[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1717258304443.jpg (82 KB, 1024x576)
82 KB JPG
Well? Where's your game?
You are making one, right? Better show /v/ some progress. You don't wanna get sealed back in the /vg/ schizo failjerk, do you?
>>
>>748201372
I'm too dumb and lazy to continue my game, much less finish it : (
>>
File: 4.png (73 KB, 1186x596)
73 KB PNG
coding in new background

https://dead-imagination.itch.io/dance-of-elements

Did a big update recently, Light and Dark Elements are playable now. Looking for feedback if anyone has the time
>>
>>748204346
try something smaller, then
what's got you stuck?
>>748204443
damn that looks good, keep it up
>>
>>748201372
>finally got big objects to collided properly
>it show that my "objects standing on each other" logic is fucked way more than I thought
FUCK THIS CHAIN OF BUGS, I WAS ABOUT TO ADD AI TWO MONTHS AGO WHEN WILL IT FUCKING STOP.
>>
File: 1720202709094616.jpg (690 KB, 1720x2124)
690 KB JPG
>>748201372
I haven't made much progress since doing the demo, I have to work on adding a new enemy and redo some visuals.
At least my dev Twitter account has been growing a lot lately.
>>
>>748206150
Work-life balance problems, I've been tired+mopey a lot the past few months and haven't been spending my freetime in ways that are productive.
About scaling down, what I'm doing isn't that ambitious so it won't help. I've been wanting to make a bare-bones 2.5d sandbox "game"(tech-demo) and put it up somewhere as freeware on itch. By bare-bones I've got an explicit target of a handful of enemies (5-6), a proper player-controller (including ui and inventory management stuff), and that's it.
I did the stuff I thought would be more technical like terrain generation and pathfinding at the start and those have been done for a long time now (I had a lot of fun with playing with WFC and HPA* respectively), but I stopped at that point and before I knew it like ten months have passed.
I'll just have to grit my teeth and do the work instead of comforting myself by complaining.
>>
>>748206885
cute meltie.
if it takes you two months to figure out collisions chill out, it'll be a while before you can make a **good** game.
>>
File: skill roots.png (758 KB, 1277x712)
758 KB PNG
My skill tree's roots grow deep. 700+1 nodes, and each one can be upgraded for a maximum total of 1402 activations to max out the whole thing. Not sure if I want to allow people to do that or cap it at some point and make people commit to a build, but it's really fun to look at.

https://files.catbox.moe/cht0fp.mp4


>>748207345
Hang in there. The easiest way to get things moving again is to just open your project, save one thing, test it, and close it. You'll feel that urge to keep going, but fight it - That way you'll be excited to do more tomorrow, and the next day. Take it in increments, and remember to build discipline instead of fishing for motivation.
>>
>>748208367
>if it takes you two months to figure out collisions chill out
Oh no.
It's been two months that I keep finding shit, fixing it, then finding other shit in semi-unrelated part of the code whose brokenness was hidden by the other bug and/or just never came up with until I setup some weird situation trying to debug something else.
It's classic debugging work, it's just that I decided to leave no bugs behind before tackling AI, and under-estimated how long getting a 99.9% purified codebase would take.

>make a **good** game
I can confidently say it's going to be a game so shit it will make QWOP look like it wasn't a shitpost.
>>
All media have become boring after I got AI within my fingertips.
You can't compete with stuff that's made 100% for the consumer.
>>
>>748208427
Thanks, I'll keep on struggling. Did you compose the music? It's great.
A big Christmas tree looks the best when all its branches are lit up. A cap's probably necessary for build differentiation but you could also add some method to remove/make it more flexible as a reward or something.
>>
>>748209142
Nah, that's from Rusty on PC98. I listen to music like that while I dev.

