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You ARE working on your game right anon? You do keep making progress right?
>>
Yes im trying to.
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>>740839787
yeah, in fact I have a demo already up! let me know what you think

http://localhost:3000/
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>>740840821
kek
>>
i've managed to make this stuff work in my project:
raymarched flames
quadmesh to billboard tree shader
volumetric clouds
pbd cloth sim for capes
verlet ropes
gpu instanced grass
dual quaternion skinning
reactive smoke
concave mesh slicer
voronoi destruction
fft ocean

but there's still a ton of of things that are a work in progress, like triple that amount.
>>
>>740842762
>final fantasy tactics ocean
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>>740839787
I am, few hurdles make me wanna quit sometimes but I'm doing the minimum viable stuff to poop out a demo for #69. Currently spending hours on getting drifting to feel fun while keeping the suspension floaty. For demo I'll stick with unreal's chaos vehicle rig, but if i make it to polished game stage, a custom driving rig might be a better approach. Nothing new to share visually, since last few days has been value adjustments and fuck all 3d stuff. Here's a boss/miniboss concept that I toyed with tho
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>>740839787
I've had to take a couple days break because I have a job and housework to do... which makes me mildly sad.
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Moved from Godot to Unity. We are re-doing everything yay
Today we tuned walking curves. Added analog crouch, so am changing walking speeds. Next I will port my combo system. It goes much faster the second time around.
I'm feeling it. You guys feeling it?
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>>740843351
id play that.
>>740843513
i dont like car games but good for you anon.
>>740843693
being busy sucks anon i feel that. My visual novel takes twice as long cause im doing overtime.
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>>740839787
I emailed 5 strategy youtubers to cover my wargame and got no response after 2 years of work. It was D-Day anniversary .. and im a struggling veteran :/ (cod zombies 2008).. only 2.5k wishlists after months when games with 20k can fail. don't be like me.
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>>740844168
Dude i know its annoying as fuck but make shorts, make tiktoks. Hell make multiple trailers that are over edited and memey. The worst you get is someone disliking but the best you get is a purchase, theres really no reason not too.
>>
Trying to find the courage and strength of will to UV-map and texture my character properly. So much small tweaking
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>>740844168
>got no reply
content creators don't reply unless you're a huge developer. you send a key and hope they pick it up. game looks pretty good here.
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>>740844212
Yes, I have this idea for a series of shorts showing different weapons vs armor and showing penetration and subcomponent damage at different ranges like a serious study sim. or maybe just animate Wehrmacht doing fartnite dances like pic rel.
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>>740843806
that is one of my favourite parts of development. seeing things come alive through animation is a real joy. i recently just redid mine and was surprised it only took me maybe 30 minutes to get walking, crouching, ik and attacks
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>>740844443
It really is great. Blendtrees are awesome
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What do I even start with if my current pipe-dream idea is to make a space 4x game like Distant Worlds (the first one, not the second) but with combat like Starsector?
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I will vibe code everything.
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>>740844374
Thanks, I tried mostly bigtime channels,. if anyone knows smaller wargaming channels I can try.
If anyone knows strategy game industry, you know most games sign with a specific publisher and I have no idea why. Their marketing sucks so maybe there's something else going on, contacts with youtubers? how do i get coffeezilla on this.
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>>740844580
if an idea is 1+1 then it's destined to fail since it's twice the work of a typical game
good game ideas are 1/2, meaning you distill something down to its essential core and remove the bloat
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Trying to get back into it by building simple structures, I haven't done any dev in a while
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>>740839787
What's even the point? 99% of indie games I see in any gamedev community go on to get like 15 steam reviews and nobody cares about them. Best case scenario you can put it down as experience while applying for a real software dev position, but there are easier and more rewarding projects than building a game to do that.
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>>740844817
>What's even the point?
Making your dream come true?
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>>740844817
if you're doing game dev for money and code monkey clout, you shouldn't be doing game dev.
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Almost have another demo ready, basically the first 6 battles of the game in nearly the finished game's state. Mostly just playing through and toning down the difficulty even more because even though I thought I had it at a relatively easy place, a person I shared it with said it was still too hard
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>>740844817
The point is my 12yo inner-self deserving nothing but the very best.
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>>740843806
why did you decide to change engine?
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/v/dev won? https://www.gamespark.jp/article/2026/06/11/167841.html
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>>740844669
That is good advice and even when originally asking I was thinking how stupid it is so say that I just wanna make "this game plus that game" but I was moreso wondering what engine or tools to start with from OP's pic.
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>>740844876
I can't believe half of the games indie devs shit out are their 'dreams.' 99% of them are just shovelware trash. I can't blame them though, since anything I would make would likely be shovelware trash as well, as I can't finance the resources necessary to actually make anything I would find worth making.

>>740844917
I've got to make money somehow. If you're doing gamedev along with your normal work then there's a 99% chance you'll just burn out hard and the game will never finish, or you'll finish it in 15 years.
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>>740845217
You sound pathetic and like you're on the verge of tears, just letting you know
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>>740839787
Of course
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>>740845118
Monolith/SoP dev won, Bug Fables dev won, and I hope this smug reclining koopa wins too
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>>740845217
>99% of them are just shovelware trash.
Those are the ones chasing quick pocket cash, not their dream game. Understandably, there are a lot of jeets and jeet-minded devs out there
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>>740844168
Looks good, shame I'm not into war strats, it's a normie repellent so you are aiming for a niche market there.
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Me and some guy will use CryEngine 5 to make a small horror game together. I'm an experienced 3d artist and he's the programmer.
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>>740845081
I was spending more time fighting Godot to get clean imports, clean animations rolling, etc, than actually working on what I want to achieve. Godot is nice. But it's not enough for me in this project.
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>>740845606
Yes, it's a small and aging market. I'm hoping the dual operational/tactical gameplay like Total War can draw some players in. Thinking I should add matchmaking/multiplayer at least to the tactical game to maybe get more attention from streamers.
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>>740845606
Is Medieval 2 and Rome Total war war strat normie repellant?
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https://www.youtube.com/watch?v=9iJVXL8fWT8

Spread the trailer around a bit where I could, and people do really like it. Despite this, it's still not really catching on. Ah well, we did try our best to spread it and didn't succeed, that's indie games for you I suppose.
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>>740845118
Many such cases.
https://www.gamespark.jp/article/2026/06/09/167749.html

Also, I vividly remember Megabonk dev posting in these threads. Or maybe I'm just misremembering something idk.
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>>740846726
Yeah, I can see why it didn't succeed. Post your gamer dev feet.
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>>740846854
My feet aren't that attractive, trust me.
>>
Old school card game enjoyers...
Play my game!

https://bigtimegd.itch.io/paradegrounds
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>>740846726
The UI stands out as the biggest problem both in the VN sections and gameplay, it's very ugly. Aside from that it looks pretty good
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>>740846726
You are advertising as standing out from other indie hordes but it just looks the same to me desu. To really stand out you'd need to create something as hard hitting as Silent Hills PT or Visage (done by 2 people)
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>>740846726
the dark, dry-ass gameplay clashes hard with the brighter cutaways and key art, anyone can sniff out a marketingmaxxed game a mile away
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>>740846726
The visual style of the cutscenes and the actual gameplay are like from completely different titles and clash hard.
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>>740847417
Thanks. What's wrong with the UI though? Haven't heard anyone complain about it before.

>>740847443
>it just looks the same to be tá–¯h
Well obviously we would try to sell the game by showing what's different about it, but I don't think there's many anime style top-down/third-person shooters with visual novel scenes out there. I think we managed to make something pretty unique.

>>740847525
>>740847524
I'm aware. Too late to do anything about that now, sadly.
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>>740846726
Those visual novel scenes cutting to Megaman X7 is just a little jarring kek
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>>740847692
Yeah I know. The game's been in on-and-off development for over ten years so shit like that can fall through the cracks, and unfortunately it's too late and expensive to fix much of anything at this point. Something to keep in mind for our next games or the sequel.

I did suggest/yell a bunch at the creator to improve the presentation of the VN scenes, so at least they should be fun to look at visually. Stuff like more props, unique moments and some CGs. I think they look good and the gameplay looks decent enough as well, so even if it's not consistent it's not bad on its own?
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>>740848216
I complained but wishlisted anyway. I expect a /v/igger to at least make good feeling gameplay
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>>740848279
Thanks! There's a Steam demo so if you'd like to try that and leave feedback/suggestions/complaints, we're all ears
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>>740839787
how do i get good at art and music? I can already program, art is hard music you can kinda throw something together.
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>>740847580
>What's wrong with the UI though?
It looks amateurish like something you'd see in a flash game, but the rest of your game looks better so I think you can do better.
- VN scene text is too large, this isn't a mobile game right?
- Irregular blue bubble motif is bad, I would redo everything idk I think the random blobs cheapen the style of the game
- UI takes up too much space in all 4 corners
- Mismatched fonts, the LCD numeric font is difficult to read at a glance and you aren't using it for the extra lives number. What about a monospaced font for numbers?
- No need to write "Score" so big (or at all), the number is more important. No need for a mostly empty box around score number
- I can't tell what 2/3 of the pixelated icons mean, and pixels clash with the rounded rectangle style
- The colors do not work well together, if you do want to only use shades of blue then add more contrast and make some of it closer to black or white
- The wholly light blue parts at the bottom don't work well, the reason you should use multiple colors with lots of contrast or a significant text outline is so it's readable no matter what the background is
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>>740848554
with art the less gimmicks the better, learning fundamentals isn't a joke, start with keys to drawing
as for music just drag and drop preset loops lol
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>>740848702
>VN scene text is too large, this isn't a mobile game right?
That one was my suggestion simply because, if we do a Switch port, it needs to be readable from a distance in undocked mode. So the answer to your question is "kinda sorta".

