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File: DD64.png (343 KB, 1000x1000)
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No Nodevs Allowed Edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-65
Previous: https://itch.io/jam/agdg-demo-day-64
Older: https://hackmd.io/LhEB6VCZSx-oBalI2cWWoA

>AGDG resources
https://hackmd.io/dLaaFCjDSveKVeEzqomBJw

>Helpful links
New Threads: >>>/vg/agdg
Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/
Steam Games by AGDG: https://agdg-steam.netlify.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
https://github.com/michaelmob/WebMCam

>Previous thread
>>538477057
>>
>Next jam in OP
based
>>
>>538544253
The other guy is just a terminally online grifter. Took no care to update anything as long as he got to post shartubel.
>>
i'm posting in this thread because my game is in the op
>>
real yesdevs don't shit on GODtubel
>>
>>538544706
we rape him instead
>>
Are mods ok with us having 2 threads constantly during DD?
>>
I hope Cris and Fygoon become jannies.
>>
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>>538539274
It's really best to do this ASAP. Like one of the first things you do in your game ASAP.
>menu
>loads levels
Well, if your game doesn't rely on a lot of [DontDestroyOnLoad] singletons it can be pretty easy, but it depends a lot on your game's architecture and how you do levels. In general, keep the number of scenes you load additively down to a minimum as in my experience scene management and game architecture in general gets a lot harder if you start caring about having multiple scenes loaded at once. So ideally, IMO, you should be able to run your game with a basic raw ass LoadScene() call.

All that said, my general game architecture these days:
>bootstrapper scene
This is an almost completely empty scene which ONLY contains things that you set as DontDestroyOnLoad, and things that will stay running the entire course of the game. For example, things that save and load player data, or whatever your scene management class is going to be called.
>main menu scene
What it says
>game levels
Ideally, you can structure your game such that you load individual levels, and all the things required to run the game at that level are built in (with a lot of prefabs for shared things like e.g. a player controller). The cleaner you can get away with loading a level and having it be totally self-sufficient, the easier it will be to develop your game.

I've been doing this for a long time now, and I think people with fancy ass scene loading shit are the midwit meme. My game on Steam has a crazy complex loading system, and I deeply regret it, and have come back around to the Unity tutorial level of "Just do a hard SceneManager.LoadScene()" as the best, cleanest, most developerproof method of organizing a game.
>>
thoughts about using AI for concept art?
>>
>>538545961
Don't tell anybody.
>>
>>538545961
If someone else generated it and you didn't support that person than it's morally fine
>>
i dont have the vision or the passion, im a broken human
i give up
>>
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>>538543935
Ey, there's the wagie with the pepsi can!
Thank you m8, really! This made my day
>>
>>538544860
If they're not retarded, then they'll delete the thread made by the grifter.
>>
>>
>>538524750
Hey there. The name of the current game I'm working on is called Kasha vs. Kritters and you can follow me on X at NyaItsKasha.

Here is an older demo.

https://psychojosh.itch.io/kasha-vs-kritters-alpha-demo

And here's a quick Kasha game I made for a gamejam. I plan to polish this one up and submit it to newgrounds... sooner or later.

https://psychojosh.itch.io/kasha-catcha
>>
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>>538544860
Is this really the custom around here, or this 2 threads attempt is because the indian whodev seething from being pointed out at how much of a loser he is?

(Relax, the Indian part was a joke. I know that faggot is a russian commie scum)
>>
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>>538543935
Colored version. Awesome demos, guys. Until next time!
>>
>>538544860
Every extra thread is an attempt to avoid some attention-seeking faggot, so its their fault for not doing their jobs and banning the retards in the first place.
>>
>>538547585
You're a good artist
>>
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Heart of Evil dev here, I'm compiling feedback.
Most of the comments were about balance, map design and the boat not being used enough in levels.
Does anyone have more to say about the core gameplay itself or the visuals? Is there anything that stick out as bad or lacking?
>>
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>(re-)writing .map file parser
>So I can write my custom level format
>So I can construct a BVH ahead of time
>So I can do physics queries without PhysX
>So characters in my game can collide with the world
>So I can code the character AI
>So I can make a game

How did you guys do steps 1-6???
>>
>>538498882
What? I don't care about any of that shit. I'm eating and surviving, I'm good. Let go of this boomer mentality that you need a nuclear family to be fulfilled. All I care about is making and releasing my games so I'm grinding in study every day.
>>
>>538547585
nice, way easier to distinguish characters like this
>>
>>538548003
>I'm eating and surviving
based
>>
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>>538547585
Absolutely excellent.
>>
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>>538548003
>>
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>>538547585
Thats some good shit
>>
>>538547585
amazing!
>>
I have wrist problems
>>
>>538547585
Absolute art
>>
>>538547862
why did you abandon tank game
>>
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>>538548003
This is the proper "anon" mentality everyone should strive for
>>
What was the fucking point of DD? Like 90% of the feedback is complaining about lack of music or UI, none of the braindead reviewers bother to test the mechanics and see if they are fun. A DEMO is a VERTICAL SLICE of the gameplay loop to see if it's worth developing into a full project. It's not a highschool show and tell day where a bunch of retards pretend to be youtubers and talk about how polished a fucking DEMO is.

You might as well go ask reddit for feedback.
>>
>>538550391
>Little did he know this was the feedback
>Feedback what kind of audience gravitates to his game idea
>>
Is it worth making a linux version of my game?
>>
>>538550391
BRO YOUR DEMO NEEDS A FUCKING QUIT BUTTON

BRO YOUR DEMO NEEDS FUCKING MUSIC, YOU DONT KNOW HOW JUICY MUSIC MAKES A GAME

BRO I CAN'T SCALE YOUR FUCKING UI, IT LOOKS BAD FOR THE STREAM

BRO YOUR BUTTONS ARE DEFAULT BUTTONS, YOU NEED A CUSTOM THEME
>>
>>538543935
>Older: https://hackmd.io/LhEB6VCZSx-oBalI2cWWoA
It's missing DD63, update please
>>
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>it works
>>
>>538547585
GOD I wish I could get something done.
ANYTHING
>>
>>538550391
>Like 90% of the feedback is complaining about lack of music or UI, none of the braindead reviewers bother to test the mechanics and see if they are fun.
Literally every comment i see, but 2, in every game (including mine) are people praising each other. Are you blind? Or are you the type of guy who complains about pointy thorns, when being gifted a beautiful pack of roses?
>>
>>538550391
I got great feedback about the gameplay of my game, but I also had a list of questions to answer in the description of it, and I gave detailed feedback on other peoples' games so they gave it back.
>>
>>538550667
Does it cost you anything?
>>
>>538550391
>release demo with greybox assets
>"this is good but you should replace those greybox assets"

