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How's that game development going, anon? You ARE making your own game, right?
Me? Barely know what I'm doing. But I'm looking at YT tutotials to make a 2D card game
>>
>>747566417
I'm just working on a shitty little Isaac mod right now. Modding is fun
>>
I have designed the best real time comat system for action RPGs. Beware Todd boy.
>>
>>747566417
>How's that game development going, anon? You ARE making your own game, right?
I'm trying to make a little game for my senior project, just a prototype. The problem is that despite four years of learning about concepts of programming and having some experience with Java, it feels like the only thing they ever taught me was how to fuck with arrays. Every class was just "welcome to (programming thing) in this course i will teach you new ways you can fuck with arrays" so the most programming experience I have is fucking with arrays. It doesn't help that every single professor in the compsci department is some flavor of middle easterner or indian with severe english problems, with the rare asian professor. As you can imagine, the adian professors are probably the only ones I can confidently say actuslly know how to teach and understand what they're teaching. No other student has had anything nice to say about a non-asian professor, and I've asked quite a few in each class for their opinions. I don't even want to go into the tech sector, I fucking hate what it has become, and honestly speaking, they don't want me anyway. They want someone they can import from India for slave wages. As you can imagine, it's pretty hard to stay motivated knowing that this is all in service of a pointless degree and an eternity of waiting for employers to call me back about those totally real entry level positions they posted on Indeed that weren't filled by an Indian before they ever listed the job.
>>
>>747566417
so now that godot is FINALLY getting texture streaming, does it make it usable for large 3D games?
>>
>>747567079
Wow that's strange I learned to make actual functional applications within first month of starting programming studies. Now I have over 10 years of experience professionally.
>>
I have the concept of a plan.
>>
>>747566417
You could also spend your time doing something worthwhile that you're good at.
>>
>>747568338
I'm not gonna be good at anything if I don't try to learn by doing. Anyways, I'm just doing this for fun and because I like card/board games.
>>
>>747568183
Programming is like art where tutorials are largely useless and will entrap you and to actually succeed you must just start treating yourself as someone capable and start working towards your goals.
>>
>>747568457
NGMI
>>
>>747566417
Do you pronounce the "t" at the end of Godot?
>>
>>747568575
"Guh doh" gang or "Go dot" gang
>>
>>747566417
Can AI work in Godot as seamlessly as it can work in Unity?
>>
>>747568778
>>747568575
I just say it like robot but with a G at the start
>>
>>747566417
Making a 2d platformer. Later will add mechanics where you can control the weather
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>>747566417
>card game
delete system32
>>
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some vibe research on global illumination
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>>747566417
been working on adding cutscenes to the game. They are time consuming, but fun to make
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>>747566913
Elder scrolls doesn't sell because it has good combat, it sells because it's a sandbox open world game with a medieval fantasy setting and no one else makes a D&D style first person RPG.
Warhammer fantasy is just leaving money on the table, vermintide proved that people want first person fantasy action games. Tainted grail is the only thing I have seen that comes close, but it's not D&D style and you don't get to choose a race, however it is very enjoyable.
>>
>>747568778
Joe-doe
>>
>>747566417
I only do maps buddy sorry. Maybe you need a mal for your game?
>>
>>747566417
I heard that games made in Godot run in an interpreted language and have their source code exposed. Is this true?
>>
i got too many features i wanna implement so i'm paralyzed with where to start.
>>
>>747570650
make the font/textbox bigger please
>>
>>747571270
sort of, if you use GDscript
if you use C# you can still decompile it like unity but it is trickier, and it gets compiled down a bit more but it's still C# and you gotta deal with garbage collector and other stuff it has
just keep in mind, you can also decompile unity games nearly as easy. in the end, just don't worry about it too much
>>
>>747572191
Just hude a bunch of nigger comments in your code so you win in the end.
>>
>>747571270
Is that a problem? Actually asking, I don't know what that would mean for released games
>>
>>747566417
>I'm looking at YT tutotials to make a 2D card game
in the age of AI? are you stupid?
>>
>>747566417
I would like to, but I dont want to learn to code and every tutorial for godot is shit and I hate it. I want to make a game not write input-niggernigger x alpha 903,0239845 if else suckmypenis no-you-cant-use-this-code= 1
and not having any idea what it does
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>>747566417
Not very good. I keep losing interest before I can finish a game.
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i've been making cutscenes to introduce difficult enemies and show off their mechanics. the texture of the guy is still WIP.

>>747570650
soul
id consider adding another light source at the start since the first goblin blends into the sky and the textbox a bit.
i really like that pillar texture too, but they look a bit too high fidelity next to the braziers.
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>>747566417
>You ARE making your own game, right?
Yeah. Still on my "fixing this particle effect started a cartoonishly long series of other shit need fixing first" arc. Been at it for two weeks now, starting bug still untouched.