I'll send over the rest of your feedback though, thanks!
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>>740839787
Releasing into early access in about two weeks, playing the game over and over again and putting the last polish.
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>>740839787
I'm a codelet artcel but I've always wanted to make my own game. I've tried modding several games, like Mount & Blade or Half Life 2 to be in my own worlds, but I always get filtered by the programming parts.
Any other modders here?
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Playing with cloud interaction (modifying an interactive smoke plugin actually...), but it does not feel or look right to me yet.

Maybe I should leave out interactive clouds as a feature? It does give the player something to do when going from point A to B...
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laser and mirrors
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If I have three game ideas of different genres and my mind starts wandering to the remaining two as I work on one, should I just make a prototype for all three? My reasoning is that then I have no excuse because I have always something to work on regardless the mood I'm inspired for, or is this the ultimate trap to make sure nothing gets done as I triple the workload?
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>>740849956
Unironically ai makes coding a lot easier, since most of programming is just sifting through docs to find the right functions to execute.
Ask any of the agents something like "how to do x in y language/game engine?"
Either the engine supports it and you just have to run a built in command, or you have to implement the feature yourself, which you can ask ai again for how and it will give you code snippets to copy.
Modding can also be more difficult than writing your own stuff because you have to rely on decompilers and figure out how the game works under the hood before you cam write any code.
>>
thank god the game im working on doesn't require any 3d models or sprites or story or enemies
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>>740850127
>Maybe I should leave out interactive clouds as a feature?
No? It's a flying game from what I've seen, or at least with a large flying component. You can't leave clouds out.

Maybe try spawning some wispy/cloud particles that move in the direction of the penetrating object when the cloud is pierced? It won't fix it looking like a bunch of small particles instead of a cloud, but maybe it will help.
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kinda OP but it's fun using it
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>spent three straight weeks jerking off instead of doing literally any dev or art
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>>740850365

Of course it will have clouds, but I am doubting whether or not to make them interactive or not. Here is an example of non interactive clouds with different style.

>>740842762

Got a screenshot?

>>740850372

Got a playable demo? Does it have an AI and local versus mode?
>>
Working on a low fidelity anime character creator for generating game assets kind of like the RPG Maker character generator but 3D. Problem is I don't know what exactly would get people to use my software over something like Koikatsu
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>>740850741
well for one i personally don't know how to extract koikatsu models and it would not be my first thought in a game dev scenario to use koikatsu
i think compared to vroid as well it would be nice to have something that's more click-and-go where the models are perfectly functional and have low specs so they're easier to use in early stages and testing
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>>740850308
I tried to use AI to implement a dialogue system to my HL2 mod, but I just kept running into loops of compile errors that neither me nor the AI knew how to fix.
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>>740839787
I have no time (no i won't stop playing videogame no i won't stop doomscrolling twitter and /v/)!!!!
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>>740850710
You said that you prototyped it quickly, which did display very nice movement, animations and trasitions. but what's the actual gameplay? combat?
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>>740850710
nice flying. I think just some trails is enough for flying through clouds. irl that's all it is really.

>Got a playable demo? Does it have an AI and local versus mode?
https://dead-imagination.itch.io/dance-of-elements
None of the light stuff is in yet though. There is local versus and AI fighting
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>>740850710
>Of course it will have clouds, but I am doubting whether or not to make them interactive or not. Here is an example of non interactive clouds with different style.
In that case, I wouldn't bother with interactivity in the sense of altering the basic cloud shape like you did in >>740850127. It makes little sense anyway that you'd leave a tunnel through the clouds anyway at the speeds you're going.

Static with some clever particle spawning or surface deformation when you exit them will do way better and be a lot easier.
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>>740850546
you can do both. I keep a tab playing porn in the bg
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nothing to share, just adding music and final polish before demo release
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>going through Unity first tutorials
>holy shit they are so well made, everything is so piss-easy
>in the next step you will go and ask generative AI how to make this thing and you will like it
There's no words in all of humanity invented languages combined that can express my rage and disgust. I was unironically having so much fucking fun, but they absolutely had to remind me what kind of dystopia we live in.
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>>740852576
>adding music
What kinda music?
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>>740850958

Nice, thanks.

>>740850958
>>740851127

Thanks for the input! Makes sense.

>>740850949

Think Sable type exploring combined with drakengard / musou elements while riding a dragon.
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I worked on a jumping animation last night and implemented it this morning into the project. A little rough but it does the job
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>>740852616
>using tutorials
unironically you've already failed
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>>740853049
It's a damn built-in tutorial about the most basic Unity concepts like gameobjects and prefabs and components and gizmos, but sure, whatever you say.
>>
>>740853439
The tiny robot with stars? That was fun. I felt very l33t moving the stars around instead of building elevators and platforms.
Ignore him
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>>740852705
some ambient tracks for exploring and other, more upbeats one for the last part which is more combat focused
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>>740850127
dope
>>740850372
also dope
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i'm rendering my steam capsule and it's endering my will to live
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>>740854383
I liked the old one but this IS shaping up to be an improvement

>>740854115
I meant more like is it gonna be rock, orchestral... You doing a faithful midi kind of thing, or something a bit more advanced?
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>>740854549
oh! I see. Nothing midi, which some have suggested but both PSX and old PC games had CD audio quality so I'll go that route. For the style it's basic adventury stuff. Wanted to have some symphonic metal for the boss battle maybe but I'm still looking for a track that fits. It's all stuff from opengameart, might hire a musician later but only if the project takes off in popularity
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>>740854383
thank you
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>>740854549
this >>740854778 was meant for you i'm retarted once again
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>>740853792
Yeah, the robot was really nice. Most people don't appreciate how much presentation and first impression means.
The next one after that, they tell you about sounds, physics and collision, making and reusing prefabs, basic scripting.
Picrel is the tutorial in question. Like, niggas, you literally just used transform.Rotate() 2 minutes ago in the previous tutorial step, would it kill someone if you just tell to use it again instead of acting like some fucking plague messengers and posting this vile shit trying to convert more retards into your slop sect?
>>
>>740850127
When the wings hit the clouds and the hole appears, I would spawn some tiny homing projectile clouds. Have an invisible object attached to wings that has rotating movement as the homing target. This will create a nice, wispy vortex off of the wingtips with some refinement.
>>
>>740853006
Out of everything in this thread, this game appeals to me the most.
>>
>>740854383
Logo is a litte hard to read
>>
I am a bit obssessed with my game. I haven't worked in my normal job in 3 days. I have extensively written code, found artists, wrote missions, built levels. I dreamt I was making internal lore for the game.
I might need a bit of help. Anyone experienced this? I cannot think of nothing else other than this.
I am also sleeping less, but I keep on coding late into the night
>>
>>740857092
:(
>>
>>740854383
oreo
>>
>>740857204
you need to take breaks and let your mind rest every now and then or else you're going to someday burnout and then really hate working on it afterwards
>>
>>740854383
Yeah logo's hard to read but it's mainly down to the fond. At a glance I'd read "Oreo", but I'm guessing it's "Ororo". I like the font visually but it's not great for instant readability like you want on a capsule, at least the Rs have to be more distinct and the central O has too much going on compared to the other two, it misleads your brain a bit.
>>
>>740857204
Not working on your game is just as important as working on your game. You need to find a balance before you start resenting it.
>>
>>740857460
tasty
>>740857610
the launch of my steam-page just drifts further and further away. it is indeed ororo so it's not completely illegible. i'll give it another go when i'm done rendering
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>>740857843
I read orqro
Consider using the symmetry in a different way
>>
>>740857545
>>740857623
Than you. I will keep this is mind. Maybe it's a renewed honeymoon phase after getting a breakthrough, maybe it will ease after I have dedicated myself enough
>>
>>740857204
Depends, are you going to burn out? If you want to make anything of note in life you'll be trading a lot of your time and energy for it, in most cases you'll be trading some of your health (mental, often physical) too. That's just how it works, your project has to account for 90%+ of the reward chemicals during the day, anything that fights it works against you.
>gym and physical exercise
>porn
>socializing
>other hobbies
All flood your brain with reward chemicals making it less likely to motivate you to work on your project to squeeze out some of those juices. The vast majority of people who truly make it, regardless of sector, have to make this trade. The ones that have the mental fortitude to not burn out are the ones who achieve things.

Sorry but it's true, I know "u hav 2 find balance" is parroted everywhere especially with mentally fragile younger generations, but most people who did something of note had to lose something doing so.
>b-but what about...
Some can get lucky, such as Notch, however that luck is financial. Notch getting lucky did not turn his game from a barebones fuck-all-content into a complete game, he just got lucky that it gained traction, made him a tonne of money, and he then basically abandoned it. If you just want to make money then sure, there's better things to spend your life on than grinding at development (like connections, marketing, etc), but if you want the product to be great there's no escaping the above.
>>
>>740857918
hmm haven't seen orqro yet
>>
>>740858185
And before someone says
>noooo you have to go to the gym because it makes you a better dev
Bullshit, look at all of history: 99% of people who made something of note in intellectual disciplines were not fit, especially when it comes to computer related disciplines.

It's just feel good bullshit, the truth is making something of note requires you to trade some of your life.
>>
>>740852616
their in-editor tutorials are great, unfortunately they only have like 2-3 and then it's over and I have to read webpages like a dog
>>
>someone left a negative comment on my game
this is terrible I'm going to ROPE
>>
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This is Dragon Rock, a natural landmark in the Skalus Fields region that looks like a Dragon. The naming of this rock by the four initial leaders of Frydar Island while they were brainstorming ways to counter the growing distrust between the Dragons, Canids, Felids, and Golems inspired them to initiate an event known as the Naming Race that saw the creatures of each race joining forces to work together to be the first group to name specific landmarks. The success of this event inspired the four races to see each other as equals and they came to refer themselves as Frydarians; when their way of life was threatened by the Elvarians during the Dragon-Elvarian War, their resolve and beliefs were only tempered as they annihilated their enemies. Today, Dragon Rock sits as a monument to Frydarian unity. If not for its bizarre shape, the Four Nations of Frydar Island, plagued by the growing distrust during the Days of Suspicion, would have surely destroyed themselves in a civil war.
Now, what can you do with it in-game? Absolutely nothing. You just look at it and move on to one of the nearby settlements like Draog Village or Port Ouroboros. However, folklore says that Dragon Rock has become haunted at one point, with all who touch it becoming petrified as if their souls were sucked out of their bodies. Since the game would end quickly if Fygoon were to become petrified by touching Dragon Rock, it's best to leave that stone unturned.
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>>740858185
Thanks for that, anon.
I wonder how high the price will be. But I can't think of doing nothing else.
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>>740852616
where are those tutotrials?
>>
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>>740859152
Right in Unity Hub when you click "New Project", there's a few of them at the top.
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i am still working on quests
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I'm working on it. Using placeholder textures for now, but the general vibe will be the same. Next is adding Random decoration, like pipes and stuff to make it feel more real.

