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File: 1759356701674.jpg (1.04 MB, 5120x2880)
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Hows your game coming along anon? It's easier to make than ever now

You DO have a game you're making right?
>>
I've made 1000 $ on steam with my game am happy :3
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thoughts?
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>>741857576
Good job, anon.
The first grand is more difficult than the second grand.
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>>741857576
*600
>>
>>741858165
>>741857739
I was joking. I didn't make 1000 bucks nor I made a game
>>
After hanging out in the Sonic 35th anniversary threads, I got the idea to make a Rouge The Bat & Knuckles fan game. I always wanted to make something Sonic related or inspired, but couldn't into good physics. So, a more exploration based and slower game might be a better fit for me.
>>741857604
Interesting combo of assets. Are they general or for something specific?
>>
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Is it a bad idea to go with Godot if I want a snappy 3D action RPG with multiple playable party members like Dragon Age 2 or FF7 Remake (or just FF12/ Dragon Age Origins if that's too hard), and lighting and aesthetics similar to PS2/PSP/PS3 era Square RPGs? I heard Godot mostly runs on a python like language and is awful for making anything 3D unless you use Gdextension for C++ or something. I thought of also going Unreal Engine but I hate, hate, HATE the Unrealslop blue light White lablight lighting and the plastic looking models that seem to be the norm for all unreal engine games if you aren't fluent with 3 years experience in Vulcan or arcane 200 IQ maths to change it's inbuilt presets. Can anybody here help?
>>
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i feel really stuck, spent a week making a battlefield clone but i really can't find free/cheap military vehicle models, especially generic ones without branding
>>
>>741858754
Cruelty Squad and Cassette Beasts were made in Godot, so it has to be doable.
>>741858964
https://widgeon.itch.io/3d-low-poly-military-vehicles
How about these low poly models?
>>
>>741859686
they don't have interiors, required since it's a first person game
>>
>>741859816
could you make vehicle traversal third person?
>>
>>741860167
yes but i still want infantry to be able to shoot out of them
>>
>>741859816
Couldn't you port the models into Blender and cut in interiors?
>>
>>741857383
I'll start tomorrow, okay?
>>
>>741860543
yeah, maybe. i still can't find any proper models though so those would have to be final in that case, and they don't look great
>>
After years of failing to find enough motivation to make game, I've finally found something to really get me going.
I want to make a game for my kids. They like platformers, exploration and magic, so I'm going to make them a cute little Metroidvania about a werewolf witch. I'm calling it "Little Witchwolf".
Expect progress updates soon.
>>
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>>741857383
>Hows your game coming along anon?
Knee deep in trying to make the physics feel *good* instead of only being fast.
Probably gonna settle on a Mario64-ish physics, since I have a lot of hills, slopes and climbing to do.

Right now I'm stuck with trying to make large pile of objects NOT do that stupid cycle of compression->explosion->compression.
Googling say I either need to pay the price of an actual iterative solver, or settle for some crappy math trick and hope nothing explode too often.
>>
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Finished the Archdruid. Two variants to go and then that's every enemy model in the game done (though I have to do weapons for the Archdruid and its two variants).
>>
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Mongol 3 is going well.
>>>/wsg/6183110
One of the themes in the game is the old tongue(romanian) and the broken one.(My broken english lmao)

https://youtu.be/fELnksSMj8w?si=UMJPqoEkArf9egPN
Also, winged karl marx
>>
>>741857604
odin is the only must-have on the list. tons of free github repos or even free assets that can do the rest.
only get magica cloth if you need DOTs since the free cloth physics only use burst compiler + jobs or are shader based.
>>
>>741861132
neat, i like that design a lot
>>
>>741857383
It's going well. Finished adding a Font for a foreign/ancient script, so if a Character doesn't know that language, it shows the foreign letters. The more the player learns, the more of the letters he can read. Just something small, but I like it.
And I'm busy drawing stuff right now, mostly redrawing Characters for Skits/Party Chat.
>>
>>741857383
does anyone have any experience with using ai to convert blueprints into c code for better peformance?
>>
>>741857383
I ported my entire game from Unity to Phaser.

It wasn't a complex game so I did it in one siting. fuck Unity UI, with Phaser I can rush through interfaces.
>>
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Next Fest gave me way less wishlists than I wanted, but doubled the amount the game had previously (sitting around 1200 now). The game still has a long way to go before I finish it, so there's time for it to build up some following. As a solo dev it's fine, I guess. I'll leave this drawing I made of a character from a side project that I'm planning to go back after I'm done with this.
>>
>>741862267
you mean C++?
are you on UE4 or UE5? if you're on 4, there's an option called blueprint nativization that'll do that automatically when you build. if you're on 5, sorry.
>>
>>741862713
yeah obviously ++ also on ue5

also nativization was kinda shit in ue4 and i hope since epic removed it that there is something better now that i dont know about but apperantly not?
>>
>>741860289
Reduce the scope, the game is telling you what it wants to be and you aren't listening
>>
>>741862949
They killed it because it didn't work. The direction they've been pushing is UnrealScript, which is meant to be a scripting language (rather than visual scripting) that closely mirrors the structure of Blueprint. So in an ideal world, you could "nativize" Blueprint to UnrealScript without all of the illegibility, and get a decent chunk of the performance savings, even if it wouldn't be quite AS dramatic as writing in native C++. The issue is, I don't think UnrealScript is anywhere near being finished yet.
>>
>>741863169
I'm sorry, UnrealScript is what it used to be back in the UE3/UDK days. It's been rebranded as "Verse" now. Whatever, same idea.
>>
>>741863006
but it's not a simple battlefield game if you can't shoot out of vehicles in a squad
>>
>>741857383
Haven't devved in years. I wanna get back into it and actually finish something for once, but every idea I have feels like it'd take years to make.
>>
>>741862713
blueprint isnt that bad there are entire games made using only bluepring e33 was made in blueprint, big open world game ark: survival ascended also blueprint.
>>
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I'm working on a transformation for my main character.
>>
>>741863303
Anyone who want exactly battlefield will play fucking battlefield anyway.
Embrace being a different experience.
>>
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Working on integrating web APIs to the launcher
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>>741864263
>Rayman-style character
>food themed
>no sexy blue-haired cow in sight
This feel incomplete.
>>
>>741864420
Awesome cursor.
I would hate using after more than a minute, but awesome.
>>
>>741864481
>no sexy blue-haired cow in sight
I'll add her someday.
>>
>>741864358
bf2 is basically dead and you can't buy it, so not really.
>>
>>741865084
>the game I'm copying is game
Even more reason to not be a carbon copy.
>>
>>741865347
i play very few games and i loved bf2, i want to make homage to it like battlebit did
>>
>>741865084
isn't there that voxel graphics battlefield-style game? idr the name but it's fairly popular.
>>
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>>741865539
abandoned
>>
>>741865627
Oh yeah I remember that. Devs overpromised stuff and ditched just a few months after their 1.0. If there's a voxel fps that I actually cared about shutting down though it's sector's edge.
That was pretty much AoS with a faster shooting system. It was cool because instead of trench warfare a lot of the good players learnt to play like guerrillas.
>>
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done patching the game, will release a new demo today or tomorrow. Once that's done I'm going to take a very small break to test some stuff for a side project
>>
>>741867842
I look forward to playing it gobbro
>>
>>741867842
Exciting, wanted to wait until a patch to try it
>>
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i'm the anon with the racoon game whos always posting shaders

anyway, i got my SRP render stack to the point i think it's just about done and usable, so i prob wont post anything shader related for a while since i dont really think i have to make them anymore, except maybe one-offs from particles

i'm close to finishing the NPC behaviors + first area on my racoon game, but once thats done i'm adding in the other playable animals then probably putting it free on itch or something.
I really wanna start on my "dream game" which is a Splinter Cell style game, the ideas been in the works since 2019-2020ish but i wasn't skilled enough to build it. i think i'm close enough now, so I'm gonna start on it and figure out whatever else as i go.
lots of stuff from my previous games can get ported to it, since those all got made with the Splinter Cell-like in mind

>>741867842
nice goblin bro, you earned it. had fun on the demo, but i was completely filtered from the hob goblins. too tough!!
>>
>>741867929
>>741868040
>>741868351
thanks anon! It's been a lot of work so far, I'm going to enjoy stepping back form it for like a week or so and work on something else.
>hobgobs
they are getting nerfed! they'll now flinch when hit in the head, and they won't spawn with helmets to make them easier
also pretty based of you to jump into your dream game. Best of luck man!
>>
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>>741867842
Back to work goblin
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>>741869010
lmao
>>
I'm using photo textures for my game which works fine except I don't know what to do regarding character faces. I was using the faces of online randos until I realized it's unethical and probably risky. Checked out stock sites, but these are expensive as fuck and have disappointing variety. Practically my best option would be AI, however I'm afraid that any kind of AI use / disclosure in my game will either kill it outright due to general disapproval or implicitly by dumping it with all the shovelware nobody pays attention to, especially should Steam implement an AI filter. I'm a bit of a shut-in so I have no access to friends and acquaintances I can photograph myself, besides I need specific appearances not any rando on the street. I can't simply make them faceless since it doesn't make sense for them to be wearing helmets or masks all the time. Do you guys have any ideas?
>>
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black hole ultimate
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Convince my retarded faggot self to either invest my time in Unity with its blueprints and coding or into UE4 nig-rigged on an old visual studio 2017 copy with blueprints. I'm waffling on committing to either of them, UE5 a shit and fuck godot.
>>
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>>741871749
U6, range or experimental Julia ge.
>>
>>741871630
>BLACK HOLE ULTIMATE
>just kinda wiggle you around like if you were a noob trying the ninja rope for the first time in Worms
... fuck you for making the lamest blackhole attack in all gaming.
The sprite is nice. But you really need to change it's gameplay effect.

>>741871824
That one I like.
>>
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>>741857383
im back and still messing with the shaders, ive added some noise to the static objects, is this to much?
>>
>>741871749
> either invest my time in Unity with its blueprints and coding or into UE4 nig-rigged on an old visual studio 2017 copy with blueprints
I'm using Unity without blueprint but with VS2017. It served me well.
>>
>>741858964
Retard. You'll never compete against battlefield.
This is your time to shine.
Use something else as vehicles, out of necessity, because it could be hilarious and because BF doesn't have it.
People driving a vacuum cleaner, sucking up people, riding a photo camera, flashbanging people or incinerating them if they are too close, but careful, don't get in the blender or else you'll blend yourself into a fine paste.
>>
>>741872764
>People driving
-other people.
Piggy ride. With unlimited stacking. And anyone can shoot.
The ultimate friendslop ragegame streamerbait of the month.
>>
>>741871749
ive never used Unity's visual scripting, but a few games I played and liked used an asset called play maker.
id much rather program everything, but as someone who's used both Unity and UE4 i'll recommend Unity every time. but if visual scripting is what you want, then idk.

