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monday gamedev
>>
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I put out an updated demo for bingo betty
https://store.steampowered.com/app/4045170/Bingo_Betty/
>>
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I made it so that you unlock levels by interacting with the terminal instead of them being unlocked automatically. This should give players a bit of encouragement to read the lore logs and gives me another place to trigger story events. Also gives a bit more breathing room pacing wise, as going straight into the next puzzle can be overwhelming.
>>
>>740576034
Kinda reminds me of another sort of anime companion game that was being deved here. Where you roamed around, did puzzles, exploring and stuff.
>>
i've finally reimplemented my character model with its new rig and everything

the entire mesh is packed into a single material, going from about 10 draw calls to just 1. it has about triple the amount of tris, but it renders much more efficiently. since NPCs use the same mesh there are big improvements in group settings.
>>
>>740575636
the gameplay is probably fine but it looks like a literal toilet. backgrounds are horrible, one button is orange, one is shit coloured. why?
>>
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implemented dudes with chainsaws that chase you around a bit

>>740576034
never seen this before, what's this game about? looks like fun
>>
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Spellcard
>>
>>740574831
2 days in and not even half finished with options. Blindly following tutorials and nothing ever works. Rip in piss.
>>
Made a dedicated art tool for my game so it's way quicker now to collab with an artist. It's just a publicly hosted web app so it can be a cool modding tool in the future too
>>
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added the tutorial windows, which feature a lot of goblin abuse. While playing the prologue players will get tutorial messages on the left side with a "ding ding" sfx and, if they press the pause button, they'll be redirected to the help section of the pause menu with the new tutorial focused and ready for a read. This shit can be disabled from the menu
>>
i played poe for a week and i have to spend this week moving a family member's bullshit.
however I will get at least one thing done. i swear it!!!!!!
>>
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I've spent the weekend modelling and rigging enemy clankers.
>>
>>740578698
path of exile, pillars of eternity or the ghosts from zelda?
>>740578726
ygg game looking weird!
just kidding, they look cool anon. The big robot gives me Nier Automata vibes
>>
currently trying to figure out how to get camera movement to spring dynamic based on character speed. should the character and cameras be driven through separate scripts or am i being autistic.
>>
>>740578774
path of exile 2
I think I need to kick things into overdrive soon because if I don't get the bulk of the game done before Marvel Tokon comes out then it probably isn't going to get done.
>>
>>740578380
up/down look is a cursed angle
>>
>>740578315
what are the sprites from? that self-decapitation is too smooth for a one man dev team
>>
>>740578890
i have my camera running its own logic on tick while other sources send it messages

lot of lerping going on
>>
>>740578929
>path of exile 2
If I were you I'd go back to gamedev because otherwise you are going to end hooked to that shit real bad
>t. was hooked to that shit real bad
>>
>>740578890
what if you want to move the camera separate from the player sometime
>>
>>740578890
I have them separated
>>
>>740579254
>>740579857
fair, i'll keep it separate then.
>>
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>>740578979
>that self-decapitation is too smooth for a one man dev team
How are these things related?
>>
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>>740576827
Cool; I wonder what game you're talking about, I like to follow these threads but haven't seen many other puzzle games
>>740578303
>never seen this before, what's this game about?
Puzzles based around self-consistent time travel/causal loops/bootstrap paradoxes or whatever you want to call them. The goal is to get to the end of the level without changing what your past self has seen. You can get your future self to leave you objects or open doors for you, as long as you do it at the same time later.

Open question for all of you: as shown in >>740576034 I'm going to have levels visible and unlockable from a console. Do you think I should have:
1. All the worlds visible
2. Only the unlocked worlds visible
3. Unlocked worlds visible + the next one
Right now I'm working to release a demo and I don't know if I want to show all the levels as a hook or not.
>>
>>740579964
those smooth smear frames and cloth flopping are neat for a dedicated artist but only a madman could juggle that level of detail while making the entire rest of the game himself
>>
Gonna make an effort to eat my vegetables this week, loaded up on low-poly type tutorials, any special considerations for making 3d models specifically as game assets I should keep in mind (or should I just not care)?
>>
>>740580767
You should look up what format people export to for the engine you are using and see what is compatible with said export because that will determine what tools you'll have access to or if you'll need workarounds and so forth.
>>
>>740580767
you'll learn game specific requirements with time, just practice for now.
>>
>>740576034
pls remove character portrait
>>
>>740574831
Can anyone help me pull off Shang Tsung's fatality no.2 ?

Running mednaffe, PS5 controller attached.
Hold Lower Punch, Right, Block, Right, Block (close).
Can't seem to work. Looks like Holding lower punch does not trigger Block. Did I guess it right?
>>
>>740580751
Not really. This animation only took me like 1.5 hours, most of my time isn't spent on animating.
>>
>>740581281
I kneel
>>
>>740581014
That I cannot do. She ties the whole game together, like a nice rug.
>>
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note to self, split work into smaller chunks so I don't spend a month between map compiles again
>>
>>740578726
>the player character
i will buy your game
front view?
>>
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>>740574831
Working on a new character
/v/3 was fun!
>>
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>>740582007
Alternatively with brown hair
>>
>>740578682
Looks very clean!
>>
>>740582136
thanks anon! I suck at UI design so I'm glad to read it came out clean
>>740582007
>>740582085
loved your v3 trailer man, you are making super fast progress. Also cute girl! the texture work is really cool
>>
Anons I actually opened up my project for the first time in 4 months.
It was on company time too. I'm beginning to add unit buying. But now I actually need to make the units.
I'm not looking at my future of pathfinding or combat right now and I'm smiling!
>>
>>740582305
Thanks, gobbodev
But when I see your stuff I always feel like my progress is too slow. I haven't even begun properly implementing the combat. Seeing those tutorial slides makes me realize how many mechanics and stuff you've got. Looks fun as fuck
>>
>>740582403
I prefer starting my prototyping with the hardest parts of the game I don't know how to do so I can make sure I can finish it.
>>
>>740582403
>I actually opened up my project
>It was on company time
based
>>740582558
I've been with this project for a year and half lol, so I better have some stuff in there haha. Keep at it and you'll have way more stuff than I do in no time!
>>
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created a little button to center the upgrade tree
some code stuff
next is integrating stars as a functional currency and upgrades, save system and I'll be a lot closer to a decent demo.
>>
>>740582558
If it helps, you're still way faster than me. My progress is actually negative. I spent a few weeks moving engines and the clustefuck that is Rust multi threading, which broke absolutely everything and made reimplementing things more complicated. Then I've been drawing assets, but ones I can't use for a long time, and on top of that I've just redrawn old assets now that I've gotten better at it.
The whole weekend went into drawing a manta ray monster girl and I'll likely just throw it out and start over next weekend.
>>
>>740582403
have you considered just stealing an open source engine like spring, that's what BAR did
>>
>>740578774
If only I knew what ygg is...
>>740578890
Cinemachine exists of you're on Unity
>>740579973
Don't show everything right off, keep some mystery
>>740581909
Tails! (I only have a Blender screenie on me)
>>
>>740583743
>If only I knew what ygg is...
you need to lurk these threads more often friend
>>
rendering the entirety of the saints row 2 map at 30-40 fps
>>
>>740584165
so still better than saints row 2 PC port
>>
>>740584196
funnily enough yeah, i had never tried the pc port before and it ran at 50 fps on my current pc, what the fuck.
if i really wanted to i could make it run at hundreds of fps if i implemented lods and culling etc, but it was mostly just an experiment
>>
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rendering my steam-capsule. i feel i need to tone it down and make it more painterly with looser brushtrokes, but not supersure yet. also congrats to anyone that had something to show at v3. the show is made better with (you)r game
>>
>>740585139
neato
>>
How could I get a famous band to make music for my game? shit must be really expensive...
>>
>>740586647
thank you
>>
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>>740589438
>>
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>want to make animated ripples
>throw a bunch of monkeys at a 1,000,000 poly plane and then viewport render the normal preview
>now I have 120 2k pngs that go directly in a normal socket because you can't bake animated nornals in Blender for some reason
Surely, SURELY there was a smarter way of doing this, right?
>>
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>>740574831
finished customizable chairs (ish theres some bugs I noticed when recording the webm)
66 chairs
>>
How do you avoid texture repetition in envirnments?

