few things.
Are you using inverse kinematics AND poles at the knees?
Because I can teach you those if you're not
>>
>>737607152
Lel that animation. Whats the dog for?
>>
>>737603347
horror gaem?

>>737606065
what is the big purple one for?
>>
>>737576054
Cute! How many levels will the game have?
>>
>>737607152
So. Show. Us. What. Isn't. Fucking. Working. Stop showing us a gif of shit that has nothing do with your problem.
>>
>>737608793
thanks, yeah I tried googling dog rigify but for some reason couldn't find any good videos
>>737608989
I have a vague idea of how they work, but not the more advanced stuff, like getting 4 legs to move in unison
>>737609063
geimu, but the dog is all I got right now (main character)
>>
File: blend.png (229 KB, 1665x629)
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Just found this crazy hack in Blender where you can rotate the F-curve by less than 1% multiple times to preserve the X position (so not fuck up the timing), ideal if you keyframed a foot roll and want to change the travel distance while maintening your animation. there might be a real way to do this but since I started using this software I always had to find out myself how to unfuck my shit
>>
>>737609572
chill out breh, it was related to my earlier post
>>737603065
trying to figure out how to move 4 legs together with IK or whatever

just trying to animate bones manually the feet get all shifted out of position so just trying to make him bounce for idle makes it look like he's shifting around in place
>>
File: dolls.webm (2.31 MB, 1280x720)
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This is an idea I've had for a really long time, but I just now got around to implementing. When you complete bonus game modes in my game, you'll earn coins, which can be used to purchase dolls that resemble in-game characters. Each doll comes with a nonsense description of the character it represents.
>>
>>737609957
Thank God actual game progress.
>>737609758
I bet you are this intentionally vague in real life. Good luck.
>>
>>737606901
use novelai if you're going to use AI
it can recreate artist styles 1:1
then you trace over or sight draw and reference your character sheet for the details
>>
>>737606896
indian spotted
>>
>>737606896
Check out on humblebundle if they got any deals and skillshare for whatever you want to learn if you are buying shit.
>>
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>>737604454
No.
>>
>my art friend trooned out
it's over... or is it?
>>
>>737610623
milk their feet on onlyfans and profit pimping out the fag.
>>
>>737568692
Their cost is high because their rent, software, and insurance is. They're not doing it out if spite nor greed, it is because material conditions are bad in their countty.
>>
>>737609640
Shift-Click on all 4 feet, move them, I
>>
>>737610336
I guess we don't understand what often means but ok.
>>
>>737564238
Nice. How'd you pull that off?
>>
>>737611862
Literally every single fucking tetrapod is like this Anon. From emus to frogs to dogs, it's in the same direction.
It's not *often*, it's *never*.
Unless you are about to be a petty faggot and move the goalpost to some obscure cambrian critter, or to post some brazil/india mutant.
>>
>>737573403
Look into Void Bastards. They pulled it off pretty good.
>>
>>737612191
>ACHUALLY this thing halfway up its leg is its hock, therefore I can pretend to not understand what other people are saying
The anon didn't even say it was its knee, just that their legs appear to bend "backwards" which is true unless you're desperate to bend meanings to convince yourself you are correct on an anonymous anime website
>>
>>737573403
If it's a fully cartoon artstyle, and you don't value dynamic lighting, you can always just use manually-placed decals to simulate shadows.
That's what some old-timey games did, and drop shadows are still surviving in use to this day (mostly in 3D platformers).
People rarely realize the shadow isn't realistic, as long as it fit style-wise.
>>
>>737612432
That's pretty much what I was saying.
I KNOW animals don't literally bend backwards. They've just got long feet
>>
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>>737612680
>feet
Ew.
>>
>>737555672
currently trying to get my mesh blend shapes to appear in godot. Some of them appear, but others don't. Some of them have mask modifiers on them so I'm not sure if those modifiers are preventing the shapekeys from appearing. I tried applying them (in the gltf export options) but still no luck. I'll have to keep looking into it.
>>
>>737613016
Yeah, they’ve got long toes as well
>>
I don't feel passionate towards any specific game idea but I have time(and skills)
what do?
>>
File: slide game tools.png (1.05 MB, 3023x1891)
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Not much to show in a screenshot, but been working on tools to speed up mapping. First one automatically instances and positions new empty maps at orphaned doorways (each map is a single scene with doorways at its edges), second parses the map files and regenerates the in-game map.

>>737613743
You could join a game jam: restrictions can give you a focus
>>
>>737613743
team up with someone?
>>
>>737614128
Is this a Zelda-ish or a Pokémon-ish game?
>>
File: plane.png (1.08 MB, 1075x461)
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>>737555672
I've been working on the airlock, right now it's just two different doors you operate with their own set of controls. I was thinking if I should make it a "realistic" airlock that has safety mechanisms controlling the pressure before opening the doors, or if I should let players pay the idiot tax if they don't think it through.
>>
>>737614298
Inspiration from both, but it's a sliding puzzle game based on those parts from Pokemon that everyone hates.
>>
File: But why.gif (110 KB, 540x380)
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>>737615420
Pic related, but I guess any type of puzzle has at least one small group of weirdos that will be interested.
Built-in custom map maker and enough balls/blocks with non-standard rules to ensure actual diversity in gameplay might help a lot.
>>
File: lasers.webm (1.07 MB, 960x540)
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>>737616016
Yeah, I'm that weirdo. I was surprised at how many people enjoyed it in /agdg/ demo days though.
A custom map maker is a neat idea. If it sells any copies it would be fun to make as a post-launch update. I'm trying to introduce new block types every few maps to keep it interesting. Pic related, early test of laser/mirror puzzle blocks
>>
>>737617159
Oh this looks neat. Those mirrors are a bit dark tho, they're hard to make out.
>>
>>737617159
Reminds me of Void Stranger.
Good shit.
>>
>>737617159
>introduce new block types every few maps to keep it interesting
Played MarioRPG recently, and the Bowser sections had a recurring puzzle in that style (with a raft instead of ice) with some neat ideas:
>launch ramps: act as diode (only passage only in one direction), and allow to get above obstacle/change elevation if you find a way to take them from the appropriate cardinal direction
>punch-able walls: you can punch obstacle mid-movement to propel yourself in the opposite direction, add a little bit of action/timing to those sections
>>
>>737618372
Bowser never says this in game.
>>
>>737618461
>Fawful's dialogue cropped to make a silly phrase
>Cropping make it look like it's Bowser's textbox
Yes, we know you are fun at parties, Anon.
>>
>>737618590
>Fawful's dialogue
It's not Fawful's dialogue either.
>>
Rpgmaker is so fucking shit but I want the assets, maybe I get tired, I say fuck the license and I end up using the assets with another engine.
>>
>>737618705
I'm fairly sure he says "It is I who added the nuts to that statue" in that game.