every time
>>
>>538550000
It was badly coded because it was my first 3D game so it had too many bugs and it wasn't fun.
It's a cool concept that I might revisit later but I want to finish Heart of Evil and put it on steam first.
>>
>>538543935
why is my game not in the collage?
is it because im not a member of the liqcord?
fygoon was right
>>
>>538550667
Not if you're planning on releasing on Steam.
Proton has solved the linux issue.
>>
>>538547585
awesome, thanks
>>
>>538551297
>>538531969
>>538547585
>>
So I kept looking at steam NSFW new releases and they seem to release at the same rate as before and be as disgusting and retarded as ever, what happened? Did the drumpf censorship shit fizzle out? I don't watch politics (nuke israel already tough).
>>
>>538547585
ayeoooo lfg
>>
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>>538551297
>he didn't pay the guild fees to the inner circle.
Cost of doing business im afraid. One day you'll learn
>>
>>538550000
quads...
so they are possible at /vg/...
>>
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>>538551512
sigh, alright then thanks for the collage still...
>>
>>538550741
i look like this
>>
the cat posters are here...
>>
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Well, I finally got around to changing the camera rotation after all the complaints. I'm gonna be honest I still like the old one better, but this will be the default option.
>>538547585
Thanks for drawing her! :)
>>
can’t believe confirmed inner circle title Shanghai Gold isn’t in the collage while my silly little NGMI game is in
maybe the inner circle isn’t real after all
>>
>>538552017
Huh? What’s different about this one?
>>
>>538552239
It's not fixed 90 degree rotations.
>>
>>538551894
die
>>
am i hallucinating it or was there some guy years ago making a pokemon clone in renpy
>>
>>538552290
Ah. Have you tried an option where the camera always stays "behind" the ball?
>>
/agdg/ couldn't make a game about native american village fighting eldritch horrors lmao
must always make the same slop about a knight or a samurai lmao
>>
>>538552450
I mean I can try but I feel like angled/top down is better for this game. You mean like pic related right?
>>
>>538552579
Good thing theyre making black samurai games now
>>
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>>538552579
I'm gonna make something about a fantasy colonial america eventually.
But it's like number 5 on my list of projects and I'm on number 2.
>>
>>538552579
Because there are a billion quality reference/inspiration sources on knights and samurai and very few on native americans fighting eldritch horrors so it's much harder to do which is something you'd know if you actually tried making something substantial instead of being a backseat nodev.
>>
>>538551948
Its just cris
>>
>>538552750
wasnt there a gay furry obsessed with this kookily ahh game in here who had a nervous breakdown about the jobby being too stressful
these soft filet mignon niggas are not built for this life
>>
>>538551297
nortubel go back to gamedev already
>>
>>538552827
>>538552981
>>538553224
Why are you replying to cris
>>
>>538552750
Definitely better from an angeled, top down cameras really. Like hamsterball
>>
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>>538547585
>>
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can we address the elephant in the room?
>>
>>538544789
the irony lol
>>
>>538553384
Because Cris and I go way back
>>
>>538543935
Alright niggers tell it straight to me how delusional am I for wanting to make a space game, grand strategy mind you. With 3d space map, instead of flat map?
Hundreds of systems but some will be procedurally generated after the core/canon ones.
I haven't decided on the engine yet. I have done a framework of what I want to implement, what's the vision etc etc
Now I need some reality checks
>>
>>538547912
the webm you posted truly represents the enginedev life. one day all our low level systems will be done and the game can actually be made.
>>
>>538553384
why are you not?
>>
>>538553608
Have you ever made a game before?
If the answers is no then you need to get your head checked
>>
>>538553608
How many No Man Sky's are you trying to make?
>>
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i thought that AI would make me into a superdev but actually i havent used it in 3 days because AI is making progress too fast with programming but i have to think a lot harder about game design (AI cant do that) and it gives me mental fatigue and burnout
>>
>>538552750
Didn’t play SMB, I was just thinking, maybe a camera that follows the ball can be a good option for lazy players. Only when bouncing off a wall it may behave oddly.
>>
>>538551209
The digit have spoken. You shall not abandon your tank game >>538550000
>>
>>538547912
You either build your dream house, or make the tools for people to make their dream house.
>>
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>>538550391
Like 75% of my comments were bug reports, which I don't mind. The remaining 25% is infinitely more useful than anything I get from friends or anywhere else on the internet which is just a gay hugbox
>>
Can someone hold me?
>>
>>538553608
I have thought about this on occasion, and I believe the reason that real 3D space is seldom done, is not that it’s too hard to implement, but that it’s confusing and hard to navigate for the player. You do not really gain anything in terms of gameplay; if anything, it becomes so confuse that you might as well decide not to have a map at all.
What I mean is: On 2D maps, you can have frontlines, you can be barred from passage from A->B quite easily. The more dimensions you add, the harder it becomes to restrict passage. You just go over or under in 3D. Or straight-up through in 4D (there was this 4D Minecraft...)
So it may be more "realistic" to do a 3D map in space, but really in terms of gameplay it doesn’t add anything. It just removes components.
>>
>>538553424
Good to see this game posted.
>>
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do you have a millions dollar idea that you cannot make due to lack of skill/team? mine is pic related
>>
>>538554394
I.e. at some point the only relevant fact becomes: Looking from point A, what is the distance of all other points? Since nothing can really be "in the way" of getting there. And so the map becomes pointless.
>>
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>>538554490
Somewhat related but I always thought taking that meme of the Boomer Lawn Mower game and fleshing it out into a full game like Devil Daggers would be neat
Probably a good 8 years too late to capitalize on the meme though
>>
>>538554490
Darkest Dungeon sequel but good
>>
>>538554697
that seems doable if you use the boomer shooter formula they kinda fast to make, you should give it a try imo
>>
>>538554394
I would just keep it on planes but use multiple planes instead of a single one.
Horizontal movement is unrestricted like in a normal RTS but vertical movement is purposefully stratified into depth levels.
Simplifies movements, commands, the purpose of flying underneath another ship ,etc.
>>
I legit can feel /agdg/ community is healing. How?
>>
im a pathetic failure
>>
I'm a pathetic failure, but happy
>>
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>>538555067
>>
>>538553786
>>538553795
>>538554394
Thank you anons
I'll try first 2d then
>>
>>538555024
The thread is always somewhat nicer just before and after demo day.
>>
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i wish ill on gaben and every valve employee
>>
>>538554697
Go a step further and make a boomer shooter mixed with mario kart. The lawn mower could be a kart choice.
>>
>>538555405
I dunno it was still pretty cancerous the week before dd
>>
>>538550753
So you too can be snubbed and ignored?
>>
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added cow poo
>>
>>538555745
that's bullshit
>>
>>538555405
This time, we'll make sure its nice.
Don't reply tonnodev ragebaits, and encourage real discussion. If you feels like a faggot baiting you with what seems to be a legit dev question, but dragged too much like a ragebait, then abandon it
>>
>>538555405
Yup. Give it three days and it'll be the usual schizos and retards having the same arguments over shit that doesn't matter for the whole day
>>
fucking tonnodev YOU MAKE ME SO ANGRY
>>
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im a sad sad pathetic worthless failure
>>
>>538555996
he always ragebaits
>>
>>538555584
Yeah well because of bundev’s sad story :/
>>
>>538555745
aint no way we have sboxers in here
oh my days
>>
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>>538550391
>lack of music
people think coders are autists but sound people are the biggest autists on the planet. I go to a meetup every month with other game devs and the coders are, for the most part, normal people. The ones who show up and sperg on people are all sound designers
>>
Can we get a list of games in the OP fanart?
>>
>>538554863
Sure, that’s how DF and Minecraft do it. But you gotta admit it would be a bit silly in space. I believe there is potential for a game going in the direction of a vast sprawling cave network/labyrinth, that would only be almost too confusing.
>>
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>>538556202
yeah boi
>>
>>538554745
i dont follow that game what went wrong? it looks like the sequel is 3d
ror went 3d with ror2 and it was a massive massive success, usually indie games going 3d should be a huge boost since most normalfags dont like playing 2d games
>>
>>538556298
project nortubel
>>
>>538555872
>schizos
We now know for a fact that the whodev is just a 1 guy samefagging. >>538531969 there's only one guy who crashed out, from the sheer pressure of realizing that he could have be a part of something, but decide not to because he is lazy.

Just don't reply, and he will commit suicide from loneliness soon enough
>>
>>538547585
Cute stuff, anon.
>>
>>538550391
Fair enough, you're right.
I just launch the game and write down my reviews as things come, it's like a "this is what a player of your game experienced when they launched the game for the first time". I will call it quits here, don't really feel like doing the rest.
>>
>>538556450
what the fuck are you talking about? if you ever make a post like this about some pointless "drama" or whatever the fuck your schizobabble is about you should seek therapy or tell your family you need help
>>
>>538556450
Ehat i mean by "one giy crashing out" is, if you look at the replies, all say thank you or based, but 1 guy who spam "fuck you", like a demon feeling pain from a mere sight of goodness
>>
>>538556361
Interesting because I have completely opposite expearance
>Sucessful 2d game
>Makes 3d sequel
>Old players liked 2d
>Normalfags didn't like it anyway
>3d takes more money ant time

Now DD2:
Cancer community: "YoU cAn'T sAy DD2 is worse, it's different ok?"
Ask yourself how long should be one run in roguelike 3 hours
Yes they removed collecting stuff, leveling characters and building town and mede it into: "You unlocked 2/104 items, do more runs to have a chance of them appearing"
3d looks cool but it sank time and money (They sold their studio so they can keep afloat)
>>
>>538556574
Thanks for the ride. It was fun while it lasted.
>>
>>538556726
What i mean is this guy, >>538538923 , the only guy that respond negatively to >>538531969 .