>>741868878
thanks! i'm pretty excited to start working on it. your game kind of inspired me to start on a bigger game idea instead of just smaller projects
>>
>>741872894
..is there a friendslop tank crew game?
>>
What'd be a good thing for hosting a wiki for modding SDK guides and references? My game's got a wiki already but it's fan-run and through fandom, so.
>>
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How do i into pixel art? my characters sprite art looks nothing like my concept and it pisses me off
>>
>>741873095
World of Tank and War Thunder have platoon mode that let you stomp on random teams, but that's still one full tank per player.
No idea if there is one where everyone is a different crew member. Boatfags and spacefags try it every other year, and it's rarely a success - and tanks are much worse since there is no visibility for anyone but driver and commander, and you can't exactly run around the vehicle to do random shit.
Maybe a P1000 Ratte or Baneblade-themed one could work, actually.
>>
>>741872764
>anons subtle vore fetish
>>
My game was a massive failure. I regret making it.
>>
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I added a system to my game to help out players that don't know what to do, and it works as long as my players don't have object permeance skills and literally forget they ever clicked it.
The catch? That's 80% of my userbase! It's on screen in 3 different places but they just forget!
>>
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>>741872298
too much coding, I want it to suck in other attacks and make the light attacks bend and stuff. I'll add cooler effects later.
>>
>>741873294
Why not just host it on the fan wiki?
>>
>>741874049
Lol, that's not what happens. The guy gets shred left and right and one part goes onto each stream. Correct it!
>>
>>741874049
I know it’s a dumb complaint but using the whole Interstellar “lensing of the accretion disk” visual for a black hole does not work if you don’t also lens the shit it sucks in. Better to just do “gaping black void with suck lines” for that type of effect
>>
>>741874704
It's fandom. Fandom is ass.
>>
>>741874974
Ass that is maintained and used is better than tits no one will ever clean or look at.
>>
>>741874918
>lens the shit it sucks in
what does that mean?

>>741874709
idk, youtube says it's spaghettification where the person gets stretched out
>>
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Hello everyone! I have a pretty big demo if anyone feels like trying out an SRPG. It's just the first part of the game rather than something specifically made for a demo. I really appreciate the feedback I got before and made some changes since then. I would be happy to hear your thoughts either here or you can call me slurs in the survey linked to on my page.

https://jebbestermakesagame.itch.io/shieldlinked
>>
>>741873964
You got more reviews than me and I don't regret a thing.
>>
>>741874049
>>741871824
>>741871630
This looks cool.
Don't listen to all the couch niggers.
>>
>>741874038
Sometimes that means there's just too much stuff on the screen in general all competing for the player's attention. If you're doing something a little different, it can be easy to overwhelm a player. Or they're a tiny bit retarded, who knows!
>>
>>741875837
Whats your game? post it
>>
How the fuck does Ninja Gaiden do air combos
>>
>>741876029
Wage Slave Platformer.
>>
>>741875256
the spaghettitization people are going to love it
>>
>>741875808
Main question before I know if this of interest to me: can I romance one of the dog/vixxen/wolf units, or the mounted lancer (the mare, specifically)?
>>
>>741873294
How the fuck do you have a fan-run wiki?
>>
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New background, had to make a particle system for this one
>>
>>741864263
I went ahead and gave him a knife to go with his fork weapon. I still need to make new animations and give him a new move set.
>>
Where all the RPG Maker niggers at?
>>
>>741876279
Fans
>>
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>>741876217
I'm sorry to say it's not a dating game, unfortunately (my potentially next game probably will have dating elements as it would fit it better). But I understand your interest, they are cutie patooties, especially the ones who still live in their tribal communities
>>
>>741864263
>>741876424
How do YOU do air combos?
I'm desperate to figure this shit out
>>
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>>741873480
>>
>>741875256
In two parts. The yellow streams you have is the spaghettification. The black part isnt a real disc, bhs spin around 1000 times per second. The disc is just the absence of light. The actual hole is tiny, like infinitely small. Think these funnels you see. Should be called black funnel. The scientific term is better suited anyway.
>>
>>741876952
neet vs his mom trying to get him out of bed
>>
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>>741857383
Got a working globe, ocean, and even borders.
Somehow there's a giant hole in my Kazakhstan though, honestly, whole region is border gore
>>
>>741877573
Well now I wanna kms
>>
Fixed my character portrait. First scene of the tavern builder game.

https://www.youtube.com/watch?v=FBHF9ifKuv8

Vibe when done:

https://www.youtube.com/watch?v=RizCEK_0hwU

>>741868351
>>741871630
>>741876373


looking nice
>>
>>741876952

I don't know what you are using, but if you use Unity, go buy the game creator 2 plugin on the unity asset store and buy the melee 2 add on, also by developer catworks. It has air juggling and a nice melee framework in general.

>>741877590
What is this going to be?

>>741876876

Cute.
>>
>>741877009
For starters, how big are the sprites? Because they look quite tiny to me, probably shorter than 32 pixels.
It's fine to start out like that but be ware that the smaller you make them the fewer details you'll be able to display.
It's why in older games characters often have a single defining trait or accessory.
Pixel art is harder than regular art because you have to abstract most of the details. In ye olde days artists would first draw sprites on graph paper.
>>
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>>741878001
I was just making a joke to try and make you giggle, perhaps even chortle
>>
>>741878583
Well that's not helping
>>
>>741878487
they're 37x32
>>
>>741878245
>What is this going to be?
Not sure yet, for the time being I'm going to implement fully functional globe, add some roguelike mechanics, maybe some gambling, see where the game takes us.
>>
>>741877590
>game with real modern frontiers
Oh boy.
Get ready to receive 6 gorillons hate mail/review/twitter/etc because your map is lacking one pixels that's claimed by china/india/kikeland/etc.

>Somehow there's a giant hole in my Kazakhstan though, honestly, whole region is border gore
Can't remember how(if) he solved that one.
https://www.youtube.com/watch?v=pNp4ug5F6To
>>
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>>741876952
I'm using a UE5 template with blueprints so I don't know how well it would translate to other engines. When the player's launcher attack collides with the enemy you're both launched vertically by the exact same amount, their gravity gets disabled and they're both put in an aerial rave state.

In this state the player gets access to his air attack strings and a crasher attack, and the enemy is put into a free fall animation that resets itself each time they're hit. When the animation reaches its end they fall back down same with the player characters attack animations. I added movement to these animations so they aren't completely stationary.

My game doesn't have juggling so if that's what you're going for than there's gonna be more steps involved. From what you've shown you aren't actually that far off the enemy is just falling too fast and their state isn't reseting when they hit the ground from what it looks like. You could make a line trace that detects when the enemy is close enough to the ground or you can reuse code from your character. I'd personally also add a bit more distance between the player and the enemy.
>>
>>741873480
I don't know how useful it would be at such a small size, but one thing you could try might be to sketch in your drawing program what you want the sprite to look like then use it as a reference layer in aseprite. Reference layers are basically a layer you can keep at a different resolution, so you can have your much higher resolution sketch behind your regular pixel layer that's much smaller resolution and sort of create your pixel art over it. Obviously with the limitations of a much smaller size, you'll have to make compromises in places, but it might help encourage you to stick to your concept closer. For example, your sprites there have tiny eyes while the eyes are a much bigger portion of the face in your concept. I dunno. Worth a try!
>>
I've played a handful of indie games that either don't accept controller input at all or don't scale to the display and cut off parts of the screen, and I'm wondering how you get far enough to release a game without checking these basic things? You don't have a couple of friends to play it on their machine before you release it online?
>>
i am once again attempting to learn spine2d
>>
>>741879237
I wish I knew how the fuck something like this works on a techical level.
Animations are a key part, yes, but I'm trying to look past that and think "What are they fundamentally doing?"
https://www.youtube.com/watch?v=PdBwNDSKbJ8
>>
>>741878956
That's about as tall as X then.
If you are targeting this kind of resolution then get back to work.
>>
How many potential players am I leaving on the table if my game requires D3D12 instead of D3D11?

I assumed 12 would be ubiquitous by now, but I saw a few people complain about it for Mina the Hollower and also for the Sinking Star demo, so maybe DX11 compatibility is still relevant.
What GPUs are those people even using? I assume it must be old laptop iGPUs, Broadwell or older. Skylake onwards supports D3D12.
If I can safely target 12 then I can use SDLGPU, which is far preferable to using either 11 or 12 directly.

I tried to find an answer to this from the steam hardware survey, but failed. according to the graph at https://store.steampowered.com/hwsurvey/ , 33.26% of users are "DX12GPU & Pre-WIN10". Meaning they have a GPU that could run d3d12, but are running win7 or older. That absolutely can't possibly be right.
>>
>>741880383
Why not just target Vulkan and be done with it? You get SM6 compatibility without forcing people onto modern Windowslop.
>>
>>741876667
What's your game?
>>
>>741877430
so the halo part should be more curved into the black part?
>>
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OG Mongol, but with mechanical legs.
https://youtu.be/UIqDTlX2sRQ?si=wut_QUOHhJSXWrnO
Time to go to sleep.
>>
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>>741880570
No, the halo part is correct. The halo effect comes from what is essentially a ring around the black hole, but because light is so distorted you can see "behind" the black hole from the front. The "halo" is the light of the ring that is behind the black hole and should be obscured by it, but gravity is so intense that the light emitted by the ring curves 180 degrees, "orbits" the black hole, and comes out the front to be visible.

The point is, when you're using that kind of visual, with gravitational lensing of light, you need to lens the LIGHT. Everything around the black hole should be reflected and distorted in that way. When a character gets sucked into the black hole, we should see multiple distorted copies of him as he gets closer to the event horizon, because we see the light reflecting off him directly, as well as the light reflecting off of him away from our eyes, orbiting around, and showing up at the other side of the black hole from various trajectories. All visibility around the black hole should look like a hall of funhouse mirrors.

And what I'm saying is, if you're not going to DO that, don't use the gravitational-lens-disk image of a black hole. Just make a black put with effects suggesting suction, rather than trying to do a teeny tiny version of an accurate astronomical body.
>>
>>741880958
Neat
>>
>>741880504
I've been told that D3D12 drivers are more reliable than Vulkan ones on Windows, especially on older and less gamer-y hardware. I also wouldn't be able to guarantee Win7 compatibility regardless of API choice.

But SDL GPU does support Vulkan too. So I could almost trivially add a command line flag to use one or the other.

