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How's your game going, devs?
>>
my engine isn't there
>>
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>>739290441
been working on the grab attack for the demon
>>
>>739290441
Bad, I don't know whether to get back into the digital world or to get back into the real world. I could start gamedev again and get burnt out and never finish anything or I can start working on my dream car project that I'll only be able to drive 6 months of the year.

The car seems more realistic.
>>
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A small announcement, our steam expo page has been approved! That being said...

You have TWO days to get your game to /v/3 or risk missing out on our biggest show ever...
>Main trailers
https://forms.gle/yLYCeFKH9yBi5Psr9
>Quickshots
https://forms.gle/Cth3vrBQ9u7kfe9K7
>Trailer
https://youtu.be/zcJqrrPSaNc
>>
>>739291891
I'll send mine between today and tomorrow, hopefully there's a spot left on the quickshot section
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>>739292164
There's plenty of spots left
>>
>>739292295
nice!
>>
bumpy so I have time to record proggy
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>>739291263
lookin very exagerated, maybe even a bit goofy at the faster speeds. very easy to make inuendo jokes
>>
>>739291263
Will you be on the upcoming DD?
>>
>>739290665
Get range engine
>>
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>>739290441
It's going pretty well.
>>
>>739290441
Looking bleak for tactics lovers. All the upcoming tactics games are deck builder roguelite dungeon crawler rpgs, meaning worse than gacha. If anyone is making tactics games, please hurry up.
>>
>>739291263
I love your work and hope you get a following
>>
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procedural cloud
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>>739294384
and using the same technique also finally gas i'm happy with
>>
>making Golden Sun-like
>Golden Sun thread archives while at work
Pain.

>>739290441
I spent so much time drawing monster girls for the game I don't do much of anything else. Every drawing gets more and more elaborate, I'm at the point of putting in 20 hours per character. Currently kinda stuck on lamias, I need one last species and everything I draw looks kinda ass. And yes, I already have the one you are thinking of.
>>
Agh
>>
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I've finished up the second draft for chapters 1 to 4, and now I gotta get on editing the last few chapters and do some recording and editing for the v3 trailer. Our 2D artist is also finishing up the last few CGs for the game and they're coming out great, so that's exciting.

Hard to believe this game's finally close to releasing. I think the director came up with the initial concept over a decade ago.
>>
>>739294384
>>739294527
The cloud looks a bit too spikey to me but the gas looks great. Have you tried adding some sort of depth fog to it so that the brighter "wave tips" are a little more opaque than the orange body and the body of the gas fades in the pufferfish from below?
>>
>>739290441
Signalis and crow country use seemless door transitioning. Why doesn't it hurt their perception as (arguably) most successful resident evil clones?
My problem as dev with door to door transitioning is enemy ai. Games will be easy or artificially difficult if the majority of the game plays in small rooms and tight corridors. In open spaces enemies can outsmart the player easily.
>>
>>739295258
they are angry clouds? nah i get what ya mean, but i'm semi-forced to keep the polycount low because i chose a ps1-style. the clouds become less spikey when you stretch them out a bit. the depth-fog idea is really neat though. lemme see if i can get that working real quick
>>
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now working on beam attacks. Those will be unblockable until you unlock a shield skill that puts a barrier in front of you (will be the same for breath attacks). Need to replace the current raycast with a shape cast so it can have volume, but it's working
For the demon's laser eyes attack, I need to make it so it points to the floor and make the head follow the player with a bit of delay so there's a chance to avoid it. Idea here is to avoid the laser while getting closer to the demon to land an attack, or just avoid it and wait for a better chance. Will (hopefully) look better once I've added all the effects, including decals on places of impact to sell the idea that's indeed a laser beam
>>739294185
I like those nice and smooth menu transitions
>>739294384
>>739294527
super nice as always man, that gas looks tasty
>>739295120
haven't seen this one in a while, glad to read it's so close to completion. Congrats!
>>739294019
>very easy to make inuendo jokes
haha yeah I was fearing that, might change it based on feedback if it's funny to most people
>>739294116
most probably will never be there lol, sorry
>>739294284
thanks anon that's really nice of you
>>
>>739295526
>>haven't seen this one in a while, glad to read it's so close to completion. Congrats
Thanks! The past few couple of months has mostly been waiting on the freelancers (and me) to complete the last few things, so there wasn't much progress to show. Nothing interesting anyway.
>>
>>739295526
thank you. tasty solero-gas was what i'm going for. hugging attacks are hard to not make look gay. wrestling still gets called gay by people to this day
>>
Got the gameplay loop almost completed (it's just not looping but every part works).
I'm currently working on better information display (like a compendium you can bring up), as well as adding sounds to everything.

Do you guys have any free sound websites you can recommend? I have a few japanese ones but I didn't find what I was looking for. I'm also considering grabbing assets from the professional cartoon sound websites and hoping they don't find out.
>>
>>739295526
>most probably will never be there lol, sorry
Plenty of people who abandoned the dogshit general still post on DD, it's free playtests. but it's your choice.
>>
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good. got accepted to TGS2026. time to polish
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>>739295721
damn, impressive
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>>739295687
not free but "Free to Use Sounds" is $25 and has several TB of recordings, they also keep expanding it for free once you bought it. https://ftus.gumroad.com/l/allinonebundle?layout=profile
>>
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>>739295258
it comes with fuck-ups that i don't have the time to fix atm, but the effect is nice and i will experiment with it later. thanks for the suggestion
>>
>>739295742
yeah, was surprised. definitely not a game with wide reach. its pretty inaccessible. should be fun though. gotta dust off my shitty nihongo
>>
>>739295846
Oh yeah, that does look more gassy. Good stuff.
>>
>>739295832
based on the preview they do sound like they were created with cinema in mind, would you say they also work for games or are they too "realistic" for that?
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>>739295721
holy shit anon congrats on that!
>>739295608
yeah I hope people don't find it way too gay lol
>>739295706
ok anon if that's the case then I'll think about it
>>
>>739295526
>I like those nice and smooth menu transitions
Thanks, anon. It'all tweening and constants. It looks like you're on the right track for the beams, so keep it up!
>>
>>739292295
for trailers too right?
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>>739296387
Yes
>>
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>>739295846
hell yeah that has lots of potential, Anon
I got inspired and whipped up something, this is how I was picturing the fog altering the depth alpha around the objects
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>>739296104
I'm just picking individual short sounds to alter (door closing etc.) and some ambient loops, so far it's worked pretty good
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>>739297094
lookin sexy. i just tried out the depthfade and it doesn't interact with my protagonist at all because he is translucent too. looks nice with the floating islands though
>>
>>739297738
ah that's a shame. I'm not 100% familiar with Unity but I'm guessing "full" forward rendering isn't really an option? There you'd be able to make it work on transparent objects
>>
>>739297812
i'm also not femiliar with unity, i'm on ue4. this is something i might look into more when i'm done with making assets for the trailer. as it stands now i think it looks nice, but i also think it kinda looks too nice for ps1-style
>>
>>739298039
>but i also think it kinda looks too nice for ps1-style
yeah if it doesn't fit it doesn't help no matter how cool it looks
>>
>>739291263
Looks like sex with all this back and forth motions, need to be more like "bear hug", as your knight is screaming, ribs are breaking, metal clanking, his spine should be twisted back and his arms pushing away.

Check bear hug from takken:

https://static.wikia.nocookie.net/tekken/images/0/08/F095daf04c.gif/revision/latest?cb=20211228214926&path-prefix=en
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>>739298141
thanks for letting me know about this option. it might still come in handy for something
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>>739290441
Fell off for a while then got back to it.
I have 17 animations drawn, about 127 frames. Only normal attacks at this point. I'm working on slicing them then assigning their attack buttons. Got walk, dash and a neutral jump going.
>>
>>739298584
glad I could help, I really like your game's art style
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>>739296163
more so than DD participation I just care about getting to try the game.
>>
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ROLLER is now officially completely busy-wait free. I have refactored basically everything to callbacks/state machines. Release builds can use as little as 9% in top. As compared to always being over 100% no matter what even on a static page like it was as-written when everything was while(1) everywhere. It is now ripe for porting to wasm and ios/android. My laptop doesn't even turn on a fan anymore when running this, before the fans would kick on to max.

And not to worry, the game still plays exactly the same as it always did. Luckily the one thing that was already on a callback was all the control input/physics, a 36Hz timer from the sound card. That's still on an SDL timer as before.
>>
>>739299919
oh that should be coming soon! Most probably in the first half of June
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>>739300060
thats quick, ive been looking forward to trying it for a while now
>>
https://zuzoisland.itch.io/pachinko-overdrive
Changed the way to launch the ball to be more like pachinko.
Previously you only have 3 spots to choose to drop the balls from.
Anybody care to playtest and give me some feedbacks?

