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File: 1515604663925.png (669 KB, 900x506)
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What are you working on /v/?
>>
It's a secret
>>
I am not telling you. I don't want people to steal my original ideas.
>>
>>745142119
Kek
>>
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I learned how to make pixel art I'm a pixel artist now.
>>
>>745142190
Nice
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>>745141726
I tried watching this show but I had to stop to jack off to the characters every episode
>>
I made a new sprite for my fan game
https://files.catbox.moe/4316tk.png
>>
>>745141726
Nene is a brat
>>
>>745143294
Cool, at this pace we'll see the game in 50 years
>>
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made enemies unaggro when the player isn't in sight for a while, and now I'm working on adding some more combat tools, mostly a flash bang and holy water
>>
>>745143294
I really like your game, Anon.
>>
>>745143380
This is the average RUS CS player.
>>
>>745141726
nothing, GPUs are price fixed so high that upgrading my VRAM and i do mean just the GPU not the case power anything else, costs more than MY CAR

so to reitterate, nothing.
>>
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>telling people what you're working on
Nope.
>>
>>745143294
Dont worry about finishing your game the feds will find your CP before you do
>>
>>745141726
I've hit a bit of a slump. Haven't done any real spritework in a week, partially due to a temporary medical issue, but also because I just can't find the motivation to draw anything.
The worst part is that I know that if I just fucking start, it'll flow naturally, but I always end up just staring at the canvas before quitting to jack off or doomscroll.
>>
>>745141726
The thing I'm working on now has been a huge pain in the ass and it's hard to get the motivation to do it. I'll be really glad when I have it working.
>>
>>745143530
What game *needs* realistic graphics to be a good game?
>>
>>745143294
Looks awesome, but you've been posting "progress" on these sprites for like half a year now and shown no gameplay. I understand you probably have a ton of commissions and shit with your normal art, but this is very slow.
>>
>>745141726
Easier than ever now thanks to AI. I can make my own game engine (not a "game engine" but what I need for my own purposes) thanks to AI. Trannies are obsolete now. Nobody will know or be able to tell if the code is written by human or AI.
>>
>>745144813
>Nobody will know or be able to tell if the code is written by human or AI.
They probably will if they look at it, but very few people will look at your code.
>>
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im really considering making a bravely default clone
>>
Gamedev studios don't look like this.
>>
>>745145119
Mine does
>>
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>>745141726
>>
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>>745145119
they should look like this desu
>>
>>745145710
me on the right
>>
I'm not working on anything anymore but I played Segagaga and I feel like wannabe gamedevs will enjoy that so I'll just shill it to you real quick
>>
sol or fable for godot games?
I want to make an mmo and only have threejs experiences
>>
>mobile 3rdie
opinion in the trash
>>
>>745141726
trying to invent a (sex) battle system for a porn game
>>
>>745146359
Don't care + kill yourself
>>
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I'm making some updates to my character models.
>>
>What are you working on /v/?
my game.
>>
>>745143481
I hope they have better posture
>>745147243
glad to see you went with having pupils. They look so much better now
>>
>>745141726
WELL THEN YOU BETTER MAKE YOUR ENGINE OPEN SOURCE THEN, BITCH.
>>
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>>745146359
This is a game dev thread, sir.
>>
>>745141726
try another thread without the faggy weeb shit, thanks
>>
>>745147243
They look retarded with pupils. Shouldn't have listened to weebs
>>
>>745147479
Thanks man.
>>745147621
Why'd I not listen to them if they're one of my main demographics?
>>
>>745143481
That's rude, we are green
>>
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>>745150414
>>
>>745145119
>>745145710
Eagle Jump officially sanctioned gangbang when?
>>
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>>745150467
Mind the grass
>>
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>>745152571
Don't mind the moon
>>
>>745142119
I'm trying to do a soulslike, even if I told you my idea very few people could make it, they could steal the setting and make an easier game though.
>>
>>745143481
false, a russian would be squatting on wooden chair
>>
>>745145119
Loli HAET pizza
>>
>>745145871
Fable
>>
>>745150414
>>745150467
What AI are you using for this one?
Fable or Sol?
Been thinking about switching things up and trying other AIs
>>
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>>745141726
My main character is now fully rigged, and i am thinking about entering the metroidvania jam on the 16th, so i can't really continue
>>
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>>745154553
that webm got a little bigger than i expected. Anyway I also have a few background props, but that's pretty much it