Today's episode:
>collider has very weird slope reactions in the middle
>make a simpler version to debug the borders first
>make it slight too big
>get weird (non)-collisions
>realize I forgot to handle the case were a collider is bigger than the physics grid's cell size
So now I'm rewriting everything in the collision system to handle different coarseness levels.
>>
>>747573180
people are afraid of scammers stealing their game and reselling it on mobile appstores, which has happened a few times before, but you gotta remember they will only do it for games where the effort is minimal to "port", so it was mainly games made by nobodies or really simple games that got stolen this way
>>
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practising pixelart but i cant think of any original character designs or settings for my game
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>>747571620
Just use a wheel to decide. Put all your ideas into a wheel and spin it
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>>747573274
I don't want to pay for AI to remember and analyze my whole project. And free tools are worthless. I want a person to go step by step and explain what they're doing and why
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>>747572092
I'll be adding a big UI mode later for portable devices and that will include bigger text for dialogues
>>747573887
it's cutscene season. Very cool man! Love the concept of big enemy abusing smaller ones
>add lights
sounds like a good idea, I'll give it a try ty!
>>
>>747567079
>it feels like the only thing they ever taught me was how to fuck with arrays
Got the same issue when I tried to self-learn programming at the university's library. Fucking 500 pages of prinf and sorting and data struct you never use.
In the end I latched on AsmX86 solely because that was the only book teaching how to draw a fucking pixel on screen, select resolution and use actual keyboard inputs instead of doing everything via the command line.
>>
>>747569746
Cheap shader trick to emulate GI, from the dev of Limbo/Inside: https://youtu.be/RdN06E6Xn9E?t=1647
>>
>>747566417
>You ARE making your own game, right?
I should start learning. I want to make a metroidvania / platformer 2d game inspired by Hollow Knight!
>>
>>747572191
But can you make a Godot game entirely on C++ or languages like that?
>>747573180
>>747574103
Security is a problem but having the game running through an interpreter is the worst part for me. Godot games are already simple, why create a CPU overhead for no reason?
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>>747574214
>the second hardest thing to implement
it's so fucking over
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>>747574135
>i cant think of any original character designs
How about a green bipedal dragon made entirely out of spheres?
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>>747566417
I made a character that you can move with the arrow keys and a wall that it can collide with. So I'm basically a senior game designer now
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>>747574817
>But can you make a Godot game entirely on C++ or languages like that?
technically yes using the GDextension system, but I never tried it myself so I can't say how well it works
>>
I keep coming up with shitty game concepts that are half-baked and then tossing them aside
>>
>>747575015
>shitty game concepts
Do you need to be reminded the game concept for Mario?
Execution is all that matter.
>>
>>747575248
the bar is pretty right now as anyone can make a video game if they have the time. you think if mario was released today it won't just be another forgotten itch.io platformer?
>>
>>747574841
yoshi
>>
I updated from Unity 2019 to Unity 6 latest repease and somehow nothing broke and everything works fine.
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>>747566417
Ye I'm a habitual poster of these threads at this point, I'm still working on my arkham-combat game
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>game development
>12 players
yep, it's s&box time
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>>747574817
>Godot game entirely on C++
that's possible, the whole thing is written in cpp after all, and there are certainly bindings for other (compiled) languages if you care about that
the issue there is that if you have high enough powerlevel and an actual need for that, you are probably gonna get mad at all the weird ass ways they do things
like i did when seeing their whole hierarchy is implemented with hashmaps for the purposes of their custom scripting language; every single function, class, field, signal
>security is a problem
obscurity is not security by itself, that's a big fucking field with complex problems
if there is an actual need for proper security (there isn't, you are a nobody making a videogame) then you are descending down the rabbit hole of information security and not game development
otherwise, the important part is simply not being a reckless moron: not transferring private information, not executing random code remotely, and not making easily exploitable logical errors
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>>747566417
I have a full time job now and don't feel like I have enough time to work on my game anymore fuck me everyday is horrible....
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>>747575248
Well then I guess I can't execute it. I'm not creative enough. I can't imagine a world of magic mushrooms and you are a plumber who fights dragons. My sense of artistic direction is just a cube sliding around on more cubes.
>>
I am new to game dev, I can just use AI to create games now though right? Anyone have any good recommendations?
>>
>>747576021
>like i did when seeing their whole hierarchy is implemented with hashmaps for the purposes of their custom scripting language; every single function, class, field, signal
really what the fuck were they thinking, there was no need to make yet another "easy language for non devs to get into coding", should just have went full C#, if you want to move to another language after GDscript you'll need to learn new coding habits anyway
>>
>>747576161
>My sense of artistic direction is just a cube sliding around on more cubes.
https://store.steampowered.com/app/220780/Thomas_Was_Alone/
Genuinely good game and sold really nicely.
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Cat game
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>>747576657
That may have flown in 2012, but it doesn't anymore
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>>747576769
>2012, but it doesn't anymore
Nigga, 2012 games mog 2026 AAA games both in graphics and features. If anything the pajeetification of the industry made the minimum requirements easier to clear.
>>
Programing wasn't the hard part so AI for that isn't really a major thin
It's the art and graphics and shit that kills me
>>
>>747572191
if you use C# you might as well use AOT, Godot supports it from what I recall. Though it isn't 100% foolproof security, but if someone really wanted to they'd need to use a disassembler like IDA to get your code.
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>>747576748
sexo?
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making a missile guy
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I'm trying to make a good game, but got stuck in the first phase already. That is, trying to make the animations. It seems animation is the one thing AI can't even come close of doing it right yet, and it probably won't for a long time, not until visual analysis is significantly improved and inference speed is significantly faster. Don't see it happening until they get these new super fast inference chips like TAALAS, CEREBRAS or GROQ rolled out in large scale.

This is the results I got from the METAHuman Animator Markerless Video to Mocap thing, with literally the clearest video example possible. The thing absolutely sucks for anything related to locomotion, despite what shills on youtube are saying. Maybe it can give reasonable results from completely static scenes where you barely move around, maybe even some karate kicks and other fighting moves, but as soon as you start to move around the place don't expect anything usable.

Does anyone with any experience in this type of stuff could give me a tip or two? Currently I'm about to give up on doing my own animations for now, going to buy a few motion capture packs from the internet to move forward with the game. It's a bit disheartening because they won't be exactly what I want and the animations are the most important part of a videogame.
>>
night vision goggles.

>>747576161
thats basically what super monkey ball is and those games were pretty fun when i was a kid
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>>747574829
I guess just rip the bandaid off. It's something you have to do anyway so no point in procrastinating
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>>747576748
I really want to fuck your cat but I will be honest the gameplay doesn't raise any boner. At least from what is shown. Do you have any plan to make it worth playing?
>>
>>747566417
I just can't decide yet if i want to go godot route or rpg maker.
i want to make a tiled top down rpg but i rpg maker is just getting shittier and shittier with each iteration.
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>>747574829
reroll
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I'm learning how classic tabletop RPGs play out, because I'm kind of a normalniggerfaggot but I want to make a good rpg
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>>747576748
looks fun, bonus points for the hot catgirl.
>>
>>747575439
no one would pay attention to the original nes mario, but mario 64 would be a best seller
>>
>>747576449
>if you want to move to another language after GDscript you'll need to learn new coding habits anyway
to be fair, you can learn DSA in any imperative language and that's a third of what makes a programmer good
then again something tells me nobody is learning such useful things through gdscript because who the fuck does that, and the biggest technical blunders from newbies is usually some form of
>i do this massive expensive operation every single frame, and have no limits on those frames btw
that will rev up fans even on a visual novel
>>
>>747577079
>going to buy a few motion capture packs from the internet
From experience those need a TON of cleanup. Don't.