>>737618718
Good way to get a DCMA. Just get some public domain assets.
>>
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>>737618705
???
It's right before the statue boss fight, which unlock the underwater section for the Bros.
Unless you are trying to argue those remote speakers don't count as Fawful saying the line?
>>
>>737618848
>>737618857
LITERALLY YOU PEDANTIC FAGGOTS.
>>
I found out that I'm very bad at building systems.
How do I improve that?
Or it doesn't matter as long as things seemingly works?
>>
>>737618848
I know, but I want to use the assets. But my God rpgmaker is asinine. Can I at least alter the assets a bit with ai so it counts as different?
>>
>>737619113
Gonna need more info on how you did it, what you hoped to achieve, and what you actually achieved, before we can give an actual judgment.
But yes, a general rule in engineering is that if it work, it work.
>>
>>737619174
>Can I at least alter the assets a bit with ai so it counts as different?
At that point just gen new assets with said AI.
Result will look roughly the same but at least you will be "legal".
>>
>>737619174
>>I know, but I want to use the assets
And I want to know how to code and date Alison Brie, but we can't always get what we want.
>>
>>737574051
>all that matters is the end product, nobody cares about the middle processes.
mist judeoamerican thing I've read this week.
awful attitude
>>
>>737619192
It's hard to explain.
But let's assume doing something like inventory.
I get lost very quickly on tracking what I'm doing after adding all those lists or dictionary to keep track of things.
And those things have their own subclasses and stuffs.
And etc etc.
Then things get confusing for me from there.
And eventually, I just have no idea what I'm doing anymore, and where to find things, or even how things work anymore.
>>
>>737619308
You really need to proofread your words, fucking dumbass phoneposter.
>>
>>737619347
Ah. Well that's a "time to buy a better brain" kind of problem.

Things that can help:
>Use more explicit names for your function/classes.
Autocompletion is your friend so you can name shit as "PotionTypesSortingList" instead of "PtTpStL" like if it was still the 80s and text space mattered.
>Do not use "var". Ever.
>Put comments everywhere. Future (you) will love them.
>Try to separate functionalities into their own classes
>Try to separate classes in their own file. Don't hesitate to break down FAT classes into smaller ones, or at least on several small files.
>>
>>737619684
I think the main problem is that I have no idea how to properly write a system, and so I'm just winging it and make shit up.
Eventually, I forgot what my train of thoughts were.
>>
>>737619394
jew
>>
>>737620157
Brown
>>
>>737619740
>I'm just winging it and make shit up.
Welcome to programming.
"Proper" way is only a thing when you have some strong performance constraints and need to straight-up copy an existing optimized algorithm.

>Eventually, I forgot what my train of thoughts were.
Slice your systems into smaller parts, put more comments.
>>
>>737619394
>aha, i found a typo, too bad for you
not beating the allegations
>>
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>>737619740
>>Eventually, Anon stopped thinking.
Jojo's Bizarre Adventures: Can you ora ora ora a keyboard to code a game in 1/12th of a second?
>>
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>>737620578
>>737620189
>>737620157
>>737619394
Ladies, please.
You are BOTH smelly jeets.
Now kiss.
>>
>>737620578
2016 was 10 years ago...
>>
>>737618848
>>737618857
You guys must be real fun at parties
;^)
>>
>>
>>737579380
>slop sellers in india use ai to mill out games
>you shouldn't use ai and be outcompeted
So if the worst of the worst uses it, i somehow shouldn't...because...?
>masons shouldn't use power tools because of reasons
Ai exists, whether you like it or not.
The fact that you are anti technology in a technological fields truly shows you're retarded. Go write a book or make a board game.
>>
>>737612098
Separate the background from the foreground (so the godrays only propagate from the outside) + Radial blur + additive blending. It's that simple.
>>
>>737626635
It will always be a retarded argument to me.
>>
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demon bump
hoping to have his animations ready today and start making him do stuff in the game
>>
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I'm still building a level. Set up a camera deoccluder. Added water ripples.
Now working on H-trap animations. I think it's time to add that feature, and a minigame to get out of it.

