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Game Dev'in General

I been goin back and re-learn Pixel Game Maker MV and despite it's horrid performance, it breaks my heart t how easy it is to set up animations, sprites, scenes, transitions and even basic entities, the animation set up menu allows you to set up hotboxes and animation speed there very easy and intuitive, the part that fucked me up is the frame rate at 60fps, in my PC it chugs alone and games are bloated at 200mb minimum and no custom icons for Exes.
>>
are you trying to dodge americans by posting at this time?
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>>740146523
I just wanna make a simple NES style game like the early Konami titles, and even Construct 2 it's painful with it's unintuitive way to set up sprites and making them do anything or heck, even doing animations or cutscenes.
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>>740146552
>>740146523
>Gayniggers from Outer Space (1992)
How to make a game out of this (actual) movie?
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>>740146554
That should be doable in 3 months. What's stopping you?
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Trying to discuss game dev on /v/ is useless, fags here will just bitch about a random game engine being "woke" or genuinely believe you should make your very own engine before you even learn the basics of game dev and get some experience.
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>>740146554
Just use a modern game engine like game maker or unity man. You'll have an easier time. Yeah it's obviously bloat but at least everything is as streamlined and documented as possible for the needs of a solodev.
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That was a quick new thread. But it's always welcomed.
I almost have a new build and should be done tomorrow.
But for now, the newest progress I can post is still this.
The shader for the background.
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>>740148741
>quick new thread.
Quick maths: tu plas tu is for mainus wan is trii
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>>740148674
There's no reason aside from nostalgia bait or technological curiosity to use antiquated console engines. One could argue to use certain parts, like the colour palette or some parallax techniques. Fringe cases ignored, there is literally 0 reason.
>>
dev in
dev out
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>>740146554
I have experience with a shitload of languages and engines and still found Construct unintuitive as fuck. Try Game Maker or Godot instead
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Remember when this was only on fridays before dipshit hijacked it because he was ousted on agdg? Pepperidge farm remembers.
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drawing portraits
>>740148674
Unity is way overkill for "simple NES"
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>>740151276
people are making PS1 low-poly games in Unreal 5
it's overkill but it's a good engine
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>>740151391
Not overkill at all. Saying to write 20 words in ms word is overkill.
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>>740151391
Yeah the citadel games are fucking classic billboard sprite shooters but in unreal engine for whatever reason. No one honestly gives a fuck, you do what you want so you can ship a game if it's easier. It's easier to cut shit down than it is to force a shitty engine past its limits, like 3d in game maker for example.
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>>740148156
just do a reskin of destroy all humans, right?
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>>740151391
If you're planning on making more advanced games with it in the future, then go for it, it's not a bad engine by any means. Still overkill for NES, but whatever.
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>>740151523
should've said "maybe" it's overkill, but it's a good engine so it doesn't matter

I'd say the only reasons to care is if you're aiming for very small filesize and don't want your NES game to have 80MB of dll bloat, want it to run on super old hardware, or something along those lines.
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>>740151637
One way to so it, sure. Just find it funny that woke nation did such a movie not so long ago.
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>>740146523
>it's overkill but it's a good engine
It's not bad, but it does have a fair share of issues.
During playtest one guy couldn't trigger any interactable, it seems that collision boxes didn't properly work for him. Had to implement secondary camera trace system for this kind of scenario.
Oh, and the damn structs, any minor change wrecks your build, you have to rename them after every change.

