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How's your gamedev going?
>>
Any recommended code architecture videos?
https://www.youtube.com/watch?v=Mj56ssAD9P0
>>
lots of ideas and little execution but um they're great ideas, I swear
>>
I will learn nu engine and write F#
>>
>>738440493
I have been distracted lately and can't be bothered opening godot.
otherwise it was ok
>>
>>738440493
>>738441314
once i translate the designs and ideas from my thoughts i will surely start development i just need a few more weeks maybe months maybe next year
>>
>>738440493
I'm about to go to bed, but I made some UI functional just now.
My project is in such early stages that I don't feel it's worth to show even an image. It's all cubes and spheres and placeholder shapes.
>>
>try asking gpt for advice on what to do next
>"vertical slice!" "vertical slice!" "have you done a vertical slice yet? you should really do a vertical slice!"
>>
>>738442108
inb4 DMC from temu dev
>>
Been working on doing more visual effect shit and other uh wacky effects for bingo betty. I think I may have gone too far this time. I'll bu updating the demo with all this wacky shit soon once i finish testing the 250 items and 70 cards i added to make sure nothing crashes with all this other shit going on. hopefully will be done with my little testing spreadsheet soon.
>>
>>738442336
screen wide discolor for whole seconds uglifies and hides the other effects imo.
>>
>>738442509
Yeah i literally am in the midst of re-tuning that effect cause i made that before all the wacky shit, Im just trying to find a happy medium because without the darkening that symbol gets lost in the sauce. I may just go back to having those effects not have a visual cause all the other stuff is more interesting now
>>
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i was fucking around with my interaction system and finally got it to a point where i think its acceptable

light objects have no physics or inertia
heavy objects (big cube) attach a joint constraint at raycast hit then you drag it around like that
snaps to an empty object parented to another one, a sphere is spawned when you pick up an object that can snap and then it seeks eligible snap points, then fades them blue when close, then green when snappable, maintaining the desired rotation (and scale, but thats probably a bug) of the emtpy object that you manually place

i also imported the old unreal engine 1 console font by making the .fnt file and bitmap atlas myself (it was a pain) just because i think it looks really cool
i think the main issue is that profiler is seeing that i access getcomponent on every property access, which yeah is probably bad, i need to cache it or use pointers instead of raw api calls
>>
>>738442595
apply the screenwide color effect only on the background and the animated background of the top bar with a multiply filter instead
it'll look impactful without causing a flashbang
>>
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I am almost done with modelling. Not too sure about the helmet instead of a lighter visor.
Now to touch up the rigging and I can get back to level design grind.

>>738442336
I got epilepsy from that
>>738443473
Neat, but what's the plan with that?
>>
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What's a good way to handle sprite sheets with Godot?
During development it's easier to leave space on the atlas for adding new images later and to help Godot detect separate parts. But when shipping it would be better to have everything rearranged for minimal space use.
>>
>>738445238
Just go with whatever size you want(exponent of 2) to fit your stuff. you can always add more sheets. premature optimization is time waste.
>>
>>
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>>738440493
so......anybody knows what happened to this?
>>
>>738446935
Just another never was.............
>>
>>738445238
It doesn't seem like there is one. The best thing seems to be having table-arranged sprite sheets and putting that together into poorly optimized sprite atlases.
>>
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>>738446935
No idea but I had saved picrel and the original post complains about real life drama and work preventing him from progress
>>
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>>738442108
>>738442315
>do a Vertical Slice into a Vertical Slice into a Vertical Slice into a Vertical Slice
>instant SSS combo rank
>>
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>>738447014
I'm actually wondering more about picrel, he was prolific on /vg/'s /agdg/ for a while but most of that period was erased/unarchived
>>
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>>738447059
>>
>>738447054
the original is funnier because the stuff on the right really sounds like DMC attacks
>Perfect Storm
kino
>>
>>738447014
>>738447059
Platformers are the most sprite intensive games. And every animation is unique for each unique sprite.
>>
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>>738447105
>>
>>738447108
for me it's Scottsdale Rapes.
>>
>>738446935
>>738447014
i follow him on twitter but i dont think hes brought up the game in a while, dunno what happened there
>>
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>>738440493
2D is weird but fun so far, the next big hurdle will be dialog systems and making the thing even remotely presentable. Even if the whole project goes down in flames now I know for Space Gypsy how to do these things.
I did have a moment of despair though, as just hitting blank on how UI is stylized I took a look at Lorelei and the Laser eyes and their earlier productions, man looking from this point their decades worth of experience seems unreachable. Literally that moment of Bateman seeing Paul Allen's card or Salieri seeing those notes.
>>
Looks like I was 200% sure I never wanted to pursue the one project I now want to prototype so I deleted it, lol. but it was 2 hours of code at most.
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>>738440493
expanded the demo area
>refactored an early area so there's more water so the player can abuse the goblins by drowning them
>added a secret underwater cave (not secret anymore)
>expanded the final segment so there's more combat against hobgoblins and harpies, plus a 1v5 against gobos
also finally figured out how to bake lightmaps that look fine, don't leak and don't crash Godot, nice
I'm now planning a mini-boss against a dark sorcerer. Much simpler stuff than the big demon dude who I hope to complete before Monday
>>738442336
I agree with the other anon, the discolor is kinda ugly. I love all the other stuff flying around, bet that releases a lot of dopamine
>>738445069
I like the helmet
>>
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You are sending a gameplay clip or a trailer to /v/3 right? Here's what you can expect from the show right now (plus more!): https://youtu.be/zcJqrrPSaNc

