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File: 1788060493367.png (352 KB, 1838x953)
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IT'S TUESDAY
POST PROGRESS

You slime had all weekend+Monday to dev your game. Don't tell me you just slacked off, don't tell me you couldn't even boot up Claude and squeeze out a new class...

Post your game, anon. Post it. You're not scared, are you? Oh, what's that - You haven't even started? Then post your game idea. Someone might tell you how to pull it off...
>>
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Working on lighting and assets
>>
Been working on villager scheduling. I also have a movement webm, but idk how some of you compress your minutes long videos to be less than 4 MB. I've got a 25 second video that's close to 5MB and the quality is in the garbage.
>>
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Still working on my VN about 12 identical sisters. Been busy lately, so I haven't gotten a lot of work done on it, though.
>>
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https://files.catbox.moe/dpwtt8.mp4
I'm changing how movement works, and it feels pretty good. There's some edge stuff to do, but instead of every step costing one action you can move a full range for the cost of one action
The weekend was a lot of removing testing functions
Please don't include too many hardcoded values...
>>
I pivoted game once again... this is the one tho... it has to be
>>
>>746651153
Sounds need serious improvement. Action is deflated by non-existent animations already (steal some ideas from Cogmind), at least sounds need to pack a punch.
Also, add some green background to animated bright green graphs, it should reduce their annoying shimmer in peripheral vision. Don't add high contrast animations to things player doesn't look at. Tone it down a bit.
>>
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basic networking...progress is slow but significant...very busy with other life stuff but still dev as many hours per week as i can.
>>
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I've nearly finished the model for this little fucker
>>
Would you play my shitty turn based real time combat vn heavy game if it's cool?
>>
>>746656725
>turn based
>real time
How?
>>
replayed the game i said i would rip off just to see how many assets I´d need to make.I´ve been in game jams where I´ve had to make more models than this lmao
>>
>>746656725
depends, does it have h scenes?
>>
>>746656771
Okay, so,

Your turn: move freely in real time and attack, you got a timer that goes down constantly, for every enemy defeated the timer goes up.

Timer reaches 0, your turn ends.

Enemy turn:

Same thing, they got a timer, for every hit you take their timer increases. You can counterattack but you're always working on their timer here.
>>746656861
No
>>
I'm going to pick my game up again this week!!!
>>
>>746656963
>that description
nunko?
>>
>>746657920
What's that? I think my combat idea is fun
>>
Yes
>>
>>746647579
>>POST PROGRESS
>change a system
>particle with "emission over distance" break
>fix
>change another system
>same particle break again
>refix
>change third system
>same particle break again again
wtf.
>>
>>746656963
There's a game called Worldless that plays kinda like that, I really liked it, game ended before I had my fill of the gameplay unfortunately but still great.
>>
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I made a object despawn/respawn system for objects in the game. If specified objects are too far from the camera, they despawn, and if you get within a certain distance, they come back. The example WEBM here just shows it working very visibly as a debug thing. Once it's all debugged, the distances of spawning/respawning will be further out, and the timer for the checks will be smaller.

It works in a three tier system. if you're far out, the object's info neecded for recreation is stored as part of a global dictionary. If you're closer in, it's stored as a Node3D spawner. in the world. And if you're close enough, it fully respawns the thing. So far, it only works on the enemies, as I have to make a local "spawner" for each thing it applies to, but already just doing this to the Skeleton and the Frankenstein Monster, it's made one section where my FPS dipped run at 60FPS no problem.

Now, should I have implemented something like this earlier on? Yeah. There is no but. I just kept putting it off lol
>>
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>>746647579
In my game, there are characters you can strip.
And when you perform special attacks, the world goes dark.
I'm trying to make the bright lights stand out.

Also, if I don't apply certain restrictions to the models, I end up with problems like this.

The truth is, I'm making things in my game pretty complicated.
>Pic Related


>>746650739
If you use Unity, it turns out there's a recorder in the package manager that not many people know is there.

Also, You can ask Codex / Claude Code to generate an executable .ps1 script for you that uses FFmpeg to convert MP4 to WebM, remove the audio channel, and lower the time / fps / resolution until the file size fits within the 4MB limit required by 4chan.
>>
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>>746659542
>>746647579
I also have a great artist who has been working on the new character.