>>740854383
This is a lot cleaner and readable. I like it.

>>740850710
>>740850127
Not 100% on what the game will play like, but I really like the vibe and the look of it. Fantastic work, anon.

>>740846726
Looks like some lost PS2 hidden gem. fantastic work!

>>740858732
Cool looking map. I've said it before, I very much appreciate the general style of your game. Really gives off the nostalgic feeling of early 3D.
>>
>>740863429
thank you. you might want to look at the hidden village of rain (naruto) for reference
>>
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>>740846726
Reminder that the algorithm is dumb and only sees these words. There's no use of the word 'indie game' so the algorithm won't shill the video to indie fans.
>>
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>>740839787
>You do keep making progress right?
Won 5fps after a fuckton of work. Absolutely not fucking worth the effort.
Decided to take a vacation from optimization, and to slightly unfuck my map and incline/bounce physics.
Now regular objects behave more like proper liquid/sand and the map is slightly less horrible to look at.
>>
your game sucks
>>
>>740863956
I've heard shoving the names of similar games like MMX7 or MML or some other games we've been compared to can help but I didn't want to be that nakedly obvious. I could try that though

>>740863429
>fantastic work!
Thanks! Your models also give me PS2 vibes, good stuff.
>>
>>740864147
Thanks.

t. working on Blowjob Simulator 2026
>>
>>740864147
i know
>>
>>740864178
Record a full playthrough of the demo, upload it on an account that isn't the company account, and you can invoke another game's name without it looking weird.
>>
>>740858885
You should just be aware of the price, then it's your choice. Ddon't overdo it unless you're really willing to trade your life (job, friends, mental and maybe even physical health) for it. Especially if it's a short period, this kind of thing has to keep going for many years to produce anything of value, if you get a manic period for 6 months then it dissipates, all it does is lose you your job, social life, and some mental health for something that isn't anywhere near complete.
>>
>>740848554
Learn fundamentals, then just keep making stuff. Fundamentals matter more for music than for art, but they still help for art.
Once you understand the basics, you can start messing with them. This is where stylized art is born, or music like jazz that intentionally breaks the rules.
>>
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>>740864147
it does
>>
>>740852080
>I keep a tab playing porn in the bg
i put a milk factory loop on my third monitor and i actually managed to draw something without thinking of jacking off, thanks brokowski
though i think its more like i just needed some extra slightly-repetitive stimulation on the side to keep a part of my brain busy, i usually have a livestream but i think that takes me out of it because im worried i might miss something funny or cool
>>
>>740839787
Amateurs should not make games. It saturated the market with trash. Only professional companies should make games.
>>
>>740858732

This is sick.

>>740852576

What kind of songs?

>>740850710

Very nice. A simple, yet very clean aesthetic.

>>740850372

Nice.
>>
>>740839787
I can't code or do art so it's a no go.
>then learn
Nah, every game I'd like to do would be unsellable (as in, get banned from Steam).
>>
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>>740866219
cool. tell us about your forbidden game ideas anon
>>
feels good that I've been doing this as a 3D artist since 4 years, became a professional and got out of the amateur crab bucket that I read in this thread where you give up, have no motivation or are stuck in tutorial hell.

grim.
>>
>>740839787
>You know, I'm something of a developer myself
>>
>>740868338
I got a programmer position at a big studio out of my dev work but it's hard to juggle programming at work and then coming home to more programming on my own project.
>>
>>740868513
love that you have to beg the model to keep on working
>>
>>740850127
It doesn't look right because you're just tunneling through it, if you push through the cloud instead it'll look better.
As in, you make a hole by pushing cloud outwards, it fills itself in by closing the hole.
You should also try adding some particle wind and cloud effects when you go through.

Currently it looks like you're just taking circles out of a voxel terrain, not flying through a cloud.
>>
>>740867596
Kirby, but it's GabeN eating any Valve dev trying to work on HL3.
>>
>>740854383
I was one of the guys who shat politely on the last one, this is a real improvement. Would probably click for skeletong shark alone.
>>
>>740854383
Font is shit.
I would put the red puffer fish lower, it meld with the lazor lizard. Low enough to be in-between the other two vertically.
I would also give some ambient occlusion, gradient or something that would help recognize the lazor lizard is actually using his tongue and not a weird pink laser. Full bright pink doesn't give a good idea that it's an actual shape. The skeleton shark is perfect in that regard, do the same for the tongue.
>>
Just finished rewatching psychodyssey and fuck if it doesnt make you want to start a game studio. I'm the same age Tim was when he started double fine, whats stopping me from doing the same?
>>
Where can I get good modelling references for 3d modelling of nonhumans?
>>
>>740871494
You can look into the mirror
>>
>>740870136
that's why post here. honest and useful feedback. thank you
>>740870918
>font is shit
i'm workin on it. also i agree about putting the puffer lower, but i plan to put something there so not just yet. i will change the silhouette of the tongue so it becomes less lazerlike. thanks for your 2 cents
>>
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I keep going back and forth on if I want my player's attack to have a similar arch/hitbox area as the GBC Zelda games did. It's kind of odd since its a collision block at a 45 degree coordinate to the side instead of to the front... Gotta get started on the sprites though either way.
I do know that all equipment is going to be magic spells to go along with the theme of the MC being a wandering sage though.
>>
>>740839787
yes now stop distracting me you fucking CUNT
>>
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Any tips on modelling hair. It is such a struggle to try doing stylized hair
>>
>>740873067
look up some variations of hair|anime|blender + youtube|youtu.be on discord
>>
>>740873067
If it's anime hair, 99% of the results will come from the shader and the various effect texture.
The actual mesh itself can be a fucking cut sphere,
>>
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>>740850710
>Got a screenshot?
there's more stuff but i don't wanna spam the thread with just tech demos. i also need to figure out how to consolidate it all into a game.
>>
been pretty depressed lately and I'm making a sad horror game
why can't my ideas be like happy mario games
>>
>>740863429
>Really gives off the nostalgic feeling of early 3D.
While I initially wanted it to look like something you'd see from pre-rendered images from Rare, Mainframe, and Silicon Knights, it eventually transformed into something more unique. I might play with Animation Master (Playmation) once I get ahold of my PC again since that's what Silicon Knights used to make the Norwooding or bald characters in Blood Omen: Legacy of Kain, but I doubt it will see any use outside of just existing for fun.
>>740866027
Thanks, but I must admit that the idea was taken from a real life landmark in Missouri of all places. Since I needed some reason to inspire the four leaders of Frydar Island to initiate the Naming Race, I looked at the catalog of ideas I had made when I was little. One landmark that was prominent in early drafts was Camel Rock, a camel-shaped rock formation that sat atop the Painted Plateau. Since camels do not exist in the modern Fygooniverse (save for the Kamgarel steeds said to have once been used by the fabled Humans to get around during the Age of Chaos), I changed the camel into a dragon in order to solve this issue and to reference Dinosaur Planet (of which TFT was influenced by). By chance, I happened upon the real Dragon Rock while coming up with ideas for landmarks and the design of the real Dragon Rock influenced the fictional one, except that the Frydarians did not paint their version red like the Mozilla dinosaur.
>>
>>740875658
You have a bright future making trees and grass, but the rest of the stuff, less so
>>
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>>740869358
>Isn’t it strange how we must bribe our gods to stay?
>>
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What should be the UP+Attack?

down atk is the mirror, forward attack laser.
>>
>>740876886
Lightning? Solar flare? A weird teleporting exploding vortex thing like what Tabuu does?
>>
>>740876886
a shoryuken
>>
>>740876886
>UP+Attack
Flashbang. Entire screen is white for a second or two. For both players.
>>
>>740877193
Fire already has a shoryuken

>>740877180
like an aoe circle blast from the center?
>>
>>740846726
cute

honestly man people like to give advice but i think social media and game dev at this point is just a big casino, nobody really knows why something succeeds or not
>>
>>740850546
learn to multitask, i use one hand for game dev and one for jerking, 2 monitors
>>
>>740850546
sounds like you had three gay weeks with all that time you spent fondling a dick.
>>
>>740872754
every time i see your gifs i want to project hop to make a zelda game, i hope you keep posting
>>
>>740876886
the magic move micolash does in bloodborne
look it up you'll find the one
>>
>>740852080
don't do this for too long
great way to burn out both dev desire and your pleasure brain
>>
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I'm increasing the resolution of the scenario textures so they look pixelated but not THAT pixelated. I think it's looking better now, specially since now the pixel density is closer to that of the player and enemies. Those white bricks used to look like shit but they look better now I believe. Also taking the chance to optimize the lightmaps and make the most out of them
>>740866027
>What kind of songs?
replied to that here lel
>>740854115
>>740854721
>>
>>740878729
I don't know if it's possible in Godot because I use Unity, but perhaps you could reserve the more pixelated textures for a lower resolution/fidelity mode for computers that have more economic components.
>>
>>740879204
cool idea, but game runs pretty well already
>>
>>740839787
I do keep making progress but if this general is anything like /agdg/ then I don't want to post in here
>>
>>740879309
This place is usually free from those pests. At least until 11:00 PM UTC, then they swarm here like locusts and ruin the place with their incessant shitposting.
>>
>>740878109
A Call Beyond? focus, then a stream of small light balls?
>>
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Finally finished my minimalist Sudoku game
https://xiltsch.itch.io/sudoku

I need to improve my UI library so it's easier to work with.

