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How is your Saturday going? Missed the thursday thread? Post your progress here or ask for help!
>>
>>739024324
Why the fuck did i post anything in agdg in /vg/ what the hell is that place. I benefit from real criticism but the place is anti progress with drama dumping irrelevant posts about nothing. Like if filler was a thread it would be there.
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>>739024890
Don't feel bad we all make that mistake.
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I'm just wondering what I should do now
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>>739026358
What do you mean?
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>>739026806
IDK, kinda blanking on how I can make this more Ninja Gaideny
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>>739026865
Like a fixed camera in some areas or combat?
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>>739024324
>tfw no one played my game last thread
It's over
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>>739026957
The camera is generally fixed in this "On a rail" sense.
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>>739027174
Are you the chicken guy? Or the guy who has a weird chicken looking creature in your game?
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>>739027287
...Is that the same thing?
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>>739027345
I dunno man, I guess. But without deeper context it is kinda hard to help you.
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>>739027626
Reread question, yes I am.
I'm just frustrated with how it feels. Like, it's functional but I feel like it's a tad imprecise and slow, rather than razor sharp and quick like I need.
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>>739027979
But the attack animations are too swift at times, like you made the animations with little frames in between to have better interpolation. Upload a current example and I will let you know what I recommend you fix.
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>>739028176
Actually, each attack is around 80 frames or so, just sped up in Unity.
I feel like there's a fundamental set of combat elements I'm missing that a game like Ninja Gaiden Black or Sigma DOES have beyond just "Better animations."
Well, actually it kind of is animations, but not in the sense of their quality, but more in the sense of the subject matter.
The drill attack is awkward because it's the only thing I could think of to follow up the second attack's pose.
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>>739024324
>working on animations in blender
>save and leave for later
>come back
>blender didnt save shit
WHY THE FAGGOT FUCK DOES BLENDER WORK THIS WAY.
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>>739028897
Like, here is the crossroads I'm at with my moveset.
>Pause attacks generally serve the purpose of multi-hits for extending combos
>Hold attacks are heavy knockback ones that do more damage
Problem is, while the moveset does correctly serve this purpose, I feel that I could be using better, much more fast and economical animation "Subjects." I don't mean the way it's animated, but what he's actually DOING in said animation.
>>739029965
I wish I fucking knew. Technical support is a necessity
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>>739029965
lmao
thats the biggest blackpill about blender
everything you do is destructive so make sure you never do a fatal mistake, blender will randomly crash from anything that makes it slightly chug so i hope you save often since you cant rely on the autosave backups being correct, dont EVER move blender versions ever if youre actively developing a model, and lastly as youve experienced just now, every single asset you make needs a fake user because of """""""""""legacy"""""""" design
>>
I feel like I'm making a game because I want to tell a story rather than making a game because I have a story I want to tell.
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>>739030937
Can the story be told outside of the game?
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>>739030974
In the same way a VN could be a book or a moviegame could just be a movie, yes.
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This is supposed to be in (or maybe just near) a medieval village. Besides the obvious like trees and houses in the background, is there anything simple I could do to make it look nicer?
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>>739031121
Grass
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>>739031121
Clouds
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>>739024324
Been still workin' on polishing up bingo betty. No wagecuck for the next 2 days so im gonna hopefuly finish up this update i've been slaving over for the last month

Sound version here ignore the shitcord notification

https://files.catbox.moe/smf848.mp4
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>>739024324
Been working on this waterfall thing
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>>739031173
>>739031240
so like this?
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>>739031532
Good. Now add grass on the point where the green meets the grey
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>>739031427
VERY nice, I like it
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>>739031427
there's WAY too much going on here. your textures are too "busy".
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>>739031532
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>>739024890
this is why these threads still exist here
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>>739031320
bingoanon I hope we can bundle our games together once they launch. Let us know when the update is ready
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>>739031427
neat
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>>739032060
Could use more "Grass" but it works
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"Just make a small game first" is really a perfect piece of advice, huh. I thought I'd be the exception. If you're a beginner reading this, just go put something out. No matter what kind of game you want to eventually make, it's just the best move.
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>>739034785
I don't think that sounds like too bad of an idea, of course de/v/ will be first to know when i plan to release the update and also the actual fuckin game. I saw your game in the last thread and forgot to mention that i liked how your background reminds me of earthbound, thats where i got the inspo for BB's bg system
Im sure there's lots you wanna do on your project too I hope you really juice it up, i'm interested to see where you take it. You can really get away with a lot by just having even simple drop shadows on alot of your buttons or even the text

Next up for me after update it's on to trailer and new screenshots to revamp the steam page. Then i have 2 more big planned things i am considering adding, one will be a character/story/dialogue based update where I intend to update all the character sprites and make it so they have different expressions/blinks/etc so they can react to gameplay, and also use it in a sort of a dialogue system to have some basic lore". The other update is just absolutely scope-creep central but hey i threw in online MP why not add a third fucking mode where its an idler/cozy builder where you can place a bunch of olds in a bingo hall as they idly play normal ass bingo, that you progress by playing SP and MP, with unlocks that feed into eachother from all 3. but i may push those to post-release, we'll see how the playerbase reacts to the 3X of all singlepleayer content in the game in one update
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Another tiny snippet
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How did the Paloo guy get a hololive vtuber to showcase his demo?
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>>739035432
I really like how authentic this feels to the NES
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>>739031121
if you have to ask this question maybe you should just give up. for a start it looks like they are waiting for a bus. maybe use an earthy colour rather than grey
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>>739031121
yeah you could stop making me read pixelated text. What is wrong with indie devs? Stop this insanity, nobody likes reading barely readable text. REALLY
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>>739036291
I'm assuming that's a custom font because it seems kinda messy. Something like this would be a bit more legible
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>>739036205
The grey was originally supposed to be a stone path. I just slapped the whole scene together really quickly, then the artist redid the characters, but nothing else. Many of the other cutscenes in the game will have very similar looking shots, so I wanted to improve it and get a basic design down first before I asked her to redo the rest of it.
>>739036291
>>739037456
I've gotten so many different comments about the font, and it has gone through so many different iterations, you wouldn't even believe it. It's hard when your base resolution is only 320x180. But I'll keep at it and see if I can make it more legible.
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>>739037762
This is completely free to use. I'm already using it in my tiny res game. Unless you autistically want to keep reiterating on a font I highly recommend just using this
https://www.dafont.com/bm-mini.font
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>>739037456
>>739037762
nono, you don't understand: I don't want you to pixelate your font at all. I will never accept any amount of pixelization when I read. I don't know what kind of people want to read pixelated text, maybe it's nostalgia and for other people it's okay. But it will never be okay for me.
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>>739037846
Yeah that's just a you thing then, personally I think HD elements combined with pixel art looks like DOGSHIT, I'm not that dev but I'm pretty sure he wants the whole thing to be pixel perfect which is a perfectly fine and even desirable aesthetic.
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>>739037905
the thing though is that I'm objectively correct. Pixelization of fonts wasn't even a thing in all the true original games. This is 100% artfag stuff by people who didn't actually even play these games and have some alternate reality headcanon. Do NOT pixelate your font, seriously. It's a reddit fantasy of how games used to work, it was never real and nobody ever wants to read pixelized fonts.
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>>739037905
>>739038747
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>>739038747
I don't get what you're talking about, that literally is a pixel font by virtue of the low resolution. So you're complaining about the font? That's why I recommended a better one. The difference here is that the Pokemon one is way bigger and can only display two lines, but that's a stylistic choice more than anything. You seem to have a strange definition of what a "pixelated font" is.
>>739038792
I don't think anyone is disagreeing with you in this situation and I don't really know any 3d indie games that use a pixel font because IT CLASHES. Plus you literally can't do pixel art on the n64, it's all anti aliased by default.
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>>739038915
you are saying that it's a pixelized font because it has low resolution. I'm saying that i's not a pixelized font, it just happens to be pixelized due to low resolution. It may superficially sound like the same thing but it's a difference in philosophy: These games tried their hardest to NOT be pixelized and have the text be as readable as possible while being forced to use very few pixels. So when indie devs use some garbled unreadable pixelized font they are spitting on the memory of these old games and their devs who would never disrespect their games like this.
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>>739038747
>>739038915
That pokemon example is monospaced, but here's an example of a game with a font that would display similarly to his. It's a lot more legible because the text size is simply just bigger. I think that's your complaint which is pretty legitimate and you kinda just mislabelled it as "it's too pixelated", because obviously you start losing too much detail when you go too low, so there you go. The font size is too low. Use that phrasing next time.
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>>739038747
That is also pixel font, silly, it's just a better one. A pretty decent pixel font is https://datagoblin.itch.io/monogram
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>>739024890
AGDG is raped to death by schizo ultra-spergs, who have been there since at least 2015, without ever releasing a game.
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>>739039231
Using the word "pixelized" here is only going to cause misunderstandings because everything is already pixelated in the first place which is why conclusions were already being jumped to with thinking you wanted full on HD fonts clashing with the pixel art. You are describing the design process of displaying legible text authentically in a low resolution canvas, which is a better way to convey things rather than just repeating the obvious.
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Finished working on my new soulless polyhedral character model since I can't into blender, applied sampled voxel lighting to it with temporal smoothing, added ability to switch between 1st/3rd person camera.
>>
Implemented BHV and instanced rendering. Also a TriMesh collider optimizatizer. A lot of spaghetti needs to be sorted out, but hey it's working and I can now render 16k cubes at 600+FPS on my shitcard.
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>>739039572
I can't say that though, if I tell a pixel game developer that he should make his font readable he is going to not understand what I'm even talking about. They have an incorrect value system where they think that barely readable text is good enough because that's just what everyone signs up for when they buy a pixel game. This is why I posted the true original game screenshots of Pokemon Red and Zelda: To teach these people that they really ought to aspire to genuine legibility, not just pixel game legibility.
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Lots of stuff
1. The attack shape system expanded to support all shapes and sizes like FF14
2. Enemies have hurtbox visualization
3. Early lock-on system wip
4. For melee attacks I also added a gap closer attack so its closer to Kingdom Hearts
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>>739040052
No one even understood what you were talking about in the first place without an entire time waste of a discussion so that really didn't help. Even a retard knows what to do when they hear "your text is too small bro"
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Working on manual animations, I have 3 strung together for the flying, attack, then jumping back up. I made a death animation too which im content with for now.
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Haven't made terribly much progress since my last post besides this mockup, I'm supposed to be setting up some characters for animating for spine but I've mostly been digging my nose into other games and references for how to layer things, as well as doing some basic keyframe sketches. The plan is to use limited frames out of the spine animation and touch them up manually after the frames are generated. At this point it's mostly just some kind of art block paralysis because it's been +1 year since I last did something similar and it wasn't my own artwork I was animating at the time
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>>739040545
looks dope. i think there's a bit of staticness here and there but nothing drastic.
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>>739034785
nice sloppa
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Slowly getting the new boss enemy working
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>>739041003
Oh definitely, I ended up using a better flying snippet i pulled from the initial launch animation and it looks vastly better. I might throw another video update in the thread but this has been a much awaited learning experience.
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>>739040545
>>739042538
Updated flying/launch animation and death
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>>739031427
correct dithering kino
reminds me of this other pixel art

>>739031945
crab
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TLDR already solved but I wrote my thought process so whatever
I have interactables that can be combined.
The way interactables are grabbed/combined is that the first one that clears all of the checks is taken.
if I try combining rock with rock but you have multiple objects in the detection area you are not guaranteed to have it combine, because it depends if the engine puts it at index 0 in the array.