And that's just past week, there's always something new with this one.
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>>740152519
I don't understand this engine
>detach from component, keep world
>stays attached anyway
>go to details panel in PIE, change location reading from relative to world
>detaches
wut
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I wish I used Godot ages ago. So many half done unity prototypes I gave up on because they became too annoying to work on.
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>>740152108
>said "maybe" it's overkill, but it's a good engine so it doesn't matter
Sounds better.
>I'd say the only reasons to care is if you're aiming for very small filesize and don't want your NES game to have 80MB of dll bloat, want it to run on super old hardware, or something along those lines.
Prices aren't (yet) that high that every bit of storage matters.
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>>740153501
I mean if you care about it, from artistic perspective. For example if your assets are less than 4MB in total, then maybe you do care about keeping the entire exe around that size.
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How come game development takes so much time? Like how are devs able to do a game so quickly in a game jam compared to normal devs? Wouldn't it be possible to reduce normal dev time with the same strategies?
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>>740153786
https://www.youtube.com/watch?v=c0QLdsecRZc
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>>740151276
Got a portofolio?
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>>740153786
If you're just shitting out something for fun that's simple it's easy. If you're working on something more complex it takes time and troubleshooting.
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>>740153221
Godot is solid af for 2D.
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>>740148674
What engine u using?
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>>740153786
Also, asset reuse. Jammers will often have premade drag-and-drop assets such as a main menu, state controllers, dialogue box backend, etc etc. It's a lot easier to make a game in 3 days if you've done a hundred of them before and know what you can reuse.
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>>740154273
It really is. Never even considered 3D desu. Has anyone ever made a 3D game with it?
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>>740154569 (Me)
and professional companies will just buy assets to achieve the same goal

Also, jam games are usually very simple and repetitive, while proper games are expected to have more width to them. You don't expect 20 fleshed out levels out of a jam game, or five different character classes, or 10 different guns.
They'll spend one day getting the mechanics right (again, experience helps nailing it faster), and then whatever time's left is spent on churning out content, a tutorial, and tying things together.
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>>740153786
Making systems is easy. 90% of the time goes into assets and design.
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>>740153586
Sure. Fringe cases. I toyed a little with actual(?) snes engines and must say it's not worth the effort if you just want to make a good retro game. Cases as prior excluded.
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>>740146523
I had a dream I was making a game and now I woke up and im sad
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>>740153878
Not looking for work, sorry
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>>740154710
People have and do but it's not as solid as unity is they basically are opposites for 2d and 3d on which was priority and which was a second thought.
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>>740155483
Courage is the magic that turns dreams into reality anon
Have some courage and start making that game
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>>740154710
Buckshot Roulette is probably the most well known. The current version isn't even bad for 3D, it's just not as optimized for big games as Unity/Unreal.

I think it's still trying to shake off the stigma from fans overselling Godot 3.0's 3D, which was pretty shit
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>>740155512
I just wanted to see more of your stuff...
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>>740154710
Road to Vostok uses Godot. I think Cruelty Squad does too but too lazy to confirm.
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>>740154569
Why not churn out 50+ games a year and check which one does well before expanding on that? Any devs who have done this or is it a bad idea?
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>>740155783
sounds like a good way to get written off as a shovelware sloppa dev
quality over quantity is preferable
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>>740155783
>Why not churn out 50+ games a year
That's a good way to cure adhd for project hoppers
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>>740155771
>I think Cruelty Squad does
Yes, and it's the funniest example. It's like trying to sell people on the Doom engine with lilith.pk3
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>>740155512
>rolling your head along the floor
Looks painful.
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>>740155783
>>740155783
Guess what?
They are already doing it.
Ever seen an ad on mobile apps/games that let you play a demo, and when you press download, the game doesn't exist in the app store?
They are testing design idea through ads. It's called "playables".
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>>740155678
www.pixiv.net/users/66230530
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>>740153786
Because it's the content that takes the longest.

Ideally code wise it's an investment, the more you do the more you have. I personally have a repo filled with useful systems that are well made and close to drag and drop.

I've got turn based systems, state machines, grid movement in 2d/3d, questing, grid based inventory, enemy ai that does melee, enemy ai that does ranged attacks, dev tooling and a lot of niche stuff that are just nice to have.
All of it made by me, I know how it all works and it takes me no effort to put together.