Mostly I'm just curious how many of these people there really are. Steam has dropped Win7 support so there surely can't be a relevant number of players on an OS older than 10.
>>
godot keeps freezing on me for some reason
>>
>>741880958
Look at him go.
>>
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>>741880985
>>741880570
Like, whenever anyone plays Mario Galaxy, they understand that pic related is a black hole without explanation. You don't need to use the "astronomically accurate" representation of a black hole (which isn't even accurate, a black hole that small would not appear instantly with a white-hot accretion disk) and then not even do the lensing effect.

It's like, if you had a character holding a mirror, and you just drew the mirror as always having a face reflected in it, because when you see people looking in handheld mirrors it's always a face looking back from them. That would look stupid, it wouldn't actually LOOK like a mirror, because those visual elements only make sense in a specific context and you're showing the object without that context.
>>
>>741858754
Yes it's doable and no language doesn't dictate performance in 3D. The reason Godot is "bad" in 3D is they have no asset streaming and you have to code it yourself. Which basically means you should try to chunk your world to load assets at varying rates and should avoid high resolution textures. As well as using mulmeshes to render multiple meshes as a single mesh with the drawback being they all share the same LoD and so on which is where chunking would help.
But most of that can be negated by just making loading screens, which isn't hard at all. Search up Godot background loading for this, it's in the docs, all you do is load the scene up in the background and then update the loading bar.

And yes GDScript is very similar to Python however statically typing it (just Google GDScript static typing), gives a performance boost and is actually faster than C# at API calls. The difference between C# and GDScript is C# has more libraries it can use, is faster at math but it makes engine calls slower.
However, the language has no bearing on 3D performance, at all. Anyone who said that to you is a retard that has no clue what they're on about.
>>
>>741880558
Underspace.
Anyway, just pushed a new update with a bunch of fixes.
https://store.steampowered.com/news/app/1111930/view/702146248223752767
>>
>>741881585
>GDScript static typing
NTA but I've been doing this for 3 years without knowing what it was called.
If I ever get popular people will make videos mocking my code for sure.
>>
>>741879205
Thanks for the vid, I'll check it out

>Get ready to receive 6 gorillons hate mail/review/twitter
If I do manage to pull off event system that shapes the borders and politics, then yea, it's going to be a shitshow
>>
>>741881907
It's good to do, on top of giving you warnings as you write code and autocompletion, the code is demonstrably faster. Not statically typing is how you end up writing bad code and it's sort of retarded because it's just a theoretical bottleneck that you avoid.

>mocking my code
Finished code is better than perfect code. It's easy to get hung up over the idea of having the best code possible, the cleanest and smartest systems but ultimately that's code that never hits a finished product.

In Godot, the line numbers colour changes when the whole line is statically typed.
var x = 8.21
var y: float = 8.21
The second line colour will be different to indicate that the line is type safe, it works for functions and everything. You can change it's colour in the theme settings, they recently changed it from green to just a whiter white which is retarded as fuck.
>>
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Day ten million of me procrastinating making Steam capsule art. It's fucking retarded but I feel super blocked there, I guess it's a combination of "this is one of the most important things to make" and "nobody will care anyway"
>>
>>741857383
How are you using AI to help you build your dream game anon?
>>
>>741883270
Once in a while I ask it if a character name has a dirty meaning in another language because I'd rather not have a hero named whore-tickler
>>
>>741883038
you try that cover web app posted in these threads? it's pretty handy
>>
Does Newgrounds support non-flash games yet?
>>
>>741883380
Yeah, I have that bookmarked (https://vertette.github.io/Cover-Me-Up/ for those not in the know) , it'll definitely be super useful once I actually make some assets
>>
>>741883506
Yes, it has supported HTML5 for a while
>>
>>741883270

I make place holder music, place holder AI voices, place holder text and place holder character portraits. I write code using Claude.
>>
>>741882451
Mine still looks green because I'm on 4.4
Also, I'm vaguely aware of the concept of technical debt despite not being a programmer because of a Barotrauma video I watched.
"Just make game" is indeed solid advice.
>>
I just realized my game is going to be very short. About Mega Man sized, if only a little bit longer. I just cut half of my planned levels. This makes me a bit relieved though because I like short games way better than long ones.
>>
>>741883038
Just don't make it look like AI. Also, Steam had a page specifically about what to do with capsule art iirc.
>>
>>741883551
Does making games with HTML5 require a specific software? I'm a Godottard and that's all I know.
>>
>>741880570
The halo part is correct. The halo part IS matter and light. It's ultra hot and dense. Everything gets smeared on the burning halo. Around the halo there's an infinitely small line that circles into that disc. (the disc is just the absence of light, the light is trapped in the halo)
>>
>>741884687
...no? You can make HTML5 games however you'd like, though obviously it's gonna require using Javascript in some way. I put up a simple 3D game on Newgrounds using three.js for the graphics and Vue for the interface.
>>
>>741884687
I think you export it for something like Godot. Crosscode was made entirely in HTML and runs in a browser if you let it so
>>
>>741880985
>behind
Exactly, you see the front and the back, that are the two streams. Picrel isn't very good in that regard, but you see that the distortion is actually two distortions.
>>
>>741881542
How is he getting out of that
>>
>>741881542
Is this true that tiny black holes would look like mirrors?
>>
>>741883038
>"this is one of the most important things to make"
what kinda brainrot makes seemingly intelligent people parrot something as stupid as "a single tiny image is the most important thing to the success of your game"?
it's not.
>>
>>741886108
There is marked difference in traffic depending on the capsule image. A bad one will just make people immediately scroll and not even look at a single one of your screenshots.
>>
>>741886278
But what even is the threshold for "Bad" in this case?
>>
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>>741886278
if it actually had a meaningful effect a meta would have developed like how youtube thumbnails have red arrows and mobile games have soi face... that meta didn't develop on the steam slopstore so it empirically is not a relevant factor.

hell if you sort by top sellers on itch it's topped by some of the most failed graphic design abominations you could possibly make.
>>
>>741886745
If it looks like AI, it might make someone assume it's an asset flip. Pixel art tends to make people assume low quality (even if it is a game they would actually try, just using it in the capsule raises red flags for many). Being bland is also just no good. It should be something that piques curiosity. Perhaps hint towards the genre. Yes, you can say this is all very subjective, but it does exist. There have been people who share their traffic numbers before and after changing their capsule and it's a significant jump. Try and be more conscious of it as you scroll through steam, why do you hover certain games and not others?
>>
>>741887136
Just because you don't know the meta doesn't mean there isn't one. The meta between something you buy and something you just click on youtube is very different. Should I just have some plain text of the game's title?
>>
>>741887147
Yeah, I'd say pixel art or obvious AI art is a pass for me. Otherwise if it's a porn game and the art looks bad obviously I'll pass.

Otherwise you're fine.
>>
>>741887136
>that meta didn't develop on the steam slopstore so it empirically is not a relevant factor.
A lot of people have shown that their traffic multiplied after changing the capsule art, it matters even if burying our heads in the sand and insist marketing is unimportant is more convenient
>>
>>741884687
No, it's just normal webdev stuff. A text editor does the trick, but likely you'll end up with an IDE like VSCode(ium). Chances are you'll also use Node + Vite for bundling your JS.
You can do a lot with web dev. You can run a database, post-processing and full on 3D renderer in a browser, and most of all you have HTML as probably the most advanced UI toolkit. And if you want to make a proper desktop game you can wrap it in Electron/Tauri/Wails.

>>741886745
Any that signals the game being something the person doesn't want to buy. So there is the general markers of low quality, like lowest effort AI art, blatantly unfinished pieces or just bad art. After that it's indicating that the game doesn't fit me. I.e. I'm not gonna click on the giant anime boobs when I don't want a porn game. Other people might like/dislike a certain artstyle, or hate any sort of "Update X out!" sticker that indicates a live service.
>>
>>741887339
>>741887339
>Should I just have some plain text of the game's title?
sure, it literally doesnt matter or there would be obvious patterns emerging.
the actual """"meta""" is your traffic doesnt come from a store, your traffic is directed to a store from elsewhere. basically no one is just browsing steam or egs or itch or anywhere on pc. they first see the game on youtube and then they google the game, then they click whatever store it's in. by the time they get to the storepage the product image could be a 404 error for all it matters to them.
>>
>>741887576
>burying our heads in the sand and insist marketing is unimportant is more convenient
parroting that the "capsule image is super important" despite the evidence is worse than ostriching, it's dodoing
>>
>>741887749
>gogem.pro
Oh shit, I just noticed you're that guy, never mind, disregarding your posts. Everyone, this is the guy that insists not to use steam and instead use your own personal website and uses youtuber views as an indicator for his games' success
>>
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Mirrored Soul is 30 percent off for the summer sale, for the few of you in the target audience who aren't already spending all your time on Deltarune.
Been working on assets for the next game I have planned in the series, though actual development has yet to begin. I feel like I've gotten better at pixel art yet a bit worse at monster design
>>
>>741887749
Little that the dev cuck knew, gaben had enough buoyancy in him to skip the yacht and be one himself.
>>
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>>741888069
notice how i never even ask your kind to show your game
>>
i need inspo for my turn based isometric grid battle system
>>
>>741888439
Honestly you're the level of dumb that I don't even believe you're that gogem.pro person and just assume that you assumed some poor random guy's identity in order to troll
>>
>>741880383
Steam's hardware capability census show 91% of all GPUs with Steam installed can run DirectX12.
So... not many.
>>
>>741883270
I use AI(s) as a faster StackOverflow.
Generally I copy-paste the question among 3 different AIs, and then pick bits of what I like the most in each answers.
>>
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I made the mechanics, did some work on graphics, thought over the gameplay loop figured out it's going to be very boring and whatever worked for flash games 18 years ago is not necessarily fit for steam games. I tend to do this quite a lot actually, throw away barebones prototypes.