All im saying is, we have a proof now, that those "rude retards arguing and derailing threads with things that dont matter" are actually just one singular retard samefagging
>>
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New Jargon demo is up, incorporated some demo day feedback. Biggest changes:
>Drag and drop controls
>Rebalanced almost all books, uncommons and rares especially should have a little more oomph
>Fewer items available in the shop
>Made some bounties easier
>You now get base points and multiplier for each word depending on the length of the word (raised round score thresholds a little to account for that)
>Added a Linux build (I have no way to test it, please tell me if it doesn't work)
Let me know what you think!
https://itch.io/jam/agdg-demo-day-64/rate/3863894
>>
>>538556354
how to get into sbox?
>>
>>538556574
You did a good job, but this is also why I don't bother reviewing these losers' poor excuses for a game. None of them know what a demo or vertical slice is. Demo days should be renamed prototype days.
>>
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>>538557306
https://sbox.game/give-me-that
>>
>>538557413
wait it's free? waht's the catch?
>>
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I did some work on the area behind the portal, winging it a bit but for now but I'm happy with progress so far
>>
>>538557151
Ill check it out if i have the time on this weekday. But the demoday is over, so don't expect high influx of player until the next demoday. Anyway, good progress
>>
>>538547585
This is awesome anon, thank you!
>>
>>538492189
>I just make up a sentence for my email with four or five words
Ok, but how to handle it for public communication to prevent spam?
>>
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>>538554490
A fighting game where all the characters are giant women, but also with extensive single player content involving you controlling a giant superheroine as she travels around a map and helps tiny humans out by constructing cities literally by hand and protecting them from evil monstergirls, controlling nations and taking territory to save the human race.
Alternatively being one of the evil giantesses so you can obliterate humanity.
>>
>>538557501
The catch is you'd have a 100x bigger audience on UEFN or Roblox.
>>
>>538557593
Wait I remember this game.
>>
>>538557501
no catch really, the engine can be a bit unstable at times and new updates come often

>>538557629
bigger audience maybe if you hit it big, but barely get paid at all and have to work in a shit engine with shit features
>>
>>538557593
yeah thats a multi years project for a studio, you ever played war of the monsters on the ps2?
>>
The ideal run length for a roguelike is 15 minutes. 20 minutes for the secret boss.
>>
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>>538557637
>>538557829
This is why I haven't made much progress on the game myself. I have bits of it done but I'm putting it on the backburner until I have money.

I've also decided I want it to have a PS1 style because I love PS1 style graphics. So I may have to sink the cost of the models I already had made for it.
>>
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>>538554490
Ace Combat but slightly simpler because the main hook of the game is the between missions metagame (that you spend more time in than the flying part), but most importantly you can ship your wingmates together while back at the base and get lots of cute interactions with them. This would save the genre the same way it did Fire Emblem. I could never make this game though because I can't make soulful games. I can only make cold unthinking killing machines.
>>
My drawing tablet died and my mouse might be dying, such is life.
>>
>>538557875
I like Isaac's 45-60 min but it deff is on longer end. Depends how your game does power scaling and how much variety is there across whole run.

> -15min - too short
> 15min-25min - short
> 25min-40min - mid
> 40min-55min - long
> +55min - too long
>>
>>538554490
Oh, easy, Pokemon-like CRPG.
>>
>>538557875
Mines gonna be around 40 minutes but has a speed up option so you can play in FF and do it in 20.
>>
>>538556361
>ror went 3d with ror2 and it was a massive massive success
original was way better, ror2 was shit
>>
Did anyone ever make a simplified 1vs1 RPG? I honestly think that's the reason Pokemon got so popular, but even clones push the (terrible) 2vs2 format.
>>
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Doing some fixes anon's pointed out, added a "win + loss" color to the indicator. This also applies to hardways bets.
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i suck at character design...
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>>538559358
>>
>>538559617
maybe you should ask how to get better at it?
>>
>>538559358
>simplified 1vs1 RPG
what does this mean
>>
does anybody want to make a roguelike with me
>>
>>538559907
1 nigga in a row, turn-based
>>
>>538559981
What skills do you bring to the table?
>>
>>538560179
i can code
>>
>>538560179
programming, 3d modeling animating, game design (everybody can do that), humor, you look good comparing yourself to me
>>
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>>538547585
Thank you anon for gracing us.
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>>538560423
>>
If I were to make a simple, but commercials viable game, what genre that isn't a platformer or puzzle game would you recommend?
>>
>>538560689
Incrementor idlers are currently meta.
>>
>>538560689
Great question! If your goal is simple but commercially viable (and avoiding platformers/puzzles), you’ll want a genre that:

Has relatively low development overhead.

Doesn’t require massive content pipelines (like AAA RPGs).

Has a proven market for smaller indie teams.

Here are a few genres worth considering:

1. Survivor / Horde Shooter (Vampire Survivors-like)

Why: Extremely popular right now, with massive success stories despite simple mechanics.

Core loop: Move, auto-attack, upgrade, survive waves.

Easy to scope: Core gameplay can be built quickly, then polished with progression systems and upgrades.

Commercial viability: Low entry barrier, but strong replayability = high player engagement.

2. Management / Idle Sim

Why: Players love incremental progression.

Core loop: Build, upgrade, optimize.

Easy to extend: You can start with a small core (e.g., managing a coffee shop) and expand content gradually.

3. Top-Down Action RPG Lite

Why: Classic formula that doesn’t require massive worlds.

Scope control: One hub + few dungeons = viable indie project.

Commercial viability: Always demand for stylish, responsive combat games.

4. Narrative-driven Adventure (but lightweight)

Why: Story-focused games can be mechanically simple, but emotionally powerful.

Examples: Coffee Talk, VA-11 Hall-A, A Short Hike.

Scope control: You can focus on writing, art style, and dialogue without heavy systems.

Commercial viability: Especially good if you have strong writing/worldbuilding.

If I had to recommend one genre for "simple but viable," I’d say:
Go for a survivor-like (auto-attacking horde survival) or a management sim.
Both allow you to start small, test early, and expand features as you go—perfect for indie scope and commercial potential.

Would you like me to suggest specific scopes/concepts within one of these genres that you could realistically prototype in a few weeks?
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>>538560472
>thinking everybody can game design
NGMI
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>>538560689
I would make a horror point and click adventure.
I would go outside and take short, loopable videos that I could use for the visuals.
I would film a couple really great jumpscares IRL.
Take photos of real objects for the puzzle items.
And then I would spend most of my time crafting a great atmosphere and sound design.
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>>538553469
Yeah, what is it?
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>>538557151
I tried your Linux build (on Arch Linux).
It boots to the menu, I get music and the background animation, I can go into the settings and the Compendium, Statistics and Credits, but clicking on the New Game button does nothing (aside from playing the animation of clicking the button and the acompanying sound effect).
>>
>>538561208
shut up indie game clinic
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Thanks everyone for leaving reviews and I'm sorry for making game too hard (and unfair).
Today I implemented a lot of balance changes to make the game easier and feel better. (Will update on itch when all features that need addressing are done)
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Was gonna have a fish-humanoid species for the first area (demo area too) of the game but decided on a more menacing/mysterious first species to kind of set the tone. Created 3 little animated portraits for when you fight them in battle. The nice thing is that those portraits are just 60X70 pixels so I don't have to worry about making the models super detailed since you would never be able to see those details anyway.
>>
>>538560689
the genre that you enjoy playing
>>
>>538561257
Got me thinking:
Why hasn't any developed done the Resident Evil fixed camera trick with real photos?
Spend all your processing power on a really high fidelity human and leave the backgrounds as .jpgs
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>>538561620
kino portraits
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Can anyone who uses Godot explain what is happening here? Am I missing something important, seems like no one else had this problem.
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>>538561581
All of the industry-proven game designers like Tynan, Sakurai, and Tim Cain recognize game design as the hardest part of game development and that only the most ignorant Dunning-Kruger nodev ideaguys would think otherwise.
https://www.youtube.com/watch?v=4XzaRlW2sio
>>
>>538562206
uhh...i think it's missing some good art
>>
>>538562206
Idk what is it in Godot but look like a missing translation string to me
>>
>>538562358
>all the designers think design is the hardest part

the brain thinks its the most important organ too
>>
>>538562206
show the code, youre doing something with the string
>>
>>538562358
it's fine we all just copy what exists already anyway
>>
>>538557151
>>538561369
Adding to this: The Windows version works fine on Linux. Haven't played yet, just wanted to report on how the Linux build performs on my end.
>>
>>538562358
yeah, well i have watched all of their videos so i also know game design now
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>>538562571
/agdg/ only knows how to copy the outer shell.
>>
AGDG is the board that makes you old.
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>>538547585
bravo.
a very nice piece.
>>
>>538562797
ok bro keep posting a video from a nepobaby that had the permission to use some of the most popular nintendie characters for his game back in 1989
im sure the advice xhe gives is relevant to an indie gamedev in 2025, whats your game btw advice follower?
>>
>>538547862
>level visuals
Walls surrounding playable area look way too barren and samey. Feels like we're swimming through channels in a quarry. Add some trees or something up there to have more diverse environments. It doesn't have to be individual trees, more like plane with texture of repeating trunks, and some crows sticking out or something.
>mutagens
Mutagens should be more eye catching. When I finished the level and saw I have 2 mutagens I had no idea how I got them. Only later I noticed there's some green vials lying around sometimes, before that I think I assumed they're like smaller health packs or something. I knew I picked something up, but I didn't know what exactly. I know there's a text saying they're mutagens, I just think the pick up should look more important and distinct.
>>
>>538557151
Got a lot of errors. Same effect as the other guy, nothing happens on New game clicking.
Some of the errors:

ERROR: Cannot open file 'res://resources/curses/barren_shelves.tres'.
at: load (scene/resources/resource_format_text.cpp:1388)
ERROR: Failed loading resource: res://resources/curses/barren_shelves.tres. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:343)