Also, currently working on creating the actual game scene so it's a complete loop that player can play from start to end.
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>>739295120
Does blondie ever get naked and show off his cute cock?
>>
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>>739300637
No, there's absolutely 18+ content in the game. I'm not even allowed to make characters swear too harshly :(

Martin's girlfriend Vanessa (on the right) is cuter anyway.
>>
>>739290441
Has anyone played saga frontier 2? How do I mimic their narrative structure without the plot or rather beats feeling all over the place or worse disconnected?
>>
>>739300729
So she won't get naked and show her cute cock either. That's disappointing. Unsubscribed.
>>
>>739302072
I don't think any of the women in the game have cocks, sorry. There is a lewd drawing of Vanessa somewhere though, if you look on b4k you might find it
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>>739290441
Cancelled. Sorry everyone.
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>>739302748
>>
>>739302748
NNNNNNNNNNNNNNNNNNNNNNYYYOOOOOOOOOOOO
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How the fuck should you go about rigging a necklace (such that it has some amount of physics movement)? Is it sensible to bind it to a simplified triangle sheet with cloth physics, or should I actually do physics simulating bones that extend from the clavicles?

This type of shit is why my characters are all robots. I have no idea what standard practice is for this kind of deforming clothing.
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>>739302997
I'd just move it up and down manually while the robot does his move animation. Isn't your game top-down? Players won't notice if it's manually moved or physics moved if that's the case, I'd bet
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>started replacing assets, probably enter texture hunting soon(kill me)
>figured how to do the mountain/hill I want, technically in blender
>it's too much time to climb, needs redesign
>jump attack tech to bounce higher for better routing(slight bug I know how to fix)
>plan to have logs be required to cook, flames die on a timer

I limited the scope pretty heavily and there's still a lot I need to do for an externally verifiable prototype. A mini-game if you will.
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>>739303302
>Isn't your game top-down?
You're thinking of a different game, unfortunately. And since a lot of the animations, especially hitstun-related stuff, is recycled across humanoid rigs, it would be very difficult to go back and hand-key animations for the necklace across the board. It's got to be simulated, if it's not simulated it's coming off the model, it's not THAT important of a design element really, I was just filling some negative space in the chest area.
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>>739303374
oh shit yeah, I thought it was for that Alchemical game. Don't think I know how to do that sorry, hopefully some other anon knows. Awsome looking game btw!
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>>739303374
Awesome progress
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>>739295742
is it?
you know nobody buys even winners of awards and jams anymore
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>>739301697
Nvm found the term, it's called metaplot.
>>
>>739303741
Well that's an old webm sadly, and not progress. I feel like I haven't made progress I can show in ages since it's all just weapons for enemies and finishing the enemy model roster. I'm gearing up to start implementing enemy AI behaviors and I want the roster finished and in-place so I don't have to do a lot of refactoring 80% of the way through.

My little Archdruid guy is the last (well, the 3 variants of him are the last) of the enemies I need to do, and of course that was where I decided to be cute and do a full hooded robe that has to deform and cloth simulate, instead of just making rigid robots or skinsuits like everything else I've done up until now.
>>
>>739303374
you're still alive!
>>
>>739303761
>craft-focused survival game
nothing would have saved that
>>
Any advice on RPGs? It feels like every RPG nowadays gotta have some big gimmick or be HD2D slop to not be dumped immediately.
>>
>>739303975
>ages
fuck me, I just realized I started the enemy weapon modeling and rigging in December of 2024. It's halfway through 2026 and I'm just now wrapping up. That webm I posted was from early 2024. I feel like I've lost a year of my life and I have basically nothing to show for it.

That's depressing.
>>
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>>739304132
press turn combat
>>
>>739304036
I got a new job late 2024 and it's draining the life out of me, these days I'm only spending like 5-10 hours a week on game work when I used to do 5x that much. But yes, I'm regrettably still alive and still pushing this boulder up a hill of my own making.
>>
>>739303975
Haven't seen your stuff for over a year
>>
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>>739304352
You probably have, it's just not been identifiable as such. I've posted every enemy and weapon model I've finished but none of it is recognizable gameplay footage.
>>
>>739290441
I only have 4 (+3) games and 70ish books to read until I can begin.
>>
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>>739290441
Making shields and working on server host management tools for the website

>>739291263
You can tell be the jib he was humping, very disrespectfully too
>>
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>>739304779
I genuinely stopped playing games. I'll play the occasional new release for a week every couple months, but basically all my free time is going toward this, and I'll play games when I am finished (ie: in a decade).
>>
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my NPC behaviours is just about done, so ive been re-organizing my scripts folders and then making helper scripts to make building the levels and puzzles easier
pic rel is an auto-populate script for the draggable objects. once i add a few references to the inspector, it'll automatically add scripts for the player to grab to something, show where the NPC will grab it, and also show where the center of gravity is
>>
>>739291263
Of course, notDogma has to include notDaimon, BBI is the best part of DDDA. I respect what you’re doing, anon
>>
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>>739304037
What's wrong with this one?
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>>739304490
>recognizable
Isn't that the whole point? Haven't seen the spider either.
>>
What's the "schedule" of these threads, just whenever someone feels like making one? All of my gamedev discussion urges fade when I look at /agdg/
>>
>>739305842
can you post a non-cherry picked one, for example something in the top 5 best performing from a given year?
>>
It's 12 am and I just chugged a monster, it's trailer makin time
>>
>>739305842
>What's wrong with this one?
reported to sold >300k copies. pretty good for an indie game. Also thats not $2 ESL kun. and do you understand how sales work? lots of people don't write reviews.
>>
got found by an artist who wants to make games. been a decade since i coded properly, web dev is more lucrative. why did she start this project in unreal? will i find love coding or burn out again like my drop from the industry? thanks for reading my blog post.
>>
>>739295608
only americans, retarded faggots in denial and people who have never learned a combat sport say something that stupid and ignorant.

you're safe ignoring that
>>
>>739305842
anon, 20€ is more than 20$ lol
>>
>>739303761
>2026
>>739305842
>2008

You aren't fit for this hobby is really obvious details like this go over your head.
>>
>>739305948
no real schedule, they just sort of pop up.
and same, except i dont look at agdg, im just not really interested in talking about game dev right now.
ive mostly lurked the past month or two and sometimes post a picture or webm but generally speaking i'm not feeling it. i probably wont even lurk if this keeps up.
>>
I finally settled on learning Unreal and doing everything with blueprints. I thought it was just a meme but apparently entire games, even big releases can be done fully in blueprints.
>>
>>739305842
>What's wrong with this one?
Nothing. 1.5k English reviews is pretty good which would put it roughly at 30k copies sold at $20 and after Steam cut and taxes the net is about $300k.
>>
>>739307331
If you think programming is a filter wait until you get to art and much more, content creation.
>>
>>739307704
content creation as in, making videos and camera yapper content on yt?
>>
>>739307704
I'm an artist so I'm familiar with 3D, texturing, and animation side of things. It's enjoyable as well. Writing code is not enjoyable, for me anyway. Only testing it is.
>>
>>739307941
No, as in getting past coding gameplay in a test room and realizing you have to make the other 90%.
>>
i can't figure out a good way to do bone-rigged accessories like capes and skirts without adding those bones to the base skeleton

i can just pin the accessories on, like a ponytail, but that only works if it doesn't have to deform along with the body
>>
I am not going to post my game concept here.
Anyone can copy my ideas and release a game with my ideas before me.
>>
how many of you are/went in video game school or something alike??
>>
>>739308097
ah, I see, yeah agreed

>>739308292
you will learn that ideas and concepts are worth almost nothing
>>
>>739308292
No one cares, lol
>>739308409
Idiot take. Ideas are the most important thing ever. Ideas alone don't get you anywhere though.
>>
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>>739308361
never did and never will. I think game design can be learned just by playing good vidya and if not, just copy some other games like I do hehe
>>
>>739290441
Ultimate killer robot?
>>
>>739306512
dont let that cutie patootie down
>>
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>>739290441
Making progress
>>
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>>739308658
New map almost done
>>
>>739308506
should have said "ideas alone" so a pedant wouldn't come along.
but yes.

>>739308548
if anything, going to uni for game design might make you and your design instinct and discernment worse, from all I've seen and heard
>>
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>>739308773
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man making generic environment blocks that use a texture atlas sure is quick to iterate on.
>>739308773
fuck that looks good
>>
>>739308807
>if anything, going to uni for game design might make you and your design instinct and discernment worse, from all I've seen and heard
100%. If one must study creative stuff, go for art or industrial design. If not good enough, study something that at least has a chance to pay off.
>>
>>739303350
Good start
>>739303374
Sick
>>739304845
Nice
>>739305338
Whats your game?
>>739308658
Sick
>>739308773
Really nice, how long did it take you to get good at level designs?
>>
>>739304845
yeah I think I really need to tone down the gay. Might change it to something else that doesn't imply moving the demon's hips so much lol
nice shields and cute sorceress btw!
>>739305375
thanks anon I really appreciate that. Hope the game's fun once you get to try it
>>739308807
>might make you and your design instinct and discernment worse
when Sam Lake wrote Max Payne he didn't go to writting school yet as far as I'm aware. Then he went to that school and later wrote Max Payne which, imo, has a way worse story than the first game. So yeah you might be right
>>739308658
you are making progress very fast man, you got this
>>
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Just learning CryEngine 5 and importing my models in. I'm a 3D artist
>>
>>739308874
Yours too, fellow Spyro bro!
>>
>>739308947
>Really nice, how long did it take you to get good at level designs?
Thanks, but I have never really done level design before (jist little experiments)

>>739308984
Thanks!
>>
What's the standard to code movement like Stardew Valley? That means rendering the world per tiles but the player moves freely through the discrete tiles.

