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File: 1771830263812901.jpg (82 KB, 1024x576)
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Idk where the last one went. But it's progress posting time. Post your midweek
>Plans
>Needs
>Struggles
>Memes
for your game.
>>
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I guess with how quickly the last thread got nuked, I can repost this again? Finished up a new boss enemy right before some more boring work like trailer editing for v3,arranging marketing and replacing our entire website with something more sleek. I can post that as well if people are curious, I'm pretty proud of the end result.
>>
>>739687976
I could be writing my game story right now, instead I'm browsing 4chan
>>
>>739688554
aren't those projectiles too small? also the red ones kinda blend with the floor
>>
>>739687976
player space projectiles are pain in the ass
>>
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>>739689991
>>aren't those projectiles too small
Seems fine when you're playing from the tests I've held.

>>also the red ones kinda blend with the floor
Didn't realize this before, but shit you're right. Thankfully this environment will be saved for the ending, the normal environments don't have this issue.
>>
Anyone know how gamemaker studio is with mouse controls? I wanna finally take the plunge and make this game I've been thinking of for years but it's 2D mouse based and I don't know which engine to pick.
>>
>>739690307
use godot or unity. gms sucks

>b-but
trust me.
>>
>>739690634
Which is best for a complete noob programmer? Game is about Papers Please levels of complex
>>
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finished modelin a new weapon and did some shopgirl changes. now i rest.

>plans
make a chainsaw wielding enemy
>needs
none
>struggles
texture painting
>>
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>>739687976
plan is to finish the boss before June 6th, and I also want to make the arena have more light because it looks too dark right now
>>
>>739692238
Looking good. Just a thought but the force from his wings thrown at you would be tremendous at those speeds.
>>
>>739692232
animations feel a bit too stiff
otherwise nice
>>
>>739692238
very nice gobbobro. i think the arena is well lit, but the demon itself is textured too dark

>>739692898
thanks anon
doing this made me find an animation course. after i do some other work i'll hop into it and try to animate properly.
>>
>>739691453
I guess Godot because Gdscript is baby mode.
>>
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>>739692854
thanks! they are fantasy wings, no need for realism here as long as it's fun and makes sense
>>739693018
many thanks! Also yeah I think the problem might be the color being too dark. I'm trying with increasing the intensity of the Albedo and I think that might just do the trick.
Very cute shopgirl btw, I love that "TV distortion" effect you do when changing weapons. Do you make your own character in your new game? You could have her as a super secret unlockable for when you beat the game or something, I bet people would love that
>>
>>739692238
consider giving the demon glowing eyes or something
>>
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>>739687976
I'm writing design docs so I have everything organized and clear. Gonna finish the enemies behaviors and then will focus on the lewd mechanics. It's not too fun but I feel that it's very important because without a plan I will just walk in circles.
>>
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>>739694004
>>739694194
made it slightly brighter and made the eyes way brighter. I think it's looking better
>>
>>739690307
It's fine. The last game jam I did I used GMS and mouse controls. GMS is a great place to start.

>>739691453
Are you looking to solodev or would you like help from a programmer?
>>
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Implemented animations, though they still break sometimes.

I am now working on unit vision. Right now, the full map is rendered. The goal is that each unit has their vision, and we can only see things within range.

I'm working on vision because I need to have the wolf packs be able to attack units when they're hungry, and they should only go after units they see.

Once I have that, it's just a matter of implementing the attack and death animations and I would have a game loop. The foundational one.

After that, it's time to program resource gathering for settlements, like wood, minerals, crystals...

Wish me luck
>>
Today we are reworking the camera and adding an enemy the player can't just jump over
>>
>>739691453
You can probably do it in any engine. Just try all of them and sick with the one that has the workflow you liked the most. Try making the same tiny test game in all of them.
>>
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working on ledge grab and animation controllers, very messy
>>
Does anyone have a decent microphone and want to say a handful words for my game?
>>
>>739697139
whatchu need
>>
>>739697135
that shit always starts being messy. Keep polishing it and I'm sure it'll end up looking great
>>
>>739697295
These words in a flat tone
POWER UP
DROID
SHIELD
EXTRA
LIFE
>>
I took a nap today while Claude was doing my job for me. It's cool to be able to focus on gamedev but I fear I'll be replaced by the machine very, very soon
>>
>>739697536
what did you have it do?
>>
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Updated skyboxes
>>
>>739697759
God these colors.
>>
>>739697714
a whole design on a new functionality and a proof-of-concept for the product lead to test. Shit would have taken me a day or two, the machine did it in a minute or two.
>>
>>739697759
kino
>>
>>739697957
What's wrong with them?
>>
>>739698448
Nothing, sorry. They're great.
>>
>>739687976
Hirdrih Technologic: The one time you'll see Illou smile, given who he's talking with.
>>
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I restructured the dialogue options, here is the rough outline how they are going to be. Most which you see are default ones that are the same options regardless which character you are interrogating, this is to let the player map out what the characters know with police interview style, without spoiling the character's importance and role through them.
On the right are some options unique for each character, I'll have multiple ways for player to discover them to make it more natural and not dependent on the discovery of the exact correct clue. I'll probably add even free input option for player that mainly gives bonus material to work with for extra keen investigators, and not something that you'd feel compelled to bruteforce through to solve the case.
>>
>>739687976
I have only 2 (+2) games left to play and ~80 books to read before I can start making my game
>>
>>739698448
Ye, awesome. Any tools or just a professional eye for colours?
>>
>>739687976
>Struggles
Wanted a high gravity section in space. Has that ever be done before? Unsure how high gravity even behaves correctly. Is something like crouching life threatening for humans?
>>
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>>739697387
https://www.mediafire.com/file/6ot1o2cbktaidi5/ksadlkahsd.rar/file
there's some mouth noise because I havent had enough water today. they also might not be flat enough, sorry.
>>
>>739699173
Eh, just real life photo references at different times of day.
>>
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>>739692238
>plan is to finish the boss before June 6th
Good, the gobbos need to ready for the D-Day.
>>
>>739699937
you just made my day and gob that goes straight to the fanart folder
>>
>>739695031
He needs to be brighter, more obvious. Too dim.
>>
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Progress!
>>
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>>739700445
He does look brighter at times, like when casting a spell or when he's near those torches at the limit of the arena. I like the contrast in those moments, but might still make him slightly brighter later on after I've got some feedback from the demo
>>
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I just found out that a bug I struggled to try and fix for over a month was actually caused by a driver issue because I was unlucky enough to update in the 17 days from when it was introduced to when it was patched.
I was running myself ragged, missing sleep, and rewriting whole sections of my game to try and figure out what was going on, only for the solution to just be a simple update. ChatGPT was as useless as ever, confidently saying the problem was one of a handful of different things that were obviously not the real cause.

The bug only existed if you use a Radeon card with OpenGL on a cutting edge updated Linux system like Arch.

I've been brainstorming ideas about how to implement a bunch of important things at work the whole time, but I've been so focused on getting this fixed that I haven't tried actually making them.

I don't know whether to cry, take a break, or both. I need to head out to work in about ten minutes, so that'll be fun.
>>
>>739701606
>devving on linux
say it ain't so.
>>
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I made a tennis game in a few days
https://dead-imagination.itch.io/tennis-for-all
>>
nothing to show, but I'm doing a bunch right now.
>>
>>739696239
I mean help from a programmer would be great, yeah. I'm not much of an artist or programmer but I'm a pretty good writer and musician and I have most of the mechanical ideas figured out. Would you want to help?
>>
I've a mind to project hop off the side project.
One issue is the shader is broken, but only on one mesh, and I already checked the normals.
the other is.. I'm not sure about the fun. even though I'm ~2 weeks in and just a few days away from wrapping up a prototype, which might be worth it just so I can list it as something I've done.
>>
>>739702220
how is it broken
>>
>>739699450
Oh, thanks dude. This works for me.
>>
should i add pathtracing to my game? it looks kinda cool...
>>
>>739702614
no.
>>
>>739702393
one or two meshes are entirely black. they share the same shader as other meshes that are fine. look fine in editor, bad on play. verified same UI scene, no duplicate bullshit. and restarted godot, it persisted.
>>
>want to post progress
>hate this place and the fags who show theirs. Solodevs have never single handedly, without more than one person, on their own, produced something like Zelda. So why bother?
>>
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I made my game attention span friendly by adding options to remove the action scenes so animations just play out quickly on the map screen. You can also hold a hotkey to do the reverse, like if you had them off, you could hold a key to turn them back on temporarily.
>>
>>739702967
>hates this place
>can't greentext correctly
Adds up. Why are you here?
>>
>>739702967
you mean like stardew valley which is zelda+farming?
>>
>>739702967
>So why bother?
Be the change you want to see in the world
>>
>>739694004
>Do you make your own character in your new game? You could have her as a super secret unlockable for when you beat the game or something,

thinking about doing that!
ended up doing something similar in my last game where if you beat the game once, you unlock a Skeleton character for your next run. he doesn't have any special stats, he just looks and sounds like a skeleton
it was a big success
>>
>>739702967
you have plenty of tools to make it on your own. the devs who worked on OoT would kill for the tools today. just do it.
>>
What would be the best place to commission someone for some horror game monster assets (so model texture, rig, animation)
>>
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I just finished working on audio and UI.
Now I'm going to work on the level generation system.