I also need to prepare the list of enemies to be drawn. Different enemies for each level.
>>
>>746655527
what's up with the UV quads
you're a cringine dev?
>>
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Making screenshots for the store page
>>
>>746659835
engine dev is fun...
>>
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I need to rethink my level design. It seems like I've designed a level for over-the shoulder view and it doesn't work great with my current 3/4 cam.

At least you can touch the cat now.
>>
>>746659315
Sunshine UI?
Mario 64 grass/coins?
WindWaker water?
Why did the fps shit the bed when touching the grass
>>
>>746662615
>Why did the fps shit the bed when touching the grass
he probably forgot to emit the particles once during game init to avoid stutters
>>
>>746661982
arms shouldn't clip that much with the legs
cute cat tho
>>
>>746662898
I did forget, because I am stupid and didn't know that was a thing, ha ha. I will do that! Thanks!
>>
>>746663053
Yeah I know... it's an animation from asset store, it wasn't built for bottom-heavy characters
>>
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>>746663181
np! you got this man. Remember that it's the same with the shaders btw: For my game I set up a room that loads all the shaders and applies them on a normal mesh, a transparent mesh and a skinned mesh (might be overkill, not sure). After that I emit all the particles that are present in the level. Works really well, I managed to get rid of all stutters even on the Steam Deck.
>>
I like how chatgpt agrees with me even when I clearly say something retarded.
>>
>>746659315
Are you actually starved for RAM/CPU that you need to do that or is it just to emulate what Mario64 did?
You can also massively reduce how jarring the pop in is by having the object start transparent then fading in.
Less jarring pop in mean you can made the threshold even closer to the camera, which save more RAM/CPU by unloading stuff sooner.
>>
>>746663324
iirc mixamo has stock animations with sliders for this kind of thing.
>>
>>746663424
I like to run my weirdest ideas by it because if even AI says something is a bad idea then it must really stink.
>>
>>746661982
dope
>>
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addin a lil fun thing for the next demoday
>>
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>>746659315
use a low LOD model/sprite and transparent fade in the high res models
>>
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>>746663578
>The example WEBM here just shows it working very visibly as a debug thing. Once it's all debugged, the distances of spawning/respawning will be further out, and the timer for the checks will be smaller.
It's only jarring because I'm testing out the system and trying to make it visual for debug purposes. It won't be jarring or even visible in the end.

Also, yeah I'm semi-starved for CPU specifically because I don't have a lot of optimization yet and because I don't know what I'm doing ha ha
>>
>>746664862
>yeah I'm semi-starved for CPU
Weird, there isn't that much active stuff in your levels.
If this is Unity, could you look at the profiler window and search for what are the top 3 costliest things?
When doing optimization it's *much* less effort to identify your bottleneck first and solve that, instead of trying optimizations at random (which has always a chance of making things *worse*).
>>
>>746664862
Wouldn't it be more interesting to have the coins suspended in the air in between the platforms, rather than just resting on top in the middle?
>>
>>746656048
very cute
>>
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>>746665105
I am aware. The issue I am experiencing is that I have too many things loaded. I have the main land, the inside of the windmill and the inside of the power plant loaded at the same time. All enemies, actives and other things all running. I've optimized a lot of stuff. The lag is simply how much things I have loaded (aknown issue with Godot). Doing this to all actives will make it so this issue basically never occurs again and I can have larger levels because of it. The inside of the power plant was the worst offender given how much stuff it had in the 2D section, but now, since I'm unloading stuff from outside the powerplant while inside, it won't be an issue.
>>
>>746666131
Also, I feel I should mention, when I say "CPU starved", I mean if you stand in a specific section of the level and look a specific direction, it dips to 57fps. I'm not talking a massive drop. Well, now that won't happen at all.
>>
>>746661982
I will now buy your game
>>
bump
>>
>>746664289
dope
>>
>>746647579
progress? OK I will post it!

here:
>>
>>746663380
The heck? They still do not have an easy compile shader feature for your project??
>>
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been working on allow the player to read documents. Right now it's just scrolls but it could be expanded to multi-page books. Aside from text it can also display textures, so I'll be able to have scribble maps like in Thief
>>746668049
that thing I'm describing is the compile shader feature
>>
>>746667862
thank you
>>
>>746668232
>goblin scroll
>but goblin can't read or write
>what could it be
A drawing of a goblin pin-up, duh
>>
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>>746668454
picrel
>>746670613
damn! should have thought of that
>>
>>746659315
Nice character
>>
I need to finish some fodder enemies and a map and we can finally get a super duper early 0.001 build going.
>>
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day 1000 of not having a new progress webm, future is looking bleak

just kidding. i have tons of stuff, just that its boring and not stuff i can share just yet.