I'd like to do an action game but I'm afraid to commit to the scope. my 'dream games' are all multi year projects.
>>
>>741888704
>Steam's hardware census
if you can't exclude the Russians and Americans from the data, it's too tainted with third world hardware to be a useful dataset.
>>
>>741874049
You have two separate streams. It's actually light and matter being stripped into two streams that flow in opposite directions. The "middle" reflects the back of the singularity.
>>
>>741886108
a bad font choice can tank your game
>>
>>741888993
I feel the same thing. It's hard to come up with something fun and fresh in regards to level design. A linear path with some ineffective enemies and some gimmick you've seen in 10 other games seems boring to me now.
>>
>>741888993
You only need 30 seconds. If you can make a game fun for 30 seconds you can repeat that over the course of an entire game.
That's from the developers of Halo.
>>
>>741889558
cope
>>
>>741889095
>>741877430
>>741880985
this looks cooler though
>>
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>>741893096
forgot pic
>>
I will not be disclosing the amount of ai in my game fuck you :)
>>
>>741893251
dont worry well be able to tell
>>
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>>741857383
I'm still waiting for steam tax paperwork crap
>>
>>741888216
for me it's the deer
>>
>>741893184
That's what we described. It even has the event horizon. Quite literally what we described. I think you don't understand what happens. Grok can visualize it just fine. To help you: from which angle do you think does the black hole look like that?
>>
>>741893184
Maybe a last hint. First everything will melt along the accretion disk, then it will be torn into two streams and then after a while spaghettification happens. Don't forget the actual hole is infinitely small and very wide or deep. No one can actually understand that as people see a hole/black disk, but that is not what the singularity is. Then we ofc could start with white holes and Hawkins radiation and so on.
>>
>>741857383
How many programs do you guys use? Most indie devs I met have like two to five, I already have 25. Why?
>>
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>>741881542
>>741880985
Would this effect really be improved if I used distortion rendering?
>>
>>741896952
See pic related.
Your effect is cool enough. Do you REALLY want to go down a visual effect rabbit hole just for the sake of making it cooler?
Is the rest of your game scientifically accurate and the incoherence would be noted? 'cause even for SciFi, rule of cool still apply. If you want your blackhole to have a rainbows halo around it and generate sparks from rotating too fast like a chainsaw in a bad horror movy, fucking do it.
>>
>>741893645
looks cool
>>
>>741896919
godot, photoshop, da vinci, gimp
>>
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getting ready for demoday by making a new enemy
>>
>>741878245
I am using Unity, yes.
I also don't really wanna use plugins because they're more hassle than it's worth IMO.
Show me Melee 2 being able to do Ninja Gaiden or even something way more basic like DMC
>>
>>741898959
I REALLY like your modeling work
>>
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I don't know if I'm going to make it to this demo day anymore. Right now, I just have these new flashy things: shiny stars, collectibles and switches. I'm still figuring out how the levels are going to be, but I'm still certain that my gimmick is fun.
>>
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>>741899453
thank you anon

>>741900165
submit it anyway. i dont even have a fail state or any proper level design but it's fun to get feedback on the stuff you do have. i'm liking what i'm seeing and i'd try your game out if you submit
>>
>>741878084
Hey, that looks nice. The furries are hot also
>>
>>741883270
I don't because apparently I'm a computer-using "luddite".
>>
>>741900513
Thanks. I guess you're right, I already screwed up the past two demo days and I didn't want to miss on the fun in this one.

Also, I had the impression that your game was already pretty advanced, it has a lot of good polish already.
>>
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https://www.youtube.com/watch?v=RlOive6N67w
>>
>>741902993
You shouldn't be hanging out in the /vg/ thread anymore.
>>
>>741876095
>https://store.steampowered.com/app/4441830/wageslave
Is this your game? I'm going to try the demo, this looks neat
>>
>>741897574
>da vinci
?
What about music, maps, text, sketching, visual, prototyping?
>>
>>741902656

Thank you for the appreciation!
>>
>>741904229
da vinci video editing

>music
free ones online

> maps, text, sketching, visual, prototyping?
photoshop
>>
>>741905503
>free ones online
Gotcha. You thought funnily enough I payed for the programs.
>>
>why don't devs make what we want!
>okay what do you want
>well, er, I don't know really...
Why are gamers like this?
>>
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i resorted to learning ren'py because i've come to terms with the fact that im too lazy to program any game mechanics in godot or ue5
hopefully a visual novel prototype is enough for me to get a feel for the world i've been buiding out
>>
>>741872362
I like it, if anything it's too subtle
>>
>>741900513
I wish I knew how the fuck to get my game's combat to work
>>
Got my new infiltrator class done, working on vehicle stuff next
>>
>>741908152
Very Metroid Prime.
>>
>>741908205
Thanks, my assault class looks very similar (going to be a co-op story game)
>>
>>741907870
>I'm not making a game anymore
cool beans, why are you here then?
VNs aren't games
>>
>>741908284
lol
>>
>>741883270
I just want programming because I actually enjoy doing art/animation.
>>
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Mech in my basketball horror game
>>
>>741910205
I feel the same. Programming and design are fucking hard.
>>
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>>741864959
Yeah, I was thinking to have that for the launcher particularly and launch the game with the gauntlet mouse cursor.

>>741864420
Finished some more of the tabs. I hate doing web api stuff but at least its easy.
>>
>>741906225
bizarre strawman. I used to be this kind of gamer before I became a dev and I still feel like that as a consumer.

to give you a current example, Ubisoft was working on a Splinter Cell 1 remake and there was a Korean studio working on a SC clone. now the former is probably dead and the latter went bankrupt. this is a pretty clear case of the type of game gamers actually want just not being made.

what do you mean when you say
>well, er, I don't know really...
you're not happy with the feedback you're getting? let's hear it. maybe I can help you interpret.
>>
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Made a change so that the handfan tool's hitbox no longer effects the direction of the knockback. Instead it's just a cardinal value based on the direction of the player. This will make reflecting projectiles and hazards more intuitive, and I think fits the GBC aesthetic I was aiming for better.. Hopefully the tool itself won't be TOO OP...
Although the knockback speed seems a little excessive now that I'm fiddling with it.
>>
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Also here's a witch chasing me in a horror driving game i just started
>>
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>>741873480
Just like
draw the features
>>
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>>741873480
>>741914393
Probably should have made it bigger actually
>>
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is this an appealing character design
>>
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>>741857383
It's coming along fine. I'm using rust and I don't care who knows it. Working on the server + codegen tools, dreading having to actually make content while I autistically code systems that may never see the light of day.
>>
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>>741875808
>0 downloads today
>>
>>741875808
If you're making a Fire Emblem clone you really ought to buy a mic, lie about how much you like FE4, and all of those subscribers will buy your game
>>
>>741876952
>Remove the part where you rise along with the enemy
>Turn it into DmC: DmC where enemies float in place for 2 seconds
>Tell the player to jump cancel for their combo
>>
I have a lot of stuff done, probably nearing enough for the first level, but man.
I'm totally blanking on actual level design. Maybe I should play/watch something for inspiration.
>>
>>741916240
The game is kinda in a weird place where on first glance, some who don't like FE might be like "FE clone, pass" while those who like FE might be like "this isn't enough like FE."
>>
>>741914519
can you fuck it
>>
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Making save files.
>>
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>>741857383
finished the new customization for eyes
>>
>>741918053
>pc game
>it has save file slots
I dont understand why people do this
>>
>>741918436
Looks like an online game. They always have limited slots.
>>
IM DOING SOME SUPER DUPER COOL SHIT I CANNOT WAIT TO POST
>>
>>741914519
It looks cute, not half bad Anon.
>>
>>741918436
I'm thinking of making each save slot a different character with different starting stats, starting items and starting locations.
>>
How do I cope with the fear that no one will want to play my game if a game that is thematically similar got popular in recent memory? My game is a Link's Awakening inspired game with mice protagonists, but now that Mina the Hollower is out I worry everyone is going to view my game as derivative even though I've had the idea for over a decade.
>>
is rpgmaker mz a meme
>>
>>741919984
that sucks but if it's good people will play it anyway i'd just make sure you have a distinct aesthetic
>>
>>741919984
Mina was in dev for like 5 years. You had all that time. You fucked up.
>>
>>741919984
I have a very distinct protagonist for the game i am working on and i would be so fucked up if someone came out with something that did it... i need to start making youtube vlogs about making it just incase now...
>>
How can I make sure I don't get bored of every game project I work on? I have switched my project once already.
>>
>>741920952
you will you have to keep working on it even when you are bored of it
>>
>>741919984
You don't. Give up, you had your chance and you fucking squandered it, now nobody is going to give a shit about your game. Make something else, or just stop you lazy nodev faggot
>>
>>741921026
It would be easier if I wasn't in control of my free time. Should I just make tight schedules or something? How do you guys do this?
>>
>spent too much time designing an RPG system that's satisfying for both progress and post progress leveling
>didn't even open chudreal 4 or even blender
Might have just barely figured it out but I'm not a 90s gamedev so it's very hard to design something SOVLFVL and yet modern at the same time
>>
Day 3 into making this
>>
>>741888216
Hopefully some more people check it out, it's good. I got back into it recently (still around the 4th area, cleared the dojo and moved onto the big castle-y thing across the sea).
>>
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Working on my Dead Space clone.

I'm currently experimenting with several flashlight systems and would appreciate some feedback on which approach you prefer. At the moment, I have a work-in-progress implementation inspired by Routine's CAT tool from The Ward level, as well as the flashlight systems from both the single-player and multiplayer modes of Doom 3. I also have a Metro-style rechargeable battery system with gradual light dimming already functioning.

The project is still fairly unorganized overall, but the flashlight system itself is fully functional.
>>
>>741921423
Wasted a lot of time on the horizon and skybox huh
>>
>>741893645
I'm gonna play the demo whenever you put this on Steam and probably buy it if it's good.
>>
>>741921848
Nah, like 20 seconds picking the right colors.
>>
>>741893410
You wont, fuck you :)
>>
>>741914519
ngl I don't really understand what I'm looking at. I see a Palworld-like chracter with slime hair, slime arms but white skin face, legs inside of a jelly skirt?
>>
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>>741857383
Not working on game stuff currently, busy manually writing my own Aseprite annotations and actually cross-referencing the source for it.
Aseprite's API documentation is gross and I'm tired of looking at it for shitty explanations of things constantly.
I need it for Aseprite/Blender plugin dev also fuck this function in pic related in particular.
>>
>>741921136
i have 4 projects im in the middle of what makes you think I do it lol
>>
Who's doing Next Fest?
>>
>>741921423
>>741922005
and the other 5 minutes were spent gooning to gay furry (redundant) porn.
>>
>>741922686
I don't think my gf would like if I did that
>>
>>741923087
if you had a gf (biological female) you wouldn't make a protagonist like that. don't lie.
>>
>>741893410
It's really not possible to tell unless there's zero tweaking of the parameters and everything just doesn't mesh well together.
>>
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>>741919984
Join the herd
>>
>>741907870
>learning ren'py
>has the entirety of python at your beck and call
if you aren't making a text-first reading game in the first place, i recommend making it one and committing to that instead
or you might be tempted to jury rig plain python into game system code and then it's just the worst of both worlds
>>
>>741923143
I'm a weird guy, but I'm fully straight with a normal gf.
>>
To all the nodevs and cowards in this thread, here's a pro tip to get you started:
Programmer art. Just draw a stupid fucking stick figure in Aesprite and use that until you can find an artist or you improve your own skills, it doesn't need to look super polished right off the bat. I know it doesn't feel good and it makes you feel like an amateur, but shut up and just do it. I mean it. Shut the fuck up, get your goddamn stupid blocky bullshit doodle made and build your game, because 95% of your waffling about is specifically because you want the game to look good right away, and that's keeping you from actually devving. Shut up, programmer art.
>>
>>741893645
I wish I was able to make something like this. This looks sweet.
>>
>>741923201
Oh, that's always a good sign.
>>
>>741919984
>How do I cope with the fear that no one will want to play my game if a game that is thematically similar got popular in recent memory?
you cope by realizing that that means there's an audience, and gamers are never happy with just ONE game in their niche.