>>737572378
Wew the style is really cool on this one
>>
Kek, my old home /g/ does not like my game progress.
>>
File: Deocclusion fail.webm (3.69 MB, 1080x604)
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>>737629425
It's not perfect... I can't set it up to work well both when you hug a wall and when you are under a roof.
Maybe I should keep this sort of close-up...
>>
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>>737555672
I've settled on this for the moment for night time lighting, I think it sets the mood while still being functional, only issue is that I can only have 1 light per room otherwise the lights cut into each other and make the shadows look like crap.
>>
I am destroying everything and from the ashes a better thing will rise
>>
File: 2026-04-25 16-33-12.mp4 (1.31 MB, 720x480)
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>>737555672
applying a force when slicing things, also got custom models working. i would've probably got the rig working if animating wasn't so ass
slicing still isnt perfect and will likely never be, major thing is your cursor needs to pass from one end of the enemy to the other to get sliced, and is interrupted mid way by other bits
also fuck gayland
>>
>>737632512
Fruit ninja 3D?
>>
>>737626635
are you retarded? the government should designate you as an imbecile and make a law that states the government themselves legally executes imbeciles monthly.

disgusting mong.
>>
>>737632580
Metal Gear rising revengence
>>
Trying to get a grip on ECS. Should I strive for pure ECS, or should I go for a hybrid approach?
Is something like this valid or am I way off track?
>class Body (component of an entity)
> List<BodyParts> parts
>struct InfectionJob { Entity entity, int partIdx, int progress } (entity, many of these)
>query through all jobs, put them through a system
>>
>>737632512
zandatsu! holy shit!
>>
>>737632580
something between fruit ninja 3d and SUPERHOT
I was planning on having it as the combat system for a RPG but I think itll be better as an arcady "get the highest score by doing cool cutting tricks" type game with hoards of enemies, the score system will be next
Especially since I have no clue what the setting, characters or story will be, so just grinding gameplay I guess
>>737632750
>zandatsu
I know what the boss fight is naow
Though that looks difficult to implement @_@
>>
it's fun going back to coding after spending a few days on the Blender mines
>>
>>737634607
>using Blender only a few days
ngmi
>>
>>737632512
Technology!
>>
Ok the huge bingo betty content update I'd going a lot smoother than I anticipated it going. Working on controller support today, but of course it's me so I'm not just doing basic controller support, I'm doing it with icons and rebindable controls that will actually have the correct icons hate games that use the generic button shit
>>
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>>737555672
Would anyone be interested in doing the first 3-4 levels of my demo? I can send a newgrounds preview link if so.
>>
>>737619740
think about it like this. You mentioned an inventory system. try making an inventory system that holds one item. That's small and won't get you confused. From there you can just expand it to X amount of items. You've already done 1 item inventory, so the rest should be just adding more 1 item inventories.
>>
>>737637836
I really like that little gremlins statue that does high-speed twerking to raise the alarm.
>>
>>737637836
>ninja
>nigga
Ubisoft is posting here?
>>
>>737638231
Thank you :)

>>737638418
no relation, when i first made the game jam vers of the game I used the NES pallet and made the ninja black.
>>
>>737637836
Post it
>>
File: Frog_SkelTest_02.webm (3.83 MB, 1152x646)
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>>737555982
Gobbodev! It's happening! It's actually turning into a game!
THanks again for giving me the push. This is so much fun
>>
>>737638773
https://www.newgrounds.com/projects/games/7113014/preview/filetype/2

It's really glitchy later on, need to test it more. I was told some of the graphics stay, one of the ending portals is not there needing to be fixed, also the projectiles need to be slowed down a bit I think.

If you play let me know.
>>
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My friend is working on a bullet hell game, he did it from scratch, making shaders, sprites (which are simple shapes but still), and UI all from scratch, without any AI whatsoever.

https://store.steampowered.com/app/4537910/Synthularity/
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>>737638972
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>>737638982
Oh and I forgot to mention, enter skips a level for debugging. Space is to jump, wasd to move. Sound is way too loud and will be fixed/polished before launch.
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>>737638972
dude that looks great! your textures are so cool and that fog gives it a nice mood.
so you've finally coded that with claude or what?
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>>737639046
that looks insane
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>>737638982
It's telling me to log in
I don't use newgrounds, is this a requirement to play someone's preview or are do you not have sharing on or something?
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>>737639187
Thanks, i will send all the comments here to him, whether they are complimenting or criticizing his game. He's got few more months before release so there's still place to improve stuff
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>>737639080
dope super froggy ball
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>>737639229
Try now, I set it to anyone, previously I thought it was limited to registered only
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>>737639112
Yep, just free Claude tokens so far. I'm shocked it actually works.
I have set up a whole dialogue script parser too, so I can direct conversations, camera movement, NPC animations, question branches and jumps in the text, in addition to text effects, like colored fonts, shaking (animated) letters, etc. All through my own scripting system for retards!
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>>737637836
Wtf are the controls?
I got filtered by the first level
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>>737639734
I was confused too, you have to jump on the snowballs (wasd move, spacebar jump)
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>>737639367
that's amazing man! can't wait to see more of it. What's the game going to be about? that SMB stuff has me wondering lel
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>>737639734
>>737639906
It is the 3rd Stage of the game which is why it's kind of hard to get into progression wise. I can upload the first set of stages instead if that would be better. The main mechanic of those are just platforming.
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>>737606470
>>737606528
>>737606629
samefagging this hard you dumb ugly faggot.
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>>737638982
I like the arcade aesthetic. It's fun, a bit tough and super tight on the timing, slowing the projectiles a bit would help for sure. Being sent back a bunch of levels and losing a life at the same time seemed kinda strange to me but perhaps I don't get what you're going for.
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>>737639046
looks good
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>>737640212
I really do appreciate it.

The level stuff is supposed to be similar to WarioWare.

Each stage has a set of 12 levels.
You beat level 4, your new check point is 5 until you beat 8. Etc. (1-4)(5-8)(9-12)
I forget why I set it up this way but I thought the more difficulty would make it more worth playing. The projectiles 100% will be tweaked though.
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>>737572378
Looks great!

I feel you, I'm working on behaviour systems as well and it's a fucking chore
hopefully I'll be done in 2 months, then I can finally start look development
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>>737555672
net play
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>>737640685
the wobly crunchy graphics fill my heart with dope
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>>737640685
thanks doc
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>>737639318
Thanks!

