Is gamedev good for you?
I wonder if I can get away without textures. I don't want dynamic lighting so it might be this or vertex lighting + textures.
>>739541515Lol, no. It's bad for mental and physical health. Bad for your wallet too (especially given the opportunity cost), unless you make it. I would not recommend it to anyone.Anyway, I am early for once in a gamedev thread. Here is the concept that I have been working on this weekend: an anime dragon game.>>that's a wyvern, not a dragon! I know, but 'wyvern game' does not sell. https://www.youtube.com/watch?v=ZEDY4QEK2V4
>>739542191wtf, how do you spin this up in a weekend?all of it has to be premade assets, you at most coded the dragon and animated it. even making it would take too long for one weekend.
I'm finally going to work on a game idea I've been wanting to make for a while now. Going to focus entirely on systems and making it playable and fun entirely with primitive shapes, then I'll start on making it look pretty.I'll have something next weekend to post. It won't be pretty, at all.
>>739541515Define good?'cause right now I've spent the last two days making custom float(ish) formats just so I could store distances and sizes in memory slots that were too small for it.And I spent the entire night trying to re-order data to save some more memory, until I banged my head against the shelf and remembered that I could just use fucking 4bits numbers for a good chunk of it.So... fun, but probably not good.
>>739542314Yes, you are correct. Otherwise it would have taken a lot longer to make this concept. Every model in this scene is premade. Still had to do coding, changing the shaders on the various models to match the look. My philosophy in game development is rapid prototyping. You want to check if your idea works or not. What also helps is having 5+ years experience in Unity, knowing exactly what you want, knowing exactly which assets you want to use of your library (almost 5000 assets...) to match what you want, knowing which tools get you maximum result for minimum effort. For example, I am now doing world streaming so that you have land to fly over as far as the eye can see. We are talking a size of 1000 km x 1000 km if needed. I can set it up in an hour based on satellite data, server is included, using Terraland 4 plugin. That plugin is about 150 euro's, but saves me hundreds of hours. A different route for world streaming would have been World Streamer 2 or MapMagic/Microverse. Those routes are slower to implement, but give a more intentional built world. However, for this rapid prototype, just grabbing satellite data is enough. Same goes for art. AI to see if the key art works or not. No point in wasting 100s of hours for an idea that does not work.
>>739541515I made my trailer for v3 and my productivity went from 500% to 0% and won't go back up for a while
Interrogation UI progresses, here is what I meant with one-two word topic buttons. I guess it's actually quite close to old point & click systems, next I just need to give them categories with titles, so player finds easily the topic they want to push.>>739542019It has its risks and benefits, I can think plenty of games with very simple textures and flat colors but not without any. They can be navigated with keyboards too, but currently Dialogic 2 shortcuts use also enter and space so often you'll start the highlighted topic right away if you keep skipping dialogue.
>>739543179Well that's on me posting tired, the last sentence was meant to go with the first topic.
>>739542819Also, the small touches often do the trick. Things like the cape that moves in the wind (Magica Cloth 2, takes about two minutes to setup, if you know the tool), the blinking of the eyes (Eyes Animator, also two minutes, given that your base model has bones or blendshapes to work with), sound (grabbed a youtube video of dragon sounds, cut it up into various mp3's), choosing a good soundtrack, rotating skybox (one simple script), fog (standard Unity fog, ugly though, should have used a different asset for that, such as Cozy 3 or Buto), and so forth... Here is a screenshot of the satellite data to Unity Terrain/World streaming workflow. And sure, there is joy in making everything yourself. But I also think we should overestimate our abilities. Making a game is a big task. And it is very difficult to accomplish, given the technical, budget, time and artistic challenges. Taking shortcuts here and there by leaning on what other people did so that you can reach the goal of shipping the product and giving other people to enjoy your creation (if that is your goal, at least) is not something that is shameful. >>739543179Good vibes. I like the realistic looking hands and feel. What engine?
>>739542819I think I know remember some of your earlier projects from the artstyle. So I'm just curious, what determined for you that the previous one wasn't a fun game and cut the losses?>>739543652Thanks, it's on Godot with Dialogic 2 add-on. The art is placeholder but I do want the style to be somewhere in Cold War, East Germany and retrofuturistic aesthetics.
>>739541515How do you guys avoid writing yourself in a corner?
>>739542191Could say they are nicknamed wyvern or some are
>>739544154In what sense, anon?
>>739544096Golden picrel.
>>739542191>wyvern, not a dragonA dragon is whatever the person calls a dragon. If your game and the world calls it a dragon, that's a dragon. Dragon is a catchall, it's the equivalent of ape.The only time you should use Wyvern or some other name for a dragon is when that word is used in your title to stand out.
>>739544219I sketch stories in three parts. Getting two good parts isn't that difficult, but getting a good finale is impossible, at least until now. It either shamelessly copies existing (and popular) media or is turning into an idiot's plot fast.>amalgam settingDrag heap from dark souls 3, end of time chrono trigger, end of the world kingdom hearts 1 and arguably hole from dorohedoro. No matter what I write down, it's very similar to above mentioned. Then I tried to alter one variable and it gets much worse. Like much worse.>no need to reinvent the wheelThis is true, but one ounce of originality is strongly advised.
>>739544462>WyvernI find it better than dragon. We don't need more generic shit.
>>739544575>moreIt's not more, it's a generic word for a bunch of animals that share similarities. It's why the Chinese Dragon is still a dragon, you just prefix it with Chinese to specify which subsect of dragon it is Also you preferring it over dragon is far from the norm. The vast majority of people don't have a clue what a Wyvern is, show them a picture of one and they'll call it a dragon, they'll remember that wyvern = autistic label for dragon.
>>739544542If it's any consolidation, good finales and third acts seem to be quite rare in media overall and mostly settle for satisfactory. If you're worried about the ending, write it first and write two previous parts to support it. I know it's generic advice, but the simpler you keep the story outline the easier it is to figure out the general storyline before you write yourself in the corner.Like I'm writing mysteries currently for my interrogations, it's way easier to write the actual timeline of what happened and figure out character motives first, rather than trying to start writing from player questions and investigation and then hope that you catch every angle and twist and turn.
>>739544096I am busy making an AI platform for legal. Been doing so the past six months, we are going to ship in three months time. I made this game concept on an off weekend. I have three game concepts now set in the same world. I have a third person adventure rpg, a settlement building game and this dragon game.After the AI platform, I want to put serious work into the first game.
>>739544185>>739544462>>739544575>>739544746And this is exactly why I am keep calling it a dragon when promoting it. :)
>>739544542Your final act is supposed to be the moment where all your plotlines and elements converge & end.If anything you don't *write* the third act, your first and second acts are a force that push and spill right into it.
>>739544820Right, I assumed you had abandoned the earlier ones. Sounds good to be honest, I'm sure there is plenty of cross-pollination across the game concepts.
>>739544803Right, writing the ending first.