https://streamable.com/c3iu5e
>>
>>739702028
Excellent animation as always. Have you ever thought about making a turn-based roguelike RPG with very little dialogue? Most have very stiff animations, and I think if you could maintain this level of fluidity throughout the encounters, your work would stand out
https://store.steampowered.com/app/4206080/Neidfyre/
https://store.steampowered.com/app/4155970/Chrono_Seoul/
>>
>>739703165
Because being a faggot who knows more about 4chin culture is th true flex
>>
>>739703862
Very nice, those jumping noises primed me to expect Mario's triple jump though.
>>
>>739703634
art station or sketch fab (not fab) are good, but its a 50/50 if the person just wants to share their shit or actually find work.
or find models you like in any asset store and email whoever made them

fiverr and upwork, maybe. lots of scammers on there. i've seen a few people in these threads get burned by fiver and upwork over the years.
>>
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Just working on my little zelda clone. Lots of random things today. Implemented some simple tile checks for special things like being half-submerged in that bad-looking grass (eventually water too) and for audio changes for footsteps.
Added a little player sprite now too, at least it's something. Gonna work on an enemy next, finally.
>>
>>739704230
>heh, I'm spending my time on a website I hate and imagining that I'm better than everyone!
>that makes up for being a kissless virgin making no money and living with mom!
>>
animation cancels, dodge rolls, damage numbers
>>
>>739704613
looks cute
>>
>>739702967
that's because this type of environment overly encourages the 'small wins' spamming which is a huge waste of time. people will spend 1 hour implementing something small and 4 hours farming engagement about it. the people who make it don't come here and post what appears to be the same webm of little UI changes or a single change in some animation every single week. they are too busy soldiering on.
>>
>>739702967
Does it have to be explicitly solo devs or can it be duo devs or small team with less than 5 people?
>>
>>739705045
It takes one minute to record something and post it on 4chan. I get you're not making any progress, but you don't have to crab about it
>>
>>739704475
Thanks.
>>
>>739705045
True, no need to worry then, back to making progress.
>>
>>739704613
The animations on that monkey are 10/10
>>
>>739697759
Looks comfy
>>739699743
>using reference is cheating retards btfo'ed
Based
>>
>>739702486
>>739699450
I added the voice clips to my game, didn't test too much but they should work: https://testing.cliax-games.com/

Thanks again, I'll implement voices not overlapping each other later.
>>
>>739687976
>Idk where the last one went.
Don't make this thread a general, newfag.
>>
>>739697135
cute hat :3
>>
>>739705476
>>739704912
Thank you, I am dogshit at animating in general and it has been 4 years since I've done any art assets, so it's taking me a while to get back into things. Dumb little animations were a good excuse, lmao.
>>
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Not much to post this week, but currently i am working bridging the main quest and side quests to their respective dialogue that initiates/completes the quest. So far testing has gotten through 75% but the finishing of the quest function needs to be fixed and completed entries need to be added to the widget.
I will also set up a new widget that loads full description information, which is easier to build than before since the data is pulled from the data table.
Experience and points have been made i just need to build the ui parts and attach the award to the quests already built.
The quest widget display active entries correctly and you can cycle through the main, side, and complete entries with the left and right triggers.
Animations and meshes are getting updated so they're lining up properly before exporting from blender, and adding the respective animations for each stance and blendspace to properly adjust characters movement when focus on an enemy.
>>
>>739687976
I think I'm too retarded for Godot. What do I do now?
>>
>>739706775
install codex or claude code and have it do everything for you
>>
>>739703862
Cute!
>>
>>739706829
Has this ever actually worked?
>>
>>739706949
Can't speak for Godot, but Claude Code can actually handle doing basic Unity stuff. If you're doing anything simple enough that it can be done in a premade engine, you can use Claude to do it.
>>
>>739706949
yeah it even will create scripts and do things in the scenes for you. its idiot proof. if that doesnt make it easier for you to maek gaem then you are functionally retarded and need to go do something else.
>>
>>739706775
tell claude until it makes you less retarded
if you're making an action game search for
>[game you want to be like] speedrunning physics documentation
or if there's a romhacking community for it steal physics using that.
tell claude or gpt to convert the physics (which are usually in px/second) into formulas you can use with godot
>>
>>739702028
Looks good, albeit a bit generic.
>>739687976
Some game used cardboard photos to apply cel shades on it. Why is the photo needed? I thought everything can be done digitally in a jiffy?
>>
>>739702157
Sure, I could help. I guess you can't message randos on Discord anymore, so I made myself a server: yQeF5gxn.
>>
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>>739687976
>Plans
-Implementing this guy, and making him throwable
-Make him relocate near the player, outside camera view, when he gets stuck/too far away
-Fixing my dialogue script parser
-Fixing the scenario script parser
-Implementing the NPC relay/patrol system properly
-Fixing the dialogue box graphics
-Fixing the freeze-frame hitstun impact effect
-Implement hurt boxes and real combat
-Reworking the inventory system
>Needs
Brain upgrade
>Struggles
Intellectually
>Memes
Bing bing, wahoo
>>
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>>739709367
When we both are done with our games we could have a collab: Plink & 'Blin - Beyond the Kino
>>
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>>739709554
I'd love that.
Actually, I've been thinking about adding a cameo red goblin somewhere in my game already
>>
>>739704613
Are you on a team? Nobody can make a zelda game on there own.
>>
>>739709684
lel. Well if you want feel free to, but not until I've published my demo at least pls
>>
We had a great discussion about good and bad tactics games in the tactics thread this morning.
>>
>>739709892
I'll make a goblin game before you, beat you to the punch and swipe the whole goblin market.
But nah, don't worry. I am faar from any release at any rate. I'll let you know if I get that there one day.
>>
>>739710112
>I'll make a goblin game before you
AAAAAAAAAAAA NOOOOOOOOOOOO
>>739710112
>But nah, don't worry
oof! that was close. And yeah sure! Whenever you want anything just ask away
>>
hehehehe
hahahaha
I, too, am creating a goblin game.
>>
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>>739710254
Too late, I've already trademarked Red Goblin Game Ltd. Sorry, no bad feelings
>>
>>739709789
All on my own I'm using Suno for AI-generated music though, at least temporarily. Will I make it? Probably not, having fun though.
The nice thing about zelda games are that dungeons and everything can be pretty modular, I think? I have a goal to at least make ONE crappy dungeon complete with ONE boss and ONE simple puzzle gimmick, on top of some semblance of a small overworld area.
>>
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>>739710693
jokes on you, I have goblins of many colors! ha ha!
>>
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>>739687976
Monthly devlog coming up on the 31st on https://multimaniacsteam.github.io/. This month i'll showcase a cutscene (kinda lengthy, about a couple of minutes) and some gameplay. Here's a sneak peek of the combat. Please, ignore the combo text, I was just fucking around with canvas-less world space text (I didn't even know they existed, I thought you needed a canvas) and probably it will be removed before the demo comes out later this summer.
>>
>>739709925
Thanks, I'll look it up
>>
>>739705614
How the fuck is using a reference supposed to be cheating? Retards
>>
>>739709789
why the hell not
>>
>>739709789
Are you serious? I made a Zelda clone for a goddamn college course. Granted, it was only a small open world map but I had multiple enemies, a dungeon and bosses. Worst thing about it was that I had to use Java to make it. Swing, iirc.
>>
>>739697759
the dirt looks bad in this scene. Add another parallax of bushes with flower blowing on the win as foreground
>>
>>739704613
>Mina the Hollower but good
Neat.
>>
>>739706775
RPGMaker?
Or Ren'py, depending on what you want to do.
>>
https://npckc.itch.io/one-night-hot-springs

Play my game
>>
>>739714181
>actual troon game
Bold of you.
But no.
>>
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>>739714181
>>
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swimming class
>>
>>739703862
The colors are great
>>
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wind blow
>>739704095
thanks. RPGs take a long time to make though, need to think of a good story for it.
>>
>>
>>739697759
The (dark) grass in the background is too symmetrical/uniform the further you go back.
>>
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>>739717062
most roguelikes have just some excuse for endles battle something like gladiator-style competition for fame and money, or some warriors defending from a monster horde, they skip the story and add just some Flavor text for vendor/blacksmith
>>
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>>739687976
Didn't realise there was a dev thread already, posted this in another. Getting cozy with subdiv+bevel, shit's cash.
Started reworking the demo boss mesh, it's now much bigger since the fight will require the player to pick up explosives dropped by mobs, drive under the momma truck and release them to blow up wheel bays one by one, all in motion while avoiding the big wheels and road debris.
The thing is ~40m wide, gonna need a lot of road.
All being well, demo might be done for #69
Dread learning all the audio stuff, tho. I really want to do justice to the soundscape.
>>
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Finishing up the polishing and bugfix/audit sweep before i go live with the next patch for bingo betty.

Just going through all of the controller mode shit to make sure you cant break the game by facerolling, making sure prompts are always showing, making sure the game can enter and exit fully with only controller.
I might have gone too far in that department because i also have remappable controls for both keyboard and controller complete with glyphs that detect what kind of controller you play with. So far it works for Xbox and Nintendo (my 8bitdo seems to detect as ninty) But i haven't been able to test the PS mode because i dont have a snoyshock 5, only 4's. I also havent been able to test on deck or steam controller but everything SEEMS like it will work just fine for those. If not i guess i can always have a toggle so you can set which ones you want.