In a couple of hours, I could put together a 3d game with enemy wizards that spawn skeleton archers with a quest to kill 3 skeletons, purely from my repo. That's how you do stuff fast in game jams, you have a library of tools that you can literally just drop in, no need to think about or debug the overlying systems it relies on.


Whereas a normal game involves thinking about what systems you need, writing it (and making it fairly reusable personally), figuring out how it fits all together. And then the biggest time sink, content creation.

Art, music, levels and balancing them is what takes the most time. It's why game jams are completely unbalanced, have little content/relies on rng content and use asset packs. The real time sinks are the content.
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>>740156556
Oh so you cheat
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>>740156621
using your brain isn't cheating, that's just being rational
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How drastic can language be? Not only dlsteam, but other countries. One reason every other game is lame is due to the fact that censorship around the globe is huge. East Asia, Arabia, West Asia, whiteys, everyone censors the fuck out of shit.
I know that excessive rape is universally forbidden. Anything else?
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>>740156556
Any tips on finding the right libraries? All I scour for are broken af or I'm incredibly incompetent.
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Am i too retarded to learn code? kind of want to get some shit started in unity

also wanted to learn how to make music and maybe 3d environments

so much to learn but i got all these vidya to play..
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>>740156621
It's not cheating unless the game jam says you have to write all the code for the jam, in which case I just wouldn't join it because it's clearly badly run. Making people rewrite code they've already wrote is retarded.
If you're making a game jam and you're limiting everything created to the timeframe you're asking for half of the jams time to just be spent remaking existing work, and that's under the assumption that everyone is telling the truth or not. You're going to get a bunch of horrible sounds, music, art and or gameplay as the result. It's a waste of your time hosting it.

>>740157059
I've wrote all of mine, personally I think this route is better since I know what it can and can't do without having to figure out someone else's solution, on top of having to trust it works properly.

For me I just pick a game and start making a replication of it's systems.
Take Alien Hominid, you have a character which can be used to made a state machine, enemies with their own state machine and basic ai, enemy spawners, vehicles, platforms you can jump up/down through and boss fights. These are pretty independent systems where you can write them to be basically drag and drop, with that you can easily adapt it to make a Mario like game, Super Meat Boy and so on.

It's a time investment but it's one that compounds and it really helps with getting prototypes setup for concepts.
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>>740153786
>Wouldn't it be possible to reduce normal dev time with the same strategies?
A lot of people have said content and this is true. But a lot of systems need proper architecture to scale. Let's say i have a game with 3 different enemies. I can very easily just have 3 unique scripts to handle all of their behaviors. If i scale this up it will eventually become an unmanageable mess. If i need to make a fundamental change then I need to change x number of scripts.
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>Makes a “general" so the mods will ban these threads and people will be forced to use /agdg/ like what they did to drawthreads
Fuck off.
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Uh oh, he's awake
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>>740157805
This is why writing maintainable code is so important. It's probably one of the most important things to keep in mind when coding in my opinion, besides DRY and performance.

In my typical day job as web developer, I've met both morons and smart people who would rather rush out code than take the time to do it proper despite the amount of minutes saved typically being low, even assuming you will never have to touch the code again, which is rare. One of my least favorite quirks to deal with at work, tbqh, cause it almost always comes to bite you in the ass later.
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I can't believe g*blindev is f*goon
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Redoing my UI.
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>>740153786
because 90% of the development time is playtesting
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>>740155512
nice smearframe bro
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>>740158890
I am afraid of your imagination
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>>740157938
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Dialogue makes things more fun