>>741920665
that's just 5 years where people didn't get a game like that. they're not gonna be satisfied by just one game. also implies that the sequel will take another 5 years. plenty of time to reach the same audience.
>>
>>741911958
I mean look at this shit
>>741876952
>>
>>741910205
>>741911958
there are tons of programmers who suck at art just find someone
the carmack x romero match
>>
>>741876952
is it really that mysterious? I mean you've got a video here of the player character flying up like 5m into the air while the enemy only goes up like 2m. obviously this will make it impossible for the player to hit follow-ups in time. what did you expect to happen?
>>
>>741883270
Using AI I made the code, the UI, the animations, the sprite, the sounds and the songs of my games. I'm making my third game now, I still haven't tried 3D stuff.
>>
>>741924076
>and the songs
I know you're being a shitter but genuinely how does anyone do this effectively, Suno outputs sound like hot fucking garbage
>>
>>741924401
eh, judge it by yourself: https://dvstt.itch.io/cerasus
I used producer.ai, I think if you stick to the classics you will get better results.
>>
>>741876952
It's not rocket science, your physics are just all fucked up and unnatural unlike any action game ever including Ninja Gaiden, and anyone can tell that from a single glance. Maybe you've become too acclimated to it but it's true, no it's not "weighty and deliberate" it's just stiff and crap.
Back to the drawing board, I bet you're just slapping random bandaids on this shit and desperately trying to get your hallucinating AI to do something about it but the issue is at the very root of your physics, gravity, etc.
>>
>>741923662
Would you actually believe me if I said this is not the problem?
>>
>>741925609
I mean, what can I even do? There exists absolutely zero information on how a game like NG actually works on a code level
>>
>>741858754
The scripting language isn't a problem, as much as the fact that Godot's solutions for lighting, shadows, physics, postprocessing, etc. tend to be underdeveloped compared to Unity or Unreal, with poor performance, unimplemented/undocumented features, and glitches. If you're not aiming at current-gen graphics you'll probably be able to get something that works if you compromise, but you sound like you care about graphics a lot, so I would probably stay away if that is your top priority. Unreal/Unity come with a default look that a lot of devs don't modify, but your game doesn't have to look like that if you don't want it to. Of course there are other considerations so it's your choice.
>>
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Workin on Cabin Interior. Hopefully will have the game done by the end of the week so I can get back to work on my main project.
>>
>>741926257
Comfy. Need a radio for when doing the dishes, and some cheap analog clock on one of the walls.
>>
>>741926257
So comfy. Are you finnish by chance? Reminds me of finnish cottages.
>>
>>741925926
About the only information I have about how NGB works is a gamefaqs guide with frame data. But no mention of how this actually works btw
>>
>>741925926
Mate stop hyperfixating on one game for a minute or two because you're going to have literally no resources otherwise. NG despite its looks is not completely alien to any other action game. DMC3 has similarly weighty physics, more than any other game in the series, the only difference to NG being that you can turn around and jump cancel, whoop de doo, thats barely even a stretch let alone an architectural one.
Your goal right now is to have air combos that arent jank as all fuck, the NG wank specifics can come later, but right now all roads lead to the same thing. They arent mutually exclusive, NG isn't doing something so extremely special that you need to go hunt down some 80 year old japanese programmer for his sage advice before he splits his stomach in half for imparting forbidden knowledge.
If you're really out of ideas then go find that anon's unity asset, pirate it, look at the code. But please stop with the self deprecating bitching and moaning in those threads, it's unpleasant for everyone.
>>
>>741925660
if you had an argument to back it up sure. what is the problem then?`
I'm just responding based on my memories of games with air combos like ninja gaiden or dmc, they tend to send the enemies higher than the player by quite a bit.
>>
I'm so fucked, my bank account is fucked
>>
>>741925926
I can tell just from looking at your recording that your code is a mess, start the physics/animation code over from scratch and introduce one element at a time, tweaking it until it looks clean with no weird jank before you add the next
>>
>>741927280
get a part time job that has nothing to do with computers / desk work. thank me later.
>>
>>741927000
Right now here’s what I actually do
>No root motion, all impulses are data driven with animation events for player attacks
>Strict state machine for any and all enemy responses to getting hit. Enemy has a motor, controller, and combat component
I think I might just have shit numbers, but I’m not quite sure.
>>741927027
My problem is, and I’m not really sure about what the fuck actually causes this, is that launch heights are inexplicably inconsistent. I have absolutely zero idea as to what actually causes this, and believe me I tested over and over again.
>>741927332
Do you have any pointers? Any direction you think I could ideally go in? Because I’m trying to avoid wild goose chases.
Rigidbodies? State machines? Something else entirely?
>>
>>741903365
No lol
>>
>>741926919
>But no mention of how this actually works btw
Unironically ask an AI.
They are really good at aggregating random articles from 2010, fan reverse-engeneering on a dead forum, and plain "how it work" from an Azerbaijani game using the same engine, into a coherent 4 pages explanation.
And yes, you can demand them to post links to their source if you are worried about Ailucinations.
>>
>>741927615
I actually did that.
I specifically got my hands on an old gamefaqs thing that basically explains
“Here is how NGB’s combat actually works.”
And it told me something that my actual response was “Bitch I already knew this.”
>NGB, gasp, uses a long list of authored states for enemy hit responses
>>
>>741927781
Actually scratch that. It did tell me one thing that I kind of already understood, but this solidified it.
Enemy hit reactions and player attacks actually highly depend on context.
For example, you cannot do the Izuna Drop combo on open air. You need to have someone already in the “Zone” so to speak.
My problem mainly comes from keeping the enemy consistently near the player.
Right now my ground combos actually work just fine. Are they perfect, no, but they’re generally a functional basis. Air combos however have this issue that I cannot seem to decipher, because every attempt I’ve made at figuring it out has lead to a dead end.
My best guess is that air combos aren’t magnetic at all, but instead are highly authored and specific. IE each enemy hit reaction to each attack has a very specific arc, velocity, and so on.
>>
As long as I've been practicing Game Dev, I've never really stuck with a project.
I always get the overwhelming urge to switch to a different game idea that's similar to the game I'm currently playing. I just played Deltarune Chapter 5, and now my mind is buzzing with ideas for a story focused JRPG with a chapter format that dramatically changes the world.

How do I stop, or do I just give in and hope one of these ideas sticks long enough to release something? I've been working on my current project for over a year now, and progress has been painfully slow because it's also a learning experience in how to use SDL3 and OpenGL.
>>
>>741928454
I have the opposite problem.
I have other ideas but am physically incapable of doing anything other than the project I’m doing
>>
>>741857383
What's best for cartoony/anime inspired shit?

I need something that stays at 60 even with more than 10 enemies moving or light shows unlike DMC where everyone else holds still while you're juggling. Duplicating Terras can crash Kingdom Hearts II because he just goes that apeshit, so I worry if developers actually need to limit enemy activity instead of just dumbing down difficulty. Testing will show me what's too much chaos at once to be reasonable gameplay.

Also tits.
>>
>>741927556
>launch heights are inexplicably inconsistent
well, how are you launching the NPCs? are they physics based or something else?
>>
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>>741926686
Nah, Canadian, so kind of close. I also made the Spurdo game which is soulfully Finnish.
>>
>>741858634
Hey man I've been trying to make a climbing system too. How do you handle climbing complex surfaces? Also how do you handle physics when climbing that moving box?
>>
>>741928840
I don’t use Unity physics. I use something that’s far more custom, hardcoded. Which I find especially odd.
>>
>>741912304
What's a launcher for exactly?
>>741913293
Looks like it costs $10mm and 5 years to publish this
>>
>making a 3d game
>pretend to not know shit
>ask baiting questions to get replies
>the replies
>"hurr 3d game too hard too advanced you will give up, start with 2d"
No, dont be retarded like this.
>>
>>741921189
>90s gamedev
That's like the crop of the cream
>>
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>>741857383
Someone made fun of my game for using AI.
>>
I need to keep getting back up
>>
>>741929093
Oh shidd! :DDD
I feel sorry for your canadianness though
>>
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>>741875808
I'm interested and would like to play the full demo but the game crashes for me every single time in Enemy Round 4 just as I'm about to get Fleur to the intended point. Crash seems to happen right after these enemies spawn in. Platform: Windows 11
>>
>>741929093
yearly plea to pick up the kids gta project again
>>
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>>741929889
Hmm, that's weird, I'm sorry that it's giving you trouble. I just tried downloading the game to make sure I'm running the very same build, putting my characters in the same positions, etc, and not getting the crash. When those enemies move up, it's supposed to immediately throw up this image for an explanation and I'm guessing you don't see that. Perhaps this particular file got corrupted somehow. I'll try looking into it more in the morning in case there's something deeper. Sorry again and thank you very much for giving it a try!
>>
>>741857383
Spent a day going through the code and trying to figure out why my tracer fire was doing shit I didn't tell it to do. With Godot it's physics interpolation checked on project settings. So now you know too, learn from me and check that one first before going to a mad bug hunt.
>>
>>741929198
To be perfectly honest, I have a vague idea of what I need to do, but it’s still too vague.
>>
any benefit to ue4 over ue5?
>>
>>741930814
No general benefit. For specific instance there is.
>>
>get game idea
>get really excited about it
>spend a couple of hours working it out
>decide its worth doing, going start on it right
away
>have to take shit first
>open youtube while on toilet
>first video recommended to me is devlog of someone making the fucking game I just thought of

this has happened too many times now. i am convinced i have already died and am in hell
>>
>>741930516
Can't, I don't work on stuff that would take me more than 8 months anymore (unless for some reason I became rich). If I did do the kids GTA it would be like, 2 hours in length. Project like that would need a solid 3 years. Going back to working on the space game for a Nov release, then have plans to make a Goemons Great Adventure-like with co-op after that.
>>
>>741931090
Just make a game that's better than that other game
>>
>>741931090
Life gets better when you stop looking over your shoulder like a predictable social creature.
>>
The pain doesn’t stop, does it?
>>
>>741933194
Well, since turning 29 I started racking up all sorts of permanent pains but I don't think you're referring to that.
>>
>>741933329
I’m gonna die aren’t I
>>
>>741929198
>>741930765
if your code is non-deterministic there's something wrong with it, that's for sure. just gotta figure out where the variance comes from.
>>
>>741933440
That's the one guarantee we have in this life, fortunately.
>>
>>741867842
Hope you didn't nerf the encounters for shitters, I enjoyed the first version!
>>
>>741933659
Yeah, I agree.
I’m thinking “What if I’m not setting the thing right?”
>>
>>741857604
>Buying assets
>>
>>741933440
Ask yourself if never dying would actually be better.
Stars gonna go dark at some point.
>>
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>>741857383
Added some fireflies, not sure how efficient for them to have their own individual character body, collisions, light source and script but it works...and they look great!
>>
>>741935412
could use with some bigger aura or glow but it looks nice
>>
>>741935412
unless you get to hundreds of self governing characters i don't think its a big deal.
>>
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Digital painting:
https://youtu.be/939JOm9S8Qo?si=9iuEgJD_3Zgey5VM