I wonder if I should tweak it to pass an array back or just have the player manage positions(and the detection zone doesn't need to be this large anymore, the player will come closer to objects, but if they don't understand why objects don't combine when you have multiple ones nearby it could read as a bug and bad programming. so I guess I'll pass an array.
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>>739031427
>>739043740
Yeah, he's using that pixel art palette technique right? It's very nice, in anon's image I'm a bit confused what exactly is going on in the background though.
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>>739031427
I agree with the other guy saying the scene looks too busy. I can't put my finger on it but it feels disorientating.
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>>739031427
You're back!
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Has anyone here tried making a game with AI but no coding experience? I've been coding for twenty years now so I was wondering how AI feels from a newbie perspective. Like it works well for me but thats partially because I already know what it needs to code so I can just tell it to do this like that and if it gets wrong I can tell it exactly what the problem is, but does it feel this way for someone who hasn't learnt the hard way?
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>>739045935
I'm not a particularly good coder and I use AI to do the shit I got no clue how to do or the occasional bugfix that is beyond me. It's alright.
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>>739045935
I'm interested in this answer too. I'm using Claude to code in a language I don't know, And it's going amazingly. But I have been coding for well over a decade
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>>739031121
Creek running through the ground with a makeshift plank bridge placed over it.
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>>739046064
To me it feels like black magic, opus 4.6 was the "ohh I don't have to write a single line anymore" turning point for me. Part of me feels like I should still code by hand to keep up my skills, but another part of me is like is AI just strictly better now? Will kids learning today even need to know how to code?
>>
I think the biggest problem with vibe coding by non-programmers is that it usually gets paired with a lack of testing. An experienced programmer is typically going to test the ever-loving shit out of basically everything they do, hoping that if there are bugs, they'll be caught quickly and they'll immediately know what caused it because they only changed something tiny. A novice programmer will write lots of code and then try to use it, run into a bug, and have no idea where it is because they did a ton of stuff. Vibe coding lets a novice or non-programmer get even more code written and so they'll happily produce massive amounts of code before testing anything.
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>>739046406
It feels like (free) models are getting worse at coding recently, at least when it comes to ChatGPT and Claude from what I've tried. I ended up coding a lot of stuff myself recently.

>Will kids learning today even need to know how to code
If we're assuming LLMs are gonna stick around exactly as they are right now you're gonna need to learn it anyway just to be able to review AI-generated code, lest you end up in a MS situation where every update you push out breaks something and you end up with simple software that somehow takes more than 5 seconds to start up.
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>>739046515
Stationary and paid access? I have the exact opposite experience. Getting better than ever. I do test it with similar inputs. It's true that output can be worse for two months and more.
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>>739045935
Have coding experience and use ai for everything, but specialists fine tune or rebuild from scratch. Ai is basically an universal sketching tool that can crack jokes, too.
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>>739043740
>crab
NTA but I do think it might be too busy
the colors are a bit less saturated so enemies might still stand out well, but it's something to keep in mind
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>>739046615
It's a mixed experience. I use Claude and recently it will find the cause of a bug just fine, and other times it just makes up some bullshit that has nothing to do with the bug and I end up finding it myself. Sometimes I upload multiple files and it can only see one of them. Bizarre shit.
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>>739024324
Im making a horror game with high replayability. It's basically early survival horror with open district + dundeons. I call it horror adventure.
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>>739046734
It depends on traffic and global inputs. As long as (other) ais don't sort that out it will always be random af.
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>>739046659
Yeh thats ultimately where I've landed I think, AI can't actually play a game so it doesn't know how to get the "feel" right, but you can get your prototype made ezpz
>>739046515
I tried a few of the free models and they were doody, currently use the paid Claude Opus 4.7 model.
>you're gonna need to learn it anyway just to be able to review AI-generated code
Its funny, at work we have a different AI to review the code, I dunno how many people are actually looking at the PRs anymore (I do but I know some aren't).
>>
>>739046515
I do wonder how paid claude is. I've been using the free version to get an answer to a question (how can I do X better than my shoddy idea), and I've not ran into usage limits in like 2 years, so I'm not really sure if paid version would improve my workflow.
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>>739024324
Desperately trying to get things working for the V3 deadline
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>>739035432
You improved fast
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>>739046734
>upload
Are you using the web version? I found its schizo compared to Claude Code in an IDE, asked it to calculate how much weight I'd burn from a walk and it told me I had an eating disorder
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Anybody care to give some feedbacks?
Reminder that this is not the game itself, it's just a sandbox to play with the mechanics.
I'm thinking of making a Pachinko Balatro.
Kinda like Ballionaire, but instead of 1 ball at a time, you constantly drop balls like Pachinko.

https://zuzoisland.itch.io/pachinko-overdrive
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>>739046887
>we have a different AI to review the code
That sounds like a good way to introduce bugs and/or vulnerabilities that will come to bite you in the ass months later. Right now I'm job searching in IT and the job market is pretty awful. I'm wondering if it'll get better in one or two years once AI-generated shit starts breaking down and/or they jack up the subscription prices when the funding runs out.

>>739046930
Yeah, I use the web version because I don't want any LLMs fucking around in my IDE. VS Code implemented some Copilot functionality like suggestions while you're coding and I turned it off ASAP, it's just annoying to me. Right now I throw my files into Claude, copy and paste the new lines back and review it carefully.
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>>739046990
Why the fuck are the blue point thingies so much more visible than the actual pachinko balls? Extremely distracting.
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>>739046887
This saves you up to 20%. Glueing it together and polish it is the most expensive part and the most important, too. Few games get gameplay loop, pacing and polish correctly. Come to think of it, none, really. Arcades do a great job, but lack depth, hence they are fun for 20 minutes at most. Pacing is their weakest point, as they are designed as cash machines.
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>>739047020
Unfortunately if you want it to be good you have to use it in an IDE
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>>739047108
After all the horror stories I've heard, I'd rather not. This workflow works fine for me most of the time.
>>
how the fuck do shaders work
>>
>>739046990
>Kinda like Ballionaire, but instead of 1 ball at a time, you constantly drop balls like Pachinko.
Big concern I see right off the bat - how will you make sure players can "feel" their actions having impact? In Ballionaire you drop a ball and you can see every bounce it makes, every trigger, etc. Nubby's Number Factory is the same.
In Pachinko you'll drop hundreds of balls so it'll be harder to keep track of which balls proc what, go where, etc. So maybe a way to review "top 5 balls last round", to see a replay of their paths, would help with that.
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Im working in unity today, came up with a cool idea but im shit ass at everything so im gonna learn lots! :D
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>>739024324
I have a serious question and I can only ask it anonymously:
If I as a solo dev make a game in a Warhammer 40K setting, small in scale, generic run-n-gun FPS or 3rd Person, low poly graphics of 2D sprites, do I get into a legal trouble with the GamesWorkshop? As I am not reaching to them up until I make a playable DEMO version.

What if I make a game free to play? Would they have a legal footing on cease and desist my ass?

What is the right order of operation to get a GW approval? Because you can't release a game without marketing (dev logs, wishlists, social media posts etc), but if I advertise myself I am afraid that GW going to get to me even before I finish the game?

What if I obfuscate my main Ork character enough so it would be obvious to a player a WH 40K character, but it would be distinct enough in court (so their lawyers don't even start the whole court thing)? (I am not gonna use space marines or anithing other than orks and generic humans)

Do I reach out to a GW before I even start the whole thing? Would the fact that I reached out to them be an evidence against me?

Should I just start the whole gamedesign and marketing process and let it all sort out itself on their own?
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>>739047236
Nice and remember to have fun :DD
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>>739047236
I've been doing this for a decade and I still learn shit. Keep it up.
>>
my twitter algorithm is slowly shifting away from busty anime ladies towards japanese furige projects
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>>739047085
>Arcades do a great job, but lack depth
The depth comes from the game mechanics, there might only be 20 minutes of actual content but quite possibly hours or even hundreds of hours if you plan to master the game. There is no need for pacing because there is no downtime, it's just core gameplay from start to finish so it appeals to a certain type of people who would rather they have absolutely no filler bs in their vidya. Shmups are sort of a unique case here because most skills are transferrable between games and especially in a single dev's catalog, so it's easy to get sucked into the same sort of gameplay that you enjoy but with different content between multiple games and more to come.
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>>739047042
As I said, it's a sandbox, and it's not the game itself.
The blue point is brighter simply because I'm testing out bloom effects on it.
The ball is not visible because it's just the circle 2D object from Unity.

>>739047180
That makes a lot of sense.
Probably won't do a replay, but the top 5 balls / score statistics based on balls will definitely help players to figure out their impact.
That's very valuable input. Thanks.
>>
>>739047861
It doesn't necessarily have to be a replay, but you could draw a trajectory line of where it went, that shows up when you hover over the top scores.
Although if your physics are consistent, you could just save the starting position and show it dropping with scoring disabled, doesn't seem to bad to implement. Think about it.
>>
>>739047295
Look up Void War vs GW. In the end they got away with a much more blatant rip-off IMO
>>
>>739047661
>The depth comes from the game mechanics, there might only be 20 minutes of actual content but quite possibly hours or even hundreds of hours if you plan to master the game.
Are you talking about arcade? I was making a general statement and using arcade as example. Depth isn't equal to gameplay, see rpg.

