you are still making that game right anon?
Optimizing a number of old functions and actor components and cleaning up the game to be ready for demo release. Much of the framework is done, now working on combat and hit animations, sound effects, and camera boundaries.
Yeah I'm about 60% complete in my imagination
Made the goblins light up when hit with a bullet. There's also a cloud of dust now when they die.I've been working on this game for about two and a half years now, and I think I'm only like a quarter of the way done. I REALLY hope I didn't bite off more than I can chew.
Hmmmmmi think i should make my own game
>>746476056coolmathcore
>general
>>746476056damn are you saying you have 7 more years to go? you're definitely almost at a playable demo state now worth maybe 7 or 8 bucks for early access. needs 2 more tower types and 2 more enemy types, plus a few different mazes/backgrounds. looks fun!
>>746476360the guys in the actual general just talk about ai and low poly dragons
>>746476002why was the 2nd arrow's attack radius so much smaller
>>746476391there's a LOT more to the game than just that lmao. There are nine main game modes, and the plan is for each game mode to have sixteen levels. Each level only lasts about 30-90 seconds.There are also five bonus game modes with only one level each.>>746476479It has a higher fire rate, but does less damage and costs fewer coins than the first weapon.
Me and some friends are working on a katawa shoujo inspired dating sim vn steam page launches monday
>>746476734where was that photo taken
>>746476637release a build on itch
>>746475578Finally stopped being lazy and replaced the mannequin with a rough draft of my character model, suddenly feels more like a real game and not just a bunch of shader experiments. The rig is bunk but it works for now as a place holder
>>746476817honestly couldn't say, we live in different states and have traveled while gathering images over time when we can so best I can give you is... probably somewhere in the est timezone?
>>746476637pls replace that falling death physics animation it looks so cheap godot physics like, make it manually instead or just straight down, takes away from the sovl. other than that very cute pixelart.https://www.youtube.com/watch?v=_e5f65iRQrw
I'm redoing the model for the burger girl I made.
>>746476898This is outdated by a couple of weeks, but it's still perfectly playable. I'll upload a new version for Demo Day next week.https://bitwise-games.itch.io/quickdraw-kingdom>>746477341>death physics animationWhich one? The imp's or the fairy's?
>>746477726both, when they fall down when they die, the death sprite goes limp instantly and falls down in a shitty physics way (imo) and they always lean on the same side. try making the sprite jerk side to side fast for like a second frozen in the air when they actually die before falling down, so the player gets used to the animation and it'll feel more natural and professional. also try project settings > general > rendering > 2d and turn on snap 2d transforms pixel on, but i'm not sure it works on physics.
>>746478419>also try project settings > general > rendering > 2d and turn on snap 2d transforms pixel onI'm engine devving, bruh bruh.
>>746478419Ngl bro the whole game is like that from what I've seen, the pixel art would look way better if it was all constrained to a grid and using principles like you've described especially since it's like 80% of the way there since there aren't really any mixels or HD elements even going as far as to have a tiny almost illegible font but I think it's far too late for that, you need that pixel perfect autism from the very beginning. Shame
>>746476734why is she fat
>>746479116different girls have different body types so you can pick your favorite
Still working on my VN about 12 identical sisters, here's all of their sprites I've drawn. I had to compress it a lot to fit into one image, though.
>>746478542oh ok, it looked like godot to me. watch the video i posted if u want it's very good at understanding pixelart and motion and intent, it makes the game feel much more alive and soulful than just pew pew space invaders
>>746476903I like the cover transition, really dark tho
battle scene is almost ready with a few kinks to work out and obviously ui needs to be made. biggest thing is i need to redo how targeting works a little bit and allow for some basic enemy ai/fight scripting but the end is in sightNot really sure what I want to do with fonts and UI in general. I was thinking about doing the classic final fantasy blue and white for everything but the timeline
Is this the VNdev thread?
>>746475578Unfortunately due to intractable mental illness I will be making a game engine.