Blender modelling:
https://youtu.be/CtWaeXmfAyE?si=HZrv5MNWU83CoVS-

Mongol 3 long-legged tick enemy.
>>
>>741935412
>Added some fireflies, not sure how efficient for them to have their own individual character body, collisions, light source and script but it works
May I introduce you to the wonderful worlds of boid simulations?
https://www.youtube.com/watch?v=bqtqltqcQhw
>>
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>>741935921
Surely...
I suppose 99 will do ..I wish I can make particles emit dynamic lights...
>>
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>>741933809
it's easier for sure, specially the hobgoblins. But it's just the start of the game, and the difficulty will come back later
>>
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>>741930737
Here are the tracers in question. I've already separated visuals and gameplay calculations but it's still dropping FPS significantly if you just keep blasting, but for now I want to have maximum BRRRRT if I desire so.
>>741935925
look at him go!
>>
>>741936182
I think I saw this before, isn't it more computationally elaborate? It does look mighty cool, maybe for some special enemy...I'm thinking I'll probably reduce the path check times and how for the best...
>>
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Just published my steam page today.
https://store.steampowered.com/app/4873430/Pachinko_Overdrive/

There's still a long long way to go before releasing the game.
No demo on steam page yet, but if you want to try the game out, here's a itch io link.
https://zuzoisland.itch.io/pachinko-overdrive
>>
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>>741936652
>look at him go!
He's a good boi. <3
>>741936652
>Here are the tracers in question. I've already separated visuals and gameplay calculations but it's still dropping FPS significantly if you just keep blasting, but for now I want to have maximum BRRRRT if I desire so.
Looks satisfying, tho tf2-heavy's minigun made me picky.
>>
I haven't seen a single RPG on here. I'm finna be out y'all fr ong
https://youtu.be/Hz_WrJTpFzY?si=mMo-4yehPhDGsP2a
>>
>>741936706
> isn't it more computationally elaborate?
Boids' entire point is that it give lifelike complex behaviour from less than a handful of addition and multiplication. It being dirty cheap for what it does is why you can scale boid groups to sizes much larger than what you could afford with normal NPC coding.
Might not be worth the effort for just one scene, although it's the kind of system you can re-use on unrelated things once it's done.
>>
>>741936652
Your explosions need a soft-particle shader, or to stay perpendicular to the impact surface.
>>
>>741937325
Yes, that's next on the to-do list. The impact explosions are a placeholder too, something that size and caliber will kick a way bigger cloud than that.
>>
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>Aware of what I want to do and what my project should be
>Have the skills to make at least one half of it happen
>Get barely 5% through the first half, but then start wondering if i should be studying up for the latter half instead
>Now getting nothing done at all because of decision paralysis
>feels like im mentally drifting away from the project now
man im retarded
>>
I slept for 7 hours but my concentration was wrecked until I had 2 cups of coffee. I'm fucked.
I dev as good as I can but I am so far away from my ideal best due to circumstances beyond my control.
enough money and most of it can be solved. it's depressing to know you're not being the best you and being unable to help it.
>>
>>741937621
In all honesty, I wonder if the procrastinating posts like these come from trying to do everything in game dev by yourself.

Don't get me wrong, people have made great games (mostly) by themselves, but I think game development is inherently a collaborative process like filmmaking or animation.

I think logically your brain knows it can't do the art + programming + sound design + marketing + UI design + working a full time job all by yourself to a high standard, so it quiet rebels and you begin to put the work off.
>>
>>741938445
I think you're onto something, I fight those urges by making it clear from the get-go that these are placeholders and if I desire to put focus onto something and learn myself I can do that.
>>
>>741938445
yeah im pretty sure thats whats happening but trying to do things all alone has been a nasty habit of mine for nearly two decades
it feels a bit difficult to explain my current rush of thoughts other than yeah, nobody to bounce ideas and feedback on. i'm hitting a negative feedback loop because I don't want to show my friends sloppy work for the sake of feedback and feel like im being overly reliant on them if I ask them about every little thing, even though responses have been positive so far, and it's another part that I want to feel prideful about doing things on my own without help, no doubt some random childhood trauma about being incompetent or whatever, only to feel like im being incompetent anyway

i know you just wanted to respond innocently but you helped sort out some thoughts, so thanks. im setting up a trello properly this time and cutting back my scope significantly so the project is now 95% former half and 5% latter half, but I feel like im burning calories just trying to sort out my thoughts, but I'll get there eventually
>>
The gamedev threads here feel much saner than ones in /vg/. People actually talk about gamedeving and post progess, instead of 90% of the thread being aibabble and drama
>>
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fixed errors caused by my retardation. i'm so back
>>
>>741939756
all the sane /agdg/ people moved to /bant/, the threads there are much more productive because IDs significantly deter the schizos, though unfortunately twats like the gogem guy still post there sometimes
>>
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>solves all your coding challenges
well, what's your excuse now?
>>
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spent last night fixing some last minute UI issues and will publish a patched demo later today
>>741939767
based!
>>
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>>741936634
Speaking of Hobgobs, the one you had in bridge with stairs is quite easy to outmaneuver with said stairs. Hobgob's vertical slices go over without hitting anything, if player positions himself lower on the staircase. If that's not intentional, high ground should hold an advantage, especially on spiral staircases.
>>
>>741940271
I'll check that out, ty. I don't mind the player being able to do that for the hobgob's horizontal swipes, but the kick and the vertical sword attack should still be able to hit the player.
>>
>>741940193
I already struggle with reading the code written by one retard, I don't need another added to the mix.
>>
>>741936912
can you give me the source code for this dawg?
>>
>>741939852
if AGDG just followed what i said for the past 20 year and bullied people into using names instead of bullying them into not using names (like you're trying to do right now) it would have been a better community that didn't need ids and flags
considering an anonymous crab loser with no work backing anything they say, no ego loss skin in the game, turns the community into a grey paste of useless degenerate crabs like yourself. that's not what a community for a creative endeavour should look like.
>>
>>741939756
The aispammer on vg makes these threads. Then posts in them normally.
>>
>>741940602
I liked the Betz made threads more because at least everyone was used to them being made once a week which game time to make progress. Wonder why he stopped.
>>
>>741940672
It was hijacked, no point in associating with the pedo who hijacked it.
>>
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>>741936912
make it so that enter or spacebar triggers "let's go" so I don't have to keep moving my hand to the mouse, it should have keystrokes so I can keep my hands on the keyboard as much as possible or if I want to play with a controller
>>
Just a reminder fagoon is a manlet pedophile retard who spams these threads to pretend to be normal after being ousted by /vg/. Instead of posting report them for being generals outside vg.
>>
>>741931090
So you've seen a devlog of someone making a game you've made, indicating that it's worth it as a game and that you can take lessons they've learnt or different avenues with your game than they are thanks to what is basically insider knowledge of a competitor game.
>>
>>741940764
>pachinko
Better have a Kaiji easter egg somewhere.
>>
>>741940194
thank you
>>
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>>741938445
NTA but my social skills are deep into negative numbers, and my financial situation is kinda the same. I know I probably can't do everything alone and I know I 100% can't do everything alone the way I want it to be, yet it's either that or nothing.
The best bet is once I have something resembling a very unfinished yet actual game, I can try to bribe my bros to help me by promising them a good game in the end not like they have any skills either.
>>
>>741940194
I only realized with the demo boss, I like your take on Demon Kazyua. I'm expecting to get 7 perfect DORYA'd on the eventual Dark Arisen version.
>>
>>741940569
You don't want the source code. Trust me.
It's spaghetti hell, and I don't want to come back and touch the codes anymore when the game is released.

>>741940764
The UI is still pretty placeholder, so I didn't consider about controller supports / keyboard only control yet.

>>741940941
I will have to reread the arc first then.
Almost forgotten about the story now.
>>
>>741929260
Most people use launchers for handling updates before (or external) to Steam
>>
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>gamedev
actually came back to it, since i got sacked i got free time
it's been comfy but there's nothing to show yet
>>
Reminder goblin dev is a known pedophile
>>
>>741942517
Sorry Anita, having a preference for women under 50 isn't pedophilia, no matter how badly you want the attention back on your empty egg carton.
>>
>>741927606
Post it faggit

Also, I played that game but it seems the game's core mechanic is to grind your life away in a soulless office job minigame. It's funny but I didn't get that would be fun, the game's aesthetic is nice though.
>>
>>741942517
that sucks and all but i'm still gonna play his game if it's good
>>
>>741942714
Nigga who the fuck is Anita? Does the v dev thread have new characters outside of vg?
>>
>>741942959
Anita Sharkeesian, the depression quest dev.,
>>
>>741943016
Oh, wtf does she have to do with v indie dev threads
>>
>>741943240
She's a janny nowadyas. After fgailing to get published.
>>
>>741943316
And your proof for this shiczo theory is..?
>>
>>741943391
I'm literally her.
>>
>>741929169
I'm going to pastebin the code because I can't find the original video I got it from. It's in Godot, but it should be adaptable.
>https://pastebin.com/4sv1ZRMN
Now, keep in mind the following:
>This in a state machine
>Input direction is retrieved from a PlayerInputController object
>_cb is the CharacterBody3D in Godot that the state machine has a reference to
>It uses two raycasts to check if the player is on a wall
>This is not a true 360 degree wall climbing system. It really only works for straight walls and a wall that is curved like in the video. If you tried to climb a sphere, it will break horribly
I don't know if I will add crawling on the ceiling, but that can be easily hacked together. Use a raycast or some other way to check if the player is touching a ceiling while in the wall climb state. Then, you just orient the player's model to the wall and you could even use a different collider while in the ceiling state.
>moving box
Still working on that.
>>
>>741942517
Bearing false witness is a Sin
>>
>>741943464
Prove it
>>
>>741943484
nta but I've never separated input code from player script. Is it just a preference thing or are there more benefits?
>>
>>741924401
Haha really because I use a fork of suno and my songs are bangers.
>>
>>741903219
>doesn't even know where he is
yeah that tracks
>>
>>741908284
>point and click isn't video games
sure buddy
>>
>>741943790
>It helps keep things cleaner
>Coding meme about one thing should do one thing well
>If you're doing multiplayer, depending on how you want things set up, you might only want clients to "own" their input
But yes, it doesn't matter if you're just making a singleplayer game.
>>
>>741942517
What is the goblins' age of consent?
>>
>>741946158
If you're offloading movement, states, inputs from the player script, I'm not sure what remains. audio and visuals? what does the player script manage?
>>
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just updated the demo, try it if you want + feedback welcome!
demo's here:
>https://tintodev.itch.io/project-goblin
changelog's here:
>https://tintodev.itch.io/project-goblin/devlog/1564912/project-goblin-alpha-demo-updated-to-v2
>>
>>741943790
Remember to implement key rebinding early on. It always makes me upset when the dev fucks this up and I'm stuck with a terrible control scheme.
>>
the burden of a perfectionist;
making good polished games that are also well optimized is hard. if i don't have genius level implementation of some specific game thing it isn't worth adding. then on top of that trying not to copy some already existing game idea and also having the gameplay be FUN
>>
Is it possible to release a game and monetize it while being anonymous?
At the end of the day, there must be a bank or a payment processor that ties you to your real identity.