ERROR: res://scenes/ui/statistics_view.tscn:281 - Parse Error: [ext_resource] referenced non-existent resource at: res://resources/curses/barren_shelves.tres.
at: _printerr (scene/resources/resource_format_text.cpp:39)
ERROR: res://scenes/ui/statistics_view.tscn:282 - Parse Error: [ext_resource] referenced non-existent resource at: res://resources/curses/blackout.tres.
at: _printerr (scene/resources/resource_format_text.cpp:39)

SCRIPT ERROR: Cannot call method 'get_position' on a null value.
at: _load_dictionary (res://global/word_checker.gd:13)

ERROR: Node not found: "%MessageLabel" (relative to "/root/MainMenu/Compendium/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StickerContainer/ConsumableUI").
at: get_node (scene/main/node.cpp:1877)
ERROR: Node not found: "%MessageLabel" (relative to "/root/MainMenu/Compendium/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StickerContainer/@Control@70").
at: get_node (scene/main/node.cpp:1877)

ERROR: Can't change to a null scene. Use unload_current_scene() if you wish to unload it.
at: change_scene_to_packed (scene/main/scene_tree.cpp:1533)
ERROR: Can't change to a null scene. Use unload_current_scene() if you wish to unload it.
at: change_scene_to_packed (scene/main/scene_tree.cpp:1533)
>>
I need puzzle ideas for a Witness-like.
>>
>>538557151
>>538563570
Btw I prefer to rename "VBoxContainer" to "VBox" and "MarginContainer" into "Margin" but for you maybe in the next project
>>
>>538563857
cut the rope but instead of rope it's penis's
>>
>>538563282
This is a jobby for nepobabies. Only nepobabies will make it. You're better off working at your local call center like your mother keeps asking you to if you want to feed your village.
>>
>>538563938
I'll cut your penis you fucking queer
>>
>>538562549
>>538562426
I'm not the creator, I just downloaded the demo and all dialogue boxes are like this.
>>
>>538564069
gender is a social construct thus being gay is fake and gay
>>
>>538564006
yeah thought so, you're here 24/7 vomiting your bootlicker eceleb mantras and forget that you're in a hobbyist gamedev thread my indian friend
good luck to you for when you start working on your first game (you may come to realize that some nintendo nepobaby might not give relevant advice to the average indie gamedev), not pong btw since you spam that too
>>
>>538563857
What kind of puzzles?
Because I have many
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>>538564156
When I played in english on Linux had no problems.
Does this game have language options / did you change them?
>>
>>538564427
The kind they have in Witness? Give me an example.
>>
The reason people here rarely make it is because they don't focus enough on distinctive storytelling/atmosphere/characters
>>
>>538564412
Pong is more real of a game than you 2d pixel platformer.
>>
>>538564750
I'd say the bigger reason is that maybe 1 or 2 AGDG games get finished per year
Most people here can't finish a game
>>
>>538564939
Also true.
Nobody here is able to do big enough also
>>
>>538564436
Yeah, setting the language manually fixed it. Thanks.
>>
best way to let ya'll beta test my build for feedback without using demo day?
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I want to project hop.
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>>538564750
No, it's because the gameplay is shit. Most aggy games are simply not fun.
>>
https://www.youtube.com/watch?v=ByHgYKhYpDw
What instruments are used here?
>>
>>538564750
>>538564939
>>538565313
why not meet in the middle and say it's all of the above
>>
I would appreciate it if you’d all refer to me as “anonette” from now on.
>>
>>538565668
I would appreciate it if you’d shut the fuck up
>>
i'm starting to hate my game, the tedium, the grind. the honeymoon phase is over...
how do you deal with burnout /agdg/?
>>
>>538565883
Scope your projects so that they're small enough that burnout either never sets in or you're able to push through it because the game is almost done.
>>
>>538563857
the witness is just a myst like
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>>538565883
Gooning
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>>538565883
Just work on it anyway. Write up a little to do list, and just do at least 1 thing a day. Most likely when you start, you'll end up crossing more than 1 thing off the list anyway.

Oh, and take weekends off.
>>
>>538565668
:3
>>
>>538565479
Yeah. People seem to forget that the most culturally successful indie games with actual fanbases have well-done stories/atmosphere.
>>
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>>538565287
how long have you been working on your game?
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>>538564006
anything related to game engines and programming is automatically, inherently nepotistic, it's an ugly feedback loop that gatekeeps normal people from fully understanding or being able to fully use the devices they own
>>
They don't want you to know this but every texture, font, and audioclip you can find on the internet is completely free
>>
>>538565479
>>538566372
Risk of Rain and Project Wingman are arguably AGDG's biggest successes and neither has much in terms of story, characters or even personality
Then shit like Aerannis and Catmouth Island have lots of characters and personality and no sales
>>
>>538566461
there's nothing preventing you from learning programming or learning how computers work. I did it completely for free through information on the web and by experimenting with code.
>>
>>538565883
1) some time apart, just a week, maybe two
2) a special night out, but more personal than usual. look at all the ways your game and gamedev journey have made you smile, and write briefly about your favourite. delete it after if you like, it's about the act
3) masturbate viciously thinking about your future gamedev wife
4) work on something completely unrelated to what you've been doing. even without intention to implent it in the final cut
>>
>>538566465
I know you're memeing but there is some truth to this.
Unless what you're using is incredibly obvious copyright infringement, it's pretty unlikely anyone will ever know let alone sue you for it.
Likely scenario is you get a C&D and have to change it a bit.
>>
>>538565883
One thing that helped me recently was playing my much older builds. Seeing how far I'd come gave me a boost. All the small things added up, tiny QOL things, sfx etc I took for granted in my current build, coming back I really appreciated them
>>
working on my shit rn tbf
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>>538565883
its time to project hop
>>
i hate programming which mean i'll never make a game by myselg so if you need 3D models for YOUR project then let me know and i'll make it for you.
>>
>>538565883
>i'm starting to hate my game, the tedium, the grind. the honeymoon phase is over...
>how do you deal with burnout /agdg/?
>>
>>538567221
You good at a PSX style?
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>>538566413
Uhhh... a long time.
>>
>>538547585
This is literally the only reason I submit to DD. Thank you anon.
>>
>>538553469
is that frodo ?
>>
>>538567221
pyw
>>
I wonder what blue9fairy is up to. I also wonder how his game is coming along, it hasn't been updated in a while.
>>
I wonder if I can make a VN with these graphics.
>>
>>538566789
>there's nothing preventing you from learning programming or learning how computers work
Yes, there is. Your low IQ is preventing you.
>>
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>got tendonitis from too much devving
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>>538567886
Yeah? So nepotism isn't the issue.
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>>538567365
sure
>>538567680
see pic
>>
my brain came up with an idea
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>>538565287
>>
Cris, how can you make a VN when you can't even write? Just make a damn game.
>>
>>538568698
You worked on AAA games and you post on agdg?
>>
>>538565287
You should only project hop if your current project is a dead-end and you found a superior gameplay prototype. If not then finish your damn project.
>>
>>538565883
I make endless side projects which only make me hate myself even more because it's all just procrastination for a game where the goodwill is running out because I can't update it anymore and want to just drop the whole thing at this point and give to somebody else because it's clear that I can't do it anymore and want to go back to the wage cage so I can get paid money again and not have to worry about food or health insurance.
>>
>>538568160
neurons form new connections every day
>>
I want to make a game engine that surpasses unity, unreal, godot, and source and id engine for good measure, and I want to make it free and open source so that people stop using and being baited by bad engines, and demoralized into making bad games
>>
made my side project inside my main project... now I'm essentially making 2 games at once and it going to take a long time...
>>
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>>538550391
If you don’t find a thing through Demo Day you will find said thing from a negative review instead.
>>
>>538569060
VNs doesn't have real writing.
>>
niggas will literally record a generic sound of a door closing indistinguishable from 10 000 others just like it and then say you owe them credit and/or money for it
>>
>>538568698
give your discord handle!
im a coder in need of a shartist badly!
>>
>>538569318
debunked
>>
>games I enjoyed/looking forward to more:
Castella
Dark Grace
Nine Star Barrage
Wilderness Alchemist
Quickdraw Kingdom
Cascade
DefendAlice
Slide Game
>>
>>538569783
I wish they just had norrmal names, then credit would be fine but...
my credits:

door sound by beetlejuicelover69XXX
brick drop by Suckysuckypig
dentist drill by Fagtron85
metal chain rattle by Smegmafatty
>>
>>538570379
I'm looking forward to GTA 6 personally
>>
>>538570496
>goyslop 6
>>
>not a single porn game this DD
everything that could've gone wrong, went