>>737639972
Thanks!
It's an action adventure game about a frog who is trying to turn back into a human
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>>73759658
[important update]
I foundeded a working ripper, it’s only $10 for a month of use which I think is fair since it works across multiple sites.
https://3dripper.online/
I tried the free trial and it worked, I’m gonna paypig later and download all of the references I could ever want, if anyone has requests reply with them and I’ll upload them to Google Drive or something.
>>
I feel like I went the backwards direction for trying to get attention on my game project. I like waiting until I have something to really show before showing it since I hate when people talk and talk and talk but never provide results. However, I think it would have been smarter to start showing what I had as soon as I had at least something in earlier stages and then sell the idea and drama behind it. It would give more fuel for sharing updates, etc, and I think people get more hooked on a concept. Instead, I waited until things were mechanically just about finished instead of selling the concept. So now I'm in a position where I don't have much that's interesting to update people on, they don't get that feeling of seeing something progress, all I can really show are small polishes and that's just not exciting. Like I feel I really have to stretch to post anything. I think I fucked up.
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>>737641779
Like your game is literally finished? Because there are plenty of games that show super polished snippets of new content instead of very WIP dev stuff, though I guess they might have a backlog of stuff to show up in order to keep to a consistent schedule
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>>737555672
implemented the new state for bosses that makes them vulnerable for a while after they have been hit in their weak point several times. Gave it a lot of hitstop to signal the "fuck yeah" to the player. Might add some extra particles and a more meaty hit sfx
>>737641418
nice! keep us posted frogdev
>>737640685
based Fatal Racing anon, adding netplay to old games sure is a cool thing to do
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>>737642050
Mechanically and assets wise? Largely. Now it's just making more levels, maybe some more character portraits, but overall it's nearly there. It's like the only thing I could share for what I'm doing would just be spoiling content.
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>>737638982
some windup animation for when the cannons are about to fire would go a long way
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>>737642129
The original game has netplay, it supports up to 16 players over LAN with DOS com ports. It's one of the few remaining features I had left to implement in my decomp/port to modern systems. No NAT traversal yet though so LAN/VLAN only. It's going to need some modifications to the original netcode to play well over the internet too, currently the master node blocks until input is received from all slave nodes before progressing the game frame. I'll have to implement a buffer of some sort.
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>>737642498
the game looks fun for sure. Never played it so sorry for assuming the original didn't have netplay. How's the game? Do the cars handle anything like Sega Rally? that's my fav racing game lel
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Yup it's vyvanse time
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>>737642638
It's the game by which I judged all other racing games as a child. Nothing was better, not even monster truck madness, lego racers, or f-zero x. Crazy stunts like trackmania but it's also a team based endurance race like WEC/IMSA with combat encouraged. No rubber banding whatsoever and the AI will do crazy shit you'd only expect players to do such as drive through the pits at top speed to try and wreck people trying to repair or if one team member is doing badly they might decide the best move is to turn around and drive backwards to wreck other cars. Many hours spent playing split screen with my brothers on our Windows 95 PC.
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>>737555672
Working on sprites
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>>737642640
Makan' a smash clone. Finally got mein land so I just gotta move my 4chvdlike site from GitHvb to a VPS and then I can start on simvltaneovsly editing Chvdreal Fovr code and Frvity Loops Stvdio 12 mvsic. Hoping to get the basic design done today so I can finish a Smash Bros Melee tvtorial and perfect the combat by the end of next week. I have an eartship to bvild and a 21 year old potential French gf off Interpals to impress
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>>737643025
sounds fucking amazing. Let us know when it's ready anon I would love to try it!
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Working on sprites
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>>737577174
>>737591139
>>737592114
>>737608831
Thanks.

>>737609485
I was thinking about making ~10 levels per biome.
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>>737643025
Is it like Burnout? Probably my favorite racing game of all time. Rekting cars is just so easy yet skill based at the same time
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>>737642129
Looks fun, you really nailed the impact and made it unique from OOT yet still heavy hitting which the later iterations didn't do, making them feel lighter and less impactful
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>>737643105
>>737643305
You can give it a go now, download the automatic nightly build for your favorite OS on the github: https://github.com/FatalDecomp/ROLLER

For the game assets download the CUE and BIN cd image files, it will prompt for an image on first launch to extract them from: https://archive.org/details/whiplash-2001-variant
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>>737643392
nice! glad to read that anon :)
>>737643413
I'll give it a go, most probably on the Steam Deck
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How long have you guys been at it, and how much longer do you think you have to go?
I started my current game back in early 2024, and I think I'll probably need AT LEAST two more years before it's finished.
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>>737644627
>How long have you guys been at it
15 months
>and how much longer do you think you have to go?
3 to 6 more years
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>>737644627
I created the project file for bingo betty on May 5th of 2025, its almost officially been 1 year. Waiting for the a day but I am for sure going to have a post that shows what it looked like in week 1 vs now
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>>737642313
You can always frame things in certain ways, like showing off specific mechanics, movement, your workflow for something, isolated pieces of art and animations, etc. And to be fair it's okay to spoil people a little if there's something cool to show off, better than the alternative which is them not playing the game
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>>737644627
6 months
2-4 years
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>>737644627
I’ve been making prototypes and learning about graphics programming for like a decade or more, started with text games, long, 2d, and now I’m learning modern 3d apis, it’s fun but I have never released a finished game, only non-game software. My current project is going well but I need to learn how to make art so that I can actually make game and not just another programmers prototype
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>>737644627
My earliest design document is from 2021 and all I have is a broken animation moving on a flat plane and many, many, many system redesigns. Progress is slow in you only get to do gamedev every other weekend. I've just been procastrinating with writing a book and drawing anime girls.
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>>737644627
I've wanted to make a game since I was 10 so 20 years.
Made music for it 10 years ago when I was trying and failing to learn C++ in college. Now that there's Claude I can finally make game

