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File: gameengines.jpg (82 KB, 1024x576)
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How's your game dev going?
>>
It plays like shit
>>
>>
>>738846112
dead hobby. too many shitty games.
>>
>>738846112
Fuck, what's this stupid image with (your engine) I saved. I've been posting this for months. need a correct image.
>>
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made a water stream for the flooded section
it all makes sense now
>>738846224
I made that one lel, gotta respect the enginebros
>>
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Coming along. Trying to figure out a way to make this attack not feel like bullshit.
>>
>>738846480
The Slayer fans will love it, but unless that dash is giving you iframes you might end up in an scenario where all those balls make it unavoidable
>>
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You got LESS THAN A WEEK AND A HALF to get your game into /v/3 2026.
Full trailer sign up: https://forms.gle/VVtUdRNhPRKi8CvX9
Quickshot sign up: https://forms.gle/px1hN3jKBxa1Dep48

This show is shaping up to be something special this year. Don't miss out.
>>
>>738846861
check you twatter DM's pls
>>
>>738846861
I hope you don't mind games that look like they were made by 10 year olds.
>>
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>>738846112
Testing windows/glass, I think it looks ok
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>>738847154
>He finally has more than just the water pipe
>>
has anyone made a gooner game yet?
>>
>>738847262
Go to >>>/vg/agdg and ask for Cristobal. He's an expert on the subject.
>>
How to modernize the action survival horror genre? Re 1-3 are outstanding games. The genre should stay relevant in 2030.
>>
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>>738846112
I am entering my snobby indie dev phase
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>>738847469
Ground Zero has some interesting approaches. Parry and focus shot on combat and currency system where you get more points from enemies are killed weaker weapons. IMO the biggest benefit fixed camera survival horror gets from modern tech are the graphics, which is a shame that they are so rarely used for that purpose.
>>
>>738846978
Sorry, Twitter didn't notify me I had pending messages.
>>738847102
Make a gameplay clip then
>>
any neat gamejams happening at the moment?
>>
>>738848030
I hear a rumor there's another v3jam coming in the fall
>>
>>738846480
How do you go about balancing this sort of stuff?
>>
>>738847741
Koreans starting to make decent games.
>graphics
You can create an outstanding prerendered background within hours, which took weeks back in the 90s.
Is gz a rpg or does it merely have rpg elements?
>Parry
I think survival horror needs one shots. Having green health means you are immortal for at least one blow and you can reapply withstand one blow in the menu. This has to stop.
>>
I accidentally released a version of the game out that crashed on start up.

Almost 1000 people have downloaded my game so far but only 180 still have it installed, it doesn't help that i keep fucking shit up

it's a mobile casual game and I've made £0.40 from ads on it since yesterday
>>
>>738848346
>Koreans
I thought so too until the credits rolled. Apparently it's Swedes behind it.
>Parry
There are oneshot attacks in the game. If anything the biggest disappointment was that devs cared enough to give player an execution animation in old RE2 death screen with black background style, but didn't do those for the player!
Also just remembered, giving player choice to occasionally select from two options which area to take next. That's another thing modern takes could hone more, either the RE2 A/B routes or RE3 choices.
>>
>>738846480
You should balance these attacks around the fact that you have very limited vertical movement. Have the Raining Blood attack shoot up from the bottom and explode in the air.
>>
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>>738847186
I hoping the get the steam page launched by the end of the year, I also added some subtle noise
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>>738848569
Ye, I was just repeating what I read here. Stupid of me to think people here think before they shit post.
>swedes
Cucks. Somehow great at design and somewhat decent at vidya development
>execution
Nah, you can't skip that. Just shows that swedes are cucks. The execution has to be sheer horror. When playing re2r together a friend of mine jumped and refused to enter the room. The killcam in re2r is very good, at least when zombies rip out throats or the like. Killcam can get ridiculous, see mortal kombat. This needs to be avoided..
>choice
Obviously. Re2 did it great, especially the zippy mechanic. Easy to implement and big on impact.
>respect
Im afraid it boils down to that. Players aren't respected enough.
>replayability
What do? Mini games with expanded riddles, like easy to progress, hard to get the goody or some other side activities (which ones??) would help. Multiple characters and paths are a must in these game imo. Some areas that aren't needed to progress would help, too. Maybe extra modes like playing the enemy? Time attack and others to
>unlock unlockables
I think this is key to replayability
> modern horror
What could be implemented from more recent horror games?
>>
>>738846112
Really bad. I never get past fun ideas; have tried making something but always run into some code related issue where I can't find an easy enough solution, and give up 1 month in.
>Soulslike, but cars
>action slasher a cooking minigame where organs of slain enemies are used to cook buffs (if successful)
>story driven empire builder + noita-like rpg where I can seamlessly switch to 1st/3rd pov to explore/fight/affect world events that happen without player input
>assassination/heist game where the player is given to the few days time limit and one goal, but no other information, no quest markers. Player's gotta scout out and come up with their own ways to compete the task.
And many more.
>>
Compiled some good ones, didn't bother making it align on the png. I finished up all of the books for quests and general use as "books". Right now giving every single npc and monster their own unique grimoire type. Grimoires are spell books dropped by npc/monsters vs Codex are player spell books that you can assigned (limited) spells to. The player can directly equip a grimoire over a codex but you cannot modify the spells in them. Pay gold to the church to have spells extracted from a grimoire. Next task is making all of the spells somehow.
>>
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>>738846112
I added parachuting and gliding controls. So far I have a dynamic day/night cycle skybox with a simple weather/cloud system and rain, some editor terrain tools to make a big open world island, a simple water shader and swimming controls. I think today I'm gonna start working on vehicles controls, I wanna have cars, planes and boats, so far my idea for the game is a mix of Just Cause and Pilot Wings, just a big open world tropical island sandbox where you can walk, swim, drive, fly and then fill the island with checkpoint style race courses and collectables.
>>
>>738849396
Is for me
>>
>>738849621
looks pleasant. Remember to add cool secrets to find!
>>
>>738849395
>>Soulslike, but cars
Cool
>ideasguy
>>738849358
>>738848569
>>738848346
Help modernize classic survival horror
>>
>>738849656
Thanks, I'll try.
>>
>>738849682
>modernize
why? capcom tried that with RE4R by adding parries and shit and people hated that, no? Better think about some cool gimmick, like how in Dead Space you have to shoot the limbs instead of the head as usual
>>
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>>738846112
https://testing.cliax-games.com/