What I coded so far is a rendering tree that renders tiles from left to right and up to down, and the player is put in the branch of the current tile (where the player's position is the bottom right corner of the player sprite), but that would mean I need to check said position at every cycle the player is moving and try to change it from branch to branch.
>>
>>739295721
Neat. Anything you had to do in particular to in get in that? (Beyond making a game that doesn't suck, I mean).
>>
>>739308947
>Whats your game?
untitled goose game clone, aka something to add to the pile of unfinished projects i call my game dev portfolio
>>
am I retarded if I want to run local gen-AI to make art assets?
>>
>>739309793
No. Will always look off, even if single assets are fine. Combing them won't look good without actual human skill.
>>
>>739309793
No, I do so to generate the massive amount of mare futa porn I need daily, at no cost.
Anything beyond pictures will require a non-poorfag GPU tho.
>>
>>739308940
>>739308984
yeah, anyone wanting to practice a creative craft(art) definitely needs to study it and practice their skills.

but imo that is better done on your own. studies in the art sector are often severely bogged down by overintellectualising something that is supposed to be real art into "art", killing it in the process
>>
>>739309793
not enough info
to make something for personal use? sure, who cares
to sell it for 20 bucks and get upset when "gamers" refuse to buy the slop? lol
>>
>>739308874
the white square should be red hearts. he actual. white square are hard to see, wdt?
>>
>>739309953
Yesn't. The top courses in the world are certainly great studies, like NYC, LA or London or whoever rules in art.
>>
>>739310123
uhhhh no
>>
>>739308361
i applied for one 11 years ago and got rejected, and that was the start of my solo dev
>>
>>739308658
i think the fov is a bit too high
>>
>>739309793
Just pay for RetroDiffusion
>>
Fuck it, I'm just going to make rpg maker porn games
>>
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Haven't touched it since getting a jorb seven years ago.
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>>739310123
could be, I don't know too much about that.

in general I just notice that the art studies too often tend to be self serving and "pretentious".
an academic or white collar approach to art, rather than a blue collar approach to art, which is, imo, infinitely better.
especially in games, it's easy to notice that the best ones were made by people really competent in their respective field and no one tried to aim for a vague idea of "high art", which thanks to the retardation of most people, means making a narratively driven, "subversive" non game, completely neglecting the actual art of videogame design and all its facets. most importantly making the game play and flow well.

the terms "art" and "craft" should have never become separate in the collective consciousness.
>>
>>739310481
They are pretentious af. Art sells for millions. It's just paper and wood or whatever. It's per definition overpriced, hence pretentious. That's their business model.
>approach is better
Duuh. They don't care. They want to be opaque and avant-garde as they call it.
>art is craft
No knew ever can negate this
>>
>>739310437
I lost my job, and I'm making more progress than ever
>>
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Heightmap is back to fully functional but using the "new" rendering API (Graphics.DrawMeshInstancedIndirect). Took an absurdly long fucking time.
Now I need to bite the bullet and do that upgrade(?) for general object rendering, and pray that not having to do a GPU->CPU->GPU roundtrip with this API will actually be faster than using the "old" BRG API and paying the roundtrip cost.
'cause otherwise that would be the second month I waste giving myself headaches with optimizations that end up being slower.
>>
>>739309987
I really don't care what 3 retards on twitter and reddit think about AI. but the sad part is that these major AAA studios can't spend the 60 seconds of looking over what the AI creates to check it for flaws, and that nvidia was so out to lunch (dlss 5) that they thought gamers would give a shit about an instagram filter being done in real time with 2x5090s removing any sense of identity from the game.
>>
>>739310227
Classic art in London is not worth a 3y program?
>>
>>739311489
>the 60 seconds of looking over what the AI creates to check it for flaws
?
>>
Dumb question: will underage drinking & smoking (cigarettes, not weed) push my game to 18+?
I have a small handful of actual delinquent girls in there, and need to know if it's too "edgy" for 2017 + 9, if it will get me straight up banned from most major countries, if it's fine if it's just one or two, or if I'm getting paranoid about how anal people have actually become about the subject.
>>
>>739311489
those 3 retards on twitter and reddit are unfortunately the people who actually promote niche games

you can get away with AI if you have built some following, but you'll just roll in mud if you're new to this, trust me (you won't)
>>
>>739311919
One cigarette? No. Plenty? Yeah. Varies by country. AFAIK potions count as drugs.
>>
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Multiplayer is working well. Classes are fleshed out and have plenty of build options.
Next step I'm going to be doing some big map generation work. I'm aiming for players to spend 5-7 minutes in the dungeon per raid.
>>
>>739310112
well i wanted things like health to be universal across characters. i have a red character so then the red hearts would be hard to make out. the logical conclusion is to then make it white for maximum visibility when applied to all characters
>>
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>>739290441
it's going slow, mostly cause im retarded and lazy but also because i have to assist fambily.
however I did get this guy mostly working. I think I'm going to have it so the player gets knocked over if they're on the walls/floor when he hits them, and probably add a little shockwave projectile that travels along the ground in both directions when he lands. I also need to switch his jump arc over to a nice curve cause right now it's bullshit.
>>
>>739311492
well, I dunno
>>
>>739313362
>throws goblins around like it's nothing
dope
>>
>>739303374
Hey you still exist. Nice.
Now I only need some Shimapanzer and I've heard of all devs I care about in the last 6 months lol
>>
>>739309275
Wouldn’t it be simpler to just render the world and then render objects (incl player) on top of it in another pass?
>>
>>739309275
Old timey 2D games had two different logic for background (your tiles) and "real" objects, with several layers for each in later generations.
Probably simpler than trying to cram everything in the same data structure.
Is it a custom engine?
>>
>>739310481
>most importantly making the game play and flow well
I'm not disagreeing with you, but sometimes game playing well means clunky on purpose. For example Resident Evil 1 remake.
>>
>>739311489
>I really don't care what 3 retards on twitter and reddit think about AI.
You're not nearly big enough to do the "fuck gamers!!!!" thing that AAA studios do, so stop right there
>>
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Burninating the countryside! AoE spells are cool. I'm working towards my game's next demo that has plot and towns and stuff alongside the battles, just making sure the writing isn't full retard and that the battles are more balanced.
>>
>>739309028
That’s… A lotta polys
>>
>>739308773
God
>>
>>739303374
Well, now I feel even more inferior than before
>>
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>>739315540
It's 4000 tris in 3d software. But I'm exploring realistic AAA PBR after hanging out for 2 years with lowpoly non-pbr, so some stuff will be detailed.
>>
Should I make a animated trailer for my game? I think a animated trailer would make my game stand out a little more....
>>
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Last clip till v3
>>
>>739316380
dope
>>
>>739295120
sovl
>>739299216
Pretty cool overall though I'm having difficulty reading the walking animation at all
>>739308829
Funny, I love it
>>
>>739316380
this attack speed is pretty hard. I hope you have difficulties.
>>
>>739290441
Going pretty good, finally got navmesh working with dense trees and foliage

>>739291263
Aw he just wants to hug you
>>
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>>739316736
>I hope you have difficulties.
This sounds comically meanspirited if you don't immediately realize you mean game difficulties
>>
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everything i'm passionate about is gay and retarded and oversaturated
i really wanted to make games for years now but its looking hopeless...
>>
>>739316947
LMAO!
Yeah, I meant game difficulties. I hope his game does well.
>>
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>>739308361
I was in tutorial hell for a few years and figured my weak point was coding, so I went to IT school figuring I could at least get a backup career lmao
Learned enough coding skills to go all in on gamedev. Since then it's been going... really nice
>>
>>739316989
Being late to everything is the running theme of my life. But if it's something you want to do, just do it. Unless you have something you're doing that you think is more important. If you just burn time watching shows and browsing 4chan, may as well put it towards something more fulfilling even if it's oversaturated.
>>
>>739290441
A bug is driving me insane.
There's mechanism of sitting on a chair. 1 out of 500 times, while sitting and closing UI, game bumps the player character slightly to the left, and slightly up. Once that happened you can stand and sit again and it is seemingly fixed, but this time around each time you close UI, the bump will happen.
There's no displacement anywhere in that code, there's no reliable way to log or debug it, especially since it happens so rarely.
I've gone through 4 potential fixes and it always triggers again. There are two theories now
1. Somehow that was due to collision box of the chair - now fixed
2. Unreal has issues with switching game mode from UI and game to game only, allegedly it could treat some input recorded while in UI and misplace character as a result

I'm growing schizophrenic over slight chair misplacement
>>
>>739317419
That’s nuts
>>
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My npcs can walk around now, so that's progress I guess
>>
>>739317419
Something something physics being turned off and on again?
>>
>>739316585
>>sovl
Danke
>>
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>>739317419
>>
>>739309028
>Just learning CryEngine 5

Why? Why are you learning an engine they don't give out licenses for?
>>
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>>739303374
Okay, I completely give up. How the hell did you govern enemy hit reactions?
I do it via this
>There's a stun meter and a juggle meter
>You cannot build up juggle or stun enemies unless the stun meter is full. It's a poise thing really, only heavyweights get more poise than one hit
>Once the juggle threshold is passed, they enter a juggle state
>In a juggle state, if hit with a heavy attack, they're sent flying away
This isn't really what I need to be honest if I want more Ninja Gaiden esque combat.
>>
>>739317931
Accidental kino
>>
>>739318443
Oh, and also they have different reactions to light, medium, or heavy attacks
>>
>>739315070
I think the delay between hits could be shorter.
>>
>>739317931
THISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIRTHISCHAIR
>>
>>739294384
can't you soften the edges with alpha ?
>>
>>739314717
I don't think REmake is clunky desu

it is something to get used to, but you do quickly and the game flows really nicely, once you understand it. including controls
>>
>>739317614
Unfortunately doesn't happen to those actors

>>739317931
Didn't know the chair psychosis was a thing
>>
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nun mech
>>
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>>739318340
You can still release a game with CryEngine. I have already been using Unreal Engine since 4 years. I'm also familiar with some older CryEngine versions and Unity.