You can release a build for free in a random cafeteria network, but what if you want money, either by sales or donations? What about crypto?
>>
>>741947639
Your taxman isn't gonna dox you, nor is steam. your sexual offender registry doesn't matter.
>>
>>741946283
nta but i suppose the player should be ultimately "in control" of these elements.
so you do player.SetMoverequest()
and then the player class checks if the requests is valid(eg. can the player move right now?) and the forwards it to it's movement component
then you could have elements that affect the player's movement component directly, like i dunno - slippery surfaces, knockback effects, etc.
>>
>>741947639
for once this advice isn't meaningless...
just be yourself
>>
>>741947639
The more anonymous you want to be, the more inconvenient it will be for someone to pay you, up to a point where no one will bother going through the effort (dont kid yourself no one is fucking buying or donating with crypto)
>>
>>741929352
Meh, I use it as a debugger and optimization tool for my C# code, I writte the code obviously but when something goes wrong or an implementation is too slow/buggy I ask it for help.
>>
>>741947813
No, but internet autists can. If they don't like a game they can end you. You don't have to be their enemy either, look at someone like toby fox that gets harassed cosntantly
>>
Is this kinda how enemy AI work?

>at this distance do this move or this move or walk toward him
>if the player behind do this move or turn around
>randomly block
>retreat and do a ranged move
>>
>>741947942
But is there something standard if you want to be more anonymous? My bank account has my name and surname
>>
>>741948028
as an extreme simplification, yes. but there's tons of implementations
>>
>>741947942
What about all of these dead Patreon porn games that still have thousands of dollars of monthly donations?
>>
What in fucking hell happened to /agdg/?
>>
>>741948090
but wouldn't that be just adding new moves and more situations to choose from? something like if player does a move 3 times in a row parry it
>>
>>741948147
dead internet theory, manifested
>>
>>741947980
That's a literal non issue, toby fox CHOSE to have an internet presence and post on social media. Most steam games the "hate" will live and die on the steam forums and that's it, no other avenue to contact the dev
>>
>>741947980
>ignore twitter messages
>make a new discord if you have to
>live in japan with your infinite money
you are just making up problems. if you make it nothing should bother you. just hire bodyguards for life to live in your estate. 200k a year is nothing to you.
>>
>>741948147
Saar jeets paid by anthropic and openai run a spamming campaign 24/7 and call anyone not using AI on 100% of their workflow a tranny.
>>
>>741948212
i'm not exactly sure what is it that you're asking here.
>if you want more stuff, can't you just add more stuff?
well yes. as an extreme simplification, yes, that's exactly it.
>>
>>741948365
i'm asking if there's something more to it
>>
>>741948147
deranged schizo fygoon has an ongoing melty. just move to /bant/, there's no spam there
>>
>>741948028
It can be complicated, enemy ai can react specifically to the camera (so they dont attack off screen), plus having a whole "group ai" so a bunch of enemies dont all attack at the same time
>>
>>741948416
to enemy AI? absolutely, there's whole papers written about it, you can have various different methods and systems that handle your AI, it also depends on the genre, stuff like RTS games will have vastly different approach to what, say, a FPS game uses. however some concepts are interchangeable.
>>
>>741948485
>>741948595
What's more that can be done for AI in a souls/hacknslash game than what i said?
>>
>>741948814
In a souls game none, the ai is very simplistic, theres a reason why they can shit out so many enemy types that reuse the same behavior
>>
>>741943790
>nta but I've never separated input code from player script. Is it just a preference thing or are there more benefits?
My game separate both, mostly because my project require being able to take over any random entities, so the "player character" doesn't really exist as a concept.
Everyone has a player controller, and their AI decide the inputs for it. The "real" player input script simply pick an existing entity and overwrite the AI inputs with whatever the player want.
This way you can smoothly switch between any NPC on your side (or take over ceiling lamp#25 or rock#576435).
Kind of a niche requirement tho.
>>
>>741948814
in what sense? are you asking programatically, or what you see on screen?
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>>741876373
Anotha one
>>
>>741948915
heh, that's pretty cool. I think I saw this coding pattern in the coding patterns book I dropped because it always made me sleepy.
>>
>>741948994
like if i want a complex enemy AI is there something to be done other than having lots of situations and moves to choose from?

>at long distance either do 1 of 2 moves or run towards enemy
>randomly block
>If player spam move parry it and punish
>med distance choose from 3 moves or do an aoe
>close distance choose from 3 moves or retrate and do a ranged attack
>at low health get aggressive and faster
>>
>>741949415
>like if i want a complex enemy AI is there something to be done other than having lots of situations and moves to choose from?
conceptually, no. you design an enemy, design what you want this enemy to do and how to act upon things and that's it, conceptually.
how you implement these concepts is another thing entirely.
>>
>>741949415
I think you're thinking too abstractly about all this. You should be thinking about the enemy's behavior as a player first, THEN figuring out the structure needed to implement that in the code.
>>
>>741936652
Bullets casting shadows looks weird
>>
>>741948814
soulsloppa reads the player's inputs to cheat
>>
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>>741943790
Your player script gonna do a shitload of different things because everything revolves around the player in your game most likely. You always should move as many things as possible away from the player controller.
>>
>>741925926
>>741876952
Anon you gotta stop mentioning Ninja Gaiden at every turn. CAG fans don't want to play as a noodle armed guy and the difficulty wards off all of the non-CAG players.
>>
>>741950109
Player script should have a bunch of stuff and be big. At least in Multiplayer/ online
>>
>>741950540
Yes, but you still can split that big script into multiple smaller scripts, it's still the same code, just easier to read (if you split it properly).
>>
>>741950750
Eh, not worth it in my opinion. You're just going to end up getting confused on which player script is the player script you need to modify.
>>
>>741857383
No, I've given up on game design. And realized I shouldn't have to burn my own life to make something creative. Either pay me to work and give me a job with full hours and benefits or I'm not making anything. You and your shills should be on your knees begging me to work with multiple job offers/opportunities.
>>
>>741950954
do what? how is addressing different components confusing? can you give an example?
>>
>>741949104
webm kinda fucked up the grass or what. I bet it looks way better in game
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>>741946283
As always, it depends on what you're doing. If you had a game where your player could just be on the ground and in the air, you can just put all that code in one script. Now, let's say you wanted to add a dash like in Mega Man X. What if you wanted wall sliding? How about a back dash? Again, you could put all that in a single script, but it's going to be a big script.
Keeping this post as engine and code agnostic as possible, you could see it as the player class or script housing everything it needs. It just doesn't do anything directly by itself. In update you could call inputController.getInput(), and in physics update apply the movement like characterController.updateMovement(inputController.inputDirection). Based on your post, you seem like a newer coder. As you get better at coding and/or make more complex stuff, you'll see the benefits of breaking things up into smaller parts.
>>
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Battlefield.
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>>741951081
I just don't see why I would put player functions in sub scripts for no reason. Especially when I want to search and find the function in the player script, then suddenly its like "oh no it's my here because it's in a separate script"
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>>741952713
It's easier to search shit in separate small files than in one that you need to scroll through for 5 minutes.
>>
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>>741951437
>Based on your post, you seem like a newer coder.
>>
>>741952837
Why are you scrolling for 5 minutes? Just use the search feature. You're making things complicated for no reason
>>
>>741952713
Yet another proud Vim user who have to jump trough extra hoops just to find a function that might not be in the currently opened file.
And God forbid modifier+click on function name instantly navigating you to this function.
>>
>>741952713
>right click
>"go to definition"
have you never used an IDE in your life?
your argument is literally "why would i use different drawers in my kitchen? i put everything in one, so i know where it is"
>>
>>741923389
Based advice. I would take it a step further and just use temp art from other games. Hell im just using sprites from a game boy game as place holder graphics. Just do something anons, you will be glad you did.
>>
I'm just an artist, I can't make a game.
>>
>>741954028
>>741954028
isn't that obvious though? i just use a bunch of cubes and spheres for now and icons from free iconpacks on itchio
unless your gameplay prototype is solid there's ZERO reason to care about graphics
>>
>>741949992
Fucking hell, I didn't even notice. Thanks for pointing it out.
>>
>>741914393
>>741914471
Woah looks cool bro! I'll use your intepretation as a reference for my second attempt
>>
>>741950498
I mean how else is he supposed to be readable
>>
>>741952713
>Theres a problem with Car
>Oh there is? Is it the engine? Is it the steering? Is it the brakes? Is it the tires? Is it the radiator?
>No it’s a problem with Car
>>
Which IDE are you nerds using?
>>
>>741956194
vscode, what else
>>
>>741876373
Aw, thought this was ghost hand for a moment
>>
>>741947639
Create an LLC and have your mailing address at your lawyers office
>>
>>741956231
>accidentally installed vs communism alongside unity
those package sizes made me do a double take. i knew i used to code on something else in the past
>>
>>741954173
I think it depends on the type of person you are. If you are someone who has a more artistic mind set you may put higher emphasis on things looking a certain way. But like you said, you need to have solid gameplay first and foremost.
>>
>>741956629
what do you recommend then, for unity?
>>
>>741956807
the one i used before was vscode
>>
>>741927000
It’s not self deprecating if it’s accurate
>>
>>741953834
Uh no, my argument is why would I or my silverware in a spoon drawer instead of the silverware drawer
>>
>>741957686
>no, my argument is exactly the same
k
>>
Solved placing objects on a grid and having my A star algorithm for moving npc's automatically update after placing or removing an object.