>>740158890
Nice UI
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>>740159845
It's funny how obvious it is when he posts.
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>>740158709
>I've met both morons and smart people who would rather rush out code
It's like the IQ bell curve meme. The morons don't realize what they have written is trash and the smart people know that they are basically graded on finishing tickets and doing the bare minimum to pass code review while they plan to jump ship to a new company.
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>>740160236
He sees himself like some sort of epic character and looks like something that was left unflushed.
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>>740158890
what's your game about? the spritework is really nice
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>tfw cant work up enough motivation to open Unity and start my new project
I fucking hate this part. I spend longer not bothering to start than I do fucking making the games.
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>>740160425
At my last job the other front-end dev just rushed through everything because of constant pressure, actually, while I just took it a bit easier which I believe is part of the reason why they let me go. The boss once got upset with me because I was "taking too long" to make a site when the fucking marketers never told me how many hours they charged the fucking client for. Of course the site had a custom design made by a professional designer, not one of our templates, and needed a lot of custom functionality to implement all the features we promised them, so if they had just *asked* I would've told them I'd charge the client for 60 hours rather than 30. You gotta make it quick, but also make it in a specific, inconvenient way in WordPress with a shitty theme and don't forget to give it a lot of spit and polish because the client is important and we need to keep their business. God, the fucking IT industry sometimes.
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>>740158890
damn this reminded me of 'knight___' dev (I forgot his name), had a black firefighter in a jrpg. he dropped off the face of the earth.
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>>740157476
>For me I just pick a game and start making a replication of it's systems
You mf. That's exactly how it should be done. Skipping optimization and proper content you can make games in weeks. Will do that. When going for this it's also easier to create actual clones
M. If I want to make a game that feels like sm2 and sm yoshis island, I'll just clone them and during documentation I'll get an intimate knowledge of their mechanics and systems. Reminds me of the making of streets of rage 4. They played sor 4 and sor 1 together so that they can make final adjustments. Clever mf.
>It's a time investment
Pays off eventually. Couple of weeks barely ever matter in dev'ing.
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>>740158840
Can't possibly be surprising
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>>740152228
That movie is "woke" it's just from a time where euros basically didn't comprehend the nigger word and the word itself didn't exist in its modern form as a world ending catastrophy.
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>>740162457
Haven't watched it. Was looking for an old movie (50s?) where a guy has a green face. Looked like the mask and was likely at leas partially an inspiration.
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>>740157475
what do you want to make?
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>>740153786
>Like how are devs able to do a game so quickly in a game jam compared to normal devs?
Yeah, and how many game jam games sold millions?
Zero.
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still been working on backgrounds stalling getting to the real meat. They'll all need animated and that's the fun part for me so I might get to some of that today. Got a start on a world map too, still needs cleaned up more and some animation layers.
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>>740164234
Oh, and let me be more specific.
I mean games that are made during the few days in game jam.
Not games based on the demo from game jam, and spent months to years of development after that.
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>>740160201
It's dare
>>
i have nothing new today
its a big day where i condense some of my shader effects. a lot of them use repeated maths so i'm converted them to be their own .hlsl include file.
I might even do how Unity handles their internal shaders, where the .shader file is mostly blank, only showing which passes it has, then the name of their vertex/fragment functions, and all the logic is in the #include.
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>>740162047
I don't skip over optimisation, I actually focus optimisation when I'm making my systems so that when I make a project, I know that the shit I brought over are already as optimised as I can get them. My workflow is making it work, making it work generalised, making sure there's no bugs and then optimising it. I also have a bunch of testing tools for performance and checking compatibility when I update the engine so that I can see what's failing and why making it easier to port to new updates.
If I have optimisation problems, I want to know if it's because I've put too much shit in, I've used the shit wrong or it's the new shit. By optimising what I bring to different projects I cut down where I have to look for problems.

>Pays off eventually
It's also a good way to pay off projects you want to abandon. I have a grid based combat system from a game I gave up on because instead of wasting all that time I decided to take and save whatever I could.
>>
Bumpin
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>>740148674
Doesn't GameMaker and. Godot use coding language, both offer node blocks too but those are so weird with weirder terms and such.