I got into an TxK mood recently and then felt inspired to update this old game of mine, so try it out and let me know what you guys think. I intend to submit it to Newgrounds' Low Poly Day, maybe I can win something.
>>
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>>738849682
>>738849741
Another interesting one to take a look at was Martian Gothic. It was poorly executed on survival horror gameplay because some genius decided to switch it from usual point and click adventure into that format chasing the trend, however it has cool shit like being able to switch between three charaters in real time.
>>
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>>738849643
Hey there big dog
>>
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Lost defeated not even ai will help dumbass like me
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>>738849962
I know of that game but skipped studying it for obvious reasons.
>change characters in rt
Always repels me. Why is it good in Martian gothic? Whta do the characters do in the meantime or do they simply beam into the screen by pressing a button?
>>
>>738850327
Ai can do plenty of stuff, you are barely coping
>>
>>738850486
You have three characters enter the Martian colony from three separate airlocks on different locations of the place to investigate why it has gone silent, "Stay alone, stay alive". For story reasons it's a game over if you bring the characters too close to each other, they can communicate via radios and there is a pneumatic tube system throughout the station you can use to transfer items from one character to another.
You switch from one player to another on the fly whenever you need, they have different skills and as the puzzles demand you juggle who needs to be where to do what (and what route they need to take to get there), they can be attacked if you leave them in a vulnerable location. I usually hate party systems, so I liked this because it was just handling three individuals if that makes any sense, a nice compromise between RE0 and RE2's A/B.
Another good invention was that save stations were computers where you could also see all lockers in station and what items they held, so if you put shit in them for inventory space and later forgot, you could check. Also convenient if you needed to find ammo or health, or when you were halfway through a puzzle and obviously was missing an item needed for it, like needing to open a vent and seeing that one locker was holding a screwdriver.
>>
I wish I knew how to make video games
>>
>>738851446
you could learn, nobody knows shit before learning
>>
>>738851670
What do I need to learn? Where can I find the resources?
>>
>>738851112
>airlocks on different locations of the place to investigate
That's really good! This should be combined with route planning and stuff happening when character a uses route x, basically triggering some events. Neat!
>zippy
Re2 would be much better if you could play the campaigns simultaneously or change character after a while. Much more immersive.
>re5
What do you think of story chapters like Re5, but a narrator leads through the story, justifying chapter breaks?
>computer system
Basically Dino crisis lockers, just modernized. Good. Could be combined with aforementioned route planning. Maybe time is a factor and running around brings problems fast.
>soft lock
A literal non issue in re games. Should be a thing trigger happy? Prepare to restart. Survival isn't really a thing in early re games, as there are heaps of items lying around.
This however needs kick ass level design, as navigating back and forth will kill the game. Alone in the dark 4 has great atmosphere, but the level design is unbearable without save states. I think the map should be easy to memorize. Re3 is the worst re in terms of good maps imo.
>>
>>738851861
Everywhere in the Internet. Why don't you write down what a game need according to you.
>battle mechancis
>rest system or health system
>weapons
>enemies
Aso
>>
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>>738846112
More or less done with the physics collision part.
Terrain LOD stitching is done, with less pains than anticipated.
Heightmap's slopes now actually work (and I found that my normal calculation where bugged since the beginning, guess that explain why the terrain's shadowing always looked off).
Gonna do one last attempt at physics performance improvements, then it's spreading the load of physics frame over several rendering frames, *then* I will be able to tackle gameplay stuff.
>>
>>738849396
Looking good
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>>738846112
Eh. I'm struggling trying to make some decent combat. Not sure what ingredient I'm missing. It feels like whenever I try out a game that has similar combat to what I want to achieve, no matter if it's super simple. I just can't quite get there.