Listen to The Desert(Fast) by Soul of Language on #SoundCloud
https://on.soundcloud.com/Jmnwm1rdO2WHrPR4Nn
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>>737644897
I suppose that's true. I gotta try or it'll just fail regardless.
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>>737644627
I think I need about a year to finish the content and polish it. I want to say less, but I think a year is more realistic.
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>>737644627
March 2024 is the earliest commit for the track editor for my decomp project. It was little more than a glorified text editor at the time to help other /o/tists who care about the game to mass-edit a field to test what it did. It was a fully fledged and mostly complete 3D rendering/exporting/editing tool maybe 9ish months later? I started learning how to use Ida Pro in early 2025 and had a 95% complete playable port by August. I don't know how much longer I will spend on this but there are still bugs to be worked out and features to implement like using callbacks instead of blocking loops, unlocked framerates, hardware rendering, internet multiplayer, discovery service for internet multiplayer, port to WASM, ports to android and ios, port to sega dreamcast... where is the limit really?
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>>737555672
progress is slow because characters are hard and time consuming.
>>737644627
6 months for this project, 10 years total of tinkering with game dev. I'm hoping i can manage to release within another 6 months, but i have a very bad sense of time so i'm always wrong on that.
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>>737644627
2 months so far.
2 more months to get all the core mechanics polished.
1 year to make all the content for a small demo.
>>
are any of you dudes named Mike
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>>737555672
>So many actually promising games ITT
What the fuck happened to AGDG?
There are literally no games over there
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>>737647774
Don't start a thread war for no reason
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>>737647875
No, I'm genuinely curious. It used to be full of game projects, monthly progress reports full of games.
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>>737644627
i started making my current game back in march last year. I've spent around 5 months figuring out and prototyping the mechanics for my game. I think it will take at least 2 more years to have something presentable and fun. As for game development overall i've started about 6-8 years ago and i haven't finished a single game (but it's not like i spent every day devving or focusing on work, i only really started taking it seriously a year and a half ago).
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>>737647419
hey i remember this game from DD
keep it up dude
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>>737647774
I don't lurk there so I don't know much about it but the companion thread /gedg/ has people posting regular interesting updates.
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>>737647419
nice. smart move adding melee attacks.
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alright here we go
wish me luck anons
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>>737644627
>How long have you guys been at it
A month today. There's a couple of core systems left, then content.
>how much longer do you think you have to go?
Probably about 7 to 9 months to get everything as bug free/polished as my retarded ass can. I will probably take much longer, or drop it entirely because I'm an autist perfectionist solodev, who knows..
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>>737644627
Depends on what you mean by that.
You mean like how long have I been working at the skillset or how long have I been making it
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>>737649608
Best of luck anon, we are here if you ever need anything
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>>737652437
I recently discovered that saying "My drill is the drill that creates the heavens" to myself inside my head actually helps fight off laziness/self-doubt. I know it sounds stupid (and it is), but it genuinely works.
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>>737652574
Putting this on loop helps too
https://www.youtube.com/watch?v=bHSDBXf2xCk
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>>737652574
hey anon I sometimes motivate myself by watching this:
https://youtu.be/7lwJOxN_gXc?si=fV2jOHSbqE2uMTnl&t=72
so yeah man, if it works it works lel
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>>737644627
About 6 years
I spent about that long figuring out what I actually wanted to make and I started over so many times
I'm going to call it an "immersive novel", a 3d first-person point-and-click visual novel RPG
Basically it's a fantasy hero sim with more emphasis on world building than combat
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>>737644627
My current project: December 2024.
Estimated release date: At least another year, maybe July 2027. I'm considering going early access and doing an episodic release.
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>>737653936
>doing an episodic release
is there an example of this having gone fine?
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>>737654075
It'd be more like episodic style, not like actual episodes. The people who bought in early access would own all future "episodes" too because they'd just be updates.
As for your question, Life is Strange did well, I think.
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>>737644627
Around 2 years
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>>737644627
>How long have you guys been at it
2020
>and how much longer do you think you have to go?
I just make small games now. My idealism is destroyed and I just want to make minimum wage so i can escape my 9-5.
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>>737652574
Take a cold shower and pump my fists while going AKIRAMENDAYO
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>>737644627
Man, I've been at this project since like 2016. Not the same incarnation, but I started learning at that time, made a piece of shit that functioned but was bad, learned more programming, went to school, learned to draw, and have started again in 2024. Thank god I'm not a project hopper, this is taking long enough
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>>737644627
my last game was from 2019ish to 2025
this next one i hope will take half as long
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>see hiring (for free) gamedev application which was posted just a few hours ago
>they're looking for composers, modelers, and programmers/coders
>I can do all of that at least intermediately
>basically fill out every blank saying I can do everything
>get rejected anyway
LMFAO I hope you nmi you fucking moron, no wonder you never accomplish anything
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>>737658054
dude he's making the next e33, he needs the best of the best, sorry
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>>737658054
awful attitude. why are you insecure like that?
winning smile, indeed, kek
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>>737658423
My attitude is appropriate. Why the fuck would you reject some who is interested in your project and would help you FOR FREE? And not even say why I was rejected. These faggots have no idea what they're doing and they waste everyone's time.
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>>737574107
i know you like your goblins but you really gotta start making some new monsters
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>>737658834
most likely other people have applied that they felt are a better fit, is the most obvious conclusion to me
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some anon mentioned air blocking so I've put that in the game
>>737659321
got a bunch of them, aside from gobs: hobgobs, harpies, zombies, skeletons and wraiths. Want to add bandits, wolves, gnolls, rat men and many more but those will come later
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>>737637836
The art style reminds me of MSDOS games
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I want to share my idea here and get some criticism & feedbacks, but I'm afraid of people stealing my ideas.
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>>737638982
Level 5 was kinda bullshit, the three shots behind you start way too fast, you don't even have a split second to assess what you're looking at
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>>737660861
Ideas are worthless.
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>>737660861
oh yeah i'm definitely stealing it, better be careful around here mate
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>>737660918
Says you. I stole someone's idea here and got 400,000 sales
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>>737660861
ideas alone are worth nothing. work and soul is what matters