Also there are NO good books that teach you anything other then making a shitty single screen galaga game
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Asmongold is starting a indie game monthly review. I would be excited if I saw any of you get promoted on there.
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How do I make video game
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>>740164989
Sure you optimize systems, but not prototypes. If you optimize a prototype you can basically publish it. You want to finish the prototype ASAP.
>testing tools
Like what?
>cannibalize dead projects
Always sad when a tactics game gets cut off.
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>>740164503
>Not games based on the demo from game jam, and spent months to years of development after that.
There are some who didn't need much time afterwards. Surgeon Simulator was 48 hours for game jam and 48 days for full version and made a fortune.
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>>740166991
install klik & play
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>>740166857
do we like him around here? what do I think of him?
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>>740166857
monthy? does he know there's like 4000 games released a month? how does he plan to select games?
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>>740168581
Aren't there like 20k a year in steam?
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>>740168581
NTA but I remember he had some gaming company few years ago
they did exactly one stream and stopped, or the streams were so uninteresting that nobody talked about them since
>>
tired of debugging
>escape by prototyping
better than doing no dev work when I burn out..
>>
>>740168581
>>740168872
Discord jannies will curate down submissions and community voting from what I gathered. Also a prize pool for 1st 2nd 3rd so maybe that helps for traction.
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>>740146523
I fucked up my sleep schedule again.
Might as well dev a little bit.
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>>740168872
Didn't Mr pedo foot tall had like 5 million subs and opened a game studio and then his career got rekt and his studio dindu nuffin and now he streams for like 50k? What's his name sunglasses mc mustache?
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>>740169460
stop using buzzwords like a psych ward patient and just namedrop who you mean
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>>740169575
Dr disrespect. Had to look it up. Thought streamers are known around here.
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>>740169876
Yeah I know him but "mr pedo foot tall" does not ring a bell. Hell I wouldn't have gotten it if you said "he cheated on his wife". And he tried to make a shooter game so of course it flopped.
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>>740167746
Fair, I figured you was referring to the systems themself.

>Like what
Just some working demos that I cycle through with some error handling so that it logs what's happened for cross referencing with updates. Just checks that it all functionally works between versions.

>tactics games gets cut off
It was more a modding platform. The point of it was going to be that you create a ruleset, easily create custom boards, units, scenarios, campaigns and you can mix and match them. So you could make a medieval mod and fight against a Warhammer 40k team from a mod.
An online platform for tabletop gaming essentially.

Quit it because the engine Godot can be easily used to upload viruses through mods since mods can call Engine, OS and HTTP calls. It didn't feel right centring a modding platform around something that can easily be manipulated. A simple unit mod could easily include code to download something from a random server and use my games permissions to run it. Just felt uneasy about it.

Still useful for myself. All that custom tooling can be used to make a game from. Just not interested in making content for it.
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>>740169218
>submissions
oh so we can submit to have our game showcased in Asmon's stream? Do you have any info on how to do so?
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>>740170354
He said discord is most likely because he has no way to do voting without bots. It kind of made me think someone should make a a few mini captcha games for a voting web app (in general).
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>>740170606
thanks anon, I'll look into that. Would be super cool to have a famous streamer play my game
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>>740170045
>he tried to make a shooter game so of course it flopped.
Kek.
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>>740170183
>working demos
Testing environment, got it.