>>538569683
now I'm curious, which game is that?
>>
>>538567553
kanna...
>>
>>538567882
what happened to all the AI generated girls you made cristobal?
>>
Why doesnt godot encrypt your game pck file by default? That seems like it should be a basic feature
>>
What type of delivery food is the best for devving?
>>
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>>538572297
one delivered by your wife
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>>538572153
the encryption is trivial to break anyway so it's placebo, you'll need a private branch with some extra obfuscation on the encryption key
>>
>>538572407
so true Juan
>>
>>538572524
>so true Juan
>>
>>538572153
Because it's not real encryption, it's godot's version of encryption at home where they key is written down on a piece of paper and hidden under the welcome mat.

https://www.reddit.com/r/ReverseEngineering/comments/1n8gf87/i_built_a_blazingly_fast_tool_to_extract/
>>
>>538572407
I keep seeing this over and over. This idea that theres no point to even trying to keep your code safe because its always reverse engineerable in some way. I dont buy it. I understand that everything can be decrypted with enough effort but that doesnt mean you shouldnt even try to make it harder.
>>
>NOOOOOOOOO YOU CAN'T SEE MY CODE THAT I COPY AND PASTED FROM STACKOVERFLOW AND CHATGPT
>>
>>538571419
I cant use AI because no publisher will take AI stuff.
>>
>>538572861
i'm tired of every piece of software being described as "blazingly fast"
>>
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>>538572861
That makes sense but still raises the question, why doesnt it have real encryption then? Is there some technical reason why not? Ive never heard of this being missing on other engines.
>>538573230
Why does this subject cause these reactions? This is facinating to me. There clearly is an emotional investment this anon has in the idea that no one should ever want their codebase to be encrypted. What causes this?
>>
>>538572524
>>538573121
Sorry for telling you the actual objective fact that the encryption isn't useful unless you obfuscate it, and you can test it yourself. Dunno why you people are so compelled to get into arguments despite lacking the most basic knowledge.
https://github.com/DmitriySalnikov/GodotPCKExplorer
>>
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>>538567221
Contact me on discord I'd like to ask you for some help: psychojosh
>>
>>538573783
Her feet and hands are too small
>>
>>538573738
Love2D and GameMaker also doesn't have any encryption but I didn't hear you complain about that. It's probably because you don't make games.
>>
>>538573738
It's trivial to reverse engineer whatever encryption and obfuscation the engine does publicly which is why you need to rely on a private branch, what you perceive as emotional investment are just people annoyed at your stupidity.
>>
>>538573748
>Sorry for telling you the actual objective fact that the encryption isn't useful unless you obfuscate it, and you can test it yourself. Dunno why you people are so compelled to get into arguments despite lacking the most basic knowledge.
>>
>>538573909
GMS cannot be decrypted (easily) if you export from the YYC compiler.
>>
>>538567221
...for free?
i love free shit
>>
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Godot bros, a little help here.

I have this minigolf prototype and adjusted the camera to be orthogonal (isometric) like I want, but I have this weird near/far geometry culling issue that happens during gameplay. Any idea what's causing this? I tried adjusting the near/far culling on the camera but it doesn't seem to do anything.

https://files.catbox.moe/oelub7.mp4
>>
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>>538564006
>>
>>538573738
>That makes sense but still raises the question, why doesnt it have real encryption then? Is there some technical reason why not? Ive never heard of this being missing on other engines.
Because it's open source. If you publicly reveal how your encryption works then you're publicly revealing how to decrypt it, defeating the point. Only solution is forking Godot and writing your own private encryption method.
>>
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>little niece talks about the boy in her classroom she’s starting to like
>she even shows me their chats
i can't dev like this, not anymore
>>
>Filter
>Image MD5
>>
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>>538557875
1 hour or it’s not worthwhile. Singular games should be the most distinct entry of its genre.
>>
>>538575054
Knowledge of algorythm should have no effect if we don't know the key.
If we learned that bank uses X algorythm we wouldn't be able to suddenly hack it
>>
>>538566530
They have loads in terms of atmosphere along with filling a niche
>>
>>538576343
1 hour is too much.
My breaks are only 30 minutes!
>>
>>538570882
Starlight Re:Volver, the latest game that dumps 50,000 dollars into marketing compared to the anon’s 0.
>>
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>>538575743
>>
>>538576449
Nah.
Maybe Risk of Rain 2.
Maybe.
>>
>>538573909
Love2D is a framework thats different.
>>
>>538575743
NTR him
>>
fygoon was right
>>
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>>538576503
Silksong… broke them
>>
>>538564006
No one is here for money, jeet. Scams like Roblox are at the andrenochrome chuffing Jewish criminal level.
>>
https://store.steampowered.com/app/2414270/Sunderfolk/

aint no way blud selling at AAA pricepoint
>>
Final Fantasy 7 sucks ass now.
>>
>>538573738
i dont see the point of encryption with any engine
to be able to run it on the end-users device it would need to be decrypted. so it needs to be distributed along with the key to decrypt it. thus it is possible for someone to extract this key and use it to decrypt everything, making the entire process pointless
some other engines let you obfuscate it more than godot but it just sounds like false security to me, neither of them solve the problem
>>
>>538576615
Also Wingman was pretty much the closest to a new Ace Combat game
>>
>>538566530
risk of rain has really nice environmental storytelling and aesthetic, how can you say this
>>
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>>538577568
Nah. It's pretty bland.
>>
>>538577683
no way, the pixel art mignola esque aesthetic is fantastic and the designs and silhouette are greatm you really feel on an alien planet, i dont even like the game as much but i can see why they were able to create an IP around it instead of being a one and done
>>
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finalizing the dog finally.
>>
>>538578131
i always forget your game has gore and blood lol
>>
>>538577683
The artstyle was pretty unique at the time. Besides, there weren't many games where your character occupied a 0.5% of the screen.
>>
>>538578131
"Finalizing the dog" makes it sound like you are taking Fido behind the shed because he's foaming at the mouth.
>>
Why are 2 generals up right now?
Anyway. I'm hornyposting and thinking about h-games. The customizable kind like back in the flash days. But I have no artistic talent.
So even if I could program it, I wouldn't have the art.
>>
>>538578131
Best unreal dev
>>
a game where you kill pitbulls
>>
/agdg/ is the definition of "unlimited games, but no games"
>>
>>538576368
Key has to be packed somewhere because the game has to decrypt itself at runtime, and open source means the location of the key is going to be publicly known.

Godot actually DOES have built-in encryption methods
https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_with_script_encryption_key.html
But because Godot is open source, this is all completely useless because the decryption programs know where to look for the key, because that information is publicly available.
>>
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>>538578680
>>
>>538578710
if unity never made that one mistake we could have watched this engine fall into obscurity
>>
7 cris threads on /3/. They even gave him his own general, but he keeps making new threads about workflows kekw
>>
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>>538578680
>>538579013
>>
>>538579449
>one mistake
Unity's death was inevitable and a long time coming anyway. It literally got worse every update.
>>
>>538579530
KEKYPOW i love cris, there are new janny applications so he's probably going to get cleaned up soon by a new janny
>>
>>538579898
The only thing that will stop Cris is death.
>>
>>538579898
>cris applies to be a janny and is accepted
>>
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Peace
>>
The source code for DOOM has been public for almost 30 years and yet /agdg/ anons are scared that people might take a peek inside their little 2D platformer that lasts all of 25 minutes.
>>
>>538580942
im kinda spooked at indians using my code and making 30 copypasted games with barely any changes trying to profit off me, even if they have no rights for it
i dont care about the normal aggydaggy, except for the belgian nigger
>>
>>538580942
I don't actually care all that much if people steal my code.
What worries me more is that people will judge it and make videos on how shitty it is ala Yanderedev and Toby Fox
>>
>>538580942
so true sis
>>
>>538580339
The face looks traced.
>>
>start to hate my game
>drop it
>come back a few months later
>this is actually pretty good

is there a name for this?
>>
>>538581306
deep retardation
>>
>>538580942
My sauce is not related to the code and can be effortlessly copied.
>>
>>538544860
>>538547506
>>538547643
Tantrum threads are inherently bad though ...

>>538581062
I doubt that. Either way code reviews are often cringe. Some are actually well done and constructive but most are just an excuse to shit on people.
>>
I love Risk of Rain 2 so fucking much bros
>>
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Hey hey ho ho!
Making another push, wall-kicking back to main-project.
>default to fullscreen
>escape key from all menus and from the game
>flashing power management
>tooltips hitboxes on weapons are now bean shaped instead of circular
>sprites for walls
>layered crew stat indicators
>>
>>538581271
It's not
>>
gamedev is harder than a regular job
>>
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i can't lock in...
>>
>>538583246
whats your game i want to play it
>>
>>538581306
saturation theory
a cloth soaked in water can not get any wetter
let it dry, and it can soak water again
assume the cloth is your mind and water repeesents the novelty of your game
>>
>>538575743
cuck him, just like my japanese animes
>>
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Pretty happy with this 3D render, what do you think?
>>
>>538583757
KILL YOURSELF
>>
>>538580942
Back in the day there were pirates who decompiled DOOM before id open sourced it and used the decompilations to make and sell illegal DOOM clones, which did piss id off, but id ended up making lots of money anyways, way more than any of the illegal clones were making, for it to not really matter too much in the grand scheme of things.