Maybe I'm just overthinking things because I'm so hyper focused on the details and difficulty, but it just never turns out all that fun.
>>
How guilty, if at all, do you feel for using AI when coding your game? I always feel like I should use it less, but just today I used it to deal with some really annoying UI issues and a part of me feels bad but another part feels like I would have had so little patience for it doing it without that it would have taken me at least a week if not more. Even with the AI it took me like five hours. Still, I feel like it can't be good for my ability to figure out stuff like this on my own in the future.
>>
>>738852414
>but it just never turns out all that fun.
Increase all animations' speed by 40%
Increase all particles amount by 40%
Increase all other VFX's size by 40%
Now re-try your combat.
>>
>>738852414
1. show, or let people play it
2. you need better vocabulary. fun doesn't describe what's actually wrong. it could be many things.
imprecise hitboxes, bad animations, slow pacing, unreactable attacks, bosses too passive, bosses too aggressive etc etc. if you don't have that vocabulary it'd be hard to move forward.
>>
What really sucks is Microsoft is a bunch of gay retards. I want to make a wrapper for Javascript/HTML in a package, mainly so I can cleanly export anything I fucking want to console. They stopped supporting this and you have to pay 500 dollars to get access to the once free code officially through visual studio. Very gay.
>>
>>738852519
>How guilty, if at all, do you feel for using AI when coding your game?
Very. But I have a fucking waggie job to do and 0 fucking free time, so using AI as a faster & less obtuse StackOverflow is just too much of a gain to pass.
Fuck spending 5hours on google to find some random formula like before.
>>
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Is making a game with SDL a viable strat for a shitter noob?
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>>738852957
It's doable.
It's more work than Unreal/Unity/Godot and has no real upside however.
If you already master SDL then why not, otherwise there is no reason for an actual "blank state" beginner to even consider that path.
>>
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Added in a working telescope in the observatory of Fortress Fygoon. With a day-night cycle, it only made sense that I include a telescope to look at the stars and maybe see some prophecies or something.
Swimming is also pretty much done. Since I am going for a Dinosaur Planet style, Fygoon simply treads water and can enter and exit only by means of a sloped area.
Implementing multiplayer is a bit difficult at the moment as I am temporarily away from the MacBook Air I have been using as a client system. At the moment, all that works is just the internal server timer (who knew multiplayer could be so difficult?) and everything else is just wrong.
Oh yeah, I also got two new followers.
>>
[ - ]
>>
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Here's a new tileset I made, not sure if I will use this for levels or just the ending right now. We'll have to see.