You can send your gameplay clips here: https://forms.gle/aS3ej9UkHY6BwtCj9
Or send your trailers here: https://forms.gle/LusfAPZSakxZcEPSA
by May 23rd.
>>
>>738447256
which one?
>>
>>738447309
>hitting blank on how UI is stylized
a texture with some personality for your bounding boxes that doesn't horribly clash with your desk colors is all you need
basic css shit like slightly different looks for on_hover/on_click/on/on_hold states is nice
maybe some sound effects like typewriter clacks or bleeps acting as character voices, any sound feedback really

and most importantly: real fucking options that make all the fancy elements not miserable to interact with, swear to god if renpy figured that shit out ages ago you have no excuse not to copy it all, keyboard shortcuts are a must as you don't get to pretend to be a console-only game for mouthbreathers
between VNs and deduction games and text adventures there are plenty of ideas to steal: i can point to papers please and cultist simulator
>>
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my rat rpg (or whatever it'll turn out to be)

I hate roaches and bugs n shit so I've made them look cuter at least, while they're jumping all over and attacking my ass
>>
>>738448073
Holy shit bad rats 3
>>
>>738448073
looks super nice man. Love the eyes on the bugs and rat, remind me of Rare games on the N64
>>
Music is impossible
>>
>>738447993
Yes, Papers Please was a large inspiration for me as it's one of my all time favorite games.
>keyboard shortcuts are a must
Interesting, those are relatively easy to do but I'm trying to wonder what use they generally have in LNs. Also one of the biggest beefs I have with Lorelei is that every action is pretty much behind one button, so I get you.
>>
>>738448073
how the fuck did you make your assets look so much like vanilla wow? mosty the wall texture
>>
>>738440493
I've been working entirely on systems, using visible collision boxes because I'm dreading art. It's playable but nothing to see, at all really.
>>
>>738440493
>anon that lost all inspiration for almost a year
I saw 80 yrs opd Madonna hag and it returned gradually fast.
Doesn't matter, I'm trying to set tone and mood in my horror game. I like the approach that silent hill went with psychological horror based on sex and relations. I aim for a more drastic or intense approach. Come to think of it, plenty of Sh entries aren't even horror, rather psycho thriller.
>>
>>738448313
You can just use elevenlabs
>>
>>738447734
Huh, a whole 2 weeks to cook up something? I'll consider it.
>>
>>738447734
What's with the turbonormie music?
>>
>>738449851
We're trying to attract the normie crowd this year to get more eyes on the games.
>>738449501
You'd better otherwise you gotta wait until next summer since we're not doing winter shows anymore
>>
>>738440493
Studying coloso courses on coloring and shading so that I can draw proper assets for my game.
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>>738447734
are there still slots on the rapid fire section?
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>>738450267
As of right now there's 19 spots with the potential for it to go down to 18 depending on what this one dev wants to do
>>
>>738448923
they're just painted in photoshop
but this dirt texture is from prev project (similar in look) just color corrected down heavily because I hate drawing too often
>>
>>738450342
cool! I'll do my best to have something cool ready before the deadline. Ty!
>>
>>738450472
That gobbo is one cup of coffee away from unlocking time stopping powers!
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>>738450747
his heart stopped long time ago, but he won't stop dancing!
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I don't know how.
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>>738451063
when there's a will, there's a way
>>
I had to test if my game works the same on higher framerates and that seems to be the case. Fun times.
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>>738446935
>>738447014
>>738447256
I have a bunch of his pixel art saved.
when I used to talk to him in these threads he said that he had no ability to code and he was just making a shit ton of art and animations in preparation for his game of which he said a friend, (who I think was working on another project at the time), would eventually code for him.
this seemed odd to me as someone who does does pixel art animation and programming in tandem because complications can arise when you actually put an animation in the game and suddenly you realize you need to tweak it in order for it to look right and fit the best speed, reach, movement, hitbox properties ect you want mechanically.