>Currently I'm about to give up on doing my own animations for now
Just pick something from Mixamo.
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>>747575708
How did you make the animations?
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>>747573180
yes, since you can't really do shit about the 3rd worlders who took your game and ported it to xbox, playstation, and/or switch for a quick buck.
you can report them and hopefully they get removed, but they already got the money and can just start up a new shell studio to continue their grift like nothing happened.
>>
>>747577346
>good rpg
>DnD
Boy, I hope no one from /tg/ is lurking here because you will need to roll for pic related if they hear you say that.
>>
>>747577636
Pose-to-pose for the attacks, straight-ahead for the standing damage animations, and then normal real time ragdolls

I'll do proper full-length tutorials when my YT gets bigger.
>>
>>747574642
ive applied a lot of attention on optimizing GI for dynamic fixtures, fast and low memory (less than one megabyte per furnished room), and should be able to hasten it further with sparse sampling and focused dense sampling. i also have some ideas for fast indirect bouncing of dynamic lights. it's actually deciding on hacks and tradeoffs in the direct lighting/shadowing that im least certain on and where that toy renderer eats most of its GPU time
>>
>>747572191
>>747571270
Honestly as long as you modify godot to move the encryption key in a different address space and not having it be in plain text then you should be good.
Basically as long as you can brick the Godot RE tools to work with your game you're cockblocking 99% of scriptkiddies.
>>
How is godot for 2d games
>>
>>747578150
Great and easy
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>>747577197
There are supposed to be more enemies and weapons, including ranged. You get access to special attacks and using a lot of these gives you a buff and plays a sexy animation.
There are some minigames and a bit of platforming if you want sexytime animations.
It's not too complex.

>>747577413
Thanks, I'm working on it
>>747577053
Definitely, in demo
>>
I'm making art and music for an rpg game like Octopath should I use godot or just use rpg maker? I'm not a fan of rpg maker because it makes very laggy games, but I don't know shit about coding besides a bit of javascript, tho I am willing to learn if it's not super hard
>>
>>747578061
LLMs are almost at the point of being one-shot "pls crack and gib source for this :DDDD" decompilers for all modern commercial software. Claude and Astra might refuse to, but Kimi is about as good at it.
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>>747578354
I do not disagree but you're not trying to fight Skynet here but the random chink mass decrypting games to repack and sell on android stores.
>>
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>>747577574
You mean to use them as placeholder? Those would look pretty bad for a finished game in my opinion, while something like this https://www.youtube.com/watch?v=vPeRp8FhR8c would almost be good enough for an isometric view game at least. What sort of cleanup do they need in your experience?
>>
How is cursor for godot or unity and using ai slop to make a game
>>
>>747576189
Don't try to make animations >>747577079
Or do try and tell me how you made it work.
Everything else is probably fine. Just start.
>>
I'm making a 3d game in a framework not normally suitable for games (but it will have anime girls!)
ChatGPT helped me vibe code a .glb importer with skinning and animation support, good shit
>>
>>747578602
Friend of mine slopped up a quake 1 clone with a bazillion game modes, unlagged network, proximity voice chat, VRM model supports with full body tracking for VR users in like 3 days.
Basically fire the slop canon long enough and you'll get useable shit.
>>>/vg/580650631

At first the prejudice was "Oh yeah there's not enough Godot project for the borg to feed itself so it won't be able to do shit" but oh boy were we wrong.
>>
>>747577079
Anon, the "first phase" of making any game is writing down your concept for it and then reading it on the next day.
Animations are like 100th phase
>>
>>747578497
>What sort of cleanup do they need in your experience?
Literally everything.
The beginning/end is rarely correctly done, often it's the entire sequence with the wearer scratching his nose and stuff.
Looping stuff need A LOT of manual adjustement because even "naturally cycling" stuff like walking never properly line up on itself.
There is always at least one marker that just decide to not register and need to manually added. And one marker that does register but go fucking whack for one frame.
Actual end position for feet/hand is rarely correct, often you actually get the ankle/wrist instead, and that offset everything.

If that package already cleaned up everything then go for it.
But at least back when I tried a few (was nearly a decade ago so things might have improved a lot, dunno) any pack titled "motion capture" was raw as fuck and not ready-to-use at all.
>>
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Game is showing particle effects for attacks and the enemies recoil in pain.
>>
>>747567079
Videogames are just a convoluted way of moving data between arrays anyways
>>
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i released my game like a week ago and sold 7 copies
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>>747566417
i am making the video game, but I have already posted about it wo i´ll wait until i got more stuff worth talking about
>>
>>747579263
You can't ignore marketing just because you have no budget Anon. You need to shill your game in places that might be interested.
I only knew your game was released because of your mom's pillow talk.
>>
>>747579263
>>
>>747573887
dope
>>747570650
dope
>>747575708
dope
>>747576748
dope
>>747577072
dope
>>
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>>747578969
I guess I'm ahead on schedule then. That's good to know.

>>747579052
That sucks, but what else am I supposed to do? Video to mocap does not work, ARDY or KIMODO will be a pain to set up with body constraints (will have to basically make a whole program with IK rigs) and I can't afford the time or the money to make a private 36 camera mocap studio.