>There is no need for pacing because there is no downtime, it's just core gameplay from start to finish so it appeals to a certain type of people who would rather they have absolutely no filler bs in their vidya.
Again, this might be true for arcade, not vidya per se. All modern games fuck pacing up. It's this algorithmic design that prolongs games and stretches them. It's not even filler content, it's on the design level, like unkillable animations, backtracking aso.

>shmups are sort of a unique case here because most skills are transferrable between games and especially in a single dev's catalog, so it's easy to get sucked into the same sort of gameplay that you enjoy but with different content between multiple games and more to come.
Yeah, they are.

Basically starting diablo 1 rpg (elements) took over vidya and imho rpg are the only actual vidya. In the future vidya will continue to converge to rpg.
>>
>>739047996
Not sure what you meant, because if there's a hundred balls, that would be 100 trajectory lines.
Unless you mean the single ball that scored the most?
The physics are not consistent, because there's random angle +/- whenever a ball hit a pin.
>>
>>739047350
Turns out I should first learn to 3d model i guess. shame.
>>
>>739048034
Yes I was not a fan of your "fun for 20 minutes at most" comment which just sounded horribly dismissive because almost every arcade game I've been recommended and picked up were fun for a lot longer than that. It tells me that you might be picking up those games, credit feeding to """"beat"""" them, and then dropping them immediately afterwards, which is a pretty accurate assumption to make about someone making that type of comment about arcade games.
>>
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>>739031427
It's a good start (better than 99.9% of stuff posted in these threads) but it's too busy and there isn't enough contrast. You could probably break up the water with more defined rock areas and less "large chunk of shifting white-ish pixels" as well as more contrast in the water itself, see pic related.
>>739043740
>crab
Retard. Nobody improves without feedback.
>>
>>739048034
>All modern games fuck pacing up. It's this algorithmic design that prolongs games and stretches them. It's not even filler content, it's on the design level, like unkillable animations, backtracking aso
I find it notable modern game critics barely talk about replay value anymore. We used to value games by how masterable they were and/or how fun they were to replay, but with modern games that are 100 hours long, that got thrown out the window. This is what value for money looks like in modern year, not how often you can go back to a game but how long the first playthrough lasts.

You can see some franchises like Sonic have really struggled to adapt to this. Those games were always based on replaying them over and over, but lots of people just don't value that in a game anymore. They had to throw in shit like the Werehog in Unleashed and Classic Sonic in Generations/Forces just so the game wouldn't be over in an hour.
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>>739047295
>Do I reach out to a GW before I even start the whole thing?

Please.
PLEASE.

SHUT. THE. FUCK. UP.

If you are making a genuine 40k fan project you have to SHUT THE FUCK UP right now because GaysWorkshit (GW) absolutely will attempt to fuck your anus until it's gaping and bleeding. They killed multiple youtube fan projects already because the lawyers smelled it and then they killed it and ate it and fucked what was left and then shoved the bones up their ass to get hard enough to do the same to the next person trying to make fan content for 40k.

Do not be that next person.
Either stay the fuck away from 40k enough that GW will handily lose any court case against you at minimum expense on your part, or be prepared to commit acts of building-demolishing terrorism on their offices to stop your project from being molested like a child on a small, privately owned island (the owner of which has connections to many businessmen and politicians)

Either finish your project in secret and dump it into the wild on EVERY website within 24 hours.
Or do something else.

tl;dr
Frankly, GW doesn't deserve your effort. Do your own thing.
>>
>>739031427
The background looks okay but I'm really not a fan of that sprite tweening. Maybe you could just bake it into a sheet and adjust the face so it isn't a janky misaligned mess every time she tilts her head.
>>
>>739048267
I think very highly of arcade as a genre, minus the cash machine design ofc. For me it's the proto modern vidya.
>beat and drop them
Some games, sure. Like why would I replay mega man 2? Played the game, had fun. Other games I have hundreds of hours. More often than not games are rushed or have inherent design flaws effectively ruin them. Dino ass in dark souls is but one good example.
>>739048519
>game critics barely talk about replay value anymore
Why would they? Their goal is to sell, not to foster fun or increase quality in future games.
>we used to...
LOL, that times are gone baby
>100h
Objectively to large

The reason I started to develop game is simple. There are little to no good games. Few outliers may exist, but ultimately they are an industrial product. Isn't it strange that we can't recreate alttp or secret of mana? Despite better tech and frankly better hard skills, too. That doesn't translate to good games and there are but two culprits: fianciers and managers.
>sonic based on replayability
Sonic is a good example. The series survived for one reason only: few strong games in the 90s. The cultural impact alone these games have carries series for decades.
>>739046746
>replayability
Is key. Curious that designers think that filler content x100 is better than great content x2.
>>739048267
>""""beat""""
Is this what you try to criticize?
>>
>>739048857
>>Why would they? Their goal is to sell, not to foster fun or increase quality in future games.
Well duh, but it does show the shift in mentality. Games are somehow both art and completely disposable. Just buy our game, play it once and move on forever. Maybe buy the remake in 10-15 years.
>>
>>739046914
This looks pretty good.
>>
>>739048924
>show the shift in mentality
Clear as sky
>buy our game and move on after beating it
That's it. Even if you want to put more hours in, what for? Games are designed to experience everything or as much as possible in on playthrough, dlcs are business decisions where fans play no role and filler content everywhere. Level up? Scaling makes it useless. Improved the weapon? You still need three hits to beat a simple enemy. Improved armor? You still die after 5 hits. Magic resistance ring? To bad the damage formula is so stupid, that it has no use except two situations in the whole game. Choice? Illusion? Endings? Determined by the last two dialogues. Cliffhanger? Too risky, we don't know if we get funding for part 2. Not including propaganda? In for some shit storm or deplatforming at worst. Interesting characters? Too complicated for the normie. Games are meant to be consumed like McDonald's burgers.
>>
>>739048857
Megaman is arcade-adjacent, but not an arcade game.
The arcade genre as a whole is designed to facilitate endurance runs, aka 1ccs, which is where 95% of the value and fun comes from, not from the breadth of the content. To beat a game you have to make it from start to end using the resources you've been given and gain during the run, as well as proper routing. Using a continue means you "failed", though you're free to keep going for learning purposes (or just to pinch your pennies, though this is antiquated).
Following this logic, it's incredibly difficult to actually 1cc an arcade game on your first try, so naturally you're going to wanna keep doing more runs, practicing, and those hours start racking up, and then once you actually beat the game on one continue, you can now go for high score run if you wish.
Just dumping quarters into the machine and making your fighter jet or time crisis protagonist come back to life every 2 minutes, getting to the ending and then dropping the game forever is certainly a way to play arcade games, but you are completely minimizing your enjoyment of the genre by doing this.
>>
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Finished fight
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>>739049481
I would like to add that if you'd like to play a short and sweet real example of an arcade game that isn't a shmup and probably a lot more familiar, I'd recommend buying or pirating devil daggers or hyper demon. A full completed run in those games is literally about 5-10 minutes. No unlockables. Easy to understand gameplay design with a shit ton of depth despite your only controls being the minimal FPS buttons possible. Every run is fun as fuck despite being literally the same thing every time. I've racked up about 10 hours in hyper demon, 5 of those was just trying to beat the damn game.
>>
>>739049801
Gonna be real chief I can barely tell what's going on with this bitrate
>>
>>739031427
ey you're still at it. and you brought some nice lookin waterfall
>>
>>739035432
dope
>>
>>739049962
Yeah, that's just what happens when you try to fit a 2 minute video into 4 mb.
https://files.catbox.moe/y1drj4.mp4
>>
>>739046914
it doesn't have to work. it only has to look like it does
>>
>>739050145
This, 90% of my trailer is staged and FAKE
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nacho-cheese is now replaced with sparkling fanta... back to the drawing board i go.
>>739050181
i think most trailers are like that
>>
>>739049481
Beating arcade with no deaths is quite the task. Not respecting my time. As young teen, that's fun.
>>739049912
HD is an arcade, but mega man isn't. Whatever.
HD is already on my list, looks decent. Was recommended here afaik.

>adventure games
Which games invoke going on an adventure? What is an adventure? Do adventures in real life exist? Can a day in school be an adventure? Romance, chivalry, trips?
>>
>>739024324
>Post your progress
Finally fucking got Graphics.DrawMeshInstancedIndirect to fucking work, after having two different AIs admit they had no fucking idea why nothing was working. I still don't know why it's working now, but fuckkkkkkkkkkk that shit, gonna pretend nothing is wrong and move on.
Also an old-ass crash I could never track the source off finally raised an actual error message instead of being silent (a winform-style pop up in Unity with a size overflow message, never seen the engine display errors like that before). Turn out it was just a loop ending one item too soon and let random garbage in the last cell, often causing the rest of the system to think there was more NPC than atom in the universe and crashing everything trying to obediently handle that much shit.

Current step is getting Graphics.DrawMeshInstancedIndirect to NOT fuck up the Lit shader.
>>
>>739050364
It's not no deaths, it's no continues. In most arcade games, you typically have 3 - 5 lives, maybe a health bar, and the ability to get more through either scoring or secrets. Couple that with the fact that those games have a very short runtime in the first place at about half an hour or less, and now a 1cc seems a lot more attainable when you think about it.
Arcade games are respectful of your time because you really are not locked into a long playthrough at all once you start a run. It's jampacked action with no filler for about 20 minutes or less if you die, and then you can fuck off and get back to work or whatever. Sorta like mobile games in a way except not fucking terrible.
>>
>>739024890
All the yesdev in /agdg/ fled long ago to a private discord.
The only ones left are nodevs, crabs and masochists.
>>
>>739050615
I fled to here when they told me to fuck off after our first game released. Most users either seethe in jealousy over you or mock you for flopping, no in-between.
>>
>>739050615
>>739051115
It doesn't help that /vg/ doesn't have any mods. You can report posts that blatantly break site rules, and nothing will happen.
>>
>>739024890
I went to /agdg/ to get help previously.
But they are completely worthless and useless.
Now that I have AI to ask my questions and get actual answers from, I don't need those retards in /agdg/ anymore.
>>
>>739050364
Megaman is considered as arcade adjacent because the game was originally designed with a few arcade design conventions that have since come to stay, like the life system and scoring (this one is gone now). Otherwise the game is way too long and literally has a PASSWORD/SAVE system which discounts it from being a true arcade title.
However, I wouldn't say that's a bad thing; as much as people like to say "lives and game overs are just an ancient arcade holdover that don't belong here," those mechanics in themselves create the exhilarating kind of endurance runs that arcade games encourage, except for individual levels.
Unsurprisingly, megaman games are not as fun if you remove the threat of having to do the whole level again and instead treat every boss like its own individual challenge instead of part of the level as a whole. This is why they are also easy as fuck, because they weren't designed to be fought in a vacuum. Runbacks are fun. Dark souls runbacks are also fun. When you don't have runbacks, you have cock and ball torture bosses designed to be instantly fought over and over again to account for letting you respawn right in front of the fog gate.
>>
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>>739050558
>Current step is getting Graphics.DrawMeshInstancedIndirect to NOT fuck up the Lit shader.
Update: turn out it wasn't, I forgot I had added a dark-grey albedo on all the main terrain material when debugging LOD.
Oh well, at least now Graphics.DMII is automatically setting up Unity's internal shader matrices, so I don't have to put custom nodes everywhere.
>>
>>739051439
>as much as people like to say "lives and game overs are just an ancient arcade holdover that don't belong here," those mechanics in themselves create the exhilarating kind of endurance runs that arcade games encourage
Yeah, people these days are too quick to balk at certain design aspects being outdated, even though I think certain genres like platformers absolutely benefit from them.

