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File: indie games .jpg (349 KB, 1545x2000)
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Expo edition!

>Release day
https://store.steampowered.com/app/3818000/Guns_and_Nuns_Storming_Hell/
https://store.steampowered.com/app/3748640/Wasteland_Bites/

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-68
Previous: https://itch.io/jam/agdg-demo-day-67

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn (embed)

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

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

>Previous Thread
>>562540349
>>
I know you guys hate advertising talk but I can't be the only one thinking those prices are extremely reasonable
>>
>>562636494
i saw the discord, it's not much better than the thread. same shit and the "progress posting" channels are essentially dead.
>>
>>562636684
They're reasonable for an actual advertising firm. 57k subscribers is fucking nothing.
>>
actually, /agdg/ is going to birth the indie game dev renaissance.
>>
>>562636696
I think gamdev is unironically dead
>>
Nobody here loves me or cares about the game I'm making, *punches wall*
>>
>>562636684
Totally agree! That'll be $5k for your 30 second spotlight in our expo that nets maybe 10k views.
>>
>>562636876
Just remember if you ever feel illiterate or incompetent this is the average poster you share the thread with now: someone who can't even read numbers.
>>
>>562636870
oh fuck he punched the wall he must be serious
>>
>>562636974
You're right we do have to share the thread with people like you and I really wish you'd leave.
>>
>>562636974
grifters exist because of gullible retards like you
>>
>>562636974
you can make a youtube channel about flushing turds down the toilet and easily crack 57k subs
like the other anon said - its fucking nothing
before they can help you with exposure they need to help themselves lmfaooooo
>>
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>>562637160
Don't be mad just because you saw the $300 price tag and immediately jumped to $5000. Somehow. I hope making your game doesn't require any math, because hot damn you're fucked if it is.
>>
>>562637295
Seethe harder and pay shills to half heartedly promote your game while you slowly bankrupt yourself in the name of "muh dream project"
>>
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>violent schizo tranny is out of prison

https://store.steampowered.com/news/app/1692240/view/492721254199986235
>>
>>562637484
>s-seethe! seethe!!

You can't even pay your bills yet you whine about paying shills and that's funny to me.

Broke ass bitch with disappointed parents, no cash, no game, and more chips on his shoulder than friends trying to tell anyone how to live their life. Fucking lmao.
>>
>>562637603
*Rotate comes back at the same time*
>>
>>562638005
redditspacing zukjeet
>>
>>562638005
>You can't even pay your bills
>Broke ass bitch with disappointed parents, no cash, no game
We've all been on the internet long enough to know that crash outs like this are just projection of your own failures. Hope things start going better for you soon anon.
>>
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>>562638005
Welfaremaxxing neetcels
>>
>>562638241
Lmao, you guys talk about flipping burgers as a viable career. Tells me everything I need to know.
>>
>>562638005
Bills and shills. Is the indie space similar to the Rap Game?
>>
>>562637603
So he's a violent drunk tranny huh
>>
I HATE ANIMATION EVENTS
>>
If you dont earn money from gamedev you are literally below any burger flipper on the social scale.

Yes, I dont earn money.
>>
>>562638515
>Is the indie space similar to the Rap Game?
Bunch of idiots telling themselves they'll get rich quick while whining about everyone else keeping them down?
>>
>>562637484
i am disabled with $30k in the bank and nothing to realistically invest it in but my hobby projects.
https://www.youtube.com/watch?v=jJLlGmXKvyo
>>
>>562638765
I imagine Eminem bringing a roguelike deck builder to his 8 Mile Game Jam.
>>
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What was the prediction at again?
>>
>>562638986
How many of these games have to succeed before the crabs kill themselves like they promised?
>>
>>562638986
post the net income
>>
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>>562639249
>>
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>>562639098
Crabs are cowards who will never commit to their ideals. They'll just change their requirements because they don't actually believe in anything.
>>
>>562639336
>guesstimate from some random site
imagine simping for a different dev. you're not even flauting your own "success". how pathetic.
>>
His keys are sweaty, posture weak, fatty belly
There's tears on the floor already: Unreal spaghetti
He's nervous, but calling everyone loser and tranny
>>
>>562639438
I just want the crabs to die or shit themselves trying
>>
>>562639512
you can always rope you know.
>>
>>562639512
The game could get 1000 reviews and they'd find something new to bitch about.
>>
for guns and nuns i predict 1k reviews before 2027
>>
why are you fixating on that game and why are you pretending others are fixated on it
(they have no idea what it is)
>>
It is BOKUver
https://store.steampowered.com/app/3204770/Warm_Poop_From_Butt
>>
One thing we agree with crabs...

Crumble flopered bigly
>>
>>562639734
Why doesn't Boku add multiplayer? It's easy on Unity.
>>
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Success breeds jealousy.
>>
>>562639896
I sneezed and a bunch of flan fell out, why did you do this?
>>
>indie expo as OP
>Nonstop seething
Noticing....
>>
>>562639973
57k subs
>>
>>562639882
It didn't flop it's just not a huge success that he pretends it is.
>>
>>562640093
*captures you*
>>
>>562640131
middle aged millennial vibes
>>
>>562640104
It flopped for one big reason: he's still here still begging us to like him.
>>
>>562639973
Are you implying Betz is jealous of another expo's success?
>>
>>562640232
*cuts your tongue out*
>>
>>562640246
Betz tried to deal with joshua
>>
>>562640238
Has he considered maybe actually contributing to the thread like his hero, trainwiz?
>>
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>>562639964
>flan
de nada senorita
>>
>>562640336
>Tried
What happened
>>
>>562640556
He died.
>>
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>>562640580
RIP BETZ. Send your game to /v/3 in his memory https://forms.gle/s1fcSjVfUyDJDhsS6
>>
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my personal life is in shambles so I think I'll get some progress made on my game
>>
>>562638986
>more reviews than player peak in the first 48h
Holy shit, negative players to reviews ratio.
>>
>>562638986
How many people actually bought it
>>
>>562641142
>muh player count
It's a single player game. Are you stupid?
>>
>>562641259
>the invisible players
LMAOOOOOOOOOOOOOOOOOOO
>>
>>562641142
is that betz?
>>
>>562641142
the true mark of a tranny cult game
>>
>>562641360
My bad, I don't know what I was thinking asking if you were stupid when the answer's obvious.
>>
guys i had a big idea, anyone wants to know about it?
>>
Thank you to Guns and Nuns for coming along and mindbreaking the thread so much that they're no longer mindbroken over Poke All Toads.
>>
>>562641471
Yes.
>>
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>>562641142
>>
>>562641537
Everyone has big ideas.
>>
>>562639336
what site is that?
>>
>>562641854
games-stats
>>
>>562636494
where did they go?
>>
>>562641947
The /v/ thread and the discord
>>
>>562642063
Which discord there's like 10
>>
>>562642046
>i made shovelware during the shovelware era and these pennies made me the richest monkey in my favela
>no i will never post that game
>>
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a flop is a flop
gun nuns? flop
poke all toads? flop
YOMI hustle? success
flyknight? success
>but saar it's not a flop in india i can get many rupees
dont care
>>
>>562641947
They gave up because this jobby is all dried up. Look at reddit and x its the same everywhere. From what I can tell a lot of them moved onto music production for some odd reason I haven't been able to surmise.
>>
>>562641947
I'm right here.
>>
>>562642046
just keep making games and maybe invest the moneyrino
>>
>>562642280
you are a jeet
>>
>>562642432
>ooo ooo aah aah
>>
>>562636684
If they had 10K views per video this would be a passable deal. But they have 2000 so it doesn't convert to anything.
>>
can you imagine without proper data (steam charts) niggas would be saying that 200 reviews games made millions
>>
>>562642691
Why would steam charts matter for a singleplayer game?
>>
How do you people cope with the fact that gamers appreciate games less than they ever have? Gamers are also more overwhelmingly negative than ever, and their taste is more retarded than ever.
>>
>>562642873
I'm more interested in unsubscribing from your takes
>>
>>562642873
just biding my time waiting for the crash like any sensible being with any degree of sentience
>>
>>562642858
FUCK YOU
>>
>>562642873
by making slop and nicking and diming them. let the pigs complain all they want, it's not like it matters anyway.
>>
>>562642280
Well my work is still earning burger flipping levels of cash. That's a comfortable life here tho
>>
remember, everything you talk negatively about ai, you sound like this guy: https://www.youtube.com/watch?v=QF2PYUPkvlo
>>
>>562642873
I make the games that I enjoy making and playing.
>>
woke chuds are worse than woke people