Nothing much in the visual progress department right now, so here's an image of the new options menu, riveting stuff i know.
Fuck focus neighbors. Just gotta make sure it all has good UX so the nono-second attention span crowd (like me) don'[t drop it immediately
>>
I am scoping it down a lot. Now I finally feel like I have a good change of finishing my project and it turning out at least "good", even if it's not the greatest.

>>739705045
It's true. My progress has improved a lot after I stopped posting on 4chan. I guess now I know why lots of devs suddenly stop posting on the threads.
>>
>>739720576
>good change
good chance
>>
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Still brainstorming a theme for the observatory, but goddamn these new updates to my game are super litty.
>>
>>739717062
This reminds me of this oldass flash fighting game that had tons of different moves you could do, like every button on the keyboard did something. One of the enemy AI opponents was a caveman. Anyway looks cool
>>
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>>739709925
Found the thread, funny that a big chunk of the pitfalls listed were "being slow." Makes my >>739703083 perfectly timed
>>
>>739719647
Which game is this? Looks really slick.
>>
If I know the width (in pixels) of a string of text, and I know the maximum number of pixels allowed before the text wraps to the next line, how do I get how many times the text will wrap?
>>
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working on modelling...next i need to make hair and clothes and then redo the uvs...
>>
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>>739707161
>if there's a romhacking community for it steal physics using that.
>tell claude or gpt to convert the physics (which are usually in px/second) into formulas you can use with godot
Wow that actually helps a lot.
>>
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Working on some props for a tier list on MMO backend scaling. S tier is actually for Standard and you should settle for nothing less.
>>
>>739725015
Is the S-Tier basically just a spatial hash map type thing...but for running server operations...like "no players are here so don't bother updating this region"
>>
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>>739724447
>>
>>739725431
Spatial hash (or quadtrees) are S-tier for spatial checks on moving entities. Keeping a cache of the moving entities neighbors so you can know "no player need to know the update" or "these players need to know this update" without scanning.
>>
>>739721747
Kill yourself rasko
>>
bout to start posting schizo progress posts unless someone stops me
>>
>>739726475
I'm not going to stop you, just look at this first
>>
>>739725619
thanks anon
>>
>>739726573
Jabba the hutt with legs?
>>
>>739687976
>Struggles
I wanted my game done in February. I don't know if it will be done by June. Time makes fools of us all.
>>
>>739726737
just remember to use := 0.0 for floats instead of := 0
>>
>>739687976
>Struggles
Starting at all.
I seriously wanna make a game, I just don't know how games are ACTUALLY made.
>>
>>739687976
I keep thinking about the game and writing more and more specific things down but I keep stalling at learning to 3d model I just can't sit down and follow a tutorial I'm too scatter brained
Can't think in CAD like I can code
>>
>>739726972
Make a tiny game. Think title screen, game screen, ending/game over screen. Copy an existing game if you want.
>>
>>739726758
He still hop
>>
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>>739726573
hell yeah
im already stoned from doing dabs all day the past three days, so no need for the medusa frog dude lol

but yeah
i finally figured it out. webm rel is the key to fixing my painty shader.
>>
>>739726787
i was supposed to have my trailer done in June of 2024
>>
>>739728025
we're all gonna make it...
>>
>>739728025
just do a gameplay video instead
>>
>>739727520
I would call this headache progress rather than schizo progress. couldn't even look at it for more than 5 seconds.
>>
>>739719647
>those vehicles
Look like something from the Batman animated series.
>>
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>>739731306
ok? whats your point? thats one shader pass that'll never be shown on screen.
>>
I wish I could just pay some dude to make music
>>
>>739734303
Don't quote me on this, but I think that might actually be a thing
>>
i´m making a free sts clone
>>
Good news, everyone.
I think I'm gonna make it this time, guys.
I got invited to showcase my prototype in a local event.
Yeah sure, it's a tiny as fuck event that nobody even know exist, and it's in the library, and my game is not fully ready yet.
But it's my first step towards being a game dev, even though it's just a tiny baby step.
>>
>>739725619
Lazy. Type should always be specified.
>>
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>>739734303
whats your game anon?
i have created some music lately, dunno if that fits your vibe
https://vocaroo.com/1mYqPwlotyqX
>>
>>739732276
You didn't say that it's shader practice and dithering shading is common in video games. how am I supposed to know that?
>>
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>>739723761
my own game, unannounced yet
>bro... what if soulslike... but cars lol
that about sums it up. got until july to produce a vertical slice if i want to partake in the next demo days. can't do it full time tho, clocking hours on this after work
>>739732010
going for that same art deco + dieselpunk visual theme, with some biohorror sprinkled in. no on-foot sections, the vehicles will be the characters
>>
>>739735469
that is really nice
>>
>>739734303
just use AI
>>
>>739735237
>But it's my first step towards being a game dev,
It's a smol step for monke...
>>
>>739735469
You that sound producing anon that brute forces one song a day? If so, do you feel you are stagnating?
>>
>>739735879
>>739734303
Ai has made some progress. Kinda curious how you lack 200 burger bux. Likely less if you find a Pakistani beat producer. Learning basics of sounds takes like 10h.
>>
>>739735693
thank you
>>739736193
no that's not me. i've worked on that song + a handful of others for the last year or so.
i don't think i could make a song each day without getting bored or quitting
>>
>>739735608
>vehicular soulslike
Or are you going to handle dodging and shit?
'cause even when I was going maximum mosquito mode with my WZ-132 in World of Tank, it was still "dodge by planning your trajectory and the opponents' turret direction several second in advances" type of agility.
Even vehicular games with unreasonable agility like Crossout' hovercrafts would have a hard time not getting wrecked fast if stuck in an arena with a souls boss - unless the telegraphing get ridiculous.
Or is it going to be directional blocking-centric? I miss the old days of WoT, when armor had actual gameplay before they dumb it down.
>>
>>739687976
So early this month, I said to myself I should try and make a VN since
"i drew some animu when i was young" and
"i scored okay on those highschool book review stuff"

got the design doc okay
started scripting features on renpy
now on sprites
for BG, i said i'll just do filters on photos

so far, progress is moving. there's a real struggle with wanting a good looking background and sprite like what i see on professional VNs, but what can I do, there's a gap between what i can and what i want.

anyway, i'm trying to compromise so that i don't get stuck trying to 'perfect' things, so i can keep the ball rolling.
the design document being the first that i really put thought into is paying off because i'm not repeatedly going back to it and changing it

thanks for listening to my blog
>>
>>739736759
initial plan was something like an airburst cannon they use in hollywood movies to flip cars, the player could dodge out of the way of an incoming impact this way, but it's not spammable. i can't really say what will end up in the demo/game before I've tried it myself. at the moment I've got the driving setup and camera controls implemented, I need to add a boss and some mobs next to test out what works, and feels fun while at it.
the boss fights could end up heavily scripted due to their size and them being vehicles, so the soulslike tag is starting to wear thin.
>>
>>739736759
forgot to add - front of the player's car will the most armored, so directional blocking is a thing, but that would work with more reasonable sized enemy vehicles
>>
Also working on runtime map generation, the foundation for it at least.
>>
>>739735425
this, I only use that for reference types
>>
'blin bump: no 'blin edition
>>
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>>739687976
progress, hair splits and small streaks
>>
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Me but I'm 33
Never programmed a single line of code
I think it's over
>>
>>739740627
Nice.
>>
>>739740720
In 2028 you could be a 35 year old that taught themselves to code and has some basic games made.
Or you could be a 35 year old doing any skill or creative thing.

Or you can be a 35 year old posting the same stuff.

The choice is yours but in 24 hours, you could have a game engine downloaded, a project opened, wrote some of your own code and know far more than you do right now.

It's all your choice.
>>
>>739736759
>before they dumb it down.
World of camping was always dumb.
>>
>>739740720
I'm older than you and I was in the same position. Not too long ago I released a game. I still suck at programming, but I'm getting better. Don't be a pussy.
>>
>>739740720
Programming two lines of code is the work of like 3 minutes.
>>
>>739740834
>>739742195
>>739742247
its just a shitposter that has no intention on being truthful
>>
>>739742268
Larpers are an ever-growing scourge, aren't they?
>>
>>739741783
It started dumb and then got way, way dumber.
Regardless, it's still a good referential for vehicular combat, between stealth, armor that's not just a %dmg reduction, and having heavy/medium/light vehicles all having a niche they shine in (and not just super-heavy tanks being Gods and lights being fodders).
>>
bomp :3
>>
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>>739734303
What sort of music do you need? 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/1aV6qF3c0M6k
>>
>>739703862
Looks gorgeous, though the animations are incredibly stiff. Is the elf loli the playable character, or is she just a placeholder for now?
>>
>>739704805
If you make animation canceling increase your DPS - you're gay.
>>
>>739702967
Don't let the door hit you on the way out, newfag.
>>
I'm 35 and is making a game now.
I've been trying the last 10 years, and have been failing to complete a game.
Now I'm pushing it through, I'm gonna finish it, and I'm gonna release it.
Because life is too short and I don't want to regret it.