I will just make my asset and environment showcases in there. CryEngine is for me silky smooth, optimized and straightforward to work with compared to Unreal. Materials work straight out of the box how they are intended to be without tuning, and don't have that plastic look to them.

I can't stand Unreal's shader compiling and bloat lag anymore.
>>
Well now
>>
>>739319243
Looks like horror
>>
>>739319243
Neat
>>
>>739320013
It tis, basketball horror game with a few bits of mech combat thrown in
>>
>>739319048
i'm not allowed; retro-style game with ps1 graphics you see. i can make it less spikey
>>
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>>739294185
Wetting has been reimplemented
>>
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Took the feed back from the last play test, I like this style better
>>
>>739320578
Talking unique setting
>>
>>739320578
...That's nuts.
I love it
>>
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Made it so that mods can override in-game UI textures and icons, fonts, and text. Gonna probably move the multiplayer stuff from the beta branch onto the actual main branch pretty soon, mostly to test and see how much that'll increase overhead server stuff by.
>>
>>739321016
doing calisthenics with a bladder full of piss sure is one hell of a gamble
>>
>>739318793
You're right, I had a little pause when switching targets but it really wasn't necessary, I'm gonna take it out
>>
>>739321016
>ywn have a dog gf who likes you THIS much
Why even go on
>>
>>739321353
She never said no, so I figured she was down for it. (I still haven't programmed her asking to go to the bathroom anyway, so it was inevitable.)
>>
>>739321970
NTA but I miss my lil guy
>>
Seriously though, what happened to all of the yesdevs?
I hardly see goblin bro or osh anymore, not even the resident schizos are posting as often. I can't remember the last time I saw fygoon post.
>>
>>739322137
Anon he's literally here
>>
>>739322137
>I can't remember the last time I saw fygoon post.
Good.
>>
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>>739322137
BAM! get gob'd
>>
>>739322137
Threads are much better without the schizos. Once piss dog dev stops posting, all of the devs I can't stand will be gone.
>>
>>739321349
You just want to be able to advertise it as a multiplayer game and have more people buy it, be honest
>>
>>739322417
pissdogschizo at least has passion for his retarded hyperfixation and isn't a cunt
>>
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Wanted to finalize the visual style of the game and since it's almost all flat colors and simple shapes I figured I could get away with applying a dithering effect to it without it looking too bad in motion. Unfortunately in my attempts to make a simple webm to show it off I remembered that the reason almost nobody goes with this style is because the visuals get fucked up under any sort of compression. Maybe I just need to get better at making small webms.
>>
>>739322417
>all of the devs I can't stand
which one are those? i'll figure a way to contact them so they can come back and start posting again
>>
>>739318443
Not that guy but I wanted to weigh in as a NG fan
Ninja gaiden takes very heavily after fighting game design from their DOA experience. There are states for every situation an enemy can be in like being wallsplatted, prone, launched, rolling, blocking, guard broken, attacking, etc. Those states determine how vulnerable they are, what the player can do to them and how they react.
Usually you can't just launch and air combo any non low ranking ninja any time you want, because they just block you randomly or roll around if you swing at them normally. You have to find them in a state where they're more easily launched, either by "whiff punishing" them by hitting them during an attack, or guard breaking them with a kick, or guillotine throwing them against a wall and then launching them while they're crumpled.
This is what sets NG apart from most other action games because enemies are very reactive, have defensive maneuvers like actual fighting game opponents and need to be opened up in similar ways.
Smaller enemies (besides the super basic bitch ninjas and fiends) are designed to be tricky fucks like this. Big enemies are pretty different because you can't launch them and they don't flinch, but in exchange you're allowed to wail on them all you want without them blocking or evading (save for the bosses which suck), which is a reasonable trade-off and I'd even say the contrast to lighter enemies works to great effect here for gameplay variety, not everything has to be jugglable.
If you really wanted to make something similar to ninja gaiden and not just surface level crap like "it has dial a combos too lol" this meter stuff sort of goes against the whole NG school of thinking. It also just looks odd in this webm where literally every attack juggles them back up even if they're downed, whereas in NG when they hit the ground in a downed state there's a bunch of options like launching them again or doing the NG1 contextual plunging stab, or flying swallow, etc
>>
>>739322417
>all of the devs I can't stand
please anon don't start any dramas. Also while I might not share his fixation on dogs that pee I have to say his spritework is really nice
>>
>>739322137
2 years ago in peak runapostingI thought aggydaggy is barely usable.
Somehow it's even worse now, fuck that 'community'
>>
>>739322704
I'm reworking the system to function like this now.
>Stun/poise meter leads into stunned state
>Stunned state has different responses based on the kind of attack they're hit with.
>Medium attacks stun
>Heavy attacks send them into a "Tumble" state
>Launch attacks launch them
I think that sounds more controlled
>>
>>739322817
20 bucks says its fagoon trying to start shit again. he's done stuff like that in the past, stop posting as often, make a fake post asking
>wheres fygoon? its so much better without him.... or all of the other people i hate ;)
then people start talking about fagoon and complaining about him, someone happens to reply to each post not only defending fagoon but attacking random whodevs in the process, and suddenly there's a lizard post saying
>what'd i miss?
as if he wasnt the one orchestrating it.
>>
>>739322524
you usin koikatsu?
>>
>>739321970
You have to earn her love first!
>>
>>739323278
truly machiavellian behavior
>>
>>739323301
VRoid Studio, it has a very permissive license that allows commercial use and modification of characters created in it. Also helps that since it's meant for VTubers the mouth blend shapes are quite good, and my game has her talking a lot. I've been meaning to replace the character with something more custom but I've failed every attempt to make something better so I might just use what I have in the final release.
>>
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>>739322476
Haha yeah
>>
>>739314073
If I did that, objects like trees wouldn't cover the player. Though now that I read >>739314561 it does make sense if I render them separately.
>>739314561
It's Love2D.
>>
>>739323924
Niceeeee
>>
>>739323625
looks fine desu was just curious
>>
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>>739322524
might sound dumb but the simple UI + that background color is giving me Windows 95 vibes (which is good)
>>739323924
is there a button to launch countermeasures? I love that shit
>>
>>739324105
>>739322361
https://youtu.be/UhHhXukovMU?t=140
>>
Where can I get rpg maker VX ace cracked?
I'm looking throught pirated games pages and I can't find it.
>>
>>739324105
I actually stole the exact UI colours from Windows 95/98, even down to the beveling.
>>
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>>739324105
>is there a button to launch countermeasures?
Yep, you can also use any automated turrets you have to shoot down incoming shit.
>>
>>739322524
>the weird self-time-travel game is still in development
Neat.
>>
>>739324259
snowfl com torrent search
rutracker ru

otherwise dunno
>>
>>739324259
It's 90% off on Steam right now, buying it will make you more likely to finish your game since you feel financially invested :)
>>
>>739324621
this is smart. why only let others manipulate you. manipulate yourself for great results
>>
>>739324726
I could never get myself to learn to draw so I bought a tablet. I learned to draw.
>>
>>739324786
based learner
>>
I'm doing some real cool shit
>>
>>739290441
I've hired some qa testers, paid by the hour. I can do entire playthrough of my game within 2 hours, completionist run would take 5 hours if the player is smart.
Both of the recent qa tasters took a loooot of sweet time, if they'd go through the game at current speed, they'd clock in 54 hours before a single finish.
Never hire people from 3rd world I tell ya.
>>
>>739325738
Hiring by the hour is really stupid for shit like that
>>
>>739325738
believe it or not, there are people out there who will play video games for free
>>
>>739326125
Ain't nobody working for free anon, no self respecting person anon
>>
>>739291263
the dragon shouldn't be moving much, just grab and hold. the knight should be the one moving, as he's trying to break free and in the end he does break free. in your animation it's not clear why the dragon even lets go.
>>
>>739325518
>real cool shit
Based jeet dumping his turds in the fresh Canadian snow
>>
>>739309661
no. just submitted with link to store page and gameplay footage youtube link and short description of game.
>>
hooray i finally figured out how to do z-test and depth stuff with stencils
on unity stencils dont really work w/ depth in mind, if it's on the screen anything in the same mask is affected regardless of depth, if its behind the stencil its affected, basically.