I'll probably have some way to respec with partial refund... Making a CRPG and hoping to keep it a little oppressive because that's fun to me.
>>
File: rollback.webm (3.19 MB, 1280x720)
3.19 MB
3.19 MB WEBM
I made it so that if you rewind to a previous loop, it won't erase every future loop but instead just erases everything beyond where you rewinded back to. So when you finish the earlier loop it'll keep most of your progress if you didn't change much. But if you change how the loop ends, such as by going through a different time gate, future loops are lost.
I've already got a headache trying to think of how to explain it, but it's such a massive quality of life improvement that I think it's worth the confusion. There's always so many complaints about these sorts of past self recording mechanics in puzzle games (it's the #1 complaint I see about The Talos Principle), but I think I've given the player enough tools where it shouldn't be frustrating.
>>748208427
I love the look of the 2 color palette blocks, or whatever you call that ZX Spectrum style. And the music is great too, since it's stereo FM I assume it's a YM2608? I recognize a lot of the sounds as being used in KAJA's PMD driver. I'd love to get the patches if you have them - I programmed in proc. gen music for my game and part of my sound system includes a full YM2608 emulator.
>>748209563
Ah nevermind lol. At least I know where to look.
>>
>>748209731
You animegirl face really need "some" reaction to pushing buttons, crossing doors, etc.
Having it be just a looping gif that take screen space for nothing feel weird.
>>
>>748209731
cool mechanics, I think the most important change is a graphics facelift. maybe a scifi lab setting with scifi UI, not win98. it looks bland right now.
>>
>>748201372
the fuck do you care, nigger? you don't fucking play videogames to begin with, stop being a piece of shit nigger
>>
>>748208427
Why? When there's that much choice you just know it'll be gay incremental increases to stats or abilities as opposed to being new shit that really changes the way you play.
Maybe I just lack the build crafting autism to give a single fuck about a billion nodes ala path of exile, vs just having a select few spells like in diablo 1
The music is awesome though.
>>
File: Crab.png (59 KB, 830x830)
59 KB PNG
>>748210027
Slow day on /agdg/?
>>
>>748209901
She's usually talking in levels so she's not always staring but giving her reactions to the gameplay to fill in the gaps is a good idea, I agree.
>>748209935
Yeah I don't have much of an instinct for visual design. Part of the difficulty is that the levels have to be incredibly simple visually for a lot of the mechanics to work, even having held cubes rotate along with the players would ruin a lot of puzzles. It's also why nothing in the main view is color coded. If there's one thing I got lucky on it's that nobody ever looks away from the minimap, and the minimap looks decent enough.
>>
File: cool mage.gif (1.88 MB, 615x585)
1.88 MB GIF
>>748210108
It supersedes traditional level-up stuff. The initial 12 nodes are major weapon and magic types, so you can immediately choose if you want to keep committing to that direction to strengthen weapons you like, or explore magic (pic rel) - You also have teammates who develop along predetermined paths which you can use to preview skills. The initial scenario starts you with a nearly full squad who all use different builds so you can get a clue what to develop towards.

The incremental bits are mostly best thought of as bonuses as you move between skill nodes, which do dramatically change how you play. Interrupt skills like the combat roll here are a great example of game changing mechanics you can add.

I get it, though. All of this sprung up from a traditional SMT style 5 points per level. All of this is wildly self-indulgent.
>>
>>748209731
I like this. Cool time travel.
>>
>>748210150
retard, fuck off
>>
>>748210150
BODIED that freak
>>
>>748210878
>sameniggerfagging
>>
Sure is dead around here.
>>
File: mine_assets_1.png (821 KB, 974x544)
821 KB PNG
temporarily pivoting to h-game development for practice. Gonna make a game in the same genre as my original project, but add sex and have it be comprised of mostly free assets outside of the main character/enemies.
>>
>>748211598
Anon, this peace is what all true posters strive for!
Peace of the grave, because you are here forever. Let us hope death comes for this site before it comes for us.
>>
>>748211745
Soulful mines
>>
>>748211745
hey, that's not bad. seems authentic to my eyes who've never owned a ps1 gen console.
>>
File: scuttlebug.png (11 KB, 209x131)
11 KB PNG
>he's 30, balding and still makes pixel"art" games
>>
File: Hentai Chad.jpg (33 KB, 457x512)
33 KB JPG
>>748215562
>he's 30, balding and still makes pixel"art" games
AND fucking your mom.
What a chad.
>>
>>748201372
Don't have any progress but I've just spent the last week trying to figure out if the game I want to make is possible, it's a setting that seems antithetical to the genre but I'm pretty sure I've figured out how to make it work.