I just want to make Red Dead Redemption 3, how hard can that be holy shit....
>>
>>747576748
I feel like that jump animation is way too overanimated. It'll get tiring for something that the player will be doing constantly
>>
>>747577079
Are you working in 2D?
>motion capture packs
Guess not
Could you take videos of you acting your animation from front + side and use those as basis for your keyframes and/or feed them into your AI?
e.g. https://youtu.be/uUfVidxYIsY
>>
>>747566417
yes im still working but its a twine game not a godot game
>>
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>>747580532
>Could you take videos of you acting your animation from front + side and use those as basis for your keyframes and/or feed them into your AI?
That's kinda what I'm trying to do, but instead of feeding the video to a LLM I feed it to this program called MetaHuman Animator which uses a specifically trained machine learning model to solve the 3d body positions in each frame from a 2d video. But it doesn't work right. I'll try to feed it directly to CODEX directly, but I don't think it will work. It would probably be too expensive too, these games with good animations have thousands of them, like in MGSV Ground Zeroes Big Boss has around 800 animations for locomotion with carefully authored transitions. Making a 2D video game would be a lot easier, you could basically just use the video itself.
>>
>>747570650
kino, how did you get the animated faces working?
>>
>>747577703
Alright what should I look into if I want to give people a good rpg? Other than rpg vidya.
>>
I'm done posting here you guys are fags.
>>
>>747582236
Nobody liked seeing your posts anyway. How often do you post the same bullshit over and over again and STILL consider yourself a dev? Got old really fast. Good riddance.
>>
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>>747581637
hey anon! the mouth has it's own material, and it's texture is an atlas with the different mouths the character uses. During dialog, I change the UV offset of that material to display one mouth or another. I do the same for the eyes to do the facial expressions.
>>
>>747578969
No the first phase is establishing what you can and can't do, then make a concept within that.

Or are all your concepts just stolen from other games who did establish a realistic concept so that you don't feel you need to do this first?

I remember Rare devs being super excited because they made a triangle appear, that was the first step.
>>
>>747582236
see you tomorrow :)
>>
>>747582236
Did I say something wrong?
>>
>>747582146
The first thing to understand is that there is no "better" RPG system, there are only RPG system designed to do something specific.
A system designed to do slow, methodical investigation will probably be garbage if you want to do some high-octane post-apo trading.
A system designed to do dungeon diving exclusively will probably be garbage if you want to do more classical adventures (DnD goes here).
The aforementioned F.A.T.A.L system is objectively shit not because it's edgy, but because nothing fucking work for what it's trying to do (and it's trying to do everything).

So the first lesson is to think really hard about what should matter in your game:
Are the characters stats the main deciding factor?
Is it gear instead?
Does the situation or player creativity impact success a lot?
Is it RNG heavy and managing risk is the true skill?
Is RNG only there so the damage numbers aren't always the same?
Is there resource management and how hard & long term is it?
How large is the difference in power between a kid fresh out of his village and a veteran of an hundred adventure?
How often does supernatural stuff happen? Is it just following standard "mundane" games rules or does it get special resolutions for everything?
etc

Basically, you need the "gameplay vibe" first. Then you can start looking for/brainstorming rules & formula that will actually achieve that feel.
>>
>>747577072
cute onahole
>>
if you're game isnt first person you're ngmi
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>>747584563
no...
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>>747579998
Hm, maybe I should make it faster. I don't think it's possible to make a high jump animation minimalistic. Do you have an example?
>>
>>747566417
>2D card game
At that point why don't you just design cards?
>>
>>747584789
It's not the speed, it's the complexity of it.
Either you make a ton of alternative animations with the same complexity, each one being randomly chosen at each jump, or you just make it simpler.

It's too complex a movement for an action that gets performed once every 2 seconds

>Do you have an example?
Any good 3D platformer
>>
>>747584750
post it
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>>747585028
>>
>>747585163
FASTER!
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tornado
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>>747585394
Need either sharks or $$$ in it.
>>
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Made a new background for Remilia's fight as I wasn't happy with the old one
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>>747585570
nice lighting effect
>>
>>747566417
Going well. Decided to remake the player character from scratch to streamline the momentum logic.
Just got hung up for 30 minutes though because I was using super() to use a previous version of the function that returns a new state but super() itself doesn't actually return anything and instead just runs the function. 30 minutes of testing and scratching my head just for it to be some basic concept I never learned...
Not even upset, honestly really love debugging and learning. But yeah, hoping to get some custom sprites soon, so hopefully will have something to post in these threads soon.
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>>747585216
that'd be playing with forces beyond our understanding
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>>747585570
imagine playing this in a dark room
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>>747586565
But would that be forces beyond goblin understanding?
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>>747577072
Cool Bullet Bi- I mean uhhh, Missile Mike.
>>
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>>747584391
:)
>>
>>747587184
Don’t tempt me with TDM’s butt!
>>
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How expensive would it be to hire an artist to create around 100 different pieces of art for a card game like yu gi oh? I only need this many for a few decks, so I have no idea if this is perhaps too big of a project for me
>>
>>747587909
AI my friend
its the future
>>
>>747587909
I don't know, how about you ask for an invoice you fucking idiot?
>>
>>747587909
Probably a lot unless you can find an artist with a rendering-light kind of artstyle.
>>
>>747588002
Yeah, but where do i find someone for that? Pixiv?
>>747587982
Nah, maybe as a placeholder, but i eant to have real art eventually
>>
>>747570650
pretty cool
>>
>>747587909
Around 2k - 5k
>>
>>747588621
I'm an AI artist and I'll do it for $1.9k.
edit: RIP my DMs
>>
>>747588621
2k is too cheap it would be 20 dollars for a yugi card quality drawing. it would be around 6k for something good.
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>>747587909
Use AI, it is fast, looks good and makes Rëdditor groomers angry
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>>747588242
thanks!
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>>747577096
(you)ing myself

but does anyone know why transforms in blender might not work how I'd think they should when imported into Unity?
I made a lens cover diaphragm thing for the night vision goggles that works well in Blender, did all of the apply rotation/transforms, and set the origin so it should rotate.... but in Unity it'll shift in world space as it rotates :(