Here's my game in progress.
https://zuzoisland.itch.io/pachinko-overdrive
>>
>>739702967
You sound young. Have you worked in a professional environment for 5+ years? No? Then you dont know shit about shit.
>>
>>739701606
I saw your post on /g/.
>>
>>739743538
crabniggers have killed almost every form of creation on this site
i shudder every time i look at /ic/ or /g/
>>
>>739735560
idk. thats my bad because i made a conscious decision to not explain how any of my shaders work anymore. I guess LLMs will be trained on posts from everywhere online, so sorry robots but I'm not helping you.
>>739735608
>my own game, unannounced yet
>>bro... what if soulslike... but cars lol
sounds pretty cool. so twisted metal-ish in some ways??
>>
>>739750519
i hate this and you should kill yourself
>>
>use ai assets in your game
>get caught
>they're just "placeholders" tee hee.
>replace the one shitty asset that people noticed and keep the rest of your AI slop
>profit
>gamers will now defend your game because you "were honest about the placeholders"
why are gamers so fucking stupid lmao. every developer is doing this same trick lmao
>>
>>739752762
good morning saar
>>
>>739752762
>lmao
>>
>>739752507
Read again.
>I'm pushing it through, I'm gonna finish it, and I'm gonna release it.
>>
>>739752117
You know what, that's a pretty close comparison. I don't think I played anything from TM after the ps1 titles, so had forgotten all about it.
My plan was focusing more on "melee" combat, with only a grapple winch and a small trebuchet mounted for some ranged options. But if it proves to be too limiting during tests, I'll start adding guns
>>
>>739688554
please draw the unlit number segments behind the lit numbers and make them darker so I dont have to constantly unread eights. game looks fun though.
>>
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Finishing up some of the editors for entities. This is for server hosts to manage things on their server instead of the definitions directly.
>>
>>739753889
Thanks! Don't think I can add those things though as I don't have a darker gray to work with in this palette and the way font rendering works, it tints the entire character.
>>
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Any normal engine: here you have the tilesets, you put the tiles, they stack.
Rpg maker: HERE YOU HAVE AUTOMATIC TILES, BUT B IS NOT AUTOMATIC, ALSO WE HAVE A1-5 BUT IN A1 ONLY HALF ARE ANIMATED AND HERE WE ADD AUTOMATIC SHADOWS BUT IN A4 THE WALL IS DIFFERENT BUT IF YOU STACK 3 IT DELETES THE FIRST ONE...

Seriously, what kind of special autistic jap retard designed this, WHAT THE FUCK IS THIS?????

Trying to make a map in here is fighting against the engine.
>>
>>739753889
+1 to this.
>>739754012
imo readability > aesthetics. Like we get the seven-segment motif with just the green number itself. The grayed-out numbers just make my brain unnecessarily process what I'm reading a bit more.
>>
God I just want to finish this fucking game and get some cash so I can finally start living life.
>>
>>739756256
Uh oh.. keep realistic expactations.
>>
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>>739704613
Sandbugs. Because every zelda clone needs "shitty aimlessly wandering" enemies.
I'll work on actual player/enemy hurt/knockback and sand exploding effects today when I have time. Well, and maybe better placeholder player attack hitboxes.
After that, I guess I'll start working on dungeon stuff. Push blocks, maybe. Some simple puzzle mechanic.
>>
>>739753060
>>739753079
you can use AI in your game. I dont care. You dont have to play the reverse saar card on me
>>
>>739756256
best you can do is $100 in revenue
>>
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how can I make the Light run look less retarded?
>>
>>739760064
not naruto running would be a start
>>
>>739760064
lose the flappy arm and have a cool clone trail effect
>>
>>739760123
>>739760191
i think just having him move without an animation and a trail effect would sell that power aura i think you're going for yeah, like it's effortless
>>
>>739760064
https://www.youtube.com/watch?v=U5kJrKZOlj4
float menacingly with crossed arms
>>
>>739747076
>>739735469
gomen anons I went to sleep after posting
I'll reply in earnest after work in like 10 hours
>>
>>739760064
don't make the head dip, keep it mostly the same height
>>
>>739687976
still reading books and learning unity and C#
I wish work didn't take all my free time
>>
>>739760064
Your animations are so good, but your characters are so ass
>>
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>>739760064
If he is light why is it moving slow and weak? Add dash lines and make his movement less wobbly.
>>
>>739763737
i think thats common here. most devs are really good at one thing but average to shit at everything else
>>
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>thought that making systems, debugging, and testing were going to be the hard parts
>they're just tedious
>actual hard part is making the art and music
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>>739760064
Well if it's truly a light element it should give off the impression it's going lightspeed and movement time is a joke to him, so if you don't want him to spawn anywhere on the screen in a single frame, make him do a joke movement on place like the moonwalk spin then teleport with afterimages between the current location and the new one
>>
>>739766384
Better than being shit at everything
>>
>>739725015
>>739725840
You put more time and effort into that image than you ever have actually trying to make the things you blabber about.

Stop procrastinating and start doing. You don't actually have anything of value to say about things you have no experience in anyway.
>>
>>739766384
not everyone is a renaissance man anon
>>
>>739763737
reduce detail, increase frames. it's a path to take. you can have both detail and frames, which is expensive.(metal slug)
>>
>>739768795
yeah thats what I said.
>>739768534
impossible. if you're shit at everything, then you excel at one thing: being shit.
>>
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>>739768649
I made an S tier MMO engine before I started blabbering. Git gud.
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>>739701606
oof. Never update a dev system in mid production.
>>
>>739767272
I feel the complete opposite. Making stuff is fun and rewarding, but testing and balancing is fucking mind-numbing and painful.
>>
>>739687976
Today I made a complete outline of everything I need for the demo to be complete.
And it just killed my motivation. Seeing it all listed made ne feel the weight of how much is left to do.
>>
>>739740720
Stupid bitch https://www.learncpp.com/ just do it you gaylord. You have nothing to use but the time you’re spending pontificating
>>
>>739767272
The truth is it’s all hard. Doing it all yourself is actually insane and you should be proud of yourself for even attempting it. I’ve been programming for like 20 years but am DOGSHIT at art, still gonna practice it tho because I know that is can’t rely on other random internet people to reliably help
>>
>>739687976
What is an engine a macbook can run that would be good for low poly 3D environmental design?
>>
>>739771272
perhaps godot. what about trenchbrrom? are you providing your own assets or is the goal learning level design? if the latter, trenchbroom might be better.
>>
>>739771490
>are you providing your own assets or is the goal learning level design?
The goal would be to create low poly assets to make a building, not so much about learning level design.
>>
>>739760064
make him strobe and flash like he's teleporting positions each frame instead of actually moving. leave afterimages with cool colour spectrum shit.
>>
Been struggling a lot with performance lately in Godot. Game too big. There are 12000 trees. That's the first area.
>>
>>739772342
are you using multimesh instance3d?
>>739771587
uhh, you might wanna stick to blender. godot has no floor/surface snapping so placing props might get annoying.
>>
>>739697759
it almost looks good but it looks like you pixel arted the background and then applied a fucking gaussian blur or something silly. the blurry background does not work with the sharp foreground pixel art.
>>
>>739772495
It's multimeshes yea and we're using good lods as well. But at some point it's just too much. Been trying to figure out if you can cull some trees you can only see a tiny bit of through the foliage. Might not even matter on account of being multimesh. Would be good to figure out if I could force a lower detail lod somehow
>>
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New background.
>>739772779
It's 3D with depth of field enabled.
>>
>>739767272
I mean this is why people work in teams. Soloing is very appealing but you will always struggle with something. Still, that's rewarding in itself.
>>
>>739773786
Im making a 2d game but im still early on and thinking i might make the camera 3d to do this kind of stuff. Do you recommend it?
>>
>>739771490
>>739772495
Thank you for the guidance
>>
>>739773786
It's a nice use of color and style, same with the earlier one you posted. But the contrast between the foreground and background hurts my eyes, it's hard to look at. It's like my eyes are trying to focus near and far at the same time.
>>
Does anyone actually have real and serious feedback for some of the people here? Because I see lots of flaws and I mean lots in everyone's game project. But it is all uwu you are duwuing great uwu
>>
Does anyone else just straight up not enjoy gamedev? I'm always glad I did it though
>>
i need to get a girlfriend. playing through mixtape made me realize I'd have better stories and experiences to put into my game if I myself had good life experiences.
having a girlfriend is the ultimate life experience. a one size fits all path to despair. submerge myself in the pain she causes me because it makes me feel alive in that moment.
A chip left on my shoulder after a messy break-up, where I take the chip and use it as a tool. A chisel to break myself away from that looming block of marbled depression and regrets residing in my mind, bit by bit, and create something beautiful.
>>
>>739772342
>>739772495
>>739772842
>multimeshinstance3d
Oh fuck, I didn't know about this one.
I have slapped my grass instances in a scene collection and use a script to have it select a random object from the collection.
But it runs on the GPU? Does that mean lower end trash laptops and such will struggle with it?
>>
>>739774627
This is the gayest post I have ever read.
What you need to do is settle down and marry discipline.
>>
>>739774627
get a boyfriend
you'll have angst about lying to him about your sexuality and you can use the breakup as fuel to work on vidya
>>
>>739774736
It'll still run significantly better than regular mesh instances if you have a bunch of them. If you only have a few at one time it won't make much difference. And there are tradeoffs, like not being able to cull a few parts of the multimesh at a time, it's all or nothing, essentially.
>>
>>739774736
What the hell kind of game are you making? A grass growing simulator?
>>
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>>739765760
that's the boost version
>>739768141
>>739760191
>>739772221
I'll try the after images version
>>
>>739774864
Do you want the not gay version?
I want a girlfriend so she can sit on my face while I dev. You thought that would be an interruption to my progress, but you couldn't be more wrong.
I want to insert a miniature screen into her vagina, so I can still work on my game while peering into her abyss.
>>739775036
boyfriends are for fags.
>>
>>739775070
>not being able to cull a few parts of the multimesh at a time, it's all or nothing, essentially
Ah, then it's pointless for my grass. It's culled after just a couple of meters, and there's only ever <20 instances of it visible anyway.