She is autistic and likes legos.
>>
>>745154553
dope
>>
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>>745154449
I tried all of the major ones like everyone else, nothing special to report between them. I have been trying to get a workflow for 3d assets and animations. LLMs can do a base of the assets but close inspection is always riddled with problems so I still need to clean them up a bit in blender. I found myself learning cascadeur right now which uses a local NN since even the LLM animations and rigging isn't quite right yet when I try it.
>>
>>745155793
What LLM are you currently using for the code?
> LLMs can do a base of the assets but close inspection is always riddled with problems so I still need to clean them up a bit in blender.
Is that running locally too or have you been using a online one for making the models?
>>
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>>745143380
here's the flash bomb in action. The duration of the stun is way longer than the usual one.
>>
>>745143294
I hate you
>>
>>745156101
I don't use any LLM exclusively for any task, I don't even have any of their tools installed I just interact with their chatbot web interfaces. For the 3d assets I really just tried the first page results on google (meshy, v2fun, 3daistudio, hyper3d), I liked meshy the best but I am pretty sure these all just the white labeled wrappers using the same local LLM (whatever that is)
>>
>>745141726
I want to make a game that only needs the accelerometer in the phone .
What's a light weight engine that won't make me learn 20y of programming so I can bugfix?
>>
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>>745141726
What am I NOT working on
>>
>>745141726
How hard is this to get into? Like do you need to be really smart and autistic?
>>745152571
>>745152687
That looks really nice.
>>
>>745157538
>How hard is this to get into? Like do you need to be really smart and autistic?
It's pretty easy and you don't need to be super smart or autistic you just need to have persistence to keep going when things go wrong.
>>
>>745157965
Any tips on where to start? Like should I boot up VS code or are there things for this?
>>
>>745157538
It's easy.
But it does take like 5 to 10 years depending on how talented you are or if you already had some useful skill-sets developed prior. Having friends can help cut that time down though.
>>
>>745141726
moonlight sonata 2nd movement
>>
>>745158029
It depends on the type of game you want to make really.
>Like should I boot up VS code or are there things for this?
well, do you know how to program already? Do you know how to draw? Make music?

It depends where you should start but the easiest way to start is to pick a game engine that has lot of good tutorials on how to use it. You could start with Unity or Godot for this.
Go through its documentation and tutorials and make small games that take like 4 months to make and slowly go increasing the complexity
>>
>>745158116
>>745158228
I have basic coding knowledge and that's it. I can't draw worth a damn and no musical talent to speak of.
>>
>>745157042
>I don't use any LLM exclusively for any task, I don't even have any of their tools installed I just interact with their chatbot web interfaces
Oh, how do you use AI to help you code then?
>>
>>745158291
AI is the savior for us low skill devs
>>
>>745141726
I'm learning how to use the Wolvenkit. I want to make a heist/edgerunner crew system for cyberpunk 2077.
>>
>>745158347
There is actually a secret trick, first you- Your credits have expired for this session please wait until 12:59PM for usage reset
>>
>>745159093
Too fucking real
>>
>>745145349
Give me your thoughts on my game :/
>>
>>745145349
>>745159367
about what?
>>
>>745148559
the thumbnail made me think it was a cross section of a womb being penetrated by a red penis...
>>
>>745141726
I don't know what do, I'm incapable of original thoughts and I can only steal, but i can't decide because im a hipster
>>
>>745145349
>>745159367
Needs more chaos and/or massively scaled, why do I care if I jump 10 feet unless its a crazy miniput style course. And I just want to be the ball.
>>
>>745160190
>I just want to be the ball
Oh just realized I am the ball maybe, it looks like its being thrown from a right hand
>>
>>745142190
I thought that was supposed to be a preying mantis
>>
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Not much progress this weekend, just some bugfixing.
This week I'm going to add a new enemy, rework some weapons and add more items for the chests.
>>
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Managed to get the game to read and convert data from Freelancer's stuff into Unity proper, so doing a few bit more mod support things there before I move onto to finally getting voice acting in.
I don't know what i'll do when the game finishes up. Probably sleep for a week.
>>
>>745161121
Keep it up elfdev
>>
level design takes forever.
>>
>>745161121
Love the shading on her dress. Some sort of action adventure?
>>
>>745141726
Currently rebuilding the player character from the ground up. It's really cathartic to make it again with scope already in mind. It's fun to optimize everything and remove all the bloat. Do have to wonder after awhile though, when do you just accept the code is what it is and move on? I'm thinking this new rework will be the last one, but then I always find an excuse to go back and rewrite.
>>
>>745145119
compile heart most likely does
>>
>>745141726
I think I finally got the inventory sorted. Never thought I'd have negative attributes so I clamped everything to zero, only to discover the UI would desync from the player character if an attribute ever went into the red. Now I only clamp the display values. Honestly, I never fully appreciated how many little details go into making a full game
>>
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>>745161945
>>745162625
Thanks.
>Some sort of action adventure?
It's more of a shooter. Kinda like Mega Man Legends.
>>
>>745163567
Will it have a arachnophobia toggle? I can't play it without it.
>>
>>745163567
gives me a bit of a headache with the constant zoom in and zoom out, specially when avoiding enemy attacks by rolling. Have you considered adding a lock on? You could still keep the manual aiming for the skelly
>>
>>745161121
Out of curiosity, does the statue say anything if you decline? Like, does it get snippy and say something like "Fine, be that way" or something?
>>
>>745163430
>Honestly, I never fully appreciated how many little details go into making a full game
Same, I recently made a small dedicated sprite generation engine solely for spawning dust/particles. When you're playing you don't even notice things like dust, but it was well worth it. We honestly take for granted a lot of really skilled work.
>>
>>745163567
CUMMABLE
>>
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>>745163703
>Will it have a arachnophobia toggle?
Would adding a toggle to remove their legs like the game Grounded be enough?

