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File: gameengines.jpg (82 KB, 1024x576)
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How's your gamedev going?
>>
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working on level transitions. They work, but I want to play an animation like in OOT when Link enters a cave or a house, so I'm currently implementing that
>>
Fixed a bunch of bugs with monster AI. Also allowed mods to import and convert entire data structures and data from other games. Freelancery games. So a one-click thing that can turn all ships, items, factions, star systems, space stations, etc, into a workable Underspace format that does a good majority of the non-graphical legwork.
>>
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enemies can dodge now, not happy with the animations but the logic is in anyway.
They can only dodge heavy and follow-up attacks, there's some maths going on in the background to determine how often they dodge based on how many heavy attacks you throw out and such, I turned it up a bit for the video.

with sound https://i.4cdn.org/wsg/1786134375487983.webm
>>
I got escorted to the ER so I'm taking a little break.
>>
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>>744901863
get well soon anon
>>
>>744901638
finally condemned 3
>>
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added water slugs that heal you when you slurp them
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>>744902340
https://www.youtube.com/watch?v=J4ypWgsLi40
>>
>>744902385
actually
https://www.youtube.com/watch?v=AIVzlyXjA3E
>>
>>744902520
niceee
>>
Haven't even started. Meant to start six years ago and still haven't, and I want to fucking die. I envy you guys.
>>
>>744902727
my only regret is not having started sooner. Get on with it anon, grab your dream by the horns and fuck it right up the ass
>>
>>744901638
very nice animations anon, self made or bought?
>>
>>744902932
self made, except the legs when the enemy walks, got that from mixamo
>>
>>744902727
Cliche quote, but appropriate here: The best time to plant a tree was 20 years ago. The second best time is now.

If you want to do it, just get started doing it now instead of dwelling on lost time. Otherwise 6 years from now, you might be looking back and saying "Meant to start twelve years ago."
>>
everything ever posted in one of these threads always looks like crap that i would never spend $0 on. If you have any talent at all, just get hired by a studio so that you can create something of lasting worth. If not, then go get a job and sponsor games creation by someone who knows what he's doing.
>>
>>744902340
also stole a mechanic from "emperor's new groove" on the ps1. this has puzzle potential if i can get my brain to make some puzzles
>>
>>744903193
Nice try crab, you won't get me to quit my game so you can get all the sales to yourself.
>>
>>744903193
>>744901474
This guy made 300k and people browsing here made stardew valley and risk of rain
keep doomscrolling /v/, sheep.
>>
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>>744903369
>foidslop and the worst roguelite ever
it's fine if you don't have taste
but it's not like you're forced to post here
>>
>>744903193
but i like making games its fun :(
>>
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>>744900372
Good, I guess. Just finished hooking up the menu to the new Item Database.
>>
>744903518
miserable cunt
>>
>>744901474
>Freelancery games.
Enjoy the lawsuit
>>
>>744903518
>my toys are better than your toys!!
>>
>>744903650
NINTENDO
Is this a mod or a full game with stolen sprites?
>>
Someone stole my idea, executed it better, and it's doing decent numbers online even got a thread here on /v/.
>>
>>744903890
Sequel to a fan game I made ~7 years ago. I don't intend to sell or anything like that, and it's made from scratch, not a romhack or anything like that.
>>
>>744904020
What was it and which game copied it?
>>
>>744904074
https://daromeon.itch.io/cube
>>
Been a bit stuck with character design.
>I don't want to work on random assets that won't make it in a real project
>Can't come up with designs I want to use
>Browse concept art
>Do nothing
>>
>>744904229
form follows function. who is your character? what does he do? where does he live? answers to these questions inform the aesthetic of your character
>>
im working on the ""P""v""P""
>>
>>744903692
I'm not the one doing anything. I just so happen to have a text file importer than can just so happen to read and import .ini files that players just so happen to have on them.
>>
>>744904351
knight or adventurer
it's not the identity, it's the design of armor and clothes. best I can do is copy existing basic designs.
>>
>>744904416
dope. can't wait to fly around as shrek
>>
>>744904518
dissect designs you like. extrapolate what you learn. build something with that knowledge
>>
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on my way to removing all copyrighted placeholder assets
>>
>>744904930
I'll try, thanks. somehow, scoping down in artstyle, knowing I won't create the best possible, hits harder than in gameplay or map size. I started levelling up all skills from near 0.
>>
>>744904554
You could just be shrek now, given how moddable I made everything.
>>
>>744905163
the people that will play your game won't see the things in your head that didn't make it in
>>
My buddy is making a slay the spire clone, AI is coding it for him, AI is doing the art for him and the gameplay ideas. I wonder how many more just like him will be pumping out slop.
>>
>>744905382
why would anyone play his when the chinese have already done that
>>
what I need is like a big resource pack full of sprites, textures, 3d models, etc.
>inb4 muh jewnity store
no
>>
All I've been tasked with is creating an incredibly simple and small sample of animations for the characters and it has been kicking my ass. Between my own lack of skill and a lack of effort, progress has been slow. But that changes today. I'll get enough done to add at least 3 characters to the game. Probably.
>>
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I recently learnt that the RPG Maker forums are shutting down at the end of the year, so i took a bit of a backseat on working on my MV game in order to hoard plugins and stuff before it all disappears. Its a rabbithole

So far, ive got my central cast and soundtrack more or less worked out, some semblance of a plot in my head and on Scrivener, a starting cutscene and a few wip maps.

Not entirely sure how i want the actual gameplay to be yet, but i know i want it to be hard, with no random encounters
>>
>>744905578
there's several different packs across itch.io
>>
>>744905382
starting is easy, finishing is hard
ai art is distinguishable and directionless, noncohesive art direction is what makes you call things asset flips
game design is hard, copying an existing game isn't enough. you need to elevate something.
>>
I made some assets. I'm trying to figure out how to work with them when making a level.
>>
I'm trying to work out a tutorial and core gameplay before working on any levels.
Text doesn't seem it will cut it and a game with no budget, voice over wouldn't work at the moment.
I'm thinking of using pictures that anyone could understand.
I need to plan a few tutorial segments or levels as well to get the player used to gameplay.
>>
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What do you think of humble bundles sound FX and game music bundles?
>>
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>>744904229
>Can't come up with designs I want to use
What, you dont like playing dress up?

I suggest playing around with the chargens in other games in order to come up with some model ideas. As an example, Dragons dogma 2 has a free chargen on steam, last i checked, and i always liked making custom chars in the soul calibur games.