>>739544820>I have three game concepts now set in the same worldWonder why this has never been done before
>>739544942I tried that and it leads to >>739544542 being samey af or everyone dies (very violently).
made a simple minigame with renpy5x6 gridclick to open cellsreveals an item, empty cell, enemy cell that damages player if not clicked again fast enough.and timer
>>739545076Is that a bad thing? You can still play around with it, Carlito's Way starts with the main character getting shot so you'll know how it will end and it's still a great film.
People were talking about making an erotic parody game based on that one shitty movie game that everyone hated in >>739521915Seems like a cool idea but I think they lack any decent visual artistry
Team battles
>>739545187Carlitos way is done by very experienced and talented people. I doubt I can compete with them on storytelling.>Is that a bad thing?Certainly not what I envisioned. It is what it is. I'll finish it today and then I'm done with it. Doing countless revisions is what kills any story. I will focus on beats, tone and so on.>settingI either end up with drag heap (unintentionally, I might emphasise) or with a slightly different version after editing one variable the langoliers. Said variable is obviously what parts of existence get cast out.
https://voca.ro/132q7ySClsI3the work of AI and about 5 minutes of diddling.
>>739546247>diddlingLike what>vocaroWorst ai 'music' I ever heard.
>>739541515made this effect for the demon's lightning bolts. Big dude's almost done, hoping to wrap it up during the week
>>739546335just adding minor stuff, reinforcing the main melody, crashes and reverses
>>739546681the warning zones are a bit too transparent imo and could use some more pop.
>>739545038Not much reason to do it that way unless you already have already restricted what it will be.You won't be able to do multiple game concepts as full games. Putting all your concepts into the same world will limit what you can do while you usually want full freedom during the idea search phase.
>>739547071I understood you are making multiple games in the same universe.>>739545187Nvm, found what I was looking for>Bekenstein BoundIt's perfect as it leads to a unexpected, satisfying ending and frankly fits the zeitgeist past 2020 perfectly.>>739545187>>739544942>>739544803You faggots are to blame I came up with the outstanding idea and you can suggest a (sensible) name for a concept based on green text. Any cool name will do.
>>739546681>dash of FF14-style boss fightsNeat, but those markings aren't great.Either look up some video of FF14's raids to see how they do their ground hints, or play something like Rabbit&Steel - it's a solo, quick boss rush game, and a pure warning zone madness.Should help you get an idea of want you need to do for those type of design.
>>739546247Pretty good.>>739545367Cute.>>739546681Cool :D>>739547202I am, that is a different anon. Here is a webm of the adventure game.
>>739547202>Bekenstein BoundThe fuck is that? Sounds like Jewish physics.
>>739545038It has in a way. Instead of different game genres they go for different mediums such as movies, shows, anime and books.The problem with different game genres in the same world is you can rarely cannibalise systems for the next, you can take assets but you might find that changing them to fit the perspective is a big task.Meanwhile by going with other mediums, you're filling in the gaps that video games can't achieve and though your games play the same, the IP is diversified.
>>739546885>>739547351thanks anons. I think the webm crushed the danger zones into being almost invisible. They look like picrel in game. You think I should make them more noticeable?>>739547395thanks anon! happy to see you back
>>739547593>Sounds like JewishBecause he is>jewish physicsNo such thing. Whenever one of those "discover" something, you can be certain they just stole the idea from someone else and just used their connections to get a claim on it.
>>739547692Those look fine, I think it was indeed the bitrate.
I have a gameloop.>need to finalize(texture?) character mesh>animate>some vegetation, animate(keyshapes maybe)>sounds>vfx>level designI need more item interactions, it's too bare. the concept has item crafting experimentation, multiple meme cheevos(such as cannibalism/pacifism), routing. meme cheevos are out of the prototype but multiple routes and paths to get your goals should be in - I might have animals drop skins -> water skin.. and banana can turn into sealed coconut, split with sharp rock, which I have.I don't know if players will intuit combinations, I want to give them the controls and have people experiment.
>>739547692>You think I should make them more noticeable?Depend on which gameplay you want to actually tap into.If you really want to branch into the kind of shit FF14 does, then they need to be waaaaay more visible (pic related). And then you can add different color coding, texture, arrows, timers, etc to give more complex information about how and where is about to go splat/crispy.If you just want to keep your current not-too-gamey-looking combat, I would actually make them more discreet but change the visuals to electricity accumulating on the ground, it would look more natural and more in-line with the rest of your aesthetic imo. Genshin has a neat-ish effect for this, just make it less anime: https://www.youtube.com/shorts/5XhC0tcXb20
>>739548054>If you just want to keep your current not-too-gamey-looking combatyeah that's what I'm going for, with the danger zones being there just for "hard to telegraph" spells like lightning bolts, ice spikes, meteors and that kind of stuff. If I'm honest I just copied the effect from Dragon's Dogma lol, but will look into other alternatives if the current one ends up being too jarring. Thanks!
>>739547593Ridiculously oversimplified 3d object has its 'coordinates' stored on a sheet of paper. Haven't fully understood the proof, yet. Seems to be OK, as no mathematician screams in agony.>>739547746Indeed. They are wealthy and occupying academica. No special brain here. Oh, and they tend to be draft dodgers.
>>739547661Multichannel has be done. The rest is a lame excuse. Big task is true, but why hate work?
I'm at kind of a dilemma (or whatever you'd call this considering there are more than two options)I've been working on my game on and off for about a year, and making some decent enough progress. I'm making a lot more theoretical progress though, slowly working through one aspect while figuring out the logic and methods for about a dozen steps ahead while bored at work.Anyway, I'm starting to worry myself a bit because I ignored pretty much all advice saying 1. Don't make your dream game first, and 2. Don't make a massive project as your first game.So I'm wondering if anyone else has actually made it work like that, and if you've benefited from taking it slower by making smaller games to hone your skills slowly. I'm pretty good at coding logic, so I don't think that's an issue to be worked through. Really, I can't entirely predict what I'll gain from not working on my current project aside from just having a few games released under my name for when I eventually release the one I actually want to succeed.
>>739542191>WaifuvernI will now buy your game
>>739549040I released nothing before working on my current game, but I already had a lot of experience in coding and architecture design. I think it's fine to start working on a big ass game, as long as you make sure you are keeping the code clean, scalable and maintainable. Most important thing I believe is having passion on what you are making: if you don't give a shit about those small games you'll never finish them, so better to just start with the dream game imo
>>739549040>So I'm wondering if anyone else has actually made it work like thatI doubt, but I'm sure some fucker somewhere did.That said, the "don't start by your dream game" is mostly because you rarely get the shit you need implemented in an ideal manner on the first try, for the simple reason it's a new system so you won't know all the traps and constraints it has in practice. It will end up janky, jury-rigged or buggy - but redoing it next project will be able to design it from the ground up with all the shit in mind.That's why it's not advised to start with your dream game. Not because it's fun to "waste time" on less fun shit, but because you are supposed to use the other games to test all the shit you will need for the "real" one in a "don't care super much if it's clunky and incomplete" situation.