>>745164025
I was thinking about doing something like that for controller players.
But making it work with enemies that have weak spots could be tricky.

>>745164046
Right now Decline closes the dialogue box, like Accept does.
>>
>>745163567
>It's more of a shooter
Are you going to have different weapons and spells or something? Shooters tend to live or die with the gunplay
>>
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i think its been almost a month since posting here?? its been a while, i moved apartments and cities so kind of tough to be consistent lately

anyway spent a few days improving the npc vision and made this neat gizmo tool that'll show their three fields of view
>reds the center which increases the detection meter most quickly
>yellow is their peripheral vision
>blue is their peripheral vision but only if you're within a certain range of the NPC

there's a little bar that'll start to fill up, and if it's around 1/2 full, the NPC will go check things out to make sure nobody's there, and if it's around 75% full, the NPC will start to freak out a bit and 100% full they'll engage the player + alert everyone

few other things with how the guards talk with each other, but i'm going very slow with how I'm building things since I wanna get it right
entire game is planned already so now I'm just enjoying it :)

>>745156745
looks good! i saw your game on iron pineapple last week lol, i was at my lunch break and was like
>holy shit! its goblin bro
keep it up dude
>>
>>745163703
If I ever make a game I really want to make the arachnophobia toggle just a button that plays a spider jump scare.
>>
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Implemented frozen/scorched enemies. To make it work like I wanted, I had to write a proper particle system as well as hurtboxes. And then I rewrote score and explosion objects to use those systems as well...
>>
>>745153846
I'm the only one who even remembers that old ass meme.
>>
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>>745165582
>Are you going to have different weapons and spells or something?
Yes.
>>
>>745162335
Plan out the level first and make your things modular.
>>
>>745164075
Particles in general is one of those things you only notice when they're poorly implemented or missing. I've been careful about not getting too caught up in little details, so most of my game looks like ass, but I'm very happy with how it's coming together under the surface. It feels great when systems work and are easy to expand when needed. Three lines of code and I added dropped items to the inventory, complete with a highlight until the player mouses over them
>>
>>745142119
Every person who said this has amounted to nothing
>>
>>745165786
Holy shit, Smash TV knocked up Chip's Challenge
>>
>>745141726
I want to make a game but I don't know where to start
I understand basic coding (if else vectors etc) but that's it
>>
>>745166125
Was going more for Smash TV knocking up Arkanoid, but sure why not!
>>
>>745166131
Get an engine. Unity or GMS works. Then make a simple game in it like Pong. Then make Tetris. Then make something new.
>>
>>745166004
I love how the game looks, but that kind of reminds me of the Hocus Pocus TC for Doom. Shooting small, glowing orbs for decent damage doesn't make for the most interesting gameplay. I never got through Amid Evil, and it was mostly because of the weapons
>>
>>745166302
It wasn't criticism, I just played this a lot as a kid
>>
>>745166410
what about Godot
>>
>>745166790
It's pretty good, and very lightweight
>>
>>745142119
>>745152724
>>745166117
AI can easily build games in weeks. Having an original good idea is the most valuable thing you can have
>>
>>745166004
Will it be possible to upskirt the character? Or will we at least get an animation of holding the skirt so you cant peek?
>>
>>745141726
Fairies Story 3 was fucking slop
>>
>>745163567
>>745161121
This looks amazing. How did you make the art?
>>
>>745167391
But can it build good games?
>>
>>745167720
Can you?
>>
>always wanted to get into gamedev
>don't know how to ai
I'm just gonna be like one of those boomers who never learned how to operate a computer, aren't I
>>
With all this time spent glazing AI why didn't you spend it asking it to make a game for you instead, buddy?
>>
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>>745166536
Yeah, the weapons are pretty basic by design. I will try to look into more interesting designs.