He could have given up, drifted away from whoever was supposed to code his game, or may be stuck working on something that cannot be shown off as progress.
for example I have spent the last 2 years working a real job and then programing a custom animation program and format/file reader to use in my game because basic 2D animation in game engines really sucks. they are not animation orientated.
Anyway I can't show off any of that progress because it's on a dev tool that looks boring and wont look like anything until I start making animations with it.
on the off chance his game is getting made it could be in a state like that.
>>
>>738449324
>Come to think of it, plenty of Sh entries aren't even horror, rather psycho thriller.
Suddenly all the idea guys are silent (hill).
>>738447734
Other anons right, music is normie filth.
>>
>>738452885
Yeah it's intentional as I said. Trying to draw in the off board crowds.
>>
>>738452885
>music is normie filth
not a fan of the singer but I like that reagge vibe it has
>>
>>738440493
I got hacked in October after I made a trailer for it, and I havent really picked up dev since, just bits here and there
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>>738453090
>I got hacked
how? what happened man
>>
>>738452953
That is one way to do it.
>>
Hmmm, I'm wondering if I should bother putting in online leaderboards in my game. Should I bother? I imagine it's a pain in the ass to make it somewhat cheatproof.

>>738452741
That'd be a shame, his pixel art is great. I was thinking of hiring him for an RPG project once I finally get to it, my friend once worked with him and had nothing but good things to say
>>
>>738452741
The crab and the slime are satisfying to look at
>>
My game is worse than others, yet better than others
It's.... mid
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Howdy!

-->Bug Fixes<--
> the inventory no longer blinks, when you're unequipping, dropping or equipping items in the inventory. This was caused by an older function that would refresh the inventory by opening and closing the inventory, but I don't need any more as i've enhanced the code.
>a bug was created because of this but fixed. when the scroll bar would scroll down, there would be no update which would cause the scroll bar to go back up to the offset zero while the index of the grid array would offest to 0. Now, whenever I tab over between item categories, the scroll bar now offsets to 0 every time.

-->general updates<--
>dragon boss is getting new animations as I am slowly learning more about key frames and moving Ik bones around in blender.
> i'm currently testing random material arrays for my bird creatures just to see what different types of materials they pick up and how often they pick one over the other via random int.
>updating more ui elements, replacing font with rich text for better customization,
>updating more player animations and more attacks based on stances
>polishing quests and npc association by cleaning up the data tables for each dialogue and quest to match it's.
>adding more data to the save blueprint to keep persistence consistent.