been having a lot of fun chill-devving, i'll use Rider on my laptop, and will sit at my back patio and drink beers and hang out with my cat. my new neighbor's german shepherd dog gets along really well with the cat, so sometimes he'll hang out with us too.
take the chill dev pill, anons. its a great time. i'd really like to upgrade my laptop at some point so I can do 90% of my game dev on just that, and drink beers and hang out with cats and dogs all day. i will even buy a bird feeder and bath, so birds can add to the wild life mix too

but i finally did get around to re-assembling my desk and setting up my desktop PC, so soon i can start to post actual progress instead of a blog or just re-hash the same few webm.

thanks for reading my blog. (its me, the shader anon who is making a stealth/splinter cell game right now)
>>
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If an enemy parries your ground to air launcher. What should happen:
>Neither the player nor the enemy launch
>The enemy launches, the player does not
>The player launches, the enemy does not
>Both the player and enemy launch
>>
>>746665198
Thanks
>>
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>>746668232
he died for their sins
>>
>>746674965
I'd go with option 1
>>
>>746647579
I was lazy working on it for about a month and a half, but I'm slowly managing to get myself back up there again, one step at a time. Felt pretty good today when I actually did something for once.
>>
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The v3jam is just over a month away. Sign up here. https://itch.io/jam/v3expos-world-famous-game-jam-2

After demo day we'll narrow down the list of games mechanics/modifiers down to the final 9 to vote on the last week in September. The final list we'll have to narrow down is
>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
>every mundane action can be charged by holding the key/button for it
>guns shoot backwards so you must face away from your enemies to shoot them
>Riddles
>Haunted inanimate objects
>Setting not fit for horror
>Sacrifice mechanics
>Sequel baiting
>Main antagonist constantly references pop-culture
>Red herring cultists/monsters/characters

we'll see you there.
>>
>>746673492
Are you the anon spamming the catalog with hitman and splinter cell threads lately? I've seen a dozen in the last week.
>>
you guys ever think about an heroing
>>
i hate my game
i hate myself
>>
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>>746681021
no. That's what a loser would do, and we are all winners here
>>
>>746681021
Used to a when I was younger but now? Fuck no. I know it sounds a bit faggy but I want to make people smile with my game and its characters I want to inspire others and chase my dreams. I've got something I want to prove so I'm not going to let things end early
>>
>>746681252
that's not faggy anon, that's pretty based
>>
i'm having more fun making a game engine than i ever did making a game
>>
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I fucked up. A friend and I are into a niche hobby. He told me some video game ideas he had that integrated our hobby. I told him that it wouldn't work and proceeded to tell him it would need to be an H-game and proceeded to tell him everything that I'd have in mind for said theoretical game and the exact art style I'd use. Problem is is that I'm actually working on this and I didn't want anyone to know abolut it because it's NSFW. Now If I ever release it, he'll know that I'm the author since word of any game made about our niche hobby travels around fast. I just kept talking about my game on autopilot due to excitement and hadn't realized what I had done until minutes after this conversation.