I've gotten some complaints about my game having a timer as well as lives/continues even though the game is designed around them and the punishment for continuing is minimal, as the only thing that happens is you gotta restart the last level from the beginning rather than from the checkpoint. Then again, I've even seen complaints about modern Sonic games, which don't even have lives anymore, for grading how well you beat the level because it makes them feel bad when they get a low rank even though it's piss easy to get an S-rank with a bit of practice. Maybe there's just no pleasing those people...
>>
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>>739051439
>"lives and game overs are just an ancient arcade holdover that don't belong here,"
I remember how baffled I was when first playing Abe's Odysseus, and NOT having a life counter.
You can just ... die as much as you want without penalty? Damn the PS1 is fucking crazy.
>>
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Are there recommended materials on how to plan and design dialogue trees? I have the first case already written, but I have a suspicion that if I just start firing away at Dialogic it's going to end in a disaster.
>>
>>739051809
Oddworld games were primatily puzzles. You had to figure out how to get past the next obstacle. It wasn't an arcade or action game.
>>
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>>739049058
Thanks!
>>739050145
Well, true, but I feel like time soent faking stuff is time I could have spent making things instead
>>
>>739051736
Unfortunately there's a much bigger audience nowadays that's more used to their games having little to no friction and think that "difficulty" means to be presented with a brick wall to bash your head against repeatedly with no thought or variance in strategy until you break through it. To them, any sort of BS being thrown at them is fine as long as they aren't being punished for their mistakes and losing progress at all.
It sucks, but I know there's still people out there that live for classical gameplay. I do. It's probably a niche, but a lot of good things in life are.
>>
>>739052045
I ended up implementing an Assist Mode to appease those people in the end because, as much as I hate it, the consumer base that blames the game for having any kind of challenge is much bigger than the consumer base who expect to get challenged. It just gives you infinite lives, more health, and makes bottomless pit hurt you rather than outright kill you, so you still have to actually master the levels to beat the game. That and it makes the PC wear a girly hairbow, which some people complained about, but I just ignored that
>>
>>739052374
Yeah thumbs up from me, that's usually a pretty good way to go about things. The itagaki method lol
>>
>>739051985
Oh well it depends how you're faking stuff, personally I design and create content very linearly, but to not have literally everything in the trailer set in the same locations I just skip ahead and do a few "mockups" basically of later game stuff, that way I can come back and add more later using that as a base
>>
>>739050607
>about 20 minutes
Are those the same 20 minutes I mentioned?
>mobile games in a way except not fucking terrible.
Faik they are all shit, even the ports of actual games. Apparently phone games never finish games, hence them being cheap and underdeveloped.
>>
>>739036205
>if you have to ask this question maybe you should just give up
found the no dev
>>
>>739024324
Any idea for multiplayer for resident evil 2?
>>
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SIX DAYS! GET YOUR GAMES PRESENTABLE!!!
>Full trailers
https://forms.gle/X96yqrEB7LmKDJfD6
>Quickshot Gameplay Clips
https://forms.gle/RUtgj6jLAwAmcKpa8
>>
Update on my snib snab game, im getting close to a playable demo.
>>
>>739054682
the fuck is this aspect ratio nigga
>>
>>739055692
4chan ad aspect ratio. 300x250. I shrunk down the trailer from 1960x1080 I'm honestly surprised it looks as good as it does
>>
>>739054682
v3 is back?
did it ever go away? you spam v3 shit in every game dev thread.
>>
>>739054682
You gotta work on your thumbnails. I know this is supposed to look like Adult Swim but the modern, shorts-watching audience isn't stimulated by this or the Squilliam pic.
>>
>>739056582
>Spam your v3 shit
NTA but how else are they supposed to get signups if not actively recruiting in the thread?
>>
>>739056780
It's just a quick gif, brother. It's just a 5 second version of a 50 second trailer. I know the modern zoomer mind can't handle more than six seconds that's why the date and time are the first thing you see. But I am glad someone got the attempt at adult swim bumper style.
>>
>>739037762
>when your base resolution is only 320x180
I have walked this road, be very fucking careful when you decide to do this because you have to pay a ton of attention to how you set up player/camera movement. Any movement speed that doesn't match your FPS will cause noticeable jitter. I went down so many avenues trying to reduce it but never was able to fully stamp it out. It's especially a problem if you want to be able to move diagonally, since setting your overall movement speed to 60 or 120 px/sec turns into something like 28px/sec in each direction, which ends up jittering really badly.
It isn't period accurate but you can get rid of this by rendering at a higher resolution internally (lock your UI viewport to a low res and then scale it up if you have to).
>>
my demo needs to be ready in 10 days and I'm still adding features
>>
>see a cool game footage
>it's just mockup for a music video
fuck...
>>
>>739024324
there is a game I wanna try prototyping but there is only one game I can use for study and it's other m
>>
>>739040920
Looking good.
>>
>>739057529
june nextfest?
>>
been mostly cleaning up old shit code and migrating to building the levels in trenchbroom since realtime csg fucking sucks ass. tried importing hammer maps into unity but can't seem to get a good pipeline without something going wrong with the map

vid is of the auto fabrication plant that the player can get limited health/ammo from. i need to tidy up the audio and some models for it but i'm liking it so far

>>739024890
thought out posting something there but remembered the schizo posts from an old thread and decided not to. the only interaction i've had with agdg was a demo day

>>739031427
very comfy waterfall
>>
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>>739024890
I miss old /agdg/. But it is what it is
>>
>>739058840
I blame rasko the rasca, slavs are thin skinned faggots and will shit everything up over perceived slights.
>>
>>739058928
Go be a faggot somewhere else. The problem is retards like Rotate and Googum, who just stick around forever like barnacles, producing absolutely nothing and always doing their best to stir up drama and shitstorms.
>>
>>739059163
>Googum, who just stick around forever like barnacles, producing absolutely nothing and always doing their best to stir up drama and shitstorms.
That's rasko though.
>>
>>739059407
Oh, alright. Steady on then.
>>
>>739029965
>WHY THE FAGGOT FUCK DOES BLENDER WORK THIS WAY.
I went through this very same thing.
Y'know how it doesn't save hand painted textures or images unless you click on the little shield icon thing?
You have to do the same fucking thing for your animation timeline/keyframes.
I guess it so that save file sizes can be optimized, but thats entirely a nonissue unless you're working on large projects and scenes, idk they do it this way by default.
>>
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Alright, I'm done with the new enemy's behavior. I'm pretty happy with how it came out, though I'm less sure if I'm happy with the walking animation. Hm.
>>
>>739058548
yes
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made a little inbetween-model so now there's enough continuity when going throught portals for the trailer
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>>739060502
i was going to keep polishing until the last minute(4th) but... you think it's better to go early? anticipating any content/running issues for the review process?
>>
>>739062096
I think it depends on if you expect coverage from streamers or not.
For me, I can't go live now because I'm waiting for translations to come in. Which leaves time to polish and add missing things, but also barely any time to QA the translations.
>>
>>739062095
Trailer?
>>
>>739059407
assuming you mean gogem pro or whatever the name is, he's not the same person as fagoon.
just as pathetic and annoying, but gogem was shitting up /g/ years before fagoon started posting.
>>
Got the soft-lock system done, trying to go for a lock-on system kinda like KH
>>
>>739024324
Is it true that I can't create a new race besides an iteration of the fantasy staples, greys or robots and furries, scalies and feathery or else it's too alien? If not, how do I start?
>>
>>739062820
for the v3 expo
>>
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Time for another epic Frydarian update:
Doing field research at the moment. At the moment I have seen a turkey, a hummingbird, some eastern tiger swallowtails, some Carolina wrens, house finches, an eastern tree frog, and gray squirrels. Sometimes you need to experience some time in the sunshine to know what to base your game's world on.
Additionally, I have been working on a translation engine that can convert English sentences into those found in the Zmeian language. At this point I have a list of common nouns, pronouns, verbs, prepositions, conjunctions, adjectives, and adverbs, with the translation engine itself being planned to create new words based on previous words in the dictionary or allowing me to input my own words. I don't know if I'll ever put this translation engine out to the public, though, as I plan to use it internally for the Zmeian Compendium's entry on the language.
>>
I always feel like I'm making slow but steady progress when it comes to coding stuff but art is so hard. It's kind of hard for me to imagine a world where I can actually put together decent assets for my game.
>>
>>739057850
>other m
consider checking out Killer7 if you want to see another game that's on a rail with 3D shooting, because I can't imagine why else you'd focus in on that game specifically
>>
>>739051168
>You can report posts that blatantly break site rules, and nothing will happen
That's not true. You can get warned for 'false reports'
>>
>>739064838
I haven't ever been warned for that, though I've given up on reporting off-topic posts in /agdg/ recently
>>
>>739064814
ninja gaiden 3d-esque shooter with simple control scheme. I'd originally considered a playstyle somewhere between an arcade shooter and a 3rd person shooter but it feels too.... jank.
Was going to do up on joystick pans the camera up, right rotates right, etc. But I think the spoilered game in question has the right idea. Can make weapon swaps a simple modifier button instead and just vertically lock on the the closest target in the direction the player is facing. But I want the explorative and mostly horizontal platforming that spoiler game has, just not anything else from it
>>
>>739064925
It was several years ago. Another anon said he actually got 3-day'd for legitimate reports in /agdg/, though I can't confirm if he was taking the piss
>>
>>739064584
Rasko, are you joining the v3Expo?
>>
I report every green text parrot I see as a low quality post.