>>737659816
i like how your game looks and visually feels, man, been seeing webms for a long time now every now and again when I catch a thread.

been working on making assets and building maps now that I have most of the framework and base combat and puzzle interactions down, albeit lacking polish.

it's cool that we can see someone's work and it's motivating
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>>737661004
400k unit hit idea was worthless in the hands of someone who wasn't gonna develop it. hopefully he thanked you for developing it.
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>>737659816
Nice
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>>737643060
Looking good
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>>737555672

If i wanted to make a car combat game similar to twisted metal, what would be the best program/engine to use?
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>>737663948
IDK, something with good physics probably
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>>737644627
Hard to say, I'm still dabbling with the whole design to make it sure it becomes something good. I just need to get the first few levels done, but the first steps seem to be the hardest.
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>>737663960

Such as?
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>>737664041
RPG Maker
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>>737658054
They got like 400.000 AI-generated applications the moment the listing went live, don't be to hard on them.
>>
I want to be done with my current project so bad
I think im gonna downscope again so I can at least get into EA by the end of the year
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>>737664328
How long have you been working on it? What's the general premise of the project? What kinds of features have you already had to cut, and what are you considering cutting further?
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>>737607152
use autorig pro dude
animating animals is literally the hardest thing you can do and you want to reinvent the wheel doing it?
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>>737644627
1.5 months, hmmmm once I get the code done, I should get all the art done in 2-3 months. Depends how crazy I wanna go on the art.

If I was a experienced coder, I could have gotten the code done in 1 month.
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>>737564238
Did you draw that animation for that character?
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>>737664782
it's not harder than making humanoid animations imo, unless you're going for die hard realism.

you do the same thing just in a different configuration
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i hope you niggas are using unreal engine 4
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>>737663948
Depends on your skill level.
But Unity should be good enough.
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>>737665347
show me your walk cycle for the animal you animated then
yeah thats what i thought
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working on tree
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>>737664394
ive been at it since the beginning of the year the scale is small and I want to keep it small
I had stuff like changing character costumes and customizing furniture but it was always a "if I have time" and I don't have much time
I just want to release a small 5 or 7 dollar game and move on
>>
girl I loved decided to go back to her ex. That's one delusion gone, I still have the other delusion of being a successful game dev left.
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>>737653209
Really cool, reminds of Realms of the Haunting
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>>737667470
Yeah, I want it to be a bit like that.
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>>737666340
>gurl,
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>>737665474
You make this?
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>>737666340
brutal stuff man.
also it's not a delusion, probably, have more self respect
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lurking but watchful
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>>737665802
have you ever animated something?
the process doesn't differ wether it's a human or animal animation and the same principles apply
>>
https://store.steampowered.com/app/945530/Bohrdom/
>>
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I've been fiddling with hit effects. Hasn't really been working out ngl
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>>737669386
I really don't like the hitstun and knockback effect at all. You clearly know how to implement combat functionally, but there's no sauce to it. I think you should look at smash bros for inspiration.
https://www.youtube.com/watch?v=HVktK4a9Yfo
https://www.youtube.com/watch?v=0xHE3ypX96U
>>
>>737669616
Yeah, I know.
I'm not pretending I know SHIT about effect design to be completely honest
>>
I know 99% of you are larpers but if the 1% is here, how can I find a publisher? My game is coming along nicely but I don't have quite enough runway to work on it full time and take it to market on my own.
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>>737669958
Contacting a publisher?
My best guess is something like Bigmode IG
>>
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>>737667470
Also known as my (maybe second?) favourite Game Dungeon episode. I apologize, my only exposure to that game is youtube
>>
>>737669958
Is getting someone to press the buttons on Steam worth like 50% of the revenue to you?
>>
>>737669958
just make a successful game and they'll come out of the woodworks offering to make you a billionaire for 50% of revenue.
publishers are scams
>>
>>737669996
>>737670186
>>737670247
If you don't know just don't reply next time, thanks
>>
had a few games made for my friends
multiplayer with rtc using the private network i operate.
its really fun, i wish it was easier to get good assets, but even simple shape 2d games work well
>>
>>737669958
history has proven there's only two ways you can get your shit taken by a publisher who actually cares:
1. know a guy who knows a guy
2. have a novel gameplay mechanic that gets a lot of traction on twitter
>>
>>737670313
The only thing more pathetic than being a janny is wanting to be a janny
>>
>>737670313
If you're asking a question genuinely then don't put bait in it and ask genuinely, stop crying
>>
>>737670313
indie publishers are not in the business of handing out money
they're not in the business of marketing
they're in the business of pressing the publish button and collecting your paycheck.
>>
>>737670383
I definitely have #2, fuck I need to make a twitter account and figure out how to get a few followers
>>737670484
You guys are genuinely slow. I specifically said in my post that I need a publisher to front me some money so I can work full-time. I have my own game engine that I'm going to use for multiple games so I don't mind giving up a revenue cut for my first title with it, if anything this is just a dogfooding project for my engine
>>
>>737670569
>I specifically said in my post that I need a publisher to front me some money so I can work full-time.
They generally don't do that unless you have a proven track record or have already blown up online.
>>
>>737669386
Welp, I got hit effects working generally faster than I thought I would
>>737669616
Is the hitstop too long? Knockback too much? Is it a problem with the animations?
>>
>>737669958
I published my gay furry porn game without a publisher and you don't need one either
>>
>>737670569
>You guys are genuinely slow.
says the guy who needs yet another post telling him that a publisher isn't going to give him money because they're scammers.
>>
>>737670569
>I have my own game engine that I'm going to use for multiple games
"That means nothing to us. Why couldn't you have just used Unity? Why would we give money to someone who elected to be inefficient?"
I sincerely can't tell if you're baiting
>>
>>737670608
>>737670710
I wasn't aware of publishers that don't offer any money. In fact I wouldn't even call that a publisher, but I'll be more specific next time I guess.
>>737670725
My engine uses technology that can't be done in Unity. Also you are a faggot.
>>
How do I trick someone into working on a game with me
I want to make an h-game
>>
>>737555672
https://store.steampowered.com/app/945530/Bohrdom/
>>
>>737670797
a publisher might offer money upfront but you'd need to have successes already so that they can put in the contract that they get to yoink it if you fail to deliver
>>
>>737670797
>My engine uses technology that can't be done in Unity. Also you are a faggot.
Like what? Though your whole attitude is screaming troll so I'm not expecting an answer
>>
>>737670097
No worries, it's a 30 year old game at this point. Clunky, but very unique and memorable.
>>
>>737670632
Just watch the videos and take notes. But I'll spoonfeed you this time:
1. All of the animations are too linear and stiff. For example, the time it takes after a hit for the creature's head to swing all the way back it too long. It's like you're pushing it over rather than hitting it with a powerful weapon. The climax of the damage animation should be but a few frames after the hit and should take longer to return to center. Maybe also have the torso twist around a bit instead of just moving the head and legs back.
2. There's no "punch" factor or satisfaction once the jabs are complete and the creature gets knocked over. It needs a frame or two of a silly pose, before falling over. It should also fly backwards a teeny bit instead of falling in the same exact place it was just standing.
3. The instant teleport for the big strike sucks. If you're gonna do that, you at least need a tiny bit of fly-back on the exit teleport to sell the idea that it was a powerful strike. Then if you really feel like it, have the creature tumble back a bit before hitting the rest pose.
4. The creature needs a little more weight to it when you're hitting it and it jumps off the ground. It's too light-looking as it slowly floats back to the ground.
That's what I can think of
>>
I've thought about it. I could commission swimsuit fanservice art for my game but it would cost a bit. Might do it in the future.