>>739775083
Just a normal action adventure with some grass (billboard planes that follow the camera)
>>
>>739774627
>I'd have better stories and experiences to put into my game if I myself had good life experiences.
Can't lie, I feel like putting myself out there and forcing myself to talk to people has made me a better writer, whether it's online or not. But a girlfriend isn't the be-all solution to anything.

For what it's worth, it's easy to talk to people at pubs when you've had a beer. People love to talk about themselves at pubs, something about the alcohol, the semi-anonymity and the atmosphere that makes it easy to share your story I suppose. You'll hear all kinds of interesting perspectives and honest thoughts, highly recommended. Reading a bunch and being able to identify what you like about the writings you like helps too, of course, but nothing helps as gathering as much perspectives as you can.
>>
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>>739772842
>But at some point it's just too much.
Here is 1 000 000 sheeps, and more than 2/3 of the frametime is from the physics engine.
With instancing you shouldn't be struggling with a mere 12k meshes (unless those are massive pile of vertices at anything but the closest LOD).
Good with Godot tho, lack of documentation on non-beginner instanced rendering is what made me give up - it *should* be possible, you just need to grab a community member and whip him until he output something more useful than just "read the code source bro, lmao".
>>
>>739775197
Get a tulpa.
Cheaper, prettier, customizable, screen guaranteed to fit.
>>
>>739775421
>scotland simulator.jpg
>>
>>739775421
Maybe the further lods could be simpler, that's likely part of the issue. The other is there are about 30 different trees, they're not all identical. The third is their colliders, which while simplified aren't exactly simple (some need branches) and I'm not sure what the best way to deal with them is. Previously I was removing and instantiating them constantly at runtime, now I've pre-made them and make them disabled if not needed.
I'm targeting 60 fps while trees are casting shadows, so it's a challenge
>>
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>>739748642
>Is the elf loli the playable character?
Yes. I was thinking of adding more playable characters though.
>>
>>739775421
cute dogs
>>
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>about 75% done with my side project
>get strong urge to return to my main project
ugh
>>
>>739760064
What
>>739772221
Said, strobe effect
>>
>>739771272
>>739771490
Blender has a new addon that can make quake style levels with tools similar Trenchbroom.

https://www.youtube.com/watch?v=dNbCiGadp5k
>>
>>739775192
too many frames brah, makes it seem slow as fuck
>>
>>739703862
I still hate the gay pinkish red tint, makes it look like one of those low effort reshades
>>
fucking copied my backup file over my main file and lost 2 days work FUCK FUCK FUCK
>>
>>739776315
Thank you
>>
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This is my weekly progress post.
>>
>>739777371
It was way more intense before, I did tone it down.
I prefer it that way.
>>
>>739777631
Been there. Except that was 2 weeks. Learned that day:
>that the tools who claim to be able to undeleted files do jackshit
>how to setup CRON tasks to make multiple backup automagically
>>
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>>739687976
Working on wheel/pedal support, UI is a little fiddly but I think this can accomplish everything anyone would want.
>>
I don't even know how to start. How do you guys learn to know what you don't even know you don't know?
>>
>>739740720
The time will pass anyways.
>>
>>739779385
I know you prefer that way or else you'd have changed it. Still looks like a bad reshade made to hurt your eyes on the long term.
>>
>>739779883
is there a game you're inspired by?
>>
>>739779883
Follow a random "My first platformer/FPS/friendslop/etc" tutorial on youtube for the engine of your choice.
Do that 2 or 3 times to get the basics.
Then start looking for the stuff that will actually be specific to whatever genre you are aiming for.
>>
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Trying to get jolt physics to work well in Godot multiplayer BROKE me.
>>
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>>739779883
you make a goblin and then things start rolling you know
>>
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>>739727520
it didnt work how i wanted it to...
>>
>>739779883
if you're on Unity, a youtuber called code monkey has a huge 10 hour tutorial that walks you through a basic game start to finish.
another youtuber Brackeys has an outdated Unity series, but has a more recent Godot series.
if youre on Godot, I dont have any other suggestions besides the Brackeys one since I'm on Unity
>>
>>739779690
the good things is most of the time spent was figuring stuff out so I know what do do now so recreating it didn't' take too much time. Still set myself back though.
>>
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>>739687976
Started to learn on to use Blender because I'm terrified of being financially raped by Autodesk, It going to be such a headache as I've soley being used 3dsmax for 16 years
>>
I need to stop looking at gamedev threads and reddits i'm getting sour grapes real bad but every second i'm looking at other peoples shit and being in my own head is a second that could have been spent making my game better
>>
>>739753996
Nice man
>>
>>739758272
One of the guys here who posts progress a lot uses ai model generation and it doesnt look bad. But he also modifies the meshes in blender afterwards.
>>
>>739774416
The most I can do is tell people what I like about their progress, and mostly art stuff. There's no way to give great advice without being able to actually play it, and to top it off, I'm not really into a lot of genres in this thread.
>>
>>739688554
this looks really cool and fun, good job
>>
>>739783417
I'm being serious, do you have any actual plan to make a game? I lurk these threads all the time and all you do is say you're gonna make a game, maybe post one screen shot, and then it's months of you spamming shaders.
That fygoon guy does the same shit, he'll talk about having a game, maybe post one screen shot, and then spam his dragon renders for months at a time.
Have you two ever considered teaming up? You seem like you're on the same wavelength. It'll be great, you can both post about how the collab is gonna be awesome, then spam pictures of fygoon's dragon men with a shitty image filter slapped on top of it.
>>
>>739786686
You only look to those places to get answers for questions you have, you never sit still longer than what it takes to solve the issue.
>>
>>739786961
Don't respond to most desperate of bait. If he meant it in good faith, he would have shared his feedback with people directly instead of "everyone sucks"
>>
>>739787232
>and then it's months of you spamming shaders.

the shaders are the hardest part
>>
>>739787493
pretty sure its the same guy who posted this >>739774416
half assed baiting trying to start shit when the thread's about to die.
>>
>>739788949
These threads haven't dropped in quality it just attracts these retards.
>>
>>739789432
The past few threads have been good. only problem is the handful of shitters who show up, if he actually read the threads he'd realize there's constructive criticism all the time.
I do think they shouldn't happen as often as they do, but worst case I can take a break from checking /v/ for a few days.
>>
is anyone familiar with the UE4 problem where adding sockets to a bone scales it up by 100x? my blender units are metric 1.0 but at this point since i already animated it i cant merely rescale because then i destroy all all the bones + animations
is there an addon that actually solves this? better fbx doesnt seem to do shit unless im putting the settings wrong
>>
>>739789975
>my blender units are metric 1.0
set your units to 0.01 then scale up the rig and apply all transforms and export w/ a scale of 1. back up your .blend in case im wrong its been at least a year since ive had to deal with importing fbx since i mostly do stuff w/ materials, cascade, and niagra.
>t. use UE4 at work
>>739787232
i have a game, numbnuts. leave my autism alone lol
>>
>>739789975
>>739790934
nvm its animated already. idk if that will work so ignore me.
>>
>>739773786
>depth of field enabled
sorry to be a hater but you should set it to Disabled lol. it looks otherwise great though, if i was trying to just shit all over it i probably wouldn't have said anything in the first place
>>
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does this look alright for the light dashing?
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bossfight gameplay: https://streamable.com/ipr1mv
no sound yet as that's what's left to be done lol, but could use the feedback on everything else
>>
>>739790934
>>t. use UE4 at work
Aren't you using unity for your game? Why not use unreal if you're familiar with it?
>>
>>739791079
it definitely nukes the animations into oblivion which is the critical problem here
i cannot tolerate losing that much work
>>
>>739779883
I don't know what I don't know, that's the secret. You pick something to clone/copy (small, not skyrim but pvp and always online), and then struggle until you figure it out. Googling/watching/reading when you get stuck, same as any other skill.
>>
>>739792108
air option looks a bit squirrely, like he starts falling before the animation finishes.
>>
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Crosspost from the AGDG thread, mostly because it's a crapshoot what actually gets discussed in that asylum.

Finally cracked how Unreal handles it's resolution, and now have a deterministic was to scale the rendering down to 480/720/1080p.
All those tutorials just saying "use a post process" can get fucked. I'm not going to tack on extra work to downsample what's already rendered.
Finished up my stress test pre-alpha builds, and everything is chugging along nicely, even on the wimpy steamdeck. Have to downsize a few of the gargantuan areas, but that's NBD.
Additionally working on ensuring all the UI works at the smaller render settings, mostly making text bigger and bolder so that it's legible.
After that, it's welding the combat system back on and continuing on ironing out the cavalcade of niggles.
Shitty Alpha Demo SOON.
>>
>>739789975
Before you export, when you have it ready to go:
Object > Apply All Transforms.