Say I have a 20 x 20 meter road piece. If I tile it enough to make a street, the cracks and shit in the texture are obviously repeating. So what do????
>>
>>740577810
Because it's an incremental game, the audience for these games don't give a shit about the art they only care about the number go up dopamine mechanics. Unironically it's a low effort free money genre if you do it right.
>>
>>740590472
I think there are about 500 youtube tutorials on this exact subject
>>
>>740578979
>>740580751
No talent found
>>
>>740590297
I put a circle on a quad and expand it lol
>>
>>740590472
>>740590546
You don't even need a tutorial for this. It's unironically basic human biology to think "oh yes just make variations".
>>
>>740590472
the least amount of detailing work would be to make a shader where it randomly rotates and positions the uvs along a voronoi noise, it's quite common
>>
>>740590472
make your tiles more generic
>>
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Remodeled the statue of the first in the Fygoon Clan, Lucas Fygoon, to something more accurate to what I had written in the internal Zmeian Compendium (you can see the old statue on the website). I did this while implementing LOD groups on the wider Frydar Island so that free-roaming doesn't cause the game to run at Ocarina of Time levels of shit frame rate. I would show them here, but showing buildings that look like shit straight out of the first Iron Soldier isn't all too impressive.
>>
>>740591416
Looks good dude!
>>
>>740590709
>dude just make variations for every block in the city
Shut the fuck up nodev retard

>>740590546
The "tutorials" are use a noise texture to randomly rotate parts ot the uvs which is retarded because it breaks displacement-based shaders.
>>
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I've had a busy few weeks working on our v3 trailer and trying to shill it, only for the trailer to fly under the radar on every platform and not get a single response from anyone I contacted. It wasn't all bad because we got quite a few wishlists and demo downloads from it, and if the people from /v/ said the game looks cool then we must've done something right.

Oh well, back on the grind I suppose! Here's spikes fully implemented in action.
>>
>>740591070
That's boring tho

>>740590993
See above. Breaks any kind of displacement shader and only really works on flat brown ground (90% of Unreal slop)
>>
I have no idea what happened when I left the preivous thread last time to go sleep, but it seems that people are trying to impersonate me and each other and calling each other names? This thread is supposed to be a safe space. :(

Anyway, I am trying out several solutions (raymarching, thanks for the tip! billboards like I have been doing and other techniques) for clouds.

>>740575636

dopamine overload, but I guess you are going for that. So, good job. :)

>>740576034

Hacking game?

>>740578303

How is your diablo clone going?

>>740578315

Got a link?

>>740578682

Looking good.
>>
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>8 roguelikes
>5 platformers
>0 Metroidvanias
What gives? I thought vanias were as common as the roguelikes.
>>
>>740592132
Funny you say that, I saw someone once complain in these threads Salaryman Shi should've been a Metroidvania. That was baffling.
>>
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Busy doing water physics too Got me a swimming dragon now.

>>740578890

Game creator 2 if you are on Unity. It has a very nice camera controller (and character controller) and expansions to it.

>>740583743

Nice design, what kinda game is it going to be? Hack and slash?

>>740590472

If Unity, use Microsplat for terrain.

>>740591416

I am digging this.

>>740590424

Cafe simulator?
>>
my game is an orb of confusion that saps the intellect out of everyone who looks at it apparently
>>
>>740592915
sounds like a hard project to develop
>>
>>740592915
HalfLifeDevCommentaryInCircularCave.jpeg
>>
>>740593029
thankfully my intallect is high enough that i can lose 60 or so IQ and still be the smartest person here, but my players? not the same story
>>
>>740592892
>>740591981
Shut the fuck up fagoon.
>>
>>740591416
cool to see you back at posting progress
>>740591774
very cool
>>740591981
>people are trying to impersonate me
happens often, some anons are just very bored
>>740592892
looking cool! although I believe that water should come down faster but desu, I'm not an expert on water
>>
>>740592807
The boss that dies in 3 jumps could never fit in an exploration game. Really don't know what that other guy was expecting.
>>
>>740592915
>>740593107
>my intallect is high enough that i can lose 60 or so IQ and still be the smartest person here
Integer underflow, huh?
>>
>>740593436
I think he was expecting someone to recognize his design genius and make his game for him, only to get angry when the reply was "no thanks I wanna just make a Mario clone cause I love Mario, but it sounds cool you should make it".
>>
>>740592892
This looks really great! What is the game about?
>>
>>740592892
Pretty sure the heighest point of the water would be around the dragons neck, rather than above the tail.
Very sexy effect though
>>
>>740592892
This is great
>>
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Regular platformers are suicide compared to the indievanias.
>>
>>740591416
Looks like shit, kill yourself
>>
>>740594676
It took Lost Ruins 5 years to get 1,086 reviews.
It took Penny 2 years to get 1,029.
And if we're counting parkour games, it took Motorslice 1 day to get 1,000.
>>
>>740595002
motorslice is a 3d platformer so it's no different from penny. the big difference is leaning onto coomers, first on his own, then animators started shilling her. his marketing strategy to a mechanically inferior game was sex sells and it worked.
>>
>>740591763
>misinterpreting what I said
>still can't figure out how to implement a ridiculously basic feature despite being given multiple answers
ngmi
>>
>>740594676
It's easy on't make your MC look like total dogshit and people will play your game, in short don't do this >>740591416
>>
>>740593158
>>very cool
Thanks!
>>
>>740592892
Yeah, sort of hack and slash, with platforming, hacking minigames and sat cex.
>>
>>740595624
>that spoiler
That's disgusting. How much will it cost?
>>
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>>740595002
Platformers need to send their finest developer to win against a measly anime girl. The world is truly fucked up.
>>
>>740595002
>Motorslice
I looked this up and it looks so fucking slow. Did it really sell that well just because of the MC?
>>
>>740595697
Ehh, I'm thinking pocket change like $5-10?
I also had an idea to separate the lewd stuff into a separate comtent pack and charge for them separately so that pure boys can have fun without being exposed to ahegaos.
Or maybe I could start a Patreon and farm it while drip feeding new content.
I just wanna have the demo up and running asap.
>>
Bumpo
>>
>>740583572
I feel like gamedev is 30-40% just remaking everything over and over. Both code and assets.
>>
>>740590297
Vertex shader animation with just a black and white radial mask
>>
>>740591416
furry gay lords get the rope, that means you gay jeet
>>
What kind of train of thought do you apply when trying to figure out things outside of your current knowledge?
I was thinking of making a sort of seal that lights up in a flowing pattern, like if a liquid were running through some cracks in the ground. I'm assuming it's something done with shaders because it feels like it is, but that's where my thoughts end.
Do I just go through shader tutorials until I've picked up enough pieces of information to hopefully stumble upon what I need to solve my current problem?
It would be one thing if it was a question of mechanics, but when it comes to a different field of gamedev it feels like you need to pivot to a completely different workspace. Do shaders assume I know UV-stuff related to modeling? Do textures play a role?
I'm not opposed to learning any of this, I'm just trying to figure out the path of least resistance so that I don't spend weeks learning things I won't need for a small sideproject.
>>
>>740598693
Yes
>>
>>740574831
Okay, new tool chain:
>Raspberry Pi 500+ w/ Raspberry Pi OS (it's cute get off my back)
>Butano + devkitARM
>Pixelorama (Aseprite is a pain to compile for ARM64 Linux)
>Milkytracker (it's what Google recommended)
T-time to make GBA games???
>>
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>>740593158

yeah the viscosity of the water is not correct, it should restore faster and is too jello at the moment.

>>740594136

That is a very good point, thank you for this suggestion.

>>740593604

The bond between a kemonomimi and a dragon.

You can read the backstory here: https://www.youtube.com/watch?v=ZEDY4QEK2V4

>>740594347

Thank you!
>>
And how long until this one gets booted to vg? You guys ruined game dev threads
>post progress
No I actually like working on my project.
>>
>>740598693
It's all about google-fu. You've already figured it's something to do with shaders, so what is it you want the shader to actually do? You want it to slowly fill a blank area. So google for that.

You want a Fill Shader tutorial.
>>
>>740599630
Hopefully sooner rather than later.
>>
>>740599630
4chan hasn't been a good place to talk gamedev for years. /agdg/ is just schizoids and /v/ is infested with tourists.
>>
>>740599630
The mistake with those previous threads was calling it a general and posting them too often. It's not meant to be a general and I guess the janny who removed the last thread didn't really know we keep these separate from /vg/ and aggy for a reason.