I'll be back to it soon. I wanna start making a modular system with prefabs so I can generate medieval houses procedurally but I need to finish my main menu, UI stuff, save/loading etc and that's a pain in the ass to make. Day/Night cycle and weather systems almost finished though, just need to add sounds and thunder visual effects.
how realistic is to make a 3d platformer game all by myself? I know coding and have a thing for music, but models and animations I know nothing about
>>746485123buy and tweak models/animations (or use free ones and tweak them). Some animation isn't that hard even with no animation background but something like a run cycle can be a huge pain in the ass from scratch if you want it to look correct. of course you can also go the route of making your character a blob or something
>>746484956not a jab at you but it looks bad at night and since so many games look really flat and bad at night, I wonder what is necessary to make the night look good. games just look really fucking ugly in general when you take away light sources but you can't exactly have full shadows etc at night, so what are you supposed to do to tackle that issue? dragon's dogma 2 looks good at night because it's so dark you can't see anything except what's illuminated by light sources lol.I recently played the demo of a game called god save birmingham which is ue5 lumen and nanite slop, and the game looked really nice during the day, but then during night it, I shit you not, looked like fucking fullbright cs 1.6.
>>746485579No directional light means ~no normal maps, highlights, specular, etc etc, and you just see the featureless mesh.Splats fix a lot of this but basically require a new engine (>>746484323)But >>746484956 can just make their moon give (more) directional light and tone down the skylight intensity or whatever theyāre using for ambient light.
>>746485579That webm is not good, night can look very different depending on the weather and density of fog. I'll try and post some screenshots with different weather combinations. This one is clear sky with low density volumetric fog.
>>746486406Storm + no fog.
>>746486523Cloudy + heavy fog.
>>746475578Sadly, no.IRL work has worn me down hard enough that it might be time to call my current project quits.As fun as it was to work on in the past I haven't managed to sit down for a single session in the past two months.>>746477461Mega mustard girl looks nice.
>>746476360It's the schizo tranny seething about betz/fagoon "spamming this thread"xe wants to get it deleted due to xes schizophrenia.
>>746484323>splat... as in, Gaussian splat?I thought those were pretty much incapable of handling dynamic lighting.
>>746485123Depend.Just a "here is bunch of cubes and you control a jumping cucumber" can be done in one day, half-day of watching/following Unity tutorial on Youtube included.A full game that can be sold on Steam like Pseudoregalia or Penny's? Probably several years, if only because it will take you a bunch of prototype because you can code something that doesn't feel like shit to play.>but models and animations I know nothing aboutAsset Stores and commissions are made for that. One-man army is a meme unless you are willing to spend 10 years on the same project and/or to have 3/4 of it be "fuck it" tier.
>>746488112Yeah well Iāve figured it out. Fucking sucks at anything that refracts though, those probably need to be SDF.
>says he doesn't use AI>hand drawn art and animations>it's clearly traced from a videoyou are fake
>>746484189I like their designs
>>746487481He's right, you niggers should stop making this thread every day. /agdg/ is shit in a big part because they have to keep the show running 24/7 with filler shitposts talking to nobody like >>746490691.
>he doesn't use AI>his art looks like deviantart elementary school scribblelmao
>>746491091Why are you laughing? deviantart elementary school scribble is far superior to AI slop.
>>746483737Looking pretty good
>seen beforeCryengineUnityUnreal engine
>>746492216What?
>>746492793i will play this
Water improvements continue
>>746495387
>>746492793Nice>>746495387MMO?
>>746486406>>746485579The whole point of the night is its absolute darkness. >But muh moon and sky illuminationirl it's barely there and lost of the time it's absolute darkness. People so hang up on this idea that "achrushfjsly there is light at night" that they forget to make the night actually dark. This is why dragons dogma is so good, because they said fuck that and actually made it meaningful.
>>746496203>People so hang up on this idea that "achrushfjsly there is light at night" that they forget to make the night actually dark. Dunno, maybe not centered on the bell curve vision-wise, but I have always found nights to be pretty fucking bright.Including the few times I've gone in the middle of fucking nowhere with not single street light in view. In those situation a full moon pretty much feel like a fucking AA projector.Night is only ever as dark as your pic if you are outside hanging near some strong artificial light like a ton of people put in their backyard. Turn it off and shit's that was outside the lamp's range go back to being pretty visible.