What do I do? If this were a vanilla H-game it would be fine, but I don't want to make it vanilla.
>>
>>746674965
>Neither the player nor the enemy launch
This one and they should both be knocked back a small amount
>>
>>746683325
You actually double down. You make the game, publish it, 'find it' and send it to him. Then once he reacts you reveal (even if he guesses) that yes it was you the whole time. Can't put the genie back in the bottle, may as well use it.
>>
What are good resources or ways to get art assets?
Will using ai art kill your game?
Artists in general want hundreds for their shit.
>>
>>746684380
I said fuck it and bought a drawing tablet. My stuff looks like garbage, but it's my garbage.
>>
>>746683325
he can't mock you if your game succeeds
>>
>>746685749
A million dollars won't erase from the minds of everyone you kinow in real life that you're the "racist pedophile gay homophobic homosexual furry anti-semitic transgender coprophiliac diaper-Hitler loving BBW fetishist cuckold water sports masochist"
>>
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added search
>>
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>>746647579
I guess I could barely call this progress but I guess it's something.
>>
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im making a car, it goes around doing car stuff (poorly)
>>
>>746689364
that bow really doesnt work
looks like she is bleeding
either remove it ot make it much thicker
>>
>>746647579
trying to make indie horror slop to use as a vehicle to sell merch to fund making proper indie games.
I've got an idea regarding some character concepts, gameplay, theme's, etc, but I'm struggling to figure out if I should bother developing the story first, then the rest of the game around it. Maybe I should at least make an outline, so that way things don't end up feeling disconnected? not sure.
Also need to figure out how important playtime is for such a project - Mob Entertainment shit out yearly releases that are roughly 1-3 hours long, then milk them for boatloads of merch.
How feasible would getting good merch sales be, assuming a modest quality free game, roughly an hour or two in length?
>>
Demo day is just around the corner.
>>
I kinda want to make a Action RPG kinda like KH2 feels but I'm starting to think it's gonna be too big for me to make it
>>
>>746694283
just the gameplay side is a large enough undertaking. pick, either rpg or deep combat.
>>
>>746681021
I have the entire world to spite, every day I'm still alive is a day they got defeated.
>>
>>746689720
>indie Carmageddon
Neat.
>>
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>start new side project
>have more fun making it than main project
help
>>
>>746681021
I used to all the time, but eventually something broke and I've been in a constant state of reckless despair ever since.
>>
>>746694283
KH2 is only good for its bosses and you're not making those in less than 8 years,
>>
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what do you guys think of my sprites for my vn?
i made so many mistakes on some other 2, and was having a hard time scaling sprites to look like they belong together
>>
>>746681021
nyo
>>
now that ai is good enough to create everything i envisioned i simply lost all the interest i had in game dev
>>
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>>746699175
What did you envision? Tic-tac-toe?
>>
>>746700542
dishonest
>>
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I've recently added orbital bombardments you can call in if you have a spaceship. Right now it's just a big explosion but I plan to add chemical shells that can cover an area in napalm/poison gas after I get the explosions running more efficiently.
>>
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>>746647579
The coder has moved back to Cliax Codec and implemented music into the cutscenes, which sound pretty good. I've been back on editing the script, adding a few new poses and drawing props.

This goddamn passport photo of the villain took me a while, cause I wanted a front angle while all the in-game character art is 3/4 and I can't draw that well. Came out well I think, though you barely even see it in-game. Ah well.
>>
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>>746701864
And edited a face into a madly laughing one. For when you just can't stop laughing at feeble heroes thinking they can stop you, I guess.
>>
>>746701931
Easy trick you can do to increase variation is to separate the head from the neck and rotate/translate it around just a little bit between faces.
>>
>>746702326
I don't actually have access to the original drawing files, they were made by a freelancer like a decade ago who's been ghosting us ever since I asked her for corrections once. So that'd be a huge pain in the ass.
>>
any of you guys consider royalty free music for your games, it's hard to find anything useful and most of it is geared towards youtube background tracks.
>>
>>746704404
just use ai retardbro
>>
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>>746704404
JP communities have some pretty good stuff, many times I've played a freeware rpg maker games with some pretty good music and the credits play and it turns out all of them are from random ass japanese neocities sites that look like they were made in the 2000s and have very permissive licenses
>>
>>746704694
no
>>
>>746704727
>he thinks all the new royalty free music isn't undisclosed ai
lmfao
>>
>>746704694
This. A human could never https://www.youtube.com/watch?v=T-cyChqTWCw
>>
>>746704839
the answer is still no
>>
>>746704908
i can cook something up for you and upload it as royalty free on your website of choice if you want *wink* i'll totally do it from scratch in fl studio btw *wink wink*
>>
>>746704404
I would NEVER use royalty free music for my games, and I would NEVER use AI music, and I would NEVER pay for pre-made music assets
Music is part of a game's SOUL
You must find a real soulful composer and have them make music for you
I feel the same about all premade assets really
>>
>>746704960
>>746704839
>>746704694
buy an ad shill
>>
>>746705029
>I feel the same about all premade assets really
I can guarantee your favorite games all use premade assets
>>
>>746705074
>ad for open source software
retard alert
>>
>>746705112
wow how did you know my favorite game is E33
>>
>>746705029
i don't think i could convince an actual musician to get paid in exposure for a game that will at most be played by a couple dozen koreans.
it's hard to justify any expenditures for what will be a free game.
>>
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>>746705234
Because that's how many chromosomes you have.
>>
>>746705112
so what?
>>
>>746705296
ask chatgpt to explain you the irony of that
>>
I use premade assets.
I use free licensed music.
My game still feels good.
>>
>>746705353
kill yourself
>>
>>746705381
Nothing stopping you anon
But if I recognize an asset you've used from another source I will get the gamer ick
I like to play unique games with unique assets, so that's what I'm more inclined to make.
>>
>>746701931
>>746702379
artists don't give away the drawing files?
>>
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>>746705291
>>
>>746705397
why? i'm not the one with a single-digit iq here
>>
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>6 wishlists for my new upcoming game
I had to scroll 800 games in my OWN main category to find my game and I know steam doesn't feature coming soon games with close to no wishlists anywhere else so... who are these 6 people?
>>
>>746699175
bump, i can't be the only one
>>
>>746706031
Do what I do and pretend AI doesn't exist then continue devving normally
>>
>>746705942
I have a friend who has emptied his discovery queue. He gets no more recommendations on Steam.