For my >>744905828 game, ive been using schlangen's freesource character generator to make some, but hunting down parts for it is time consuming

>>744906262
I dont plan on using ai for ANY creative help. It ruins the sovl of a work. Perharps i might use it for coding assistance.
>>
>>744907652
chargen changes just the face, the clothing is the majority of the design. I've looked at dark souls wiki for armor.
>>
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Just giving the quests a good testing, hoping to put a demo out a few weeks
Did a multiplayer test with 96 bots earlier and nothing seemed to break down. Might try 128 later
>>
>>744904229
working on character design early in the development is waste of time. Do it once you have a working prototype of the gameplay. Then instead of doing the perfect character, do whatever comes first to your mind, release on itch.io a small demo. If it gets viewers, then work on a real game.
>>
>>744907604
I'd rather look for CC0 stuff. There's some very cool stuff if you are willing to spend the time digging for it
>>744908203
I agree with this anon
>>
>>744908203
>>744908261
That seems normal. A developer on Horizon Zero Dawn posted early work when prototyping the game. One of the dinosaur things was basically squares stacked on each other in the shape of a dino.
>>
>>744908203
typically I agree but part of prototyping in this case means nailing the art direction as a major appeal. if I can't do it, gameplay(which is half implemented) doesn't sell the game enough.
>>
>>744908485
it's not just normal, it's the way to go.
>>
>>744908624
art direction means something else than a pure character design. Art direction should be pleasing to the eye but more importantly, easy to reproduce. And the look (characters, animations, graphics) are for the steam page, you need to make them decent (not good, not great) to get good rate of impressions to wishlist.

For now, work on the gameplay. Get it good, because even If your game has average graphics but good gameplay, it will shine at steam next fest and post launch. Graphics are important mostly after prototype untill pre launch.
>>
Don't want to derail everything into an AI thread, but I'm feeling conflicted about AI for coding. I have a custom script system planned for defining enemy behavior, but assembling a complete parser for it and integrating it with the game will be a pain in the ass.

What are your thoughts on having AI help me code the parser for the scripts?
>>
>>744909294
using a good ai model today is a workflow life changer, i've been programming for 20 years and now i just prompt claude opus 5 to do everything, does what i do but takes days instead of months
>>
I released my game last week and it's just been really hard to get people to give a shit. I know I need a better trailer but between work and having the wife never leave me alone I can never get any good quality time to work on anything or try to record the footage for making a trailer. It also doesn't help that my game is basically impossible to market in a way that people will look at whatsoever
I know it's tradition to post one thread on here but I just feel like what's the fuckin point, you know?
It's not like the game has 0 potential, I have 8 reviews all positive, so 2 fuckijg reviews away from being out of steam jail, but even then a week after launch I doubt it will matter. Can't get streamers or YouTubers to open the damn emails to save my life and I hand write every fucking one. I've sent my trailer to ign and gametrailers umpteen million fucking times but I guess somehow my trailer isn't as good as quirk cungus game #90001 right? No fuckin IRON NEST deserves a million fucking eyes of attention. Not even sitting on that game but it's just like, if people seemingly love my game so much why the fuck don't they talk about it or post about it. Like how in the fuck do games get that momentum where people keep talking about it?
>>
>>744909736
just post your game man
>>
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>>744900372
I hope you guys are ready for the next FOTM friendslop streamerbait roadlike
>>
>>744911602
nice carticle system
>>
>>744909736
You need more than 10 reviews to get unburied by steam. Gabe wants viral games, while presentation is the key to get good wishlists, making a good gameplay in a popular genre matters more. People would flock to your game simply by the world of mouth.
>>
>>744911602
Hopes it will be good. Since it's ue, make sure to optimize it.
>>
>>744909736
Marketing is best performed before release, not after. you could always talk to her or have delayed the game.
it's really hard to win the uphill battle now. send keys to streamers and youtubers.
>>
why do people bookmark my twitter posts? what's the point?
>>
>>744915271
so they can go back and fap to it
>>
>>744915271
your bookmarks have a search bar unlike your likes. for some it is because they're functionally anonymous likes
>>
>>744901638
Minor nitpick, but would the kidney shot dodge at 3 seconds look better if it was going the opposite way? He's essentially just leaning away a little bit and leaving himself completely exposed to the blow, and it looks like the attacker is pulling his punch. If he dodged the other way then it might look like a proper boxing maneuver I think
>>
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>>744900372
Great actually
> swords finally trace correctly, removing a wrong leaderpose component setting breaking all sword traces that would reset socket positions to 0,0,0.
> camera tracking R3 enemy target is no longer an event tick but component tick when the stick is clicked and ticks only until r3 is pressed again
> no more ghost targeting random collision objects.
> attack animations tick inside the animation for damage so no more weird misfires or delays.
> quests are more optimized and cached properly no more null values saved and rebuilt each time.
> quest widget no longer conflicts with progress updates and stores entries correctly.
> game persistence continue to be stable between levels and closing / reopening.
> potion quickslot function completely revamped to be vastly simple in execution.
> more duplicate delays removed
End of year looks better than before gents.
>>
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damn thats a lot of progress. Nice job man! It's been cool seeing your game progress through the last year and a half or so
>>
>>744916101
this post was meant for >>744915883
>>
which anon was making that monochrome, mediaeval fantasy, (presumably) fixed camera angle game?
saw it in agdg a while ago
>>
>>744916313
only game that rings a bell by that description is Perish Parade
>>
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Progress is going well but I'm really struggling to figure out marketing as a solo dev. Is single-digit daily wishlist growth normal for more niche games?
>>
>>744917009
If your game sucks visually and you don't do marketing, then yeah.
>>
>>744915883
A lot of featured before making the combat look fun. wrong priorities imo.
>>
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https://files.catbox.moe/psc6gv.mp4
It's fun. It feels like building a train set in the basement.
>>
>>744917561
Love the look of your game
>>
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Finished work on two, count 'em, TWO multiplayer maps. The first one is Komagus Village, an area described in the lore of the Fygooniverse and now a multiplayer map for Combat games. Pictured is an incomplete version of the map, but as you can see it is a winding little area with multiple ways to maneuver and kill your friends and enemies.
The second map I made is Secret Treasury, a small map made for Thief games. Unlike the gargantuan Daimon Spire, Secret Treasury's small size makes for a more frantic experience as players scramble over piles of gold and each other's corpses to secure weapons and the Icon to return to their base.
I'll upload more pictures when I return home.
>>
>>744917706
Thank you boss. This 1-Bit-ish look is really fun.
>>
>>744916101
>>744916139
I appreciate it bro, gratz again on the video with IP he looked like he was enjoying it! I need to find some time to give your demo a go too, we have been here devvin for a while in the same space.
>>744917470
It will come in time, the combat system is not nearly as hard as the other things im doing.
>>
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>>744918291
Agreed, technically souls combat is not that hard. but getting good enough animation is.
>>
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>>744912065
always faster to spawn a new car than reload your current car