Also a new boss monster design. It's been a pain trying to get this thing working so far because its big size breaks my collision code.
>>
>>738853161
I was using unity but it felt kinda jank and most of the things i want are pretty simple so I dont see the point of dealing with unity's mega gay overhead.
>>
>>738853690
How do you get filtered by Unity of all engines?
>>
>>738846112
Is there a game where prerendered backgrounds have movement that exceeds 3 frames? I want a hurricane or tornado as (prerendered) background. Now I realize that it seems like a contradiction. One way could be a still background and some global wind. I reckon there has to be a better solution.
>>
>>738852590
100% true
>>738852519
Ai is fine, fuck brainlets. Most ai usage is to find certain songs and to show me ways how to alter them without getting sued to death.
Lawyers make heavy use of ai already
>inb4 legal advice yadayada
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>>738851446
You don't need to know how to make video games in order to make video games, specially now with AI. That's the first thing you need to realize before you can enter game devving.
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>>738853690
>Unity's mega gay overhead
What does the Profiler say is your current performance eater?
'cause I'm using Unity for really unreasonable shit and if you have some actual overhead problem then it's probably semi-easy to remove it. *Way* easier than re-building all the shit you need in SDL.
>>
>>738854242
>*Way* easier than re-building all the shit you need in SDL
I swear, all enginedevs I know love to say it's not that hard to make an engine and yet spend literal years working on theirs. They're all very smart and dedicated, mind you, but Christ.
>>
>Open drawing program
>Place image of famous actress I'd like to use as a reference on the bottom layer
>Trace over it
>Hide actress layer to see the four lines I've drawn so far
>Delete image, do not save project
>>
>>738854456
> all enginedevs I know love to say it's not that hard to make an engine
I've been an enginedev looong ago.
They are right: it's not *hard* to make something that can run some form of game. It's however a fucking MOUNTAIN of work to even get a Temu version of all the basic-bitch features you will need for even a simple game.
It's not hard, it's just excruciatingly slow.
So... been there, done that. Wouldn't recommend, unless you actually get your kick from making the engine itself, and making a game with it is some tertiary objective.
>>
>>738852519
Not at all, there was no game before AI coding solved that issue for me. Funnily enough I've learned way more about coding in the process, as I actually want to know what the code does, how and interrogate the AI on each approach and why use X instead of Y. Turns out I'm much more engaged with it when it's my game and not some abstract tutorial.
>>
>>738846112
I've finished blocking out a level in Unreal, any pointers on how to make it look good now?
>>
>>738854834
That sounds about right. I would say it's only worth it if you need something specific you can't get in any of the mainstream engines. I can't imagine a game like Factorio would run well in GMS, Godot, Unity or Unreal Engine for example.

Right now I'm actually a part of a team remaking this old indie game in a new engine, but that's because it's an interface based game with a focus on a procedurally generated world. That's the kind of game where you might as well create from scratch I imagine.
>>
>>738853368
did you play apogee games a lot? anyway great stuff
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>>738855026
Did you already play a bunch in it?
'cause there is a fuckton of thing that generally need change after the initial blocking. Corridor too small, room too big, viewpoint not actually showing the cool setpiece when seen from character's height instead of the editor's floating camera, etc...
Otherwise, start basic texturing (this is a wall, this is a floor, this is grass) and dropping random cosmetic props to get a first-pass feeling about it. Having actual color instead of full greay/yellow/whatever will help setting up the lighting, which is critical to get vaguely right before you can go into the more advanced pass of making it look good.
>>
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>>738854242
Oh, I only mean in general. Ive played many unity games that have a distinct unity ass performance. Plus there is something to it that makes everything feel oddly floaty.
>>738853842
Nah, I want it more because it sounds more fun to build shit from the ground up. And like I said, my shit is pretty simple but most of the time spent was in the script, not the editor. I think its also a better idea in the long term to help me become a better coder.
>>
>>738855497
Thanks! And yeah I sure did.
>>
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wasted a couple of days trying to make trailer-music that incorporates ps1 startup synth, but it's just not it. so have some swirls
>>
>>738853948
Is it true that you can make 3d models look prerendered? Is it the lighting?
>>
>>738852957
If you're interested in getting into the nitty-gritty and doing lower level stuff, sure. I'm doing exactly that, and I'm really enjoying it. If you want to be a better programmer, I think it's a good path, but it's going to take you a lot longer. Especially if you don't have a lot of programming experience to begin with.
If you just want to make a game and don't care as much about the details, just pick an engine.

>>738853368
Tileset looks neat, glad to see you're still making progress. What's the issue with the collisions? Did you just plan for 1x1 tile colliders initially or is it an issue to get it to path around?
>>
>>738856210
Thanks! Yeah, I never thought to test objects bigger than the standard tile size. Kinda kicking myself over that.
>>
>>738846112
Just finalized the idea last night (for real this time)
>>
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added teleport
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>>738846112
Made some shinies!
Have also been working a lot on a less grimdark map
>>
>>738856369
Your weird.
>>
>>738846112
Can I just steal the entire character controllers?
>>
>>738855760
>that have a distinct unity ass performance
>there is something to it that makes everything feel oddly floaty
That's more because of Unity lowering the entry ticket enough that people who have no business being allowed near a computer can make something.
Unreal Engine 5 is currently facing the same kind of thing.