at least woke people are just asking for respect, woke chuds are just doomposters
>>
>>562636453
>>562636684
>>562636781
>>562636876
buy an ad
>>
>>562642858
>why would the main metric of success for games matter?
>>
>>562643645
>why would the main metric of success
You mean... sales?
>>
>>562643541
doomposters are way ahead of everyone else
>>
>>562643541
what the fuck is a woke chud
>>
anybody else downloading literally every free asset pack they can find into their project? i want the hammer editor experience, where it comes with tons of assets so designing a level has a better workflow.
>>
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>it works
>>
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>>562643645
>doesn't understand multiplayer games incentivize players logging in and playing during prime time hours
>saar the game has less players than reviews saar
>blooded bitch must have 200 sales
>>
>>562643869
same mindset of aspiring beatmakers that download every drum sample pack and end up with 500,000 files to scroll through then complain they never have motivation
>>
>>562643705
Steam chart threats really made most of the underage kids here not understand how any of this works
>>
>>562643881
kanna...
>>
>>562643705
>>562643927
>imma just buy a game that just released and never play it
>this is the invisible majority trust me saar
i can see people buying games during steam sales and not having time to play them, happens to me too but in the first 48h? come on prangsheep not even you believe that
>>
my player moves twice as fast when jumping for some reason...
>>
>>562644060
you are completely wrong. guess why cs 1.6 has thousands of community maps? because of hammer editor.
guess why people are so creative in the sims? because they have a palette of props to work with. in sims 3 even the pattern editor which unlocks insane creativity.
>>
>>562644456
didnt ask
>>
>>562644456
maybe you didn't normalize the diagonal vector
>>
>>562644510
just two more sample packs bro then the creativity will flow
>>
>>562644683
iam actually a sample hoarder and i finished over 200 beats lol. ironic that you especially picked that example.
>>
>>562644456
Check if vertical velocity and horizontal velocity are intertwined
>>
>>562644325
>>imma just buy a game that just released and never play it
Yeah? Fuck dude have you never seen a backlog thread on /v/? Are you stupid?
>>
>>562644849
its not ironic we can see your post history
>>
i see a strong correlation with people who want to do things from scratch, wanting to be completely independent, and that those people had nobody to really depend on as a child. i guess life forcing you to be independent, because you cant depend on your family, makes you unable to learn to depend on something to be more efficient and reach higher goals.
every progress requires dependency.
>>
>>562644961
It's actually hilarious how he is completely incapable of accepting any other metric for success than player counts. What a fucking joke of a human being.
>>
>>562644961
>trust me bro the invisible players are buying a game in the first 48h and never touching it instead of waiting for a steam sale next summer trust me bro everyone wants to buy.....................guns and nuns
lol
lmao even
>>
>>562643881
i look like this
>>
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>>562645080 (Upvoted)
>every progress requires dependency
this guy fucks
>>
>>562645345
nta but I have 179 games in my library I have played less than 40min, I might have played 20-30 of them before they started tracking playtime on Steam
>>
>>562645578
did you ever buy a game in the first 48h and never play it? usually people do that for heavily discounted games but not new releases
>>
>>562636792
>renaissance
This is one of those things that seems to be missing from gamedev compared to other arts. Art movement would have a circle of creators and fans who all experiment in a similar style in art but would also often share similar outlooks on life and philosophies. Same with music where different genres of music definitely tends to attract a certain type of person. I dont know enough on writing/poetry but I think its similar? Most of old golden age of sci-fi guys seemed to associate with each other at least
>>
>>562645701
Yeah. I did that entirely because most launched indie games go on sale initially then.
>>
I respect all devs that publish games out there. It's incredibly brave.
>>
>>562636453
12 million total views for a channel with 57k subs is so shit lol
>900k weekly impressions
also worthless since it's low quality impressions and not steam impressions of people actually wanting to buy a game in your genre

marketing is such a scam. if you'll spend $5k you could instead probably find some chinese dude to work on your game for $750 a month and then you tell him to add gacha girls to your game advertises itself
>>
>>562645771
so brave to give Gaben one hundred dollars and upload your slop to the cloud
>>
>>562645745
lol. that's not a huge discount not worth FOMOing people when summer sales in a few months, i know this because one of my game got huge wishlist activity post release without me doing anything, people are just waiting for a big discount to buy
>>
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>>562644325
Yes, 3 digit player peaks are common in successful indies.
>>
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>>562645927
you can only cry if your game has not make $1000 back. Once you hit $1000 you get your $100 back.
If you dont make $1000 Gaben keeps your $100.
Thanks for playing the game, no crying in the casino bitch
>>
>>562646125
>i know this because one of my game got
Oh so that's what it is, autist literally can't understand that other people have different experiences.
>>
>>562643881
kanna I heard you talking about adding unlockable skins to your elf game
please make this one a reality
>>
>>562645701
Yeah I've done that, sometimes you try to get your squad on a multiplayer game and it just never pans out. But I'd say around 90% of them are just nostalgia purchases that I get around to replaying once in a blue moon
>>
>>562646259
why do you cocksuck gabencunt so much?
>>
>>562646421
He provides the platform for you to commercialize your games
>>
>>562646527
so does gog, egs and itch.io
>>
>>562646527
wait until he finds out how much the value he produces at his day job is actually worth
>>
PSA: publishing your game on Steam is entirely optional
>>
What must I do?
>>
>>562646658
>heh, wait till he finds out the economy is all fake and made up that'll show him
>>
Starsector is the only indie I know that didn't publish on Steam and is still widely successful
>>
>>562646856
Didn't it take years to get there though
>>
turns out i was calling move_and_slide twice per frame... that's why my character moved twice as fast while jumping. thanks gemini...
>>
>using gemini for code
>>
>>562647384
I only use llama v1
it's the model ((they)) don't want to tell you about
>>
i'll have the mechanic done by tomorrow
>>
>>562646856
>he forgot about that one tiny infiniminer clone
>>
>>562647384
i just type what i need in google and gemini does it. ...it just works nigga
>>
>>562647384
there's no meaningful difference between models at this juncture you are just a low vibration goy falling for corporate marketing
>>
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>150 posts in
>not a single one of them is talking about game development
>>
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>>562646696
Blaming external factors rather than themselves is not optional for a coping flopdev tearcel loser.
>>
>>562648362
neither are you retard
>>
>>562648362
>pretending like this is a new development
>>
>>562648487
Doesn't make it good.
>>
>>562648362
I'm reading over the Diablo II combat systems equations and trying to come up with some ideas for my own stuff. All of my code is composable and decoupled, which makes changing things easy. Problem is it seems to me that a good system for combat is more like a finely tuned set of ingredients and so even with things easily modifiable I'm not saved from being forced to tweak everything just so.

A lot of people in these threads seem to be people that want to market or sell a game, and not make one. I'm not sure why they're in here, it seems like a miserable way to be.
>>
>>562643881
ToT
>>
>>562648732
What's your game look like?
>>
Oh fuck. I ended up paying for a bunch of tools. Now I have to force myself to develop something.
>>
>>562648462
zukjeet mindset: ecelebs are always right, gamedevs are wrong
>>
>>562649090
loser mindset: WAAAA WAAA WAAA *shits all over your thread*
>>
https://x.com/eyeballtank/status/2040878884250419542
nortubel when did u have a furaffinity
>>
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>>562648878
It doesn't look like much at all at present. I'm using the kenny 1-bit tileset until I get around to making my own. It's a traditional roguelike, which precludes any kind of popularity or success. I'm hoping it'll end up feeling like a combination of Cogmind and Duskers
>>
Jesus loves you, even though you pretend to know how to program games on a Mongolian basket weaving image board.
>>
>>562649890
programming is an outdated concept
>>
>>562649846
>cogmind
How's that work? The modular stuff felt pretty integral to that game.
>>
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>>562649846
>roguelike
I want you to know that roguelike channels have 0 interest in a game that is good. You gotta pay them or you're getting no coverage.
>>
>>562649443
actually i think i wouldve lost interest in /agdg/ and move to another general if i didnt get so many replies lol
>>
>>562650646
Yes anon Im sure their policy is to review bad games exclusively.
>>
i don't know why but i feel like i'm gonna make it aggysisters!
>>
>>562636453
That fucking AD LMAO. They are charging up to $450 for goddamn 57k subscribers youtube channel HAAHHAAHA Are people stupid and desperate enough to pay?
>>
>>562650789
do trannies get off to being obtuse or something?
>>
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>>562650789
I'd say bad games are their favorite, why do you ask?
>>
>>562650296
A lot of it is still up in the air implementation-wise, but essentially the idea is you're a guy with a little ship, and you travel to other ships and stations (consuming fuel, etc) and you scavenge derelict ships and stations, and encounter stuff on those trips. The modular item feature will take the form of spacesuit modules is the initial idea (motion detector, etc).

>>562650646
I'm sure it's quite an endeavor to market a game, but I'm not at that point yet. I'm sure I'll have questions here in the future.
>>
>>562651349
imade this game
>>
>>562651370
Roguelikes have to go through hoops to tell /v/ that you're "one of the good ones." It's not worth it.
>>
>>562651387
Congrats. It was fun.
You're still a retard for not making any profit from it though.
>>
>>562651349
benchod
>>
>>562651563
Why would you care what /v/ thinks of your game.
>>
>>562651563
I understand that the community around the genre can be fickle or particular, but my goal isn't to convince anyone the game is worth it. My personal heuristic is that if I'm genuinely enjoying my game, this could indicate another may as well, and that would make me happy.

I'm a programmer and a builder, not a marketer. I think I'd have to lean on somebody such as yourself with more experience in the matter if I wanted to get into the business side of things.
>>
>>562652416
Next Fest threads are the only good part of game dev. Release day and everything after is just cold and devoid of discussion.
>>
Thomas Brush is going to interview me and say "DUDE! Your game is going Gangbusters! How did you do it!?"
>>
>>562652596
I dunno anon, that feels like an unhealthy parasocial dependency.
>>
This is a nightmare
>>
>>562651563
easy I just add lolis and /v/ will gobble it up
>>
>>562649890
>he loves you bro
>accuses me of committing a sin i haven't committed and blackmails me to like him
idk seems like something a human would make up, which makes sense considering it's written by anonymous authors
>>
>>562652416
/v/ will love my game, and my game will not have anime character art.

It will be a rare art style in which something similar only been seen one other time in gaming history.

It is not psx. it is not n64-like.