>>740879309
These threads exists because /agdg/ is the way it is. For every 750 posts there, there are only around 8-14 progress posts videos or images, the rest is AI, Bocchi, or Cris shitposting.
>>
>>740880139
prompt?
>>
>>740880139
I guess you were testing out animations, but I don't like the button hover effect at all.
>>
>>740880139
Don't forget all of the fanfiction being written about random people they hate.
>>
>>740879309
It's not a general, don't call it that or the thread will get moved or deleted. If you're worried about it being like /agdg/, all I'll say is that there is a lot of overlap between the posters here and the ones over there.
Really boils down to which resident schizos you want to deal with. Here we have fagoon, and on /agdg/ there's cris and a few random schizos like the guy making a game mod.
>>
>>740850225
You can do a simple prototype for the other two ideas and leave them as is, no need to work on all of them at the same time. Say you get nowhere with one idea, you can then pivot to the other, something like that.
>>
>>740880964
>"resident schizos"
>"Here we have fagoon"
>fagoon's latest schizo outbreak: >>740858732
???
>>
>>740881243
What's your point? My grandma has dementia and even she's lucid a few times a year.
>>
>>740880964
>a lot over overlap between the posters here and the ones over there
I don't think I'm the only one who stopped posting on aggy after releasing his first commercial game. It's either mocking or seething, sometimes both.
>>
>>740854721
this website has a lot of tracks with cc by 4.0 license https://freemusicarchive.org/search/?quicksearch=&search-genre=Metal

tip: the genre tab is missing a lot so you can try putting the genre in the url as above
>>
>>740881483
I was mostly using opengameart but that page looks cool. Thanks anon I'll check it out
>>
>>740881475
>his first commercial game
Who?
>>
>>740881618
Joe.
>>
>>740880210
ChatGPT to help convert some of the board generation code from Python into Lua because arrays/tables in Lua start at 1 instead of 0 and can be tricky to rewrite sometimes.

Other than that, resources on Love2D are too sparse to help that much. I tried to use it for shaders, is Claude of Gemini better?

>>740880859
How should I improve it?

The next thing I need to do is make the text relative to the button size
>>
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>>740881475
Almost all of /agdg/ now is insane and unusable. No devs really post anymore, and most of the time it's AI bros circlejerking.
>>
>>740882707
shadow of the colossus
>>
>>740882707
Underspacedev released and it basically collapsed the thread into a shithole
>>
>>740882645
>The next thing I need to do is make the text relative to the button size
I think that might look worse. The animation is generally too slow (pixel creep esp. visible when hovering sudoku cells), too large, and it scales the hoverable region so it's possible to hover multiple buttons at once. When you unhover a button you can see its outline intersecting with adjacent buttons as it shrinks. If you're set on using this type of animation maybe try having it scale a transparent glow effect that fades in without changing the button beneath it. Also, you aren't showing the 3x3 grid which is a big part of sudoku, but I understand you're just making stuff to learn.
>>
>>740878102
Thanks. It's my favorite genre, and I like to revisit the GBC Zelda and LITTP games often, maybe every other year at least. I don't want to inspire project-hopping, but I will say its a really comfy workflow so far.
Although I'm getting to the part where I have to actually decide on some dungeon/mechanical gimmicks and all that. My brain is so fried this week that it might take me a while.
>>
ren'pybros, how are we feeling
>>
>>740883102
In EA, although he was slowly getting MP and voice acting done last time I talked to him in these threads and then the game will go gold. Good for him honestly!
>>
>>740883102
It was dying before that because of that one asshole who would spam webms of his shitty platformer game.
>>
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>>740883654
A week or two ago I was doing some stuff in ren'py trying to make a scene flowchart. I got disillusioned after realising there was not much support for custom displayables and the intended way to use ren'py was screen language for everything, which I have trouble wrapping my head around. I'll come back to it soon
>>
>>740883936
Wait, who? The pink one with lots of spikes?
>>
>>740884003
No, the blue ball clustertruck ripoff.
>>
>>740884048
OH Crumble, the one that looked like Gooey. At some point I don't even think it was the dev but some false flagging dick. It's aggy, after all.
>>
>>740884192
No, he was well known to be a pushy lunatic even outside of the thread.
>>
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Hey dudes, dark souls guy here. Not much to post right now picture-wise just revamping questing:

>items now have a quest tag or name variable
>specific items or npcs initiate quests and progression, and completion now.
>a function runs to check arrays of active quests and completed quests and moves variables around accordingly.
>an event dispatcher was made to bind these events so if a quest is complete it is removed from the main or side widget and moved to the completed widget.
>picking up different quest items any order will follow dialogue for npc (if applicable) or quests for item.
There are a few edge cases im cleaning up but so far it is working good.
>>
>>740884192
Is Crumble the guy who's always posting shaders in these threads? His website is all about shaders and rendering so I figured they might be the same person.
>>
How are people doing the custom splash screens in Godot? I can't find the option
>>
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>>740854383
i think i'm done for today
>>
>>740887036
Definitely an improvement, love puffbro.
>>
>>740886226
there's an option in the project settings section
>>740887036
looking cool!
>>
>>740839787
I'm just going to vibecode it in a few years
>>
>>740884192
wasnt a false flag, crumble is a diagnosed schizophrenic
>>
>>740887427
>>740884264
Ah... Did seem to pay off for him then, weirdly enough. Crumble seemed to do well. Bizarre.
>>
>>740887284
thank you. i love him too
>>740887384
thank you
>>
>>740886186
Doubt it. Shader anon is definitely a weirdo, but I really wouldn't compare the two because crumble is completely unhinged.
>>
>>740887427
Worse, he's just a french nepo baby
>>
>>740887036
Tongue and puffer look way better.
Shark look worse because blurrier. Can your gimp layers allow you to keep the cool water gradient but with the much cleaner-looking skeleton from the previous version?
>>
>>740887384
I mean like a whole animation for it, not just replacing the image
>>
>>740888275
yeh i just put the skeleton layer underneath the water layer at 50% transparency. i guess i could bump it down to 30
>>
>>740854383
drord?
>>
>>740889385
it's ororo. yeh i'm workin on it
>>
>>740889501
ah ok, a bit confusing
I like the characters though!
>>
>>740889993
thank you
>>
all games in this thread look like shit, trooncore slop except that spider webm
>>
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mirror shard
>>
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>>740891046
>trooncore
my goblins are very manly
>>
>>740891046
>t. whoever posted the spider webm
>>
>>740891141
i'd invite this man over for some cake
>>
>>740887036
Not black and white was a good call and better, much better. Good job!
>>
>>740891424
he'd be pleased. Just don't expect him to bring anything but his appetite
>>
>>740891046
None of them do, dont be a ironically disingenuous contrarian because you are on 4chan.
>>
>>740891449
thank you
>>
>>740882707
why are the australians black
>>
>>740891945
Upside-down skin
>>
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>>740839787
>>740843513
Spent the evening stabilizing drift and adding smoke, starting to feel fun to drive
>>
>>740887036
This is massively more readable than the first blended one. You've done good here.
>>
>>740893828
You should attempt to create one enemy with a fully fledged AI just to understand what you're trying to do so you can be free from this game concept. Maybe it'll be a normal racing game instead.
I don't see the benefit in posting a demo that'll be nothing like the real game and 99% get dropped due to scope.
You can do whatever but I think I'm ultimately saving you time here. the most limited currency you will ever have.
>>
>>740893828
you really need a shadow under the car, looks like it's floating
>>
>>740894172
thank you
>>
if I want to make a yume nikki like game, do I use rpg maker 2003? is it easy to use?
>>
Should I make a game when rpgmaker hd2d releases?
>>
>>740850127
https://youtu.be/sLqXFF8mlEU?si=cMztDUEjU-XViZKP&t=1205
>>
>randomly search my game on youtube
>some 3rd worlder has uploaded gameplay recording their screen with a shaky camera
feels good man
>>
>>740895887
soul
>>
>>740894518
> if I want to make a yume nikki like game, do I use rpg maker 2003?
yes
> is it easy to use?
yes, and the help file has information on everything regarding the program, so look at it first when a question needs answering... just be aware that there are a few pages of the help file that contain errors (the pages on the System graphics have an error in the example image; the lettering assignment is wrong and duplicated/skipped a segment)

do not buy it at the regular price; it goes on sale about every 2-3 weeks for 90% off (so less than 3 dollars). look at steamdb.info and check the price graph for RPG Maker 2003 to help estimate when to check (or just check every day at noon-ish)
>>
>>740840821
Lmao
>>
>>740896556
thanks. maybe it will go on sale for steam summer sale
>>
>>740872754
Please speed up block pushing significantly. That shaking delay is so fucking slow
>>
>>740877412
I would say so. The initial point where the player was explodes and in the time between when the player disappears and reappears the player can move in any way he pleases (including the air).
>>
>>740897827
Don’t worry, it’s just all placeholder. When I tighten things up it’ll have some dust effects and faster activation, and an actual push animation for the player instead of a jiggly effect.
A lot of things in general will eventually be just a smidge faster that they are.
>>
>>740876886
super saiyan charge. if fully charged temporary extra damage
>>
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I'm deciding to make a game where boss fights play a prominent role. Though, I'm debating on using a behavior tree add on or coding up a state machine for them. I wonder how games like Monster Hunter go about it.
>>740872754
Looks super cute, anon.
>>
Imagine nobody plays my game after all work, lmao
>>
>>740901475
Sucks to be you
>>
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Choose your starter /v/
>>
>>740900595
Have you considered purchasing an asset?
>>
>>740902714
I'm using Godot and there's a behavior tree addon called LimboAI that I've fiddled with before. If it makes sense, I have an idea on what I have to do, I was just looking for guidance on how to go about it.
>>
>>740839787
Should we make our game jams like agdg?
>>
>>740903726
just participate in demo day, no need to split things
>>
>>740903781
Demo day was hijacked by /v/3 once they realised nobody wanted to participate on their events.
>>
>>740902498
They're a little formless in my opinion
but I'd take the middle one
>>
why is this thread free from ai spam while the one general specifically made for gamedev is unusable?
>>
>>740903596
>>740900595
I haven't played monster hunter since ps2, but I'd imagine it's a combination of the two patterns. some sort of weights to decide on their next attacks, general states changes for high health, low health, if you're pressuring them, etc. probably some branching.
that said, IDK too much about behavior trees so I cant be much help, I use utility AI and pushdown automata for my game which is quite different from what you want