>>739549040My current project is a procedurally generated open world RPG with the sort of randomized quest that you take on as an excuse to find more enemies to kill and dungeons to explore rather than because the story is anything worth reading. I've been putting a lot into the generation algorithms because I know that if they're even a bit off, it'll compound immensely, and just make the game a bad time.Some smaller projects I'm thinking of are:A Horror dungeon crawler where you play as a detective investigating various locations to gather clues to solve a giant conspiracy around a cult. Sometimes there's a threat in the location that you need to hide from.A child-friendly puzzle game where a young boy learns magic to explore this magical wizard laboratory to hopefully escape, and find out why he mysteriously woke up there in the first place.A match 3 game combined with an RPG where your equipment and stats determines what squares drop into the Bejewled board, and the type of square matched determines the action taken. So matching three fire squares does a fire spell, matching three shields gives you increased defense. And enemies have different actions, strengths, weaknesses, resistances, and loot.A soft-bullet hell mixed with a character action game. Imagine Undertale's bullet dodging, but instead of turns, you attack back with your own set of attacks. Maybe one skill enhances your next three damaging attacks, one can only be used after a crit, one has a 10 second cooldown, and the other is a filler attack. And the effectiveness of each of these depends on how well you can time them with a little metronome like indicator.It's a lot of ideas, and I've got very vivid ideas of how each of them will play in practice. The first two smaller games are definitely a bit bigger than the usual recommended small games to start with.Anyway, I'm interested in hearing your thoughts. Start something new, or just power through with my current obsession?
Welp, here is a rough mega terrain. Gotta put in some mountain ranges.>>739549040I usually make a mini project to figure out the component that I want to place in my big project.
>>739549264I guess I've already been doing that with smaller little showcase programs. Maybe I just feel like I'll learn more with a more practical and completed thing, but I also don't think I'm learning any less just because that thing I'm learning is all that I do.Also, for some weird reason, I've bounced off of every engine I've tried to learn, but raw OpenGL has kept my interest for over a year now, and using it has led me to learn a ton about programming in general, and linear algebra. Some of which is helping me to discover solutions to problems.I managed to figure out independently how a 3D raycast works, and I'm still riding that high.
>>739549040Gamedev is not different than anything else. You don't start by building a cathedral or writing an opera. You understand why, right? It's not just about gaining skill and perfecting tools it's also about meeting people and finding your place.
>>739541515Well, if you're like me then you're the type who has to have some kind of creative outlet, and games are fun to... have made. Not always to make, but having finished something feels nice.Finished the new boss enemy recently, was pretty happy with how it turned out. Had to fix a few minor bugs to support bigger enemies but nothing too bad luckily. Sent in some shit for v3 too, so that should be exciting.
Not sure why but Stride 4.2 and 4.3 just crash on startup, no idea why.Shame, wanted to switch from Unity.
>>739550353Just use Godot?
>>739550507No.
>>739550559Enjoy the Unity hell of your own device
>>739548686>but why hate workI don't hate work, I explained why it's not done.It's objectively easier and by extension cheaper, to have other mediums expand on your IP because it also has the added benefit of allowing you time to produce the next game.Video games are a business. Business strategies lend themselves to making money.Warhammer 40k is an example of multiple game genres. But 40k isn't a video game, it's a very popular IP they license out to developers.
>>739550507>godot>a replacement for unity>worse 3d, c# implementation, console support, and tutorialsEh.
>temporal reprojection fixes artifacts with volumetric fog but adds in ghostingwill i ever escape the temporal menace?
>>739543652>>739542819>>739542191Fygoon if he had money to spend on assets
Progress on a rpg thing
>>739550658>It's objectively easier and by extension cheaperSure is. Not you hating work, but incompetent devs.
>>739552671Force the love of God don't do a Gamefreak and give melee attacks some "get at least this close to target" data, instead of whacking the air from a miles away.Looks cool otherwise. The wind effect is neat, although it's missing to affect the grass and trees to be complete.
now that the NPC behaviors is done (mostly), Im taking a break to return to my painter shader.super happy I did this, cus one of the huge issues it had is actually solved with a 3rd person POV and fixed camera angle (like Untitled GOose Game)the raccoon dude looks blurry as fuck so if I use this, i have to tweak it a bunch, or put characters on their own separate layer. hope to figure out some sort of aesthetic that's like "A Short Hike" except instead of pixelated, it's painterlatedits the most stable its ever been, except when there's a ton of edges which are perpindicular with each other.but gonna drop doing visuals for today. I still need to build the second type of humanoid NPC then also set up the constructor for items and the collidersI really wanna spill the beens on the type of humanoid NPC who's coming next, but it's the thing that makes my game from an okay idea to a decent idea so gotta keep it a secret.>>739552671nice is this gonna turn into turn based? or are you gonna do something different from that, like that kingdom hearts GBA?>>739550064is this a new level or are you changing up the colors? last time I saw it was blue lol>>739548030is this a MUCK clone??to be honest, if so, taking the "make a clone of another game" pill is the best decision i ever did.>>739547692nice, between you and that anon making the platform game about the blowfish, the 90s particles aesthetic is 100% locked-in at this thread
>>739553205Looks pretty damn good, maybe just a tad too heavy, might become slightly hard to read
>>739553205>>is this a new level or are you changing up the colors?End-game environment yeah
>>739550662>Worse 3DWhat>LanguageWhi gives a shit?>Console supportThere are apparently forks of Godot that can export even to long dead consoles, such as the PSP and 3DS
>>739550662>worse 3dFor 3D Unity is the "we got Unreal Engine at home" option. For 2D Godot is king.
>>739553520>For 2D Godot is king.No, not really.Godot is just *not behind* other engine in 2D, unlike 3D.That's why people recommended 2D with Godot for the longest time. Not because it was better than other engine, just because that was the part of Godot that was already functional.
>>739553496>Whi gives a shit?Me. C# is good.>forks of Godot that can export even to long dead consolesHar dee har. I'm talking about something a bit more modern obviously.>>739553520UE5 might as well be "Unreal Engine at home" these days.>For 2D Godot is kingUnity's 2D is pretty good these days. Made a full 2D console game in it and it was a pretty smooth sailing experience, not many complaints.
>>739553620>>739553520UE6 announced, boys.They fixed everything.Trust Tim.
>>739553347thanks yeah whenever I start a new project and then delete the URP packages folder in order to put my PRP (painter render pipeline) folder, it defaults onto the max and I'm too lazy to change it.but its nice cus my surface shaders finally work how they should.but yeah I'll prob put the characters on a separate render layer or even stack. each of my post processing effects can be per-layer, per-object, or per-vertex color. so I can completely change it around.
>>739553578>Godot is just *not behind* other engine in 2DIt has all the good stuff in 2D the others don't. From non fake 2D out of the box. No hassle with license. Full source code access for customization with zero restrictions in using engine parts in game. Small compact output files being much easier to share.