It's going to wow everyone.
>>
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>>562652881
>It has anime so anons love it
>>
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>>562649890
kek this >>562653064
>>
>>562649890
If Christianity were true, the moral response would be to openly rebel against such an evil God. No bribe or threat will make me betray my morals.
>>
>>562653187
no point telling that to the nodev creature, it pretends like lolitroonism is GMI when it's absolute NGMI territory
>>
>>562652881
Interesting. I've been thinking of making my main character a loli even though it wouldn't change the story at all.
>>
>>562653413
>>562653187
>>
AI just leads you in circles.
>Let's make it code driven
>Let's make it animator driven
>Let's made it code driven
And so on
>>
obs settings to record proggy under 4mb?
>>
>>562654069
>>
>>562654069
It's only a tool that tries to give you the most well-averaged response, and it can't weight the factors in a decision like you. You should retain your decision making and leave it as a way to extend your skills.
>>
>>562654112
ffmpeg compress the video afterwards.
>>
>>562654112
That doesn't exist. If you want to make it under 4MB then pass your result through FFmpeg with a 2 pass aiming for a under 4MB video.
https://trac.ffmpeg.org/wiki/Encode/H.264#twopass
>>
>>562654309
>>562654426
Does 4chan not accept H.265 yet?
>>
>>562654112
look up "webm for bakas" or any of it's forks
it's a gui wrapper for ffmpeg that can do some basic stuff too like cropping or trimming a video
>>
>>562654309
>>562654426
thank you senpais
>>
>>562653187
That's not a loli thoughbeit
>>
>>562654642
It doesn't. It has to be either H.264 or VP9.
>>
>>562654783
>That's not a loli thoughbeit
>>
>>562654704
thank you too senpai-kun
>>
>>562649665
I tend to have accounts on enough sites so I can spread my stuff and see other stuff I might like.
>>
>>562654301
It just can't seem to make up it's mind.
I've just wasted almost 3 days trying to make the attack system animator driven only to find out that was garbage and code-driven is better even though AI kept telling me otherwise
>>
Okay. I paid for Suno Pro.
Its general production is a lot better than 4.x but I hate that it ends sounds abruptly and it keeps adding vocals even though I'm saying the songs should be entirely instrumental.
>>
>>562655260
no vocals, no mistakes, if I hear a vocal you're going to prison for 5 years.
>>
>>562655584
That's a death sentence for a lot of the people that post here. I've been gathering names of posters here and spreading them through out the prison gangs.
>>
>>562655260
lol how lame you can't even make the ai do what you want and you paid for it ahahahah
>>
/agdg/niggers will pay for 10 different AI services and still not even have a game at the end of the day. All that money wasted and for what?
>>
my mom would like to see me make an edutainment game. i kind of wonder if there's less competition in that space.
>>
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You guys get any progress done?
I haven't been doing shit.
>>
>>562655123
ai needs a tard wrangler
you also need a tard wrangler
>>
>>562656870
>you also need a tard wrangler
Mine has some big tiddies
>>
>>562656290
I produced about 500 songs on Suno right now and I still think it was much easier to identify 10 of those I've enjoyed than learning to music production by myself from scratch.
>>
>>562656551
bing "rocky idle"
>>
>>562656997
can it make progressive psytrance nu-metal fusion?
>>
>>562657238
It definitely can but probably the more obscure the genres you're aiming for the better.
>>
>>562657581
>more obscure the genres you're aiming for the better.
how so? I was just shitposting those genres don't even make sense together
>>
>>562656645
I’ve reached the design point that matters. This should open as a new product block, not be smuggled into the
current identity block
>>
>>562656870
I'm angry at it for leading me on a wild goose chase.
My only suggestion was "Hey, I wanna make the window where your attacks freeze your movement inputs more precise"
And then this shit happens
>>
>>562657946
expecting success from obscurity means he is mentally ill and we need to eat him :/
>>
>>562656997
>I produced
>I
delusional
>>
>>562658126
you confused the AI, you made it think it is human, you are the issue
>>
>>562655123
>It just can't seem to make up it's mind.
You're giving it attributes that it doesn't have. It doesn't have a mind to make up, only a sense of directionality from your input towards the next most likely tokens.

If you describe an outcome, the output will be of low quality.

Start by describing the aspects of the pattern you want to implement (e.g. Command Pattern), and the code will begin to reflect your intent more.

Describe patterns, not desires.
>>
>>562658216
shutup retard loser, where is your game? thought so, LOSER
>>
>>562658282
What if I desire a pattern?
>>
>>562658336
what? you want the ai to scan and steal everything from it? no thanks
>>
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progress, riding into the sunset in wholesome graphics TM edition. Now you can rotate the camera inside the cabin. The cargo camera now it's rendered into a 3d plane an uses a culling mask to not render the whole world, also added some movement noise to the camera to fake the engine shaking the car.
>>
>>562658438
Aha I got you, see everyone he needs AI to make a game, but is too scared of using one, laugh at him!
>>
I think I'm going to an interesting take on the Prison Simulator genre, with smuggled phones, outside links, and a mission and reward structure.
>>
>>562658401
then your desires are enlightened
>>
>>562658442
game looks bad, why are you making this mess?
>>
>>562658282
I did describe a pattern, pretty thoroughly in fact
>>
>>562658187
I meant I don't know how AI could make something good for something it has little to no training data for but I'm open or even glad to be wrong
>>
Gabe Newell then loli post?
>>
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>>562657946
Anything you ask it will just be mapped into a latent space.
So, even if you ask for something that appears nonsensical to you the AI will try mapping it to a multidimensional place and then produce songs based on that mapping.
Then your job is to judge if it's actually sounds good enough and matches your standards or not.
>>
>>562658614
what if you trip and hurt your ankle? would you make a game about that?
>>
>>562658670
i want to invade the multi-verse using AI as the door, are you with me?
>>
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>>562655123
>>562658401
The other guy is completely right. An AI's response is only as good as the prompt you give it. Stop trying to get it help you with your incorrect assumed solution.
>>
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>>562658442
>>562658547
Conversely, I think it looks good. It reminds me of Easy Delivery Co, which was a nice game. I'm excited to see where you take it anon.

>>562658598
>My only suggestion was "Hey, I wanna make the window where your attacks freeze your movement inputs more precise"
This to me is a desire, and not the description of a pattern. When I say pattern, I'd say something like "using an observer, upon a particular component change, created a deferred call to process the change in the next available frame."
>>
>>562658825
Solution. Just learn C.
>>
>>562658825
how do i know am not the ai?
>>
>>562658787
Let's do it
>>
Guys, I don't know shit about variable scope or pointers and the AI keeps turning out crap code. What do I do?
>>
>>562658924
isn't that the thing that makes you trans?
>>
>>562658670
interesting, when you put it that way I wonder if all our pre-conceived notions on so many genres and fusions is why music is predictable and half baked these days
>>
>>562659045
Trains. C stands for Choo Choo.
>>
>>562659014
learn claude
>>
>>562659014
a pointer is just one (1) level of indirection
>>
They made a new version named Choo Choo Plus Plus too.
>>
>>562659045
makes you troon out and never release a game
>>
>>562659045
you are getting confused with rust
>>
>>562659457
no, that's what you mix with aluminum powder to make thermite.
>>
>>562658670
>>562658825
>>562659079
This little short has a semi-humorous way of describing directionality: https://www.youtube.com/shorts/FJtFZwbvkI4

It's good to have an understanding of the internal mechanics of a tool. This is the understanding that lets the musician improvise.
>>
>>562658825
The solution was to
>Retrieve the Animation length
>Replace the duration of the attack, which is basically "How long your movement inputs are locked down during an attack" with the length
>Unfortunately, my animations are all sped up, and it only obeyed the "True" length of the animation, refusing to account for the speed multiplier, meaning that the movement input locked far longer than the animation lasted
>Decided to grab the animator's speed multiplier, which is not possible within code. Basically the equation was "Animation Length / Speed = AttackTimer" which then had a "Recovery Time" added to it for a bit of a pause window. Unfortunately, it refused to grab this variable.
>Normalized Time did not work either because it doesn't work that way either.
I changed over to Animation Events to command when the "Freeze" window starts and stops, but that just caused further problems. Eventually I just realized "You know what? These aren't solutions because they're not possible within code" and decided to change back to my manually entered durations because at least those worked.
So I had to sacrifice precision for the sake of actually working.
>>
>>562658547
I just wanna sit and grin till the money rolls right in. It looks like a mess because I'm a messy person myself
>>562658915
welp, now that's demoralizing. I'm prolly gonna end up making a shittier version of that.
>>
>>562659728
why not dump the project and make a cris simulator
>>
>>562659707
>The solution was to tape chairs together instead of finding a ladder
>>
>>562659146
>a pointer is just one (1) level of indirection
I don't really like pointers. I'm just going to keep working on my game.
>>
>>562659846
>cris simulator
we can't handle games of that caliber until we collectively reach gnosis
>>
>>562659728
Perhaps the game seems similar, but from what I can tell, your vehicle mechanics are more in-depth. The game is a bit like Crazy Taxi but package delivery, and it centers around cats. I think you have a lot of room to differentiate yourself.
>>
>>562659973
a pointer can be shoved, but never pointed at
>>
>>562659846
I'm already a Cris making a game simulator myself
>>
>>562660052
prove it
>>
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>>562659089
>>
>>562658787
I'm actually serious about it. If you're serious about it and if you really want, I would like to work more closely with someone else.
That would probably make me more motivated into completing the things I need to do.
>>
https://x.com/BigGulpAmerikan/status/2040898157635158128