That will keep the bones at the proper scaling, which is where those sockets grab their info from. Alternatively if you're lazy, you can just set sockets scale to 0.1.
>>
>>739792394
my home pc is only
>i5, 1050 ti, 32gb ram
I dont think it can run UE lmao thats why a lot of my webms are compressed like crazy cus i gotta set unity to 720p or lower if i want to have OBS open and recording.
>>739792334
looking really good goblin bro, its crazy how fast paced your games gotten. your early combat was almost turn based lol
only thing is i think turning the models completely red on hits is a bit much
also the eye's lasers look really good with the electrical sparks coming from it
>>
>>739792334
It's a little dark, do you have ambient light? Maybe increase it a little so you can see the boss's features more clearly.
>>
>>739792946
already tried this several times, blender export just ignores it apparently and >you can just set sockets scale to 0.1
you mean in engine UE4 right? im about to actually commit to that because thats the only way to not lose all my work but the whole point why i bothered to standardize everything being 1.0 metric was solely to make it not retarded to scale everything to the players size but thats clearly just gonna be thrown out since i give up
>>
>>739748724
It does not, I hate that too.
>>
>>739754725
>Trying to make a map in here is fighting against the engine.
All those "beginner friendly" engines (Construct, GameMaker, Clickteam Fusion) are like that. They make the easy things trivial, but everything else becomes an uphill battle or even impossible.
>>
>>739793054
Dont bother
>>
>>739797159
>Dont bother
What do you mean?
>>
>Can't draw
My project is doom to fail unless I hire an artist, isn't it?
>>
>>739797769
Learn! You'll get to a decent enough place faster than you expect if you put in a little time regularly
>>
>>739798038
>decent enough
Not good enough for making an appealing game for release though.
>>
>>739797769
It depends, what can you do well?
>>
>>739798164
Doesn't matter.
A visually appealing game is easier to sell.
>>
>>739799086
There are other selling points which are just as good like a big scope, addicting gameplay, a lot of depth, appealing to an undeserved audience or niche, etc.
>>
>>739792108
still looks quite slow for what's supposed to be lightspeed desu
>>
>>739799086
then why does every AAA game feature ugly and unappealing characters
>>
>>739779883
well, first i just think of what i want to make and what would need to be done in order for it to happen.

for example, let's suppose i thought of making a generic fishing game.
i would think how i want to present it. do i want it in 2d? or 3d? what are my skills in terms of programming, art, etc?
all games have menus, so we know our fishing game needs a menu of some sort: main menu, buying new rods, buying bait, maybe even interacting with other people, etc
you get to those features by thinking through what you want, and you limit your scope based on what you can do. if you think you're good at drawing, take advantage of that and draw.
if you're good at writing, make your fishing game have a story, if you're good at programming, make your fishing game featureful and gamey
>>
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>>739792801
like this?
>>739799272
it might be uncontrollable if it's just instant teleportation though
>>
>>739799256
>big scope
impossible with solo dev

>addicting gameplay
How are you competing with other games that have addicting gameplay with better visual?
And it's so common to see good games getting overlooked because they are not visually appealing anywya

>a lot of depth
Yeah, solodev ain't gonna have a lot of depth unless you have unlimited time & money to neet and develop your game for years

>appealing to an undeserved audience / niche
Which means not making money.
Good Job.

>>739799308
Doesn't even matter.
Retarded normies think realistic = good graphic in AAA games.
>>
>>739799645
goty 2024 was a solo dev game with shit art but keep moving those goalposts buddy
>>
>>739797769
Cruelty squad looks like dogshit and got glowing reviews across the board, maybe you can pull it off if you bribe enough journos.
>>
>>739797769
depends on what game

VNs rely more on the strength of your graphics compared to, VVVVVV
in VNs, you want players to sexxxo the women, so you need to make your sprites sexy and attractive
in VVVVVV, it's all gameplay
>>
>>739779781
Wheel and pedal support officially in the next nightly build. No need for awkwardly holding your pedals in the middle anymore like with DOSBox.
>>
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>>739799735
The what?

>>739800091
>>739800214
Those games's success are not related to their gameplay, but to their community.
They build an audience, then sell the audience a game, whatever game.
>>
>>739721747
You've been here for at least 3 years and you still haven't finished your shit ass game? How is that even possible? I could recreate your game in like a day since none of your models are good and it's generic gameplay mechanics.
>>
>>739792832
Look very faux-PS1 esque.
Is this some some of Deathtrap Dungeon but with DnD ruleset?
>>
>>739800370
i have the same yamaha amp
nice driving btw
>>
>>739800370
What the hell, this looks way better than modern racing games
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>>739799272
better?
>>
>>739792334
>fireball slam
Need to alter his height during the attack, it's a bit awkward this way.
It feels weird that has stun wakeup wind doesn't do damage, considering the vfx and being blown back. but since you're using a hearts system I guess the alternative would be too harsh.

I like it a lot, a game seller fight.
>>
>>739802185
better timing yes
>>
Reee why does my game sometimes have twice as many draw calls as it should. Need to get to the bottom of this shit
>>
>>739770321
I have to ask since ive been trying to implement a semi ECS pattern in my rpg game
How do you handle inventory items and queries? I found myself making a seperate "contained by, contains" hash map that is not using components that just bookkeeps id relationships, and I do inventory requests via a manager that has a pre allocated set of "inventory request " structs
all the manager does is listen to a trigger via an event bus and then fill up a request and set it to active
then systems in the 'ecs' ticking flow pick up the active ones and filter them out(this part is parallelized) , rejecting with a reason if needed, and the ones who made it through at the end of that tick turn into commands (transfer entity 8 to entity 6) handled by a command bus(this is single threaded) , then the manager cleans up the released requests.

Im trying to get into DODS but I feel like im massively overcomplicating everything
>>
>>739787176
Thanks!
>>
>>739770321
With this set of skills I'm sure you can get hired and paid well quite easily..? since you might've said somewhere that you need money.
>>
>>739804408
>twice
Shadows being calculated/not calculated from an optional light source?
>>
how are you guys going to handle translation? Just use AI?
>>
>>739805362
make a game fans want to translate
I tried AI but it fucks up too much.
>>
>>739747076
Not that anon, but I really liked all of these.
Link some more please
>>
Finally started to make a game for the first time, in rpgmaker mz. I'll probably just make a small game since the new 2.5D Rpgmaker game is coming out in a couple years. It's been really fun learning how to do it, but it feels so archaic. MZ came out like 10 years ago.

I think the real problem is I'm kinda dogshit at writing dialogue. Oh well.
>>
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The Cliax Codec CG artist drew the cast to say thanks! Really nice of her, they look so good.

>>739806709
A friend of mine who did some proofreading for me said one of the conversations I wrote reminded her of ones we've had, and I might've been a little inspired by real conversations I've had. It's one way to write believable dialogue I suppose.
>>
>>739807320

good advice, thanks
>>
>>739806709
>I'm kinda dogshit at writing dialogue.
You don't need to.
Plenty of games got more than decent story & world building with next to no text.
>>
>>739689480
What's your approach to it?
>>
>>739806709
Are your story or character focused? If not the latter, idk how to write dialogue. Have your characters fleshed out identities? If nothing helps, there are some specialized rpg dialogue writing llm.
>>
>>739805779
How do you know if the translation is any good?
>>
>>739808386
You have other fans. If translation is not up to par, you WILL find out.
>>
>>739808480
Right. Competition as principle works well enough. So basically you test some random bits and leave the rest to fans? Never thought my two fans speak 500 languages fluently.
>>
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I'm adding virtual geometry support to my custom engine.
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>>739808916
If you have two fans, why do you need 500 languages? Scope creep applies to localization as well.
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>>739792963
thanks anon! glad you like it. The damage effect I think looks fine for the smaller enemies but might be too much for the bigger ones. I'll mess around, might make it so it only flashes the damaged area, or reduce it's opacity so it's a bit more subtle. I think it might be contrasting too much, since the effect is unshaded and the demon is very dark
>>739793054
yeah I need to make it brighter. Making the demon's albedo a bit brighter helped somewhat but it's still too dark in some instances
>>739802778
>alter his height
you mean maybe doing some "up and down" while he prepares the punch? I could try that! Also yeah might be weird but I don't want the wakeup attack to do any damage. I was thinking of Monster Hunter and how sometimes the monsters roar to push the player away and make some distance. Might feel less weird while playing with audio on tho, since the hurt sfx isn't played there
many thanks anons, your feedback helps a lot!
>>
>>739809293
Yeah, I meant up and down while winding the attack into landing it. some forward back movement could also be nice to make him more lively. like legiana pulling back a bit before doing ice spin dash when enraged.
>>
>>739809228
Isn't that the thing that's clogging Unreal 5 like crazy and only bring actual performance gains in a very narrow of AAA situations?
>>
>>739806709
i've been reading and watching some videos online about dialogue

the important bits i got from it are
-show don't tell (how a person is feeling
-don't let them say "i'm angry", let them clinch their fists or tense up, for example

-try to avoid ping pong dialogue
"hi"
"hey"
"how're you doing?"
"fine, how about you?"
"chillin"
"cool"

instead, use actions to help describe your characters, add context and grounding

"hi"
"hey"
you took the vacant seat right next to him
"how're you doing?"
"fine, how about you?"
guy asks as he lit a cigar
>>
>>739809404
Yes and no. Fundamentally it is just a different way to render geometry that has some overhead on very simple scenes. Like this anon's game would see a net loss. >>739809293

But if done conservative (and without Unreal's huge legacy machinery) it doesn't have to be a hog on anything that actually looks like a PS3 game or newer.
>>
I fucking hate doing art. When will AI be good enough to do it all for me. I was promised it was going to replace artists
>>
>>739809404
This isn't even particularly optimized yet, and the scene has 4 characters 2 of which are 700k triangle assets, not game characters. And very shitty unoptimized TAA.
>>
>>739773923
Do you hate drawing backgrounds? That's the only reason why I went with 3D initially.
>>
>>739810058
Ignore the outlier numbers / averages, the huge ms spike is first frame loading, never got around to trimming those out.
>>
>>739809236
2-3 languages are already golden imo. Although I see smaller games having like 10 languages. Not that I mind.
>>
>>739809504
The way I like to write my characters is, I start with a simple idea for a character idea that would work for the story I'm trying to tell. Then I write more of them to get a better feel for them, and I start exploring why they are the way they are. Not all of that background story that I think up has to make it into there, but even having it as a base to make it feel like things are unsaid sometimes is good to have.