ask goblin dev, he uses godot and has built boss fights so he might be able to help. he's pretty chill about sharing learning resources too.
>>
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>>740839787
not sure what game to make but im working on guns for it
>>
I dont care what you guys say my ai mysic slaps hard. I cant wait for the trailer I have some good tracks. All of my music somehow follows a similar pattern and musical theme so it works well.
>>
>>740904143
Because this isn't a general. Generals are almost always breeding grounds for mouthbreathing retards and cockroaches and the mods are too busy sucking cock than doing their $0/hr jobs.
>>
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behold the most autistic thing i have ever created
these are the base mechanics for an action game that i want somebody to make
>>
>>740906561
thanks for the free shit bitch
>>
>>740839787
I haven't worked on my game in two years!
>>
>>740906606
happy to provide
>>
>>740839787
I don't see the point of making one. Video games are oversaturated.
>>
>>740839787
How are you using AI/Claude to help you in your game dev journey anon?
>>
>>740906680
making stuff is fun
>>
Modeling a mermaid but not actually sure what the gameplay should be, just that there's a mermaid as a helper
>>
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Project Goblin, full demo playthough:
https://www.youtube.com/watch?v=GfvASk9tp-c
I skipped a few secrets here and there but aside from that, here's the demo from start to finish including the boss fight. Feedback very welcome, specially in regards to gameplay, visuals and overall feel of jank, which I know is there but I hope it's not too much
>>
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>>740845118
>>740846837
Absolutely based
>>
>>740903887
>Demo day
>Hijacked
>By v3
>Because no one wanted to participate in their show
>Had 70 games
>Had the best year they've ever done
Is this bait did I fall for bait?
>>
>>740839787
Mentally I am :^)
>>
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>>740906561
Nice reminds me of these templates someone posted a long time ago
>>
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>>740908069
On enemy types in video games, its pretty generic, so it's broadly applicable to any action game
>>
>>740894518
You should know that nobody will play your RPG Maker game, you're basically making it for yourself.
>but Yume Nikki...
That was 20 years ago. That's like trying to sell polyester leisure suit in the 90s.
>>
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Is this too hard to see? Thought if you attack your own mirrors it turns into shards which can attack the enemies.
>>
fygoon

what is the crocodile series called? I tried searching about it on youtube.
I found the alice and other things, but not the crocodile thing
>>
Has Gabe gone back on porn games?
>>
>>740908069
>>740908147
just idea guy garbage, make your game
>>
>>740910902
dragon kahn
>>
im greyboxing my first level right now, level design is way harder than I thought it would be.
>>
>>740911618
not finding it on youtube...
>>
>>740909185
It's a little difficult to see considering the very bright background. Since the mirrors spin and have a light and dark side, why don't the shards spin as well? It beats having an unnatural, Super Mario World-like outline and it can work with both light and dark backgrounds should you ever consider making them.
>>
>>740858732
This retard is on the loose again.
>>
>>740909185
>golden guy makes white circles.
Yes, it's very easy to miss because of the background. Maybe replace it with a rainbow Prism.
>>
>>740912490
drawing in 3d is hard, but I'll try it out for the shards
>>
>>740911792
You have to look on porn sites for that gay shit.
>>
>>740912683
prisim is the charged version of the mirror summon, instead of just reflecting your light it splits it into a rainbow beam on all sides.
>>
>>740912768
you know what i'm searching for
tell me how it's called
>>
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>>740910902
You mean this one? He's from a cartoon called Doctor Aybolit by David Cherkassky (same guy who directed Captain Vrungel and, more well known outside of the former Soviet Union, Treasure Island) and the studio Kievnauchfilm. Long story short, Doctor Aybolit was a Russian adaptation of Doctor DoLittle by Korney Chukovsky, with Cherkassky's cartoon not only adapting the story of the Good Doctor but also that of The Stolen Sun and The Monster Cockroach, to name a few. The crocodile appears in a small role in the second episode as one of Barmaley's goons and makes his big break in the end of the fifth episode when he eats the sun like in the poem The Stolen Sun; this is further explored in the sixth episode as the rest of the poem is pretty much adapted but with Doctor Aybolit just put in.
Anyway, that's where I got that gangster ass crocodile from. He's got that King Krusha K. Rool vibe to him, not to mention his voice is exactly the same as that of Captain Alexander Smollett from Treasure Island.
>>
>>740858732
MOOOOOOODS HE'S BACK
>>
>>740912686
If need be, you can render some triangles and rotoscope them. Considering your acumen, however, I think you can easily make 3D shards without such shortcuts.
>>
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>>740912786
So, make the normal mirror be fired like a bullet, transforming into a mirror on the other side and if a second mirror shot hit the mirror it bounce upward and make then be destroyed when hit by the laser after a certain number of hits
>>
>>740912910
ah. i knew dr aybolit. i thought it was a seperate series, no wonder i didnt find it on youtube or with chatgpt. thanks i guess. okay, time to do what this thread is actually about...
>>
>>740907237
I'm honestly impressed, it looks more fun and polished than I expected. Really nice UI and atmosphere with the lighting. I only watched a bit of the video and I don't have much criticism, other than that it came as a surprise that the door opened at 3:24 when you killed all the goblins in the room, I didn't expect that. I'm not sure what a better solution would be, maybe some kind of visible indicator of how many enemies left to kill to unlock the door, or maybe one of them drops a key.
>>
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>>740913084
No problem. Russians really are fond of crocodiles for some reason; guess that's why they named their head of office's fortress "the Kremlin".
>>
>>740858732
NOW WE KNOW WHO USED UP ALL THE HELIUM
>>
>>740912861
Raskos underaged boys groping adventure
>>
>>740913314
are they??????????????
i definitely didnt notice russians being fond of them... hmm... maybe it was slightly more present then neccessary in some cartoons?
>>
>>740913314
>>740913948
Of course they relate to an opportunistic lizard that lives in shitty water
>>
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>>740913948
Consider the following:
>Crocodile Gena
>Chukovsky's Crocodile poem
>Chukovsky's other crocodile from The Stolen Sun
>The crocodile from Tiger Cub and His Friends
>The humor magazine "Crocodile"
>Desomorphine
You'd think with how prevalent they are in media, Russia was swarming with amicable archosaurs who stood on two legs and wore clothes. I know one thing is for sure: it helped me appreciate reptiles and inspired my love for all sorts of creatures of that sort, with dinosaurs and my own pet tortoise also contributing to my love for reptiles.
Now, of course, I am not going to go out and hug a crocodile the next time I see one. There's a large difference between an accordion-playing crocodile who only acts like a crocodile because he gets paid to model as one at the zoo and a living animal that can rip you apart with its mouth and a neat little maneuver called a death roll. With that being said, I hope to live in a world where the stigma against non-mammalian animals disappears and we can all appreciate the wildlife our planet has to offer.
>>
>thread dies while people wait for mods to come drag the smelly ban evading lizardfucker off the premises
every time
>>
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>>740839787
I'm too retarded to actually work on the game I want to make
>>
>>740915540
He's also samefagging to make it look like someone gives a shit about his vatniktoons.
>>
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r8 my borger
>>
>>740915905
10/10
>>
I managed to get a few more followers on twitter but they're raging trannies. What do I do if they ask me to add trans characters?
>>
>>740916119
you decide for your own game, not them
>>
>>740916119
don't reply to them, don't acknowledge them at all
>>
>>740916119
Tell them fagoon is the game with troons
>>
>>740902498
I like the designs but honestly only the first one looks like a starter
>>
No I dropped game development to become an accountant. It's way more fun than it has the right to be.
>>
>>740915905
>3800 tris for this
I hope this is the main character of the game
>>
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>>740916571
>"add trans character" 10k likes
>give a heart to a comment with 20 likes
good luck
>>
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>>740916708 (me)
also the third guys is too big compared to the other two, they should be roughly the same size
>>
>>740894518
Disregard that anon, I will play your yumenikkislop
>>
File deleted.
It has been close to two years of development. I'm stunlocked on what to do next after pushing hard to release a gameplay video. Very unexpected. I've probably got to hire an artist or something. I've stopped projects before, and this one is special, so I have to keep grinding away or else it'll go into my failures pile.
>>
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>>740917236
What the hell is this? Don't you have a better pic/webm than this?
>>
>>740846726
>Mid English song that sounds like an opening from a boring forgotten cartoon
>3D art doesn't look good, looks bad
>2D art doesn't look good either
>Sound effects sound awful
>Gameplay looks bad
Of course no one is going to give a shit about this. Have you even actually tried? I know people here are nice to you, but your game just looks bad and amateurish in everyway. Maybe it would've been fine as a free itch.io game, but certainly not a paid game.
>>
>>740917319
The full one is about 3 minutes long, too big for this site. But yeah, looking at the image, it's not a good resolution. I'll delete it in shame and try again next thread.
>>
>>740916776
is that bad though? it's for first person view
>>
>>740916727
I have a friend who's an accountant, started an aircon business recently. If i didn't have aversion towards numbers i could have been an accountant too...
>>
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>>740894240
Tnx anon, the boss fight/chase sequence is coming up next on the to-do list. Needed to nail down the driving feel, otherwise it just felt flat and boring.
I've got a simple test track made, the big mama is following it, but no animation yet. What I have to add is the WV Beetle swarm which is the main attacker/ active damage dealer, the truck is more of a moving arena that forces player to maintain speed. Beetle model is ~50% done, I won't be animating the segmented legs for demo (see my next post for picrel), just a fuzzy wing volume and bomb drop/resupply at momma bug. Will post update either on the agdg thread or monday dev here, suspect this will take me more than an evening or two. I've got halfway deadline to 19th of June to have the basic mechanic done.
>>740894362
Good shout, had forgotten about that.
>>
>>740839787
later maybe
>>
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>>740917929
>>740894240
Beetle picrel. Have posted it before, so you may have seen it already
>>
>>740916796
good think my likes are hidden, nobody will see me liking all the maga stuff
>>
>>740908069
>>740908147
had me until i saw chatgpt
at least the trash i make is organic
>>
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>>740897827
>>740872754
Here's a little adjustment while I continue to procrastinate working on the main player attack.
Now to bed.
>>
>>740877859
Thanks. Yeah, that's certainly what it seems like.