Anyway, I need an afterburner sound but they are pretty harsh sounding IRL. What's a good substitute or way to soften that without just lowering volume
>>
>>739065864
that can be explained by reporting something regulars know as shitposting but an outsider can't. it's not like every janny is versatile in the lingo, memes and on topic of every general.
>>
>>739067487
I got banned for replying to bait in agdg with '*I'm trans btw'
>>
>>739066798
Why would I do that?
>>
>>739068871
why not?
>>
>>739068871
Are you seriously asking why would you send your game to a place that has an established audience as opposed to you constantly screaming in these threads? Yeah I wonder why that would be a good idea. Let me think about that one.....
>>
>>739067940
which is well known as trolling on all boards. the foremost barrier to getting banned is having someone report you. I get bans for 1/8 shitposts at most.
>>
>>739066798
>>739068871
Frydarian Tale was showcased a few years back but he was banned from v3Expo cause he's a huge sperg. I doubt they'd let him back, considering nobody wants him to return.
>>
>>739069834
>banned from v3Expo cause he's a huge sperg
That's an achievement, he must have sperged out majorly to get a ban from an event where autism is the norm not the exception.
>>
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>>739028897
Everything is too fast, too rigid, either you remove aircombos from your game or decrease the speed that character fall. You should definitely focus more on your animation fundamentals before creating a game that relies entirely on animations.because you will waste years without going nowhere
>some principles
https://files.catbox.moe/0qfenq.7z
>>
>>739064584
Nobody wants to read your blog. How come every single ESL who posts in these threads writes long-winded posts that have little to nothing to do with game dev?
>I'm totally making a game!!
>But I can't show it!! Here's 10 paragraphs about my game instead!!
So annoying. Either post a game, or get out. This is the game dev thread, not the struggle to write novels that are just incoherent ESL babblings thread.
>>
After spending a bunch of time on an elegant solution I thought would work well (and it sort of did) for synchronizing NPCs, during bugtesting for this last bit of multiplayer stuff I decided to try to sync NPC movement in the same way I sync player movement and it turns out it's got less overhead and is way smoother, so I'm an idiot.
>>
>>739024324
im leveraging the power of claude to fuck up uzdoom.
it's going very well. later tonight after my limit resets, all the tweaks will go in to lay the groundwork for running as a headless server so i can get proper server-authoritative multiplayer put in later.
>>
>>739071492
i made a game in gzdoom
>>
>>739071268
Unless you're an engine savant 99% of the time the in-engine solution is better because it's made by people who are paid to be better.
>>
>>739071612
called what?
>>
>>739071081
im esl and i write long posts without showing my game
>>
>>739071683
it's not available anymore
>>
>>739070612
I'm just trying to figure out better subject matter for his animations.
>>
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>>739072419
Like, look at this garbage
>>
Where's the anon that was making a slave trainer named "Yours to Conquer" or soemthing like that? I'm looking for updates
>>
Making an RPG is more work than I thought it would be, I thought it would be my nice first real project but I'm months in and still putting together basic systems. I still think I made the right call because even just drawing character portraits is intimidating to me so if I had to do a whole spritesheet or something in an action-platformer or something I'd feel hopeless.
>>
>>739072801
>>739072801
The problem is still bad fundamentals and user laziness to learn.
>>
>>739072896
A certain green dragon dev doxxed him. He doesn't come here anymore
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>>739024324
Been drawing up a design sheet and started working on model and level creation for a game. Using ue5, but don't like the fancy graphics - I think it just might be the easiest to use for what I'm trying to accomplish physics-wise.
Ps1 style, using goldsrc editor to build meshes for most of the game.
Problem is - I don't know whether a "souls-like but cars" is even going to be a fun idea. You drive around a derelict dieselpunk city, lotta verticality, and fight other vehicles. There's difficult boss fights - legendary creations from the Soviet yester era - and I've got it all detailed and sketched out on paper.
To me it feels like a game I'd like to play (and there isn't anything similar out there that I know of, unless you count mecha games).
>Am I the only one who thinks that, tho?
Also: to make the combat feel fast and interesting, I'm finding I gotta tune the driving more arcadey than I was originally planning.
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>>739073310
>A certain green dragon dev doxxed him. He doesn't come here anymore
Damn it, what a fucking faggot whoever did that. I'm guessing that dev canned the game because I cannot find info about it anywhere (implying if I got the name right)
>>
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>>739073131
I'm the guy who animated it and I agree.
I'm not good at this, but IDK what the hell I can actually do to improve.
>>
>>739073394
>I don't know whether a "souls-like but cars" is even going to be a fun idea. You drive around a derelict dieselpunk city, lotta verticality, and fight other vehicles.

game will probably just feel super empty and the scale will be tough to manage. if you play AC6 its a great game but it doesnt sell some of its scale that well (unless things are bigger than you, smaller things look like toys, they dont look like large things that are small to you, if you get what i mean) and designing thing at that scale where you can traverse around in a vehicle (or mech in AC6s case) just means a looooot of empty space.
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any updates on the bug dating game?
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>>739073665
better poses and maybe add a few frames in between, making it snap to the next pose using the Constant Interpolation option instead of the default
animations don't need to be smooth, especially action ones
they can be snappy based on what kinda vibe you're going for
look at ArcSys games for that kinda anime style
>>
>>739074096
That's not really the problem, again.
It's a problem of choreography. I'm not quite sure as to what he should actually DO.
>>
>>739074287
maybe watch videos of people swinging weapons?
>>
>>739072989
>because even just drawing character portraits is intimidating to me
You still made the right choice anon. I spent the last four days(on vacation even) making one outfit for an existing character, just for the static portrait vs. the animated sprite.

What I found most annoying about RPG dev was how interconnected the systems are. The way I structure item data depends on the stats the game uses, and the upgrade system and through that the resource economy, so now it's about how many party members, and so forth.
And all of those questions then trigger new decisions about what content the game should have. For example, I've got a weird ass elemental system from adding and cutting elements constantly. I've had 18 different throughout developments, and each came with spells, weapons, etc.
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>>739073394
>"souls-like but cars"
>To me it feels like a game I'd like to play
>Am I the only one who thinks that, tho?
I played most FromSoft's Souls.
I played Remnant 2 (souls-like but gun).
I played a fuckton of Crossout (PvP vehicular combat, build-your-ride-like-lego style).

If you make Crossout but single player and with bosses & levels like in Remnant or DS, I'm buying 2 copies.
>>
>>739074413
Nothing quite has what I'm looking for
>>
>>739073745
tnx, the first iteration of tutorial/intro level I blocked out in editor is a lot tighter, because the boss fight made sense in it thematically, but now I've got a highways level to do which will have roaming heavy vehicle. Going low poly means I can't really wow the player with a beautiful HD skybox.
This is starting to seem like a game that could've been a elden ring mod.
>>
>>739074530
Yeah, I initially thought I'd draw a different outfit for every job because I want the job system to be a big part of the game, but I might settle for just doing one portrait per character or it'll never get done. I'm a long way from making actual content for the game still in any case, so at least I have plenty of time to think about it.
>>
>>739074530
I’ve redone the systems in my game so many times it’s insane. I do not look forward to having to clean it all up one day
>>
>>739074814
Ah, gotcha, something involving constructing your own vehicles from parts. The vehicle I'm building is upgradeable with parts from bosses, but the combat is mostly "melee" - ramming, pushing into a drop, etc, with the only ranged option being a trebuchet and a fireable winch.
Switching to primarily turret weapons would probably solve the scale vs content density issue the other anon mentioned, but it's not really what I'm building.
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I've been wondering if I should add a Dark Souls style lock-on for controllerfags.
>>
>>739073665
Animations are curves, not poses. poses are just points on a curve. If you want to improve focus on the shape of the curve over time and not the poses
>>
>>739076041
>baby mode for controllerfags
the answer is they'll get mad if you don't add it.
>>
>>739024890
Yeah every general is like that.
>>
>>739028897
Levi Hackerman
>>
>>739075908
Crossout has melee too: chainsaws, mining borers, explosive spears, etc... but they are pretty much only used in ambush builds with an invisibility cloak and/or nitro boosters, doing only "kill one in the enemy team then fuck off to re-ambush later" tactics.
Doubt vehicular melee like that would be really fun in a PVE game. Not sure how you intend to make it work beyond being a raw horsepower check to decide who is pushing who.
>>
has anyone used Mimo and can say if its. a good resource for gradually learning python? I started learning gdscript but O figure if I learn Python then it'll be two birds with one stone.
>>
>>739075491
>Yeah, I initially thought I'd draw a different outfit for every job because I want the job system to be a big part of the game,
Oh hey, I was in the exact same position. Then I looked at FF wizards, thought anything I draw will just be a worse copy and switched the whole game over to monster girls/boys. Now I need "only" a pokemon-style evolution line per companion, currently at 12/50 pieces drawn. Can average about 1.5 portraits per week, when I don't complicate the hell out of a design like this last one.
If you can, learn how to make dynamic figures to reuse between characters/jobs. 3D models, paper cutouts, whatever. Saves you a lot of work, especially if you have a very simplified style that lends itself to reuse. Or you design your jobs around asset reuse, like splitting them into light/medium/heavy armor and only making those three portraits per character.
>>
i'm not very good at this
>>
making VG bgm. I know how to use scales and chord libraries, I have an interactive circle of fifths, but how do I into chord progression? I'm solely going off vibes rn.
>>
>>739077604
Just use samples bro lmao
>>
>>739077604
learn triads, intervals, and chord inversions. maybe not the answer you want, but things will make more sense if you learn the building blocks for what makes a chord.
learning melody and voice leading is a good idea too, chords are really just a melody but all of the notes were played at once.
>>
>>739076136
I could improve the movement curves, anticipation, overlapping actions, poses, smoothing, speed, secondary animation, and so on until the fucking heat death of the universe, but absolutely none of those would fix the fundamental issue of "I have no idea what the hell he should actually do next."
See, the combat I've designed mostly works off of a pause combo system. Rather functional at the moment, if I might add. Let me outline this for you
Currently, the moveset is as follows.
>Attack = A
>Pause (Attack then wait a second before your next) = --
>Hold Attack (Attack then hold down the button before releasing) = HA
>Switch Attack (Switching weapons after an attack) = S
Pause attacks generally lean more towards multi-hits, while hold attacks lean towards big singular strikes.
SWORD
>A-A-A = Side slice where he draws his sword from his hip, downward diagonal slice, upwards diagonal slice.
>A--A-A-A = Slide slice, spin attack, big slice, two more slices.
>A-A--A-A-A = Slide slice, diagonal slice, spinning drill lunge, upwards swing, big flipping swing
>A-HA = Side slice, big thrust
>A-A-HA = Side slice, diagonal slide, big thrust again with a different animation
>A while sprinting = Charge attack where he slashes. Like DMC's Stinger but with a slash.
>A-A-A while airborne = Pretty much the same as the previous A-A-A but with different animations
>HA while airborne = Downward slam-thrust
FISTS
>A-A-A = Jab, hook, uppercut
>A--A-A-A = Jab, rapid multi-jab, kick, flying kick
>A-A--A = Jab, hook, elbow thrust
>A-HA = Jab, One Inch Punch
SWITCH COMBOS (Really just one with the fists)
>A-A--A-S = Jab, Hook, elbow thrust, Iaido draw
My problems mostly arise in the pause combos, as those feel far too flashy for this character.
TLDR, think of my problem as less lying within individual animations and more "How they all look as a combo sequence and what they actually are." I need to think of better fundamental followup concepts.
>>
>>739077604
music is just a bunch of pop culture references, so, only make music in genres you can actually identify the gimmicks of. The best musicians aren't ever theory-snobs they're usually people that nail the forced meme of their genre through trial and error.