They exist.
>>
>find dude who makes free music, like some of his stuff
>email him telling him what kind of setting im going for and if he could give me some recs since i have decades worth of work to listen trough
>A week later, no response, but his latest upliad fits the description i sent
They call me a master manipulator
>>
>>746706108
but that makes it 100x slower for absolutely no reason. my goal is to make games, not to waste time on code
>>
>>746706241
Show game
>>
>>746699175
>>746706031
you're shallow as a puddle if you're content with AI
>>
>>746706241
slow and steady wins the race anon
>>
>>746706261
all game are in my head. i wrote gdds but was too lazy to write code, and now that the code can be created in minutes i don't have the motivation to actually go through with an idea because it's finally reachable i guess. there has to be a psychological term for this phenomenon

>>746706314
i'm talking purely about coding. not using ai for coding (if you goal is to ship games) is retarded
>>
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>>746705942
Steam unironically has a pretty good algorithm I think. I stopped giving a shit about promoting my game on social media but steam is still doing it for me and giving me around a steady 10 wishlists a day.
>>
>>746706354
i'd say you lacked passion for actually creating anything, if the goal is making games then AI wouldn't get in the way of your desire to express yourself, but if you really didn't care about expression and were really just fantasizing about consumption, then of course a machine that promises it will soon get good enough to just let you consoom to your hearts consent is more than enough to satiate your fantasies that were once just dreaming about developing that game and not acting on it.
>>
>>746706354
I don't think there's a term for that bro that's just called being a lazy bum with or without ai... you never had the motivation to begin with
>>
>>746706354
>there has to be a psychological term for this phenomenon
I think the politically correct term is "differently-abled".
>>
>>746706602
>>746706614
this is half-correct: i also think that if you haven't shipped without ai then you probably won't ship with ai (talking about passion projects at least) but before i at least wrote gdds and started prototyping, now i know that prototype can be done in 5 minutes so i just don't bother doing it
>>
Working on music. While I've been into writing music for a while, trying to fit a game is not easy at all for me. Also, I worry about how it will integrate with sound effects and ambience in game
>>
>>746705601
Not always, no.
>>
>>746706443
popular genre? I get 0-1 a day unless I do a marketing push. my demo shot me up to 50 a day for a few days and then right back to 0-1.
niche be niching.
>>
>>746706723
what kind of basic ass prototypes you do that one prompt cuts it?
>>
File: sign ups.jpg (223 KB, 1079x858)
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/AGDG/ - Steam Event Submissions Are Open!

We're hosting and curating a Steam event for games made by (you). It's taking place later this year, and sign-ups are now open! So far we've had 9 people sign up and we want to get many more!

The v3 event was a highlight for many devs, so definitely consider signing up for this: https://forms.gle/udv759Zeqp5weGw16
>>
>>746710786
But I'm not from agdg :(
>>
>>746710738
codex can do 10 hours of autonomous work now, so any prototype
>>
>>746710885
Then it's not for you, leech. scoot away.
>>
>>746710885
It's open to any 4chan developer. Kind of like how v3 does it, is the way we're doing it.
>>
>>746673492
finished my pathfinding, I think.
>NPC will check against a grid of points when determining the path
>they can check things like how lit up the point is
>will check other things, like whether they can "see" the players last position at that spot, good for finding cover or to engage the player
the set up is annoying, i wanted to use something automatic like octrees but those would be too small of a cell/area. had to set up manually by rewriting the script I made a few years ago that helps to speed up light probe placement.
But its nice since everything is pre-computed so things that might need to check against the lighting wont have to do math, just figure out which of the points in the set are closest, and how lit up are they. Only time the value get changed is when the player turns off or shoots a light, then the "points" affected from that light will recalculate.