The difference is that these days devs make so little money that illegal clones often do make more money than the original devs do.
>>
>>538583757
HOLY FUUUUAAARRKKKKK
cris won
>>
>>538581306
>Love my game
>Come back a few months later
>Wtf is this shit, what was I thinking? How was I ok with this?
Works both ways...
>>
>>538583220
Some things are harder, some are easier.
Like, do I get yelled at? No :)
But, can I slack off from time to time and still get paid the same? No, the workload remains constant and crushing :(
>>
>>538583757
I like your brush strokes. This is my last reply to you until I have played a game with your cute frog in it.
>>
>>538583757
Not bad
>>
>>538583220
then why don't you have one?
>>
An idiot admires complexity, a genius admires simplicity
>>
>>538583220
Protip: find yourself a low effort job that allows you to gamedev on the clock.
>>
>>538584717
i didn't say that
>>
>>538584717
The idiot rapes the genius when he admires simplicity
>>
>>538584717
ai generated text that talks to nobody and adds nothing
>>
>>538585343
https://www.youtube.com/watch?v=k0qmkQGqpM8
>>
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>>538585324
The idiot does not concern himself with employment.
>>
>>538582586
First time seeing this. I like the look of your game already. I too am making a 2d space game. But it doesn't have sovl graphics like yours.
>>
>>538585623
mine's an ftl ripoff, what's your's like?
>>
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I want to have sex so fucking bad...
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>>538586383
heyyyyyy
>>
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>Peak releases
>/v/ and /agdg/ immediately start seething about it, calling it "friendslop"
>a friend convinces me and another friend to buy the game
>initially reluctant since I've only seen people say negative things about it
>we played for 4 hours straight and had a blast
I'm starting to think this website might be full of people who don't have any friends.
>>
>>538561369
>>538563570
Thanks for testing and thanks for the logs, they showed me that I fucked up the export. It should work now.
>>
>>538587497
all i've seen about this game is the loli porn
>>
>>538587659
based kannaGOD
>>
>>538587497
/agdg/ hates every game that gets popular because they can't fathom the idea of a game being good on its own merits and think everything is down to luck
>>
>>538557507
thats cool stuff
>>
>>538557507
cool, where is the gameplay?
>>
>>538551536
Nothing ever happens.
>>
>>538584807
i wish
>>
>>538586383
Have you tried asking?
>>
>>538550391
>A DEMO is a VERTICAL SLICE of the gameplay loop to see if it's worth developing into a full project.
A proper "vertical slice" is a slice of everything, including music and UI, not just gameplay. Make a 5 minute demo that shows off everything: gameplay, music direction, art direction, high level concept. Then see if people want more content.
>>
>>538587659
wtf does this game have to do with lolis
>>
>>538588821
>what does the game where you play as kids stuck in an island have to do with lolis?
>>
>>538550391
>A DEMO is a VERTICAL SLICE of the gameplay loop
No.
>>
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>>538550391
the lack of feedback about your gameplay is feedback anon.
if you get a comment like >>538551131
That means you've got something that is fundamentally good and you should begin to focus on polish. A lack of meaningful feedback is feedback.
>>
>>538588967
no it isnt, sometimes people rush to give feedback, talking nonstop about the first 2 menus and barely actually engaging with the gameplay
talking about UI is so fucking stupid in demo day UNLESS its actually important (almost never it is)
>>
>>538550391
Lack of visual and audio polish can hamper the experience though. Like imagine DOOM with no music or proper sound effects.
>>
>>538587825
it literally is down to luck and some convenient shilling by streamers
i despise the retarded cattle that support this shit (unless it was my game in which case it would be a good thing)
>>
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I ran out of ideas.
>>
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>>538589376
I know a guy.
>>
>>538577458
on Android the code is usually obfuscated so you can't extract actual variable, method or class names. so someone can decompile your game, but float maxAcceleration will be float aacx and spawnNewEnemy() will be aaf().
before AI it used to be much harder to work with such code but I think now AI can make educated guesses what each variable and method is for, so soon every game will be decompilable even if it's "encrypted"
>>
>>538589110
The lesson you're refusing to learn from this hypothetical example is that you need to make the first 2 menus completely frictionless so that testers get to the gameplay and don't get caught up on the menus.
>>
>>538588942
Are they supposed to be kids? I thought they were just weird bobbleheaded cartoon characters. Nothing about them screams "child" to me, but I'm also not a pedo so that probably helps.
>>
>>538589110
The little things add up though. There's a reason why people bitch endlessly about modern UI in both how it looks and in its functionally because it's a pain in the ass to deal with. Not even being able to get the menus right does not bode well for the rest of your game.
>>
>>538588786
While, both require finalized art, menus, sounds, music, etc., a demo is not a vertical slice. A demo is the first 10-33% of a complete game, typically created for potential customers, while a vertical slice can be taken anywhere in the middle, typically at a climatical high point where of all the most important things can be shown off. Vertical slices are for internal proof-of-ability (i.e. proving to the entire team that "yes we can indeed make this game in it final form").
>https://gameworldobserver.com/2023/11/22/game-production-stages-prototype-alpha-beta-ship-tim-cain

Besides the guys like Hypercoven who are posting demos for already released games, nearly none of the submissions to DD are demos. Most can't even even be called a prototype.
>>
>>538589945
FEAR's demo was stitched together pieces of different parts of the game to make a representative sample.
>>
>>538589586
>>538589876
fuck off, its demo day, have the common sense on ignoring default unity buttons and PLAY THE FUCKING GAME
niggers
>>
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https://www.youtube.com/watch?v=i7kh8pNRWOo
It's that time again where I dust off this video and hope it motivates me.
>>
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a game where you give loans to european kingdoms and play them off each other to amass wealth
>>
>>538590284
Either put your best foot forward every time or suffer.
>>
>>538590150
That sounds like multiple vertical slices, which could work. Different types of games require different types of demos. The point is that nearly none of the garbage posted onto DD can be called a demo by industry standards, and then the NGMI kenyan helicopter devs of /agdg/ get upset when an actually competent reviewer drop by and wastes his time reviewing the poor excuses for a game that are posted to Demo Day as if they were demos, which they are not.
>>
>>538590338
I make games for gamers, not for other game devs
fuck off nigger, you're as bad as a game journalist
fuck i hate you so much NIGGER
>>
heavy metal fakk2 but not shit
>>
Halo but it's actually just Halo
>>
>>538590625
>competent reviewer
>>
>>538590625
Most DD submissions are prototypes. The purpose of those is whether the variable being tested (e.g., the gameplay loop) is good. Saying the graphics suck in a gameplay prototype is a waste of time.
>>
You all are your own artists and devs with your own methodologies that work for you, but I thought I'd share a little of how Valve structured their project schedules from Half-Life 2 to Portal 2 in case some might find it useful.

The first thing Valve would try to do was make a vertical slice "proof of concept reel," which later became known as the "overwatch demo." These would be demonstrations of major gameplay elements, technology, and polished assets to show off the intended aesthetics. If this was considered good enough after being reviewed by the "overwatch" team, the project was greenlit for full scale production.

During full scale production, Valve would do weekly playtest sessions, which would often involve "greybox levels" (actually called "orange maps," as Source used placeholder orange textures), but that always involved actively watching how the play testers actually played the game, not so much listening to feedback of "the orange textures should be replaced."