It feels like one of the new jannies is new to the site or barely aware of what happens on /v/, because I saw Betz get banned and some v3 threads get deleted recently and yet he got it overturned immediately and the show got a sticky this year anyway. Genuinely bizarre tbqh.
>>
>>740599883
>/v/ is infested with tourists
I don't think tourists are the problem with /v/ dev.
>>
>>740599628
Really impressive water, how did you make it? Those animations are really great too.
>>
>>740599895
You losers and failures deserve it because you have the address to the main moderator of 4chan that also knows all the addresses of the new mods and you refuse to do anything about it for a year.
>>
>>740600323
The fuck kind of schizo bullshit is this?
>>
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This weekend I added projectile-shooting wall traps, portrait support for the scene input dialog, "kill all" and "hit all switches" door states, fixed up worms.
Progress is going to be slow this week though, so much real work to do..
>>
>>740574831
I did the godot tutorial. It was pretty easy so I feel ready to start that open world mmorpg now.
>>
>>740600449
This is so close to ripping of la he might as well have a green hat
>>
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>Two hundred and eighty five people have reviewed this game and didn't know about the unoriginal bosses
>>
>>740600449
looking better each time I see this, very cool anon. Love the portraits for the mandrake
>>
>>740599630
I don't know why you would be mad about genuine video game discussion, analysis and development. this thread is more board related than 90% of the other threads, I don't even need to check to know.
>>
>>740600449
I like what you're doing here, though I think your font could be a bit bigger.
>>
>>740599628
How long have you been working on this one. Also how long do you expect it to take to finish?

It looks good, but is quite barren right now.
>>740600449
Nice spritework.
>>740600514
Congratulations on taking the first step into Game Dev Glory!
>>
>>740600449
Looking great my dude
>>
>>740600759
>I dont know why you'd be mad people come here to avatarfag, not post progress, screech about fagoon, and repost the same thread daily so it gets booted to vg
Gee I wonder why anon, you blind idiot.
>>
>>
>>740599628
dope
>>
>>740601060
>Dingo
I would laugh if you called it Dash Dingo
>>
>>740600587
Yup.
>>740600823
The HUD and its font are all gonna go eventually. The dialog font I'm not sure I could reasonably make bigger... But its also just a custom font I made for debug background stuff so it should probably go eventually too.
>>740600906
>>740600740
Thank you. Yeah, portraits are fun to make. I used to be working on a harvest moon clone years ago, and that was my favorite part.
>>
>>740601060
Why are his legs so spread out?
>>
>>740601287
you know why ;)
>>
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added the critical feature of carding in
>>
Is it possible to have like ps2 style graphics for a huge open world? I somehow can't imagine it going well with having basically unlimited objects in the distance because they are so low poly but then it looks super detailed in the distance but everything close up is low fidelity.
>>
>>740601493
bing LOD and object culling
>>
>>740601493
>ps2 style graphics
>unlimited objects in the distance
fog nigga, fog
>>
>>740601493
Add mountains between large cities
>>
>>740600285

Crest 5, which is a Unity plugin, it has a module for dynamic waves, foam and reflections. There is a sphere collider on the dragon and Crest detects it.

>>740600901

Ehh not that long for this concept, since most of it is store bought and all thrown in a big blender (not the software haha). Got several game concepts in the same world though, so maybe longer depending on how you look at it. Most of my time is spent on making systems work together. If I can get the clouds to work too like I want them to, then we have something here that is worth pursuing.

I have some scenario's and made several dialogues. Got the character backstories pretty much done. Got a chunk of the worldbuilding done. But the biggest challenge by far is making an interesting map to fly through. I am not gifted as a level designer, unfortunately.

And the main artist (who made the kemonomimi) unfortunately declined my offer to work together on this project. She had other plans, which is understandable.

>>740600901

I don't know. I am building an AI platform for legal the upcoming three months. I keep coming back to this and other Unity projects in my down time.

If there is a level designer in this thread, send me an email to alsoknownas.stefan@gmail.com
>>
i made $5
>>
>>740600449

Cute!

>>740600514

Join the club, my man.

>>740600738

Is this your game? Got a link?

>>740601070

forgot to reply. thank you!

>>740601438

RFID and making the game respond?
>>
>>740601852
You should highly consider working with Fygoon, his game has a similar vibe to yours, and he also has a knack for world building and a strong vision for world and level design.

Graphics don't seem to be his strong suit, so it seems like the two of you would be a good fit.
>>
>>740601852
Looks really professional. How come the other devs here don't want their games to look good?
>>
>>740602117
seconding this, we need more /v/ collabs.
>>
>>740602117
No I'm not going to work with fagoon
>>
>>740602117
>You should highly consider working with Fygoon
LMAO
>>
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i love ai
>>
>>740602117
This board really needs poster IDs
>>
>>740602839
you're two peas in a pod thougheverbeit.
>>
>>740603131
post you're game anon
>>
>had inspiration on saturday
>was forced to waste 3 days because of family matters
>finally have time
>inspiration gone
life doesn't want me to finish this game
>>
>>740603172
>you're game
>>
>>740603605
>yore
>>
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>>740603337
>>
>>740602117

I think Fygoon has nice concepts and worldbuilding. But I think he has his passion project and I have my own.

>>740602226

Thanks. I have respect for the other devs, though, since they do a lot of the stuff themselves, way more than I am doing. I mostly edit existing stuff. Last time I modeled from scratch is ages ago.

>>740602783

Katawa Shoujo 2? I will design the logo, haha.

>>740602839

Another impersonator...
>>
>>740603743
imitation is the highest form of flattery
>>
>>740603825
And he's an imitation game dev.
>>
>>740604009

Shit like this is why new people never come to the threads. So what if he's using assets? How is that any different from using AI or googling something?
>>
>>740604679
It's different because soul comes from art, music, and other creative directions. Code isn't art it's just machine language.
>>
I HATE MAKING MENUS AAAAAAAAAAAAAAAAAAAAAAAA
>>
>>740605912
same
>>
>>740602101
ye, specifically NFC
>>
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>>740585139
i think i'm done for now. i'll look at it again tomorrow with fresh eyes
>>
>>740606268
that's fucking sick anon but I'm not sure if people are gonna click on it
>>
>>740606268
very cool! I'd try making the backgrounds lower contrast so the animals pop out more
>>
>>740606324
yeh. the thumbnail is also completely illegible. a week well spent...
>>
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redid song selection screen
>>
>>740606457
yeh i think you're right. brb
>>
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>>740606627
based, I'll eager to see the new version
>>740606969
hello me! are those robots for the frydarian game? they look cool, very retro
>>
>>740606268
>>740606457
>>740606513
if i saw this i would click on it, but i dont know how representative I am of people browsing games. I normally click on unclear images so I can see them in a larger size, and it's clearly art so im interested.
>>
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>>740606627
it does look a bit better
>>
>>740607175
yeah I think it does. Still a bit "too busy" maybe, but I like it. A capsule art like this one is bound to bring in a lot of attention imo
>>
>>740607175
I literally can't parse this. What's the red and gold ribbon? Is it something that just got eaten?
>>
>>740603743
>Katawa Shoujo 2? I will design the logo, haha.
The other day in the offbrand thread an anon posted their group's VN about dating messed up girls, so you're late to the party.
>>
>He's talking to himself
>>
This is why we need to bring back bullying.
>>
>>740607364
yeh
>>740607647
that's no good
>>
fagoon are you done now lol, some people have hobbies they want to share with the world and are waiting until your tantrum is over
>>
>>740607928
go ahead then, tell us about your game
>>
>>740607918
Can you describe what I'm meant to be seeing? I see the shark made of water or whatever, but the rest is indecipherable.
>>
>>740606519

Looking tight!

>>740606969

Cool concept. Maybe I will hit you up to spar. Can you leave your mail at alsoknownas.stefan@gmail.com?

>>740607175

This reads better than the previous thumbnail, but like other people in this thread, I have no idea what I am looking at when the image is smaller.