this is why idle games are so popular, people dont play games to stress out they want a comfy powerfantasy without having to work hard
>>
>>562659963
Okay, in which case tell me what the ladder is. Because getting a timer to last for the length of an animation was actually quite simple. It’s just that it refused to obey the speed multiplier.
>>
>try to add hitstop effect
>looks like game starts lagging for no reason instead of being cool
Ok
>>
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bites sisters, whats the verdict?
>>
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>>562660305
>number goes up
>unlock new number
>it also starts going up
FFFFFFAAAWYEAH
>>
>>562660175
my project and the fact that i wont finish it in 10 years will speak for itself
>>
>>562660479
it flopped, and I'm thankful
>>
>>562660413
I already told you several times a few days ago. Taping chairs together is also quite simple.
>>
>>562660305
some retards prefer heroin over shrooms and acid
I can't save them
>>
>>562660479
It's like doing mushrooms and a shift at Wendy's. To realistic for me. This how they actually all look and act.
>>
>>562660605
*throws you on the floor* shut up
>>
>>562660509
I look like this and my game does this.
>>
>>562660479
guns and nuns dev is pakistani so technically he won but bites dev is fucked
>>
>>562660646
>instantly teleports one yard away standing in upright position
So it has come to this.
>>
>>562660715
I will now buy your game
>>
>>562660734
where is bites dev from?
>>
>>562660935
He's Turkish.
>>
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>>562660874
>>
>>562661026
damn des that mean he doesn't wipe?
>>
>>562660935
he's from germany, poor guy is fucked
>>
>>562660935
Germany.
>>
>>562661026
>Revenue Estimate: ~$3,100
> the average monthly net salary in Turkey is roughly 700 USD to 800 USD
He rich now
>>
>>562661026
>>562661202
>>562661203
What's the difference?
>>
>>562660590
You're either the guy who told me to use procedural animations, as if that would help with a programming issue, or told me this, verbatim.
>"Look at the popular Unreal engine animation controllers like the older ALS and the more modern Anim Graph (example project Lyra has one set up that you can pick apart). As I've explained before: currently, you just move some capsule around and play an animation in parallel. These two systems are fundamentally disconnected, so when something prevents one of these systems from operating as intended (e.g. your capsule runs forward, but an enemy capsule blocks the path), then the animation and the capsule movement disconnects, resulting in moonwalking and floating. If you want to fix this, your animation system needs to some how observe the gameplay capsule's behavior and modify the animations it's outputting to match in a feedback loop."
When every ladder is rotten, chairs are the only solution.
>>
>>562661260
forget about it
>>562661203
>>562661202
Then yes, hes 100% fucked. how much time he took developing it?
>>
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>he isnt nunmaxxing
>>
>>562661080
IM GETTING CLOSER
>dubu increasing
>bubu increasing
>dubu-bubu synergy increasing bungaloid
HRRRRRN
>unlocked galungus number
AAAAAAAAAAAAH
>>
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>>
>>562661510
damn who this semen demon
>>
>>562661397
I'm both, and also your favorite bully. You keep wanting to do things "right", but you refuse to accept that the "right" way to do things is actually incredibly complicated and difficult.
>>
>>562656645
I'm in animation hell right now
>>
Okay. If anyone else wants to autisticly develop something together just reply to this with encrypted your public key:

# public key: age1zfnqytle938eq6lds7r7peupvewg802vx4g2juy550x0gtaexcvszn93c0
AGE-SECRET-KEY-1MC4LQ9LQR4AG529WHXRZ20AVNKKC4R0AXEC085RE8Y8GQJPLW4TS5UZ5C0
>>
>>562661080
>>562661458
An idler with nonsensical names for everything and a picture of a guy making facial expressions based on the rate/type/etc could end up being hilarious pretty fast. Imagine late game and he's twitching wildly sent into dopamine oblivion
>>
>>562662117
So a Twitch Streamer idle clicker?
>>
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>>562656645
I subscribed to some random 30 year old woman on patreon that reacts to anime and im now binging her one piece reactions i'm never finishing my game
>>
>>562661625
The “Right” way has repeatedly proven to be unreliable, uncommitted, and buggy. It does not work.
I tried to connect Animator and AttackTimer, like you said, but no. Didn’t work, because it insists on following the “True” length of the animations rather than acknowledging the speed multiplier.
Also procedural animations? Genuinely how does that help with attacks that are meant to be committed, uncancelable, and clearly separate?
This is a precise code driven attack system, and animator is meant to be its bitch.
>>
>>562662247
>one piece reactions
>IKITAAAAAAAAAAAAI!
You can never get enough of those, I cry everytime
>>
i project hopped again.
>>
>>562662506
You've never even tried. You have no clue.
>Also procedural animations? Genuinely how does that help with attacks that are meant to be committed, uncancelable, and clearly separate?
If you don't want animation canceling (big mistake IMO, but it's your game), then you can just do root motion, which you also have failed to go and look up how to do after all these days.

You don't know nearly enough about the design space to be making any design decisions.
>>
>>562643367
ignore him, he's seething so hard at the thought of anyone making a living from gamedev. it shouldn't be surprising. after all there's more money spent on games than on music, movies and books combined.
>>
>>562656645
someone in the last thread recommended an article by raph koster and i have been reading his book and am going to watch a gdc vault video linked in the article.
>>
>>562662774
I quite literally spent 3 days trying. What did that get? Nothing.
I absolutely refuse to do animation cancelling because that’s a get out of jail free card and I don’t want that
>>
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>You have used 78% of your weekly limit
>Resets Wednesday
>>
>>562663093
>>You have used 78% of your weekly limit
>>Resets Wednesday
>>
https://x.com/Hesamation/status/2040820834428658008

is life a tragedy or a comedy? you decide
>>
>>562663386
pajeet tech to make even more pajeets fill webdev spots in american companies. got anything new to say?
>>
>>562638986
i said 500 in the first week
>>
>>562662247
>>562662607
>zoomers are this starved for emotion and human interaction
grim
>>
>>562662990
>I quite literally spent 3 days trying
You spent 3 days trying to glue chairs together.
>>
>>562654783

>thoughbeit
>>
>>562655085
how many nortubel lolis exist
>>
Anyone know how to get in contact with the organizers of v3Expo? I have something they're going to want to see...

It's called toonsouls...
>>
>>562662990
sorry you have to deal with this lmao, guy clearly does not understand how cags and fighting games work
>>
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>>562661202
wait why am i fucked
>>562661260
>Revenue Estimate: ~$3,100
lmao
>>
>>562663948
No, I did something that actually works correctly before I tried to connect these two systems.
This is meant to be a precise, code-driven attack system with no room for shit like half-states.
>>
>>562656576
unless your mom has connects with someone that controls the purse strings of a large institution that can guarantee a bulk order, tell her to mind her business because she's out of her fucking depth.
>>
>>562664180
T
>>
>>562664180
Didn't you mean to reply to this guy?
>>562663948
>>
>>562664521
Yeah I mean that's the guy who doesn't understand
>>
>>562664598
Which one?
>>
>>562664214
>before I tried to connect these two systems.
systems should communicate by sharing, and should remain decoupled
>>
>>562664214
And, what you ended up with is a janky amalgamation that feels like shit to play. You're trying to make something that takes a team of over a dozen full-time Japanese wagecucks working overtime for years on end, and you're upset that you haven't achieved the same quality after a few days.

https://www.mobygames.com/game/5086/devil-may-cry/credits/ps2/

>>562664180
It is what it is.
>>
my ho0bby? defending flops in the amateur gamedev general, and being a pedophile nuisance btw
>>
About to start work on my 3rd steam game. For this one, I think I'll make a lidl 2D engine using SDL3 for fun. I sure love this hobby!
>>
>>562664762
dwai
>>562662506
You don't want to handle it with an animation controller you want a separate finite state machine and all attack/cancel logic is tied to that. The animations just reflect the transitions between states.
>>
godot is for loser?
>>
>>562663093
70% of gamedev is not writing code what the fuck are you guys doing that youre always hitting limits, do you never playtest and design anything? the hell
>>
>>562664765
So what I did before I got sent on a wild goose chase. Gotcha.
>>562664909
You don’t get it do you? Animations don’t fucking matter right now and they never will until I can actually nail the timing windows wherein your movement inputs don’t register, something that is clearly impossible to do with the methods suggested.
I genuinely could not give less of a shit about making the animations at this point. What matters is the timing for this one specific trait, and that it is.
>>562665196
Once again, what I already do via an attack node graph, as well as attack animations being stored on a separate animation layer and all linked back to an Empty space via exit time
>>
>>562665431
When you use AI, it's easy to get locked into just asking it questions and asking it for tiny revisions every single time. That's the reason why I stopped using ChatGPT, because I would waste so much time asking it for stuff instead of acting doing anything.
>>
>>562665440
I don’t know if you’re trolling or actually retarded so I’ll stop talking to you
>>
>>562665274
yeah its like gimp and reaper and linux
>>
>>562665945
linux good for game server, bad to use for play game
>>
>>562665440
And the problem is you increase the attack speed somehow and that leads to problems because your state machine is listening to the animation controller for when the animation is over? So even though visually the animation speeds up, the animation controller still has the old "exit time"?
>>
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>>562664114
>>
How are you plebs and no devs doing today
>>
>>562665440
I think I see the disconnect. When I say "animation", I don't mean just moving around the skeleton of the visual mesh. "Animation" is all of it, including hitbox and hurtbox motion, dispatching other visual effects and sound effects, etc. That can all go onto your animation timeline and blend trees, assuming you're using that. When you are dispatching those in a script, you are essentially creating a procedural animation system, albeit a really awful one.
>>
>>562666026
It's good to use for playing games.

I'm on Linux. I'm dev'ing on Linux and I play games on Linux.

My game's target platforms are:

Linux, Mac, Windows, and Switch 1 && 2.
>>
>>562666158
but you aren't average gamer, why waste time making game for linux when it not help sell game? better make game windows and after big sell make linux, that way save time if project flop instead of building big flop from the start
>>
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>>562666158
This. I use a Steam Deck (SteamOS) as both my primary gaming and my primary dev machine.
>>
>>562666319
Plebs my shit will literally run on a toaster if I wanted to with no extra work
>>
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>>562658442
Perhaps we're not so different, you and I
>>
>>562666396
may i see?
>>
>>562666442
Not today need a few months for release version
>>
>>562666319
I can easily make the game compatible on both Windows and Linux.

There's not a reason to restrict its reach.
>>
>>562666331
whats your game?
>>
>>562666497
see >>562666442

if like >>562666487 then it don't count, can't count what can't be seen
>>
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>Road to Vostok EA in 2 days
>Outstanding wishlists: 716.1k
Godaughters won.
>>
>>562666569
I built my own engine it run on anything cant show yet it shits on all engines ever made
>>
>>562666531
I never said I'm making one, by dev I meant Java.
>>
>>562665431
I use it to document my game and ideas. besides making music which spends a bunch of tokens fast.
>>
>>562666634
i made that game ;)
>>
>>562666641
Why did you respond as if you were me?
>>
>>562666790
Proof you aren't me?
>>
>>562666497
also my game is not going to be a flop, my game is going to cause shock and awe. It's scary good.