>>744913132
it's amazing how much Unreal nonsense is enabled by default even in the blank project levels
>turn Lumen off
>turn Nanite off
>turn dx12 off
>fps goes from 60 to 120

and even then you still have to go turn off auto exposure, temporal AA, and throw away their boilerplate post processing & atmosphere/fog or else your scene will STILL be full of ghosting slop

meanwhile if you forget about all that shit then you can run a physics car avalanche over bad network emulation and it still looks and runs great
>>
>Concept for game
>No idea how to force in cute female sidekick
>>
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>>744917893
Here we can see the final Komagus Village multiplayer map. As you can see, it looks far nicer than the original, unrefined version I posted earlier.
>>
>>744905214
Isn't your game supposed to have released a year ago? Doesn't modding add a bunch of extra time?
>>
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>>744921859
This is the Secret Treasury. Funny how the Thief game mode began as a way to be lazy and make a game mode based on what you do in the single player quest yet the only location remaining is the Golem Citadel.
>>
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AI coded and void ball bouncing around.
>>
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Had to move to Linux due to Windows committing sepuku, in the mean time I was working on this base system
>>
My driver is like fucked or something, I can only use Godot in compatibility mode without it freezing or crashing. Videos on twitter don't load either. How to fix?
>>
>>744923581
Join the next v3Expo
>>
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>>744900372
I've realized that I'm not making 1 game, but at the very least 3 games in 1. Probably more. Making a list of mechanical, production and tech features I image I'd have, so I can cut like 75% of them before even starting lol
Also trying to figure out how to properly structure code, so I can make changes cleanly, without parts glued together too much. Like having all values and text outside of mechanics code and available in editor. Also had an epiphany that game logic and visuals can be independent from each other, big brain.
And a shitload of other thinking about all kinds of part of the game, from gameplay to lore. I like drawing scribbles and notes on paper, it's like visual thinking or something.
>>
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>>744900372
Going well, Trying to replace a bunch of "temporary assets" That have been temporary for like a year. I tried to gussy up the pistons in the side 2D area. Not great, but certainly better than "floating black cylinder"
>>
>>744907604
>>744908261
If you can't make music or sound cc0 is the way to go. No licensing mess. There are some neat tools too like https://crunchybgm.com/ that generate music without AI and it's cc0.
>>
>>744925282
Those are fine, sincerely just keep chuggin, those guys are gonna vanish from memory in seconds
>>
>>744922952
Kek why does it look like someone bent over ready to take it in the ass?
>>
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>>744925681
Because it's rasko.
>>
>>744925282
>crushing pistons segment
yup, its kino
>>
With all the friendslop games I was thinking how fun it would be if there was like a power ranger megazord game. Like you and your friends have to control each part of the megazord and fight, it would be chaotic and fun trying to figure out how to move is like 1 person controls the legs, 1 person controls the head, etc.
>>
>>744927591
Actually a fantastic idea.
>>
>>744927591
Yeah that sounds tight
>>
>>744927686
>>744927730
nobody steal it though, I can't keep jumping around projects so I can't make it myself first.
>>
>>744927756
Don't worry, I wouldn't. I'm too busy with my own game to work on anything else anyway.
>>
>>744926094
NIKOLAI GET DOWN!!!
>>
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>>744903193
I just do it for the love of the game, and I have a job (i rarely get to work on this progress is incredibly slow)
>>
>>744926094
I mean it looks like it...am I wrong?
>>
>>744901638
You got solid animations
Keep it up man
>>
Working on a mockup/layout for a mult-genre puzzle fighter, I feel like I've finally paired down to a manageable number of elements on screen while still having a unique visual identity.
>>
>>744918584
Looks dope
What kind of game is that?
>>
>>744900372
Colleague wanted assistance with an old game idea he wanted to revitalise but work got to him so I guess I’ll just move on to my idea.
>>
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It isnt perfect but we have variable movement speed working at a basic level finally. Turns out my controller left stick axis isnt from .1 to 1.0 but from 3 to 50.
>>
>>744931024
>Good afternoon, 47. Your destination is Tintagel Castle, Camelot, court of the Pendragon and the site where Dubricius will be coronating Arthur Dux Bellorum as King of Britain. After analyzing the the visions granted us by Merlin, we've determined that arch-sorcerer Mordred intends to do away with the crown prince before the ceremony. It is well known that the warlock has ill intentions against Arthur, thanks to Morgan le Fay and Merlin, but we have reason to believe Morgan is facilitating Mordred's incursion to the castle by importing a number of great green eagles. Our contract obligates us to eliminate the prince's enemies, and uncover proof of Morgan le Fay's duplicitousness. 47, I leave you to prepare.
>>
>>744900372
How are you using AI to help you code your game anon?
>>
>>744932119
Making prototypes is magical but adjusting stuff and adding new feature without tooling and proper deduction is pretty much impossible
>>
>>744932048
Somebody should make medieval hitman game
>>
>>744932048
Fuck me that is hilarious.
>>
I now understand why people use RPG Maker
However the combat system is almost ready to have content made for it
>>
how tf do i learn godot? i fucking hate watching videos and spending twice the amount on a project that i wont even understand
>>
>>744934429
Godot wants you to have coding experience already. You can try asking the chat bots, they're not that bad at it, but you will pick up bad habits. Stick to very small projects for a while. Don't go in expecting to make your dream game immediately, please.
>>
>>744934429
Anon, I watched a 100 part video on my inventory system alone.
>>
>>744934498
>Don't go in expecting to make your dream game immediately, please.
would working on one scene for the game i want to create be better, or strictly leave everything after i'm comfortable with the engine? i could either try to implement old arcadey games or look at previous gamejam ideas and see if i can come up with a small scoped, like flash games one
>>744934623
w-what type of game are you making?
>>
>>744900372
I showed off my game on xitter and it got a decent amount of attention and now I spend my free time ego searching my game name instead of actually devving it
>>
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added grass :^)

also fixed my controller, added proper swimming controls, cliff sliding so you can't skyrim horse all over the place, split terrain into smaller chunks and now I'm wrestling the terrain details limit to try and pack more details into each chunk without unity shitting itself. Tried adding volumetric cloud volumes and height based volumetric fog but it didn't look right so I scrapped that, will probably just add some simple cloud cards in the distant mountains like skyrim or something in the future.
>>
>>744934429
most coding is just if else statements
read about basic variables and data structures
read the documentation when you run into something you don't know
put most of the game logic into _physics_process instead of _process because it runs at a consistent rate, _process is for graphics
use delta time
everything being a fucking youtube video in the modern age is a cancer and a waste of time
>>
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>>744934908
>>
>>744902727
just download godot and make the stupid tutorial project faggot.
>>
>>744904161
wow I am very bad at perspective
>>
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>>744935054
I really my current day/light weather system, now I just need to add the ambient sounds and it'll be peak comfy
>>
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>>744934908
>>744935103
>>744935054
yes that is very comfy
>>
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>>744934973
thank you, saved your post, will look into them
>everything being a fucking youtube video in the modern age is a cancer and a waste of time
yeah it is, just a step above information being in a fucking discord server
>>
>>744907604
The quality fluctuates, but for the most part they're a decent and cheap way to expand your sound library.
>>
okay
hear me out:
5 niggas in a row
>>
>>744937942
etrian odyssey does 5 or 6 niggas
>>
How do I learn unreal? I get the basics, I can get an interaction system going and event dispatchers are pretty cool. But I feel like theres so much I dont know especially about the game framework stuff.
>>
>>744939103
Just do small stuff, one system at a time and eventually it'll click. What are you specifically trying to do?
>>
>>744939103
right now trying to figure out how to get a blender model working as the player, eventually something like cooking simulator (combine items in special ways, not just cooking)
>>
>>744939353
If your model is a static mesh you can just add a static mesh component to the player capsule and use your model
>>
>>744937942
1 (You) in a row vs 100 niggas in a row
>>
>>744939639
every nigga in a row and you knock them down like dominos in a rube goldberg machine
>>
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>>744930125
Thanks, first time working with 3D so still getting a workflow. It's an MMO for sure, but I want to do something with massive battles at first instead of focusing on quests and dialog.
>>
>Claude, you are a senior engineer!
>Here are 20 digitalized choose your own adventure gamebooks.
>Make them into visual novels, generate images that fit the context.
>Make no mistakes!

on the free license, you can finish the first one, and then once the framework is established, do the rest in the second month
>>
>>744929958
Is b&w an aesthetic choice or is it just to get the feel for contrast and silhouettes better?
>>
>>744900372
>Currently trying to improve one of my system (that I have already redone like 6 times)
>Get genius idea
>Half-way through realize this is like, 99% of a very old version of that system, just with cleaner assets
... fuck.