now it only works with things in front thanks to rewriting even more of SRP. yellow circle is the old way, using how Unity handles stencils by default, blue circle is the one that uses the extra render instructions I added onto SRP
it only took an entire week, then I realized I could have used dithered transparency from the start!! fuck my life lmao
>>
>>739326253
yeah I need to rework how that works. Once you are playing there's some feedback because the animation accelerates when you press the QTE button and slows down afterwards, so it really goes at the pace of your button presses. But yeah it needs more work
>>
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>>739327342
>rework how that works
sorry for that lol
>>
>>739326987
That's nice.
>>
>>739327342
>the animation accelerates when you press the QTE button and slows down afterwards
see that's what I mean, it's the player doing something, so the more animated party should be the protagonist, not the enemy.
>>
diver now has generic environment assets too. only 1 character left who needs em. tomorrow i'm making trailer
>>
>>739328662
Cute
>>
>>739291263
Insert the Spiderman Lizard gif here
>>
>>739328849
thank you
>>
>>739308292
Trust me body nobody cares
>>
>steam reviewed my build and knocked it back because they couldn't host a multiplayer lobby
>asked them if they had UPnP enabled in their testing environment
>no answer
shit's fucked, everything is kill
>>
I couldn't see the final chapter's title and description in the world map and thought the coder just didn't add it yet, turns out it was a missing asset because of a wrong GUID. I've been having GUID issues for fucking months and it seems to have been a fucking problem with Sourcetree this entire time. I fucking hate Sourcetree and Atlassian so much. Why do I have to use this arghghghghhhhhhhh
>>
>>739316380
Great stuff anon. Also nice color palette
>>
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some progress on the laser eyes attack: there's decals (but not too many) and the demon is able to follow the player in a "delayed way" by focusing on that little yellow nigga who's following the player instead of on the player, allowing the player to avoid the attack if he stays on the move.
Now onto adding some spark effects for when it hits the ground. Any ideas on how to make the laser look cooler?
>>739328513
I get what you mean, right now it almost seems as if in the QTE you are controlling the demon. I'll try adding more shake to the player here and making the demon's anim a bit more subtle, ty!
>>739328917
lel, that lizard doctor too? some anon already posted Kingpin
>>
>>739329928
A bit of a shiny outline or some crackling lightning around the ray might be nice.
>>
>>739290441
How do I start making characters in blender for godot
>>
>>739330038
> some crackling lightning
mmmh might be complicated but I'll try doing that
>>739330104
I started with this
https://www.youtube.com/watch?v=VasHZZyPpYU
that dude has some great tutorials, explains fast but nice
>>
>>739329928
you don't even need to run/roll?
>>
>>739329928
Heh
>>
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>>739330241
but I'm running there lol
>roll
nope, there's no evasions/iframes in this game
>>
>>739330380
oh ok. i didn't expect i-frames though
>>
>>739330202
cant you just spawn particles from the mesh thats used for the lasers?
or even spawn along normals or vertices so you have direction info perpendicular to the laser (so they look like they can pop/wrap around the laser if that makes sense) and in case its a mesh thats generated each time its used, rather than something made in blender or something
>>
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First time making an "official trailer" https://youtu.be/x59WB2LMFpY
Ngl im a bit nervous
>>
>>739330202
Not too complicated, I once did something similar using a particle system that spawned a 2-frame animated sprite in the ray volume.
>>
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Might some big progress these last two weeks for my game: Lettuce Fish

The Steam Page went live and the garden to invest your Fleed in is coming along!
Please fishlist if you are interested fellas!

https://store.steampowered.com/app/4665150/Lettuce_Fish/
>>
>>739330856
>1m
Too long. You don't have more than 30seconds.
>4sec for the PEGI joke
Already lost 3/4 of the audience
Start with an immediate running & crashing / doing a cool trick, THEN get all your logos and shit.
>dark as fuck
I get it's supposed to be night-ish, but the video isn't really clear. Change your art direction a bit so the MC is always more visible (either give him some artificial lighting that only affect him, give him animu-glasses that are always pure white, a suit that's darker than night, whatever). Or make the light sources more stylized 'cause right it scream "Unity's default" and that's not only bland but only really fucking not clear to watch in a youtube trailer.
>>
>>739331505
Noted m8. Ill try to make the second trailer more professional (in August i hope)
>>
>>739330856
"wagie" alone is enough to make me laugh. best of luck.
>>
>>739331707
Eyy thanks!
>>
>>739330856
Neat
>>
>>739325738
>>739325852
of course they will take 54 hours to complete the game, these brownoids are taking you for a fool
>>
>>739331454
>Lettuce Fish
>it's about fishing for vegetables
heh
>>
>>739330380
YAHHHHH
>>
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>>739330416
>i didn't expect i-frames though
oh nice. I fear many people will. Do people nowadays assume a game is a souls-like because of playing as "dude with a sword"? Hope not
>>739330526
>>739331112
The way my beam works is that it's a mesh that scales on Z axis until it reaches the point of impact. So what I've done here is have a particle node that could spawn a fuckton of particles, but I do
>amount_ratio = projectile.scale.z * 0.05
so the particle volume is always the same no matter the length. I think it looks cooler now, thanks for the idea!
might still change the color to something warmer, maybe orange/red but I'm leaving that for later
>>739330856
I love that music, has a nice build-up to it! Also cool game man, best of luck!
>>
>>739319297
You don't understand game engines or licenses.
>>
>>739331789
>>739331876
Genuinely thanks!
>>
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>>739331932
I can relate to your game lol. You should add a hard mode where you've woken up 2 hours late and need to run like the devil. Hated when that happened
>>
>>739331505
I second most of this. I like the visual style but the character does need to stand out more. as a first bandaid I would try a light source from behind (under the camera) that only affects the character, nothing else.
I don't see a problem with the rest of the graphics / lighting though. only the character needs to pop (always!) and maybe the pickups could be brighter as well.

>it scream "Unity's default"
I especially disagree with this part. at first I actually thought I was looking at Unreal instead. I think this part of the feedback is your "dev vision". end users don't notice this kind of thing. end users don't CARE if it looks like Unity light sources or Unreal post processing or whatever. they haven't clocked all the patterns devs have and they never will because how you become aware of this stuff is worrying about the creation side of things. look at The Precinct. to me there's a lot of "ugh, look at that Unity [insert feature here]" stuff in that game, but nobody from the actual target audience cared.
>>
>>739331876
Ray looking pretty good now, nice job. I might make his eyes flash a bit more right before the ray starts as well but idk
>>
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>>739332251
nice! The eyes already shine and theres a explosion of particles right when the laser beam is fired but I think the webm compression fucked messed it up. I'll exagerrate the explosion a bit, that couldn't hurt
>>
>>739308292
that's actually the right mindset. But don't take too long to finish your game or eventually you'll see your ideas appear in other games and you won't be able to call your game "original" anymore
>>
>>739332537
nta but luckily im a social pariah so i can talk all i want and nobody sees, and my ideas arent original to start with
>>
>>739290441
I worked on my game for seven days in a row for the first time in a long time.
>>
>>739330856
kids will be nostalgic for subway surgers but its just pepsi man

https://www.youtube.com/watch?v=0mhRqCfD_mY
>>
>>739308292
I only post an update about once a year. I play my cards pretty close to my chest. Though I might start sharing more videos now that I've got a lot of development under my belt.
>>
I want to make a Touhou game since it seems like free money due to dedicated established fanbase.
>>
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>>739290441
Getting my game ready for steam next fest.
>>739291891
I'll try to get a new trailer ready after work.
>>
>>739334482
Is it a roguelite?
>>
>>739334859
>Is it a roguelite?
Incremental so linear with a progression system on crack
>>
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Ever since people started using modern game engines, it became rare to see bugs like that break every part of the game different ways. I decided to dust off and clean up this game engine I was working on, because I will be using it for real.
I just wanted to post this before I fix it because I thought it was amusing.
>>
>>739334969
Nice. You've addressed exactly what I was hoping to hear. That relentless march with addictive progression will move units, genuinely.
>>
>>739294528
>Golden Sun-like
!!!
my interest is peaked. may i get a sneak peak?
>>
In a Guitar Hero/DDR clone, what should happen if the player hits the wrong note? Is screen shake too disorienting? I was also thinking about having an ugly twang sound effect play.
>>
I love you all bros
>>
>>739335482
jump scare
>>
>>739334482
That's a pretty interesting concept