>>746496008>MMOYes but at first just aiming for a single zone, single CPU core 20,000 player battle to demonstrate density scaling. Right now still some overhead on the server for the tick you will have to ignore. I've been trying to tell people density is solved for all-to-all simulations but no one has been paying much attention so far, so thinking this might be a good way.
>>746496951>single CPU core>20k botsDo they have any actual AI like pathfinding, targeting, etc, running or it's just "turn toward point X and press forward"?>densityI'm more interested in the actual network sync quality of so many players.Do you have any side-by-side vid between two clients?
testing out colors, idk how i feel about blue but i can“t do blonde even if i know it would go hard, will texture properly once i decide
>>746497092I really mean up to 20,000 real players, not bots. The currently benchmark here is simulating a high workload (players running randomly/constantly) the egress you see is from a binary protocol + density scaling techniques. At first it will be bots though unless I can find 20,000 real players.>densityYou may find my library of interest https://github.com/libdense/libdense
>>746498051Yeah you already posted that lib, but I'm asking if you *actually* tested the sync between two clients with that load.If you put two clients side-by-side on your machine, do they see those 20k bots in the same place at the same time?
>>746498552Yes I do testing and the server is providing each client with every position update
>>746492793>still no ass jiggle when moving across wallsStop posting old shit and get to jigglin.
>>746486609Really good. Maybe try making some tree trunks different than straight vertical?
I have finally decided to give up the thought of making an FPS based on a realistic historical setting. I'm just going to make my own setting. It is far more creatively liberating knowing I can just make whatever I think of instead of being tied to a level of historical accuracy I will never be able to achieve.
>>746503637I can't wait for your Ancient Egypt with nuclear weapons vs American Revolution with joust armor setting.... actually scratch that, I'm calling dibs on that one.
Maybe now I'll 3d dev... https://alfredbaudisch.itch.io/pixel-art-studio
>>746504315Disgusting.Death to pixelfags.
>>746504315Holy fuark, cant wait for the next 500 megaman legends inspired indie games
>>746475578Devving, but it feels like like I'm ever slowing down. Probably in part due to the technical debt/poor architecture, but I'm also not as motivated as I was before, I didn't expect to spend many months on this game to begin with, it was supposed to be a small learning project but somehow got the point where I'm seriously aiming for a release on steam, which is something I was planning for my next game instead. I'm probably retarded.
>>746500246>>746496951>>746498051NTA but keep in mind that when it comes to MMOs most of the time it doesnt matter if NPCs/players aren't *exactly* in the same place for each player as long as it's "close".If you want an example of how to do things then look at the gold standard, WOW.There are a bunch if little tricks they use to reduce network traffic in order to make everything work.Some of them may seem "bad" or "annoying" like how you can't physically dodge attacks once they are launched, or how you can't see players who are in the same place as you because they are really in another instance of the area.But if you don't focus on keeping network load down you are in for an extremely rude awakening when you test with more than a few players.At the same time though, premature optimization is still the root of all evil this sort of thing can be worked on later.
made a custom map editor for the 4x>>746498051this is cool and i am impressed. 20K active interactable npcs at once has always been the holy grail for me
what do i need to change to make it look less ai generated and bland?
>>746505186>mare nostrum>no mareFix your editor so you can add mares on the map.
>>746475578I added some power ups and high score system not shown in the video. I'm working on two new block colors and starting work on a new UI for the game.
>>746505490
>>746506525amazing illustrationwonder if it would be a problem with fitting the gamemodes though, since it technically supports adding more of them, could be a lot of maps too eventually
>>746504949I respect the you, but you skimmed too quickly over my work anon. All I know is fine premature optimization and breathing.
>>746506701Good point on a lot of maps. It's a bit of a problem I suppose. Personally I like Super Smash Bros Ultimate's stage select, but it wouldn't work without a fuckload of thumbnails. I also think nested menus (I guess that's what I'd call them. Pick map -> game mode screen revealed -> server setup revealed) can look really cool but they are also less functional than what you already have. One thing you can do with the current setup is maybe hide any game modes that arent allowed on the selected map. I wasn't entirely joking about the anime girl either - getting something that's unique on the screen might help. As it is I can only kind of guess that it's a military FPS of some sort, so ditching the transparent panels for something more specific mite b cool.