I'm actually excited to get started on this.
>>
>>748215562
>29, thinning and still making low poly games
ftfy
>>
>>748210150
Last time I checked that thread it was absolutely unusable.
>>
>>748216556
just like this board
>>
>>748216556
It is.
The crabs from here often try to shit up the thread here because their homeplace has become India-tier.
If you see a retard spouting insult and demoralization unprompted and without actual arguments about something that got posted, it's probably one of them.
>>
>>748217152
it's really amazing the level of headcanon that you retarded niggers come up with when confronted with the fact that someone does not like you and your retarded nigger posts shitting up the board, you know here it's better and safer for faggots like you? over on reddit, you should go back there and stay there, nigger
>>
The /agdg/ threads are so fucking bad that they support Cris of all people. It's insane that all you need to do to get a seat at the table is wait for everyone successful to leave.
>>
I need to lock in
>>
File: spacewar slopshot.jpg (497 KB, 1588x3416)
497 KB JPG
Ill preface this by saying its 95% clanker code so you can ignore if you loathe the thinking machines.

Wrote out this exhaustively detailed plan for essentially Star Wars Battlefront with Empire at War mechanics grafted on while I was violently ill to see how bad of a dude this Clod guy is. Turns out hes pretty good and did a prototype in a couple hours with minimal fuckups. Its basically EAW's galactic conquest but you can also fight like its BFII(1), with some features they couldnt cram into the PS2's 32mb of RAM. Generic riflemen and AT guys spawn from their own ticket pool but vehicles and special troops work like EAW units, just what you built and brought. You can go into a birds eye view and order your units around, which actually makes a difference against the CPU. Space battles are about as deep as either of the games I'm cribbing from but you can captain any ship, which is pretty neat to watch. Working on map blockouts right now, and replacing the funny little pillmen and brick tanks with actual models, but Ive got to come up with some faction aesthetics. Star wars gets a lot of deserved shit but god damn they nailed the production design.
>>
File: 1756113614618.jpg (1008 KB, 1440x4866)
1008 KB JPG
>>748201372
I am more into playing and nooticing.
Next time you guys play vidya pay close attention to checkerboard floors. They are everywhere, especially in AAA games. You get addicted through witchcraft.
>Anon might say, I don't believe so it doesn't affect me!
That's exactly where they want you. Playing and playing in willful ignorance to the end, soul goes to hell forever.
Mark 16:16 KJV
He that believeth and is baptized shall be saved; but he that believeth not shall be damned.
>>
File: 1757670686472.jpg (558 KB, 587x1242)
558 KB JPG
>>748219234
Plus the flashing lights and you got yourself mesmerised.
https://www.ceenta.com/news-blog/are-strobe-lights-dangerous
How it works in nature:
https://youtu.be/qjloPutUCeo?si=s5EebsqjY2xOn4z9
Ephesians 6:12 KJV
For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places.
https://youtu.be/AH72nnfWUzw?si=vhovBjPbVE7FzP5_
>>
File: 1576993732357.png (1.43 MB, 960x1895)
1.43 MB PNG
>>748219280
All before the very end.
>>
>>748217152
I believe I checked it a few months ago and there was a guy just spamming everyone with AI images calling every post a luddite.
It's just so tiresome I just wanted to see game dev progress and ideas.
>>
File: Screenshot (168).png (214 KB, 1920x1080)
214 KB PNG
>>748201372
Progress: Triangle
Apparently SDL3-shadercross changed its api calls meaning the only tutorials for SDL3_GPU are already out of date. Idk I should've just learned OpenGL
>>
>>748219820
OpenGL isn't too bad to learn, the only problem is that there's a ton of deprecated crap that you shouldn't use. I'd recommend giving it a try, the current game I'm working on uses GLFW+OpenGL but I wish it was SDL3+OpenGL, so in my opinion you're in a good spot to build your game from. You're even using the callback interface so your game will probably run better than 99% of the crap that comes out nowadays.
>>
File: Screenshot_24.png (119 KB, 778x413)
119 KB PNG
ZAMN
best pose to weight paint the butt/crotch
not allowing mode change directly between weight paint and pose is a travesty.
>>
>>748220918
you can select bones in weight paint mode by holding Alt while clicking, and will be able to move them like in pose
>>
I honestly gave up on making a creative and soulful game. The gaming audience is full of retarded sheep and all they want is slop. Just give it to them bro. Make the most soulless and cynical game you can and get paid
>>
>>748221069
heh, I haven't even tried it.
>The fucking frenchman didn't include butt bones because it's a mannequin
>I forgot
>it's clearly affecting my ability to deform nicely
fuck me.
>>
>>748220635
I'll try to stick it out with SDL3+SDL3_GPU for a little longer. The cross-platform/multiple rendering backends are just too appealing to me right now. If I can just get the all the boilerplate out of the way and abstract it I can put it behind me. OpenGL looks nice to work with, it has much more documentation and friendly tutorials. So far the regular SDL3 api looks a lot more straight forward than the gpu shit, I would recommend it.
>>
File: 1774797156939931.png (475 KB, 600x800)
475 KB PNG
Pitch you're cyberpunk game
>>
File: warp.png (853 KB, 1328x852)
853 KB PNG
>>748201372
added a warp effect
>>
File: nonwarp.png (907 KB, 1329x860)
907 KB PNG
>>748221880
and without
>>
>>748201372
>randomly stumbled upon "PuttPutt Saves the Zoo" 3 decades later
>apparently it's recommended for kids with learning disorder anyway
Old point & click are easy to code, and the shitton of small nonsensical animations Humongous Entertainment used to put everywhere on screen would be a decent match for what AI can do.
... should I start working on kids' games? I don't think anyone has made since kind of stuff since the 90s, so surely there must be an easy niche market here, no?
>>
File: Acid trip.gif (834 KB, 280x189)
834 KB GIF
>>748221926
>>748221880
Is the warp space/time consistent? How does it look like when the player is moving around?
>>
>>748222080
Make it and add some creepypasta/horror elements if you wanna get rich
>>
>>748222080
My buddy is a teacher and he said his school board still has the Freddy Fish games I played in like 1999 on their machines
>>
>>748222176
Eh dunno, I was more thinking about some straight, nice, actually happy game.
Not streamer bait "PattPatt Explore the Planned Parenthood Basement".
... would definitively be way less work and more money tho.