>>739334989
I'm too low IQ to make a fighting game
>>
>>739319093
Shooting dogs is pure retardation and objectively bad design.
>>
I've been working on a game for about 2 years. I work every day but I can barely focus for over 2-3 hours a day so development is very slow. I hope I can show something this year. Money is not a problem but this slog of a pace is depressing. It feels like I'm leeching off everyone.
>>
>>739336332
It's fun tho
>>
>>739335482
You could play an off pitch version of the next note in the song if you have access to that.
>>
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Nothing new to post busy optimizing assets.
>>
How much do you guys actually work on your games
Like what percentage of a weekday if any?
>>
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is it important to connect these? if so any tutorial on this?
>>
>>739335482
Just copy what Guitar Hero does. It's a casual game and startling punishments will turn people off.
>>
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does anyone know the math for this
when the player hits a wall, ricochet backwards in the same angle the swing came from, so basically a curve in 3d space
i have the normal of the collision but this is way more complicated than i originally thought
i have a shit example here of what i mean
>>
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Woah dude editing hundreds of lines of text is so fucking fun dude my favorite part of game dev dude
I'm adding flavor texts for all the 250+ new items im adding to Bingo Betty with this next update
I have a bunch of random /v/idya and anime items now, I usually have a little quip or one liner as a joke or reference to the item. If any anons have good ideas for flavor texts for some items in BB, now's your shot.
>>
>>739290441
Seeds of nostalgia got 500k for a snes like game. All they had was mediocre music and good looking sprites. Rpgs are in high demand, yet they or rather the community can't innovate for their life depends on it.
>>
>>739337186
Horrible way to hold a sword
>>
>>739337924
Use your (Impact Location - Wrist location) Vector as a tangent for your curve from WristCurrentLocation to WristOriginalLocation
>>
This is my ad for part 2 on MMO architecture
https://www.youtube.com/watch?v=LxAOYrVDZmE
>>
>>739338834
ok i will try that
>>
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>>739290441
working on characters, turns out making full 3D characters is time consuming, who would've known
>>
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trying to come up with an effect to hide the tip of the beam when it impacts on surfaces. This one kinda sucks so I'm open for ideas
>>739338902
based
>>739339073
I like the visual style and how the dude moves, much better than mine lol
>>
>>739290441
how realistic it is to vibe code a game? i saw there are AI models for 3D, for audio and ofc for coding
>>
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>>739294528
gives me the fire to hopefully finish a demo for mine sometime soon
>>
>>739303805
>metaplot.
aka an overarching storyline
>>
>>739339359
better kinda depends on the style i think, your animations fit the cute retro style you're going for, your game has a lot of character
>>
>>739339750
thanks anon that's really nice of you. We are all going to make it
>>
>>739339525
why dont you try it and tell us how it went
>>
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>>739340227
why dont you fuck off?
>>
>>739339073
How do you texture this shit
>>
>>739340575
a few handmade textures and a lot of tricks e.g. noise textures with triplanar mapping
>>
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I'm learning coding with unity learns
is this fine enough to start coding?

what about unreal? are those "blueprints" ez mode for game making? like you just put a bunch of already done scripts or something like that
>>
>>739340575
Kek, but rude.
>>
>>739339575
Another Golden Sun fan here wishing you luck, looks nice
>>
>>739337752
Depending on the context its not important.
Assuming thats the top perspective of two rectangular prisms, what I would usually do is extend the left prism inside of the right one slightly, as to prevent any gap from showing between them.
When 3d modelling its always helped me to focus on keeping topology simple as not to cause a nightmare when doing UV maps.
>>
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>>739339525
>wants to vibe code because he's too lazy to code
>is also too lazy to press the "code something for me please" button
You're not making a game
>>
>>739341167
Yes
>>
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>>739341624
>>
Does your protagonist have a name?
>>
Not good. I looked up a tutorial on how to make the camera angle isometric for my 2D game and found only old tutorials that no longer work for my version of game engine. I'm not sure how to learn. People in the past have told me to just experiment and play with the engine but I'm not sure where to begin since the tutorials I've found are pretty dated
>>
>>739342825
One route is perhaps consider following something more recent for making a small game of a different type, the type of basic thing you could probably do in a day (or three, no rush). You'd get a handle on how certain things work and you might get an idea of how to better do the kinds of things you want to do (and/or how to adapt those dated tutorials).
>>
>>739309793
I only ever do this when I'm brainstorming ideas so I do the whole collage and mood board shit in the blink of an eye.
>>
>>739342996

I'll give that a try, thanks
>>
>>739322137
I'm still here, and I post not using my game. I am just redoing the level to look better right now. Trying to finish a bunch of stuff before submitting to SAGE '26. I have a long way to go, and I'll post the level when I am done redoing it in... I want to say a month.
>>
I remember bein happy
>>
>>739344156
just fap
>>
>>739344156
same. im going through some shit right now.
>>
Why are people generally apathetic in this thread? Does it matter if you are happy or sad or a pussy faggot? The joy of wanting to build something in it of itself is the net positive, regardless of what the end result is. I dont bother playing games when I can literally make one. That alone brings me joy. Take your whiny babby ass somewhere else if being a negative bitch is your default emotion or response here.
>>
>>739322137
Kill yourself rasko
>>
>>739344945
Wait until /v/ for the hopium to kick in.
>>
>>739342824
yeah
>>
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Software limitations with the animation program I planned on using has made me rethink how I handle animations and it's put a damper on my motivation, so I didn't get much done this week. Still not 100% on the genre yet but a friend is offering his coding talent, so I'll probably discuss it with him once I get some animations in the new style done.
>>
I'm sick of hearing my game's music.
>>
well you know how it is.
has anyone actually used Wwise or Fmod here?
>>
>>739330856
personal opinion
>music is too loud and i don't like it
objective opinion
>pace the music better, you may want to come up with more dynamic music as events happen in your video
>>
>>739339525
audio is hit or miss, and you still may want to edit the output so you'll still need to do some audio work.
>>
>>739344945
Better than agdg at least.
>>
>>739344945
There's a certain crab bucket mentality when it comes to these creative endeavor threads. If you're at all serious, and got a promising project going, I'd recommend just going elsewhere.
t. released a project that grossed enough for me to quit my day job and continue devving
>>
>>739347290
I'm stuck at the office doing literally nothing while trying to study and nothing seems to stick.
>study a DAW
>study audio middleware
>study coding
nope, I just want to go home
>>
>>739347427
For me what helped was that I had a guy to fall back on for music, while I did the rest. Finding motivation is never easy, but it's something you just have to thrust yourself into. Discipline is built over time.
>>
>>739346562
I use wwise, but my games audio only needs to do a few things that go beyond basic audio tracks + playing SFX so i probably don't need it to be honest.
>>
>>739347427
also you might know about this, but what are the rules for public domain music? things like the recordings themselves are what can still fall under a copyright, but the arrangement is what is public domain?
so if i were to use a very old song, i'd need to arrange it in a DAW on my own rather than use a recording of it?
>>
Do you just make these as a hobby or planning to put them on Steam store
>>
>>739347508
I am the guy to fall back on for music, and I also want to do the rest. however, I'm in tutorial hell.

>>739347692
I don't know the rules about public domain music. This is stuff I would ask AI for information about, which is still to be taken with a grain of salt.

but for my day job, I have actually arranged music that took very closely after a song that isn't even very old. I guess beyond a certain threshold no one really cares.
>>
>>739348003
Stemo dean soon™
>>
>>739347290
What project?
>>
>>739347290
There isn't even any actual crabs in this thread, it's all just banter.
>>
Tips on using RPGMaker? I think I'm gonna just bite the bullet and start there.
>>
>>739333031
Nice! and same.
>>739339359
You should be able to have the effect cover the beams using stencils, maybe it'd make it better.
>>
>Hear that Unity officially put in an AI assistant in their editor
>It can apparently make/edit scenes for you
>Trailer shows them basically making a game with just a few prompts
>Get curious and sign up for the free demo, which gives 1000 tokens free supposedly, and make a new project

>Try to ask it to make me a 2D platformer
>Hangs for 5 minutes
>Suddenly tells me I'm out of tokens
>wtf

>Try to hook it up to a free google API key
>Doesn't work, just says it fails to connect over and over
>Bite the bullet and use a paid API key
>Eventually it works
>Ask it to make a simple 2D character that can move and jump
>Stalls for 10 minutes
>Apparently used 1$ of tokens, so it's doing something
>Check its thought process
>It's just gemini complaining and getting confused at instructions and commands that don't exist (I assume the instructions Unity sent to Gemini to try building the scene)
>Have to force close it

>Give it a bunch of sprites I made that can be fully animated into a character
>Ask it to turn the sprites into animations
>It gets stuck again and eats up my tokens all the meanwhile

What the fuck. I can understand that the trailer for the AI assistant could make it look better than it actually was, but this shit isn't even functional. At best it can edit scripts but then I may as well just copy paste it into an AI chat.
>>
>>739349387
A lot of words to say you're out of lunch money, Rajesh.
>>
>>739349387
It's all an indian racket.
>>
>>739349546
I just thought everyone here would like to know that AI isn't going to be taking over the hobby anytime soon. No need to knee jerk to indian shitposting, I'm literally telling you it's awful and not to use it.
>>
>>739337752
Depend.
For Unity's graphic engine? No one will see it.
For Mario 64's physics engine? That's how you get a 2h Pannen video made about your incompetence.
>>
>>739341167
>what about unreal? are those "blueprints" ez mode for game making? like you just put a bunch of already done scripts or something like that
It's called visual programming (Unity also has that, although only for programming shader).
Visual programming is easy. It also has dogshit performances and turn into an absolute mess really, really fast as soon as you try to do something a tiny bit complex.
While it's marketed as "now even the guy from accounting can code", in practice it's best reserved as a time-saver on trivial stuff for someone who know enough that they could not use it.
>>
>>739339359
I think a particle system would do just as well
>>
>>739322704
I'm going to really take this advice to heart
>>
Working on bridging lots of components together to make the game more cohesive and complete.
>>
>>739351343
Good
>>
>>739345182
I'm considering calling him Inokuro
>>
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>>739342824
I've got a dual protagonist thing going on, but the one you have on the team from the start is Fleur. You see, it's Frenchy because she's Quebecois, similar to how the red haired knight girl Raquna from Etrian Odyssey is from Ontario. Red haired knight girls are just a Canadian thing, everyone knows this.
>>
>>739349387
>make it look better than it actually was, but this shit isn't even functional
That's basically modern software for you.
Functionality is not a priority anymore, and what's important is if it's marketable.
>>
>>739353613
Is nice
>>
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>>739354421
Thank you!
>>
>>739354583
Yeh
>>
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I am the official beta tester for this comedy rhythm game, Fartissimo, about a farting dragon named Pooty who fights zombies and ghosts with musically timed flatulence. It has a Kickstarter going on now, if you could pledge and share it anywhere you think it might actually see any success, I'd really appreciate it, since the game is at risk of cancelation if it doesn't get fully funded in time.