Also something is dying in my machine and I'm not sure what. Hopefully it's the PSU because I don't have the budget to replace the GPU.
>>
>>744940017
does claudio even have an image generator
>>
>>744940017
>Make no mistakes
Clever way to avoid mistakes!
>>
>>744940574
AFAIK all the major companies have multiple ai
>>
>>744900372
I have to work on the demo for my main game (Waifuland), but I'm having fun creating a spell tree in HTML5 that I can later transfer to another game.
>>
Man, I'm making a TCGRPG and using AI for all of my art and it just feels bad.
The art itself is perfectly fine and I'm manually editing all of them to fix errors, but all I can think about is how I'm inevitably going to post a screenshot of it here and someone's going to make fun of me for using AI art and call it slop, even though everything else is made by hand.
>>
>>744942364
you can't just say "everything else" for the remaining 1%
>>
>>744942620
Gameplay mechanics, code, writing/dialogue/story, CPU behavior, sound effects/music, and all the other art assets like the 3D environments, particle effects, and UI are all done by hand or are non-AI assets.
All I've used AI for is the card art (currently over 300 cards) and character portraits/cutaways.
>>
>>744942745
If you did all of this and the card art still screams AI it means you did a poor job of having coherent art direction. You should still try to post it and not mention it's AI to see how people react
>>
>>744942364
I mean yeah. You'd better off not having art at all. Cool visuals is like half the reason people get excited about card games or remember them.
You can come up with a creative solution why your 'cards' don't need art. Maybe they are magic runes you write with on a scroll or microchips you insert into your cyberdeck to execute. Check out Zachtronics puzzle games, Opus Magnum, TIS-100, SpaceChem. Art is very minimal there, but it fits themes perfectly, so nobody cares that much. Even became iconic in some cases.
Seeing generated stuff signals to me you don't care about your creation, so I stop caring about your shit as well.
>>
>>744940574
Instead of generating images, you could ask it to write an image generation prompt, then prompt a different engine to generate them, saving on credits for the actual programming.
>>
>>744943349
This is true. You don't need excellent art, as long as your art fits the game. Dwarf Fortress had ASCII-looking tilesets for most of its life and it still became a cult hit.

Work within your limits. Not every game concept needs fantastic art.
>>
I have to figure out how to attach to splines and ride them
>>
I’m sure it’s been asked before countless times but I’ll bite. When do you realise your idea is out of scope? I have an idea for a 2D walking sim/beat em up hybrid but I wonder if it’s too much for me to make. I’ll start with some bmup placeholder assets and then commission someone to make sprites.
>>
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BIO-SUBMARINER DX is coming along well
It's so much better than the v3expo jam version. New levels with branching paths and multiple endings, tighter gameplay, reworked and new bosses, brand new arcade mode, mid-stage loot redeems/power ups, plus more!
I'll whip up a demo version for the next demo day
>>
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So far we have
>Jumpscares
>Bare bones
>All music/SFX must be from people who've already died
>revive an out of copyright (dead) IP
>Cliche messages (the real monster is capitalism, etc)
>Candy as a collectible (currency, health, ammo, etc)
>Creepypasta cliches (bleeding eyes, hyperrealism etc)
>Cursed art style
>Sexy costumes

and we need more suggestions for game mechanics/ requirements for the next v3 jam in October. https://itch.io/jam/v3expos-world-famous-game-jam-2
>>
>>744945321
>All music/SFX must be from people who've already died
Google give me a sound effects pack and kill the creator, ok thanks
>>
>>744942364
Which generator did you use? I think, depending on the style, you could probably get by with certain anime image gens, but like GPT's typical generations and Grok's (non-live action) generations can be spotted from miles out.
>>
>>744945438
>Not asking Grok or Claude
>>
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have added:
>climbing poles/pipes, both vertically and horizontal
>climbing over mid-height things like climbing through an open window
>new secret weapons
>writing the story plot and characters
I'm bummed about the characters, I spent a while making them but yesterday I was watching the show Cowboy Bebop, and I realized my game's protagonists are just Spike, Jet, and Faye from the show just slightly different...

finally making two goofy optional items in the game
>mustache disguise glasses, like for cheap halloween costumes, that make the game more difficult because guards get suspicious of you faster
>shifter suit mask from A Scanner Darkly that makes the game easier because guards won't detect you unless you attack them or something
the scrambler/shifter mask has been kinda tough to make.
>>
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>participating in game jams and doing mini- projects instead of working on your dream game
>>
I just migrated my project from godot to libgdx can I be part of the cool kids club now?
>>
>>744945779
I get burnt out as all hell if I stick with a single project for too long
>>
>>744900372
Trying to "vibecode" a prototype by making an AI explain every line of code to me
>>
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I started working on the game again, I'm messing around with stencil buffers to poke holes in walls when the character is behind them but there are a lot of technological hurdles to cross
>>
Usually my games are better in my head and turn out worse. But this time my game sucks when I think about it but is actually really good when I'm playing it.
>>
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>>744946102
Look at your game as 30 mini-projects in one.
Every part is a small game in itself. Make you character sheet screen a fun game. Setting menu. Picking up objects. Sound effects. Every moment can be a fun moment, that is fun to dev too.
And after you create them all, they combine in a giga fun full game.
>>
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>>744946102
You should be making small games anyways. Why spend a year(which will turn into years inevitably) making one game when you could release 4-5 games and establish a following in the meantime. And small games force you to refine your game design. With big games, it's tempting to compensate bland design with a multitude of side systems and quirky little side things. With a small game, if you want it to feel satisfying, you have to make everything count.
>>
>>744945779
>Buildings muscles and skill for finishing projects and coming up with new ideas in a short time instead of keep griding at project that might benefit from a break
>>
>>744909736
Either your game sucks and is uninteresting(10 good reviews mean nothing), or it's good an interesting, in which case it will eventually find it's audience and pick up sales over the next months. Part of becoming a good game developer is being self-aware enough to know which category you fall into if your launch is underwhelming. If you think you're in the first category, I'd recommend getting good at whipping out good short games every 2-3 months and recoup your losses.
>>
>>744948129
Actually scratch that, you should transition to whipping out games every couple months regardless. That way you can just snowball momentum instead of pinning all your hopes and dreams on one big multiyear project.
>>
>>744917561
>>744918046
Damn that's stylish.
>>
>>744934429
I have absolutely dogshit memory and Ive got bad ADHD too so getting me to read documentation is like pulling teeth too so pretty much everything I learned was from watching youtube. Despite all that I still managed to learn to code well enough that I don't need tutorials anymore.