>it sounds more fun to build shit from the ground up
>I think its also a better idea in the long term to help me become a better coder
Well, hope you will have fun then.
Don't forget there is no shame in changing your mind if you see your current project isn't going anywhere.
>>
>>738856369
clustertruck if it made by suda51
unique.
>>
>>738848409
Dont worry, i released my full game on steam but i left 'IsDemo' set to true and 'GetAchievements' set to false so people bought the demo
>>
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>>738856434
>Don't forget there is no shame in changing your mind if you see your current project isn't going anywhere.
Did you intend this to be extremely passive-aggressive?
>>
>>738856369
I kneel
>>738856392
anon I love your game and all the progress you are making but please! don't do the Zelda thing of stopping the game just to tell me a red rupee is worth 10 green rupees
>>
>>738856369
>>738856392
dope
>>
>>738856418
It's copyright violation but unlikely to be discovered unless you get as big as pseudoregalia. still, coming up with your own gamefeel is best. nobody wants to play mario 64 but worse(indie).
>>
>>738856737
Thanks!

>>738856705
>please! don't do the Zelda thing of stopping the game just to tell me a red rupee is worth 10 green rupees
Watch it, or I'll lower the threshold to -ONE- (1) gem. And add three more dialogue boxes, with a Yes/No prompt that thakes you back to the beginning if you click too fast.
>>
>>738856989
put "NO" as the first option instead of the second one and I'll fucking kill you :D
>>
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Tiny trailer clip
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>>738857163
dope
>>
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>>738856989
>>
>>738857163
the enemies being cut in half is a really nice touch
oh and I love the turtle lol
>>
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>>738857046
>>738857324
HOOT HOOT

>>738856392
Here's the new WIP map
>>
>>738857419
neat and colorful
>>
>>738849307
What's with the tranny color scheme
>>
every day is a good day when I work on my game
>>
>>738846224
seething that some people put effort in? ngmi
>>
>>738857419
Wow. I wish I was half as imaginative with the map making as you are. My god, look at that. That looks really good, anon.
>>
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I'm pondering over the gameplay bridge between document reading and dialogue sections of my interrogation game, honestly it's hard to come up any better system than what Lucas Pope came up with for Obra Dinn.
First of all I want to encourage player to have their own physical notes, those are my favorite games to play myself.
Selecting keywords or dates from documents to have unlockable topics in the interrogation gets too close to LA Noire clue system which I disliked, it makes interrogation too gamey for me and can also encourage bruteforcing.
Having to type out the correct answer in the interrogation would solve this, but a typo failing the test seems high risk.
>>
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still early, I'm going really slow with this npc behaviors set-up. I spent prob the last month just writing how will it work on pen+paper, so really just following my notebook like its instructions manual lmao.

Looks jank as shit right now, since I dont have transition anims plugged in yet, same with IK rigged.
I was spending a ton of time researching Untitle Goose Game, and realized their NPC models are 100% animated with IK. So, idk... I was hoping to get away with mixamo lol.

today improving his scanning, already wrote a script generating a mesh instead of a cone, then writing more reactionary states. Its pretty fun to build this, lots of things like the NPC interactions are modular so its easy to build a bunch
Just wanna get started on deciding how the aesthetic will look, what models to use, etc

>>738857419
really great style anon
>>738857163
nice, is the green turtle based on Master Roshi from dragon ball?
>>
>>738857641
Scene colour testing picrel
>>
>>738857918
I'd play this but please let me play as a beaver
>>738857918
>is the green turtle based on Master Roshi from dragon ball?
thought the same lol
>>
>>738853161
>writing specific software in SDL has no advantage over bloated general purpose engines ran by corporate leeches
why even make such a retarded statement, you nodev?
>>
>>738856654
No, I'm just an ESL bad at phrasing.
I genuily hope it work for you, I've just seen a bunch of people give up on making games entirely after aiming too high for their first project, and that's kinda sad.
>>
>>738857971
>I'd play this but please let me play as a beaver
Lol, I have
>beaver
>skunk
>tomcat
planned, for now its just the raccoon dude since its the only animal model I have that had animations already lol. trying to avoid the trap of focusing too much on visuals too early so I'm holding off from adding them just yet
>>
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>>738858191
YESSSSS
>>
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notch coded an entire top-down action rpg in 48 hours for fun in 2011 and you faggots will STILL spend every thread coming up with a list of copes of why you need to use gaynigger engines instead
>>
>>738856392
He's a frog, man, sword fighter, gachapon and shield surfer? Crazy mix
>>
>>738858060
>entirely after aiming too high
Feature creep. Finish design docs and don't be stupid. One pro code told me
>if you don't know what you can code in 30 minutes, you'll never become a pro
He's saying that you need 30 minutes blocks in your design docs or bigger blocks if an amateur. If you constantly misjudged these blocks, ask yourself why that is.
>>
>>738858389
yeah but Notch has a very small penis which is quite optimal for gamedev. My huge magnum donger keeps stealing blood from my brain, which really hinders my ability to develop games
>>
>>738858421
Yes, I may have overscoped a little

>>738857605
>>738857701
>>738857918
Thank you, anons!
>>
>>738857687
post your game
that's right, you don't have one. you have an engine 2 years in the making (out of 4, 6 or 10, who knows)
>>
>>738858389
And how narrow in scope was the project, how much needed to be refactored if it was worked on properly?
Anyone that knows any graphics library can put together a shitty top down game in a weekend if they wanted to. It wouldn't be a good project to continue on though because it'll be a mess.