not a huge deal since it cant be seen very well in-game anyway, but I wanna figure it out since I have ~20 more gadget models to make and 12 of them have animations like the goggles do.
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I got the basic mechanics for the battle system mostly figured out, so the next thing I started working on was the behavior of the enemy units. Once I get that finished, the game should be "playable".
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>>747589501
And the other thing which I can't remember if I've posted in a gamedev thread is the game in exploration mode. Obviously both of these sides of the game could still use a lot of work, but I love seeing everything fall into place.
>>
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>>747589616
I might even go as far as to say gamedev is quite a handful.
>>
>>747584930
because automation, cool visual effects and AI opponents bro
>>
I am planning of releasing today my game based on an existing Japanese card game. For free on 4chan and nowhere else. Doing some last minute fixes right now.
I was thinking to make my own thread and get laughed at for shilling, but I guess I can do that and post here too. It is singleplayer and multiplayer. Will you come join, anon?
>>
>>747587909
Fuck it, use MS Paint/GIMP
>>
20 games https://cosmic-productions.itch.io/aurora-os
>>
>>747587909
Genuinely, this is one of the few applications where AI is perfect for your needs. You only need one piece of good-looking artwork and you don't need it to animate or look good from multiple angles. Hiring an artist for that would just be misguided moralfagging at this point.
If you truly can't get over yourself, then just git gud at photo editing. It would be stone cold retarded to drop thousands of dollars on .pngs that probably won't even end up how you want that you could instead just gen over and over as many times as you need for free
>>
>>747573887
>That weak-ass throw, couldn't even reach the target's general area
Lol, armlet.
>>
>>747589719
You missed Demo Day by like a week, you dingus.
>>
>>747590128
Game is completed. It is more like a beta a week before full release. A week of people pointing out extra things to fix. If anybody even plays.
Nobody wanted to play the game with me irl, so I made my own singleplayer version. Then added multiplayer as well.
>>
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It's going well! I am finally finished with editing the entire script for Cliax Codec, so now the creator is busy implementing the final chapter's cutscenes with all the words and sounds and unique events. I feel like a huge weight has been lifted off my shoulders now that I'm finally done with it. He thinks the ending in particular is a big improvement, which I'm happy to hear.

Also here's a pointless but fun change: when you fall into a pit in space levels, the PC starts to burn up. Kinda tricky to take a screenshot of that though but you get the point.
>>
>>747589501
that feels like too much menuing, no way to streamline that?
>>
would it be possible to make an isometric rpg (real time combat) if I know nothing about coding and can't make assets and art
>>
>>747591787
no
>>
>>747591837
ok then
>>
im working on a degrees-of-lewdity type game in twine (but with real imagery). Any feature suggestions? i can pretty much make anything but im horribly uncreative. What i have now is pretty much like any other generic twine porn game.
>>
ChatGPT, make Football Manager, but themed around a D&D adventure guild instead of a football theme. Make no mistakes.
>>
>>747591787
Yes, just use AI
>>
>>747592091
That sounds like it could be fun. As long as it is not written by millennials.
>>
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Progress, but nothing terribly exciting.

Modeled a new treasure chest for one of the zones.

Finally got around to adding the ability to choose items within dialogues, went a little easier than I though it would once I got my head around it. Dialogue system was one of the first systems I wrote, so it's got a few bad / confusing code flows in it. Also wrote up the relevant behavior tree tasks to go along with it, mostly to check if player has items of type and remove selected items once used.

Also added a new system that automatically sets up traps on chests using a generic chest actor, so I don't have to make 6x of them for each zone. Added a new item that lets the player auto-succeed at disarming traps.

Additionally added some extra code to the weather management system that sends some flavor update text when the weather changes, both to set the mood and give players a warning of what the new weather is without having to check manually.

Next up is a few rounds of playtesting to catch bugs in all the new stuff I added, and get the wrinkles ironed out.
>>
>>747589754
Huh, I saw a project on Github with the exact same name. Is this related to that?
>>
>>747577072
someone said you were a local when bombun was in next fest but I've never seen you around. I guess he was right.
>>
>>747591685
Yeah, the UI and controls in general are really clunky at the moment. I want to get to that eventually, but right now I just want the actual game to work.
>>
>>747587909
a lot, mtg pays 500 dollars per card art to no names. realistically you'd be paying whatever an artist's rendered illustration price is, which can range from 20 to 200 dollars depending on the artist.
>>747588113
any artist taking commissions will advertise it quite openly on their socials
>>
>>747570650
Thats sick, goblin dev is gonna make it
>>
>>747591787
I think the effect is generally prettier with 2D art than with 3D models, but if you go for true 2D it's a lot of assets to create. Basically every sprite is going to require a minimum of 5 alternates if you want a character to face 8 directions. Plus you also have to deal with technical questions like how to handle occlusion since rendering order isn't as straight forward as with other perspectives, and things can get especially difficult if you want to add verticality.
If you're looking for a reference of what your project could look like I saw this recently https://www.youtube.com/watch?v=29I27vQM15o . He gives some good explanations of how set up a tile-based world with verticality although it's a bit cookie cutter and the dev's been working on it for like 3 years now without much of a game to show.
I also have a similar project but it has even less content
>>
>>747585570
Sad you're wasting all this skill on someone's IP when you could be starting your own legend instead. You could be the next sweetheart dev everyone aspires to be
>>
>>747593804
Kind of agree with this anon, thats too much to waste on a fan game, switch out some sprites and backgrounds and Kickstart the next part of your life homedawg
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>>747593514
thanks anon. So far it's been very fun to make those. This one's still wip but have a look
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>>747566417
Two months ago I did a bunch of blender models & godot stuff but I realized the whole project was directionless. Wanted a basic ass 3d dungeon crawler with 2d monster sprites existing on the map itself instead of random encounters. Probably a bad idea that won't work, still want to try.
One endless chain of txt files later, I think I have a proper setting that makes all the other stuff have a reason to exist. 300 more steps and I'll have a screenshot to post in the thread.
>>
>>747593804
>>747594238
Not that anon but the point of a fangame is to have a lot of "free exposure". Many artists make fan art only to get bigger audiences easily. My most seen pic in deviantart is a Captain America fantart
>>
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>>747594438
>doesn't even give the dude a chance
where is the player agency bro??
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>>747594795
this isn't an SMT game dude
>>
>>747566417
give into despair and die
y/n?
>>
>>747566417
What's the point of learning to do any of this when AI can do it for you?
>>
>>747595219
it cant