Biggest piece of advice in general is don't expect to understand everything the first time around. Stopping everything when you don't understand one thing is just going to make you give up entirely. Just copy whatever you're watching and absorb what you can.
I also highly recommed having a nodepad (a physical one, not an app) and writing down whatever you think is important. It's not only good as a reminder, but it also helps solidify the concepts in your mind so you can more easily remember it.
Another thing I would highly recommend is messing around with the code of whatever you're copying. Add little flourishes or extra features using the concepts you've learned. Nothing fancy, just some little features you think might be cool. It basically functions like a test to make sure you understand the things you're implementing while once again reinforcing the concept in your memory.
Other than all that it's just a matter of repetition.
>>
>>744919051
>>turn dx12 off
Did you make sure to test if it actually reduce perfs?
Because at least with Unity, dx12 has pretty much always been a "+10 free FPS" API in all my projects.
>>
>>744939790
>something with massive battles
>It's an MMO
Do you have your eyes on a specific network library, haven't decided yet, or are you going to create one yourself?
If the later, is there any trick you are going to use to not have the network suffocate?
>>
>>744948457
>you should transition
REEEEE
>>
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my rhythm game only works if you're wearing wired headphones.
>>
>>744946280
welcome back fren. That new sprite looks really cool btw
>>
>>744950989
Yes, you should identify as an STD(short title developer)
>>
>>744904059
What a waste of talent, invest just 10% of that energy into an original ip that will get you money instead of getting deeper into a dead end
>>
>>744951423
PocketPair is apparently licensing the Palworld IP now.
Not sure if they are distributing as easily as WH40K used to, but might be worth a shot for anyone wanting to do a 'mon game.
>>
>>744934429
just start making simple 2d game
look things up when you need to
>>
>>744945751
>I spent a while making them but yesterday I was watching the show Cowboy Bebop, and I realized my game's protagonists are just Spike, Jet, and Faye from the show just slightly different...
It's fine just make them look different enough
>>
>>744950478
https://github.com/libdense/libdense
>>
Good engines for board and card games (with 3d elements)? Also are there templates online that would be good as a base or is it better to go at it from scratch?
>>
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Addind an optional system where Fleur can take a break and during which you can see what your party members are getting up to. See more of how they interact with each other instead of just Fleur. I guess it's a little like the Active Time Events in Final Fantasy 9.
>>
I'm just an artist with a dead computer, so I'm starting off slow with a VN first
>>
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>>744921923
The thing that will make modding take so much time is writing documentation, honestly and trust me.
>>
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>>
Making yet another web game making tool with react, json and html5. I already got some investors. I'm looking for some cheap old arcade ip to get and advertise as "Make your own X game with real assets!".

Any ideas / advice?

I know City Connections (they own lots of Jaleco's ips) is open to licensing, so is Atari. But nobody nowadays would recognize Atari's ips.

I really wish I could get Bomberman but Konami won't even read an email I sent lmao.

Do you have any ideas about costs and the likes?
>>
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I've been working on and got uploaded a playable intro-through-boss demo of my RPG I've been working on. Based on testing, I'm 99% certain you should be able to play all the way through. If anyone is interested, I'd appreciate you checking it out and any feedback or bug reports.

https://labdak.itch.io/void-story
>>
How the fuck do I turn my need to goon into a productive endeavor with game dev?
I start working on my game, think about the characters and just drop everything because it's fap time.
>>
>>744952682
Your art is really nice. Your game was that srpg right? Was there a demo on itch or just steam?
>>
>>744958035
Thank you! Though I should admit my graphical work is mostly the characters and the portraits, most of the background assets were purchased; I know my limitations. That's right, it's the SRPG. It had an itch demo but now just the Steam playtest.
>>
>>744959014
Could you link it again? I think I saw the itch link before but I didn't think I saw a demo at that time.
>>
>>744959140
I used to have a demo on itch here https://jebbestermakesagame.itch.io/shieldlinked but now just on Steam here https://store.steampowered.com/app/4949950/Shieldlinked/ It's an open playtest, you get automatically accepted.
>>
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>>744900372
>Downloaded some shit from github
>actually it lacks like 6 functions I needed
>Boot up Claude
>point it to the repo
>sit around just checking the script it's running and hitting accept while I draw
>one hour later all the functions I wanted are there
kicks up errors like a motherfucker but it works
Is this shit ACTUALLY decent now? All I've used it for are webapps, can it handle C#/Unity or is it still 2 weeks away?
>>
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i love verlet integration physics
>>
>>744959674
It's pretty decent now yes. Especially if you already have a good use case or concrete functions you want
>>
>>744959479
Alright cool thank you
>>
>>744957298
Can't really help you, can only doompost about the subject
>Any IP that got bought, rebought and re-rebought are generally tangled in "wait, who the fuck is owning it considering we bought 70% of a company that owned 51% of the company that owned half the IP"
>The above can get even worse if acquired among a big catalog, because they can simply forget to track the IP entirely in subsequent sales
>A lot of those IP aren't forgotten, they are actively blocked for being deemed "old and lame" by suits
Might be much simpler to make a legally distinct "new" IP instead.
>>
>>744957332
Welcome back, YIIK
>>
>>744900372
couldn't figure out how to make pbr shit within the 20 minutes i had and haven't used my free time to try again. that was about a month ago
>>
>>744960334
learn phong shading
in most cases you don't need pbr unless you're aiming for that AAA-look
>>
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level transitions are done. I need to make them work with doors but that should be easy
>>744918291
hey thanks! yeah haha that was unexpected, but I'm glad that he seemed to love it
>>
>>744900372
> Been working on games since 2018
> By "working" in mean creating a new project every few months remaking different projects from scratch
> End up with 12 iterated projects with different quality systems
> Take several times to standardize it
> End up with four new "standardized" project attempts
> Replicate this loop for all other gaming projects
> Over a hundred half-assed GMS2, Unity, UE4, Godot projects none released save for a few game jam babies.
> Depresso
> Enter Claude/Grok Cursor
> Utter shit at creating anything itself
> Never use clanker for dev, just little personal one-off productivity apps and extensions
> Finally clicks
> "Don't generate any code, just use my tard-out libraries as resources. Compare, look for duplicates, standardize. Ask me to fix bugs."
> Clanker assistant is able to use my years of millions of lines of code from my undisciplined hobbyist days to make games as if they were actually made by me.