>>739541515>Try to look up the NES color palette>"erm actually the NES didn't have a color palette because every tv displayed colors different">just go grab the shovel knight palette instead, which is an NES palette with like 5 extra colors added
>>739553786Pretty impressive, ngl
>>739554090use the DOS one
>>739553786>each of my post processing effects can be per-layer, per-object, or per-vertex color.How??
>>739554090Yeah there's a lot of different NES palettes. I believe that, officially, the NSO palette is closest to correct as the SMB1 sky is meant to be somewhat purple according to Miyamoto.>>739554203I use the EGA palette, that one fucks.
>>739541515Made an equipment crafting system.After building a Forge, the “Salvaged Materials” crafting currency becomes available, along with the new “Artisanry Basics” talent.The “Artisanry Basics” talent lets you use artisanry tools and read blueprints for crafting.The first blueprints and tools can be purchased from the blacksmith at the Clan Domain.You can adjust the level and quality of the item you’re creating from the available options, but you cannot create an item above your character’s level.webm with audio (shit quality):https://i.4cdn.org/wsg/1779482781851018.webmalt webm link (better quality):https://webmshare.com/ZJK80
>>739554387
>>739553578Range engine is a blender fork, one engine to roleplay as the one ring
>>739554090I'm using that one lmao. I did some deliberation on the matter and figured I'm really more about the spirit of the console rather than autistically emulating every minute detail, and I value the slight convenience from this "inaccurate" palette a lot, though I do get basically everything else right with the color limit, aspect ratio, etc. The shovel knight devs put up a pretty detailed writeup on why they added those extra colors if you wanna take a look, though I distinctly remember just one of those was because they wanted to put black people in kek
There's a dynamic moon now that rises and sets based on the system time. It was a pain to set up, but it's great.
>>739554295>I use the EGA paletteEGA HAD MULTIPLE POSSIBLE PALETTES, MOST GAMEDEVS WERE JUST TOO LAZY TO BOTHER, REEEEEEE.
>>739554587Here it is, it's a pretty interesting read. They weren't just lazy, they knew exactly what they were breaking and mostly had good reasons to do so, like there isn't sprite flickering in the game but they basically designed levels in a way that would avoid it if it were actually in, if that makes sense. I would've used 4:3 though, I dislike what widescreen did to 2d platformer game design.
>>739554203I want to have the NES one in my back pocket, in case I make a castlevania clone later down the line.>>739554295The closest I could find to the bottom left was the "nes classic" from this site: https://www.firebrandx.com/nespalette.html. But even that isn't accurate to the bot left purple. >>739554587I flipped through it before yeah. I have no clue where they got their colors from. They link the wiki page for the NES colors, but those colors are completely different from theirs.
>>739554783Oops https://www.gamedeveloper.com/design/breaking-the-nes-for-shovel-knight
>>739553620With unity you'll have to pay out a hefty sum of your profits if you're game is successful.
Also here's a video I just recorded of the new Fortress Fygoon elevator in action. Now you can select which floor you want to go to with a nifty Soul Reaver Ring Glyph-style menu instead of having to wait around to maybe get to the floor or falling to your death. I also added in some aperture-like doors to the floor for the elevator to go through as I began to think it would be weird for there to be a massive hole in the floor; I would later realize that Shadow Raiders had something similar with the Planet Fire palace, but without the whole elevator thing.
>>739554951>210$/month above 200k in profitWow.I wish I was concerned by such a hefty fee.
>>739554216per layer is copying Unity's draw object render feature then doing some changes to create a 0-1 mask of layers. Mines set up in 8 value ranges (0/8-1/8, 1/8-2/8, etc) so I can have up to 8 variations of the post stackper object and per vertex color is tied with the surface shader + mesh info. object ID is more to do effects on one individual object (like the raccoon dude in that pic, with the white depth+normals edge around him)then vertex color ID is for assistance to any effect or shader utilizing normals instead of isolating the post processes, but if I really want to I can mask out an individual face on a mesh and apply a post process to only that. its really expensive and kind of retarded so i dont, but its there.basically if you know how to get your pixel onto the screen, and you know how to determine who that pixel belongs to, you can mask it out and ignore it, or apply post processes.pic rel is old but shows what i mean. I hate that the version of that shader in pic rel is not suitable for games cus it's the best looking implementation i've done :(
>>739555152Ok I got unity mixed up with unreal. But unity did try to pull some bullshit a few years back and there's no guarantee they won't try something like that again down the line. You don't have to worry about that with godot.
>>739553205>is this a MUCK clone??I don't know what that is so no
>>739554652So are day and night cycles real time duration?>>739555002All the elevator, the interface and the level text look cool. The snap to lock in the elevator interface is a bit annoying, but I guess unavoidable.
>>739555002based
>>739541515Slowly preparing for early access release. It's still far from perfect, but it might be as good as I can polish it on my own.
>>739556027The worst they can realistically do is slap the same per profit % fee that Unreal is using. Everything bigger will end the exact way than IronSource's retarded bullshit ended: with the industry giants politely asking if Unity's shareholders prefer sand or crushed glass as lube for when they will get rassraped in court over the Unity games their own studios have.
>>739557092Hey anon, I stumbled on your game from one of these threads as we have tangentially related games in theme >>739543179No need to hand out trade secrets or anything, but what's the approach you took to suspects answering player questions? Are they pre-written or does the AI make them up as they go?
How does anyone begin to understand Unity Shader Graphs?I needed to implement shader graphs into my project since I wanted cool effects, and the ones that can use a youtube tutorial are easy peasy.The problem is that I'm now trying to make my own custom design for a sort of "cracking" effect. The type you'd see when a window gets a big crack in it that grows over time.I'm trying to make a ball that gets cracks in its texture the more damaged it is. I decided to go for an approach using the Sample Texture 2D node where I just passed in some random monochrome cracks i got from google images but for some reason it made it super blurry in-game. Now I'm thinking of approaching an alternative approach that doesn't use that Texture node, but I don't know how to start.HOW DO PEOPLE GET GOOD AT SHADER GRAPHS?
>>739556341>So are day and night cycles real time duration?Pretty much. The system is based on the computer's system time to determine what time of day it is (morning, day, evening, night) and the positions of the sun and moon. I could have done a fake day-night system like most games where the clock is way faster than real time, but since I want there to be areas and characters open/awake at certain times I wanted a real-time system.>The snap to lock in the elevator interface is a bit annoying, but I guess unavoidable.Believe me, there is nobody more annoying by the snapping than me. Cinemachine is great, but it certainly has its quirks.>>739556418Thank you, thank you.