Spending 48 hours to make a shitty concept vs spending 4 in a game engine.

I like writing my own shit but let's not be faggots about it. It's retarded and overkill.
Unless you're making a game to rival Total War, Crusader Kings or Minecraft you're wasting time and by extension, money.
>>
>>738857163
I need it I need it I need it I need
>>
>>738846112
Any ideas on robot races or modern warforged / golem / homunculus?
>>
>>738846480
Remilia needs to throw a wine glass before the fight starts
>>
>>738846176
Got multiplayer covered? Only indie I know that has mp is salt and sanctuary.
>>
>>738859689
nope, got no plans for multiplayer
>>
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Anyone wanna play dress up?

I made this guy for a dungeon crawler, but haven't gotten to it yet.
>>
>>738860467
Guy for ants. Just put some barbarian belt on him.
>>
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>>738846224
I have this one that may be adjacent to what you need.
>>
>>738852957
if you are going to do c++, use raylib or urho3d, all very lightweight and personizable by you. you gotta learn how to compile from the command window with mingw and cmake tough
>>
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>>738860467
>>
>>738861680
Sound way too on crack 4 me.
>>
>>738859021
>the (kinda overused) overwhelming city & army crushing swarm of huge-ass barely sapient machines, that's just a mining/terraforming operation with fucked up data on what count as "free" space
>"can pass for normal-ass biological creatures a first glance" helper replicants who are the only "survivors" of their civilization and just continued acting like normal afterward
>pet robot toys that were way too easy to upgrade: someone managed to graft a full self-assembly set on one them and now they reproduce like rats, except stealing metal and chemicals in the garbage dumps instead of food
>pure, slick and perfectly lethal war machines whose wars was won/lost long ago and are now trying to do diplomacy/economy/etc with the 5% of their CPU&Memory that has been allocated to such "trivialities"
>grey goo swarm that was a madman's pet project - never actually caused much "greygoo style" troubles, happily split to go on an adventure
>>
>>738857163
good shit, your progress drivest hese threads
>>
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>>738855060
>>738854834
Surely coding collision and 5th grade physics isnt that hard for a baby's first platformer.
>>
>>738846480
>>738857163
are these 2 games fan game off Touhou series?
>>
>>738863149
Everything is easy.
It's the total amount of said "everything" that's the problem.
>>
>>738863434
Well I want to make something basic bitch for starters.
>>
>>738846480
this looks har to dodge
>>
>>738846112
Unironically where's the best place to start?
I might as well try and make something while I'm on NEETmode.
>>
>>738856369
>>738857163
These looks so fucking cool it's unreal
>>
>>738846480
Great
>>
>>738856392
How do you do it?
>>
>>738863149
and yet how many platformers do you know that are built from scratch? the few ones i know all took around 5 or more years to make
>>
>>738862854
>data on what count as "free" space
To what (end) goal?
>replicants
You mean they evolved into robots? Huh.
>discarded pets and the like
Not bad
>warmachines with id issues
Warforged, ye
>grey goo
Nano machines like in gi Joe.

All decent ideas, what do robots or synthetic strive for?
>>
>>738863734
For what? Game dev? Make games that you can finish in two weeks, like jrpg with 1 dungeon or pong or tetris or maybe a mod or level for a game with a editor, bg3, war craft 3 aso
>>738864060
Old ones can be made in 3 days nowadays
>>
I need a friend to make a game with...
>>
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This is the worst webm of all time, but i managed to get the placement effects looking a little better in bingo betty.
I have a compilation of what every character's effect looks like here: https://files.catbox.moe/1jsdrs.mp4
Added a bunch of sound effects for all the new shit, just been testing to make sure everything works, finishing up controller mode, etc.
>>
>>738864060
Celeste somewhat.
>>738863149
I didn't know no work showing crabs were in the game dev threads too.
>>
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>>738863734
I started by watching brocode's video on c# and just writing 1:1 what he does in visual studio. Then I watched how to make flappybirds in unity by gamemaker's toolkit and doing the same. Then I just started random shit to see if I can do it. I also use AI to help but I use it more like search engine rather than telling it to write the code for me - "how can i", "whats the function for....". Start thinking of the most barebone shit to do first - how to make your character jump. How to make them look at the mouse, etc.
>>
>>738856369
kino
>>
>>738864510
> no work showing crabs
Im quite literally just asking, nigger. Its not rethorical.
>>
>>738847580
Wasn't the interrogating game released already?
>>
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I got vinny vinesauce to play my prelude build on stream a couple days ago. He had a good time but got fucking softlocked before the 2nd bossfight
>https://www.youtube.com/watch?v=F92_tpK0_mk