>>748222207
Good school.
Also it's Fredd*i*. Frederica is a girl.
>>
I've been wanting to start a youtube for a while, but I'm too lazy to record 30 second webms for 4chan let alone 5-10 minutes for a youtube video.

>>748221880
agree with other anon, is it consistent in world space?
not sure your engine, but in Unity the way I achieve more stable wobble lines is with either triplanar projection or a Texture3D. screen space displacement can make the lines a bit distracting when panning or moving the camera

looks good either way
>>
File: pubbleBopper.webm (2.97 MB, 1440x800)
2.97 MB
2.97 MB WEBM
>>748201372
I have been working on my Super Pang inspired game. Now I'm working on basic graphics while learning about shaders
>>
>>748223351
> Super Pang inspired game.
Looking at the original, the balls' physics was way different and way more predictable/controllable than what you are showing.
Is this intended?
>>
>>748223351
WHAT THE FUCK
I didn't know bubble trouble was a clone.
>>
>>748223692
Yes, I want part my spin to the formula to be the bubble physics, they are way more unpredictable but to remedy some of that I added a parry and diagonal shooting, said that, I still want to tweak the physics and add more types of bubble
>>
>>748222207
i threw like 2 dozen 90's edutainment games on the laptop my kids use and expected it to maybe give them an hour of novelty.
youngest got through 3rd grade cluefinders and most of a super solvers game. for some reason didn't touch the freddi fish or pajama sam stuff
>>
File: warp2.png (984 KB, 1326x857)
984 KB PNG
>>748222135
>>748222528