>>740917495
Dang, tell me how you really feel, eh
>>
>>740882707
>another anon who remembers that spider game
based
>>
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>>740878729
>>
>>740919702
nice artstyle
>>
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>>740909185
better?
>>
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>>740918050
>>740917929
>>740893828
>>740843513
>you will now play my game
wouldn't that be something to behold, fight sequence with Matriarch is chasing her for the entire time
>>
>>740907237
No offense but there's no way the first time I'm experiencing your demo is by watching it lol.
>>
>>740920572
>>740882707
finally, a sequel to deadly creatures on the wii
>>
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Do mods count?
>>
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>>740882707
I try to post there when I can, but I haven't done much progress in awhile. It's definitely feels like there's less devs each time I check on agdg.
>>
>>740922069
Sure, I think this thread can celebrate and encourage creativity around gamemaking even if it's not a full game.
>>
>>740913210
thanks for watching anon! happy to read you like it. About the door yeah it might be weird right now... maybe once I have the cutscene system in place, I could show the door getting closed right after the first goblins are aggroed. That could help, maybe haha
>>740921387
that's more of a compliment than an offense lel
>>740920750
anon I cum, that's the coolest shit! if the game had a box I'd put that in the front
>>
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>>740922505
I would like to make my own game one day, but I keep looping back to my mod project since it's much easier to work on something that has a well-established foundation. That being said, the game I am modding, Death Road to Canada, has proven to be rather irritating lately. Another modder has officially taken over the game since the original devs moved on awhile ago. Thus, whenever he shits out an update, I have to stop everything to readjust my mod to his changes. I eventually got tired of this and now I just stick to a previous version of the game to get out of the rat race.
>>
>>740922274
nice particle effects
>>
>>740924095
Thanks. Want to add some nice and cute effects so it might change.
>>
>>740923989
>dragon bone smasher
>no MLGS
fix this immediately
>>
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>>740924323
One of the characters I added has a vaguely similar sword, but I'll think about it.
>>
>>740844168
Well known Jewtubers get something like a hundred emails a day. If you don't get caught by the spam filter, you'll get deleted along with scam adds.
Go look for smaller channels, send to a hundred of them and two will pick you up.
>>
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>>740916903
thank you very much anoni
>>
I'm trying to go full solo-dev, and dreading the arduous task of making a plethora of different art assets, music, and even writing dialogue or scenarios.

Anyone who's gone though the same troubles, was it as bad as I'm thinking it'll be, and/or how long did it take for you to find your groove, and maybe even improve at your art?
I'm about as artistic as the average person's left hand, but I've got a real eye for game design.
I'm an anti-Toby Fox
>>
>>740839787
I'm working on my VN :)
>>
>>740927026
go to /lit/, this thread is for videogames!
>>
>>740927026
Welcome, this thread is for videogame after all.
>>
>>740840821
What does that even do?
>>
>>740853006
UI reminds me of Bioshock
>>
>>740840821
>http
Not clicking that
>>
>>740926184
going full solo dev, you have to lean hard on what you're good at, and see what you're willing to compromise with.
if you're good with game design, and shit at drawing, then go through a couple of basic sprite shit videos and use that
or if you have money, then good for you

but ultimately, as a solodev, you're going to have to, again, make compromises. i know you may have an idea of what your art should look like, but if you don't have the skill nor time, then them's the breaks
>>
so apparently the FISH dev made it big ? when was the last time he posted here ?
>>
>>740928590
Full solo dev is a waste of time to make full scale games other than small prototypes. Get 2 other people on. 1 programmer and 1 animator, and you are the artist or something, and the failure rate will decrease from 80%.

I shipped a huge FPS shooter mod which is basically a new game with 21 lenghty levels. With 1 programmer, and I was the 3d artist. The workload and time spent was immense but abandoning it wasn't an option. Worked 2 years on it.

Skill bottlenecks are also more prominent. Because we had no animator, we couldnt create fully custom characters and rely on original game rig to skin to in 3ds max.
>>
I desperately need to structure my workflow or at least have some kind of boss leading me, it feels like I'm constantly jumping between this and that without any real direction of what should actually be done next and its making me unproductive in all areas
>>
>>740929964
I can be your boss and boss you around properly on what to do.
>>
bump
>>
>>740926184
Figure out how to take shortcuts. That's really all I can tell you. Almost all of game development is asset creation; no matter how long you spend creating a really interesting and mechanically tight gameplay concept, implementing it, etc., that will always be a tiny fraction of the time you spend just grinding fucking assets. There are so many assets. Games are all assets. The rate at which players are consuming assets is exponentially faster than the rate at which you make them, for a game to have any sense of variety or atmosphere it requires just an ungodly amount of asset work. I mean more than you can possibly conceive.

So take shortcuts. Figure out how you can recycle assets to extend their utility. Figure out where you can get away with using premade stuff (asset store models, music or audio from licensing libraries, etc.). Figure out what kind of tools you can use to automate away asset creation (makehuman or metahumans, speedtree, other stuff of that nature). Figure out how you can pad runtime with replayability so that you need fewer assets.

As video game players we constantly clown on this sort of stuff ("DMC4 was a rush job, the second half of the game is just the first half backwards") but the reason it's so prevalent, and has been prevalent since the days of "the mario clouds are just recolored bushes", is because this is always the bottleneck. This is always the part that makes you miss deadlines, push back releases, and cut content from your game. No matter the scope or scale or size of your studio, it's always the fucking asset grind, and it always takes so much longer than you think it will. No matter how hard you think it's going to be, it will be harder. If you can figure out how to recycle 1 month's worth of assets into an entire game, it'll still take you 9 months to make those assets, and if you plan for the months' worth of assets to take that full 9 months, it'll take you 18.

Don't despair of it, it's the process
>>
>>740929705
Nope. I do it all
>>
>>740932050
You do it all at a shit to mediocre level of quality and much slower, compared to a team of 2-3 people who each are a professional in their own area and don't bear as much load.
>>
>>740932536
If you're going to try to mock people for being mediocre, you'd do well to not require two attempts to successfully write one sentence.
>>
>>740915883
i am not him. meds
i asked him genuinely
i also had nice conversations with fygoon in the past
>>
>>740933492
Who did I mock? This is the truth that I've experienced myself that says you should find a buddy to work with to save yourself the time. I fixed a bad grammar error in the first post.. My point still stands here.
>>
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>>740840821
Bro, who said you could steal my game? It's literally a 1 to 1 rip off. You will be hearing from my lawyer!
>>
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What are the thoughts on dual grid?
Something to use or just a meme?

Tried to use it in Godot with TileMapDual and Better Terrain. But had issues with booth when painting different terrains adjacent to each other. Requiring manual fixing after each change. Any better options for 2D terrains?
>>
>>740922274
Looks nice anon but goddamn that background is too trippy and distracting
>>
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I'm using javascript and canvas 2D to make a simple game and I can render 100's of 72x72 and below sprites at 60fps no problem, but render a few sprites at 108x108 and up slows everything down. Would this be an inherit limitation of canvas 2D or is there something else going on?
>>
Autistically trying to configure in my head the properties and responsibilities of
Enemy
WeaponProperties
DamageProperties

I have a combat model in my head, I just don't want a big refactor. still feels like a waste of time to sit and think.
>>
>>740934978
Thanks and am aiming for trippy backgrounds for substages. It's a bit easier to look at when it's at 60fps I think.
>>
>>740935434
write it down instead
>>
>>740846726
Hire a artist for the ui and animu renders. They arent eye catching and come off as placeholders. Gameplay looks ok
>>
>>740933506
Kill yourself rasko
>>
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>>740887036
yehyeh the logo sux. that's next on my list
>>
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a few players have been uploading some puzzles for my nonogram game and holy shit color puzzles are way above my head
>>
>>740939440
do you have a link to this, i wanna give it a spin
>>
>>740940597
you'd need to buy s&box
>>
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>>740938494
I think it's a readability issue. If the name of the game is ORORO, then why is the middle O stylized differently than the other Os? As it stands, people might think it reads ORARO because of the space and dot in the middle making a very stylized A.
Now, this might just be personal preference, but the logo itself looks too slick and futuristic for a Spyro-like game and looks more at home for a sci-fi space opera about mankind's struggle for survival in an intergalactic war. I've seen your game and its mechanics, and while it may be "vogue" to have minimalist design in indie games, I don't think it's really befitting of the tone that's being conveyed with the gameplay.
Since I don't want to be a dick with just criticism, I quickly sketched out this logo that I think could work (with some refinement). As you can see, the logo represents the three critters, with the first OR being the yellow tongue guy, the RO being the skeleton shark guy, and the O in the middle being the fat pufferfish guy. The extra fluff to show each character (eyes, teeth, bones, mouths, etc.) are in a more translucent color since I think the logo could work both with and without them. Now, this is just an idea I threw together super quick so you may take it or reject it at your own discretion.
>>
>>740938494
me on the right
>>
>>740941098
i don't think you're being a dick at all. you lay out your arguments and rationale very eloquently. the effort to suggest and even draw a concept is extra and a pretty charming idea. however i am committed to the square/white/symmetrical design because of lore-reasons basically. thank you very much for the feedback though. insights like these are 1 of the reasons posting here is worth it.
>>740941598
so you're a happy puffy guy, eh?
>>
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>>740935016
Never mind, I figured it out.
The solution was to use this; .transferControlToOffscreen();