TL;DR - learn a specific genre, ignore theory.
>>
>>739024890
skimmed through it, holy hell how did it get so bad
i cant comprehend how someone can be bitter enough to try getting a rise out of people for months, let alone days. If I feel like shitposting I usually get bored in less than an hour and move on
>>
>>739078275
But we are wrong for wanting a place to actually discuss development. I have been posting progress here since March of 2025 and I have seen tons of progress from many people.
>>
>>739078123
Usually for stuff like that you want to think about closing gaps, not really the curve.
So each attack is just "do [thing]" but then if [thing] puts you in the air or some weird place, you want to think "how do I get back to neutral?".

Think more like this:
>attack makes the character go [up] -> some kind of animation makes the player come back [down] -> it does this using [new animation]
>attack makes the character go [backwards] -> some kind of animation makes the player come back [forwards] -> it does this using [new animation]

Basically the sequencing stops being about curves and becomes about bridging endpoints using curves, so the new pattern is like:
>Starting place -> Combo -> New place -> Return to starting place

If you want the combos bigger, that's more of an ideas thing, treat each swing as a new neutral *pose* not position, so:
>Neutral pose -> Swing 1 animation -> New neutral pose (After Swing 1) -> Swing 2 animation -> New neutral pose (After Swing 2) -> Swing 3 animation, etc.

Every hit is just: Old pose & old position -> attack animation -> new pose & new position
Then you can choose "keep going or return to the initial location".

Returning is easy, players just need movement options and they'll move their character to safety. Maybe you can animate or twirl or something but the return doesn't need to be offensive.
>>
>>739050615
>private discord.
Isn't it quite cancerous as well?
>>
You guys have to know that ((they)) will just take your posts and train AI on it, right?
Feed them bullshit and stay on the low...
>>
>>739079016
No because they banned rasko.
>>
>>739024890
Question: is demoday /agdg/-only or are anons from /v/ thread allowed to join?
>>
>>739079021
Jews will feed the fagoonian game to the AI and it will commit suicide.
>>
>>739059765
Were the older versions like that as well?
I think of getting into Blender someday and I don't want to end up fighting the fucking program itself.
>>
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>>739078928
That seems kinda weird, the way you're putting it. Like, as if he should snap back to where he physically was originally was after an attack is done.
But still, look at this
>>739072801
This was my attempt at a replacement for vidrel. Do you see my intent?
I DID just get an idea though, but I'm not quite sure of it.
>>
>>739079110
i wanted to find out but itch didn't let me submit my game :(
>>
fought a bit against pathfinding today, but I got a really nice system in place
>>
>>739079053
It's the Dragon Khan clone dev, right?

Maybe I would consider joining if I were to get back into gamedev, but I'm wary of Discord itself.
>>
>>739079110
You got non-4chan guys in it regularly. So no, go for it.
>>
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>>739071662
I'll be interested in stress testing it to see how it explodes if there are several hundred spawned enemies across the server (though this'll be a rare case to begin with)
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>>739079441
Neat! Thanks!
>>
>>739050615
what's the private one, the one with ~500 people online and like a thousand useless roles?
>>
>>739079112
Anyone posting any real things should be ashamed of themselves.
>>
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spent the weekend smoking tons of weed at some friend's place so 0 progress has been made. Goal of this week is to have the demon boss in a showable state and making a short trailer for v3
also want to thank the anon who posted this video on the previous thread, I was away already and didn't see it until now so yeah, thanks!
https://www.youtube.com/watch?v=YT_sijXtl8g
>>
>>739079252
>he should snap back to where he physically was originally was after an attack is done.
I'm saying what you're treating as one animation is meant to be three animations in a bundle.
>Animation 1 -> ends in a specific pose (your webms are here)
>Animation 2 -> *starts* in whatever pose that animation 1 ended on -> ends in a new pose
>Animation 3 -> *starts* in whatever pose that animation 2 ended on -> you decide

then from here
>Animation 3 ends in neutral
OR
>Animation 4 starts in whatever pose that animation 3 ended on

this pattern is all you need imo. You just repeat this for however long you want combos to be.
>>
>>739079580
this, all yesdevs make "buy an ad" threads.
>>
>>739059765
Yeah I looked it up but fucking stupid. I dont ever remember having that issue in 3dsmax but it in it of itself has its own dumbass issues with textures with specific versions. I ended up importing one of the animations I made and tried to mirror it the best I could since m monsters all have Ik bones, so I had a blender copy of it then did the shield thing.
>>
>>739079021
thats why all of my posts are in broken english and whenever I explain how something works I either leave out key information or give wrong info.
>>
>>739079580
Not me, I'm very proud of my work.
>>
>>739079714
Progress or not bro, the green jelly bean that evolved into a playable game is very impressive!
>>
>>739079908
Anon, that's kind of how my attacks already work, unless I'm reading you wrong.
Do you have a visual reference for what you're talking about?
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>>739080550
When your character jumps do you combine 4 animations together or is it 1 jump animation?
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>>739080550
"Animations" are typically bundles of animation that result in one outcome.
>>
>>739080941
Haha he runs like a fag
>>
>>739079714
looks very chill
>>
>>739081162
Do you watch fags run often?
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>>739080795
One jump. Why? Should I divide them all up into windup, attack, and followthrough?
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>>739081335
Like you wouldn't believe , the number of faggots increased a thousandfold since occupy wall street lit up a fire under the bankers (jews) asses.
>>
>>739080476
thanks anon! it's been a long journey
>>739081237
>chill
yeah it kinda is lol, ty
>>739072801
I recommend grabbing the nearest umbrella and practicing those moves yourself, even recording it if needed. Doing that stuff really, really helps a lot and makes you realize what's the natural way of doing them. Might be complicated to pull some of those sick moves but for stuff like a single kick or a sword slash it really helps
>>
>>739081641
Amazing
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>>739081641
How long did it take you to go from that webm to your more recent ones?
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>>739082435
that webm is from February 1st, 2025. I was devvin' on and off until August 2025 and started putting a lot more time into gamedev from then until today. Combat took me a few iterations and even a complete refactor of the enemy AI. Someone more experienced than me could probably have my game as it is today in 6 months instead of 15 lol, but learning takes time
>>
>>739082845
How experienced are you?
>>
I'm using ChatGPT Codex + GHIDRA to decompile / make an open source version of a game I really like whose servers have shut down. It's been going for a week straight right now and its about 65% done!

The code its outputting is very believable too and the parts I've taken out while it's done its thing actually successfully compile and can read the external game files.
>>
>>739082873
this is my first 3D game, so when I started back in january 2025 I had 0 experience in Blender and Godot. I do have a lot experience in coding (I work as a javascript developer) and I messed around in Game Maker since 2019 making stuff in 2D, but I dunno if that extrapolates to my current game
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do yesdevs hang out here?
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>>739083289
Cool
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>>739072801
Can you just grab these from mixamo? And move forward to an actual gameplay vertical slice. So you learn how to actually do all other more important things, before you hyperfocus on the animation from the game you can't even launch.

Step 1. Make a playable game.
Step 2. Polish.
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>>739083110
that's amazing anon. Which game is it?
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>>739083696
Everyone keeps telling me to use stock animations for some reason
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>>739083882
>for some reason
it's always better to focus on things one by one rather than doing all the stuff at once
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>>739084136
Anon that's what I've been doing
>>
>>739083882
No offense, but compared to your current anims, you probably should consider mixamo for now.
Do you use references when making your anims? Look up how 2D artists do this with posing/keyframes, how to trick people into thinking there's speed and weight to the animation, etc.
Right now your stuff looks really floaty, especially how the feet move so fluidly. It wouldn't look like that in real life.

It'll also give you something to copy off of and learn from. From watching a few of your webms from the past few threads, your anims look like you aren't using references and are kind of just winging it.
>>
>>739084252
don't think so. If that were the case, you'd be either working on the combat while using stock animations, or working on animations and not touching the combat until then. Plus you are also messing around a lot with the camera!
>>
>>739079110
anyone can join except for that jeet with the tranny gay dinosaur game. Nobody likes him because hes an attention whore.
>>
>>739031427
how are you animating this? its pixel art but the limbs are physics based?
>>
>>739035432
good shit anon never stop posting
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>>739084334
I mean, I try to take into account how the player moves forward when they attack. This isn't just a root motion thing.
>>739084361
Anon, I already worked on the combat. It's generally functional now, I can actually start making the animations better for the purpose they need to serve.
>>
>>739084673
If I'm remembering correctly what game this is, I believe it's a mix of 3D models, shaders and pixel art rendered at a low res.
>>
>>739031427
Y'all gonna release yet? You've been on my wishlist for ages.
>>
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Well, that feels a lot better. Probably gonna see how much I can refactor other attacks.
>>
>>739085463
Still looks bad. You can feel whatever but ok.
>>
I had a really neat idea for a videogame but after a while I realized it's just KH2 copypaste with another story
>>
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Changed the ui around a little bit
>>
>>739085729
Well, I can always make the animation better.
Right now, I think I've gotten a much better fundamental motion in place than the previous one
>>
>>739085965
uh oh... She's almost full!
>>
>>739085984
Like, I don't mean "The animation is now perfect or super good."
I mean "The spin slice/kick attack feels more suitable than the previous pirouette spin"
>>
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>>739086001
Hardly!! Her bladder actually goes to 150% of its capacity.
>>
>>739085463
>took my advice
gonna make it. everyone who ends taking my advice makes it.
>>
>>739086216
I appreciate how the bladder becomes bigger as it's barely able to contain the yellow substance. Nice detail!
>>
>>739086091
No one's going to stop you, and it'll probably be a learning experience either way, but the way you're currently just flipflopping between several disciplines you have no fundamental grasp on just makes your game doomed.
Good luck with the next one.
Real advice: Stop trying to make DMC and actually learn one of the skills you need to progress.
>>
>>739085965
What's the general gameplay of this game even like?
>>
>>739086309
You write like R*tate, so I seriously doubt that
>>
>>739086382
I mean, there's nothing saying you can't learn as you go along.
>>739086309
What advice?
>>
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>>739086316
Thanks! It was pretty fun to make, and I definitely want to see if I can give them some more detail and an animation.