Cool idea, shame that godot is such a huge risk. Isn't there any (fast) workaround?
>>740170354
He will choose the ones he can market best.
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>>740171175
>shame that godot is such a huge risk
wdym?
>>740171175
>He will choose the ones he can market best.
wdym?
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Added some camera and shaking to the transformation
working on the boosting mechanics
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>>740160201
I say the same thing to her (I'm about to jizz on her face)
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can't decide on a death animation for this dude (picrel)
>>740171606
outlines look better than before. Have you considered adding a P1 and P2 indicators like smash bros does? could help with keeping track of characters (subpicrel), specially after zooming out and even more so if the character can be yellow against a white background
>>
>>740170183
>wdym
>shame that godot is such a huge risk
>Quit it because the engine Godot can be easily used to upload viruses through mods since mods can call Engine, OS and HTTP
>>740171258
>will choose the ones he can market best.
Asmongold isn't a platform for great indie games, he's an... Let's say entrepreneur and has his own interest in mind. To this date there is no indie website where indies and devs can purposefully interact. Kickstarter is close to scam as its ripping of like the half.
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>>740159595
I'm afraid of reality.
>>740160201
>Nice UI
Thanks!
>>740161425
It's a minigame-game. There are nine main game modes, each with 16 levels. Each level only lasts about a minute. The screenshot is from the "turn-based JRPG-style battle" game mode (I REALLY need to think of a better title lmao).
I hired an artist for the pixel art, and she is INSANELY talented. This is what it looked like before kek.
>>740161818
The story in this game mode is supposed to be a parody of JRPGs, like Tales. The mage is a baby, the warrior is an elderly lady, the healer is a handsome muscular man, and the archer is a fucking snail.
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>>740172005
maybe slowly collapsing on his side/front, one leg at a time, maybe dropping a fist first to stabilize.
>>
This unironically made me want to learn blender sharty be damned https://www.youtube.com/watch?v=hD4R-DYt_3I
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>>740172719
I have this animation for when he enters his "break" state. Might try and make him do like he's trying to resist being beaten here and then fully collapsing/desintegrating...
>>
Guy-working-on-a-GBC-zelda-clone here.
To go with the theme of being a wandering sage, I thought about adding some method of helping NPCs that you encounter in various areas.
I kind of thought about it like how Minish Cap has you collect the Kinstone parts to unlock new stuff, mainly in the main village. For my purposes, it would be collecting ingredients from certain areas and enemies to create collectables like nonusable potions to give to NPCs to heal ailments or to unblock paths. Say a guy has a tummy ache, and you need to kill some mandrakes and sandworms or cut grass somewhere. Or there's some thicc as fucc vines that need a plant killer potion to unblock a path. Perhaps also need to defeat certain bosses first (and thus collect a permanent trophy that is needed for certain potions).
But people would probably hate this kind of grind, right?
>>
>>740173252
Is it sidequest shit or will it block actual progression? I'd also try to avoid making actually useful potions like the plant killer one because people will wish they had it for when they encounter plant enemies or a tree they think is hiding a path etc.
>>
>>740173252
You will need 50 years, maybe more. Mina took 100 years, meaning you will need 20000 years, maybe more.
>>
>>740173419
Sidequest, no blocking story progression. That'd all be tied to the usual tool progression.
And yeah that is true... that is true...
>>
>>740171175
The best workaround would be to make a custom build that doesn't accept HTTP, OS and Engine calls from loaded scenes. But that comes with the side effect of needing to provide my own export templates and compiling the engine myself.
Which is doable, but it's retarded that Godot by default allows that.

If I want custom units, boards, musics, environments and everything I can't stop people from attaching scripts to their scenes or people stealing mods, attaching scripts to them and reuploading them. It's not really my fault if that happens but it's not a good feeling to know that your game could be used to spread viruses.
I've tested it myself before I shelved it and it's very easy to do this, it takes less than 20 lines of code.

It's a decent idea though. Was going to sell for cheap, include some definitely not Warhammer characters, ruleset and campaigns.
If Godot changed the default behaviour today I'd start working on it again.
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>>740173252
>But people would probably hate this kind of grind, right?
I know I would, that kind of mission design feels like bloat to me. How about, instead of "kill X mandrakes", there's a special kind of mandrake somewhere that gives you the item you need? You could even have it show up in your inventory (like how in Zelda LA you have items that you have to deliver to some NPCs) or even have the "tamed mandrake" follow you until you reach the NPC that needs it. I believe that last option would have a lot of soul.
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>>740173852
Can't you make it with another engine? Maybe some older or niche ones?
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>>740173875
Okay, so rolling with that, perhaps interacting with the NPC for instance would trigger a unique monster (even if its just a palette swap with a slightly altered attack rotation/speed/whatever) spawning somewhere specific? "I heard there was some kind of blue screaming plant in the swamps."
Maybe even have it appear as a marker on the map. Hrmm. I'll jot this down either way.
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>>740174280
I believe that's way more interesting, even feeling like a small "sub-adventrue" of sorts. Good luck with it anon, your game looks cool.
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>>740174126
I could yeah the systems and everything are mostly thought out so it's just translating code at that point. Probably have to rewrite the multiplayer but that was basic since it's a "don't play with friends that cheat" idea.