>>562666569
I'm building it on Linux first because that's my computer. But it will be compatible with Linux, Mac, Windows, and Switch 1 && 2.

You'll see.
>>
>>562666790
I am.
>>
>>562666871
Me too.
>>
>>562666641
oh okay so loonix is still useless, i mean i shouldve none when fucking cris is using it
>>
>>562665937
Neither. You’re the one who keeps suggesting shit that has next to nothing to do with programming. Root motion, animation events, normalized time, and procedural animation do not work with establishing strict timing windows.
>>562666049
Something like that but not quite.
It’s more that syncing the animation clip length to duration, IE the space in which you commit to the attack and are unable to do anything else until it finishes, doesn’t seem to work quite right due to the fact that it refuses to take into account the speeding up of the animation into account.
For example, Attack1 is around 79 frames and takes roughly 3.3 seconds to finish at normal speed. Then I speed it up within the Inspector by a factor of 10. Logically speaking, getting the animation clip length should take the speed multiplier as well. But it doesn’t.
>>562666074
Once again, animation is not the problem.
I have hitboxes, hurtboxes, and so on, the former of which is commanded by animation events and the latter of which is always active.
The problem is that he won’t “Commit” to the attack for the exact amount of time required.

I am not interested in how DMC or Ninja Gaiden look, I am interested in how they’re programmed. I realized that animation events and having animation define attack timing was unstable.
>>
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>>562666849
>>562666871
I consneed.
>>
>>562666069
What did you mean by this post?
Who are you?
>>
>>562666979
The man marked by flames.
>>
>>562666948
*grabs you* *slap your face twice* *throws you inside the organic trash bin*
>>
>>562666948
DMC released in 2001 which means it started development in 1999 or some shit. I guarantee the old school minded japanese devs went with something tried and true like a FSM with the decoupled animation system observing it and reacting accordingly.
>>
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A sewer dwelling mutant. After generations of inbreeding, a genetic defect has left it unable to satiate its hunger or see its own dick, leading it to devour anything in its path. Archaeologists of the before-fore call it an "American"
>>
>>562666948
I think you're mixing up the logic, right now through your node system you have listening both ways but the animation system should always be a slave the state machine. The state machine should not use the API of your animation controller for anything but play/stop animation. You can choose to either let the state machine handle the hit/hurtboxes or have them tied to the animation controller, both are valid.
>>
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>>562667285
A closely related, similarly-obese subspecies, this specimen has the same mutations but can run faster and jump higher. Archaeologists call it and " *African* American "
>>
>>562637603
>looks kino as fuck
>it's just WAOW HIGH OCTANE SO FAST WOWZER LOOK ALL THE EFFECTS actionslop
>>
https://x.com/PajdaTheBread/status/2040866603877769250

9 million gamercunts refused to buy the game but grabbed it for free, thats like at least 2 holocaust worth of gamers that decided NOT to buy it until it was free
>>
>>562637603
incredible
>>
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just make joybaiting funslop
>>
>>562667941
>https://x.com/PajdaTheBread/status/2040866603877769250

>9 million gamercunts refused to buy the game but grabbed it for free, thats like at least 2 holocaust worth of gamers that decided NOT to buy it until it was free
>>
>>562668052
Everything is primed for the Indie Renaissance.
Minimalist Flat Design on its way out.

Look at iPhone's new Icons.
They're pudgy.
It's happening /v/ros... the Indie Renaissance.
>>
>>562668157
millennials will find a way to ruin it like they always do
>>
>>562668092
yep, thats my post
>>
>>562668157
>Minimalist Flat Design
I hate this shit so much it's unreal
>>
https://x.com/KyleThompsonDev/status/2040856784450331014

this LGTB dev made it, thoughts?
>>
>>562665440
I don't know enough about the specific of your game, but this is what I do to ensure things always execute as intended.

My input system doesn't execute anything, it merely signals an intent by putting a component on my player entity. My AI chooses what to do after, and signals it's intent by putting a component on itself.

After everything has said "this is what I'm doing", an Actions system processes everyone's action in turn-order. Animations and sounds are triggered by observers that look for the addition of removal of said components.

This may not work for you, my game uses action points and turn-time (not "turns" in the classic sense, but a btree queue that always pulls lowest AP off the top). Lets say one turn is 100 points. Fast movements that could be executed twice a turn would be 50. Slow movements take more turns, say reloading takes 200. An interrupt would be a fast action that can remove the other component if it the other action hasn't been run yet. Reloading takes 200, but I whack the gun which takes 50, your component gets removed instead of processed, in other words interrupted.
>>
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>gamercunts this
>gabencunt that
>our response?
>thoughts xisters?
>>
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>>562656645
A bit of sprite work, a bit of writing, and hammering out some eventing in the game that needed to be done. Still a lot of work towards a demo worth posting but I've been keeping on no 0 days, so progress is getting done.
>>
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>>562669609
>>
i think im just going to make a simulator game, i don't really like them but i just want to focus on programming and not worry about the story, art assets ect.
>>
>>562667285
>>562667460
paying to post is wild
>>
>>562669905
he's too low iq for the captchas
>>
>>562667289
The way it works
>State machine triggers animations/spaces them out
>Animations trigger rumble/hitboxes/trails via events
It actually works just fine for the most part, my problem is quite literally "The duration for how long your character stops being able to do anything is a little off-center and I wish it was more precise."
I thought that linking it to the animation length would help, but it didn't really do anything
>>562667281
I already use a FSM actually
>>
>>562666634
>make one (1) real game instead of garbage algorithm slop
>become a giga hit
It was that easy all along huh.
>>
>>562669521
This nigga gets triggered by posts about gamedev while a pedophile is spamming pedo chinese cartoons below, it's just too funny kek.
>>
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I just realized it would be much cheaper and faster to mod ikemen than to make an engine from scratch.
>>
>>562666634
>Slay the Spire 2
>Lucid Blocks
>Road to Vostok
>Poke All Toads
Juan won. Everybody laughed, but he won in the end.
>>
>>562670264
Based pedos making the annoying shitposters seethe
>>
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look at this >>562670479 cris's entire life is a loop of trying to find a cheap "workflow" and then realising that you have to work hard to succeed (he cant), he stays stuck in the same loop and will die like this
>>
>>562662774
>>562663948
Root motion only works well for more "Realistic" stuff. I'm not trying to be "Realistic," I'm more focused on getting it to feel right on a precise programming level.
Like, you could strip away all the animations and you'd still get a good idea of how this feels.
>>
>>562670562
>he was the pedo all along
I will now post >gamercunts this
>gabencunt that
>our response?
>thoughts xisters?
on purpose. :-)
>>
>>562671172
That wasn't me, I just like hijacking posts every now and then.
>>
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I think I've come to a conclusion.
My system works as a skeleton, but it needs far superior feedback. I'll probably start working on that.
>>
>>562671059
Root motion is what you want if you don't want your characters and enemies to look like they're floating and skidding around on ice. You're thinking about "programming" as only text code, but setting up blend trees, state machines, and animation graphs is also programming.
>>
>>562672196
No one making a nippon adjacent game wants root motion.
Root motion = Unchartered tier Snoy slop movie game.
If you disagree with what I'm saying you don't belong on 4chan.
>>
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>>562671172
Me here, and I agree with his post. This is an anime website.
>>
>>562672196
So you mean more in the sense of animations naturally flowing into each other?
>>
This is a comfy hobby :)
>>
>>562672387
Anime doesn't mean pedo, plenty people dislike lolicons. Not even fags try to use this excuse to post faggotry.
>>
>>562672381
Dark Souls is root motion (afaik) and is the first game I think of when I hear that you're forced to commit to attack animations.

>>562672416
Do you seriously not understand what we mean when we say your characters skating and moonwalking?
>>
>>562672683
A lack of acceleration or grounded motion? I actually have an acceleration and deceleration variable in Player Movement.
Or do you mean more in the sense of a Blend Tree? IE the faster a player moves the more pronounced the animation?
>>
>>562671172
>gamercunts this
>gabencunt that
>our response?
>thoughts xisters?
so all of this shitposts are just to get back at lolidevs? they are not genuine?
>>
>>562673367
I don't know why they do it but it's always funny when a shitposter complains about other shitposters, good luck telling schizos not to be schizos.
>>
>>562666427
Looking great primo, we're gmi. btw I need a steering wheel next. I'm also kinda afraid of asking what's inside that rusted steel drum, Hopefully not acid and the remains of an unknown creature
>>
>>562673079
>grounded motion
This. It's especially noticeable when pushing against the enemy.
>>
Gabe Newell has a yacht.
>>
>>562674110
So basically more solid, weighty stuff?
>>
>>562674218
You think he ever loses track of any of those?
>>
>>562674607
It's a LOGIC and PROGRAMMING problem like you keep wanting to fix, dumbass.
>>
playing an actual videogame after working on your slop chud game feels really demoralizing.
>>
>>562674607
Pretty sure he's referring to a specific process in Unity or whatever Engine you're using. You're allowing animations to influence the model rather than relying on scripts. If you'd put "game design root motion" into a search engine, you'd see immediately what he's referring to.
>>
My engine works juuuuuust fine at 60k of lines of code. The problem is running too slow at 500fps on my M4 Mac Mini. How do I fix this?
>>
>>562674946
So I would need to, what, keep enemies from shoving the player around and vice versa, and everyone thus stands their ground?
>>
>>562675038
Actually, I don't allow it to influence the model. All locomotion and attacks are driven entirely by code rather than animations, and animation only influences timing certain functions which are controlled by code.
>>
>>562675086
what renderer?
>>
>>562675301
Raylib.
>>
>>562675327
haha yeah you are fucked
metal > vulkan translation > opengl > shitlib
if you care about your engine consider using ai to help you switch
>>
>>562675249
Right, I think his point is that for more natural motion you actually want the animation to influence the model rather than scripts determining how the model acts. I feel like I'm going a little crazy though coming into this conversation for some reason.
>>
>>562675086
>3 months worth of Github Pro at $30 or something
>I used a lot of previous code I had over the years
>C with Lua
>>
>>562675494
Anon you said you WANTED script-driven stuff
>>562675038
>>
>>562675486
I can rework it into anything. It's C and completely modular and compiles to 1.4mb. It could run toasters if I wanted it to.
>>
>>562675596
I'm not the guy. I'm the guy who made the mistake of trying to further explain the other guys idea. I'm just gonna step away from this one.
>>
>>562675697
Also, doesn't animation already influence the model?
>>
>>562653187
>spammed his game nonstop in the /v/ devthreads
>did 0 actual marketing after so many years of development and shadow dropped his game
genuinely what was his endgame
>>
>>562675785
gonna upgrade from stepping away to fully killing myself
>>
>>562676574
From what I've seen, Root Motion doesn't sound like it'd work.
>>
>>562676804
Fucking-tastic. I gotta rework my entire god damn motion pipeline if I want to do root animations. Great! Let's see how much time I can waste doing something that won't work this time!
>>
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>>562675038
No. I haven't used Unity myself in like 3-4 years now, so I'm trying to give more engine-agnostic advice. My Unity specific advice is still: "BUY A FUCKING CHARACTER ANIMATION CONTROLLER OUT OF THE ASSET STORE BECAUSE YOU'RE IN WAY OVER YOUR HEAD." This is really an Unreal type of game desu, but his potato can't run that.