its unreal and it is screen space so it does move but I don't think its really noticeable, even when your trying to notice it you barely see it, it does need some tweaks as objects in the distance warp a bit to much and lines that are close and parallel warp the same which looks odd
>>
File: Censored Japanese Pussy.jpg (235 KB, 1536x2048)
235 KB JPG
>>748224134
>but I don't think its really noticeable
Install OBS and make a webm.
This kind of effects, when not spacetime stable, tend to be *really* fucking noticeable and push people away even if the effect is small enough that the average gamer can't pinpoint exactly what's wrong.
>>
making a isometric tactical jrpg turn based battle. there's job system and one of the job is 'mathematicizn' but donnt know nothing about maths so what kind of spells about maths the job do, please? thank you
>>
>use Godot
>4-6 months ago, game starts running like shit
>no matter what I do, barely able to hit 60FPS
>Same time, start getting semi-frequent crashes with the editor
>spend the last couple months making the stage prettier
>slowdowns get worse, editor crashes get worse
>begin optimizing
>optimize the SHIT out of EVERYTHING
>do old school loading and unloading of everything too far to see
>entire area unloading and loading, and do it in such a way that the player never sees
>maximize efforts
>constant 70fps, with several dips down to 55, which absolutely drive me insane
>finally find cause
>several months back, to test something, changed renderer to DirectX and forgot to change it back
>changed back to Vulkan, game runs way, way better
>now getting 90fps at the same spots where it was dipping to 55 before
>able to get 140FPS in certain spots in the level
Holy shit. I feel like a fucking moron, but also, this feels like when someone trains in an anime with waited training clothes. I was trying to get 60FPS while accidentally using the experimental and very shitty Godot DirectX renderer, and, for the most part, I succeeded. Now when switching back to Vulkan, my game runs really well ha ha.
>>
>>748224497
based gates forcing you to optimize
>>
>>748224497
your 3D models are improving, I see
>>
File: 1789872923935789.webm (196 KB, 640x480)
196 KB
196 KB WEBM
i might be going too far with mechanics
>>
im so fucking scared i dont know where to start with godot i dont know what to do
>>
>>748224497
Optimization work is never lost. Now you have room to dump more shit into your levels.
That said, there is still something very wrong if you got a difference that large between DirectX and Vulkan, unless you were targeting DirectX 4 or something.
This kind of situation generally mean you have an actual perf bottleneck somewhere, that the API *for now* silently handle for you - but it's always dicey to rely on API/compiler automated optimizations because those tend to break on the randomest change.
>>
>>748225081
Nice Touhou prototype.

>>748225130
Grab any "My first [random genre] game in Godot", and lose your virginity.
>>
>>748225213
what counts as losing your virginity? do you need to release?
>>
>>
>>748225146
>https://github.com/godotengine/godot/issues/123125
godot's dirextx renderer is really, really bad and is insanely slow
>>
>>748225291
No, just make something that has at least one finish-able level and can provide at least 1% of the fun you can get from Super Mario 1.
The bar is low, what matter is to have an idea of both how little and how big it take to make something playable.
>>
>>748225130
Open your AI platform and explain the game you're trying to create, then say you want to make a proof of concept and have it walk you through the process, that way you can learn on your own pace and ask for clarifications for concepts you don't know or when you get stuck.
>>
>>748225403
Fuck that's cute.
Your pedestrians really need something to prevent collisions tho. Either actual physic, a crowd avoidance layer, or some "reserved lane/spot" system.
>>
>>748225403
Will we be able to take control of one of them and walk around the city in first person mode?
>>
File: 2026-09-22 16.22.37.png (539 KB, 1411x741)
539 KB PNG
>>748225870
it's mostly the chibi style of them (kenney models) that make avoidance hard due to how wide they are, there's already a full traffic simulation active, but i'll see if i can do something about it

>>748226179
walk around is planned, i could have a follow camera for them like cars do sure
>>
>>748224497
>waited training clothes
ESL retardation and furfaggotry, name a more iconic duo
>>
>>748221150
this guy gets it
>>
4chan keeps thinking my post that quotes multiple people is spam, so, fuck it, now I'm just green-texting most of the post numbers. Fuck you, Hiro.