>>740607654

Ah shoot. :(
>>
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>>740608408
you're seeing these 3 characters in their natural dimension overlayed over eachother in the same pose while a miasma of portals give you glimpses of all of em
>>
>>740608787
I feel like the world shouldnt be blended.
>>
>>740608697
i'll make a different image for the small thumbnail it seems
>>
>>740608787
You're doing your characters an injustice by smearing them together then. The shark's the only one even remotely IDable in the image and even then I didn't realise it had legs. You'd be much better off having an image that shows them all separately or just focuses on one of them (the shark is by far the most marketable imo).
>>
>>740608859
i'm gonna try that out tomorrow
>>
>>740608787
oh i thought it was a scene of an eel-like creature biting a shark like creature. I'd probably try posing them and not do the blending together thing
>>
>>740609090
on what hardware?
>>
>>740574831
Oh hey, a Dev thread. Scarlet Elegy dev here.
Thanks to the anons who followed me on twitter after v3. Kinda wanted to post more concrete progress but it's all non-visual for now. I'm reworking the combat entirely to try something a little different than a normal run-of-the-mill turn based combat. Might end up being a shit idea? Who knows! Anyway here's one of the characters in the game.
>>
what happened to other devs like the raccoon dev? They got bullied by that Rasko jeet fag?
>>
>>740609216
>Scarlet Elegy
?
>art
decent
>>
>>740609004
have to agree with this anon
i get what you're going for but i think it'd just be better to have the 3 characters together in a dynamic pose
>>
>fagoon getting banned sitewide and all posts removed
classic
genuinely what is he doing elsewhere to warrant this? does anyone know?
>>
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Dunno if Jennydev is here but I finished the demo, I liked it but my one complaint is that batting bullets back is wonky, they don't get launched in the direction you'd expect.
>>
>>740609365
ban evading?
>>
>>740609004
>>740609120
man... it's better to take a hit to the ego now than take a hit in my wallet later. thanks for the honest feedback. i will make another
>>
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Still currently remodeling the first level. Been at it for a couple weeks. Adding a lot of detail to it as I go (in this section, the random blocky platforms in the solar panel section will be tree stumps, with the idea being that they cut down the trees to let the solar Panels have more light).

Also, I added another control scheme. In the past, I had two manual control schemes for switching between running and walking modes. There was a Manual Toggle (Press R-Trigger to switch between modes) and Manual Hold (Hold R-Trigger to Run, let go to walk). Well, I added a third option, which is Auto Toggle. It works like Manual Toggle, but now, when you come to a complete stop while letting go of the stick entirely, you go from Running to Walking mode. This allows for precision platforming to happen naturally. It sounds like it would get in the way, but it only happens if you come to a complete stop, so it only happens when a player would look at a challenge and try to slow down. It feels really good after testing, so, it should alleviate a lot of the player's complains of "Precision platforming feels slippery" when users were not swapping between run and walk mode.
>>
>>740607175
You're better off just using graphics from the actual game
>>
>>740609482
looking cool Osh! i like the tree stumps as platforms, matches your characters nicely
>>
>fagoon got IP nuked again
LMAAAAAAO
>>740609442
it's probably this, he has at least a couple all board permabans iirc
>>
>>740609463
It shouldn't be a hit to your ego anon. The art isn't the issue, it's just a classic gamedev problem transposed to art. "How the fuck did anyone get confused about what button to press it's so simple (to me, who has been immersed in this thing for 8 straight months)?" The issue is that you know infinitely more than anyone else about the lore and the intentions with the art etc. but if I'm just scrolling through Steam, then none of that lore is going to be apparent to me in the 0.5 seconds I spend looking at your 1inch by 2inch image on my monitor. Readability trumps all for thumbnails. If I can't tell what I'm looking at in under a second, including what is likely to be the vibe of the gameplay itself, with completely fresh eyes, then I'm just going to keep scrolling.
>>
>>740609224
raccoon dev?
>>
>>740609442
yeah but why the initial ban? What does he post that's so bad he gets hunted down when he tries to post under his 'goon persona?
>>
>>740609714
pretty sure he spammed pizza during one of his meltdowns
>>
>fygoon doesn't post for months? a year?
>anons start questioning whether he's been posting under a new pseudonym with a new game
>fygoon appears out of nowhere shilling fagarian undertale and making it clear he isn't the same dev
noticing bros? what does this mean?
>>
>>740609710
shader dev, he's making a game with a raccoon now. He posts often
>>
>>740581670
Good looking house tho, did you make it yourself? If so what was the process
>>
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>>740609939
>did you make it yourself? If so what was the process
Hammer++ and lots of 'tism
also had a reference handy but I diverged a bit from it
>>
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>>740578315
Also uploaded some new screenshots for Next Fest.
>>
>>740574831
Slowly working on a 2D game in unity and I honestly hate how counter intuitive it can be at times, something as simple as making the character flash red when it takes damage took me 20 mins to get working, despite already having done this for the enemies.
>>
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>>740574831
just got done with the demon's sounds. Between all the movement actions, attacks and spells it sure was a lot to take care of. Now's just a matter to find some nice free music and release the demo
>>740610243
really cool looking. Between the Ninja Gainden-like game and your game the touhou bros will be eating good
>>
>>740609882
Oh, I saw him posting in the /gedg/ thread over the weekend. I always thought he switched between /v/ and /g/.
>>
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I've been messing with Page-Cached Sparse Shadow Maps to get crisper shadows in my engine. Ignore the shitty framerate, I still haven't done any optimization on it. Also added an outline for entity selection.
>>
>>740609698
yeh true
>>
JANNIES COME BACK ITS STILL FAGOON BAN HIM
>>
>>740610243
looks good
>>
>>740607175
I kinda dig it. It certainly catches your eye.
>>
Looks like Faust` is powertripping again. In any case, I will answer a few replies before I was so rudely interrupted by the Great Devourer of Hot Pockets.
>>740609197
It's on a MacBook Pro with an M3 Max CPU and 48 GB RAM. These numbers are from running it in an Intel-based Unity Editor version via Metal with Claude agents running in the background. I hope to find a way to cram this fucker into my sister's PS VITA, but I doubt it will actually be able to run without wiping out her Dangonrompa games (I see it as a noble sacrifice, but I am not a girl).
>>740608697
I sent you an email with the most professional email address I have (which I will not share here).
>>
>>740608787
I like your game and want you to succeed. Try this:
make it a black and white silhouette, make them use their signature moves (tongue, float, eletric) then put the logo next to them, dont swirl them together at all just put them close to each other. You want to sell the character abilities, your name, your logo, all at once.
>>
>>740610941
thank you. new one tomorrow i guess
>>
I saw an unlooted dragon corpse over there.. Guess I shouldn't ask
>>
>>740610209
>Hammer++
Based. Dropped a project awhile ago and honestly the biggest thing preventing me from wanting to pick it back up is the idea of having to remodel the house in Blender
>>
>>740609482
>they cut down the trees to let the solar Panels have more light
That's some clever but subtle social criticism. I dig it.
>>
>>740610512
isn't he a unity dev? Why is he on the engine dev board?
>>
>>740610395
I worry you won't be able to top this boss fight, perhaps only a dragon will top the demon. great, hope to play it next thread.
>>
One of the first things you'll try to do when you learning how to code / work within a game engine is "make a moving platform." SEEMS RUDIMENTARY! The most basic shit, right?