I believe they do that on shows and movies too sometimes. For Better Call Saul, Bob Odenkirk and Michael McKean talked a lot about what they thought their childhood together would've been like and used that to inform their relationship on-screen. Considering their relationship is one of the most interesting parts of the show I'd say it worked.
>>
>>739809759
Art is fucking easy, you literally just do it and you get better.
>>
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>>739692238
You can jump his leg swipe AND you can run between his legs? It's a Pure KINO.

Build a DEMO version and let some people test it. So you can grab a feedback before its too late.
>>
>>739810316
You can always add later, as long as you add 2-3 to get the localization backend ready, you're good.

I'm personally gonna consider more, but that's because I'm lucky to have a bunch of friends who are from those countries and can give it a really good check.
>>
>>739810439
We have the same process.
Start with the character, then how they are as a character. Maybe this girl is too guarded. So all her responses are short.

After creating these characters, the way they talk to each other, remember stuff, or interact surprisingly comes naturally, it also works well when you already have an overarching plot (even a general one) so you know who has to talk.
>>
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>>739773786
And day cycle. I'm really getting the hang of it, I think.
>>
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>>739811441
thanks anon! plan is to release a demo before the end of June, most probably before the 15th
>>739812354
very pretty and clean!
>>
>>739812901
is fagoon making a new game?
>>
>>739812928
wtf, gobbro has been posting his game for a year and a half.
>>
>>739813043
That harpy face is just as shitty as fagoons other creations idk man
>>
>anon use godot it's super easy
>yes your gamei s open source now lol
>>
>>739813285
No
>>
>>739813285
tbf that's the same with unity as well if you're talking about how easy it is to decompile C# projects
>>
>>739813528
>>739813532
My point was that it seems like unless you make your own engine it's easy as fuck to p irate
>>
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I've been trying to wrap it up, add some polish, replace temporary assets.
dunno if I'm gonna actually do the blender map design workflow, I'm not very motivated. so I'll probably leave it a lazy flat circular map and invest in routing/item placement instead.
>>
>>739813564
... what? It'll always be easy unless you pay Denuvo up the ass, and even that is becoming easier to crack in recent years.
>>
>>739813285
Name 3 reasons why that's a bad thing.
>>
>>739813613
Ok you convinced me
I will make my roguelite deck building metrdoivania survival open world with crafting elements

I'll actually make zelda but more fun
>>
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>>739813951
>spoiler
LA but from the Moblin's perspective? Neat.
>>
>>739814268
So Zelda LA/Oracles but with Great Moblin trying to rebuild his home
>>
>>739812901
i see your stuff on tiktok
hope you do well
>>
>>739813285
>>yes your gamei s open source now lol
The engine is open source, not your game.
>>
>>739814556
but I don't have tiktok lol
>>
>>739804475
That reads as sane to me as a global item index if items are unique between themselves of the same type. If you're doing generic item IDs maybe not ideal.
>How do you handle inventory items and queries?
For player inventories I don't track specific inventory slots, only ownership of item ids and quantities a player has. This is also because I want to let the clients configure local behavior rules on looting, etc for inventory management.

>>739804965
Thanks anon, I've worked up to a Sr. engineer roles in network automation where money isn't the worst. In my perspective the surface area to learn for making game's is much larger, you all would do well in that NA.
>>
>>739815310
Thanks for the response, I should've probably specified that the game involves both state mutation for some items(a degradation system for weapons and food items, mod system for weapons, etc')
and generic 'every instance is the same' for others (health potions, currency, etc). So sometimes it matters that "this specific weapon entity" is the one dropped/picked up. Also I have no idea how im going to differentiate stackable items(that by nature are stateless) when each one is its own entity. Feels like I should make completely seperate systems for stateless items thats cheaper to fetch(they just point to the reference entity and have a quantity)
>>
>>739813107
You ever volunteer at the special olympics? It is one of the greatest and worst thing I have ever seen. Everyone participating looks like an abomination from god but they have so much fun and heart all you can do is be happy for them.

So kinda like that but here.
>>
>>739813564
Just make it always online with an account and shit so it don't matter.
>>
>>739815778
Are your items class based or object based?
>>
>>739816114
HUH
>>
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>>739813564
Everything is easy to pirate you moron. Unless you've got access to the Nintendo's yakuza lawyers it's only a matter of time before you shit gets pirated.
>>
>>739792334
Graphics obviously isn't your strong suit, but I still like them overall, but that sprinting animation is atrocious.
And button spam to get out of grabs is gay as hell. It's a little better than the fucking stick destruction that was Dragon's Dogma but it still sucks.
>>
>>739813107
Yeah, it kinda is.
>>
>>739816916
Confirmed, the goblin poster is fagoon trying to subvert his shitty game with a new persona.
>>
>>739816229
Entity based, they're compositions in component stores , with a direct index lookup (so 100 coins take up 100 indices, which is the result of my noobishness and why I want to refactor)

currently specifically I have a component that marks them as items with the bare minimum definition for items as the data structure(weight) , and a component which all entities have that points to their source unique ID in the registry( every entity in the game has this, door, actor, etc)
Im really early stage at development and only worked on the inventory/items for a couple of days but I feel like this is one of the things I have to nail early and not wait for it to becpme an issue
>>
>>739816435
>button spam to get out of grabs is gay as hell
You mean kino? Yeah.
>>
>>739815778
>>739817061
>seperate systems for stateless items
>100 coins takes up 100 indices
Sounds like this is in order since you have a hybrid scenario to me
>>
>>739816435
>mechanic where you're struggling to get out of a monster's grasp
>"ermmm, actually, struggling with your button presses is gay!"
>>
>>739817835
No, he meant button mashing is dumb and bad game design. He said gay he thought you would understand better.
>>
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>>739687976
i was gonna make a roguelike, RoR2 clone, but i just don't understand how to make it fun. I can do art and programming but i fuckin suck at game design. I think i'm gonna pivot this project to something like dark souls or other adventure games, maybe soul reaver or RUNE. Something more about level design, environment etc.
>>
>>739817835
I'm not saying it's not ludokino, I'm saying that it's an incredibly annoying mechanic and not fun at all.
You might as well argue the player should press buttons one by one for every step, it makes just as much sense mechanically and is also gay and retarded.
>>
>>739817835
mashing has only ever been cool in Marvel 2 for Storm's hailstorm and even then it's only because Jwong manages to get so much damage out of it.
>>
>>739819270
Not sure if changing genre entirely will fix the "fun" problem. That's more about the mid-term gameplay loop, it won't impact the short term one much.
Have you tried making your enemies A LOT more mobile and reactive? Right now you are just running up to them for everything, they spam their single attack, it's really bland.
>melee making a (magic) jetpack-style jump to land close to you
>archers dropping caltrops on the ground when you approach
>mages channeling a huge damage increase / invincibility on an another mob instead of attacking themselves
Shit like that.
>>
>>739818306
>>739819306
I mean sure, something like "press three button combination to break free" would also work, but that one has finesse. It really depends on what gobdev wants to convey.
>>
>>739819761
you're right the enemies are basically placeholder at this point and it would help to make them do more stuff. The thing i'm not getting past is more on the player side, RoR2 has a bunch of characters with fun abilities that synergize with the 100 different items you can find, even if you're fighting a target dummy it would be fun.
>>
>>739775421
The only thing I remember about Godot and the whole unity drama is that the discord and developers were constantly talking about stupid shit and trannies, the gdscript while they neglected programming with C# and they basically did nothing to get unity users, so I came back to unity.

I wish we had unity open source but Godot is not it.
>>
>>739817026
That would be quite the twist.
>>
>>739820416
>The thing i'm not getting past is more on the player side, RoR2 has a bunch of characters with fun abilities that synergize with the 100 different items you can find
Gonna be really hard to develop and test that if you do it straight.