>>739557530Hey anon>what's the approach you took to suspects answering player questions?Player's input is cast into a vector with a small model, then compared against known inputs with vector database. The upside of this approach - you can define actions that change the state of the game, you can use decent quality of voice lines and have it work quite fast. The downside is - you need a great collection of inputs for it to work well, and LLMs aren't half as useful in this department as I hoped. So the answers are all pre-written.I've tried to leverage LLMs directly but there are troubles to that as well. Both Unreal and unity have plugins that allow you to easily access models, the problems are- it takes time- voice lines are either not an option or the quality is going to be subpar- proper intergration with the game requires a fine-tune, and even then it can trigger actions and changes of state unreliably.- trade off between size of the model and quality of answers- jailbreakingEither way you go, it's going to be a pain in the ass, I wish you good luck, I do like your writing
>>739558102https://www.youtube.com/watch?v=taMp1g1pBeEThere are entire channels dedicated to shadergraph for beginners.Just type the effect you want in Youtube, and there should be a bajillon video for it.If you don't find something, ask here what you want to do exactly.
>>739546681Unpopular opinion: danger zones on the floor are bad.Try to do the same thing, but hide the circles or change the effect to a "the floor is cracking with electricity, the lightning is going to hit it in a second" like in Elden ring with environmental lightning storms.
>>739558102googledaniel ilett shader graph tutorials>HOW DO PEOPLE GET GOOD AT SHADER GRAPHS?learn the basics of hlsl. node systems aren't a good way to learn shaders.if you absolutely need to use a node system, wait for a sale and buy Amplify Shader Editor. its way better than shader graph.
>>739558736>its way better than shader graph.It's pretty much the exact same thing, just not free and with more chance of you being the first to stumble upon a bug.t. ASE bug reporter
>>739558265Thanks for the in-depth reply, yeah voice acting seems to easily double or triple the workload for multiple areas of the game. You got some really neat things going there with the player input and NPC responses, best of luck!
>>739558930It's not the same thing tho, shader graph lacks a ton of functions that ASE has, like register local variables, nodes for lighting models, additional + cluster light groups, support for arrays, support for additional passes, and morethe only thing shader graph has that ASE doesn't is fullscreen shaders out of the box, but 1) shouldn't use nodes for that, and 2) ASE can do it, just add the #include for blit.hlsl and sample the _BlitTexturealso the way SG compiles the code, there's a ton of redundant shit. If I have a sample texture 2D node on shader graph, and output the R channel to Add, and the G channel to a Multiply node, the compiled shader samples that texture twice. ASE samples it once in that scenario
>>739559354>>739558930but also generally speaking i wouldnt recommend anyone to use node-based shaders since they're too slow compared to hlsl, and debugging is too convoluted.
>>739558692wouldn't the sparks on the ground make it seem like the damage area is already in effect instead of it being just a warning?
>>739558219Kill yourself rasko
>>739558692I AGREE WITH THIS GUY >>739546681 u should listen to him ^^^
>>739559832be nice, he's trying his best
>>739560068I have no obligation to be nice to that faggot, he's showed his true colors and they are all shades of shit.
>>739559574Not really. It's a game, and player even if is extremely dumb, would noticed that he didn't took damage before the lightning hit. Smoke and cracks in the ground => vulcano eruption from the bottom of the feet, icy floor => ice shards, spooky ghost portal => scary skeleton handsIt's very basic gamer logic. The only ONLY! acceptable "danger zone on the floor" is if the failure = death. So your boss removes tiles from the floor, you shake it before they collapse into lava, but you fill the screen with special effects, it's allowed to put these picrels all over the floor to show a player that he need to pay attention to the floor more, than to a bullets or fire breath.Some games are in the future setting and UI/UX are part of cyber-cool-netics, and a boss is going to shoot lazers in a checkers pattern, you can use picrels there (but even in Binding of Isaac mom foot or Isaac lazer spam are telegraphed by a shadow or angelic glow),
>>739558692Diagetic danger zones are stil danger zones.
>>739560068is he really thoughis that REALLY his besti think he could do better
>>739558692I think this guy is a pretentious faggot. Put the circle on the floor instead of some vague "ooh this might do damage to you or maybe not heehee" particles.
>>739560573It's a range from JRPG >ATTENTION ALL GAMERS, DON'S STAND UNDER THE SCARY ! SIGNVSwestern ARPG>floor tiles are cracked
My lightweight GUI works, hopefully I can be finished with this Sudoku game within a day or so.
Is there some website or resource where build ideas are listed? Like system agnostic. I'm really just looking for anything fun and lightweight to browse.
>>739556168update, I do not like muck at all one bit>imagine if you made incremental progress in a survival game with tight time management>default permadeath, lose 5, then 8, then 10, then 15 minutesfor the record, you might 'lose' several times in my prototype, but runs are 1 or 1.5 minutes long, and should be beatable in 4 attempts. in outer wilds each run is different because you explore someplace else and try to gain new information. you don't do the exact same loop for 12 minutes just to go back to where you were, over and over again.
Anyone need music for their game? My new job sucks and I wouldn't mind pouring creative energy into something that I don't have to take the reins on. I don't want to just shit up the thread with an offer so here's some of my stuff that I've made for fun/other games in the past.>Shop music:https://voca.ro/1kNDWLlGeEtq>Racing game:https://voca.ro/1c7VJQbcq3OU>Fantasy forest:https://voca.ro/1aV6qF3c0M6kI like working in a variety of styles so please just let me know if you're interested, I'm sure I can make something for you.
>>739546681dope
>>739563712nice sounding music, unfortunately i'm not at that point in my game yet :(do you come to this topics often? or have a contact?
Oh god
I've started hello worlding again for the first time in five years just as practice and to get a feel for things, testing some old systems and messing with tiles again.. Probably won't keep these since they were overworld tiles from an older project though. It feels weird that I actually had a lot of this code organized and readable. I almost know what I'm doing.
I'd like to have fake ad posters in my game but I'm unsure how to go on about it..
>>739546681Man
>>739563712The musician I was working with seemingly bailed on me, so I could use a new guy. Feel free to shoot me an email. heavenspillargame@gmail.com
>>739558692sup anon. That was some good and interesting feedback, many thanks! But I think that, at least for now, I'll leave the danger zone for spells as they are, reason being that later on I'll put traps in the levels and I don't want players to think a danger zone is a trap in the ground or viceversa. That said I'd put your idea on my notepad file of ideas and will revisit it later on. Thanks again!
I go through cycles of "my game's pretty good!" to "what the fuck am I doing, I don't have any design sense or valuable vision, what is wrong with me." Unfortunately today I'm the latter.
>>739565595Same
>>739542343Only spent a couple of hours on it today including brainstorming. Got a state machine and interactions system down, made a torch in the dark as a test and so I have a video.
https://www.youtube.com/watch?v=RlOive6N67w
>>739565595>>739565668I'm also in that boat.Still working on this update for BB. The impostor syndrome has hit me hard lately. I just keep feeling like floop in spy kids when he cuts off the show mid-production to go "but what does it NEED?!?!??!?!"
>>739565843This game will sell. You send a big fucking batch of emails to streamers on release and you'll catch at least a few and the ADHD will do the rest.
>>739564467I'll be coming around here a bit more now, so you should see me kicking about. Here's my email base64 encoded since I've had some weirdness with emails being scraped on here in the past. Y29ubm9yY3Jvd211c2ljQGdtYWlsLmNvbQ==>>739565389Email sent.