>>746674965
small bit of knock-back on both

>>746679372
no

>>746681021
not anymore

>>746684380
is this for 3D stuff or 2D?
for both, check humble bundle for either asset bundles or courses. If you're doing 3D and wdant to learn, save some money and watch grant abbit on blender until you get the hang of it.

>>746708384
musics fun, i gotta think about that soon. just make sure the sound effects/ambient stuff sounds good with whatever key the tracks are in.
i have a small collection of SFX ive been making on my fm synth, each one has 12 versions for each note on the scale. obviously some have dissonant sounds but the 'base' for it is on 12tet.
>>
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>>746710786
>Will there be Steam Featuring?
That can just be a flat out no, you cannot have your first event be featured period. Unless you're talking about the automatic one, but it's harder to LOSE that, I know the /v/3 one had it.
>>
>>746712310
Why wouldn't it get featured? /v/3's page was their first and they had some featuring.
>>
My take: if you don't have a pile of design documents, you are not devving a game, you are masturbating aimlessly in editor
>>
>>746712867
I feel like you literally just didn't read my post at all. You're talking about the automatic one which /v/3 had. Like I said it's way harder to lose that, it's not like a "cross our fingers and hope valve doesn't strike us down" type situation, they let the majority of events through with little to no scrutiny as long as you look professional enough.
>>
>>746651153
what engine are you using?
>>
>>746713237
valve is taking away those banners too these days
>>
>>746713237
So then why wouldn't the Aggy fest succeed?
>>
>>746713657
What are you even asking here? I'm just saying that particular FAQ answer doesn't really fit either way because they are literally ineligible for curated featuring and it's almost impossible for events to be excluded from automatic featuring, thus there's really no need for the uncertainty. Did that clear things up?
>>
>>746705150
>just pay out the ass for suno bro
>ummm sweetie stable diffusion is open source THOUGHBEIT???
retard
>>
>>746713898
>>746710786
should i signup or no
>>
>>746714171
Depends. Do you want your game associated with AGDG
>>
>>746714374
I'd rape and kill for AGDG
>>
>>746714407
Go rape the submit button then
>>
>>746714171
What I'm talking about is extremely inconsequential to be honest and shouldn't scare anyone off. Just sign up
>>
>>746690057
Yeah, I think I see what you mean. I'll.have to sit down and think about how to make it clearer. Thanks for the feedback.
>>
>>746714374
i don't have a game yet
>>746714682
then why did you say that
>>
>>746711378
Honestly, it's not the tuning that worries me, but the sound spectrum. How do I make sure the bass doesn't overpower footstep sounds? Or that the track isn't too sonically full, preventing ambience sounds and other effects from being audible? My music often ends up a little busy, but now that I'm trying to make it more sparse to work as "background" I can't help but feel like it's underwhelming
>>
>>746714374
Not particularly, but I think it'd be funny.
>>
>>746714834
I'm just saying the faq in the form is sort of misguided. You as a developer don't have to give a fuck if the event is featured or not because you spend nothing to get in anyway. Also how you gonna sign up without a game? The deadline is on the 10th
>>
>>746714595
Can't rape the willing.
>>
>>746714374
/agdg/ is 95% unfinished AI slop nowadays that no one will literally ever play including themselves, actually having a game and coming from there means youre elite and people know it
>>
can an ideas guy please give me a setting idea for a sokoban game?
>>
>>746647579
But if i post my idea it might get stolen...
>>
>>746717270
christian demon girls in formal suits
>>
>>746717475
something original please
>>
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>Over 170 fucking games released just yesterday alone
>>
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2.36 MB PNG
>>746717646
This is your competition
>>
>>746718074
some of these look far better than anything posted in these threads
>>
>>746647579
>>
>>746706241
then use AI lol
>>
>making a roguelite that's exactly what me and my friends would play
idk if we can make it. theres so much competition and were still 2 years away from release and this speed
>>
>I don't plan things out before I code
back then, saying this would make you look like a retard
>>
>>746718074
they ALL mog me



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