It's still shit if I ask it to generate code that I'm confused on, so I have to step in constantly and ask for my own education. For for the first time in years my games are actually reaching beta. At the same time, I feel violated, like I can't smugly say my purist games have no AI fingers in them. But it was the only practical way my smooth brain was able to get out of the versioning hole it spent years digging deeper.
>>
>>744959957
No, thank you for your interest! (And excuse for me to post the link)
>>
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Working on these flower things
>>
>>744960885
>I feel violated, like I can't smugly say my purist games have no AI fingers in them
Who fucking cares anon. Every single person on this planet is using AI.
>>
>>744959783
verlet boobs
>>
>>744901341
>>744960562
the transitions look good!
>>
>>744960885
AI is pretty great for debugging and code help, actually. Especially since search engines have gotten so bad. If it really bothers you I think it's generative AI for art assets that people get in a tizzy about.
>>
>>744960562
do you have a steam page or something i can follow you on?
>>
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>>744962682
thanks anon!
>>744963269
no steam page yet, but you can follow me on itch:
>https://tintodev.itch.io/project-goblin
>>
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>>744951205
Thanks, I'm going to have the artist redo the enemy sprites soon.
In the end I realized that the hole effect was kinda ass and instead went for invisible walls two "tiles" off the wall so that sprites can still be partially hidden but enemies will never accidentally hide in the dark areas. Crusader had invisible walls too but it was so subtle I didn't notice it until I decompiled all the maps and saw invisiwalls everywhere exactly to prevent losing the player completely behind walls.
>>
>>744960562
Make the camera lerp a bit more when entering it jerks really hard
>>
>>744963993
ty anon, I reduced the speed of the camera movement and it looks better now
>>
>>744960959
Looking good.
>>
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(Ignore the goofy mesh deform I need to fix the weight paint on his shoulders in blender)

Ok gents last update for a bit, I heard some of you prefer my character equip the weapon before attacking (mainly i was following TERA'S game logic where it is action combat oriented but still arcade enough for quick skills) so here is what I built:
> the character will equip with x and attack with x either standing or walking
> the layered blend per bone freezes the upper body past the spine bone to allow the player to animation walking or running when equipping or unequipping
>this blend only occurs when equipping or unequipping.
>an additional boolean blend has been gated to ensure normal animation flow.
>if you attack too quickly the state will interrupt correctly to prevent the blend from happening.
>>
>>744964951
cool stuff anon, but you need to review that walk anim speed because right now your dude's sliding on the floor
>>
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Replaced the UI audio and improved camera transitions during dialogue.
I also made some changes to the dialogue system to support chests.
>>
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Some people have told me that the imps move too fast in this game mode. I've slowed them down here, but I'm not sure if it's correct. Do their bullets also move too fast? They announce their attacks by jiggling; does that not go on for long enough?
>>
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>>744966048
pretty neat! how about making that glow appear faster and start fading it out the moment she takes the item out of the chest? feels like it lingers for way too long
>>
>>744966048
This looks really nice
>>
>>744934429
You don't want to read or you can't?
There are plenty of books for Godot.
>>
>>744965939
He's a smooth criminal
>>
>>744900372
having to fight
cpu bottlnecks and 8 gig ram for graphics cards for the foreseeable future because ai eats up all hardware makes me wanna commit canadian healthcare
>>
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>>744934429
Learn what about it, specifically? After learning the basics of navigating the engine you'll learn most from actually trying to make something in it.
>>
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>>744964951
This was a bit tricky to nail down or see but here is the attack transition while equipping.
>>744965939
Hey I'm just glad it works at all! I will update it :)
>>744966597
Kek
>>
>working on a character
>actually make loona from helluva boss
whoops
>>
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>>744966216
Thanks, you are right.
Tweaked the particle so now it spawns earlier and fades out sooner.
>>
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Got maze generation up and running, now to make the rest of the game.
>>
>>744967107
Let's see her
>>
>>744967351
Hey now, hear me out, fellas...
>>
I'm working on a RE Outbreak style game and a Thief 2 style game.
My current focus is on Outbreak (because it's a much smaller scope project) but part of me feels like it's just going to crash and burn because of fixed camera angles, tank controls, etc.
Basically the opposite of what a modern gamer/streamer would want to play and only has a very niche audience.
Am I insane for not dropping it?
>>
If this was 2006 he could have a mimic hentai scene, alas.
>>
>>744968228
>it's just going to crash and burn because of fixed camera angles, tank controls, etc.
???
every single popular not-AAA survival horror games have those
>>
>>744967569
nice
>>
>>744969483
I think most of them are first person desu.
But even if it was true, I think my bigger worry is integrating multiplayer with tank controls.
>>
>>744968228
>part of me feels like it's just going to crash and burn because of fixed camera angles, tank controls, etc.
There's several successful RE clones
https://store.steampowered.com/app/1996010/Crow_Country/
https://store.steampowered.com/app/1262350/SIGNALIS/
https://store.steampowered.com/app/2464280/Tormented_Souls_2/
https://store.steampowered.com/app/2173460/Echoes_of_the_Living/
If you actually have multiplayer in your game like Outbreak did it'll stand out more from the other RE clones plus it'll be more faithful if you're trying to market to Outbreak fans.
>>
>>744960543
this is good advice in general but not what im doing. i just wanna make a repeating pipe/cable so i can make a curve cylinder. i don't anything about graphics and it annoys me
>>
>>744960562
i know the imps are like shaking their fists on aggro, but i suddenly crave a game aesthetic where cute evil teddybear-like demons wave hello on aggro before starting combat. Like, everything is friendly and polite but at the end of the day you're still beating and slashing at each other
>>
>hey there mister! mind if I stab you today?
>>
Should I prototype 2 games that are in popular genres and a prototype will take just days to make?
I've been committed to a main project for over a month.
>>
What happened to the anon making untitled goose game but as a raccoon? I haven't seen them post in months.
>>
I hate myself :(
>>
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>>744970923
I like you
>>
>>744970923
But does yourself hate you? You could be the biggest loser in the world but you were the only sperm that made it anon. That counts for something.
>>
>>744966048
cute...
>>
>>744967351
np! glad that helped. Your game looks cute and fun, keep at it anon
>>
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>>744900372
Been working on a new project after my old one was getting more and more frustrating to work on
>>
>>
>>744970858
This guy >>744925282? It's the only raccoon character I've seen in the last year and he posts fairly regularly so I don't know what you're going on about.
>>
>>744970858
he's working on a more involved stealth game now, afaik
>>
>>744973159
bro please make the pixel sizes consistent
>>
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My fucking mountain pixel shit sucks monkey dick. Prototyping a topdown game and drawing stone that is not a pain to look at is fucking hard. Going to take crosscode or so as a reference next time.
>>
>>744968228
Check out the games Outbreak and Dinobreak.
There seems to be a small market for them, but Gamers are annoyed the developer/publisher rehashes the game in bundles.
>>
>>744966201
they are pretty quick. most things in vidya move slower than you think.
>>
>>744966201
I guess it depends on what type of game you're going for. If the expectation is for the player to memorize the patterns then I suppose the speed is fine, but that movement doesn't seem reactable.
>>
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>>744974062
Better?
>>
>>744974903
nta but the red block still has mixels
>>
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>>744974903
Not really, everything should be aligned to a pixel grid. The red thing has stretched pixels and the paddle's pixels are sized up 2x relative to the ball. In pixel games everything should be consistent. Look at this Mario screenshot for example. It's 256x240 natively and everything has consistently sized pixels. When you scale it up, use nearest neighbor integer scaling.
>>
>>744934973
>>744935908
not actually true unless you want yandere-dev tier spaghetti code
you should at least look into states and events/signals
>>
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>>744974448
>>744974713
Alright, thank you. Here they are even slower (now about .66x their original speed). I've only tweaked their movement speeds; I haven't changed the bullet speeds or the duration that they jiggle for.
It looks like they can now shoot one extra bullet when charging the player, because it takes them longer to move forward.
>>
>>744976069
anon how many shoot em ups have you played? this still looks really, really fast to me.
Do you have a way to randomize the enemy spawns and where they shoot? maybe do that and try to dodge those, as a way to mimic the experience of someone who's never played the game
>>
>>744976069
NTAs but holy fuck
What the actual FUCK anon?