Instead of having a canvas on the main thread that receives the bitmap data of the offscreen canvas in the worker. I can even get it to render in 4k now will still being smooth. In the end it keeps the frame in the GPU memory instead of copying it to the CPU as a bitmap.
>>
>>740942310
Well if it is for lore reasons then I can understand. I am only really familiar with the characters and, honestly, never knew there was a story outside of calling the main antagonist ugly and kicking his ass for it.
>>
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>>740907237
>game has a functional demo
Yay.
>you can't have it
>here is a dev let's play instead
...
Gif related.
If you want people to get interested, make a cool "long" (2min) gameplay trailer.
If you want people to leave "real" feedback, give them the fucking demo so they can actually feel the thing instead of seeing it (God know the difference between the two can be massive, especially when it come to controls - remember as the dev you have ALL the engine's quirks memory-muscled out).
>>
>>740916708
They’re not actually starters they’re just the first three dudes I've designed so far for this project and I’m being cheeky
>>
>>740942628
*her ass. it's more theme-ing than lore desu, but still important to get right
>>
>>740921117
>>740909185
Just make the background get visibly darker when the light guy spawn.
Lore-wise it's because he is stealing the light outside of him to power himself or some bullshit like this.
And bam, now you can keep your background but make it dark when needed, with some dramatic flair on top of it.
>>
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>>740942790
I agree. The best feedback comes from those who take the time to play your game or understand it. Many ideas (reflecting Energy Buckler, side-quests and their associated characters, speeding up player movement, more weapons, and gliding) were a result of me unleashing my game onto the world and gaining feedback. That and also people were able to find a lot of glitches that I missed because they have no frame of reference.
>>
>>740942925
I gotchu. Carry on, dudeski.
>>740943067
That's actually a very clever idea. Good on you, anon.
>>
>>740943263
thank you broseidon: lord of the brocean
>>
>>740900595
hey anon! way I do my bosses is a simple state machine that basically does think > do > repeat, nothing complicated and it works nicely
>>740942790
>>740943138
yeah lol it might not make too much sense. Demo will be available next week, still have some stuff to take care of but wanted to collect feedback asap from those that maybe don't mind the spoilers or whatever. Also figured that having a video out there would have more visibility than a demo, since it requires less effort and people can share it easily
>>
>>740922069
Shouldn't, but you are still several magnitude more of a yesdev than most participants here, so welcome.
>>
>>740934250
>Something to use or just a meme?
It's 99% an artstyle decision.
Do you find its look cool and fitting for your game? Then go for it.
Otherwise forget about it.

> Any better options for 2D terrains?
Regular-ass blocky grid served some great games well and still work.
What's your game genre?
>>
What paint tool are you guys using for texture assets? I don't have photoshop
>>
>>740944298
Paint 3D for the better UI and Windows 11 MS Paint for the layers
>>
>>740944298
I rip textures from old PS1 games.
Licensing issues are future Anon's problem.
>>
>>740944298
Krita, it's free, open source and actually usable unlike gimp
>>
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>>740939440
hell yeah i did it
>>
>>740944298
>paint tool
I like aseprite. I can't draw so I use it mostly for adjustments in contrast or luminosity, plus baking the PBR of the CC0 textures I download from the internet
>>
>>740944298
Aesprite for pixels, paint dot net and krita for everything else.
>>
>>740944514
>>740945254
is SAI a good alternative to krita? I also have that
>>
>>740918595
But they will find out. You have no idea how much hate troons have for maga adjacent folk.
>>
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Interface blah
>>
Why has nobody done something like RAGE in this thread?
>>
>>740839787
Yessir I am
>>740941994
>>740945885
>>
Working on various everythings for the 1.0 release. Since most people don't seem to take advantage of the game's custom radio system I added an in-game editor for it, along with a way to delete characters in multiplayer and some various changes to controller support (not sure why I make myself suffer through that, but whatever).
>>
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Many things have gone wrong
>>
>>740944298
I use asprite
>>
>>740949893
>Man
>>
>>740944610
that's pretty clever
>>
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>>740884583
First time I'm seeing your game.
I humbly suggest you try to find a more unique-looking aesthetic for your game because the dark poorly-lit scene you've got going on, with the bland single-seamless-texture terrain that's been sprayed with perfectly vertically aligned assets, the vignette, the post-processing effects, the character's armor's specularity, it all immediately screams Unreal asset-store slop to me and makes me think of those "I made a Souls-like for college using Unreal" videos.
That's also probably why you aren't getting any replies.
Don't mean to demotivate you though, these are just my unsolicited thoughts on it.
>>
>>740948612
>cursor is a gauntlet
fucking based
>>740949893
very pretty until the LSD hits
this running on GM sure seems like wizardry. I remember trying to make a simple first person dungeon crawler and it was a mess lel
>>
Good thing people are working right now.
>>
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>>740952837
>working
>>
>>740949728
>patiently waiting their turn
boooooooooring
Batman really fucking ruined this subgenre.
>>
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Actual not meme reply here. I'm trying to make a Pac-Man style game. How do I make the AI for the enemies?
>>
>>740954545
probably A* to follow and find the player
remember that each enemy has to have a different AI if you want to mimic pacman
>>
>>740954545
When we did this in uni, it was just A* pathfinding.
>>
https://voca.ro/1j06wDJP2Bzk
any book on how to compose? this is the best I could ever do after two hours of iterating, and it's shit
>>740954793
>>740954951
wouldn't that make all enemies converge into a similar path?
>>
>>740954793
>>740954951
Gemini says I should use NavMesh. I assume that's not A* pathfinding?
>>
im playtesting my game, thats my life, taking 5 minutes to change 1 thing, then testing it for 2 hours
over and over again
>>
>>740955572
>thats my life
my life is wageslaving and making 1 hour advancements each day
>>
>>740955405
youtube A* unity
if godot has a builtin you must have one as well
>>
>>740955376
>wouldn't that make all enemies converge into a similar path?
In Pac-Man every enemy behaves differently. Blinky is the only one who has the "gun for the player's position directly" AI. Inky goes to a spot calculated by drawing a vector between Blinky and Pac-Man, then extending it to two positions further, Pinky targets 4 positions ahead of where Pac-man is facing, Clyde does the direct approach until he's within 8 positions of Pac-Man, then he switches to heading towards the bottom left corner of the maze.
>>
>>740955405
godot's navmesh agents use A*
>>
>>740944232
>What's your game genre?
A top down strategy game. Mostly looking for something that would enable users to generate a level including the terrain.
Dual grid looked interesting as the terrain painting feels natural. But its requirement to expand beyond the paint area makes it difficult when two terrains are close together.
>>
>>740891046
that's a compliment! lgbt people have the best aesthetics and art direction, more people should copy them
>>
>>740844168
You have to email 200
>>
>>740916119
state your real political views instead of being a coward
>muh cancellation, muh woke mob
you're on twitter no one gives a fuck anymore. stop demanding clout just to get angry at 99% of your fans
>>
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>>740954545
>>740954793
>>740954951
>>740955405
>A*
>navmesh
Bruh....
Pacman AI is well known and kinda genius in the "best bang for your bucks" category.
https://www.youtube.com/watch?v=ataGotQ7ir8
The TLDR is:
>pick whatever cardinal cell has the closest distance to target
>can't pick the cell you came from
>profit
Work as long as you have only 1-cell width corridor and intersection.

I used it as my fallback pathfinding solution if an NPC need to move somewhere and the flowfield for that destination wasn't built yet - this way they can start moving immediately and rarely be completely wrong about it.
>>
>>740956652
>Mostly looking for something that would enable users to generate a level including the terrain.
Just give them a terrain editor that include curved border tiles. Way less work, more control on the result for both you and the modders.

>A top down strategy game.
Neat. Tell us more about it, RTS projects are way too rare.
>>
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That's better.
>>740950604
The best part is that I did all this because I didn't want to draw backgrounds.
>>
>>740958284
very pretty game!
>>
>>740953692
Actually it was Ocarina of Time that introduced the retarded concept of enemies waiting around for their turn instead of bombrushing you and kicking your ass because of le Japanese stage show tradition.
>>
>>740955405
Why are you bothering to ask here? Ask gemini brainlet
>>
>>740958815
Half-Life (same release month than OoT iirc) did it too. Probably others did it even before.
It's all about how *visible* the trick is.
Baham is the one that normalized dropping all pretense and having a large crowd clearly doing nothing until their ticket is called.
>>
Why the fuck is coding AI so quirky now?