Anyways, demo days don't really work as play test sessions outside of watching streamers, assuming you can get them to even agree to play greyboxes. Demo days should probably be treated more like checking if an overwatch demo concept works.
>>
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>>538590284
this is such a nodev take. Remove low hanging fruit if you want to get good feedback. Everyone learns this eventually
>>
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Got off my fat ass and finished the code for having multiple levels in an area, with a 2d map for each, and correct numbering schema for displaying ground level, levels 2-5, and B2-5. Also updated all the inter-area loading screens with small area flavor titles, so It's not just Dungeon:Area1:level w/e.
Think I was doing most of this as an avoidant behavior because I have to update the quest system to a data table and refactor around it.
That's the last pillar system to unfuck before I jump into content generation for a finished demo though, so that's nice.
>>
>>538591152
you're a retard
>>
Rather than Demo Day, it should be called Prototype Period-Of-Time
>>
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Give me more perk ideas

public enum PerkType
{
IncreaseHealth,
IncreaseSpeed,
FireRate,
MagazineSize,
BulletDamage,
ReloadSpeed,
HealthRegen,
CriticalChance,
IncreaseJumpHeight,
HealOnCrit,
IncreaseCritMultiplier,
RicochetBullet
}
>>
>>538591306
>you're a retard
>>
>>538590905
>>538590993
Then start calling it prototype day. From what I saw, yes, his comments were absolutely correct. The sooner you retards start realizing that the DD culture of posting half-assed game mechanics that aren't ready for players to play is why none of you are able to finish and release games and instead waste years making minor tweeks to the same NGMI piece of shit.
>>
>>538591373
perk that makes you have a green thumb
>>
>>538585796
It's barely a game yet. It's more hobby programming to keep the brain rust away from skills.
But it would be about salvaging, exploration and survival.
>>
>>538591373
BocchiAvatarFag
>>
>>538591373
Try adding something that changes something about the player's playstyle to make it more interesting. "Increase number by 1" isn't that motivating. Adding damage over time, turning all guns into shotguns, infinite ammo but half damage, half health but you heal on kills, bonus damage based on how much health you have, bullets do more damage at short/long range
>>
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>>538591152
i've been removing low hanging fruit for 2 years...
>>
>Mr. Anon, why is your essay full of typos, grammatical errors, and incomplete sentences? I'm going to have to give you a F for this assignment.
>Erm, ever heard of a rough draft, you fucking chud? Why can't you just the paper normally?
>>
I'm running out of things to do but my game doesn't feel done yet
>>
>>538592040
That's what I'm doing. I like the extra damage at distance/close range, thanks for the suggestion that's a good one.
>>
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I wanna make a small project for fun and post it here but I feel like people will get mad at me after swearing this place and gamedev off for good. This place sucks but the feedback through itch is nice. What do?
>>
>>538592491
Anon, nobody gives a shit. You greatly overrate your importance.
>>
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>Me playing Demo day games
>>
>>538592491
No one ever recognizes anybody. I've probably left and come back like 5 times by now.
>>
>>538557829
Not that guy but war of the monsters was great, loved how breaking enough buildings transformed the map with natural disasters.
>>538570379
My game is here. I will keep trying to make it better for you anon.
>>
Encrypting your code is pointless because copyright itself is immoral. Software should be copied freely, like the buffalo.
>>
>>538593094
This.
>>
Reminder that although DD65 currently says January, it's due to the off by one error caused by the DD squatters and DD65 will eventually get moved to November.

We all have less than 2 months to make serious progress.
>>
>>538593094
You're right. Thanks for making the world a better place, Juan.
>>
>>538593094
so true Juan
>>
>>538594368
>>538594418
Juan won.
>>
>>538593094
In a world where we have to share with cultures in which fucking other people over is the highest virtue?
>>
>>538591128
>Demo days should probably be treated more like checking if an overwatch demo concept works.
dabblers, auteurs, hobbyists jobbyists, anyone can submit what they are working on in this community, demo day is just alliteration. it's share your game day, not exclusively test if your game is viable on steam day.
>>
>>538592491
if you're not cris, open arms brother.
>>
The parser is now more sophisticated and I've added game entities to interact with.
>>
>>538591128
Putting gray boxes into your world does not mean you have a greybox game. Greybox games are fully playable and have all the necessary systems that make the gameplay fun and playable, like the fucking menus. Studios like Valve will even develop internal tools to help facilitate greybox testing, such as a tool to create a save file in the exact state that the tester wants. Meanwhile, less than half of you retards have even bothered to make a functional save system.

Also, most of you have never made a vertical slice. You skipped making a proof-of-ability because you've deluded yourself into thinking that you will eventually learn how to make all the parts of your game that you don't already know how to make (you won't).
>>
>>538595524
I should explain a bit more. All entities have an id, a description. a set of name, valid interactions

The id is a unique integer. I don't think my code actually uses it though kek.

The description is what you see when you examine the entity

The names are a list of aliases with a primary name. Some or all names can be shared between entities. The first name in the list is what is displayed when interacting with the object.

In my example I have two identical "new books" and an "old book". See pic related for some code.
>>
why is agdg so quiet today
*check fox news*
oh...
>>
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>>538593560
>We all have less than 2 months to make serious progress.
My goal for DD65 will be to actually work on my games every day and not doing something in a hurry within the last weeks just to upload something, as I've been doing all my fucking life.
I want to see what I'm really capable of.
>>
>>538596132
It's also late at night
>>
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sneed tree
>>
>>538596695
what kind of game are you making
>>
>>538596998
game with guns that shoot from your hands in first person towards animals and bad guy
>>
>>538597234
Sounds cool, the terrain looks very nice.
>>
>>538557507
Are there woodpeckers in the portal world?
>>
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Been working on a Recettear clone
>>
>>538597896
>[existing game, but worse]
>>
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this except it's godot instead of war thunder
>>
>>538560768
I have little hope in even getting close to Cookie Clicker, but still sounds pretty good.
>>538560932
Yeah, for similar results + "simple" turn-based strategy game for some ungodly reason.
>>538561257
I probably would suck at building the proper atmosphere and getting proper photos. Still something to consider.

>>538561645
As for recent, generally action games like DRG, but I do have soft point for Dorf Fort and similar games, I was quite into casual strategies as a kid.
>>
>>538591856
>programming hobby
language? I use JS
>>
I wonder if this minigolf game I want to make is "too big" for a solo project.

Minigolf is fairly straightforward so I thought it'd be little more than an art/course design grind. Kasha curls into a ball and putts herself around with her tail which detaches and reattaches to her. She drinks milkshakes on the course to turn her tail into other things that assist her movement, such as lead weights, rockets, or a cannon, which she can use mid-swing to readjust her trajectory.
I want the graphics to be lowpoly PS1 style, very colorful and nice to look at like a game like Speed Punks or Spyro. Couch multiplayer is a big feature, that'd be fun to have a game that fills the void of candyshack minigolf with catgirls. Obviously Kirby Dream Course is another inspiration, but since the game is fully 3D you can rotate the camera by 45 degree increments.
>>
>>538598414
C# and unity.
Yeah yeah, put your complaints in the box over there, i get it.
>>
>>538597896
how do I unsqueeze the video
>>
>>538598748
the only real barrier is art/course design for a minigolf game. could have the core systems made in an afternoon.
>>
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please reply to this post
>>
>>538599963
ggrks
>>
>>538600057
thank you
>>
>>538599963
only because you put on the serious hat
>>
>>538600418
thank you
>>
>>538599028
I don't mind, but I just don't like using interfaces so I don't prefer c#
>>
>>538599963
Have a you.
Never give up anon.
>>
>>538600792
thank you very much
>>
He- He's bumping the thread to much.
Shut it down!
>I-It's not shutting down AAARRGH
>>
My game idea is a sandbox multiplayer game called "Hearts and Minds" where a server has up to 100 players but 2000 human npcs and the map represents a country and the purpose is to convince the human npcs to believe and act how you want them to, but every other player is trying to influence them too so its indirect PVP for control of the NPC hoards. for example you could turn the NPCs of the country into Nazis who would do...racist stuff against other NPCs/players. start a giant civil war between NPCs. its all about forming a faction where the NPCs see you as their leader. recruiting NPCs to your faction. using your NPCs to wipe out another player's faction of NPCs.
>>
>>538601038
Didn't read. Start with Pong.
>>
>>538601484
Game where you violently torture and kill pongposter
>>
>>538601568
Pongposter is correct though.
>>
>>538601038
TLDR: a game about manipulating NPCs. where the NPCs represent humans in irl society. so you cant directly control them like in most games, they're not your little robots. but they're influenceable.