But Godot is lightweight, quick to launch and my tooling was designed to be easy to use. Any other engine I use would have to be easy for people to use. Battlefield 6 using Godot as their visual editor for map modding goes to show that it's a good engine for non devs to handle.

Maybe I'm wrong but I think for a platform like that you need something very easy to setup and use for non devs. An easy way for someone who's making models to just import them and get them playable with minimal engine overhead.
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>>740173875
Kill yourself rasko
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>>740175530
wish you a beautiful day anon!
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With how much steam v3 seems to be picking up this year, I'm a bit anxious to how people will respond to our trailer. Put a lot of love, sweat and cum into it, but admittedly the game itself is a bit jank and I think you can tell.

Ah well, we all did our best with it and the song is great at least.
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>>740172005
>can't decide on a death animation for this dude (picrel)
bursting into flames?

>outlines look better than before. Have you considered adding a P1 and P2 indicators like smash bros does? could help with keeping track of characters (subpicrel), specially after zooming out and even more so if the character can be yellow against a white background
thanks, yea a P1/P2 indicator would help. Have to make it a toggle thing later.
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>>740175859
>With how much steam v3 seems to be picking up this year,
1x0=0 anon don't get caught up in the hype, no one is watching fucking /v3
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>>740176028
>bursting into flames?
cool idea! really fits with him being a demon. Ty!
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Here's a little bug that I decided to implement as a feature cause it amused me, explosive deaths were a bit bugged but I didn't figure out how to fix the issue until I made the final level that dumps the explosive shot powerup constantly on you and I decided to look into it properly. I think that's the third bug that I decided to implement, along with enemy animation speeds being way too fast sometimes and [EXPUNGED]. Bugs are fun sometimes!

I'm slowly inching near the fucking end with this damn game, thank God. I might be able to release it this month even. Here's hoping...
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>>740176229
At the very least it helps get some anons into the marketing mindset and figuring out how to present their game rather than unceremoniously drop it on steam after working in isolation for who knows how long
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>>740176998
You'll have better luck doing that then being Sandwiched in-between "le 4chan humor" with "ooga booba sexy girls" presenting. /v3 is a failed experiment and Betz feeds off of his own false hype.
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>>740177152
>ooga booba sexy girls
who doesn't like that lol
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>>740177152
>more views every year except the time they aired on fucking christmas
>reaching out to streamers and sites and shit
>got his own steam sale planned