But I was able to complete so much today, kinda shocked it went so well. I'll edit the changes I made today as a quick review to make sure it works 100%, but it makes certain aspects actually work well without any problems so far.
>>
>>737671121
So adjust my hurt animations, move the hitstop to happen before the knockback, and increase the gravity
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>>737671212
that's the crux of it, but you still need to study animation/combat design fundamentals. it's not as simple as just bandaid fixing everything you already have.
studying is not fun, I know, but the end result is so worth it once you get a grasp on what makes satisfying animations satisfying. I highly recommend you watch a bunch of youtube video essay slop on these topics, or just bite the bullet and take the masterclass:
https://www.youtube.com/watch?v=fuNW9vLUxu4
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>>737671365
K
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>>737671632
Good luck I believe in you!
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>>737671664
Yeah, I'm gonna need it
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>>737669386
screenshake and hitstops
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>>737671841
I already have those
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>>737672723
more, can't tell at all
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>>737671024
Troonity BTFO
CHUDREAL 4 WINS
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been working all fucking day, and i barely have anything to show for it because in the grand scheme of things, one full day of work is practically nothing. but it sure does tire you out.
>>
I think it might be fucked. I open my project and try to add things, but there's just no spark, no motivation, nothing. Even if I force myself to work, I can only go at a snail's pace and accomplish nothing. I got an ADHD assessment at the doctor's but they said I don't have it, so I can't try adderall. My only choice is to dope myself up on caffeine I guess and try desperately to work. I don't know what else to do.
>>
So for a roguelite where you purhcase upgrades, what about using the points you gain? Like to get high score you can't use your points to create an artificial difficulty of not getting too high of a score if you use too many powerups?
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>>737644627
somewhere around 2020. I remember spending a few months coding my turn based combat system then diving into Blender to start making monster models : never got out of this hole. I'm confident when I'm done animating my 250 monsters it'll get much faster. Ideally releasing in 2030
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>>737674116
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>>737674163
That actually looks really good. It'd be great if there was a game to go along with it.
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>>737670827
Make it about his fetish
He'll abandon it when he manage to accomplish it irl
>>
>>737674557
I meant anons from this thread
I need help
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>>737674593
That's how you do it
Just focus on it, and make him focus on it, so you can finish it off before he pulls out
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>>737671121
If you must know, the entirety of the "Hurt" animation consists of that swing-back, after which it returns to idle.
So I COULD just speed up the animation and also slow down the transition from Hurt to Idle in my animation graph, at least for now
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>>737674339
Thanks. I'm at a point where I know I will finish it but I'm just hoping it doesn't get much longer for whatever reason
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I've been working really hard on my game, and I want to post it here, but it's not nearly ready yet. It needs several more weeks of work before I can show it off.
>>
>>737675106
>>737641779
>I can't post progress until it's done
>my game is done I have nothing to post
The duality of man
>>
>>737674973
that's really dope anon, I hope it all works out the way you want

>>737675106
same, but that's not a problem, it's ready to show, when it's ready.
my problem is moreso I'd like to ideally release a demo this year, but I don't think that's very realistic. but time will tell
>>
>>737663948
If you are asking "which game engine" then the answer is Unity, regardless of what you want to do.
Not because Unity is amazing, but because for a beginner having an engine that's easy to use and with a shitton of learning material will be way more impactful than anything else.
>>
>>737665881
>>
>>737666340
Your game's success will make you drown in hot bitches anyway, it will be less awkward this way.
>>
>>737669159
>Anon post random-ass indie game
... okay?
>Check /pol/ for daily dose of unbiased news
Ooooooh
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how come Notch is still lonely then?
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>>737676406
He gay.
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I feel sad
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>>737677253
Me too.
The only cure is getting busy.
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>>737670569
>>737669958
Do you have a finished demo? Do you have a portfolio with self-published games and their (hopefully positive) sales figures?