a shitty sphagetti coded demo of minecraft =/= minecraft
>>
>>747566417
Why don't you just ask Claude to make it for you?
>>
>>747595219
To learn how to get AI to make it for you, dumbass. You can't just prompt "make a game for me" yet, you ask for features or exact functions and you need to be able to prompt for things explicitly and troubleshoot intelligently. You can't do that if you know literally nothing.
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>>747566417
It's going great.
>>
>>747566417
how's this engine going? how's the performance compared to unity? how useful is compared to the other ones?
>>
>>747596381
they are just about to add texture streaming in the next major update
it works for simpler 3D games but if you want open world you either mess with the internals of the engine yourself or just wait longer for the tools to be built in in however many years
>>
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>>747596315
>ponut tech
>>
>>747566417
Spent last night making road platforms and street props for the city sections
>>
>>747596651
>>
>>747596785
How many blur filter are you running dude wth
>>
>>747596651
>>747596785
In game
>>
>>747596315
this anon's going places
>>
>>747596947
theres just one lol, the depth of field is pretty shallow when not in game because it calculates the focal distance based on a ray trace from the player camera
>>
>>747597079
do you have some TAA running as well? it's way too soft in the foreground I think
wtf do I know i'm an angry boomer anyway all the new kids love dlss and shit
>>
>Every 5 hours you get to increase productivity 100x for like 40 minutes
feelsbad but also good.
>>
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>>747596315
nice
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>>747597213
only FXAA to smooth out the outlines on everything, it does make the image less crisp but the outlines are crazy jagged without it
>>
does goblindev have a steam page yet?
>>
I feel bad for anyone making a networked game in Godot unless you're a pro at hardening your code, since everyone will have access to the source to exploit.
>>
>>747570650
very nice goblino, i also have been messing around with face rigs, I trying to see if I can get away with just a few expressions and mouth shapes instead of the crazy 58 blend key rigs people use now
>>
>>747597786
nice! should be fine as long as you can interpolate between those poses
>>
how do I use ai slop for graphics and level design
is unity or godot better?
I don't mind paying the 200 or 300 a month
>>
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>>747597427
not yet! I'm waiting until I have more content (and a proper title) to make a proper anouncement with a cool trailer and a fresh Steam page. My idea is to release both the trailer and the steam page at the same time so the steam page gets visits the moment is created, which I guess must be good fot the algorithm
>>
>>747597223
i wish it was as frequent as 5 hours
>>
>>747597942
Just call it "The Goblin Game", if you market right with big colorful fonts and shit i think that would hit
>>
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the other day discovered this guy making a couple of feminisation porn games in godot

cool stuff
>>
>>747597786
>instead of the crazy 58 blend key rigs people use now
It only takes a couple hours to do that via sculpting, since half of it is just mirrored variants or can be blended+tweaked from another shape/morph to save some work. I wouldn't wish to do it on everything though, just the main character and anything prominent in a cutscene.

It's actually crazy what all we can do for facial capture these days on a hobbyist budget and a single half-decent webcam due to the software advancements in image matching.
>>
>>747598046
yee but im cheating and just using the facial poses from fuse and combining them as blendspaces
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>>747577072
ok its working, I need to figure out a couple things for polish but its good already.
>>
>>747597942
I'm going to be mean but it's really to be nice. Stop being so fucking dumb. Make the page. You're missing out on free wishlists. Get some nice screenshots, get some gifs, make your steam page and let it start accumulating. You're better off dropping your trailer when you've got 300 wishlists than when you have 0. Your title should absolutely be reminiscent of Dragon's Dogma too. Some fucking Goblin's Gambit type shit.
>>
>>747598158
Is there going to be a general sprint so I'm not playing it like a spazz jump boosting everywhere for faster movement?
>>
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My main issue is the animation work, or more than that is the rigging. When I was animating shit 1' years ago the rigging was a real pain in the ass.
My animations were shit but I at least could animate if the rigging was complete. I've been meaning to work on my project all this time but I just keep postponing it.
>>
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>>747598180
>I'm going to be mean
no worries anon, I appreciate the honesty. Thing is to make a cool looking Steam page I need to have more content. If I'd make it now, all I'd be able to show is the demo scenario and a few enemies, which isn't much. I know I'm missing on some wishlists but that doesn't worry me, it's not like I'm releasing the game next year nor probably the next one, so the Steam page can wait a few more months (but not many, promise)
>>
>>747597942
you should keep (project goblin) at the end if you change the itch title.
>>
>>747598314
>If I'd make it now, all I'd be able to show is the demo scenario and a few enemies
So? Here's a wakeup call.

https://store.steampowered.com/app/4366780/Maskborne/

One 45 second teaser that consists of 5 shots of running from left to right, one scene of dialogue and one story hook moment at the very end. No gifs. 7 screenshots. About 8 lines of text explaining the game.

30,000 wishlists in 7 days.
>>
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I'm taking a break from game dev this weekend to make some loli models after crunching to get my demo presentable for SAGE.
My Steam page is also awaiting approval and it should be up some time this coming week.
>>
>>747598618
nta but wishlists for indie games mean nothing
Most indies get over 500x the amount of wishlists compared to buys
>>
>>747596315
just replace it with a mosaic like those horrible nipponese devs
>>
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>>747598301
there is a charged dash you can extend, and speed pads.
>>
>>747597223
Is that how quickly you bust claude's 5 hour limits?
>>
>>747596172
This isn't going to age well
>>
>>747598698
>wishlists for indie games mean nothing
utter nonsense. Numbers increase numbers. That's a known fact. Every single time you tweet out a "WE SOLD 1000 COPIES" your sales get a bump. Same applies to wishlists. People love milestones and feeling like they're part of them.