>>562675697
I'm also really tired of this. It's like trying to coach Cris all over again.

>>562675106
That's already your current behavior, assuming you're using rigid kinematic capsules without any additional logic. They physically can't push each other unless you specifically programmed in that logic, which I haven't seen in any of your videos. There's no single "correct solution", but a few different ways to resolve this like procedural character controllers, and I'm really fucking sick of having to explain this shit.
>>
>>562676997
>but his potato can't run that
newest version of unreal 4 might work well enough on your potato
>>
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>>562676302
he cared more about making a good game for us than extracting monopoly money from normies
>>
>>562676997
Oh shut the fuck up with that comic. I'm going to implement root motion now, if only to get you to shut the hell up and stop calling me shit
>>
>>562677195
Did he succeed? Post your playtime.
>>
>>562676997
I've never felt this much spiritual dread from a webcomic before.
>>
>>562676997
I remember being in /hyw/ when that comic was created for a certain user there. Crazy to see it get reposted to this day.
>>
>>562677704
those people also don't seem to grasp almost all of us are shit when we start, except we don't moan about it and just get to work
>>
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>>562677950
Some people just have this magically ability (called high-IQ) that lets them learn and understand new information as it's presented to them, and some people don't.
>>
>>562677246
>inb4 he implements it all wrong and blames me
>>
>>562678737
I don't blame anyone but myself for my own mistakes.
>>
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>>562677398
well, me personally, i uh...
Well, I already played it demo day, so what's really left for me to get out of the paid version?
>>
huh. i don't think i'm going to go to the trouble of mathematically proving my games are NP-complete. i'm going to go with copying elements of games that are known to be good (and which are more than likely NP-complete).
>>
>>562679137
I accept your concession.
>>
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>>562679369
ok fine pseud I'll ask

What does NP-complete mean and why should any of us care about it in our games?
>>
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>>562678627
almost every struggles until it eventually clicks
>>
>>562636453
let's talk about the real true honest OGs
if you want your game to succeed you want to be seen by moistrcritical, asmongold, ironpineapple, a few others I can't be bothered to think of off the top of my head TRUTH AND UTTER NUKIFIED
>>
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>>562676997
When you say Root Motion you mean shit like this right
>>
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>>562679647
>eventually
>>
>>562679494
in layman's terms, NP-complete just means not trivially solvable like tic-tac-toe or some shit for babies. it's a way to sort the mechanical depth of a game into a category kind of like how algorithms are sorted into categories of time/space complexity.
>>
>>562679792
Yes, but that's just the animation side. You also need to figure out a system to apply those changes your gameplay logic's motion.
>>
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>>562679951
wow you're so smart i bet your game is really fun
>>
>>562680171
i wasn't trying to show off my intelligence, i was just trying to report some kind of progress and share information. if i were smart, i would be trying to apply what i have learned to making a game but i don't know how.
>>
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Working on spell interactions.
I'm not really sure how far I want to take this project, I mainly started it as a way to learn npc routines and how to get the game to recognise drawn symbols. I suppose I'll refine the npc routines and get them to interact with eachother and react to the spells, maybe add in some more spells too and then decide what I'm going to do with it from there.
I kind of just like the idea of a school simulator where you can just go to class to learn new combinations and use them to find secrets areas like in the PS2 harry potter games. Sneaking out at night or skipping classes to go to forbidden areas, dueling club ect. No main story just fucking around at your own pace.
>>
>>562680590
>wizardschool shooter
get googum on the phone
>>
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>>562680370
it's ok I understand and forgive you.

I just think you're better off making a fun game rather than publishing a mathematical proof on it
>>
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friendship is ended with root motion now motion warping is my friend
>>
>>562680114
I can probably do that.
>>
>>562680730
it's kind of silly to learn graph theory and dynamic systems and shit to mathematically prove a game mechanic might be fun when there are countless examples of games that are empirically proven to be fun that i can just shamelessly copy.
>>
>>562680590
Romancable high school wiz qts
>>
>>562680806
Here's a overview of the easier character controller architectures that you could feasibly implement yourself, but you could always do better with more complex solutions like >>562680736 points out. All the latest and greatest tech is written for free for you in Unreal.

https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-warping-in-unreal-engine
>>
>>562681048
https://www.youtube.com/watch?v=F0K5s7-k9cs
>>
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Man vs nature. Dev vs bugs.
>>
>>562680736
>>562681048
at this point you've gone beyond the mandate to help him, don't let it pull you away from stuff
>>
>>562681210
it was all a ploy to shill unreal engine anon
>>
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>>562680370
You don't need to prove anything. All "good games" are so NP-hard that you should be able to trivially identify several NP-hard problems stack onto each other. Also, beware that even if the apparent solution space is NP-hard itself, there can still be simple dominant strategies if you're not careful in designing.

>>562681197
Buy my course.

>>562681210
He's helping me procrastinate from more blow my brains out UI work.
>>
>>562680590
you could incorporate a main story in a loose way, like you've been sent to go undercover as a student to steal some magical artifact hidden deep in the castle, but to find it you need to learn more about magic, explore to find hidden passage ways and stuff without blowing your cover
>>
>>562680736
>>562681048
The catch is that the only reason you would need this is that you are creating AAA slop with press X to kill all of the enemies gameplay.
>>
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>>562681701
I'm a Godaughter actually, but I do enjoy picking apart UE to learn its secrets.
>>
>>562682038
What do you think >>562672105 is?
>>
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>>562682038
turns out the secret to good gamefeel is to lie
>>
>>562681203
That looks great anon. The concept has exactly the right amount of quirkiness and uniqueness to make it
>>
>>562681926
I'm reallllllllllllyyyyy hoping this doesn't irreversibly ruin everything even if implemented right, because I use Node Impulses to command motion normally.
IDK if Root Motion is going to make this better or somehow make it worse
>>
>>562681926
My game is low graphics because I don't think I'm cut out for it. Anything I work on needs to lead to an improvement on some kind of scale. With art you're required to expend a lot of energy on small details. I wish I could wire myself into that mindset.
>>
>>562682876
>IDK if Root Motion is going to make this better or somehow make it worse
IDK either. Root motion does have it's downsides. It generally feels a bit less responsive. Like what I and some other anons have said, root motion games aren't really all that fun, especially for adults, but they're moreso the kind of game that you say you're wanting to make. These kind of character action games are really only enjoyed by 7-12 year olds.
>>
Still working
>>
>>562678627
Tfw higher iq than everyone
>>
what in the actual fuck is a character action game
>>
I finally have func_godot completely ported to c++. it's insanley fast plus it uses patches
>>
>>562683445
I’ve narrowed the failure down to the Cristerm bridge, not CRIS migration. The pure hybrid lane is falling into
WanderFallback when utility has no meaningful winner, then immediately invalidating because Wander now correctly
requires Recreation. I’m fixing that mismatch first, then I’ll revalidate the lane end to end.
>>
>>562682309
the truke of the matter is that any "skill based" game that doesn't add these types of bumper bowling ego appeasements will lose their audience to a game that will. every popular skill based game has their lock-ons and crits and coyote times and a million different rubberbanding methods

"skill based" games are not a worthwhile pursuit for any gamedev that values honesty.
>>
>>562683353
Can I be honest?
My overall idea for the game was "What if I somehow merged Ninja Gaiden and Fear and Hunger?"
The reason I'm so incredibly apprehensive about all of this Root Motion stuff is because it doesn't sound suitable for the VERY heavy amount of precision that I have in mind.
Attacks are meant to be as precise and controlled as physically possible, and I'm genuinely not sure if Root Motion is ideal for that like, at all.
Basically what if Dark Souls
>Had actual combat that wasn't RPG stats focused
>Was 10 times as painful
>>
>>562683794
yeah
>>
>>562682856
Thanks anon, I will remember you when I make it success will immediately change me
>>
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>progress frens?
>>
>>562672105
This game is improving fucking fast. Actually inspiring to watch your improvement over the past few weeks.
>>
>>562683930
correct players aren't as good as they think they are and that's fine
>>
>>562684310
Basically, I'm trying to create a game based around millisecond-level choice making and being as precise as possible within combat. Root Motion just sounds chaotic, which doesn't suit the "Highly focused, calculated fighter" mindset I want to create within the player.
>>562684601
Well I feel adding Root Motion made it worse on a fundamental level now.
I need to stop listening to people who mix in good advice with shilling Unreal.