>>745167392
She canonically doesn't wear anything under her dress so I can't do upskirts even if I wanted to.

>>745167454
Thanks.
>How did you make the art?
Lots of Blender practice, I picked up some pixel art skills along the way.
I also got some of the environment textures from free tilemap packs online.
>>
>>745141726
You can tell her game sucks just from the image on her computer.
>>
>>745168859
>She canonically doesn't wear anything under her dress
Nice.
>>
>>745141726
I've thought about making an RPGMaker game with my friend that's just one big meta joke about how we both have ideas for stuff and nothing to do with them.
Call it "What if we..." or something.
It's just a series of battles using what we've drawn as sprites, and funny dialogue.
>>
I wanted to work on a game that involved level design. That's what I like doing best. But I'm working on dating sims, so it's basically like writing a book.
:(
>>
>>745167838
That remains to be seen, but I'm happy with my progress and should be done within a few months
>>
>>745159741
Kek
>>
>>745169227
I wouldn't recommend that.
In my opinion, it's better to make a genuine (but humorous) game than to make "meta-comments." This kind of thing might be funny here and there, but it's become a cliché by now.
>>
>>745154553
is she part chicken or an amputee?
>>
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contraptions
>>
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>stuck making skateboarding system for a short joke in a shitpost of a game
>>
>>745165663
anon you were making the raccoon game before right? someone asked about it a few threads back
>keep it up!
thanks anon! I will
>>
>>745154553
The idle animation is too masculine. I recommend that you try to exaggerate the feminine mannerisms a little. For example, make the hips move more horizontally, and with a slight delay relative to the rest of the body.
>>
>>745143294
Thanks for putting this shit on my phone cache you pedo scum.
>>
>>745141726
I wish I was smart enough to make vidya :C
>>
how much coding do I need to know for game dev?
I usually am just asking the AI when I get stumped but it seems to be working well enough
I’m making a vampire survivors clone if that helps, about 60% done
>>
>>745143294
based
>>
>>745166635
>chips challenge
holy shit
that takes me back
>>
>>745141726
I'm just starting to learn as a newbie in Godot, is there a better way to manage game start/game over/etc. than just using a top level variable flag? This feels sloppy as fuck and wouldn't scale well.
>>
>>745141726
none depression always stopped me I envy the people who have support groups that keep them going or who help them develop/playtest
>>
>>745171204
grow a pair you half-man
>>
I'm learning Love2D because there is something I want to make.
That being said, does anyone have some resources about "system designs applied to gamedev"? Like how to think in terms of file systems, patterns, etc when programming/making a game?
Sorry if the question doesn't make any sense
>>
>>745171515
when it comes to architecture I don't design anything and just code as I go. Using state machines helps a lot with keeping everything clean and scalable
>>
>>745169895
yeah! lol im surprised anyone remembered that one, i dropped it pretty quick to start making the splinter cell clone
>>
>>745171204
another crab in the bucket here, stay down anon!
>>
>>745171253
>>745172068
you will never finish your game and if you do release it, it will be ignored along with all the other shovelware.
>>
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>spend weeks working on something
>realize the whole design is fucked on a fundamental level and I'm going to have to re-do the whole thing
This happens to me way too often.
>>
>>745172381
learn from your mistakes and try again
>>745172338
nice projection
>>
>>745170094
AI can do most of the code work for you these days, but do try to understand it or else it'll just become a massive black box that you can't continue to work with reasonably.
>>
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>>745141726
I've got an idea for something fun. I want to try fucking around in Godot and making a grey box prototype but I can't ever get started.
>>
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>>745172928
You should boot up Godot NOW.
>>
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>>745173043
You know what Mr. Tier God, you're right. Godot is in my PC and I am going to start tomorrow because right now I am drunk as shit.
Me and Gemini are going to get shit done.
>>
>>745144551
Anon rendering is hell, it lasts a ton and your pc lags while it's going
>>
>>745171515
https://gameprogrammingpatterns.com/state.html
Here's a simple article I grabbed from Google about Finite State Machines
But really just learn by doing and fucking up
>>
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I'm working on updating the scenes to all be skippable which is not exciting but very necessary for QoL