And even if you did get 500x wishlists over buys, that's 60 more buys you wouldn't have had if you didn't put out the steam page when you did. If you're committed to releasing the game, the steam page should go up early as fuck.
>>
>>747598694
Waiting to wishlist it
>>
>>747598618
appreciate it, but really, I'm not in a rush
>>
>>747598926
My apologies for using reality
I will let you continue hopemaxing
>>
>>747599038
You have never released a game. You don't know what reality is. Hopemaxxing IS reality.
>>
>>747596470
and for 2d games? how good is compared to unity and game maker?
>>
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It's been 5 weeks, going pretty smooth so far. It's much easier than I expected and I'm not losing interest, which I was worried about before starting.
>>
>>747598618
plenty of epic go viral games that flop.
there's SOME demand for hollow knight likes but the market is saturated. getting 30k in a week is NOT the average result someone should expect.
>>
>>747574817
There are two ways to do C++ in Godot.
You can make a module that you compile directly into the engine, or you can use GDExtension to make a DLL.
The advantage of GDExtension is you can make code changes without restarting the editor, but I've found it fiddly, and it's not much faster than GDScript in typical usage, since every call across the DLL boundary has significant overhead to resolve methods using the same mechanism as the scripting.
I'd recommend prototyping in GDScript, and porting anything compute-intensive to a module once you've found it impacts performance.
>>
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>>747599919
>corrupt or unplayable video
Well, fuck you too, Mr. 4chan Anonymous.
>>
>>747598618
it's because it looks like that other gay game that was successful. soulfagg or something.
>>
1 more day to submit to itch.io showcase
>>
>>747600321
Beat (((em))) up
>>
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https://store.steampowered.com/app/939360/Pixel_FX_Designer/
thinkin about buying this. anyone use it or have experience with similar programs? I've found that I really don't like doing pixel art much and I get hung up on it a lot. I've considered swapping the entire project to 3D since I have some minor experience modeling/texturing (from modding stuff) but it's a whole other skillset to learn and 3D asset packs seem a lot more expensive than 2D stuff.
>>
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>>747600532
kek
I was just testing out blend shapes this way.
>>
>>747600569
Only go for 2D if you really, really like the artstyle and think it is important for the game. 3D mogs it in every way
>>
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>>747596483
careful with that word usage here anon, you dont wanna attract barneyfag here do you
>>
>>747599361
it isn't as bloated as unity and more powerful than gamemaker so IMO it is better than both at 2D
>>
>>747577072
>>747598158
>>747598797
your character movement looks so smooth, did you follow a tutorial?
>>
>>747600321
I can see the original video, you're good.
>>747600667
>textures
>shader base/filters/masks
3d requires 2d too.
>>747600569
Someone once shared those with me, contains this app plus others
https://files.catbox.moe/u9c5y2.zip
>>
>>747590959
i thought this game already came out?
>>
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I was doing ok until I started learning Blender for 3d modelling + animation. Now, I don't know if I wanna keep learning or just hire someone to do it for me
>>
>>747600714
the cannon feels really nice. goog gob anon
>>
>>747601279
Nope, it's coming out in early October. There IS a demo on Steam thobeit
>>
>>747596651
>>747596785
>>747596957
looks gorgeous

any chance to add more stealth kill animations?
>>
>>747601505
Yeah i've got like a ridiculous amount of animation packs for the unreal skeleton, just gotta get around to actually implementing them
>>
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>>747601373
thanks anon
>>
>>747601136
hey, thanks
>>
>>747601136
>3d requires 2d too.
Yes but you only need to texture it once in 3D. Unless you are going to make a card game or a turn based RPG with static sprites or something like that, 3D is an huge time saver. But I wouldn't blame you if you wanted 2D for the style and not because you think it will be faster.
>>
>>747598797
Is this going to be like a sequel
>>
>>747597341
I could use this in my game, I even have an icon for it.
>>
>>747600569
is this just a particle system that exports to a spritesheet with a pixel filter over it? blender can do that for free, hell you could just set this up on godot with the default particle nodes and a pixel filter screen shader and just record the screen
>>
>>747602249
>Yes but you only need to texture it once in 3D. Unless you are going to make a card game or a turn based RPG with static sprites or something like that, 3D is an huge time saver.
This is basically my problem. There's a shitzillion cheap, good looking 2d assets available for the world, but animating a character is a giant pain in the ass. Rigging is kind of annoying but you only have to do it once per character and adjusting animations isnt as bad, but I'd have to actually model every little doodad or whatever that goes in the world, since buying them would quickly get prohibitively expensive.
>>
For someone who's been in tutorial hell for programming for the last 3 years, what do you recommend to actually get into videogame programming?
>>
>>747601105
no, not for movement. I'm making shit up as I go.
>>
>>747603372
Your dream game and use AI to guide you when you get stuck
>>
>>747568249
Based and presidential pilled. Keep it up.
>>
>>747602456
yes
>>
>>747603609
Thanks.
>>
>>747596470
what constitutes simpler? is it enough to make something like mario 64
>>
anybody knows where I can get some outer space seamless skyboxes?
>>
>>747605378
https://www.youtube.com/watch?v=UHPzrbGyiYM
>>
Im making a game
>>
>>747605661
Keep it up, anon!
>>
>>747605629
thanks anon. Already found a bunch that suits my needs but I'm saving that video in case I need more later on
>>
godot or unity for someone getting into it
>>
>>747607263
godot is simpler and less padded with shit
>>
>>747607263
Wokot is trash and owned by commie retards
>>
>>747604478
probably anything up to PS3 tier graphics can be done without many issues in it, if you want more/ultra realism might have to look into unity or unreal
>>
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I'm learning to make a game
>>
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>>747588985
>>747587982
>>747589864
>>
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any idea on how this miniboss transition and the scene it takes place on could be improved?
>>
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>>747595219
>>747598924
>>747595587
>
>>
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>>747608430
Hi R*ddit ;)
>>
>>747596470
>if you want open world you either mess with the internals of the engine yourself or just wait longer for the tools to be built in in
You(An individual) are not going to make an open world game that doesn't run like shit even if you use Unreal, Unity.
This has always been the most fucking stupid argument against Godot.
No shit it is impossible/inefficient to do something that you shouldn't even do in the first place because it is far beyond the scope of a single~sub 20 development team unless you're that guy that ported his temu STALKER project from Unity to Godot.
>>
>>747609015
internet said I'm not allowed to like amogus guy because he's a nazi
>>
>>747608430
Trannies hate AI thoughbeit because elon musk likes it
>>
>>747609335
You can't even do proper closed world games because the engine doesn't have the tools for it, you have to use janky addons that were last updated years ago or roll your own. The engine needs a proper foliage/scatter system that bypasses all the node/scene tree bullshit.