That's retarded levels of fast
Are you making the mistake of playtesting = playing the game?
Because I can tell you now that a minute of that shit is going to have people close your game.
It might like fine to you for 30 seconds in its own independant playtest but it will be annoying as fuck in the actual game
>>
>>744976069
Not even most bullet hell games have bullets this fast until the post-game stages.
>>
>>744976240
>>744977062
Would people who play bullet hell games not like it?
>>
>>744977268
Anon, bullethells are called so for the sheer amount of them and memorization of patterns
It's not because of the speed

If you're going to want to have super fast shots to react to you're going to have some 'dodge/fast move' mechanic for the player
>>
>>744977268
anon, have you played a single title in the genre for which you are developing a game?
>>
>>744977418
Cool, the patterns make more sense than speed.
>>
Any good blender tutorial aside from practice?
>>
>>744976069
>>744977516
This anon is correct. run and gun establish enemy presence longer and bullets are slower
shmups dont play like this at all
you have to understand the genre you're making
>>
>>744977990
yeah there are many
>>
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Alright, they now move at about one third of their original speed, and their bullet speeds are halved. I also doubled their shot cooldown, so they don't spew tons and tons of bullets. The player's movement has not been changed at all.
>>744977062
>Are you making the mistake of playtesting = playing the game?
yes lmao. i didn't even realize how fast it was until some other people played it.
>>744976240
>>744977223
it's supposed to be more like galaga
>>
>>744979687
I'd that's still a bit fast kek but, in any case, much much better than before
>>
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Trying to build out the level geometry in a Mass Effect 3 level, for an expanded story mod. Lightmaps are a bitch. They're pre-baked, and it becomes pitch black when you remove it, and you have to manually relight it with in-game lights if you want it to look natural, but it can't be too close to the original part of the level or the lights bleed through walls.
>>
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>>744975573
signals, sure
a state machine is just an if else statement
>>
>>744979763
I might need to increase the shot cooldown even more. The game has a feature where you can activate your shield right before an enemy bullet hits you, and you'll send it back at them. Before, when the bullets moved faster, you could activate the shield, deflect the bullet, and immediately turn the shield off (this was useful because you can't move while the shield is active). But now, since the bullets are slower, when you deflect one, there will often be another one immediately behind it, so you have to keep your shield up.
An alternate solution might be to remove any bullets when the imp that shot them dies, but I think I'd rather keep them up.
>>
>>744980096
God damn, based. I think it's probably about time for my annual trilogy run.
>>
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>>744954937
This. I'm such a goyim, fat fucking goyim. Fuck my goyim life ..
>>
goblems
>>
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ive been making music
and ive still got more music to make
very rought wip https://vocaroo.com/1mhYj1j1e5eE
>>
>>744983964
I like the track, the irregularity reminds me of sakuraba stuff. also,
>vocaroo still alive
i forgot all about that
>>
>>744966048
the deadpan stare with the smile looks a little creepy. maybe change the found treasure to something a little less stilted like throwing her hand up into the air with a toothless open mouth smile.
>>
>>744979687
Give killing enemies more impact. Have them fly backwards in the direction they were shot and add an splash graphic when they get hit. It can be the ugliest white porcupine drawn in 10 seconds and it'll still fit perfectly

>>744980319
>I might need to increase the shot cooldown even more
Don't do that, they already take way too long to shoot. It's just the projectile speed that's abnormally fast
>>
>>744984539
agree with all of this anon's points
>>
>>744984539
>splash graphic when they get hit
could you explain this more please? i don't think I understand.
>>
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>>744900372
Not going well, for the simple reason I have no idea what game I want to make. I have zero artistic vision, there's no game in me wanting to come out.

"Just make the game you want to play bro". Well that's another problem, there's nothing I want to play. I got tired gamer syndrome. I really want to want to play, but I look at everything on offer and nothing stikes my fancy.
>>
>>744985385
You know, like in DKC when somebody gets hit and it goes like this

If it were a sci-fi shooter it'd be a little explosion, if it were an anime fighter it'd be sparks. You need something satisfying to happen when the enemy gets shot because you spend the whole game doing it
>>
>>744934693
A polished one.
>>
Found this satisfying to tinker with. Yeah it's too hard. No I didn't code it. Yes it's sloppa. Space bar cheats, so sue me.

https://gettysburgadress.itch.io/maze-of-the-minotaur

on a real note though, I've got furnace a lot more figured out now so nintendo and sega sounds are a go
>>
>>744986609
how the fuck you fuck up arrow controls in a maze? pac-man solved this problem 46 years ago btw
>>
>>744984539
>an splash graphic
hit sparks
>>
>>744983964
this is quite nice so far, though I've never been a fan of synth organs (I think that's what's going on in the first section) Also not sure about the lower tempo section, but it really depends on where it's being used. Overall kind of reminds me of Mega Man 8.
>>
>>744986752
hey I hope your day gets better
>>
>>744986609
I made it to the center and had fun enough for what it was but it was disappointing nothing happened other than resetting your position back to the start
>>
>>744983964
thx
>>744987158
all the instruments on that are pretty much placeholder, final things probably gonna sound closer than this
https://vocaroo.com/1iB35VdoMGb7
finished another song
https://vocaroo.com/1avt1p3M9leM
>>
>>744987618
yeah, good on you actually doing it. The maze keeps growing in size and complexity, but yeah there's nothing letting you know that or any sort of reward or tracker. sorry to dissapoint :-P
>>
Just broke my keyboard in half in rage, that's how it's going. Fortunately I have spares
>>
>>744985435
ok then make the game you really don't want to play
>>
>>744952937
workin on goonshit
>>
>>744900372
i managed to do what i thought would a very simple shader that was elluding me
the shader in question? making everything but specific objects have opacity
>>
>>744988970
How about a roguelike deckbuilding cozy incremental friendslop?
>>
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>>744934908
Added bushes, god rays and terrain wetness for when it rains.