>>748225146
The Godot DirextX renderer is known for being really bad. It's know that you get a 1.5x boost in performance when using Vulkan with Godot. Why? I dunno lol. Godot is poorly made.

>>748226746
You think I'm smart enough to know two languages? And also, I changed the protagonist to be an animal at the behest of several people here. It was originally a little dude.

>748225007
Thanks! I'm really trying to make this Dreamcast level of quality.

>748204443
looks sick, duder.

>748225081
I love smups, so keep it up! Keep posting here.

>>748225403
>748226501
That's really good, anon. Great stuff! Is it like a SimCity type game?

Also, whoever is the anon that is making the Jet Force Gemini inspired game that I saw I another thread, your game looks cool as hell.
>>
File: old lane editor.png (104 KB, 903x670)
104 KB PNG
>>748227108
>Is it like a SimCity type game?
only the traffic part of it, your goal is to optimize the traffic flow, and depending on the map there are trains and pedestrians
>>
>>748225213
>Touhou prototype
go fuck yourself, im making a compile/raizing clone
>>
waiting for steam review now, hate this part
>>
File: file.png (1.15 MB, 1563x1050)
1.15 MB PNG
I love Claude
>>
File: Raptor Call of Shadows.webm (1.26 MB, 1280x800)
1.26 MB
1.26 MB WEBM
>>748227313
>compile/raizing clone
>Touhou but Raptor
Uh, never heard of that one. Look really neat, actually.
>>
I was making one but I got deppressed and dropped it.
It was called Silvaluna, a puzzle game about the sage Silvaluna (a moomin-like character) searching for his sons and daughters using his magic to clear obstacles.

It was a mix of Golden Sun dungeons and lemmings. Maybe some day I continue it but im getting old and more depressed
>>
File: 2026-09-22 17-55-18.webm (3.82 MB, 1280x720)
3.82 MB
3.82 MB WEBM
Steam page went live a couple days ago; doing decently well with wishlists considering I only made 1 post about it on social media so far.
>>
>>748228651
shill on reddit more
>>
>>748228052
Soulless. No sense of level design.
>>
File: indie thief.jpg (214 KB, 1086x802)
214 KB JPG
Anyone afraid of someone copying your game?
>>
File: 1719591642472771.png (674 KB, 1024x969)
674 KB PNG
I have to make a new trailer for Next Fest, my current one is practically a placeholder. Anyone here ever participate in a Next Fest? How did it go for you?
>>
>>748229631
What do you mean, it's just an asset.
>>
File: paper goblins.webm (3.91 MB, 480x852)
3.91 MB
3.91 MB WEBM
>>748201372
got my goblins on a magazine!
>>
File: wizard miniboss.webm (3.67 MB, 852x480)
3.67 MB
3.67 MB WEBM
>>748201372
also made some progress on this miniboss. I'm afraid he might be a bit hard for such an early fight so I might make him casting animations a bit slower
>>
>>748230226
Amazing
>>748230429
nigga that looks like a final boss
>>
>>748230026
when is the deadline?
>>
>>748209901
all different types of ahegaos
>>
>>748229836
>Piss 1 style le original chore simulator
AI Chad literally blessed us by remaking this masterpiece in HD
>>
File: CWY4-33U8AAkhSK.png (213 KB, 512x256)
213 KB PNG
>>748213607
This is what it looks like to someone who did
>>
>>748230226
Well, between this and getting onto that "Souls-like Steam trashcan" Youtuber, you are definitively famous now.
Try to not forget us once you buy your second yatch and snort coke with Gaben.
>>
>>748228052
I wouldn't use its shit for anything final but it saves a ton of time when you just want some placeholders. Way easier than firing up blender just to make a bunch of glbs that are two primitives and a material.
>>
>>748215562
>implying someone younger than 30 has the skill to do anything more than an rpg maker rip-off with stock assets
>>
File: 1768336028735713.png (794 B, 288x288)
794 B PNG
Made a short trailer. Would post here but I can't for the life of me figure out how to compress it into a webm without losing footage. Anyways here it is:
https://www.youtube.com/watch?v=VbcKoK9xcoI
>>
>>748221150
Isn't it easier to get a real job instead and get some security instead of cycles of suicide and slopmaking?
Plus you're retarded, whenever a game with an ounce of soul gets made, people suck it up.