Still it's fine for small scope games. I wish they would work on proper content authoring tools or a proper visual node system that you can build on to script events and drive NPC behavior. Trying to do behavior trees via code is a fucking nightmare and the addons just spam the scene tree full of bullshit.
>>
>>747595219
there are people those who possess excess soul and those who possess excess melanin.
>>
>>747566417
i cant decide on a fucking engine
>godot is jeetware
>unity is jeetware++ plus fees
>not even going to bother with unreal
>dont want to waste time making my own SDL/opengl engine garbage
what the fuck to do at this point
>>
>>747611708
>>godot is jeetware
I'd have believed you if you said troonware, but if it works it works, just use it and never interact with the community
>>
>>747608598
faster zoom out + radial blur and (very slight) screen shake. No idea how to accomplish these in 3d. When Cultist-san waves his arms out you want the crash zoom to happen and complete pretty much instantaneously, shake + blur linger for a beat longer.
>>
>>747608598
Holy fuck that's cool...
Maybe you could make the cosmos orb inside out, and scale it up while it fades out to see if you can make the transition more seamless. But it does look really good already so maybe just move on?
>>
>>747612383
>>747612440
thanks anons! Those are some pretty cool ideas. No idea how to do the blur either lol, but I'll try
>>
>>747612153
i dont understand why they insist on their shitty izzat wannabe javascript language instead of just using standard javascript or another real fucking language
>>
>>747612153
>if it works it works
yeah, this is what sane people think
>>
>>747611576
why do you have excess melanin?
>>
>>747612601
Sunk cost, and Godot's "devs" aren't paid to make their engine better, they are paid to continue existing
The engine is open source so anybody could've made Godot in fucking OCaml or whatever the fuck they desire but haven't. Because
1. They aren't paid to
2. They are using their hobby made engine already.
3. Despite how many fuckers cry about its inefficiency that stem from interpretation layers like the post by a redditor(or it was github. same shit) that used to get spammed on /v/ which was complaining about GDScript over an intentionally made shitty scenario that people will borderline never create except bullet hells at best, nobody fucking cares.
>>
>>747612601
at least there is the option to use other langs even if the focus on gdscript does cripple a lot of the potential of the engine
>>
>make ai music
>boooo faggot you suck!
>ok
>split instrument tracks
>export each track to an ai sheet music generator
>import into fl studio
>make 1 tweak
>no more ai music, fully copyright capable.
Fuck you fags.
>>
>>747615076
do any of the generators actually produce separate instrument tracks yet? Always seemed weird to me that they aren't just genning midi files.
>>
>>747615234
Yes
>>
>>747566417
i moved my game stuff to a new project folder and it broke everything so i have to fix it
>>
>>747615076
>use ai to generate a tile-able asphalt texture because all of the ones currently available look like shit and I could spend that minute working on literally anything else
>"T-The entire project is compromised now. Your game is slop."
Happy as a clam to see that more companies that made their favorite game of the week admit that they used AI. People bitching and moaning about how people generated a fucking leaf, or generate text that was never meant to be read like Lorem Ipsum, deserve to be grouped with the fucking morons that is Sony's playtesters or QA that demanded Insomniac to remake New York and add reflections to puddles despite the fact that nobody fucking cares except dipshits that subscribe to Crowbcat.
>>
>>747615891
It is a great feeling always mentioning this. I cant wait for my game to succeed because of it.
>>
File: 1644698497070.webm (1.42 MB, 338x602)
1.42 MB
1.42 MB WEBM
It's so unusual how AI dudes LOVE to tell everyone how easy it is to use it and be successful. You would think they would prefer to keep the secrets to their success to themselves, we're so lucky that they're so selfless!
>>
Come join the release party for my game >>747617962
>>
>>747611708
Get claude or chatgpt to make you an engine.
>>
>>747570650
Add a little bit of camera spin during downtime, static shots don't work as well as they do in movies
>>
>>747566417
>You ARE making your own game, right?
Nobody would like it, so what's the point?
>>
>>747617226
Why, you are teaching ai. In every thing you do.
>>
>>747618151
>free
Abib is a fag so he'll ban you anyway because you're not a chinese gacha
>>
>>747597341
>how to give /k/ an aneurysm
>>
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744 KB PNG
>>747566417
ive never held a gun in my life but im making an fps. i feel like a fraud
>>
>>747619348
I assure you most people who has made one never held a gun either.
>>
File: file.png (1.82 MB, 1920x937)
1.82 MB PNG
>>747618151
Playing cards
>>
>>747566417
>showing anything to the public before having a working build
>>
A BLYAD
>>
>>747598043
Add some ryona and horror and we got ourselves something GOTY worthy
>>
>>747573274
Are YOU? You'd have to be an abject moron to rely on AI for coding. If something breaks, good luck digging through vibe coded slop just to fix it.
>>
>>747587909
I'll draw everything poorly in ms paint for $5 and half a meatball sub
>>
>>747587909
>card game like yugioh
any public gameplay demo?



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