I dunno, I think this year could be big.
>>
which game posted in these threads has the cutest girls
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>>740177246
>the steam sale that doesn't get featured on the front page and is shoved in a corner that you have to dig to find
>Got himself banned for shilling on the board he supposedly runs the show from
>Has exactly 0 people talking about it except for retards like you
Hello Betz, how's that fake hype going?
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>>740177327
Mine :)
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>>740177246
>got his own steam sale planned
It's a steam event, and he's mega-smalltime. Valve is cute for letting small guys like betz and indie devs to just do whatever because they have 0.1% to become a whale earner later, but don't fool yourself into thinking it'll show on the front page. there's dozens of those events that don't go on the front page.
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I have updates, will post soon
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>>740177526
agreed!
>>740177543
damn you are finally leaving the ruins area? Nice! That forest area's looking cool but dude, I don't think that tree should be growing out of a rock
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>>740177619
Yeah, time to post pictures in the other parts, it has been a minute since i showcased them.
I think the pcg for my trees is a bit off thanks for catching that.
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>>740177543
>mismatching stat bars width
are the boarmen textures fully aislop?
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>>740177772
The bars are like that on purpose. Only the initial pass outside of photoshop changes yes. Then I enhance parts after baking the uv map then exporting back in. So it helps unsloppable the slop.
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>>740177958
Why did you pick different width? seems bizzare.
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Trying to master my own controls
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>>740178043
nta but that's not uncommon in vidya nor UI design. You have a primary thing (life) that's more important than the other thing (stamina) so you give them different width to signal the difference in importance
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>>740178251
wtf, I'm a fake dd fan..
It does seem a lot less weird when there's spacing, or the elements are smaller. or the flat color scheme. there are a few differences that elevate this use, I can't point out the devisice factor.
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>>740178414
heh, no worries fellow dd enjoyer. DD2 does the same but it's true that both games have their bars separated, so that might be a factor yeah
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>>740178190
neato
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>>740174757
Can't you code an editor?
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>>740177543
Ridiculous. You improve constantly. Soo you will on par with elden ring 2.
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>>740180490
>suggesting this poor man to subject himself to engine dev hell
you are a sadist
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>>740181192
Sadism is telling someone to spend 3-5 years suffering with a pre-made engine that fights you decisions and is often a black box acting outside of your control or knowledge.
>>
tomorrow I WILL start making a game
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Rasko killing himself would bring down ram prices because they're wasting it on rendering his ugly ass face all the time in the simulation.
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>>740181968
shut up rasko
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wasted the past few hours trying to fix a bug
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>>740182323
doesnt sound like it was wasted.
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i hate this :(
theres too much delay. back to square one :(
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>>740182109
Shut up rasko raska
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>>740183464
risko rasko
I'm fucking your ass
raska rusko
you will never pass
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>>740181317
>is often a black box
How? It's open source. Opposite of black box.
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>>740183592
But pappa said i was his little rasputina
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>>740181798
Why not today?
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>>740185180
It's nearly 10pm
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>>740185313
You can still start today. Gamedev isn't just about coding. You need an idea, and you can start that idea right now.
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>>740185393
I've already got a full GDD for the game. It's just one of those little desktop companion style games so it's not overly complex or anything.
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>>740185105
Have fun trying to dig down into a project like Unreal Engine with its several millions LoC to understand why some edge case is causing issues in your code so far downstream you can't even see the shape of it. Forget trying to change it, maintaining your own branch is a huge amount of work for little gain. Unity doesn't even allow you access to the source code unless you have the enterprise deal.

Yeah you can use Godot which is simpler but you also get a lot less, and what you get is not higher quality than you could write yourself thanks to knowing exactly what you need and being able to laser focus that.
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>>740185970
some of you cringinedevs are worse than vegans.
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Which one is your preferred way to hide secret areas in a platformer?
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>>740186087
Not only does enginedevving greatly reduce the time spent procrastinating and nodevving due to dreading dealing with shit you have little knowledge of and control over, but it will also make you a better programmer so your game won't run at double digit FPS while looking like a PS1 game.
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>>740186169
out of those, I'd go 3
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>>740186210
>reduce the time spent procrastinating and nodevving due to dreading dealing with shit you have little knowledge of and control over
Amateur devs already have knowledge, learning struggles understanding basics like behavior trees and shaders, you are asking them to ramp up the difficulty 50x while promising that the procrastination and feeling of dread is lower.
lol. lmao.
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>>740186520
Because almost all the dread (which causes procrastination) stems from a lack of knowledge, which results in a lack of control. Yeah it's harder, but you also learn 50x faster while doing it, gaining more knowledge and control which greatly improves your confidence and you stop dreading your own project.
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>>740186169
1 but with the secret room being visible from another part of the stage
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>>740186169
anything but 1 is pussy ass shit
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