>>739086459
It's a dating sim like Tokimeki Memorial where you raise parameters and spend time with girls in an attempt to have a girlfriend by the end of summer vacation.
>>
>>739086462
idk who that is, but i helped four indies that made it. they each took my advice. Yes I kept track.

>>739086468
at 0:05
>>
>>739085463
you should do hit stop on impact for the last hit on a combo to really sell it
>>
>>739086652
>at 0:05
anon, timezones
>>
>>739086674
Honestly, that reminds me.
See, for multi-hit attacks, I attempted to make it so that hitboxes were disabled/enabled throughout the animation, via animation events. That didn't work out, really, so I just settled for having the multi-hits be disabled on a timer.
Pros, it lets me do shit fast.
Cons, it means every hitbox shares the same damage, strength, and hitstop, which I've been meaning to fix
>>
>>739086918
brother the timestamp >>739085463
skip to 0:05
>>
>>739086921
just tell the enemy to shake for each "hit". you can do damage calculation once and have the enemy stagger X amount of times.
>>
>>739087053
Anon, the enemy already does that. I have a functioning poise system.
>>739086982
Seriously what advice is that
>>
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Ground items are now properly done on the server side so I added them back in. Basically players are subscribers to a radius of chunks, they get knowledge of map change events in the background by the server. As players also become subscribers to new chunks they receive a backfill of updates. Now I need to make the "on the ground" version of sprites because the inventory sprites are too large and scaling them down as mixels doesn't seem right.
>>
GOBLIN DEV.
>>
>>739024324
progress, lights and plants
they make the place look less cute though so im kinda eh about it
>>
what's a good program to make music besides FL Studio?
>>
>>739088313
Show us
>>
>>739088703
Reaper
>>
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>>739088758
>>739088313
whoops here
>>
>>739088703
Suno. Buy the sub that lets you separate instruments, download each track separately. Import each track into a program that converts to sheet music. Then import into fl studio.
>>
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>>739088703
GarageBand (both for Mac and iOS) is pretty good. I also recommend using BeepBox for basic MIDI creation and LMMS if you have specific sound font instruments you want to use in your music.
>>
>>739083110
>GHIDRA
Nsa?
>>
>>739047295
if you want to do a faithful to the lore fangame for free, just do it, keep quiet about, and release it
if you want to make money of it, be prepared to either get ass reamed, or change it to be just a knock off
>>
>>739088703
>bitwig
>ableton
>renoise
ableton and renoise are both really fast in terms of how quickly you can go from nothing to something that resembles a song.
bitwig is also fast, but the way it works you'll be slowing down more often.
>>
>>739047295
better to ask for permission than to ask for forgiveness.
>>
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>>739086216
her after being with me for like ten minutes
>>
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>>739037840
>>739037846
>>739039312
alright, here's an updated font that's hopefully easier to read. I'm hesitant to use either of those fonts you guys linked, because the one on dafont uses mixels and the one on itch is slightly larger than my current font, which could cause spacing issues everywhere.
the fact that some of the numbers are thinner than some of the others is a bit off-putting to me, but maybe it's not a big deal.
>>
>>739084582
Who are you to say who can and cannot join, faggot? Are you the Unemployed Black Knight or something?
>>
>>739091602
Nobody wants you, rasko.
>>
Oh....
>>
>>739089091
Neat
>>
What do I do?
>>
quick head's up for y'all
AI is starting to show red flags, and it seems that the bubble is reaching critical mass.
I highly recommend you get whatever you need out of it before it goes away or becomes too costly.
Claude for coding.
Nano banana for images.
Grok for somewhat good videos.

I expect that by next year most of it will become super costly or prohibitive.
>>
>>739092760
On the flip side if the AI market crashes then computer parts will be a lot cheaper so at least I can maybe finally afford to build a local model then. My understanding is qwen is "decent" at coding
>>
>>739092963
I wouldn't expect that. What will more than likely happen is consolidation. Bigger tech will buy smaller tech and monopolize it.
>>
>>739092760
Damnnnn
>>
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Got some pre-alpha testing done on target hardware (steamdeck) and wasn't hitting fps goals in the bigger areas, so dove in on learning to better leverage culling in unreal.
After some work on new geo nodes in blender and some work on pcg in unreal, have a new pipeline ready to go. Just need to test if instance or discrete meshes perform better.
Its also endlessly frustrating that Unreal won't spit out it's render resolution at all. I get why, but damn.
>>
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>>739024324
I recently added a few fun powers, the long jump and wall jump as well as optimized the particle systems to be instanced so I can get a lot more out of it
>>
>>739046914
This looks fun, some cool powers to play with.
>>
>>739094265
How did you do this?
>>
>>739050145
What if I just did a cinematic trailer
>>
>>739046914
You using root motion
>>
I still have no name for the protagonist.
>>
>>739095374
Describe them
>>
>>739094569
Can you be more specific or are you asking just in general? In general, it's all built in three.js/aframe web javascript. The physics uses Octree for static collision detection and manually checking simple shapes for kinematic/dynamic, the ledge system is just a series of raycasts to math out if/when the player can grip and the particles are utilizing three.js instancing to help reduce draw calls. The platformer/physics part pretty much all started from this playable example https://threejs.org/examples/?q=fps#games_fps that I worked into a system I had been building to control scenes/objects/controls and just kept expanding on.
>>
should I start with a 2D game or go straight to 3D? I actually want to make an Action RPG 3D game but I never made a game (I know coding at least)
>>
>>739095724
The wall jump mostly. I have a wall jump but it's a bit shitty
>>739095760
How complicated?
>>
>>739095484
A man, long forgotten by his peers. He battles against monsters in a quest to understand the world around him, and most importantly...to understand himself.
>>
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there's no such thing as an engine that doesn't have something annoying about it is there
>>
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>>739095992
That is why you make your own
>>
>>739095484
I just figured it out.
>>
>>739028897
I disagree with >>739070612 because you're obviously going for the fast semi-mash gameplay. What you really need is character motion blur and then freeze frames on hits.
Meaning, when an attack lands, everything pauses for about 10 frames, combined with good smack sound effect
>>
>>73909585 In three.js there is a reflect() method that basically handles the math, it reflects the vector off a plane orthogonal to the given normal vector. I normalize that and add back a little bit of the original wall normal to help the player always push away from the wall even if they are slow or hitting it straight on. Add some height jump force, normalize again and then scale up to full jump strength. It has worked well so far.
>>
>>739096292
No, I agree with him. I'm trying to go for a more precise gameplay method
>>
>>739079252
you need to film yourself trying these moves and watch how you balance. The spin kick animation looks goofy because it's too level. The guys head should be closer to the ground with his foot higher up. Watch some mosh videos or something and just focus on how the edge lord dancers keep their balance when flipping around
>>
i think i've overstepped on how many cool things i wanna add to my little project. how do i cut things down to a reasonable size?
>>
File: fancy (1).mp4 (1.49 MB, 914x800)
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>>739096524
I did a bunch of adjustments. How does this look?
>>
I have no idea what the Goblin game is called but I like it
>>
>>739096654
slightly better
>>
>>739097785
How could it be even better?
>>
>>739096643
What kinda things
>>
>>739096654
>>739097924
it's looking pretty solid, but the right leg shouldn't begin moving until it's off the ground for a spin kick
for a bit more impact you could use a shorter transition from the sword swing to kick
for good reference you can use snake's one-two punch into kick from MGS1 and 2 or super smash bros
https://www.youtube.com/watch?v=Fv283z457vA
>>
>>739098757
on another note, notice how snake's leg is contracted before extending it for a thrust kick, if that's what you're going for then make sure you do that
virtua fighter's moves also take heavy inspiration into account, if you're looking for a kung-fu style spin kick you can look at how pai and lau do theirs
https://youtu.be/UIEDVctjyMo?t=75 (skip to 1:15 if the link doesn't go there)
>>
>>739098757
>>739098858
spoonfeeding him will leave him a schizo of stagnation forever. he's been refusing to do fundamentals study for months.
>>
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I moved the score counter so you can see what's going on with chains
>>
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>>739082845
> Someone more experienced than me could probably have my game as it is today in 6 months instead of 15 lol
Yeah that more experienced guy is now you, don't see anyone else around doing your work for you
>>
>>739098995
Anon, this IS my fundamentals study
>>
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>>739099213
those effects are going to oneshot people with gambling addiction tendencies
>>
>>739098757
>>739098858
I think it might be the angle? The leg that does the kick DOES leave the ground when it moves, and this is something I actually made sure of.
As for the compressed leg? While that makes sense for a thrust kick or a forwards roundhouse, this is a reverse roundhouse, I need the leg to swing around wide to create that illusion of centrifugal force
>>
>>739099213
Is that fucking Pawn Stars
>>
>>739095880
Losto
>>
>>739100003
Yeah hes the shopkeeper And also the devil that sucked betty into this whole shit to begin with

The characters are
Betty - typical sweet old bingo lovin lady
Walter - Typical vietnam vet that loves his consipiracy theory podcasts
Susan - cat lady
John - Dementia ridden super old fuck gambling addict
Hank -"how do you do fellow kids" ass motherfucker
Linda - loves sewing
James - Jazzed up black man
Lou - Shopkeeper with random effects

Each character has their own effect, but lou uses them all randomly every time for maximum chaos/dopamine. The chains in that webm are typically only seen way late in game, but i have an update coming out soon that will completely turn the game upside down
>>
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Took a break with my other projects, to start game I will definitely finish #36, a strategic rougelike, where a band of human rebels fights off their vampire overlords. Kind of like daybreakers but more medieval. Made basic level generation and a sprite for a human unit.
>>
>>739095880
Confuso, alternatively Confucius.
>>
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>>739100584
I like the idea
>>
>>739099692
asking others to spoonfeed you constantly and asking for feedback for every tiny change is no evolution or study. I studied and I can start with a bad animation, know its bad, and either toss it or know how to make it better. It's a better start.
>>
>>739101004
I mean, I knew it was bad before, but I feel much better about this one even if most other people don't.
The problem is, I don't trust my own taste or instincts as an artist/animator, so I guess I rely on external opinions
>>
>>739101306
Good luck finding that outsider opinion every time you change recovery time on an attack, damage values, stun meter or a vertice position in a mesh.
>>
>>739101456
It's a pretty bad habit of mine honestly. IDK how to break it and finally trust my own opinion on something
>>
lol @ Roblox Studio not being in OPs image.