Years later, you'll realize that it's one of the most difficult things possible. You can't just move a platform, you have to do a lot of tricks to make the player stay on it without sliding off, being popped into the air, or even falling through the platform if it's too fast and every little trick you attempt has drawbacks.
>>
>>740611081
i don't think black&white is the move, but i appreciate you trying to help. i'll be back with a different version next thread since i now have an idea on what to do instead.
>>
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>>740611134
Blender has some sort of Trenchbroom (Quake editor) style mapping plugin now apparently
>>
>>740611429
What? No. Trigger on characters feet. When trigger collides with platform, make the character a child of the platform. Now if the platform moves, the character moves with it. When character moves off platform, the trigger triggers again and de-parents the character from the platform. Easy.
>>
>>740611280
yeah the next boss will be way simpler, but actually take advantage of the grab and throw mechanic which should be fun. I wanted to make the first boss something really cool not just to impress players but as a way to test myself, since I wasn't sure I'd be able to make it work. End result could be better ofc but I'm happy with how it ended up being.
>hope to play it next thread
Thanks!
>>
>>740611629
the whole "moving platforms are so hard!" is a stupid repeated meme. It barely makes sense, like most things people parrot.
>>
What did faggon do now?
>>740611128
Unfathomably based.
>>
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>>740609306
This game. It's a dungeon crawler inspired by Etrian Odyssey and Strange Journey, but focused on occultism and horror. I don't post here all that much, but after v3 I figured it would be cool to check the threads a little more
>>
>>740609714
I'll show you. Enter of your own free will:
https://files.catbox.moe/qcffqp.jpeg
>>
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>When they've been defeated 109 times already but won't tell you why
>>
>>740611818
welcome anon! will the combat system be press turn? I love that shit
>>
>>740611745
jedi mind tricks to stop competition before they start. Never give up.
>>
>>740611767
the same thing he's always doing, evading his multiple all boards permabans
>>
>>740611863
Is that Cold The Steel?
>>
>>740611745
i remember back in the mario fangame community, coding jump-through slopes was seen as a huge struggle. might've been some fuckiness with game maker though
>>
>>740611942
Can't he take a hint?
>>
>>740612386
clearly not
>>
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Setting up interfaces to skills like smelting, smithing, fletching, crafting, etc. And here are the ground items, which still need some z offset tweaks but working otherwise.
>>
I'm looking for some ideas/help on making the collision system of my no-engine game.

It's a first person RPG with no basically no platforming. Maybe the occasional spike pit you should jump across, or use a levitate spell to get over, but nothing too intense.

My initial thought is to have the player hitbox be a sphere, and the whole level's collision mesh be made of triangles. Take the points of each triangle and the player hit-point, and translate then rotate them so the center of the triangle is at the origin, and the normal is looking upwards. If the center of the circle is less than it's radius above the origin plane, and the center is within the triangle (found by taking the dot product of each point to the center X the next clockwise point. If all are positive, it's in the triangle)
If that check fails, Try and find the collision point closest by finding the radius of the circle intersecting with the origin plane (sqrt(1-center.z^2)). then from the center point with z=0, find the area of a parallelogram between that point and the two closest edge points (done with another cross product), and divide by that side's length. That gives the height of this virtual paralellogram, so divided by two gives us the height of the triangle, otherwise known as how far away the center point is from that triangle.
From there, I can detect the ratio of the intersect point and the radius, and use that to determine how much the sphere gets pushed backwards for something like a wall.

Am I overthinking this? Is there an easier way that doesn't require doing multiple expensive calculations with every triangle that passes the sniff test (It doesn't get checked if certain parameters are true, like all points being too far away)

It's surprisingly hard to find some good easy to understand diagrams or videos explaining how to find collision. This is just a method I came up myself after a bit of brainstorming at work.
>>
>fagoon gets banned
>thread dies
hmmm.
>>
>>740575636
okay b-but troon colored
>>
>>740613137
i don't think you're cut out for engindev bludd
>>
>>740608787
Adorable little guy
>>
>>740613251
You could have just actually told me what you apparently know instead of whatever that was.
>>
>>740611535
Well?
What is it called?
>>
>>740612930
very nice! loved your trailer on v3 btw
>>
>>740578303
Dem looks cool, reminds me of that game where you fight zombies hoards. I think the cover had a guy/girl dual wilding 2 berettas and you fight in the labs... Iv been trying to remember the name of it, I played it as a kid if anyone knows what I'm talking about I'd appreciate it, looks very similar to this.
>>
>>740613346
thank you. i want to squish him sometimes
>>
how do I make my own materials? I don't really want to use the free ones you can find online and they also look too HD for an indie game though I think it's possible to downscale them or something but I'd still like to make my own
>>
>>740613137
Bro just use AABB. You don't need anything more complex for an RPG.
>>
>>740611818
Cool, making horror, too. Looks good.
>>
>>740613137
download Godot fren
>>
>>740613691
The walls aren't all going to be Axis Aligned. I already ruled out AABB from a very early build when I decided I wanted to try and make something more dynamic than a Wolfenstein level.
AABB could work for entities, after all, that's what Morrowind uses, but I'm still trying to learn all possibilities before I settle on the simplest solution.
>>
going to take a walk to stretch for a bit. Remember to check your posture and drinking enough water anon
>>
>>740613962
why are you developing a game without an engine? why straddle yourself with so much extra work when you clearly have very little idea about how to implement (even very basic) concepts? my advice is to use an engine until you know what you want to change about how it does things, and even then accept enginedev is a meme that will never create even 10% of a game.
>>
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i think i accidentally left a debug feature in last patch and now i cant fix it until i fix this too
>>
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don't think the folx ITT will appreciate my game desu

>UEslop
>AIslop
>sportsballslop


haha
>>
>>740614706
which sport?
>>
>>740614706
nobody cares too much about ai, it's just ai content normally looks shit and is made by annoying retards.

Your model (if that's your game) is awful and distracting. Just cleaning up the polygons would be a major improvement, i kind of like the spazzing out ngl
>>
maked music https://vocaroo.com/1jk92nxQr6Na
>>
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>>740614706
>sportsballslop
You can make it kino (or at least stand out), if you're willing to put the effort.
>>
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>>740614836
sepak takraw + futsal

score only counts from air moves/juggles

>>740614927
it's a kid wearing raincoat he's supposed to look blocky haha but yeah I use cascadeur to help me create animations faster
>>
>>740615278
>sepak takraw + futsal
basado.

your raincoat guy model looks good btw. i see the vision.
>>
>>740615105
Nice tunes, for your game or just for fun?
>>
>>740603067
they call me a tourist when I say that, I never get this
>>
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>>740611873
So, it was originally press-turn, yeah! Very similar to SMT.
Now I'm thinking of going a different direction. A couple years ago when I envisioned this game, the premise was that you played as a healer that would never learn any offensive skills, having to rely on the party for damage while you buffed/healed them.
I lost faith on the idea because 99% of rpgs... Don't do that, so I thought maybe it was a bad idea. Lately however I can't help but think that's actually a game that would be super fun to play. Kinda like OG Persona 3, but... With the AI not being ass.

So now I'm reworking the combat to be focused entirely on the MC (not pic related, she's a party member), who's a Healer/Necromancer, and so the battle loop is taking care of your party while dungeon crawling and serving as what Fuuka/Teddie is on Persona, but much more active.
>>
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Nowadays I'm not even sure what type of game I'd want to make that I could reasonably make.

My only skill is art, which I'm working on, and the rest I'd have a hard time making something passable.

Visual novels or RPGs come to mind, but then I'd have to create an actual story/script which is something I don't have confidence in. Nor would be something someone would want to play. It's so over.
>>
>>740611818
RPG Maker? Looks cool
>>
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>>740615395
I just create this guy basically playing around in Blender designing what I'd like to see as protagonist of a local sports game

when I created the raincoat guy then it dawned on me that they pretty much follow those animal themes in their streetwear so I might just go along with that theme haha
>>
>>740590472
>How do you avoid texture repetition in envirnments?

>Say I have a 20 x 20 meter road piece. If I tile it enough to make a street, the cracks and shit in the texture are obviously repeating. So what do????

Decals. Just make a bunch of things that go on top of your texture map, also sometimes people use "detail mapping" to add a little more repetition masking noise on top of cleaner base texture.
>>
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>>740616164
>>
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got around to modelling the player's viewmodel and did a shotgun firing animation with it to make sure the skeletons were set up properly

haven't fully integrated it into the game yet, but at least it looks nicer than what it was like before

did some sketches for the ui not long ago so might start on them since i've a few days off this week (that or sleep)

>>740592892
ooh, that looks lovely


>>740610209
what's your process to importing hammer++ maps? tried to do the same thing for unity and nothing really worked out
>>
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The general is having a bit of metly atm so here's my progress. A perfectly functional, 100% bug free power-washer. If you saw a bug, no you didn't.