I think I will make the inventory hierarchy between the slots and the grid so pressing B send you back to the equipment slot and equipping leaves you in the inventory.
>>
>>738455189
Mf, looks splendid.
>>
>>738453015
>reagge
How to incorporate that into a horror game
>>
>>738452741
This is what modern pixel indie games SHOULD look like but instead we stick figure slop
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>>738455657
if i could make pixel art like that i would
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>>738455189
>>
>>738455626
you have aspergers and your stoned uncle is trying to rape you
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>>738440493
Still fucking stuck on my sorting algo problems.
Got two fucking AIs to help, and right now I'm at the point where they just loop around the fact that my code is doing *everything* correctly yet shit still doesn't work.
I'm going insane.
>>
>>738456294
what ai are you using? i typically use claude for bugfixing tho its been
getting worse recently it feels like
>>
Dumb question only tangentially related to the thread:
Why the fuck do webm not display their name & size in the thread, like jpg/gif do?
Did I fuck up something in 4chanX options or that's how the site is now?
Ton of webms in this thread and it's getting annoying.
>>
>>738456776
>>Why the fuck do webm not display their name & size in the thread, like jpg/gif do
i think they changed the site again. you can fix it by adjusting the script, i think you need to replace the line ".fileinfo > .firstline" with ".fileinfo > a"?
>>
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>>738440493
Hardware rendering soon. The original chunky software rendering will always be available at the press of a button of course.
>>
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>>738457487
Automated test suite runs the intro replays advancing the frames manually as quickly as possible and compares screenshots at key frames to ensure original software rendering remains unchanged despite large backend modifications to support hardware rendering.
>>
>>738457487
>at the press of a button
love that stuff, it's always funny to compare
>>
>>738456294
what are you trying to sort?
>>
>>738457487
god i loved gran turismo as a kid
>>
>>738457730
Yeah I really liked the first Halo CE remaster where you could swap graphics from original to new instantly during gameplay and wanted to replicate that.
>>
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going well
>>
>>738447309
>Literally that moment of Bateman seeing Paul Allen's card or Salieri seeing those notes.
I know the feeling. I just saw someone at least 3 years younger than me create something truly outstanding that had some gamedev ideas I wanted to implement since I was a teen. At least, my main project has nothing to do with it, but it still made me a bit depressed. Nice detective menu btw.
>>
>>738457916
for a moment I thought this was shaderbro lol
looks cool, very stylish
>>
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i added multiplayer to my game
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>>738458026
Nice. You should try making something that's not a rage game sometime. This art style is great.
>>
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>>738457778
1 to 6 millions colliders, sorting them by which cells they go inside the space partition system.
The actual sorting itself (Radix Sort) is working, it's the shit directly around that refuse to.
I still need to get the "entry point" of each cell in that sorted array, which is just a matter of boundary checks, but then I also need to propagate that starting point to empty cells, so the actual physics engine can get a cell's amount of collider simply by checking where the next cell beginning - which save on memory accesses.
Except this is done with a "Reverse Suffix Min", that algo refuse to give the correct offsets for the cell at the beginning of the array when there are too many empty cells.