If you're making an indie game and you haven't made any money yet, you're shooting yourself in the foot by not creating 10-11 small games in Roblox first. Bigger audience than Steam, Playstation, Xbox, and Fortnite combined.

A lot of noob devs in here huh
>>
>>739101834
nobody cares
>>
>>739101834
Doesn't count as indie game dev. If you don't own your own game then you aren't a game dev.
>>
Brain hurty
>>
GPT can't be trusted
>>
>>739102071
Roblox does not own your scripting or code when you publish a game on their platform, buddy. You own it still.

You retain the copyright and intellectual property rights to all original code, UI, and assets you create.

>>739101936
Nobody cares about what? Making successful indie games to a large audience? Yikes. That's kind of the purpose of this thread, no?
>>
>>739101936
>>739102071
Don't reply to the guy who is obviously trolling
>I-I'm not-
post your game or shut up
>>
Do you ever wonder if there's something better than this?
>>
>>739103075
>Rendering (You own 0%)
>Physics (You own 0%)
>Game Logic (You own 0.001%)
>Networking (You own 0%)
>Assets (You own 0-10%)
Yeah buddy you totally own the level that you made for that multibillion dollar corporation. You are a real entrepreneur!
>>
>>739103143
>G-guys... He's trolling.
Yeah sure. The tard I was replying to didn't even know you retain intellectual property rights when you publish games on the platform he's trying to discredit but sure.. I'm the troll lol

And yes, I'm totally going to dox my work to 4chan. I totally will have something to gain from that. Bro you're just setting yourself up for failing arguments. Come back proper or take your own advice. You can't hang
>>
>>739103075
>>739103593
>why don't you make slop for the masses instead of making games you actually want to make

Nobody cares.
>>
Claude can be a good lil bugfixer if you crack the whip and yell at him hard enough, my favorite tactic is to tell him he has a family that i wlll harm if he makes mistakes
>>
>>739103480
By your logic, nobody using Unity, Unreal, Steam, AWS, PlayFab, Photon, iOS, Android, or DirectX is a real game developer either. And that list is way longer than what I condensed it to.

You don't own:

>the renderer in Unity
>the physics in Unreal
>Steam's networking
>Xbox's platform
>Apple's mobile APIs

Yet somehow those are still called indie games. You are confusing "engine developer" with "game developer."

Roblox built the engine. You build the game.

The same way:

>Epic built Unreal
>Valve built Steam
>Unity built Unity

Nobody says: "Stardew Valley doesn't count as an indie game because ConcernedApe didn't write a GPU renderer from scratch."

By your definition, the only "real" game devs are people writing C++ engines from bare metal and shipping on their own OS. You sound heavily retarded to anyone who is an actual dev buddy.
>>
If I'm using Godot, and I want to make a moving mesh, should I make the animation in the modeling software, or create the animation or something in Godot? For example, a Windmill, or a Waterwheel, or a grandfather clock's pendulum
>>
>>739103967
If it's simple, I see no reason why you wouldn't do it with Godot. Takes like 5mins rotating the asset and saving the keyframes to AnimationPlayer.
>>
>>739103829
Yeah you are a fucking retard. It is absolutely possible to own your own game, I never said that you have to own the game engine itself to be considered a game developer.
>Roblox built the engine. You build the game.
Yep, you do build the "game". You do not own it, though. With Unity you build the game and own it.
>By your definition, the only "real" game devs are people writing C++ engines from bare metal and shipping on their own OS.
I absolutely said nothing to imply this and the fact that you've relied on performative misunderstanding of my point will be taken as a concession.
>>
>>739103967
Personally I use Godot's animator for simple stuff, and Blender for anything that has a skeleton/armature
>>
>>739103713
I just be really specific
>>
>>739104003
>>739104083
Ah I see. I’ve simply never used the animation tools Godot provides but if it’s super easy and quick for stuff like that I might as well instead of using blender for simpler stuff
Thanks
>>
>>739101456
How else am I to learn what "Good" is?
>>
>>739104624
NTA, but a lot of practice and feedback. If you're starting out it's not strange to ask for all the feedback you can get, but at some point you'll (have to) develop a feel for it yourself.
>>
>>739104057
Then your original percentages you listed in this post:

>>739103480

Were completely irrelevant.

You listed:

>rendering
>physics
>networking
>assets
>game logic

As if those determined ownership, or whether or not you would be considered an indie dev making games on Roblox.

Now you’re suddenly talking about platform distribution rights and licensing.

Those are different discussions.

Roblox developers absolutely own the IP rights to:

their original code
characters
maps
UI
audio
branding
game design

What they don’t own is the Roblox platform or unrestricted off-platform distribution rights for the Roblox executable itself.

That is not unique to Roblox.

You shifted your argument to:

"Platform dependency exists"

Hurr durr no shit, retard. That is exactly the point I was making in my last post. Thanks for completely folding. Imagine trying to devalue an indie developer on Roblox and failing. This has to be a all time low for you seeing how much you hate seeing indie devs in Roblox succeed lmao
>>
>>739104481
Yeah I found them weird and scary first, but they are particularly useful for simple animations. Think about how you move and transform simple meshes in Godot, you can simply tell it "okay move and change their shape like this when I tell you to."
>>
>>739103829
based Roblox indie dev
>>
>>739098517
well i've had this runtime SDF editing where you can blend and merge objects together kinda like in Dreams. but i also wanna implement dynamic area awareness for platforming. dunno where to start.
>>
>>739104624
nta but don't worry on asking for feedback anon, it's what the threads are for. Your last animation definetly looks a bit better to me, that kick has a weight to it
>>739099560
thanks anon that's really nice. And yeah it's true that only us can make our shit come true
>pic
hahaha wtf I'm saving that
>>
>>739104481
It's pretty much the same as any other animator tool, you select what property you want to keyframe and you change and save it for the frames
It's actually pretty good, I just don't trust it not to get fucky and erase or mess up anything more complicated, so for that having a separate file Godot loads (and can't write in) is safer
>>
>>739104815
You are gish galloping. If you made a roblox "game" you do not own the "game". That is an indisputable fact. The creator of Stardew Valley, conversely, owns his game. That is also an indisputable fact. Any questions?
>>
>>739104764
Yeah, I know. I’m just trying to get that feel, I suppose.
While I would say I’ve improved at least, I still have a bit of a ways to go
>>
>>739105393
>just trying to get that feel, I suppose
I'd say you're making some decent progress, though I think it's easier to fuck it up and have people correct you afterwards than ask if it's looking good at every step honestly.
>>
>>739083110
i want to do this too, whats your workflow like?
>>
>>739105452
Fair. Fair enough.
I’ve just recently made my combat fully functional, so now I’m just planning to grind at animations
>>
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>AI is gonna replace human coders

Uh huh
>>
>>739101834
Roblox is imploding unfortunately. You missed the chance.
>>
>>739105770
>APickDown
heh
>>
>>739104764
>>739105178
The thing is he's not doing the practice part, just asking for help whenever he changes a keyframe. you'll know soon enough.
>>
>>739106062
>you'll know soon enough
No, I'm aware. But I can give out advice and he can choose to take it.
>>
>>739106062
Well then, if it makes you any happier I’ll finish the rest of the animations and come back later
>>
I declare burnout!
>>
>>739106626
already been made.
>>
What's going on with that ancient Roman game? The one with the super minimal artstyle. Anyone got screenshots I don't remember the name.
>>
>>739107661
oooh I know the one you mean. Yeah I haven't seen it in a while
>>
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next public update should be done within the week, i just need to draw a few more extra sprites and a few more conversations.
pic unrelated to the update it's just some dumb crap i made in an hour for fun
>>
My shitty little game jam game is starting to feel like a shitty little video game
>>
>>739108314
Time to project hop, then.
>>
>>739108383
Noooo I'm already project hopped
>>
i just have to lock in
>>
>>739107661
Well I've been searching the archive and I give up. :(
>>
I have 2 modes: Manic and Depressed
Manic devving is great and I make a lot of focused progress
Depression devving is where I waste all my time doing something other than devving while mentally whipping myself because I'm not devving and then I get even more depressed because I'm letting myself and everyone else down by not devving.
>>
>>739109220
As long as your game is on your mind, it's still devving.
You see something and think "oh this would make a cool gimmick in my game" and write it down? That's dev time.
>>
you guys have any sort of "creative process"? something you do to put yourself into a mood that helps you come up with ideas? for me it's weed + music, but I wonder about my fellow anons
>>
>>739109407
>something you do to put yourself into a mood that helps you come up with ideas?
i try to get 6 full hours of sleep every night and if it worked properly then i'll be in a good enough mood to work on anything
>>
>>739109407
Walking the dog. As I'm just walking around, it leaves my mind free to think about stuff.
>>
do you guys like using godot?
>>
>>739109695
not really, i've been having issues with countless projects breaking after an update, so i have to use several different versions at a time and have no clue how i'm gonna consolidate all my projects into one game at the end.
>>
>>739109695
I haven't used anything else. Learning but retarded so it's taking a while.
My most common issue is load order.
>>
>>739109695
I like godot more than unity or UE5, but UE4 was better than godot, imho.
Godot is so good for a small games, but scalability is ass. You can't make the same game in godot, that you could do in Unity, if (!) you are fucking stupid retard. That's the reason behind all Godot games being either 2D, or small in scale and scene oriented or being commercially not feasible.
pic unrelated
>>
>>739109695
yeah sure, so far so good and the game runs great
>>
>>739109919
man gaussian splats are slick. gonna try and do a hyper detailed offline render and feed it into such a thing for a game environment.



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