>>740611535
God that would be nice, doing it by hand in blender has sucked so much
>>
>>740616589
There's a pretty big bug right there
>>
>>740616589
Yeah those people are being weird right now, not that this thread isn't just filled with the same bs though
>>
>>740616589
>The general is having a bit of metly atm
Rasko migrated back to /vg/ to throw a shitfit?
>>
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>>740616589
sorry bro, but im afraid you've got a bug
>>
>>740616002
Nope. Godot. I'd post webms but it's honestly such a pain converting them to 4chan's stupid low filesize that I can't be arsed
>>
>>740613394
Thanks anon, you can have this
>>
>>740615882
Deckbuilder roguelite
>>
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>>740616589
To be honest I'm not convinced that this is intentional
>>
what other fat and short enemies could I put in the game that are kinda like a goblin? I don't like kobolds. Maybe rat men?
>>
>>740617010
Rasko
>>
>>740615519
its for a game yeah, im making the entire soundtrack right now
>>
>>740617010
Mexicans
>>
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>>740617010
Picaninnies.
>>
>>740617010
Far Darrig
>>
>>740616865
Ugh it is not, has been on my todo list. I guess this is a sign I should get on it.

>>740616728
>>740616692
NO NOT TRUE

>>740616715
idk what's happening there desu, I have been blessed with the type of autism that filters othat shit out automatically,
>>
>>740615882
Just make the damn game bro. If you're only good at art but shit at everything else make a bad game with good art. Lots of those exist. Pick a genre you like and start making the game. I'd be better if you were, but you don't have to be good at everything.
>>
>>740617313
>>740616865
The 圭 pose
>>
>>740617059
l don't think enemies that do karate would fit the setting anon
>>740617142
goblins are kinda like colombians so I'd rather not, too much repetition
>>740617214
oh boy
>>740617252
hey that's cool, first time I hear about thos niggas. Some forest level with them coming out of nowhere could be cool
>>
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>>740617461
heh
>>
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>>740617693
>oh boy
Don't worry anon I got you, you just do what Dialbo 2 did for act 3, call them something else and cover them up a bit.
>>
>>740617693
>karate
It's that other gay shit that makes you grab other dude, because rasko is mad gay.
>>
>>740617807
damn anon I love that. It's the kind of enemy that looks dangerous but still could make funny noises. How about a city made of brass or bronze all taken over by nature and with a ziggurat or two? could be a cool adventure, might even throw in some automatons in there
>>
>>740617693
>goblins are kinda like colombians so I'd rather not, too much repetition
South American alert. What is it? Argensimian? Mexcrement? BraziliAno?
>>
>>740617993
ju-jutsu?
>>
>>740617807
Is this from d2
>>
>>740618635
Yes, act 3.
>>
>>740617010
rat men are not fat
go with fish men instead
>>
>>740618698
Cool artwork
>>
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>>740616865
Good news, now it only 圭-poses when it dies. I just need to find a way to reverse my progress
>>
>>740618635
>>740618698
The original of course, the demake made them more politically correct, but I'm not sure why anyone would be playing that anyway.
>>
https://youtu.be/MeHvxJGtz88?t=39
>>
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/v/3 is amazing for visibility.
>>
>>740619423
from 1 to 9 wishlists?
>>
>>740619779
No, each of the lines represents 100,000 wishlists.
>>
>>740618775
Can't you switch on the fly? I like 1.09 iirc best. D2r is OK for a remake. Has demake tendencies, sure.
>>
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>>740574831
Did you guys know the clouds in Whiplash are physical objects that exist in space with real coordinates and you can fly to them? Well they are.

Also added no collision limit so bonus 5 is a lot cooler in the crossovers, and added airborne collision (defaults to off) too
>>
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Now that the dust has settled, why did it flop?
>>
>>740620561
it did? i thought it went well
>>
>>740620561
went really nice as far as I know!
>>
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Cheeky little fucker still went into a tpose after
>>
>>740620561
posted it again 'ward

i'll reply again. I thought it was good, best /v3/ event by a long way. My opinion of /v3/ has actually flipped because of it and I'd like to be in a future one.
>>
>>740620561
i thought it was cool, it was neat to see everyones game all at once instead of a little bit during a thread.
>>
>>740617010
i dunno man id figure youd want the other enemy types to contrast goblins, like some tall slender enemies
>>
>>740620561
It was ok but the two trannies presenting it are annoying as fuck, just have back to back trailers and gameplay.
>>
>>740617010
danny devito
>>
>>740618732
rat men COULD be fat, why not?
>fish men
maybe, I'm undecided between those and lizardmen
>>740621278
there's a bit of everything, it's not all going to be small and fat.
>>740621560
I love him in IASIP, I couldn't
>>
>>740618732
ok lovecraft
>>
>>740621393
segments were mercifully short and some of the jokes were actually funny desu, nowhere near as bad as they could have been. I want to dislike them and their bits more than i did.
>>
>>740620561
>most views of any v3 show so far

dunno bro you tell me
>>
>>740621720
>segments were mercifully short
Your ass is mercifully short, they talked too much and there were tons of segments. I'd be ashamed to have my game shown there if it had to be associated with such unfunny retardation.
>>
>>740620561
It did?
>>
>>740620561
too transcoded and slop-heavy
>>
>>740619068
Fix your values.
>>
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>>740611818
Good to see you!
Add more sexo though.
No, more still.
>>
>>740621985
>I'd be ashamed to have my game shown there if it had to be associated with such unfunny retardation
If it were up to the people who have complained about the show being too cringe or safe, it'd just be trailers with either nothing in-between gameplay or a bunch of Terry Davis or Unabomber quotes. You might think that'd be an improvement but you need some appealing mascots and humor to lure in people who would otherwise reject a 4chan-associated event on sight (because obviously selling the games as much as possible is the entire point of the show), but you don't want to be too edgy to scare off normies and/or devs who wouldn't want to be associated with that kind of show.

Seriously, think for a fucking second maybe.
>>
>>740623048
stop replying to trolls betz
it was alright, I liked the sovl of an indie event even if I didn't care for the skits
>>
>>740622607
Haven't you heard the stone the builders rejected has become the cornerstone
>>
>>740623362
That's not me lmao. Regardless, behind the scenes we all took the feedback into account and we're going to try some new stuff out leading up to the next show.
>>
>humbly working on game
>see the thread on Monday
Oh so we schizo again?
>>
>>740623048
>it'd just be trailers with either nothing in-between gameplay
Yes
>but you don't want to be too edgy to scare off normies and/or devs who wouldn't want to be associated with that kind of show.
You're the one making this strawman though.
>>740623362
Fuck off to your tranny hugbox
>>
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>>740574831
Started setting up a placeholder body for the player so I can how it will work
>>
>>740623526
Rasko cant help himself, but he's been banned for now.
>>
>>740623926
>for now
>>
>>740623484
When is the next one?
>>
>>740624215
nta but I believe they are done with the christmas one, so next summer I'd guess
>>
>>740623362
Betz wouldn't write that much text lul

>>740623647
>You're the one making this strawman though
People have made the complaint the show is too "safe" a bunch of times before thobeit. I didn't invent it.
>>
>>740624445
>People have made the complaint
Did I say that though? You made it look like I was complaining about this.
The problem is not about being safe or edgy or horny or whatever, its about being offputting and unprofessional. Yes its about amateur gamedev, but if you want to be taken seriously, you wouldn't put two unfunny forced troons masturbating eachother in their VRchat bodies between each presentation.
Having commentary between each section is not bad in itself, but the humour is so forced people can't help but cringe at it.
>>
>>740624897
>you wouldn't put two unfunny forced troons masturbating eachother in their VRchat bodies between each presentation
you sound mad
I think the mascot girls are fine. You need a face for the brand, and they do fine in that regard
>>
>>740624897
>if you want to be taken seriously, you wouldn't put two unfunny forced troons masturbating eachother in their VRchat bodies between each presentation
Not even addressing how wildly off-base you are, is that why SGF had jokes about Miss Piggy wanting to fuck Geoff or why Devolver Directs involve a lot of gorey jokes? Get that stick out of your ass.

>people can't help but cringe at it
And is that why it's been the most well-received show so far? I've heard more complaints about the flat voice direction or audio mixing than the "masturbating" or "cringe jokes".
>>
>>740624897
chuddie leaking because he cannot stop thinking about trannies for 1 hour to watch a 4chan game show full of loligames geg
>>
does anyone know if this is a good deal or not?
nvidia rtx 5060 ti 16gb for 500 usd new? its 550$ but i have a 50$ gift certificate

my 1050 ti broke and ive been on the 750 ti for a few days and its not fun :(
but on the plus side, ive started to make the website i wanted to make as a "portfolio" site, its for free on neo cities, its really cool and like the geo cities sites from when i was a kid. i'll probably share it here when its up and running, even if it means im doxxed myself :( i like being anonymous lol

but anyway, in spite of the 750 ti, i spent a little time messing with my interaction shader, tried to recreate the one from the game Life Is Strange.