Now the waiters in my tavern builder game can move around placed objects.
>>
>>741958364
Neat
>>
>>741958068
It's not the same you dense retard.
>>
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There's your unlockable special game mode, à la Resident Evil.
>>
>>741956194
Don't have to I'm using gdscript
>>
>>741958523 meant for >>741946401
>>
>>741958476
>"you shouldn't put everything in one place"
>"no i disagree, that's why i don't put everything in one place"
>>
>>741958434

Thanks. Now I need to figure out how to make grid rules, e.g. that you can only place a stool near a bar...

Then I need to figure out a patron NPC going over to the stool, teleporting it to a marker, changing the animation to sitting, having the bartender pour a drink, move to the slot where the patron is sitting, putting the drink down, having the patron pick it up and drink it and then have the patron leave...
>>
>>741950109
Is this the same book where the guy says that functions should be a maximum of 3-5 lines? (I do agree with splitting up classes to some degree of course)
>>
>>741956194
wtf is an IDE? Nigga just code
>>
>>741951646
My turn.
I summon my meat, and then I beat it.
Turn end.
>>
>>741960428
Code on a text editor like a man.
>>
>>741959267
>Thanks. Now I need to figure out how to make grid rules, e.g. that you can only place a stool near a bar...
since you mentioned A*, you already have a grid/node class, right? just put some flags into your node class that will let you block/allow placing stuff and check that
>Then I need to figure out
npc sits, signals bar controller it needs an order of OrderArguments and switches to waiting state
bar controller gets a free bartender from it's list of bartenders and switches it's state to "fulfill order" or whatever and passes the order arguments
bartender starts fulfilling the order
npc gets a drink and switches to drinking state. bartender switches to return state and then signals the controller that it's free to fulfill another order
nps finishes the drink and switches to fuck off state
>>
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>>741929328
https://youtu.be/_VoCOwmOw1A
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>>741946401
I said I would, so I'm going to leave some small impressions before the thread dies. The game is pretty fun, even though I was playing using a pen, which is not how it's meant to be played, I see the appeal. The dynamic command menu on the bottom right was very smart and makes the experience feel seamless. The graphics and sound are well done.

Also, It feels a bit odd that you have to press up on the D-pad to climb a ledge, wouldn't it be easier to just press the directionals toward the ledge?
>>
>>741959051
You can't read
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>>741962210
oh yeah? enlighten me then
>>
>>741962502
I already did and you read it wrong so what's the point
>>
>>741962994
>hey explain where i'm wrong
>no
k
>>
Shut up fagoon
>>
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>>741857383
Rehashed update since I'm away on holi but back tomorrow so will be continuing as usual. Also posting in the agdg thread on /bant/ since vg is fluff. Diesel Souls lives
>>
>>741962158
>Also, It feels a bit odd that you have to press up on the D-pad to climb a ledge, wouldn't it be easier to just press the directionals toward the ledge?
it's UP on the left stick or the key W but yeah, might be a bit odd... will think about changing it to "whatever direction the player is facing", that probably makes more sense
>>
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>>741962158
oh and thanks for checking it out!
>>
>>741956194
Rider.
>>
>>741893645
Your game looks awesome
It better be difficult, too many retro styled games don't actually demand anything of the player
>>
Daily reminder that this is a hijacked thread by the pedo/ai spammer fagoon/goblin dev and you're all contributing to his messed up bullshit thats ruining this place.
>>
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>>741965787
get gob'd
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>>741964802
>too many retro styled games don't actually demand anything of the player
I feel like people like retro aesthetics more than they like actual retro difficulty. Feels like if a game these days contains too much friction, a lot of players write it off as a problem with the game rather than just getting good.
>>
>>741965941
Shibro...
>>
No one cares about your new personality fagoon
>>
>>741965974
I will not implement a CRT filter and you can't make me!
>>
>>741965941
Facts. I am making an old school game and my one friend keeps bitching about a mechanic because it's not how it's handled QoL these days and he's a pussy.
>>
>>741966161
A game with no friction at all isn't interesting. They sanded off every single edge in Pokémon games (which weren't particularly games in the first place) and the end result might as well be masturbation cause it's just 30 hours watching it play with itself.
>>
>>741966265
Pretty much all modern RPGs got rid of all the difficulty that made them rpgs and added a bullshit "talent" system or some shit on top and pretend that's depth.
>>
>>741966347
I've noticed Persona doing this too, with Royal, Reload and now Rewind.
>>
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>>741966347
I'd love to make my game tough, but trouble is I'm a casual myself, can't even playtest it without throwing the contrler away unless I make it easier.
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>>741966347
This is my belief as well but game development has taught me that tutorializing is difficult.
>>
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>>741965941
I'm >>741913293 and pretty new to actual gameplay stuff in gamedev (My past projects were a Harvest Moon clone and some JRPG things that didn't really get anywhere).
Finding the right gameplay balance is definitely a struggle for me. I keep making small tweaks because I don't want things to be too easy, but also don't want sporadic stuff to just mess the player up, like projectiles being too fast, or an enemy lunging too fast, all this stuff.
It's hard! Especially when you've compiled it three million times and know a lot of stuff TOO well.
>>
>>741948028
you're right that all AI is ultimately about doing certain actions under certain conditions. the tricky thing is organizing many complex actions and conditions in a way that leads to expressive bots that can also be debugged. the different architectures (state machines, behavior trees, utility scoring, planning) all lend themselves best to certain types of bots and less to others. state machines are ideal for enemies with few possible actions so they are the natural place to start.

the simplest 90s finite state machine is going to have just two states: idle and attack
and the idle state is where bots start their life and it's easier to implement so I recommend doing that first. you teach the bots to walk around in the environment with no regard for the player or each other (let them clip through each other, even shipping AAA games do this).

then you add vision checks: if the player is "in front" and "in range" you raycast from bot head to player head or torso. every time this succeeds you count up a float "visionTime" by delta time (the frame time or a fixed step in the physics loop). when that float grows over a "reactionTime" threshold like 0.4 seconds it means the bot gets accurate information about the player's position and transition from idle into attack state. when the vision check fails you reduce the visionTime again from its cap (try out what happens if you set the cap higher than reaction time!). once it falls under the reaction time threshold the bot may no longer know the real player position but it still remembers where the player was. conditions for switching back to idle could be reaching within a certain radius of the last known player position without seeing the player, the player dying or a timer running out.

for testing purposes it helps to make the bots slower than the player and extremely near-sighted. this way you can break line of sight at will and watch how the bots react.
>>
>>741965941
Niggas be like WOW SO RETRO!! and then they cant beat a mario clone because they had to use save states and rewind to beat the originals lol
>>
>>741966781
that's a bit of a problem, souls players expect difficulty. but they also expect a dude on two legs with a sword so what do I know about your target audience.
>>
>>741966902
>It's hard! Especially when you've compiled it three million times and know a lot of stuff TOO well
Oh it absolutely is. There's that conversation between Arino and Iwata on Game Center CX about difficulty that's very relevant but I can't find right now, but it was about developers making their own games harder because they play them for months and think it's too easy. That's probably at least one part of why a lot of games these days err towards being insultingly easy.
>>
>>741965941
Difficulty has its place with self-imposed challenges, like the P-ranks in Pizza Tower. I played enough kaizo style levels in my life, sometimes I just want to be able to choose the harder or easier route on a whim. Though, I do agree that making a game toothless makes me slightly less interested in it.
>>
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>>741951317
I purposefully made it very muddy so all the details only appear when light is shining on it.
>>
>>741967252
I feel like that helps take the edge off, true, but people still complain when a hard mode is actually hard.
>>
>>741966781
make a game for casuals and older gamers who don't have the time to git gud at a new game any more. this is a huge growing market. don't worry about the vocal minority that wants difficult games. and definitely don't try to make a game that you yourself wouldn't enjoy, this can only lead to disaster.
>>
>>741966781
Miyazaki is famously a hyper casual and uses every trick in the book to beat his games
It's only not okay to be shite at your own game if it's an arcade style game for example, I would not trust a developer who can't 1cc his own game
>>
>>741966857
Oh damn, this looks super cool. What is it called?
>>
>>741967340
Yeah. Pizza Tower gets away with it scot-free because it tells you right away that P-rank is just that, e-penis ranks, it doesn't actually matter. I can't complain about it even though I found it mostly bullshit, but it's meant to be that way. The game is otherwise not difficult at all, the S-rank is just a matter of getting everything. It's a brilliant concept, though it does make the levels a bit mild if you're an intermediate player.

I really do think the trick is to create extra challenges that are mostly self imposed, then you get to have easy and hard routes for everyone and people won't be able to complain about it.
>>
>>741965941
>a lot of players write it off as a problem with the game rather than just getting good.
Yeah, seeing this everywhere is kinda frustrating. If a game didn't handhold the player to a dopamine drip and prevent them from losing at every conceivable measure, it's bullshit and wrong. I know a guy who I just can't play video games with because he'll scream over this nonsense. Playing a shooter, he'll press the wrong key, pull out the wrong gun and scream "WHY THE FUCK WOULD THEY THINK I WANTED MY SNIPER, I WANTED MY SHOTGUN, FUCKING TRANNY DEVS" as if he wants the game to somehow read his mind despite his wrong inputs. As though the game is some sentient being that's trying to fuck with him. And it's not just him I see this in.
>>
>>741967663
Arm of the Prince.
I've been working on it for a while.
>>
>>741967879
That retard mentality is just everywhere unfortunately, you will see it VERY often when playing fighting games "DOOD I BLOCKED!! I PRESSED FIRST HOW DID HE HIT ME???" when there are very clear cut no rng explanations for everything happening on screen
>>
>>741967681
>It's a brilliant concept, though it does make the levels a bit mild if you're an intermediate player
That's the other side of the coin, PT definitely isn't that interesting if you're not speeding. Antonblast is even worse in that regard thoughbeit, considering how bad the flow of the game is even if you're speeding.

>>741967879
Noticing this is a game dev can be very frustrating because a lot players don't want to meet the game halfway, it feels like. They'll complain about things that are objectively not true or are normal for the genre. It's baffling. It's like if you ordered a hamburger when you don't like hamburgers and then complained about how it's not to your taste.
>>
>>741923593
I can't find shit
>>
>>741968104
The DSP style of player

>>741968137
>They'll complain about things that are objectively not true
And they'll spread it to others who haven't played it



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