Recently i played "The Lonesome Guild". A ridiculous cringe garbage game for toddlers, but it has scraps of soul so people were fellating it in weird discords.
>>
>>748230884
You've missed the October one by like a few weeks. But the February one is January 10th
>>
>>748227108
i despise this art style
>>
stop trying to make something unique
make something derivative
>>
>>748231467
I recommend getting rid of the portraits. Not that they're bad (they're not great either), but because you'd recapture the visceral fantasy of things like gen 1 Pokemon graphics much better. People's brain imagine characters much better if they can't seem them, and think about your game more. It's a trade-off with accessibility though, but i still recommend it with this style. Since your portraits aren't world-class i think you have better chances to look higher value without them.
>>
File: 2026-04-03 23-16-51.webm (3.68 MB, 406x318)
3.68 MB
3.68 MB WEBM
>>748231589
And that's why I made it a racoon.
>>
>>748231807
still not a fan but it's a major improvement
>>
>>748231467
Neat
I guess if I were to put on my critique hat, I might say that the hook comes a bit late in the trailer. I guess I just imagine people not sitting that long in until they've made up their mind, you know? Bigger studio games can wait because they've already got an audience but I think when it comes to indie, you gotta really grab them by the dick fast
>>
>>748229836
I keep seeing other time travel puzzle games and get worried I've been beaten to the punch but none of them fully commit to doing a full paradox-free causal loop so I'm safe for now. Actually, the only other game I've seen do what I'm trying was another anon do a speedrun based game but that was over a year ago. I'm not entirely convinced AI could recreate the mechanics without a shit ton of wrangling so I should be safe for now.
>>748231025
Cool your jets buddy, she's an AI that's classier than that. The only thing that's gonna fuck her silly is getting unplugged.
>>
File: 1000032685.png (840 KB, 1920x1080)
840 KB PNG
The modifiers vote for the v3jam is next Tuesday. Sign up now: https://itch.io/jam/v3expos-world-famous-game-jam-2
>>
File: slopper.png (43 KB, 888x290)
43 KB PNG
>>748216556
i stopped going after making a few posts that were actually on topic that got 0 replies
pulled the text data from the thread to try and figure out how much people were actually talking about game dev and got pic related from the slopper
>>
>>748230806
>nigga that looks like a final boss
kek yeah I might need to tone it down a bit. But he's fun to fight against I believe, which is the important thing
>>748231290
anon there's no way I forget you. We are all here forever
>>
>>748230429
lol, reminds me of a boss enemy i started making a long time ago before dropping that project
>>
File: character full body.png (417 KB, 673x791)
417 KB PNG
>>748225403
Looks familiar, did you follow imphenzia low poly guides or it's just your artstyle?
>>
>4chan keeps thinking my post that quotes multiple people is spam
yeah probably a reason for that
>>
File: 1786887816637283.png (723 KB, 736x914)
723 KB PNG
>post progress of game
>gets stolen by AI
no thanks
>>
File: 1768653227417055.jpg (393 KB, 958x960)
393 KB JPG
Keep the thread alive. I need your help in a couple of hours with my fucking pixel art. I simply can't get the visuals right and have redone the rock wall formation a dozen times by now.
>>
>>748237158
Do people really make shit like this and are happy with it?
>>
File: bomb.png (1.15 MB, 1280x720)
1.15 MB PNG
>>748230429
This mf needs two more attacks:
>few small portal opens all around you, fireballs flew from all portals, portals close
>big portal opens, like the wizard is going to come out, but instead it's a BOMB!
>>
File: file.png (2.09 MB, 1920x1080)
2.09 MB PNG
We're very close to releasing so right now I'm just testing the whole thing, I'm like halfway through by now. I think the coder has only needed to fix a handful of bugs so far, so that's good.
>>
>>748238024
Looks like shit so sorry for you
>>
>>748238061
No, it's green cause it's poison gas. Otherwise we'd have made the gas brown or Wolverine blue.
>>
File: cow.png (236 KB, 684x416)
236 KB PNG
>>748237486
It depends on a game. If it's a phone game and/or there are hundreds of characters it's kinda ok. It's bad, but you can hide one poop in the river of shit
OR
You are in a hurry and making a demo/vertical slice with a hard deadline, then you can always make dozens these low effort "single texture for the whole game" models and move on to the important parts and if it's a fun game in the end, you can always go back and swap models for something better, or even get a side bitch 3D artist, who would fix your shit for a bowl of rice and name in the credits.
>>
Is there a way to get third party testers for a game?
>>
>>748237158
they're free models from kenney
>>
>>748238707
I talked with a QA studio briefly that gets contracted to sweep through games. Plenty of them exist, but can be really expensive, particularly for an indie studio.
>>
>https://www.youtube.com/watch?v=KIacq270F1o
everytime I watch devlogs it's always guys with wives and kids, never worried about the volatility of gamedev. I really wonder what goes through the mind of a woman that gets with someone with a really unstable career, and how, as a man, you can sit calmly on your desk for years without a reliable source of income to feed your mouths
>>
>>748239262
Got a price range?
>>
>>748221731
You escape with becca to an island where you care for the land and breed becca
>>
>>748239454
The company i talked to had I think 12k USD for two testers for two weeks.
>>
>>748239262
Your cities really need a bit more colors. Even Blade Runner was more colorful.
>>
>>748240586
Nah, he has an art direction and I think it makes sense. When the ship is touching down, you can see the area has more colour. Makes it easy to differentiate what is important and what falls into the background, otherwise it might look too busy.
>>
Someone, gimme a stupid game idea that should take a week to make. (I also can't decide between Godot, or raw OpenGL and SDL. I've got some base level knowledge in both)
Every time I think of an idea, I either get too invested in it, and scope creep it into something way too big before I've even really gotten started, or I just don't see a lot of value in the idea, and can't motivate myself to do it.