>>738864412
First I'm seeing this game. The incremental / number dopa gambling meta is tiresome but it does look high quality, anon. My side project is more or less one of these games so I can't hate too much
>>738855826
Nacho cheese biome?
>>738846480 >>738857163
Great as always anons
>>
>>738864907
Wow
>>
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>>738864005
I don't really know at this point.
I wanted to make a neat and simple effect which could (in theory) work on 6th gen consoles, and instead I made a sloppy spaghetti.
>>
>>738864748
Just ask an AI to do it or look it up. Why don't you know how to allocate your resources? ngmi
>>
>>738864907
>Nacho cheese biome?
it's so unbelievably over
>>
>>738865031
Well it looks fucking excellent
>>
>>738864094
>To what (end) goal?
For their masters' profit. Said masters might be long dead, and the machines are just going from whatever last valid order their archives can still read.
>You mean they evolved into robots? Huh.
No, I mean their creators wanted servants/companions/etc and perfected them so much they become indistinguishable both in capacity and behaviour, unless you start opening them or find the remote.
>>
>>738865560
Right, that's good. Machines don't care that creators are dead.
What do you think of uploading consciousness into some machines?
>>
>>738864907
I saw this game on stream, it looked very fun. Good luck, Shrimp anon.
>>738846480
I like the pixel art and this looks fun, but where the fuck is her hitbox?
>>
>>738864907
He'll yeah brother I guess that makes 2 of us, I'm hoping he or any other streamers give it a shot soon, the version I have out now is so much better than when he played it.
I will say yes I did go for dopaminemax gamblecore that was always the idea, but in my game those combos in that webm would take you like the whole run to achieve.
>>
>>738865165
Because I just had an idea and am asking around. Maybe I'm the idiot for thinking anons can give me any insight.
>>
>>738865319
Thanks a lot, Anon!
>>
>>738847580
really cool stuff
>>
See, nobody boughted my game so I delistered it from the Steam. I don't know how to make games anymore.
>>
>>738867308
Never ever do that because all the "collector" slime come out of the woodwork and pretend they like your game now.
>>
Not like it matters.
>>
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>>738865930
For bullets, it's teh circle. I'll make an in-game tutorial for it.
>>
>>738846112
One of my biggest gripe with games is their ending. It's obvious that devs want a complete experience. Sometimes stories are better told via multiple entries. God forbid you hide an ending behind a pay wall for a dlc or rather expansion pack. The expectation of the consumer forces you to produce standalone games with completed storylines.
>>
>>738867778
Mongol!
>>
>>738867937
I don't know what that is
>>
Destroy
>>
your unused variables to make sure there is no memory leak.
>>
>>738866469
>ideas guy
You are fucking retarded anon if you need 4chan to help you understand how to make a basic platformer. God damn kids on Scratch can do it.
>>
>>738868185
Anon's game. I mixed it up.
>>
>>738864907
Hey nice man, you deserve it. Vinny just has that ability on games, he ran into some framerate problems when he played our game which was lomd pf annoying because I'm pretty sure it was Windows fuckery or some such.
>>
Why do I have to deal with this
>>
>>738866852
When I said "How did you do it" I meant more how did you get the movement to look so smooth
>>
>>738846112

I gave up a long time ago.

I'm just enjoying the games.

It feels better.
>>
>>738864907
Always neat to see an Anon rise to semi-fame.
>but got fucking softlocked
Remind me of Freelancer-Anon having space monsters as one of his selling points, but not one of them spawning when he got reviewed by Yatzee.
>>
>>738870148
God
>>
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>>738866169
Do you mind me asking how much traction it netted you?
The spot hasn't netted me a whole lot yet, maybe like +300 WLs so far
Atleast compared to the iron pineapple spot did like 8k+ since its release a couple months ago
>>738865930
>>738869740
>>738870148
Thank you anons. Hope I can make this place (and to a lesser extent agdg) proud
>>
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>>738867778
reminds me of devil may cris ahah found you! anyway, looking forward to trying the next demo
>>
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>>738867308
I didn't get to boughtered it yet...
>>
Multiplayer officially reached a feature complete state. A bunch of stuff has to get tested still before the next patch (which will include NPC sync), but some new features include a more detailed error list when there's a mod mismatched, better timeouts for servers that aren't hosted. Also reached 50 total servers hosted on the beta branch, so that's neat.