no matter which player has the most NPCs seeing them as the authority figure of the server, there will always be 10% of npcs who are contrarians that oppose any current authority, they're natural dissidents, and they're angry and therefore dangerous, so the current authority player wants to oppress them, but a new player who has no following yet would want to recruit them and attempt a coup
>>
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Reminder
>>
Not clicking
>>
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Lots of aggydaggers think that they are autistic, but there are other personality disorders such as narcissism that can cause your anti-social behavior. You are probably not autistic, and you do not have autism superpowers. You are just a narcissistic loser.
>>
>>538601760
if I don't make it after 95 years, I'll kms
>>
aistupidlevel.info

very useful for vibe coder gods
>>
>IP Grabber
>>
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>>538543935
progreeeeeess
keybinds! I had a left handed player who was struggling to play a bit so i rushed to get these done
>>
>>538602002
I have a sibling that was originally DX’d with antisocial personality disorder, and very much meets the criteria for that (when we were kids he’d waterboard people, druggie, threatened people with bats etc). 5-10 years ago he went to an “autism specialist” and got an autism diagnosis. We don’t talk anymore, but from that point forward he was all open about his “autism” and blamed all his social issues on it (in between long disturbing rants about how he felt kinship with Ed Kemper and other serial killers).
I now just assume every person that self-IDs as autistic is ASPD or NPD. It hasn’t steered me wrong yet.
>>
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>>538601038
>>538601749
I had a similar idea before and I did some pixelart about it, maybe I'll do it as a side project if things go well this next two months.
But yeah start with pong.
>>
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hey anon's came here ask for some help with Godot's animation play and Skeleton bones, as i've been try to get them to work but i keep get this error and they don't move so i came here to ask if there any fix or plugin to fix this
>>
>>538602960
good work.
but also, as a left hand player, I feel bad for left handed gamers who were tricked into using mice in their left hand.
>>
>>538603229
Those errors mean that the path to those parameters are no longer correct. You probably reordered some nodes in the scene tree. For a remapped skeleton, the most common convention is to access the GeneralSkeleton as a unique name. Whatever tutorial you're following probably had that step, but you skipped it.
>>
What if I made Pac-Man on steroids?
>>
>>538603560
https://en.wikipedia.org/wiki/Pac-Man_Championship_Edition
>>
>>538603143
>I now just assume every person that self-IDs as autistic is ASPD or NPD.
That would make a lot more sense. It appears that ASD and NPD have a very low co-occurrence rate (between 0% and 6.4%).
>>
>Someone finds a problem with the button remapping
>Have to patch the game and every game before it
Why can't the PS4 be like the other ones...
>>
>>538604061
Yeah. I think so many people have fake/self-ID’d as autistic that popular culture has forgotten what actual autistic people are like. They aren’t these brooding bitter assholes. Most of the time they don’t even realize/notice when people dislike them.
>>
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>>538602002
I think this is very obvious and common for 90% of disorders people use as excuses for why they're not successful, and applies to the entire internet not just this general.

You can tell we have an excess of narcissists when people submit warmed up dogshit to demoday and yet still somehow expect to be the belle of the ball. Or we're talking about some highly successful and widely loved game but someone has to interject that, actually, that game was "slop" and bad actually.
>>
So what? Is using AI voice acting still impermissible now?
>>
>>538605016
If your game is a flop, then it was because of AI voice acting.
If your game was successful then it was OK to use AI voices

Personally I don't want my game sounding like a YouTube content mill using AI voices to read Reddit threads.
>>
>>538605016
shut the fuck up retard stop posting this shit and just use them or dont, make up your mind
>>
>>538605239
He can't make up his mind because he has no game, and he will keep posting so long as retards like you keep giving him (You)s.
>>
>>538605309
>he has no game
Keep projecting bitch. I already posted my game here before.
>>
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AI voice acting is literally the most ethical use of generative AI.
The voice actors on sites like ElevenLabs both consented and are being paid when you use their voice.
Both AI code and AI art models are trained on the stolen works of creators who will never see a dime for what the AI produces.
Guess what /agdg/ is okay with though? Hint: Its not AI voice acting.
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>the nobel prize retards were about to find the answer to all personality disorders but they got distracted by the voice acting bait
>>
>>538605579
Truer words have never been spoken.
Fuck all the anti-AI troons.
They can't even often tell AI genned photos from real photos
>>
>>538603441
thank you for the help anon it's all working now
>>
>>538602626
>"loading bar" animation gets too large to stay in one line, so it repeatedly make the page jump on my phone
Vibe coders, indeed
>>
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Does DS4 Windows treat a Switch controller as a PS4 one? I don't understand this one.
>>
Is using the directx api as an engine based or retarded?
>>
>>538604604
High-functioning autists simply lack enough subconscious emotional and social intelligence and to fit in with the normies. They have much milder reactions unless something really ticks them off.
>>538604969
>ADHD
If one can't be even bothered to start a video game they recently bought, then I doubt it's laziness.
>>
>>538606986
>ps4 fun controller
I thought all controllers were fun... was i wrong?
>>
>I make a basic save/load system for my player
yey
>Now i need to do the same for scriptable objects on the canvas with correct parenting and references
fuk
I dont wanna.
>>
Generative AI is OKAY to use!
>>
Nobody say anything
>>
Anything!
>>
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>>538602002
I am autistic because I was diagnosed by a professional who I trust more than some retard posting a pepe.
>>
>>538608731
The frogposter always posts bait.
If you see a frog post you should ignore it.
>>
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>>538587870
Thanks!

>>538587963
Could you elaborate what you mean by that please? I'm not familiar with the term

>>538597501
There will be some other bird in there eventually
>>
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>>538608893
>>
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>>538608893
At least I'm willing to provide the thread with original content unlike other baitposters.
>>
>Two frogs in a row
>>
https://store.steampowered.com/app/3010290/Heroes_of_the_Seven_Islands/
5000 wishlists on release. Same publisher as Tower of Kalemonvo.
What can we learn from this?
>>
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>>538609635
>>
>>538609662
meme micro publisher, what does it even do?
>>
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>>538609635
It's just like when someone starts talking smack about bocchi, every bocchiposter will crawl out of the woodworks to defend our sister.
>>
I guess even a big tiddy goth shopkeeper isn't enough to sell your game in today's economy. Game looks better than mine too, oof.
>>
>>538609961
>I guess even a big tiddy goth shopkeeper isn't enough to sell your game in today's economy. Game looks better than mine too, oof.
>>
>>538609883
Nothing. Unless you're Russian, for whom getting on Steam is too big of a headache to deal with and you'd rather focus on gamedev, these micro publishers are a scam.
>>
>>538565287
i don't have a project so any "hop" would actually just be a project start....
>>
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https://www.youtube.com/watch?v=oXLmFWIi3Uc
Two experienced ex-Relic devs worked 4 years full time on this game and earned around $25k/year each.
They'd have earned more working at McDonald's.
And it's only going to get harder from here.
>>
>>538610324
>https://www.youtube.com/watch?v=oXLmFWIi3Uc
>Two experienced ex-Relic devs worked 4 years full time on this game and earned around $25k/year each.
>They'd have earned more working at McDonald's.
>And it's only going to get harder from here.
>>
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>>538610010
Are these posts supposed to make me feel anything? I'm really confused, I can't really figure out the intent behind them. Maybe because I'm autistic (self-diagnosed).
>>
>>538607281
>If one can't be even bothered to start a video game they recently bought, then I doubt it's laziness
It is though, or you just have other things you'd rather do. It's not due to a made up disorder you faggot
>>
>>538562206
>>538565079
Uh oh, I'll look into that, thanks for the head up
>>
>>538609961
What kind of powers does this game have for m-
>More range
>Literally nothing else in the screenshots
It's amazing how many of these games fail to tell people about this.
>>
>>538610324
Damn this game would have made millions on XBLA back in the day. Its very polished but the market has moved on from this style of game it seems.
>>
>>538611467
>Damn this game would have made millions on XBLA back in the day. Its very polished but the market has moved on from this style of game it seems.
>>
>>538554490
An RTS / Character action crossgenre game where you play as a commander leading squads of mobs to attack / conquer objectives with the goal to destroy the enemies' base
>>
>>538610324
>lets ai generate the most basic uninteresting characters we can for our porco rosso inspired game
this decision basically killed their chances.
>>
>>538610364
>>538611486
>>538611636
This troon seething about this game real hard
>>
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>>538611467
>XBLA back in the day
>50MB size limit
By the time they upped the limit for larger games like this XBLA was already dead
>>
>>538554697
Just make a game about mowing your lawn while the apocalypse is happening in the background.
>>
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>>538611730
>>
>>538561620
very cool and reminds me of starcraft 2 protoss
>>
>>538610460
>or you just have other things you'd rather do
Like doomscrolling and listening to the same song for hundredth time despite knowing better, right?
>>
>>538612095
STOP SPYNIG ON ME!!1
>>
>>538611430
This looks pretty bad.
Like 90% of the budget went towards the shopkeeper.
>>
>>538611430
>>538611636
When you look at these games, do they make you excited to try them out?
>>
>>538612380
I'm sure you think you're going to make a profound point, but you're not. You're a brown genetic excrement, a useless eater, so you don't have the intellectual capacity to say anything meaningful.
>>
>>538561620
Very stylish
>>
>>538612149
One of classic symptoms - having so little dopamine that you can only afford the most brainless activities, then you kind of hyperfocus on that and lose hours of your life.
You might end up using mostly your brain to get dopamine(listening to music, daydreaming), so most of the time you can manage to do physical chores like cleaning, but mental activities can't quite fit in.
>>
>>538613009
For me the issue is always that my parents are both over reliant on me as a caretaker due to disease, and also that when around them they crank sources of noise to 11. I can't think. If anyone can dev in the middle of a TV goyslop storm I'd love to know your trick
>>
>>538613146
Asking them nicely to lower the volume/wear headphones?



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