>Hm the solution could be this, but wait! I see another issue

Why the fucking fake out?
>>
>>740959292
>Probably others did it even before
Yeah, beat 'em ups in the early-mid 90's. It's not as noticeable because they still mob you, they just don't all flail at you at once in a big clump like they would if their behaviors were truly independent
>>
>>740959806
Normies like it.
And Karen & Bob from HR are 90% of the target audience, not the terminal basement autist doing technical stuff who would be perfectly fine with the AI only ever said "beboop.here.is.the.answer.master".
>>
>>740960042
lol no AI is clearly targeted to programmers
>>
>>740959806
Can't you order it to cut out all the fluff text and get straight to the point?
>>
>>740960435
Roko's basilisk make me feel bad being rude to AIs.
>>
>>740855562
>>740869360
>>740894894

All good points, thank you!
>>
>>740959806
It's how MOEs are
>>
>>740943138
I played your game and it was shit for the troons
>>
favorite tropical islands in video games?
>>
>>740920750
i know who you are, go back to trash.
>>
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>>740961482
don't dare bully a goblin bro or you'll get gob'd real hard motherfucker
>>
Patreon done
Website created but needs a complete overhaul
LLC bought and created
Youtube channel updated to reflect new game studio name.
I will post it once I have the trailer finished to upload. Patreon gets more in depth videos on how the sauce is made. Buying a sub gets you more details on functions I build and an special sub which I will set up later I will allow an item or armor piece for you. Or something.
>>
>>740961612
i mean, literal /trash/
>>
>>740957295
The important part is that the direction changes are only done when the ghost reaches an intersection. Pac-Man style AI would not work well in an open environment, you need a tight set of corridors with no open spaces so the ghosts commit to their movement and don't get too fiddly.
>>
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>working on game for a while
>get idea for another game
>kind of like it better
>already put in a ton of work into first idea
>people already know your working on first idea
>still think about new idea

How do I deal with this?
>>
https://vocaroo.com/19UafcX4sS1X
I haven't really gotten much better at music it's just getting easier to use the DAW right now
Like getting newbie gains at the gym
Next I wanna try making an rpg battle theme with high energy drums
>>
>>740917821
it's not bad, but can be better. part of developing your skill will be getting better at maximizing each poly
>>
>>740959212
>Ask gemini brainlet
If the code Gemini gave me worked, I wouldn't be asking anonymous degenerates on 4chan for help.
>>
>>740960435
I have but it keeps reverting
>>
>>740962101
pretty solid compositionally. some chromatics in there.
>>
>>740962065
keep a journal of game ideas, physical is better than digital
write down ideas
keep working on first idea
>>
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Managed to get it to this point, still need to make it so you can dash yourself into it and teleport around using mirrors. Any other mirror/light gimmicks I should add?

Unfortunately I only have $300 left in my account so I have to spend time doing commissions again instead of working on my crap.

>>740943067
would be interesting, make it seem more boss like too. I'll give it a shot later
>>
>>740962532
use claude then retard
>>
Oh boy more games I'm not playing, slop is slop people. Enjoy making slop I guess. The circle jerking is hilarious. No one here has offered actual criticism the carebear nature of this thread disgusts me.
>post your game
No I actually have standards.
>>
>>740963429
I like making slop tho
>>
>>740963429
I'm sorry that happened to you or whatever but you have no game
>>
>>740963232
Your light character blends in with your light background.
>>
>>740954545
You've got some useful replies already. To take it a bit further. You need two elements. A way of structuring the world for the AI to understand, and a way for AI to make a decision about how/when/where to move.
There's about a half dozen different decent to good ways to structure the world data for AI, ranging from a Width by Height array of bools to a graph based off a mesh (navmesh). They all have their strengths and weaknesses.
Then you need to decide how the AI can use that information. How smart do they need to be? Do they just move in cardinal directions? Do they chase the player? If so, how far? etc
If you want a pure pac-man clone, look at the video >>740957295 posted
>>
>>740963291
claude is alright tho its been shitting itself sometimes recently, idk why.
>>
>>740963429
>/agdg/ tard found the thread
go back
>>
>>740963429
>keeps saying no one gives actual criticism
>won't give criticism himself
>>
>>740964158
>reply to every game i dont like with "change your game to appeal to me"
>they either answer "no fuck off" or dont answer at all
>sperg out that /v/ devs cant handle critique

Yes, I'm an aggy regular. How did you know?
>>
>>740963291
How do I use it without logging in?
>>
>>740964419
use a burner email
>>
I wanna try doing an small RPG Maker project, and and I mean an actual game with begining and end.You know, in the same way you'd make Tetris or Asteroids in Unity.
Should I try a "walking sim" ala Yume Nikki? Something open and small, kinda so I have small islands of content to try shit arround.
>>
Making a game inspired by some other game you like the idea of, but that you've never actually played.
It is based or cringe?
>>
>>740964952
Mechanically it will be easy. The burden of Yume Nikki like games is assets. If you're gonna use free asset packs then you're good to go.
>>
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>>740963232
Sorry anon but while your game is the best looking one in these threads by a considerable margin, >>740963660 is still right, the biggest problem whenever I look at one of your webms is that your characters are hard to distinguish from the background. The other characters are borderline and I imagine it looks better at full resolution in full screen, but the light guy is really pushing it now, as are the mirror shards.

As much as I really like your background, and off the top of my head:
>low contrast high brightness background makes bright things hard to distinguish, it's not enough to just tell they're there you want people to be able to appreciate the effort you put into animations, and right now you wipe a lot of that out
>the above point also hurts your air, fire, and water effects a lot, not to mention energy/light
>small characters relative to the screen
>the mid-ground (? whatever you call that part the characters stand on) is almost the same color as your normal characters, which I'm guessing is why you were forced to give them a bright outline
Take pic related as an example: high brightness, but broken up by high contrast (and bigger characters on screen to boot). Your characters being small is just something you gotta deal with because of what I've seen of your gameplay you need that screen real estate, but it does mean the other points bite harder.
>>
Why do faggots who shit up this place get all the attention I would actually like feedback for once.
>>
>>740963429
>>740964378
>Yes, I'm an aggy regular. How did you know?
You type like the kind of people David Dunning and Justin Kruger would study.
>>
>>740957753
>Tell us more about it, RTS projects are way too rare.
There's not much to show at the moment. Still looking at the basics of which approach would work well for automated and user generated maps.
>>
>>740965325
And what is your game?
>>
>>740965378
You realize my post (at the bottom there ending in 78) was heavily sarcastic? I didn't do the /s thing cause it makes you sound like a gay Redditor.
>>
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>>740965325
If you've posted a picture of your game and you've gotten no replies for it then your game probably looks uninteresting at a glance and that is feedback in itself.
>>
what's better, selling fewer copies at a higher price point or selling more copies at a lower price point?

i saw some indie games priced at $30 in the past, but i'm pretty sure a bunch of those games are made by a handful of devs instead of pure solo.
>>
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>>740902498
ok but what about this
>>
>>740965045
I can code, I'm rusty, but I can
I'm actually more aligned to the art side of the buiss, I can draw competently enough, I was planning to do tilesets and such with pixel art and maybe draw portraits and then downscale and compress them so I don't have HD drawings on top of 16x16 tiles
Kinda need an excuse to do something creative heavy and original that isn't just fanart
>>
>>740965550
When you act like a faggot you don't need to
>>
>>740965325
Clearly everyone who posts their game should also add a comment shitting on everyone else in the thread to maximize (you) farming
>>
>>740904143
For some reason, people obsessed with AI hardly ever complete their shit. Probably because AI is like crack to lazy people who want to prompt parts of their cool ideas but lack the willpower to tie them together and make it all coherent.
>>
>>740965609
At a higher price is smarter these days honestly, cause you can always put it frequently on sale if it turns out you priced it too high.
>>
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>>740966181
I use AI (ludus) and have gotten rather far after watching like 100 hours of tutorials.
This is a really old video but AI helped me make my targetijg system better and smoother while active tracking enemies and being able to switch between them. I never let it build anything for ms only ask it what something means or an example. It saves credits when showing screenshot instead of having it load the whole blueprint.
I learned a lot from both im currently fixing things I dont want it to touch. It can be great and garbage.
Maybe im not obsessed just happy to have an assistant.
>>
>>740965490
Can't go wrong with copy-pasting WCIII's editor, unless your game play fundamentally differently.
>>
>>740965609
You should be trying to push your luck, without pushing too far. Peak is a great example. They said their game was going to be a $5 game, but then they thought about it and realised that people grouped $6 games as $5 games mentally. And did the same for $7 and $8 games. So they made their game $8 instead of $5.
>>
>>740966547
LLMs can be decent helpers, but you shouldn't rely too much on it. They've done actual research proving coders who use LLMs too often get worse at coding. Coding is a skill like any other that you need to be actively training, like a muscle or whatever.

I used Claude a bunch but am now using it less as free models everywhere are getting shittier and I felt my skills slipping. Now I just save it for the occasionally tedious shit I don't want to do.
>>
goblin
>>
>>740966547
oh lawd we spheretracin
>>
>>740966953
Originally it was good then dogshit then amazing now it is fine but sucks up credits too fast. To me unreal university and unreal docs are generally as helpful but if it gives me something I have no clue how it works I learn what is it so I can apply it elsewhere. I do like how ludus is unreal exclusive but it can be really dumb sometimes and it has a conversation limit per chat.
>>
>>740964952
what kind of story do you want to tell? what kind of gameplay?
walking sim will let you focus on the story more and ignore things like combat and inventory management
if you want more of a "game" then walking sim is less a good choice.
>>
>>740965325
I think your game looks great anon. Keep up the good work.
>>
>>740967049
What is a better solution? I tried does object implement interface on component overlap but it has an issue with how it adds the index of the tagged enemy to the array while updating the array when enemies move or i move. Active scanning seems to make it work without fail.
>>
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>>740922274
Worked on some animations for that enemy
>>
>>740965609
depends on the hype you can get
if you're going to release your game with no hype, no marketing and just hope someone finds it on steam, good luck if it's $30
also depends on how saturated the genre is
for a first time release $8-$10 is good as people will take a risk on it, and you can partake in the regular sales if needed.
>>
>>740967774
would
>>
>>740967952
>onahole mimic
>>
>>740967774
fleshy
>>
>>740967763
it wasn't criticism. i was making jokes
>>
>>740882707
>>740922274
I stepped posting in agdg because every time I did people would just ai gen shit of my game and I could feel my brain dying
>>
Good thread gents
>>
>>740968627
until next time



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