Also while writing this, the Reverseshit broke even further and no amount of Ctrl-Z is making it go back to "90% working".
I'm half tempted to say fuck it and give up on memory accesses optimization, and just fucking write the cell's size in a separate array, but fucking hell I've been on this for days and the sunken cost fallacy is going strong. Also rage.
>>
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>>738440493
Adding what i think may be the last item of this level unless i come up with something else.
Next are these boss doors, but unsure if i will just copy 1:1 or do something silly instead.
>>
>>738442015
This is me how do I stop
>>
>>738458353
thats a clever way of having timed blocks
>>
I'm seeing a lot of potential expo participants this thread ...
>>
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>>738458430
check out those two
>>
>>738458428
It's the advantage of having a cursed library lower in the level
>>
>>738456361
Was using mostly Gemini, but it run out of free token too fast.
Currently on Claude non-pro.
Not really convinced to pay for either. They are like ... not bad, but also not solving any of the *hard* problems I have, only the trivial-ish stuff.
>>
>>738458919
Apparently the paid models are much better but I'm not gonna pay for it just to find out if that's actually true.
>>
>>738455189
This is shaping up to be a good looking UI. I would put the controls reference as a line along the bottom rather than a box, most players are only going to reference the Drop Item and Destroy Item controls. If nothing will be in the top left I would make the character viewer and associated widgets bigger so that the top of the metal/stone of the character viewer aligns with the top of the metal/stone on the menu on the right
>>
>>738446935
>>738452741
That sprite work is amazing. Shame about the abandonment. I agree with the notion of working on the art and animation of your game when you have at least a playable foundation first. I see lots of artist-first devs put their soul into making cool animations and nice designs, but end up burning out hard which leads them to drop their game projects.
If an artist wants to work on a game, but can't code, they should spend time learning coding. So they can at least move the project forward if something were to happen to their code partner.
>>
>>738440727
I put up this introduction to architecture for server/client multiplayer. I haven't finished editing part 2 yet! https://www.youtube.com/watch?v=jbfRtofQw2A
>>
>>738457947
Once you recover from the initial punch, it can be really inspiring but man is it wallop. Hang in there and thanks.
>>
man those Demo Day games are not appealing to me AT ALL
>>
>>738460623
i like dance of elements, (a)woken, kyubu dice, rolling ball dx, crab puncher, and ellie & osh. still wanted to give wagie run a try as well
>>
What's the deal with the OP of these threads making them impossible to search for on the catalog? Some sort of schizoid drama?
>>
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Added some terrain generation tool and added fog to my weather system. I need to fix my water shader but I want to start adding cars, planes, boats and swimming. I'm also thinking about adding parachuting like in Just Cause and maybe pair that with a grapling hook. Not sure what I want to do with this but maybe like a first person Just Cause sandbox type of game with collectables spread across the map and races that you can do with multiple types of vehicles.
>>
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Character select
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>>738461425
We are trying to dodge faggoon.
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>>738461659
>make ocean
>it's visibly tilling
Time for some math, Anon:
https://www.youtube.com/watch?v=yPfagLeUa7k
>>
>>738459683
Yea, I was bedridden all day after that. But it was a good thing, I've decided to speed things up a lot since. You must focus on what you have instead of what you don't.
>>
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>>738462030
kek I love this one
>>
>>738459284
Thank you I needed another opinion on the button ui, it has just been a block down there since i started back in 2024. I have a few more ui elements to add to remove the negative space eventually but I like your suggestion.
>>
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>>738463036
>>
>>738463523
This on is my fav
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been making some new shit here and there
learned a lot about editing, especially layer modes
https://voca.ro/1n27vOW68u2M
>>
Was working on introducing some features into the player character's state machine. Had to fix some bugs to make it work. Now there are more bugs and the animation transitions are all janked up. At least it's sunny outside.
>>
>>738464864
How do you go about your visual style? You just wing it or try to capture a certain feeling?
>>
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>>738440493
progress, deeper hair customization
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>>738465491
ive found touching some grass really helps with getting a fresh set of eyes on your code. its easy to get lost in the weeds and break your brain until you cant figure it out anymore, at least i think so
>>
Day 583 of brainstorming game ideas
>>
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/v/

Name your fps mechanics you want in your game and i will make it so.

Remember it has to be a mechanic.
>Alt fire
>Action reload
Those are examples.