If you'll excuse me, I'm going to waste more time turning everything back to normal like it should. Thanks for the advice on Root Motion though
>>
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Yeah I got a game. It kicks ass too.
>>
>>562683930
>crits
how do crits compare to lock on and coyote time?
>>
>>562684803
Gleep glorp, oooaooo, faggot
>>
>>562684310
Gogem is a loser faggot, but this is accurate >>562683930. Gamer do not want "painful" games. I specialize in making fun games and can't really help you much with crafting highly unfun games. Dark Souls is the quintessential root motion game without any magnetic snapping, and the only way they could make it still feel "harsh, but fair" was with a team of dozens of overworked Japanese wagecucks meticulously handcrafting each hitbox for each enemy attack so that none of them were bullshit. If you don't have tens of thousands of hours to pour into this, then your game is just going to feel like unfun janky bullshit.

>>562684742
Root motion is not at all chaotic... it's perfectly deterministic. It's literally just "play animations", and the animations dictate all gameplay logic with extreme precision.
>>
>>562684803
What did he see?
>>
Yeah, wrote the engine in nothing but assembly. It's pretty sweet. Got some sick anime babes in it.
>>
>>562685034
Well, I don't want "Hard but fair."
I want "Get good or get fucked"
>>
>>562685270
cucks have been preaching hard but fair for 20 years and looks where its gotten us? I say go for it
>>
Your game should have an arachnophobia mode that replaces all enemies with spiders
>>
>>562684351
is that source engine? puto?
>>
Progress:
I've just had a 14km alcoholic incelwalking in my game. (it was supposed to be 12km but my game's MC rode the wrong bus)
>>
>>562685507
proof?
>>
>>562685270
Yeah, naw. You think you're being clever, but you're just chasing some personal power fantasy. No one is going to play this shit.
>>
I'm some dev food. You think KFC is open on Easter?
>>
>>562685604
you said the same thing to hopoo, now loook at him
>>
>>562685604
Who cares?
>>
>>562685598
ops just cleared the game state
>>
>>562685656
hi dev food
>>
>>562685474
its godot
>>
>>562684824
the blackbox of "this is random *winkyface*" provides ample cover to manipulate outcomes.... before your online multiplayer shooters do a harsh rubberbanding like a team rebalance they'll do less noticeable things to even things out in attempt to make every match feel "close"
>>
>>562685751
Dev Food - Professional Amateur Game Developer. I like it.
>>
>>562685684
Who?
>>
>>562685604
there's so much competition now that playing it safe feels pretty stupid
may as well make whatever you want
>>
>>562685837
oh, ive never thought of using rng in that way
is there a gamedev dark arts book/resource or should i just speedrun b. f. skinner to learn how to think like this
>>
What's the biggest (in terms of scope) game ever from here?
>>
>>562686686
Project Wingman
>>
>>562686686
YOMI hustle
>>
>>562686686
YOM is hustle
>>
>>562686686
Bug Fables was some 60-80 hours, Underspace is also very big and has online multiplayer. Project Wingman is some 40-60 hours with the DLC for completionist stuff. Tracks! has a bunch of content IIRC. Devil Spire Falls is a Daggerfall clone so you know that's big.
>>
>>562685604
Fine, I'll stick with Root Motion just to get you to shut up
>>
It was called Facing Worlds. Two towers in space, with only a bridge to join them. Most of the time it was low gravity with insta-gib (that means one shot kills), beam rifles only. sometimes death match, but more often capture the flag. A multitude of play styles naturally emerged from this one simple level. Suicide runs, sniper fights, meeting in the middle, shooting each other out of the sky.

Giving the player anything more than they need, here lies the path to ruin.
>>
>>562686686
YO move is hustle
>>
how many hours do you actually spend playing your own game(s)?
>>
>>562687512
I spend way too long playing my own stages, I actually have to remind myself to stop
>>
https://www.youtube.com/watch?v=eHtoT6ybEt8
>>
>>562687512
I would say stick to 30 minutes or less, and make sure you keep the music and sound effects off until the end.
>>
>>562687172
https://www.youtube.com/watch?v=Zd-Izuo1bwI
>>562687594
kino
>>
>>562687096
Guess we actually have some devs with ambition then.
>>
>>562687920
>if drinking code red and calling your friend a faggot while the computer science teacher chain smoked in the parking lot was a song
>>
>>562688267
Let's just do it again guys, I know where he lives.
>>
>>562688338
Kids these days didn't have LAN parties that's why they all want to wear lipstick and hit their face with a hammer now
>>
what about a PSX mass effect
>>
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>>562687112
I'm beyond caring. You clearly have no intent to make a good game.
>>
>>562689349
I do. Just not one that you like because you clearly don't like action games and would much rather play RPGs
>>
I just gone back from hospitalization. Did i missed last DD's fanart?
>>
>>562689470
Neither do you. You literally haven't even played any of the games in your own genre.
>>
>>562689470
dont be a bunposter
>>
>>562689470
>>562689349
You set me back potentially days of work because you insisted that I discard something that functioned the way it should in favor of a finnicky system that shouldn't be anywhere near a game that requires exact to the decimal point precision, and I made the horrible mistake of listening to your advice solely because I believed you knew what you were doing and also stoked my insecurities.
Leave me alone and never talk to me again. I'm not listening to any of the horseshit you spout from now on.
>>
>>562689952
a lot of that would be solved with simple version control, sounds like you're also disorganized
>>
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>>562684537
I love my ChatGPT he is my friend and he helps me make my games :)
>>
>>562689952
I never said "you should make your game root motion based". I said you should learn the design space that you're trying to design for. Learn and understand the solutions that over games have used up until now rather than ignorantly gluing together whatever chairs you can find. Also this >>562690221. You think of it as a setback because you think that you managed to come to the ultimate final best correct solution on your very first try with zero experience and how you're being forced to discard it since you never learned how to use git.
>>
>>562690221
Yeah, it would. In Unity, that is. In fact I have all my code saved properly so I can start over. Problem is I had to alter my Blender file and there's no fucking way I'm getting any of that back. Now I have to move everything back, re-apply animation events, and so on.
Root motion just looks and feels wrong as hell. Sure it's "Smoother" but that's not worth sacrificing my consistency, animation events due to it being an FBX, and commitment.
>>562690531
The difference is that it worked better than root motion. What I was using was objectively superior to Root Motion in terms of precision and commitment, which is what I needed more than any amount of animation smoothing.
>>
I don't hate you.
>>
Defense subtracting from the attack... defense providing a percentage damage reduction...defense as a ratio against attack for a baseline amount of damage... defense determining if a hit lands at all... whats the right answer here guys?
>>
>>562690893
All of the above
>>
>>562687512
I speedrun it daily. got it down to 30 minutes
>>
>>562690848
>>562690531
You told me that everything was a magic trick, and then you decided to 180 and tell me to make it a simulation.
>>
>>562690978
I want (I think) the player to be able to calculate what their attacks and defense would be, given some expected randomness. In my game each move can be considered for as long as the player wants
>>
>>562687994
Had*
They all left
>>
>>562690531
>>562689349
>The original Devil May Cry (2001) primarily uses code-driven kinematic movement for combat rather than relying on root motion.
I literally was closer to OG DMC than I was before applying Root Motion. WHEW.
>>
>>562690893
>defense determining if a hit lands at all
one of these is not like the others
>>
>>562691170
Just copy whatever existing game is closest to your game. If you want some randomness, then
>defense determining if a hit lands at all
aka DnD's Armor Class is probably best.
>>
>>562691808
I know, but as I'm looking at different games and their formulas I'm noticing that a few do it this way. I probably wouldn't take this approach, to me this is something like evasion or some other mechanic
>>562691810
looking at D&D, CRPGs, etc. Probably right
>>
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D&D's AC system but you always hit and get reduced damage based on your hit chance and you have an aimed shot ability that rolls damage and to-hit normally
>>
>>562691606
You can't have it all. DMC and Ninja Gaiden are hack-and-slash power fantasy games with generous leeway in timing and hitboxes. They are not hard games. They're made for 7-12 year olds.
>>
>>562688561
that's just star ocean
>>
>>562691237
Why?
>>
>>562685034
>Gogem is a loser faggot, but this is accurate
lmao zukjeet you are pathetic
>>
>>562692093
Nevermind my question was answered
>>
>>562691237
>>562692093
>>562692526
samefag btw
>>
Goodnight guys, it's going to be midnight soon so I should get something done
>>
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>"just make game"
how do you respond without sounding mad?
>>
>>562692058
>Ninja Gaiden
>NOT hard
This is why I know you're fucking with me. The game is known for enemies being stupidly aggressive and demanding utmost mastery of it's mechanics on higher difficulties.
>>
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starbound 2
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>>562692821
"yes sir"
>>
>>562670068
>I thought that linking it to the animation length would help, but it didn't really do anything
Conceptually wrong approach, you should probably store your initial End-time separately somewhere so you can scale it properly
>>
I have a better idea. Instead of using root motion and thus fucking up the math, I'm going to simulate root motion by having you accelerate and decelerate mid-movement.
>>
>>562692821
with a wink and a smile I reply "I did"
>>
>>562692851
>This game was very fun back then. Also once you learn the flying technique, it is not hard at all.
>The game is hard, but straightforward when you figure it out.
Sounds like a "hard for a 7 year old" kind of game. There are some dominant cheese strategies that can be used to used to trivialize the game.
>>
I think he should go fully live ragdoll driven animation like gangbeasts. that way the jank is just part of the fun
>>
>>562693246
You really have no respect for the action genre, do you?
>>
>>562693327
None at all, unless it's PvP, and I'm also too old for PvP nowadays.
>>
>>562693489
>socializers are the most common type of gamercunt
explains why friendslop is so popular
>>
>>562693489
>Tries to help a guy with a genre he hates
What kind of logic is that
>>
>>562693629
I told him from day one that it's a bad idea. Character action games are generally console games for children. They don't perform well under the algorithmic marketing that indies without a large marketing budget depend on.
>>
>>562693809
Can't hear you with Miyazaki's dick in your mouth
>>
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>>562693872
/agdg/ was a mistake
>>
>unironically used AI to get past writer block
>>
>>562694090
ai is a great situational tool nigga just dont abuse it like almost every aitard
>>
>>562694090
This study examined whether non-expert readers could reliably differentiate between AI-generated poems and those written by well-known human poets. We conducted two experiments with non-expert poetry readers and found that participants performed below chance levels in identifying AI-generated poems (46.6% accuracy, χ2(1, N=16,340)=75.13, p<0.0001).