The free demo is available, I highly recommend using a game controller as the keyboard controls need revision. If you pledge $51.10 USD, you get the beta prototype development builds and all previous rewards like concept art, the soundtrack, your name in the credits, and a digital copy of the game.

It is releasing on Steam for PC first, later it will be on Android and Apple phones and tablets. If it does well enough, it may also be ported to consoles like Nintendo Switch. We would also greatly appreciate it if you would wishlist it on Steam and consider leaving a review.

https://www.youtube.com/watch?v=xiHRuj4OpBY
>>
>>739355468
K
>>
>>739353843
You’d think people would catch on
>>
>>739331905
You can release a game with Crytek's standard licensing, and you pay 5% royalty after you reach a certain gross revenue. You must include it's logo and some marketing material on your game.

If you want to release a project that is not a game, you need a separate written agreement.

It's the same license as Unreal.
>>
>>739355910
>You’d think people would catch on
What would they do?
Go for another company that makes equally shitty product?
>>
how do i into sound effects
>>
>>739356206
Who knows
>>
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>>739309028
>>739319297
I understand that Cryengine is good enough to make games but so is unity3d then, it seems risky investing into this
>>
>>739356345
That's fine. I've been just using CryEngine1, 2 and 3 also prior to 5 for years next to Unreal, so I'm just really familiar with the engine. I only used Unity to work for an indie team on their single steam indie game as an artist. Personally not really my favorite.

Also, official CryEngine discord is still full of people making games with it. It's just a niche engine, that's all. It's still functional and is a beast to today's standards.
>>
>>739338718
>Seeds of nostalgia got 500k
This board is turning into agdg fast
>>
Currently just mixing and matching different puzzle/detective mechanics from games I like to see what I actually want to use. I wrote the first interrogation on Dialogic 2 default visual novel style, but that's going to become a dialogue tree jungle fast.
The current goal is to have every topic you can ask about in one/two word preview button without any need for scrolling or trying to find the correct topic while also in correct category so player knows what kind of tone your dialogue is going to take without LA Noire surprises.
>>
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>>739357101
>have every topic you can ask about in one/two word preview button without any need for scrolling or trying to find the correct topic
i think deus ex human revolution did this well enough where they gave you a one word summation and the actual line
>>
>>739349387
ai shit like that is mostly based on hype and vibes.
once the bubble bursts we'll get realistic marketing and pricing models for integrated ai assistants.
or unity will just scrap the entire thing like they do with so many of their features.
>>
>>739349387
>Unity officially put in an AI assistant in their editor
>It's just gemini complaining and getting confused
What did you expect?
>>
>>739339656
Great, now I don't understand it anymore.
If I have multiple characters, it's clear. What if I want the environment be a character as well? The metaplot can't be the plot of (character) plots and the (character arc) of the environment. What do?
>>
>>739341167
I used godot and found out about range and skipped godot. Range is a fringe engine, but it's basically blender. So you can create assets within the engine, it's easier for me.
>>
I've got a bug that I just can't figure out. It's been going on for around two months on and off now.

Basically, I've got a VRAM memory leak that only happens under very specific circumstances. (OpenGL, on an AMD GPU on Linux, btw)
I've got two large meshes, and at least a thousand small ones, but I usually test it with ten thousand to make it more pronounced (each just a quad)
If the thousand small sprites are all moving and updating their model matrices each frame, then the amount of used VRAM slowly rises until it reaches 4GB, and hard crashes.
If I don't draw one of the two large meshes, it works fine. If I let the first two in the long list of sprites stay at the default world origin point, then it works fine.
Have less than a thousand of them, no issue.

AI is worse than useless, just leading me in circles, and getting weirdly confident in a solution that completely ignores at least one aspect of this issue. Then I'll just try out that solution anyway, and when it doesn't work, it'll pivot to a slightly different solution.
What's worse, I tried out GPT's new Codex thingy so I don't have to keep uploading individual files to ChatGPT, and immediately it started vandalizing my code with it's own "fixes"

Should I just rewrite that part of my game entirely and hope that whatever weird unexpected thing that's causing this doesn't happen again?
>>
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I have a geometric spiral path and a rock I want to have roll downhill.
I thought about
>placing a 3d path manually
>creating a tool to do it(retarded for prototype)
>tuning the math until its perfect
Writing this I figured I can just raycast to stick to nearby surfaces.
>>
>>739359936
i think using a spline would be the easiest way to make an object move a certain way, i think that's what they use to make sonic stick to rails in the boost games
>>
>>739360287
Hm, I forgot you can make splines.
>>
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My games looks like dogshit. My only consolation is that it’s the second game I’ve ever made, and I’ll hopefully get better at making games.
>>
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I designed this character for my game that I'm going to put on Steam. Would my game get banned if I showed him naked in a scene? No genitals just his bare ass.
>>
>>739361178
maybe if he's underaged. I haven't really read up on Steam's rules regarding that kind of thing.
I know that most people tend to not care about covering up the boys, especially if the scene is played for comedy, and it's just some cheek being shown.
>>
>>739361262
He's going to be fully naked but he'll be shown from behind looking back so both his face and ass are visible. It's for comedy.
>>
>>739361293
>>739361178
Plenty of games on Steam show ass in a non-sexual content like GTAV or one of the Saints Row games I think, I'm sure it'll be fine.
>>
>>739325738
They're literally scamming you lmao
>>
>>739361178
He cute. Game?
>>
>>739329291
company with an estimated market cap of 25 BILLION usd btw
>>
>>739361178
doug funny lookin ass
>>
My team asked me to make ragdolls. Am I going to hate doing it?
>>
>>739361817
Yes
>>
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>>739341547
>You're not making a game
im not
>asking someone who might have experience with a thing to share that experience and maybe give advice
>muh lazy
fucking kys retard
>>
>>739339525
Perfectly fine for asset creation. Your non enterprise ai will never code a whole game. You either do it step by step and pray for 0 bugs or have human glue it together. Just so you know: even if the assets are ricksolid, the final game will be shit. For whatever reason ai can't insuce illusions like human crafted assets.
>>
>>739362857
i know coding, but assets are what is fucking me over the most, i tried 3D, tried 2D and it just isnt for me thats why I wanna use AI slop to generate assets
>>
>>739363007
Like I said, don't expect sales and do expect a high return rate. Maybe you are lucky and you'll earn enough to hire humans to create a second part or try release as ea and continuesly improve the game with freelancers. That approach could work if you build a community.
>>
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We extended the deadline for the Quickshots now that we have approval for a expo page and we want to bring as many Aggy devs as we can. The new deadline is Sunday at Midnight EST. Sign up here:
https://forms.gle/Cth3vrBQ9u7kfe9K7

Other than that the main trailers close tomorrow. Get cracking.
https://forms.gle/yLYCeFKH9yBi5Psr9
>>
>>739363130
i doubt id be able to make a game that I want to make by myself even with the best AI tools
but maybe i could make something smaller, something like plantation simulator kek
i appreciate the input, ty anon
>>
>>739339359
If it's gonna be a solid thing like that then it has to at least be blasting more obvious away from the laser to give the laser the feeling of power and momentum.
>>
>>739339359
make the impact plume a lot taller. there don't need to be that many spikes and you can taper them toward the middle
>>
>>739361178
bending your pointing finger like that while holding your other arm looks uncomfortable and retarded. slop?
>>
>>739364438
looks like he's missing fingers
>>
>>739364748
not necessarily, you can bend your fingers like that to be obscured by your fist.
>>
>>739365186
but he has other marks and bandages implying how fucked up he is
>>
>>739290441
I like Game Maker Studio.
I don't think it deserves the hate it gets.
>>
>>739361817
>>739362293
Update: yes.
>>
I WILL resist the urge to start a different project
>>
what's the first thing that should be worked on usually? i got a basic character controller moving around. should enemies be added or more platforming obstacles?
>>
>>739364095
Do a nazi concentration camp sim with confessionals like on TV shows.
>>
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i can't believe the thread is still up. have some pink platforms in gas
>>
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I created a dodge animation last night and implemented it this morning, it will be how the player dodges incoming fire.
The transistioning between animations is jerky so that will need to be looked at .
>>
>>739366751
make an enemy that's basically just a goomba
add some platforms and stuff so you know your character controller actually feels correct
>>
>>739365902
Foreseeable
>>739366860
>sim with confessionals like on TV shows
That would be hilarious. Publish where?
>>
I need to make at least £100k after tax. So realistically I need more than 100k wishlists going into launch later this year.
That does not seem remotely doable.
>>
If I make a single dollar on my game, I'll consider myself successful.
>>
>>739366268
you can't even resist the urge to start another post
>>
>>739290441
https://store.steampowered.com/app/3141250/Rapax/

I hope someone can help this guy with his game, its great but he lacks a lot of knowledge how to get basic inputs correct and basic save/checkpoint systems.
>>
>>739308361
Didn't get an education in it or anything but I do work professionally as a programmer in a big company, big enough that you've probably heard of it and almost certainly you or someone you know closely has played at least 1 game from this company.
>>
>>739368852
yea lemme DM the guy and ask for his source code
>>
>>739368861
Rockstar?
>>
I just wanted to rant here, but goddamn is recording footage for trailers annoying. You wanna make the game look fun and exciting, so you gotta play in a risky and quick way but not get hit all the time like the game's so hard the developers aren't even good at it. You gotta be careful about things like not accidentally collecting a hundred thingies to get an extra life cause the extra life sound is jarring, and not accidentally falling or getting hit or going the wrong way or...