Also with this last bit I am officially feature complete for the game. Content will need to be reactivated and tested but my task list, which is almost a decade old, is now empty.
>>
>>738867308
Inspiration loss? I saw 80yr old Madonna performing and my inspiration returned gradually.
>>
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>>738864776
You mean this one? One reason I'm making my own is that what detective games I've played the interrogations or the balance with overall game haven't been satisfying for one reason for another, that one included.
>>
>>738871279
Want to explain that server name?
>>
>>738871279
>my task list, which is almost a decade old, is now empty
damn train man, that's impressive. what are you gonna do now?
>>
>>738872163
Test the fuck out of everything and start getting voice acting implemented.
>>
>>738872254
Oh right, voice acting. That seems like a nightmare. Good luck.
>>
I'm going to make a prototype for a mech game later
Too many mech games don't make the mechs difficult/complicated to pilot, I think it would be fun to make something with weird controls and physics
>>
>>738871513
Interrogator 2, pretty sure it was on last DD
>>
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Wood root attack
>>
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Trying to make something like mario rpg with yoshi style visuals.
>>
>>738872310
Oh yeah it'll suck, even with everything else. Might still be able to get Wes Johnson in it at least.
>>
>>738872552
Not to shit on your sandwich but the lore reason why mechs wouldn't be hard to pilot is because you're playing as a competent pilot and or because the mech as software that assists movement.
Similarly to how drone piloting is software assisted to hover, move forward while maintaining elevation and so on.

I do think it could be fun but I don't know how you'd translate that well onto a keyboard. Having a bunch of levers, buttons and switches in VR could be fun but that limits it to VR.
>>
>>738872621
I see, completely missed this. That's on me for just searching interrogation games and not interrogator.
>>
>>738872642
I watched it 20 times.
>>
>>738872552
Robot alchemic drive is good.
Piezophile is bad
>>
>>738871137
Bastard bitch i am not Mongol dev
>>
>>738857918
If you're the anon I think you are, did you drop your other game or what?
>>
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got distracted
>>
>>738872642
Try making the animation run faster to make it look like it would cause damage instead of nudging you out of the way
>>
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>>738853368
Also went ahead and implemented all the additional tilesets in PVP mode, which is randomly selected. Most of them are the same lab tileset with different colors but it's still neat.

Also added the last finishing touches to this mode, like being able to set how many rounds you want to play and the ability to actually win. Thank God this mode is finally done.
>>
Are there any decent less bloated alternatives for Visual Studio and Rider for Unity? I know VSC used to be decent, but I heard they discontinued the plugins for it a few years ago.

I don't need a bunch of fancy debugging features and shit like that, just some basic ass code completion.
>>
>>738874953
yea i can increase the speed. There is a control animation where you make the root swing like a whip too.
>>738873232
thanks
>>
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Worked on a scatter death effect
>>
>>738866852
Oh, I see.
The player is really just a ball at all times (with different physics), and then I blend movement animations depending on speed, direction, turn rate, etc. And it also leans in the direction it is turning, multiplied by an acceleration factor.
In short, many animations, which blend based on what the actual player sphere is doing.
>>
>>738875694
Meant for
>>738869960
>>
>>738875580
If it were up to me i would make the branches explode forward like spikes that grow leaves towards the end of the animation but it's your game you know what you're doing, a bit faster will do to make it more dynamic
>>
>>738875664
why is he brown?
>>
>>738875664
head looks like different sizes so when he turns his back his head turns big.
>>
>>738876258
he said it's a scatter
>>
>>738875664
Giblets really need to live long enough to hit the ground/wall at least once.
And take a line from Half-Life's book by having a 1/256 chance for the head bit to be thrown straight at the camera.
>>
>>738869512
Retard.
>>
>>738870919
I should just kill myself at this point if this is all I’m going to be. Just another lolcow
>>
>>738877518
Anything silly can become cool if you treat it seriously enough.
>>
>>738877784
Anon, listen.
If I make more progress, that means I’m a sunk cost.
If I abandon the project, it means I’m a project hopper.
I literally am in a lose lose scenario
>>
>>738878115
have you tried making it good
>>
>>738873632
im the anon making shaders usually. but yeah my exploring LSD dream emulator style game is put on the side for now.
i had a new idea for how the levels/areas will connect and that requires starting 2/3 of it over lol. so I'm making this raccoon game first since its pretty tiny in scope then going back to that lsd dream one
>>
>>738878192
Can’t



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