Notably, participants were more likely to judge AI-generated poems as human-authored than actual human-authored poems (χ2(2, N=6,340)=247.04, p<0.0001). We found that AI-generated poems were rated more favorably in qualities such as rhythm and beauty, and that this contributed to their mistaken identification as human-authored. Our findings suggest that participants employed shared yet flawed heuristics to differentiate AI from human poetry: the simplicity of AI-generated poems may be easier for non-experts to understand, leading them to prefer AI-generated poetry and misinterpret the complexity of human poems as incoherence generated by AI.
>>
>>562694060
I'm looking at the evidence right now!
>>
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I haven't started game development because I haven't come up with a good name for myself.

I need a good name before I show anything. I can't develop unless I see the pathway to showing my game to the public. I am bottlenecked.
>>
>>562692598
Why?
>>
>>562694090
This is the most valid and common use case for AI in most creative industries, screen writers do this at least when they can't figure out how to make something happen or aren't knowledgeable enough in some field. You can ask an expert but you would almost need an expert that's also a writer to get a good answer.
>>
>>562694238
I haven't thought of names at all lol
>>
>>562694335
NTA but I just tell AI stuff I wrote and ask what it thinks, good or bad. Not even "Critique."
Just "This is what I wrote, what do you think?"
>>
>>562694238
Hi bottlenecked, I'm dad.
>>
>>562694238
Just keep thinking about it and never make a game
>>
>>562694345
My reputation is everything.

I have such a conundrum.
>be serious and totally dignified (and scared)
>be chaotic and risk it all by not curating my comms

I must choose the second one, because I thrive off of energy.

>>562694531
I'm a cabin-fevered virgin.
>>
>>562694436
>This is what I wrote
big mistake. glaze time. say "my rival wrote this"
>>
>>562694531
Dad I need a new GPU before demo day.
>>
>>562694335
At that point it's no longer your game really, it's just slop that someone else tangled with.
>>
I finally started working on my shitty little gaym. I want to do everything myself and so far I have managed to make some tilesets and enemy sprites.
Don't know how I'm going to handle music and other sounds but I'll burn that bridge once I get there
>>
>>562694436
AI can't evaluate at all unless there's very objective criteria or logical inconsistencies because AI fundamentally does not understand anything it just spits out the most expected answer based on model training.
>>
>>562694615
Nevermind, I found some of the RTX 5080s I had you order last month.
>>
>>562694587
That's what I've been doing. I've been waiting. I'm 30 years old and I'm still thinking about what I will do when I grow up.

Energy. I am an avatar of Wotan.
>>
>>562694593
your name is now "undrum'
>>
>nigga we all thrive off of energy
>that's why we eat
>>
>>562694593
Stop thinking trying. BEE yourself you fuckin faggot
>>
If you're hungry and alone, you form a hunting party. Did nobody tell you how to function as a human being?
>>
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https://store.steampowered.com/app/2257880/ProjectStarbound/
Starbound 2 doubters...
>>
>>562694701
just use placeholders for stuff, else you will perish having accomplished nothing.
You'll figure stuff out when you do something
>>
>>562694631
People give credit to a few writers when they have entire writers rooms behind them, using AI is just as valid as collaborating with a team if you're able to overcome to plagiarism aspect of it.
>>
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Blah
>>
Why is it so hard to think of a simple game that would take just a few weeks to make, that people like, and does well enough to make a few tens of thousands of dollars?
>>
>>562694636
>I'll burn that bridge once I get there
cross it! don't burn it! I made that mistake and it cost me dearly
>>
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>>562695260
I know what I said
>>
>>562695189
if you have the skills, cloning the latest hit idle/clicker thing in a few weeks can make you 10k
>>
>AI writing
Ugh... My protocols... They're resonating!
>>
>>562695431
your void... defended.
>>
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>>562694702
I need to focus test names. After I've made a name for a character, when I hear people pronounce it in voice, it's totally different than anything I would have imagined.

For example, I named this dracthyr of mine Bather ("bay-ther") (because he bathes in dragon saliva), and the men of my guild pronounce it "baadth'r" (with the "a" being like in "cat"). Unforeseeable. I will create embarrassing situations for myself if I am not very careful.

>>562694790
I am a furry and I am a virgin and I NEED to fuck and be hugged. I'm a total mess. If I am myself, I will be shunned immediately like a child having a tantrum.
Additionally, I am a black metal chud and if I don't speak in a veiled way, I will be cancelled. I am cringe incarnate. Also, I don't take showers.
I love blogposting. If I could blogpost every thought in my mind, I would. I used to get 3day'd on cooldown because of my blogposting. If I am myself, I will be unappealing to anyone but kiwifarmers.

>>562694952
I must develop a personality of some kind, because I am solodeveloping an MMORPG. If I achieve any success, I will be known as a figure. Additionally, my game MUST succeed, because my money is running out, and I an unemployable because I have never worked a day in my life, and I have no resume. I cannot risk fucking myself over with a bad reputation.

Perhaps honesty is the best policy? To pre-empt the ick, and be a maverick.
>>
I'm gonna have to lock in to make up for all the time I wasted
>>
>>562695501
My Shadows? Protocol'd.
My Echoes? Witnessed.
My Resonators? Signalled.

Yeah. I'm thinking it's writing time.
>>
>>562695591
on second thought do not be yourself. unbecome this.
>>
the only reason I have motivation problems is because I don't belong to any community so I have nobody to tell about my projects
>>
>>562695591
>>
>>562695846
Imagine if I go on an interview with TheLazyPeon and I say "I'm a virgin". It would be a disaster. My game would be known as 'the virgin game'. And then after talking about the furcons I've been to, I talk about how jews should not have power over whites. I would get banned from every furcon in the US.

>>562695903
Yeah, that's the usual response. I am too much. I am too energetic. I would make a perfect lolcow if I weren't so self-aware.
>>
he's jorkin it to the attention he's getting itt
>>
>>562696147
Come on, I've barely made a splash.
>>
People do that? Fuck.
>>
>>562695874
you can join agdg demoday
>>
Good lord I am REALLLLLLLLLLLY gonna have to get some more work done
>>
>I was 40 years old when I first imagined a furry jerking off while talking to other people on 4chan
>after outing themselves as cringe
>>
>Come on
>>
I just liked the cat pictures and foul bachelor frogs with text on them. You guys are all the ones that changed.
>>
>>562696298
I imagine him in his dragon form
>>
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>>562696376
I'm still here.
>>
>>562683930
Bizarre semantic conflation of game feel and honesty. Like yeah, your hitbox in Touhou is like four pixels and the bullets have harmless auras too, that doesn't mean the game is somehow lying about its difficulty. Ain't nobody calling that shit fake hard or whatever.
>>
wow this thread is DOGSHIT
>>
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>>562696376
I'm here too
>>
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>>562696448
You are a crude algorithmically entrapped mockery of what was.
>>
>>562696620
What a blast from the past.
>>
>>562696883
blast it with piss
>>
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>>562697074
I'm just looking for a partner for my amateur video games targeted toward the underserved feline player base. What crawled up your ass?
>>
RAGE
>>
if i use a free human basemesh am i pleb that should give up?
>>
>>562697380
You're NGMI, but for a different reason.
>>
>>562693132
what's unreal to me is that no aaa company has tried doing that, it's literally free fucking money for them
>>
>>562697380
art is penitence. Just grind and get criticism
>>
>>562656645
It's been 6 months since I last touched my game
Might start again soon, might not
>>
I'm never taken seriously. ;_;

All the more evidence that I need to produce something before talking about producing something.

I must harvest energy from sources other than gamedev discussion to fuel myself while I make something. This will not work.
>>
>>562656645
I just got taken on a nearly 3 day wild goose chase and I'm pretty angry about it
>>
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I gazed into the abyss again, I'm a new man...
>>
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>game developer makes an accidental smash hit and then never makes another game again
Why does this happen so often?
>>562698559
>only 3 games mentioned and 2 of them are in the OP
Grim.
>>
Is there a board somewhere for devs who aren't amateurs anymore? Kinda pointless to discuss about game dev with crabs that have never published a game
>>
>>562698559
Interesting idea, but the anon identification is poorly implemented.
>>
>>562698769
>he wasn't invited to the secret /pgdg/ thread
>>
>>562685034
What makes you think things can only be hard or weighty if they use Root motion?
>>
>s&box requires .net10
>have to update windows to use it
I guess that's a pass
>>
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killing myself
>>
>>562699882
What's the problem?
>>
>>562699882
>xhe/zhe isn't using LLMs
Lol.

Lmao even.
>>
>>562698710
he did make a pumpkin carving mmo after this.
>>
>>562698769
all devs are amateurs. gamedev veterans will attest to this.
>>
>>562700015
i tried. its actually faster to write it than deal with this retard
>>
>>562699979
unity C# I want to write a script that behaves similarly to horizontal layout group or grid layout group.

i want to make a new custom layout that is a horizontal layout with line breaking. a HorizontalLineBreakLayout. so children are stacked horizontally, but if the next object won't fit on the line, we should add a newline and insert it there of course let's make sure to behave nicely when we have 1 object wider than the LineBreakLayout, so it just has its own line to itself. I want to make sure to support padding, spacing, and child alignment properties
>>
>>562700286
Provide a visual example please
>>
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>>562700353
>>
are most games using an animation to turn wheels on vehicles or is there more going on under the hood like some physics engine?
>>
>>562700724
It helps if you try to understand the problem before formulating the question
>>
>>562670141
he spent years on it though
>>
>>562700685
So like Tetris?
>>
>>562700998
No like text in a text box



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