>>739560293Ok Weeaboo McDweebface. No need to lose sleep over me posting about a magical elevator.
>>739565843This but also “And how the fuck do I put it in?”
>>739566721Kill yourself rako
>>739566812>He's already losing sleep over a magical elevatorlmao
>>739560651You seem like the kind of faggot who writes "a bloo bloo bloo" instead of "boo hoo" like a normal person.
>>739566887Kill yourself rasko
>>739567019>couldn't do it right the first time now has to do it againHow embarrassing.
>>739566971I'm a wah wah wah type of bloke actually
>>739567170Sit on a dick then kill yourself rasko
Fagoon can you get therapeutic help for your malignant narcissism? Please? At least until you stop biting the worlds most obvious bait ever because even the thought of your ego being tarnished makes you crumble.
https://store.steampowered.com/news/app/1111930/view/669491979075192005Just pushed multiplayer onto the main branch after spending the whole fucking weekend fixing a bunch of desync bugs related to NPCs. Starting to line up voice actors and roles and such too.
>>739567323>Starting to line up voice actors and roles and such too.Thank God, tried to get back to the game few months back and I gotta say the half assed voice generation welcome is rough.
>>739567857Yeah our #1 complaint by far now is the lack of or placeholder voice acting. It's just enough of a management thing that other stuff took priority.
>>739541515Gamedev is probably the most unhealthy hobby there is
>>739567274What else do you expect from a half mexican half russian monstrosity? Only a troon has thinner skin than he has.
>>739567323>give me some cool moves, I wanna filmHue, I say that to the screen when I'm filming for trailers. But good stuff man. Are you doing a launch discount for gold?
>>739568124not a bad thing if thats the biggest complaint coming from players.
So how does Ninja Gaiden actually do movement? A FSM? Root Motion? Impulse curves? Animation frames? Something else entirely?I know I need to completely remove air control, that much is true. I also know they did fighting games and translated a lot of that movement to this, but I'm not quite sure how.
>>739568398When 1.0 comes about, yeah. I've got about 75k wishlists still so sales help a lot.
>>739568306very Mario 64-esque, love the little dude
>>739568908Thanks! Bob-ombs were the inspiration
>>739565329okay, I whipped up something
>>739569637>>739565329just take posters or other bits of graphic design you like and use that as inspiration desu. i think in our game's deep lore journal logs, there's this fashion magazine with a cover inspired by the art of that bizarre sonic team game where you hit on a girl
>>739565329What's the vibe of your game? If even somewhat real-world you'll be able to find tons of sources on advertisements from that era.
>>739569790that's not a bad idea.>>739570048it's a horror game set in a small city with realistic low res graphics, not set in specific time but before the smartphones. I made this one >>739569637 and I think it came out alright albeit nothing special.
>>739565329Can do better, lol. Mock some 90s self help booklets>>739569790Or that idk
Is it possible to make one of those "desktop companions" with Godot?
>>739570289>came out alrightNo, it didn't. Don't take the next best thing.
>>739570391Okay, what's bad about it?
>>739570361i saw someone make one that was meant to help you focus on your progress aa few months ago here, so yes
>>739549110You just gave me the idea to make scene where the dragon speaks. Should I make it telepathy with a woman voice or have the lips of the dragon move with a female growly voice?
>>739570449Picture, girl aso are.l fine, could change the blue if you like, but it's not needed. The text is complete bs. Make something that's utterly ridiculous or u unintentionally spooky, like>come in, stay forever>blink once, never go anywhere again>why settle for two if you can take 100Use subliminal messages or whatever.>>739570605Growly tone that trainers and riders can understand.
>>739568667look at him go
Good luck, anonsYou'll need it
>>739570986I was already single and almost friendless when I started with the current game. Nothing to lose, everything to win baby!
>>739571113What did the goblin say that was trapped in a pseudo quantum state?
>>739571248he dared suggest that goblins have rights (they don't)
>>739570986>point and clickhigh-tier self-sabotage tbqh
>>739570986>point and click dev studioPeople are delusional. If you're working on it as a hobby while you have other sources of stability in your life then go ahead, but if you're giving up everything else like this for the love of God at least do something that has a tiny bit of appeal outside of 5 people.
>>739571304THE GOBLIN BILL OF RIGHTS§1 it's not theft if they're not looking
>>739570986yeah im sure if point and click adventure games didnt exist youd be a billionaire pussy slayer lmao LOL
>>739567323Cool stuff, how did you find a publisher, you reached them or did they? What was the barebones of a contract? Please don't breach the NDA, share only what you are willing to share.And Honestly this is very promising.
>>739571113Does your protagonist have a name?
>>739571486kek>>739571993not yet! Once I come up with one he'll have a default and canon name but right now you are able to name it whatever you want (like in Zelda)I'm very, very bad for names, so it'll still take a while.
>>739541515Just popping into this thread to say that gdscript was a mistake. Fuck godot devs. :)
>>739572175Neat
>>739572175>Once I come up with one he'll have a default and canon nameSomething simple and vaguely heroic like John always works.
>>739572595>vaguely heroic like John always works.>t. guy names John
>>739572595Glad you think that! I first thought of Jack, since two of my fav game character's are named that (Jack Kill Chaos and Jack Raiden)
>>739572972Yeah when I think of a heroic blond guy my name goes to short J names like Jack or John. Dunno why.
>>739572938hey, be respectful to gordon freeman's brother. he's the saver of humens
>>739570986this is simply the game dev path, you're gonna have to accept it
>>739573040Gordon freemason is scared of spheres and gives up the fight entirely once he sees one.
>>739573039Sir Jack Johnson, son of Chad Johnson
Threads always happen when I’m at work…I just finished a model yesterday and wanted to post it…I made a turntable animation and everything…
what do we think of the new godot asset store?
>>739572175Does your area in real life have any cool myths or folk tales? Could maybe use a name from that type of stories.
>>739571113Hope it was worth it, lil feller
>>739546681Looking good.>>739558692>Unpopular opinion: danger zones on the floor are bad.They feel very "video gamey" but it's realistically the best way to convey the accurate attack size to the player. You're using Elden Ring as your example but that's a fucking dogshit game for visual clarity. Nobody should ever be using Elden Ring as their inspiration for spell/particle effects animation because it's beyond awful on so many levels.>"See this massive pillar of holy energy descending from the heavens?">"Hurr durr it has no hitbox aside from the point of contact on the ground so you can just jump to i-frame it."
>>739573348get ready for all useful addons to become paywalled
>>739573368I live in the land of Don Quixote. I could look up some names there, cool idea anon many thanks!
>>739573342too bad chump, should have been a neet
>>739573549He's Antoine
>>739572595John Hero is truly tried and tested protagonist material.
>>739570986A friend went through divorce. Had to buy her an apartment so that she wouldn't take the house. Now he has to pay off the loan, pay her and the children and he is only allowed to see the children for a few days a week.Not like going the family route is guaranteed to lead to a happy ending.