I'm also thinking of just trying to make my "Dream Game(tm)" as a series of progressing ideas. So, the game in my head will come eventually, but for now I just make a bare bones version with just a cursory attempt at being the final product. Slap a bow on it, then start working on Dream Game 2 which is marginally closer to the actual idea I've got mulling about in my head.
>>
>>748240371
Didn't your game do well? You can't afford 12k?
>>
Just added a patrol system to my enemy AI, the fundamental systems for the AI are finished so now I am moving onto the inventory.

Honestly I'm not sure if anyone will even buy or play this game at this point.
>>
>>748241636
Space Invaders but you play as the invaders.
>>
>>748241636
pong but you play as the paddle on the right
>>
File: PXL_20251014_215815711.jpg (1.19 MB, 3200x2268)
1.19 MB JPG
>>748241720
Two weeks of testing wasn't enough given the scope of the game, which meant it'd be significantly more expensive. 12k would be more than half the budget of the original game, just for a short round of QA testing.
>>
>>748241891
>>748241963
now ya done it.
I'm going to do something like this where you control a flying saucer as an opposing ship shoots lasers at you. You have to get hit by these lasers to collect energy to spawn your troops to go fight the enemy. How many lasers you collect before sending out a troop determines the strength and speed of it, but they can all still be destroyed by the ship's lasers anyway.
>>
>>748241963
The technology just isn't there yet
>>
>>748231539
>Plus you're retarded, whenever a game with an ounce of soul gets made, people suck it up.
LOL no. The only sovlful games that actually sell are stuff like edmund mcmillen games and blue prince, which happen like only once per year.
and for every sovlful game, you can count FAR more slop shits like ball x pit, its probably a 1:10 ratio at least



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.