>>740623923
you finally have a person!
>>740624008
good job at v3 goblin bro, i might be on next time (or if not i'm jumping into steam's next fest lol)
>>
>>740625536
>nvidia rtx 5060 ti 16gb for 500 usd new?
I'm checking out and in my country you can get one of those for between 500 and 700€... so yeah go for it if there's nothing better
>good job at v3 goblin bro
many thanks man! hope to see your game on the next one, bet people will go crazy with the visuals
>>
>>740624215
June 2027 but there's gonna be a game jam in October
>>
>>740625837
>bet people will go crazy with the visuals
i hope so, so they can share in my insanity hehehe

but yeah ill try that one, its 4x the amount of memory as the 1050 so hopefully i can do even more with shaders, maybe even do OBS records at 720p or even 1080p instead of 480 like i'd been doing til now
>>
>>740626069
Do you even need something that powerful? Unless you're a "pc gamer" autistic I've got a radeon 12GB that cost me about $300 and it's more than good enough for anything I can throw at it. Especially screen recording and shaders. When developing I'm aware many (most?) people will be playing on worse machines. Look at steam surveys.
>>
>>740626069
bro with a 5060ti you'll probably be able to do anything you can imagine
>>
>>740613649
surely someone knows?
>>
>>740620561
I watched some of it, it was neat to see anons' games presented like that and I appreciate its existence. It was fine. The character animations and the voice acting felt like a total mismatch though.
>>
>>740626570
no fucking clue sorry
>>
>>740626675
It's been noted and we're working on that going forward.
>>
>>740626190
idk, all of the shaders i do are pretty optimized so i probably dont need a beefy card for game devs.
im not sure if AMD has good linux support, id have to look into it to see. since my home PC is set up on kubuntu 24 (its just ubuntu but uses kde plasma instead of gnome)
i guess i can see less expensive ones, especially with how expensive stuff is and all of the extra taxes

but for gaming, the most i play is stuff like risk of rain or ps2 emulation, so i prob wont need a great card for that stuff

>>740626228
i hope so! there are a few things i wanna try out that would not run on the 1050 ti and especially not the 750

>>740626570
do you mean materials like shaders, or materials like the ones you see on sites that post stuff like
>free pbr wood material
>free pbr gravel material
and all of the pics are orbs of wood or stone or whatever?
>>
>>740626949
amd has much better linux support than nvidia, its why i chose an amd card. just worked out of the box. i think i had a minor hassle with blender where i had to install a package but it was solved in minutes. Everything I hear about nvidia support for linux is bad, but I don't have any experience of it myself.
>>
>>740627107
oh dang ill look into amd. i guess i never noticed issues cus the two cards ive used are pretty old now, thanks anon.
>>
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>>740574831
Didn't do much over the weekend but reworked my scope for the playable demo so that I can realistically get a ready slice for #69. Switched to blueprint spline roads, made a simple test track to see how well the updated boss size fits. Tomorrow will either start on animating wheel suspension or tweak the player vehicle handling to be more responsive and fun to drive.
>>
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demon sounds + a test on music style: https://files.catbox.moe/kv3gyl.mp4
I can't use that song (it's from a band lmao) but I wonder if that style fits, or if I should go for something more orchestral maybe. What do you think?
>>
>>interaction shader
I'm a bit of a retard when it comes to shaders, but do you get outlines like that by applying noise to distort whatever the original outline was?
>>
>>740625536
>>740627513
nvm just retarded in general
>>
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>>740627406
While the floaty realistic driving was what I really hoped for, I'm starting to feel like it just needs to be more arcadey for the sake of combat. Not quite rocket league, but somewhere around burnout-like. Yet to see whether chaos vehicles can be tweaked to that
>>
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>>740627776
For fun only, no AI art will be in the demo or the game.
>>
>>740627417
whenever i saw your game i always imagined something like the older doom soundtrack fitting it. just my two cents.
>>
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I've been coding games as a hobby for about a decade, but I'm going to be trying to code multiplayer for the first time. My friends wanted me to make a friendslop game where you sail and explore islands.
For anyone that implemented swimming, how did you go about it? I think a good idea is putting a collider on the upper body of the character that checks for water collision. That way, it's easy to check when exiting or entering and water, and what state to be after exiting. E.g: walking out of water means you'll still be on the ground, so enter the ground state from the swimming state.
>>
>>740628254
so, metal but more midi style? I'd like to stay away from midi or chiptune tbdesu
>>
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I tinkered with the first level lighting quite a lot and I think my baked lighting abilities have finally improved a little. The player animations were altered slightly too to make them less erratic.
I added different ways enemies can spawn and move around the level which will hopefully add some variety.
The main progress is the score board which I tried to make look like an old cash register, the numbers flick down/up when they update which I like the look of. Also, the lady has a 'get hit' animation and a period of invincibilty. A few bugs were fixed too

Next progress I want to add the next part of the level and a small transistion from screen to screen. The camera also goes through walls or gets stuck behind scenery which I'll need to think about fixing.
>>
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https://www.youtube.com/watch?v=RlOive6N67w
>>
>>740628948
>P.N.1923
how are you going to deal with flanking enemies like that guy who shot you before you could see him
>>
>>740627417
Wow, I expected your game to be something more somber like demon souls soundtrack (or the lack of a soundtrack in most parts).
Not that I dislike this one, it reminds me a lot of Astlibra in a way. If the game is full of upbeat tracks like these it'll surely fit.
>>
>>740627236
>>740627107
ok yeah those are way more affordable. feels like puma vs adidas with the prices lol.
>>740627417
like the sounds, music reminds me of DBZ which could be good or bad, I guess it depends on your games atmosphere.

i think itd be good with that for bosses, if the regular not boss music is more ambient, still with electric guitars/heavy instruments, but just less in your face. then when the boss happens, the music picks up from ambient to more heavy and upbeat, and players can go "oh shit its happening"
>>740627513
yeah its basically doing a stencil for whatever is gonna be outlined so only that will be part of the pass, then do a basic sobel on it, and when sampling for the actual screen composite image, the UV of the _InteractionBuffer (name for my texture that is saved into the buffer) will get refracted based on 3D noise, then drawn onto the screen.
the hatching pencil lines are already in one of the buffers (i have 2-4 noises buffers cached all the time for different styles) so it just uses that since it already exists, no sense in re-doing it.
>>
>>740628948
also consider lowering the autotargeting cursor offset or something because that first guy dodged all your shots by slowly walking towards you down a mild incline
>>
>>740629476
PN03 is my inspiration, I enjoyed it on the gamecube and have been watching gameplay videos of it recently.

I think the best way to avoid being flanked by too many enemies will be the level design, either have smaller areas or make it obvious to the player that there's going to be enemies from all directions and give them some cover to assess the situation.

or I can just not spawn enemies on the left and right of the player at the same time.
>>
>>740629597
>>740627417
also, idk if you have plans for anything like this, but the boss intros from borderlands could be cool in the build up from not boss music to boss music
but it might not fit a fantasy game lol

https://www.youtube.com/watch?v=MyVgEgJ2-Ak
>>
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>>740629558
>Astlibra
need to play that one! and yeah I'd like to have some upbeat tracks and not just depressing stuff: adventury stuff for exploration and cool metal for the bosses like this anon >>740629597 said. As long as it fits ofc, I'm not sure about that yet but I love Metal Gear Rising and believe it would be the tits to have something similar
>>740630250
heh, could be cool! Current plan is to either have a cutscene for the boss or just drop it without any warning to surprise the player. Also was thinking of doing the Zelda thing of showing the name
>>
>>740630351
>Also was thinking of doing the Zelda thing of showing the name
please do this
>>
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>>740607175
I gotta be real with you all I see is a foreshortened blue goblin guy with a scythe
>>
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>>740630790
I'll most probably will! I believe it's a nice way of hyping up the fight, specially if the sub-title is some cool shit
>>
>>740631036
lmao. thank you for the first fan art
>>
>>740631036
>goblin derangement syndrome
probably my fault for posting so many gobs during the last 18 months. Apologies
>>
bamp
>>
>>740626949
the orbs yeah, the wood and gravel kind
>>
>>740627417
power metal fits pretty well imo, matches the theming and aesthetic
>>
>>740610532
Nice!
People don't know how hard shit like that is.
>>
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>>740622796
Thanks for playing it bro, it's always nice when people remember that game. This next one won't be an erogue, but I'm getting some fanservice here and there
>>
>>740632819
yeah that just means its PBR which stands for physically based rendering. when you download those types, they have textures for albedo, roughness, normals, etc. baked into it.