Thankfully the editing itself is easier, but I'll still be very happy once this trailer is done, because it'll be the last "big" one until the game releases at the very least. Thank fuck.
>>
>>739370031
I'm in this boat too. Trailer needs to be finished yesterday. Recorded and edited it, but then read about how you should not have HUD showing. I'm so used to it I don't see it, but new viewers may get distracted. Gotta redo everything...
>>
>>739370251
I think having the HUD show is fine during gameplay segments. I wouldn't bother.

Reminds me of when I had my cursor showing for recording a rapid fire clip for v3 though. Dunno how I fucked that up cause the game is supposed to hide the cursor if you're playing on controller so that was a fucking pain, thank God it wasn't much footage or I would've torn my hair out.
>>
>>739370312
I may do the first 5 seconds no HUD,
>>
>>739370031
Why don't you just cheat? Give yourself god mode, spawn 10x enemies, whatever your game does, emphasize that in the trailer.
>>
>>739370406
>spawn 10x enemies
Because I don't want to misrepresent the game. We already fudge things a bit for the trailer to look cooler or harder, but you don't wanna do that too often. We're not AAA studios, we can't get away with blatant lying.

>god mode
I do feel like an idiot for not asking the coder to add this though. Oh well, too late for that now.
>>
>>739366990
This is cool
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>>739366990
Looks more like clouds to me right now, but you've done a really good job with the environments and colors here. It looks very dreamlike and serene. Good stuff.
>>
>>739370505
Just as an example since I don't know what the game is. 10x enemies would help if you otherwise need to herd them to get a cool shot, or something.
But yeah, cheats are the way to go. If you don't want to "accidentally fall" you just lock your y position. Locking your coin count, most people wouldn't notice it doesn't go up.
It needs to look cool, not be 100% accurate. You're selling a vibe.
>>
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>>739370251
>read about how you should not have HUD showing
Not a problem at all.
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>>739370781
I imagine such rule would apply to more immersive games, like first person shooters. Obviously you shouldn't apply it to games where the HUD is the gameplay, like in a turn based RPG you posted.
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>>739367350
this is looks really bad man.............
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>>739370018
No, it's owned by Microsoft is all I'll say.
>>
>>739371001
Dude, where do you think you are? Most devs in this thread lack any talent and yet they spam their slop thinking they're about to make waves within the industry.
I find it quite peculiar that a dev such as Fygoon is no better or worse than most of the slop spammers, and yet he is continuously lambasted. Curious. In fact, I would argue that he is better than the slop devs, simply due to the fact that he continues to work on one project. How many slop "devs" in this thread have project hopped? I'd wager it is a lot, perhaps even a majority. And yet, Fygoon gets the hate.
>>
>>739308361
I took several programming classes, but none of them taught me anything that I would consider valuable for gamedev.
It was all visual scripting and doing shit in Java.
>>
>all the games in this thread are slop made by untalented project hoppers
>also fygoon is way better than all of you yet gets so much hate for no reason, am i right fellow anons?

Very subtle, Joey Fygoon. No (you) for you.
>>
>>739361178
That's not your character scp schizo. What the fuck are you doing in a game dev thread larping?
>>
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>>739370916
>like first person shooters
Here's a random one I found.

Only movie slops AAA games have the "No HUD in trailer" rule
>>
>>739370532
>>739370603
thank you very much. i'll take clouds since it used to look like nacho-cheese.
>>
>>739290441
Progress has been slow because I've been feeling terrible for the last 2 weeks or so.
>>
Hello there friends. Still busy making an AI platform. So, not returning yet. But wanted to show you this.
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>>739355468
how can you post shit like this and then 10 posts later accuse others of being slop devs who are constantly jumping between projects
>>
I was going to work on another UI heavy part of the game today but it's gotten to a point where I've realized I really need to centralize a bunch of the UI in a global or something which is going to be a huge pain in the ass because it means I'm going to have to go back and make all the past UI stuff work with this. UI stuff is always the most annoying part of working on my game.
>>
>>739371809
He’s probably talking about me
>>
You ever wish you could get in touch with a modeler
>>
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>>739372276
I know exactly what you mean.
Implementing dual wielding in a way that could be represented with my current UI took me 20 minutes of coding the functionality and around 5 hours of coding UI.
Gamepad support makes everything 10 times more complicated too.
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>>739372121
kewl
>>
>>739371394
>And yet, Fygoon gets the hate.
He used to be an annoyance until his vatnik ego got hurt through his vatnik paper thin skin and threw a very vatnik tantrum against everyone and i mean EVERYONE, he blamed 4chan mods, the entire country of the Philippines and its ladyboys, buccees for some vatnik reason, /agdg/ and who knows what else. You reap what you sow, rasko.
>>
>>739371394
The difference is that most devs here with shitty looking games haven't been working on them for 5+ years.
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>>739373324
That might not actually be Fygoon, as I just saw him join the 4chan irc to yell at the jannies for banning him for 30 days, and then they doubled it when he filled in the appeal form? It's fucking amazing.
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>>739373518
Oh god
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>>739324170
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>>739290441
I might actually start it today! I’ve not been able to get into anything recently so I’ll try something different.
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>>739373518
Time isn’t a measure of labor quality, Marxist. The game is either good or it’s not.
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>>739373807
no time like the present anon, get on it and good luck!
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>>739372861
I'd do it for money
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>>739373962
faggons game is shit so it doesnt matter how much time he spent on it
>>
>>739373527
>That might not actually be Fygoon
Nigga's a known ban evader.
>>
>>739374318
I just said that bro. The games that have been worked on for 1 month and are shit are also shit.
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>>739374401
I'm aware, but he wouldn't yell at jannies for doubling his ban if he could post on 4chan. He confirmed on the aggy Discord it really was him, too. Time to get out the champagne.
>>
>>739373962
very true, however if you can't finish something in five times the amount of time it takes others, it does say something about you
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>>739374456
>fagoon
>in aggy discord
that's how I know you're lying
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>>739374745
He was on some Aggy-adjacent Discord, I forgot which cause there's multiple. Go look around yourself if you don't believe me.
>>
>>739374794
That's a lie too because the only Aggy adjacent one is the v3cord and he's banned from there
>>
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>>739374794
>He was on some Aggy-adjacent Discord
You are sheltering enemies of the state, are you not?
>>
>>739375091
There are more from individual devs who run their own server.
>>
>>739290441
https://store.godotengine.org/
Can I slop shit fast like I could with Unity now that they made an official asset front?
>>
>>739374456
>but he wouldn't yell at jannies for doubling his ban if he could post on 4chan.
You shat on people that treated you as an equal before your melty, you also got the dox of a jannie and posted it here several times which would be the only based thing you ever did, but still not nearly enough to redeem yourself rasko.
>>
>>739375192
>esl buzzwords
Say what
>>
>>739375147
so it's rasko's discord and you call it "aggy adjacent"?
>>
>>739375236
... why would you think *I'm* Fygoon if I said I'm getting out the champagne cause he ate a double ban? Was my post confusingly written, or what?
>>
>>739375256
what isn't a language
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>>739375263
It depends on the dev.
Some fly the aggy colors more than others.
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>>739375325
Nobody likes him.
>>
>>739375347
who flies the colors the most and the least?
>>
>>739375192
If you are asking if you can buy assets, then know this: everyone buys assets for their commercial games.
>>
>>739375503
Yes, I agree. Why do you think I'm celebrating with alcohol? (Granted it's also hot as hell and I needed a beer after working on game all day).
>>
This thread could've lasted 2 more hours if you guys didn't feel compelled to talk about someone who's not worth talking about.
>>
guys invite me to the discord please guys i want friends
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>>739375573
Alrighty then.
>>
>>739376314
it's called the inner circle cause we keep the hoi polloi out. your game needs at least 500 reviews before we let you in. flopdevs like the mirrored soul, salaryman shi and wonder of blue devs are NOT welcome
>>
>>739376314
Shut up schizo, there's a reason you stopped getting (You)s
>>
>>739335312
Sorry, got nothing viewable. It's all console output and monster girl portraits.
I can drop some design docs or code if any dev wants some GS mechanics for their games.

>>739339575
You're already way ahead of me, keep up the good work anon.
>>
>>739376419
>Naming all the regulars on the v3cord
I laughed
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rubber dingy rapids
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>>739376675
Thanks I try
>>
>>739377576
i love this lil nigga like you wouldnt believe



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