Any of you guys use Clipstudio Paint?I have 1.5. Wondering if its worth upgrading. Hate how everything is some gay subscription now.
>>739541515Gamedev has unironically made me a better, healthier person. I didn't know what the fuck to do with my life. Once I found the joy of devving I started turning my life around.
>>739573827based! I've been smoking way less weed since I started devvin
>>739570361I made something like this with Unity loooong ago (a damage analysis add-on for City Of Heroes).Game engines generally don't really let you do that kinda shit, and I had to directly call a whole bunch of OS function to get the game engine to have a transparent windows that was both clickable and letting clicks through around it.
>>739573884Same bro. We're gmi
>>739573348What's wrong with the market?>>73957347410000%
>>739573474Hard to do this with Godot because everything's conventionally MIT licensed like the engine. You can release a super special paid commercial version but the previous one is free forever and anyone can fork it
Some progress on my still janky boss fight.>>739547395Nice weight on those movement animations. A bit too long of a pause before starting a wall run IMO>>739568786Biggest yes-dev on these threads>>739571113Me never finishing a game is an inside joke in my friend group, could be worse I guess.
>>739573348I never used asset stores, I pride myself in making everything myself with just what comes by default with the engine (just won't make an engine myself because that's too much work)
>>739576002Are you blocking, parrying, or taking hits? It's pretty hard to read what's happening in webm. Otherwise it looks pretty decent, I like the design of the characters
>>739571925Publisher approached me, so I was able to negotiate a good contract that definitely saw a huge increase in wishlists and eventually sales, plus some hookups like published articles in PC Gamer and such. They had asked about localization stuff too, but the whole ~4 million words thing made that totally nonviable. Game's gotten slightly popular in Russia nevertheless, so I at least made the game able to be modded for translations and new fonts to better accommodate some of that.
>>739576002the effects on the boss look great! but imo your "on hit" feedback is a bit poor. I'd try adding some flash on the player and enemy when they get damaged, that would help differentiating between "I've been hit" and "I've parriead" which imo right now is a bit hard to determine at times (and it will get worse as you introduce crazier bosses later on). Some particles on hit would also be nice, and while I see some are already there they aren't very visible... might be the white background, dunno
>>739576496Not a big fan of shields you can constantly keep up and block everything, so I made a buckler that pops up for a second when you use it.It has a small parry window and a bit bigger block window, if you miss the parry. Honestly it reads pretty bad lol, so I think I'll just make it a parry-only, high risk/high reward kind of thing.
>>739576496>>739576934it's just the cape getting in the way. that's why it's impossible to read shit
>>739576002How do you do movement?
What's the reason to use Unity now if there's an asset store for Godot?
>>739577220I believe that depending on the type of game Unity might be a better choice, like open-worlds and such
gamedev makes my balls explode>pretend as if i posted a webm with default balls exploding with vfx in unity editor
>>739576892Yeah, I know what you mean. After I finish the core boss AI, I plan to spend a few weeks improving the combat juice. Also I need to make the protagonist's attacks faster and meatier.Playing God Hand and No Rest For the Wicker for inspiration ha.>>739577013Good news for you anon - I'm very close to biting the bullet, giving up on cloth sim, and hand animating the cape.>>739577058For the player character? 8-directional blendspace + always keeping the character oriented towards camera direction.
>>739577579>I need to make the protagonist's attacks faster and meatier.Nice! I believe that aside from reworking the animations, giving the weapons some kind of trail would help with that>Playing God Hand and No Rest For the Wicker for inspiration ha.based GH enjoyer. I'd like to try NRFTW but the main dev is a retarded attention-hungry faggot and I'd rather not give him any money
What stops me from just plastering a +18 sign on my game so I could add edgy stuff in peace? Difficulty in marketing?
>>739577772You'd probably get the same challenges regardless
>>739546247It sounds like a fucking pharmacy commercial. Would you ever want to hear something like that in a game? What game is this being used for, even?
>>739577579I would seriously just get rid of the cape for now to test how readable the game becomes without it. Even AAA games tend to have clipping with cloth physics so I'm not convinced there's an easy win to be had there
>>739577579I like it
>>739577772Your reputation would be shot, and if gets bad enough the big stores like Steam and Itch would tell you to fuck off. Depends how much you care if that's a determent.
>weird behaviour for a while>put trace everywhere>every input is fine>every output is wrong>AI declare my function is mathematically incapable of failing>put even more traces>turn out Unity's shader compiler just fucking remove all condition checks if you use a switch statement with only one casewtf
>Unity's been at version 6 for a while>Unreal had 6 announced today>Godot barely entered the 4 erayikes, you guys don't use that one, right?
>>739573320Not to be confused with John Jackson, son of Brad Jackson, who shouldn't be confused with Jack Braxton or Brax Jackston
>>7395790294 is way better than 6 tho
>>739578294It wouldn't be porn, so I should be able to get in. But I heard Deep Rock Galactic devs had to cut down on mature stuff like swearing it cigars to be able to market it.
>>739579146Drug and cigarette use can give your game a higher age rating by the ESRB or similar boards, making it harder to sell in retail stores requiring an ID for M rated games and such. The average indie isn't getting a retail release and doesn't need to give a shit
>>739579029to be fair, Unity's actual version would be somewhere around 13 if they didn't sweep 2017-2023 under the rug.
>>739578887put a default in the switch statement if you're gonna use them in hlsl.why is your shader tied to logic.
>>739579406Oh, so marketing isn't a problem? Nice, thanks!
>>739579406>The average indie isn't getting a retail release and doesn't need to give a shitPlease think of the Germans.
>>739579571I removed the switch and put a basic "if" instead.>why is your shader tied to logic'cause I'm using compute shaders.
>>739565595Me too senpaiI'm looking at something I've put so much time into and feeling like it's worthless garbage and that I have nothing to offer creatively. Despite having skills, nobody wants me to help make their vision come to life either. I have no role to fill, I'm fucked.
>>739541515I have cell shaded, anime, NES pixel art, AI slop, fygoon fatigue
>>739579846ohh thought it was fragment lol nvm. but yeah thats an hlsl thing as far as im aware, even on UE4 shaders, switch statements need default otherwise it won't compile correctly
>>739579921I bet your crabhead wife doesn't have these pinchers
>>739568667I'm just going to refactor the player's movement into a finite state machine
Can someone summarize the big difference between Godot and gamemaker studio?I came from python but poking around in gms seemed more intuitive to me.I'd be wanting to make some simple roguelike tactical games.
Are there any alternate names for the "turn based, JRPG-style party combat" genre? I'm thinking "Team Battle".
I've been meaning to try it for years but it'd take a full time job and years to complete any of my ideas. Plus I can't do artworks or music so money too. I created a game in Pygame in a few weeks but that's it. Anything bigger than that is impossible in your free time (or it would take like 20 years).