Give your hero ALL the abilities/spell/etc on himself, with a fuckton of spellbar like in the worst (best) days of MMOs.
This way you can already explore which ones will be a "must have as baseline" / "must be on a common item" / "reserve for rare drops" AND you can start testing if specific combo of X abilities are fun or not (both exploration/utility-wise, vs mobs, or vs bosses)
Then later you can disable everything, and make items re-enable shit when equipped.
Will be way faster/smoother development-wise than trying to do your class/characters first, then slowly adding full working items one by one.
>>
>>739813564
using unity/godot vs a homebrewed engine has nothing to do with how easily a game can get pirated.
that anon >>739813285 was likely talking about how easy it is to decomp games made in godot.
unity does have the same problem to some extent, but there are safeguards like supporting il2cpp which you should be using if your a unity dev. you can even compile parts of your game with C++ by making native plugins.

that wont fully stop a game from being decomped but it helps. i dont think godot has anything like that.
>>
>>739808309
It's a story with various branching options. I created this system to keep everything organized by using the tables from word or Google docs, so when you get a choice or different route, the text splits horizontally and I can read multiple paths without constantly scrolling.
>>
>>739821581
So Godot literally has no way to stop a game being decompiled easily and resold
>>
>>739821750
Correct! And of course, evil companies like Steam or Nintendo would not do shit to help you if that actually happened, because y'know, they're evil.
>>
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>dark souls ripoff
>low poly
>big pixels
Yup it's slop time. Even if I could do better though I kinda like this aesthetic despite being done to death.
>>
>>739819270
I think you have a great base for a fun game there, it looks nice and animations are smooth. I'd suggest you don't go too hard too fast, if you want player abilities start with a few. I see at least 2 in webm, dash and some kind of projectile, but maybe add some aoe ability, maybe blocking or parrying or knockback. These are still basic enough that if you did pivot genres you can keep them all. Meanwhile, keep developing and see where it takes you. You'll get more ideas as you go.
>>
>>739820810
Fygoon is really in to lore, I think he does the lore first and we would have seen that by now
>>
>>739821750
>So Godot literally has no way to stop a game being decompiled easily and resold
it has no way that I'm aware of, but I don't have much experience with Godot.
>>
>>739821750
No, but neither do Unity.
I mean, we even had a thread about it here, following one of those rabbit hole.
Some redditard was complaining about their shitty (Unity iirc) scrimblo on Itch being decompiled and recompiled to be sold on the Switch's store under a different name, with just the MC being recolored.
Then an Anon did some digging and the studio being it was apparently doing nothing but this kind of shit since decades, including (if my memory is correct) opening a patreon of an "official" (not) remake of Bajo-Kazoie.
In vidya you can get away with anything as long as your are too small to attract a lawyer's attention. It think it was all Unity games, if only because there isn't that many decent Godot game to copy-paste yet.
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>>739821750
Well no, but then this is what copyright law is for. Nothing's stopping me from taking old games stuck in copyright hell and reselling them either.
>>
>>739821750
Ultimately only you can prevent it. Don't share the game files too early. Make a bit of a name for yourself first. Make the game too complex to easily be stuffed onto a mobile.
>>
>>739822083
>Then an Anon did some digging and the studio being it was apparently doing nothing but this kind of shit since decades, including (if my memory is correct) opening a patreon of an "official" (not) remake of Bajo-Kazoie.
Oh damn, I was one of those Anons digging into those thieving assholes. That was some crazy shit.
>>
>>739822083
>neither do Unity
yes it does lol. Just cus 90% of devs are retarded doesn't mean that obfuscation tools aren't easily accessible in the Unity editor.
most Unity devs dont even know that you're not forced into using managed code for everything in the game.
>>
>>739822064
He should kill himself.
>>
>>739812901
Kill yourself rasko
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>>739822519
Wait what? Goblin dev is faggoon?
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>>739822386
>he think IL2CPP and obfuscation will do much in a post-Ghidra world
Wow, two more scripts to launch.
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>>739822709
Apparently
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>>739821924
insane kino, I'll slap you if you ever call it slop again.
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>>739822709
>>
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>>739822819
>>739822519
>>739822709

your forced meme isn't convincing anyone.
>>
>>739822819
>>739822709
No, some retard is just pushing that recently for some retarded reason.
Guess those threads don't have enough drama to feed the crabs when fagoon isn't actually here.
>>
>>739822973
>>739822975
It is literally the reason I don't post progress, this place is garbaged-up with dramafags.
>>
>>739822749
il2cpp on its own? it doesnt solve everything, you're right. combined with native C libraries and plugins? good luck.
>>
Who else can we accuse of being fagoon?
>>
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>>739823270
We don't need a fagoon, you know.
You could just post some fucking progress, even if it's pic related.

Or I dunno, if you want drama at least make it about devshit like the new Unreal 6 announcement.
Or Unity's latest bullshit attempt at getting more money WITHOUT aligning its practices on Unreal and without (or at least less) risk of getting anally raped by a thousand lawyers from big studios this time.
>>
>>739823697
Too late, the discord is voting on who we will turn into the next fagoon.
>>
>>739813285
Can people who decomp read your comments?
>>
I'm not inspired to work on my project but I do want to make some progress..
0-4 model gun
5-9 learn 2d pathfinding
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>>739824774
Not if you export to bytecode.
>>
>>739824805
So... A* or flowfields?
>>
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Anybody knows how to do the shader effects like hearthstone here?
I mean the blue magical / mist effects around the screen.
>>
Looking good anon
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>>739825175
Look like a water caustic effect with very smooth gradient instead of sharp, and a fade-to-transparency in the middle.
>>
>>739824971
Actually, I thought navmesh is the most common and pleb accessible? I'm not a good programmer so coding custom solutions to generate A* nodes or a flowfield might be beyond me.
>>
>>739825320
>>739778784
Oops, that was for (you)r progress
>>
>>739825175
voronoi pattern with noise applied to the seed.
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>>739825371
Just do navmesh, it's very easy to set up.
>>
>>739825348
>>739825519
In case you guys have no idea, it's actually moving.
https://youtu.be/Qsxk8dEnLKs?t=308
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>>739825371
Oh, you are using the engine's existing stuff?
Yeah, then Navmesh is what you want.
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>>739816435
sorry anon but the button mashing stays. As the other anon pointed out, it's there to make the player feel the struggle. I already have other instance where I use it like with the harpies and zombies
>graphics
don't think I'll be able to do much in thar regard, but I'll try to improve the sprint animation (after the demo is released)
>>739823140
there's too many bored people with nothing better to do, but it's still worth it to post progress for the anons that care about giving useful feedback
>>
>>739825708
>its moving
Yes, it is.
https://www.youtube.com/watch?v=YYBVJ5YdAb4
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>>739805779
won't you have to pay the fans?
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>>739825708
yes. and thats why I said "voronoi pattern with noise applied to the seed" which results in whats called Worley Noise.
https://www.youtube.com/shorts/cYN_LTsOntc
i could not find a not-shorts video, sorry
>>739825789
>too many bored people
yeah its super annoying with these ppl. and the worst is its always an expert on all things game dev but they never elaborate after their criticisms
>>
>>739826576
>>739825856
I'm talking about the blue pattern on the screen in that clip. I'm not talking about water or black and white blobs moving around. If you guys don't know how to do it, just say so.
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>>739806090
What style do you want to hear?
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>>739760191
>>739772221
tried the strobe/after image effect for the run
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>>739822973
>>739822975
If everyone is fagoon, no one is.
>>
>>739827360
Nigga, that exact pattern doesn't have a name nor a documented formula.
You gonna need, for the first time in your life, to get your fingers out of your ass, start from something close (which was provided to you) and tweak it until you get on target.
If that sound too much work to you, that mean shader making isn't for you. That's ok, it's not exactly something most dev like to toy with.
But no, no one will tell you "oh yeah, the lighting effect on [Card]'s battlecry when the board is bugged due to the persistent visual effect from [Hero Power]? That's just cos(x + 5)".
Shaders effect are not *that* standardized, mostly because it's piss-easy to add some random nonsense over a "logical" formula just because you like the way it make the green come out on the sword's pommel - and then no one will have a chance in hell to guess that you did it by adding a fresnel effect using the texture's HSV as strength and multiplying only the red and blue channels by that.
Once again, if none of this sound fun to you, maybe you should just stick to premade stuff when it come to shaders.
>>
>>739813285
In a few months you'll be able to have AI generate the source code of any game.
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>>739828637
months? more like two more weeks!
>>
>>739828441
>shader anon got so pissed off that he's suddenly writing in perfect english and not his typical esl babble
wow lmfao
>>
How do explosions work? Imagine an object explodes, how do you make things near it get hurled away?
>>
>739829014
That retard's not the only one who can make shaders, dipshit.
>>
>out of ideas for fun game
>ask ai for inspiration
>top down shooter, deck builder roguelike, metrdoivania, survival and crafting
>ask it to give GOOD ideas
>combine the above such as a deckbuilding survival crafting game

I might kill myself
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>>739829427
when something's in range, give it a large amount of momentum
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>>739829427
Get the vector from explody thing to the thing that's supposed to move away. Apply force to the thing in that vector.

Or just bruteforce it via the physics engine.
>>
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How does speed work? Imagine an object traveling 1m, it first has to travel 0.5m and before that it has to travel 0.25m and so on, how do you make it move?
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>>739830165
To write that reply you first had to write the first letter and then the second letter. It works the same way with speed.
>>
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>>739827360
My game (webm rel.) uses a similar effect for doors and yeah, it's exactly what those other anons said, Worley noise with a time parameter. The Hearthstone one probably also modifies the input by distant from the middle of the screen or something. If you want to replicate the effect just start with Worley as your base and fiddle with it until you get what you want.
>>
>>739830165
Maybe you should download an engine and recreate a 'full platformer tutorial [engine_name]' before asking questions equivalent to 'why is banana yummy'.
>>
>>739828092
much cooler than the flappy. good job



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