I have a playtest for the game! https://store.steampowered.com/app/4949950/Shieldlinked/
>>
>>745171607
>>745174335
Thank you very much!
>>
>>745173380
Get a rough template going, it's just some nodes that you can look at confused at tomorrow
>>
>>745174776
Remember to make it either two button presses or holding down to skip. Otherwise your players might skip a cutscene by accident
>>
>>745174776
Nice.
>>
>>745174985
As a player I always liked the "hit start button -> shows prompt to skip cutscene then hit again" design
>>
>>745174985
True true, I figured Esc is pretty far away and hard to hit by accident, but may as well cover that case anyway, thanks
>>745175008
Thank you
>>
>>745171515
This stuff is for beginners and for unity, but it might help
https://gamedevbeginner.com/design-patterns-in-unity-and-when-to-use-them/
>>
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Recently worked on the little snowball fight. Just a few more events and I can make a trailer and throw up a steam page.
>>
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>>745172381
better now than later
also the the reason I do as much as possible on pen and paper
though pr00mpting to get to the first vertical slice has been pretty nice too, cuts the bullshit "should it be .03 or .05 seconds?" and gets to the real questions
>>
>>745175197
yeah do it! what if me, a dumbass, presses Esc thinking it's going to pause instead of skip?
>>
>>745175154
what do you think of
>press esc to pause
>while on pause, a prompt shows up on the corner saying hold down F to skip (F is the use key)
>a bar shows up filling while you hold down the key
>bar fills, cutscene is skipped
>>
>>745175930
Yeah, I think that's pretty intuitive as a player. Distinct buttons helps for fewer accidents, too. Though might get repetitive if trying to spam through cutscenes for a tough boss/speedrunners/etc. but that shouldn't be your priority.
>>
>>745175930
It should be like this
>press esc to pause
>regular menu opens up with all options but there is now a hidden option to tab left or right by pressing q or e
>by tabbing right you can open a menu that contains a toggle that will turn on the ability to skip for this cutscene (it has to be activated for each cutscene as you get to it)
>backing out of the menu and then tabbing back to the initial menu will now have a skip cutscene option, if you close the menu your progress will be undone
>selecting the skip cutscene button opens the skip cutscene menu which has the options 'Skip Cutscene' and 'Return to Main Menu'
>if you select 'Skip Cutscene' a prompt shows up and gives you a yes or no question of if you're sure you want to skip the cutscene
>if you select yes then a final failsafe will ask you to hold a randomly-generated assortment of 10 keys on your keyboard for 30 seconds
>while holding down the keys there is a bar that is filling up to indicate how close you are to skipping the cutscene but it's hidden from the player so they don't know if holding down the keys is working
>after 45 seconds the hidden bar fills and the cutscene is skipped
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>>745176390
I dread to imagine what your confirmation prompt for selling a potion would be like
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>>745176390
>skipping the cutscene is it's own minigame inside the game
>by fiddling around with the skip cutscene menus you are able to unlock a secret skip function that alters the outcome of the cutscene
kino
>>
>>745175930
Skipping cutscenes should consume a variable amount of PlayCoins depending on cutscene length and importance to the overall plot. You can get PlayCoins by watching ads or filling out surveys or you can purchase them using actual currency

Projections indicate that this could increase gross project revenue 400% over the next quarter
>>
File: tpose omega-xis.jpg (155 KB, 1386x1130)
155 KB JPG
I got one of those potentially great ideas. There's a game called Mina The Hollower. It's gimmick is that it's Nintendo Gameboy inspired. Pippistrello And The Cursed Yoyo is Gameboy Advance inspired.
So, somebody, has to take the next step by making a game with the Nintendo DS as a gimmick. There needs to be a two screen gimmick and possibly some sort of mouse/drawing functionality.
Take it and do what you can with that info, devbros. The upcoming years will be the perfect time to capitalize on DS nostalgia.
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>>745177403
I feel like DS kinda overlaps with the current low poly faux-PS1 trends. Though two screen would be pretty neat (but kinda sucks on DS emulation on PC), maybe linking to a smartphone but that's a whole can of worms
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>>745175251
Will check it out regardless. Thanks!



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