>>744935423
thanks
>>
>>744990572
Make it pixelart & balanced for competitive play only, and you got a banger.
>>
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>>744985839
>>744986909
Is this kind of like what you had in mind? I just now realized it would be kinda cool if the imps spun faster if they were killed with a deflected bullet.
>>
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>>744991347
>>
I have discovered the nature of hell, and hell is "setting up a character mesh for ingame customization", that's how it's going.
>>
>>744964951
Awesome work, you constantly improve
>>
>>744934429
make pong
>>
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Marble bowl level turned pretty fun
>>
bump
>>
>>744900372
The only thing stopping me unironically is art.
I know that no matter what kind of game I try to make I'll spend tens of hours on character art only to have it look like complete shit.
My best bet is 2d sprites but even then what I'd realistically need to do is draw something shitty then throw it into a gen AI thing and trace the art it gives me.
It'll look like slop.
Nobody will ever play let alone buy slop.
>>
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>>744999990
>Nobody will ever play let alone buy slop.
I present you: the most profitable vidya series in the universe.
>>
How to avoid scope creep when starting a project? How do you segment your ideas to realize it’s impossible to achieve solo?
>>
>>745000393
Avoid new implementations until whatever one you're working on already works. Notch didn't invent Minecraft thinking of enchanting tables and villagers, he started with making sure the blocks existed first then progressed from there. Ride the wave anon.
>>
>>745000393
Abandon the project 1 week after, it's worked wonders for me for the past 10 years
>>
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>>744996813
>funky surreal backgrounds
Need at least one level inside from random fractal.
Need at least one level where the skybox is a reprojection of the MC's face, for a "this level is inside itself" effect.
>>
>>745000393
Come up with a more simple version of your game. If that's still too big, come up with a more simple version of that. Repeat until you have something viable. Make that. Then work your way back up the chain over the course of your career, ideally making money as you do it and eventually having the time/resources/manpower to make the more complex/complete forms of your game.
>>
>>745000393
You don't.
You put all the new features in a "for DLC1/2/3" bag, and the ones that would require large redesign of the rest of the game goes into the "for [MyGame] 2: Electric Boogaloo" bag.
You can't stop yourself from dreaming about more.
You can force yourself to efficiently procrastinate about it.
>>
>>744985435
If you're not passionate about game making maybe you can learn to compose music, or do art, or animate. anything creative is nice.
>>744996813
What's stopping someone from staying on one marble forever?
>>744999990
No artist was born an artist, everyone practiced. you have to grind to get through being bad.
>>
>>744993119
Yeah, but don't make it fall with him. It shouldn't be relative to the enemy. Also if you're not gonna animate it (which is fine) make it shorter lived, just a frame or two
>>
>>745000393
>How do you segment your ideas to realize it’s impossible to achieve solo?
experience. make small projects and reach the content creation stage.
calculate how long it takes you to make 1 enemy/1 level, and how many of those you need in the game. multiplied, that's how long until you finish the game. then you change course if needed.
>>
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I looked into guardian legend and i think a slightly more modern approach would be really cool(not too modern though, I´d go for NPR 3d graphics and the floored sections would be closer to lttp onwards top down zelda games). I can do everything but music, so I´d need someone who also fucks with the project. also mc would probably be a female anthro lol
>>
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>>745002243
>>
>>745001004
The same thing stopping a solo rally player from just leisurely driving trough the tracks.
>>
>>744909294
Don't let the retards on reddit affect anything you think anon. You are asking whether to use a free, vastly more efficient assistant programmer who will shrink your workload by weeks and months
>>
>>744909736
>Didn't mention the game
>Thinks marketing happens after release
>Can't use paragraphs or write in a coherent, interesting way
Your game is shit otherwise you would have posted it. Game development has become a delusion for people who think because they own a playstation they can be a game developer
>>
>>744909736
Is your game as much of a miserable, solipsistic whinefest as your post? I wouldn't know because you didn't link it, what sort of response did you want from this post you fucking faggot?
>>
>>744900372
I spent 3 months having a great time working on godot and then a year of no progress on blender.
Am I doing this gamedev thing right?
>>
>>745000393
Aim to make a vertical slice with everything gameplay related you want first, not content fill. Each system has to work, but have 0 variations and extra content. No alt classes, weapon types, multiple vehicles, limited amount of locations to visits etc. When everything fits, you can figure out what which branch of the game can be developed, which removes, is it game fun already or what's it lacking. And how much tech or time it will possibly require to add.
>>
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>>744967351
>pedo shit

>>744973274
pixel shit

>>744996813
le wacky chungus asset store shit

you got NO TALENT!
you'll never be anything
>>
>>745005121
Oneyplays ruined my loif
>>
It has been a few months and finally I can say that multiplayer is in a somewhat functional state. You can play on a few different levels (Komagus Village, Daimon Spire, Secret Treasury) play different game modes (Combat, Thief, Survivor), and use all eight characters and their special weapons. As long as you don't try loading an invalid arena (Sea of Green, Firestone Ruins, Twilight Swamp, Golem Citadel, Namir Fortress, Coliseum) and try not to hack in the secret unlockable characters, then you should be fine. Hell, I even got port configuration for players working because of how inconvenient it was for me to constantly rebuild my game to swap ports because of the VPN I use to host my games with port forwarding. Initially I only wanted communication to be done via port 7777 but I swapped it to be user configurable.
You guys can host a game if you wish, but make sure you have port forwarding turned on for your host; I recommend getting a VPN and making a group chat consisting of your close friends both IRL and online so you can share your games free from schizos. Pic related: a game I hosted a few nights ago with two friends joining.
Play it now:
https://nrasko.itch.io/the-frydarian-tale
>>
I added camera rotation which looks kinda neat IMO (and forgot to set the layer for one panel). Will probably use it to hide secrets so that the player sees them only from a certain angle.
>>
>>745008858
is this supposed to be based on that lolcow who posts female tails sloppa?
>>
>>745009360
What sloppa? It's based on my khajiit character in TESV
>>
>>745009709
https://www.deviantart.com/sonicprimearena/gallery this retard, he makes /v/ threads every once in a while
>>
>>745007268
Here we go again. The haters shit, but rasko eats. Keep it up broseph.
>>
>>745010356
Stop pretending to be him pretending to be someone else pretending to be him.
FUCKING HELL get a hobby right now or you'll regret it when you get older.
>>
>>745001072
>Also if you're not gonna animate it (which is fine) make it shorter lived, just a frame or two
it is two frames
>>
>>745012959
I was talking about the duration of the flash. It doesn't need to stick around so long
>>
>>745013490
understood, thank you. I talked to my artist, and she came up with a quick death animation that basically looks like the imp is getting ripped apart horizontally. There are technically three ways to kill the imps:
>shoot them
>deflect their bullet back at them
>same as above, except there's only one imp left in the level. the fairy will shout "This is over!"
What we were thinking was, if you just shoot them, they'll fall and rotate forward (this is the current behavior). If you deflect their bullet, they'll rotate backwards and move to the right of the screen while falling. And if you get a "This is over!", you'll see the special new death animation. The new little explosion animation from the webm could be applied to all three of those.
>>
aaaaaaagh



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