>>739570986I went down the gamedev route because I couldn't find love and start a family. Only difference is that I am an absolute time thief on my job and am basically trying to get to a barista FIRE style situation where I don't have to stress out too much about finances.
i'm getting mindbroken by this issue. in godot i used this dynamic voronoi fracture script to break props dynamically based on how hard your character hits them and where. so you can form cracks on different parts, or outright shatter them like with a column or tree. i can somewhat script out material types to shape the fractures, but how do i define textures on the interior of a mesh if the destruction isn't predetermined?>>739580740godot has a lot more versatility to it. you can implement pretty much anything in 2D or 3D that could work in unity or unreal barring level streaming for open world.
>>739580942Everyone here has had their phase of "I want to make a super ultra simulation that's also an MMORPG and makes anime real" too but has had to break them down to what is necessary for their vision and curate them until one came out that was feasible. If there's nothing more reasonable you're willing to create, then c'est la vie, imagining is fun anyway
>>739581204Tbh one would be quite doable, that is the one I actually started doing a GDD on. I actually want to throw together a prototype in godot just to test if I can even make good, satisfying movement and controls.
>>739581192I use Unity, so idk if this would apply, but if you're generating a vertex/face or whatever during destruction, so that the broken bits look "filled in" if that makes sense (like no gaps)you can assign vertex colors to the generated mesh, this is basically a color value for that vertex rather than using UV maps or textures. it's how old games did it, and how I'd do it if generating mesh at runtime. if you must use a texture, at least in Unity's mesh generation its possible. But you have to iterate through each vertex and assign a vector2 value for its UV coords. its more trouble than its worth because each vertex needs to be in specific order so the UV triangles don't look weird or flipped.
>>739581192I don't get what you mean about open world level streaming. You can absolutely load assets or level chunks in the background in Godot.
>>739582195last time i checked it was still an active feature request, but maybe that's changed. i've looked into it and only found one solution that supported it called open world database.
For your pleasure, I gave the dragon a voice. >>>/wsg/6157823
>>739582832But can you romance the dragon?
good morning i have no idea what im doing
>>739582832Sounds like someone got funny feelings from Drakengard I will now buy your game
>>739570986>Viktor PflugDude is mentally ill and can't stop whining about Wadjeteye games 'stealing his game', alongside 4 other people that worked on the games with him.If anything he screwed himself over with his ego.
>today's date is may 25th, 2026>date of your last backup was _____
>>739552061Haha, I can appreciate his work. There is a charm to doing it all yourself, like he does. >>739570729The voice is a bit raspy and telepathic/can be heard only by trainers and riders. >>739582853Ehh, I am still on the fence on how far I should take it. Here is a dialogue I wrote earlier today, which goes more into that direction:“I told myself I would never carry another rider.” “Every bond ends the same way for creatures like me. Time takes you. War takes you. The world takes you.” “And yet… when you look at me, I forget every promise I made to myself.” “You should fear me.” “Instead, you walk closer.” “…Do you have any idea what that does to a lonely dragon?”>>739583025Oh Angelus...
i don't know what to work on next
>>739583613do you guys not use version control or something
>>739583917You should make backups alongside version control anyway just in caseRemember to keep copies on separated drives/machines
>>739582650It sounded like you said "Godot bars you from implementing level streaming" which was crazy to me because there's there's dynamic loading tutorials right in the docs. You could implement proximity based chunk loading in under 100 lines.But if you're saying it won't automatically break a map into streamable chunks and load them on the fly like UE, you're absolutely right. It doesn't have anything like that. I don't think Unity does that out of the box, either
>>739541515Real question is gamedev dead now ai vibecrapping exists?
>>739572342Explain?
>>739545038World of Warcraft.
made a DBZ style effect for that DBZ style air dash. Boss is starting to look kinda cool I believe, but I want to change the arena's lighting so it's more visible in the central parts
>>739568306He can walk now
>>739585840And run
>>739585886holy shit he clearly doesn't fuck around
>>739585792Cool
>>739585840glad the deviantart mascot is still getting work
>>739568667Ninja Gaiden has air control, jump straight up and move, you'll see nudging.
>>7395809284 niggas in a row
goblin bump, but no goblin
>>739588275You're the goblin :3
>>739588334I wish! A goblin wouldn't have to go to work tomorrow...
>>739578115it's for my day job which is extremely dull and boring.
>>739582832hell yeah sounds like kreia from kotor2
>>739586451Yeah but it's still very minimal
>>739585792Loving it. The way you can hop over that kick. >>739589164I hear it, yeah. Sleepy time. Bye all, it has been fun.
Im thinking of starting over with a new direction (again)...
>>739585792This looks cool, but your hitstop looks like the game is lagging. Are you just using a sleep or some kind of spin lock on the main thread? The only thing that should freeze are the attacker and defender. Easiest way to do it is check for hitstop in your character state machine before updating the animation and physics, decrement then return. It's also handy to store current velocity when you get hit, zero it, then re-apply it when hitstop is done.
>>739558102I've only recently started tinkering with shaders myself, so I could totally be leading you down a completely wrong path here,but, here's how I'd try doing it: First, I'd figure out how to generate "Voronoi Noise", a type of noise I only know the appearance and name of because I've seen it in Blender before.If you search online for images of "Voronoi Noise", you'll see it already quite similar to the look of cracked glass by default, except, it looks a little bit too round and feathered to be glass.So, what I'd do then, is I'd figure out how to add in some kind of minimum color threshold to it, something like:if(color<0.95f){ color = vec3(0,0,0); }else{ color = color; }To keep only it's brightness spots, so I can get what looks like clean sharp cracks of glass.Then, to get the effect of glass cracks "cracking", I'd make a mask with different color values for each shard, or for each cracked section, and I'd use these color values to fade the original image out harshly at differing, individual times.To create that mask, I'd either figure out how to make "Colored Voronoi", whatever it's called, which seems like I'd suit the purpose quite well, or I'd simply make one in Photoshop.Once that's done, to get the glass cracks to break, I'd do the same thing I did before, a minimum color threshold, but with the mask, instead, a minimum color threshold that changes with time, or that I can control with a material variable, or whatever it's called in Unity, something like:if(mask<glassCrackThreshold){ mask = vec3(0,0,0); }else{ mask = vec3(1, 1, 1); }Then, you lerp the value of glassCrackThreshold, and shazam.No idea if this would look good or if it would actually work, but that's how I'd try doing it.
>>739591520It might be called "Worley Noise", actually.And also, you'd want the Voronoi, or Worley, to be seamless.And the idea behind generating it from noise instead of cracked_glass.jpg is to get seamless, sharper looking glass cracks with customizable glass shard sizes and glass shard roundness, and the ability to easily generate as many variations as you want.
since I can't concentrate on finishing one thing I started a new one. This time I'm reworking some Phantasy Star sprites to make a flying shoot em up. Right now I've just been jamming on backgrounds and enemy art, but it's more of an art project this time around.
>>739593176I dunno I was just having fun noticing I could make repeating backgrounds out of the original battle backgrounds.
>>739593283need more enemies though and I'm not sure what I want to do aside from some futuristic ships. Probably gonna lean into like abstract celestial stuff