Do your worst..
>>
>>738466559
>we have Custom Maid 3D at home
VR support planned?
>>
>>738466832
Grappling hook
Slide kick
NPCs with stay here / go here command
Enemy in-fighting
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>>738466850
kinda but super low priority
>>
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>>738466713
Yep, this is the plan. I did get a ton of work done this week so I'm not unhappy about it, but some things I'd done really well before unraveled a bit.
>>
>>738466559
That twitch between mesh swapping is eye gouging. You need to remkve that.
>>
>>738466559
Also the tail has some really weird depth sorting issue. Is your entire model set as transparent for some reasons?
>>
>>738465893
I usually wing it but what does the aesthetic personally make you feel
>>
hello, I'm looking for an artist for a stupid game
the game is a 2D infinite runner (it's more complicated than that) and the aesthetic is cartoony and shitposty (think high-effort basedjak)
>>
>>738468432
>basedjak
See pic related to meet your ideal artist.
>>
>>738468167
Kind of like a "nostalgic eeriness".
>>
>>738468673
No.
>>
>>738468432
>basedjak
which one, there are several
>>
>>738459450
yea, anytime I work with a programmer he either tries to hijack the project entirely and put himself as lead or flakes out midway through.
>>
>>738468432
Hello Haybrid
>>
>>738468870
none in particular, I mostly meant the aesthetic of basedjak classical art parodies (see picrelated) where it's better than your average shitpost but still looks crummy.
the game has no basedjaks, but they convey crumminess pretty well that's why I used them in my example.
another example is the general atmosphere of Crash Tag Team Racing if you've played it
>>738469152
who?
>>
>>738468706
cool, will keep that theme in mind
>>
>>738445069
Leg armor and feet look much much better then last time.
I also like the helm.
>>
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>>738466832
Escort mission.
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>>738470085
that tree just cumblasted
>>
>>738466832
reloading remembers magazine amounts and bullet in chamber
>>
>>738471180
>>738466832
Yes. I agree and duel weapons
>>
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>>738466832
Action fire and Alt reload
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>>738471746
Action fire and alt reload?
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>>738471794
Action fire and alt reload!
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>>738461869
post more gameplay your game is the only one interesting in these threads
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>>738458353
>>
>>738466832
Bullets actually come out of the gun, not the camera viewport.
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>>738472423
I weep every time i see that guy wasting his skills sucking up to zun.
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>>738471912
But what the fuck is it?
>>
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>>738472423
Thanks that means a lot, I wanna save some stuff for /v/3 though so nothing new for now
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>>738466832
Some sort of needler gun
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>>738473103
You have to shoot within a short window of time or your shot goes anywhere but the target
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https://www.youtube.com/watch?v=HKHp6qywaJE
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>>738473481
did you actually make this
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>>738473141
Oh shit I forgot you said you'd submit. Hyped as fuck dude
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>>738473103
A brand new genre of idea, an invention if you will.
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>>738473141
>/v/3
Now they're doing those short clip things are you gonna do that or a full trailer because I want to know more about this anon
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>>738473572
No
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>>738463523
Kant stop 2 kek
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>>738456062
I was asking how to make reggae sound spooky. I'll experiment and report. Have a few ideas.
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>>738474105
I'll see near the deadline since I'm cutting it pretty close, gotta rush and replace some placeholder stuff in the shots I wanna show, plus I need to shit out a trailer song, and then make an itch page, etc etc so it depends how much I crunch, but yes my goal is to put out a 1 minute trailer.
>>
>didn't go to sleep on time in Sunday
>end up not getting enough sleep, inadvertently having a nap after work, then not being able to fall asleep in timely manner at night
>repeat through entire fucking week
Horrid
At least I decided to go back to old little game I screwed around with instead of trying to rush training in animation for different game.
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>>738447134
...unless you use stuff like spine2d.
>>
>>738472423
I'm glad you dont, faggots neednotapply.
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>>738476249
tell me what otehr game is good in this thread? Actually post your game
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>>738476864
don't have it saved but you're the epitome of that image of brownoid wojak calling another brownoid "you're not white"
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>>738477096
spiritually brownie wojakfried imagecell
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>>738440493
still working my way through nand2tetris, i got filtered hard by assembly language, this simple program for filling a screen with black or white took me 3 days to figure out. it was only by autistically documenting every step of what i was doing that i could figure it out.
>>
>>738455961
sorry but it really looks like sloppy aislop
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>>738477857
Why are you sorry?
>>
Will I get canceled if I make an auto clicker holocaust game where the goal is to get to 6 million?
>>
>>738471912
Alt reload sounds like those faster reloads you do in milsim type games where you lose the magazine, or reloading different types of shells into your shotgun for example
Oh yeah there's a l4d2 mod where it's a mag fed shotgun model going over a pump so the person decided to animate the player putting the shells into the mag, I thought that was pretty cool
>>
>>738480179
Make it about Israel killing Palestinians and it will be go(t)y
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>>738459450
Or maybe do something small on non coding language engine
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>>738473572
This is literally just a fake mockup slap together on game maker to shitpost and troll the homebrew threads at /vr/ and tranny smith will get very fucking mad if you point that out.
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>>738458353
clever way of making platforms pop out. for me there could be a tell that it's gonna pop out so i wouldn't have to memorize the entire sequence, but megaman was also like "fuck you leanr the pattern" so maybe i should keep my mouth shut
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taking some time
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>>738473141
fuck that's dope



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