in case the name didnt suggest it, the whole idea is realism cus its trying to use physical/realistic lighting rather than estimated like in phong or lambert. most indie games use whats called NPR rendering which just means nonphotorealistic and is like an umbrella for any stylized stuff like psx, low poly, toony.
but you can use PBR to get stylized stuff its just harder, all of my shaders are on a PBR workflow just cus thats what im used to making.

best case is to get a toon shader (or whatever shader you wanna use for your style), then use a site for textures rather than one for pre-packed materials

im guessing your on unity or unreal? the default material, default lit in UE, or URP lit in Unity, is PBR, so your kinda limited in stylization unless you know how to make your own shaders.
but theres tons of freely available shaders for both

tl;dr - use textures instead of prebaked PBR materials, then use a stylized shader of some sort to get the look you wanna get
>>
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We have live footage of rasko waiting out his permaban to expire never.
>>
>>740635603
I'm in unreal and only have some level design knowledge for now so I wanted to start making my level look better, I'd like to make my own textures but I wouldn't mind using some else's shader I guess. aiming for a ps2 look rather than psx though
>>
>>740637195
do you have or can pirate substance designer? its what i use for making more generic textures, but for ps2 this is close to how their textures is done back then (pulled from a game called bomb rush cyberfunk).
shaders are really easy in UE, its mostly done at the nodes editor so you can have a nice preview for how it'll look.
just for the most basic toon shading its:
>dot product of surface normal direction and lights direction
>smoothstep
>banding (real phrase quantizing)
>then the same thing for ambient and GI
>highlights are just main shadows but upsidedown and smaller
>>
>>740638796
You cried like a little bitch when they banned you, that's all you did.
>>
>>740637687
I can pirate it though I already got krita which I now see has some texture templates including a 512x512 one. thanks for the help and good luck with your game, I've found answers to what other questions I had on youtube, I forget it's sometimes better to look there instead of googling or going through various forums
>>
>Try to make space station hallway for an fps game
>All the light seeps through the solid walls
>Wall texture looks like a roblox texture

Any godot /v/ros have any tips? I was having fun for a while making this but i got super discouraged when all I could make was this dogshit looking roblox corridor. I think i'm just terrible at painting textures but i have no clue why the light is seeping through the walls. pic related
>>
>>740639762
I don't know godo or why the T is silent.
>>
>>740639762
either bake a lightmap or enable the shadows in the lights
>>
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If 343 had any sense, they would add most of these skins as unlockables within the campaign, whether it was hidden easter eggs you could find like how it is in Doom, or if you completed certain challenges like beating the game on Legendary or LASO, getting the par times on every mission, etc. This is how Bungie did it in Halo 3 and Reach.

Instead, they want you to pay $20 extra to get five skins, of which you can only use one at a time anyways, and of which three of the five look like shit.

I mostly blame Bethesda and horse armor for this, but also 343 is a bunch of faggots who have been doing this for a decade now without learning their lesson so I'm not surprised they're doing it again.
>>
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I want to resume working on my Disco Elysium/Narrative focused RPG game. Years have passed ever since I abandoned it that I learned my lessons about scope. I think I am better off restarting now.

I just worry over my novels, I don't know if to keep at my novels or go into the game...
>>
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Need a sprite artist for a Singleplayer and PVPVE first person fps. Where should I search? We'll make big bucks I PROMISE

The game will have a very... unique aesthetic we'll have to develop together.
>>
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brehs, my artist did a fantastic job with this scarecrow.
>>
>>740641691
She's really pretty :)
>>
>>740641691
Isn't that an Adventure Time character?
>>
>>740590709
Absolutely bodied that freak
>>
>>740599630
Mentally ill freak
>>
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worked on character designs for my loli game
>>
>>740643674
Care to share with the class?
>>
>>740641691
Mum that's bearly a scarecrow ad probably pump her
>>
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Got some art of my game's protagonist, gonna use it for the Steam and itch.io banners. Had a pleasant time working with the artist.
Now I'm going to make some actual progress on the game, I've still got a month left to finish my demo and there's not much left to do.
>>
>>740645307
Fix that knee, bulging muscles look ugly on a girl like this, tone these creases down, make them almost transparent
>>
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>>740580767
Just always be on the lookout for duplicate vertices and non-manifold geometry. While learning, it was the bane of my fucking existence.

If lighting looks warped or the model suddenly gets disfigured for no apparent reason, select the whole thing in edit mode and press shift + n to recalculate normals. If it doesn't fix it you can add a Weighted Normal modifier.

Last tip would be to find a list of useful keyboard shortcuts and print it so you can always just glance at it.
>>
>>740591763
The "tutorials" are use a noise texture to randomly rotate parts ot the uvs which is retarded because it breaks displacement-based shaders.
do one or two noises, do some maths to blend them some how, and have the repeated textures lerp based on the noise value.
or do some frac(sin(someValue)) where someValue is the dot of an input/noise seed, then some random large number. then have the seed be worldPos multiplied with the two noises.

that way it'll be really random and you wont need to rotate uvs or break shit
>>
>>740645880
oops i meant to ">" the first line...
>>
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>>740645435
Eh, I think it looks alright.
>>
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>>740644313
i got a warning last time so ill wait until i clothe them
>>
>>740645307
cute
>>
>>740613391
It's called Anvil
>>
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>>740610209
Oh no it's actually just in Garry's Mod, I just don't have anywhere to actually post this stuff I work on so these threads are about as close as I can get. Level design is gamedev adjacent-ish enough I guess?
The easiest way I can think of getting a map from .vmf to Blender is just export the map (ideally in sections) with the built in Propper tool to a model, then take the .smd files it outputs and import those into Blender
>>
What a nuce rasko free thread, life is good.
>>
>>740578315
what the fuck, the presentation is really fucking good. i hate tranime though
>>
Semi related, but is there any good guides on modelling for game? I've used Blender for good half a year, so I could create game assets with it, but I get roadblocked mainly how much quality to have vs the size.

Goal is to make 3D action game, for reference.
>>
740650995
You factually do not belong on this website if you hate anime. Get out.
>>
Anyone else really bad at naming things in code?

I can either call a UI element a Sprite, or I can call a 2d billboard image a Sprite. And I don't know what I'd call the other.
It's really not a big deal, but my brain just kind of shuts off when it comes to brainstorming new words to use.

Have you had anything similar to this, where you just can't think of a good name to call a class or something?
>>
>>740652213
keep doing it until you learn not to care. make sure you can easily search+replace all instances of a class name projectwide if you don't like it
>>
>>740652535
It must be perfect the first time. I don't care that it doesn't have any bearing on anything in the code. I'd be mildly bothered if I ended up calling them ScreenSprite and WorldSprite. That's 12 and 11 whole characters that I'll need to type out!
>>
>>740652669
I kinda have this autism for variables. a 2d image is a sprite, a UI element is probably not not. it's PartyDisplay or WeaponDisplay or whatever.
>>
>>740574831
Where is the /v/3 Steam page accessible on the store exactly?
>>
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Playtestin'
>>
>>740652213
Pick a naming convention and stick with it, always try to adopt what the engine you're using refers to it.
An image in one engine might be a texture in another, contextualise what they're named based on the engine you're using so that you're not fighting against it.
>>
>>740652813
This one?
https://store.steampowered.com/curator/46126132-The-V3Expo/sale/thev3expo2026
>>
>>740636524
what happened this time?
>>
>>740653735
Cool but useless (will buy 1st day, won't wl)
>>
Is Godot fine for making a large world with heavy procedural generation?
Does it give the game maker a lot of control over what gets loaded and unloaded into memory?
>>
>>740641691
I could do better.
>>
>>740628337
>so, metal but more midi style?
yeah basically.
>I'd like to stay away from midi or chiptune tbdesu
that's completely fair. no harm in trying a different kind of vibe.



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