If not, you're not going to find some miracle publisher that will hand you a check off a vague promise. You'd have an easier time just registering your own LLC, going to your bank's local branch, and taking out a business loan.

If you do, or if you want to ignore me, just google "indie game publishers with open pitches" and go down the search results. Every website will have a contact page. Iceberg, Headup, 2P, Offbrand, Untold, Assemble, Microprose, whatever, just send them your pitch.

And even then, understand that these publishers all get hundreds of applications a week yet only publish a dozen games (or less) a year. If your game is dogshit, a publisher isn't going to pick it up, because they only pick up games that actually look like they're going to succeed and make them more money than they spent on you. If you've already tried self-publishing and failed, you're not going to get picked up, because publishers aren't miracle workers.
>>
My life's evolved to a point where I have to make a game, but actually making a game has been incredibly brutal. My health declines, my hair falls out, my teeth hurt, I get colds more often, and I sleep less. Despite all that, I only get like 4 hours of productivity a day. Idk what the fuck to do man. I really must have loser genetics. My father is homeless and I'm going to turn out just like him at this rate.
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>>737677716
All that time you spent whining and typing could have been spent adding a new enemy to your game.
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>>737677786
Am I just supposed to kill myself working on my game, and feel miserable the whole time? Where's the logic?
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>>737677849
yes
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>>737673957
This is where you need discipline, particularly self discipline.
Life doesn't work through constant spark or motivation, you need to have discipline. Work and education enforces that through money and punishment, your disciplined by someone else so you can't just stop.

You don't have money or education hanging over your head. This is where you need true discipline because that's all you have.

You're not fucked, you just need to tackle discipline. Every game goes through this stage. Swapping to a new game that you're motivated onto will become this same game eventually.
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>>737677951
Well then you're dumb. You're not enjoying your life, a person obsessed with work is not actually happy, and we both know this.
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>>737677992
NTA but I think that discipline is a misused phrase.
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>>737677849
>Am I just supposed to kill myself working on my game, and feel miserable the whole time? Where's the logic?
The alternative is killing yourself while doing nothing, and feel miserable until the end of your life instead of until the end of your project.
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>>737677992
Maybe.
I've tried the discipline stuff lately, and it feels the same as carrying a sack of bricks over your shoulders and walking up a hill. When I'm motivated to work I wouldn't say it's enjoyable, but it's more of a mind-numbing thing which is not that bad. When I'm not motivated though it's really unpleasant, and I can feel it harming my health, so I have to take 2-4 hours after working to "detox" and remove all the stress that work caused. I don't think that's a healthy lifestyle. If carrying the sack of bricks up a hill eventually becomes easy enough to feel mind-numbing, then maybe it's okay, but if it's going to continue feeling like hell then I might as well work an amazon warehouse gig, it's the same degree of shit and same degree of harmful.
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>>737678043
It's not in this case, it's the exact same as waking up early on a cold rainy day and going for a run. You might have started it out of motivation and enjoyment but when you're in your warm bed, it's all discipline that gets you to get dressed and go into the cold for an hour.
It's the same with what anons feeling. There's no current joy in what he's doing, despite the original joy of starting and the potential joy of finishing.

>>737678114
>carrying the sack of brings up a hill eventually becomes easy enough
It will but in the games case you'll find your initial motivation again. It's worse than a blank canvas because a blank canvas is the potential for anything and everything, when you're halfway through it all of that potential is gone, you're stuck having to try and realise what your imagination went for.

HOWEVER why are you making your game? You're describing it as mind numbing even when you're motivated which doesn't sound good at all and seems like a whole other issue in itself.
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>>737678643
In my opinion discipline is the ability to not be bothered by perceived hardship.
Fighting through pain is grit, but discipline is saying “This pain doesn’t bother me.”
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>>737668301
you cant get up and walk like a dog to give yourself a sense of how it should feel
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>>737679479
Kek he is still at it huh?
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Gonna quit my job soon.
And then I will have time to work on my game again.
>>
Bump
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>>737680574
500 is the bump limit, newfag
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the way I had enemies set up was way too complex and made making new stuff a pain. I tore out a lot of stuff so now it shouldn't be as complicated to make something new. I played a bunch of the games Im ripping off in the meantime to get a sense of why stuff felt off. I don't know how I got it in my head that enemies had to be so complicated because most platformer enemies do one or maybe two things max, even bosses only have like four abilities. I had my guys set up to have all these retarded ass toggles and everything was hard wired because I am not a coder I am a retard.
anyway along with that I added a simple way for enemies to take multiple hits without triggering invincibility.
also I am scrapping the grab/throw ability. I'm just going to repurpose the animations I made for it (they dont look good anyway). Getting it working correctly without bugs was beyond my skill. I'm gonna keep enemies knocking into each other but I'll just do it with simpler stuff.
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>>737678643
>You're describing it as mind numbing even when you're motivated
Trying to do UI stuff or whatever is not really fun. We all have our things we like about game dev but the average moment spent on it is kinda emotionless and bland. That's a pretty normal viewpoint IMO.



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