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Thread 712944115

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Anonymous No.712944115 >>712944429 >>712945104 >>712949482 >>712949597 >>712949893 >>712955112 >>712957103 >>712958378 >>712959026 >>712959681 >>712963201 >>712963398 >>712964230 >>712964554 >>712964661 >>712966335 >>712970162 >>712973316 >>712974726 >>712976848 >>712977194 >>712980871 >>712983781 >>712983932 >>712984027 >>712989180 >>712989417 >>712992559 >>712994105 >>712998045 >>713002825 >>713003961 >>713005747 >>713010264 >>713011816 >>713018707
How’s your game coming along /v/?
>what engine are you using
>what genre is it?
>how many hours have you sunk into it

Very rarely are their gamedev threads. Just started learning personally would love some advice. Shill your game too
Anonymous No.712944420 >>712983510 >>713004202 >>713004489 >>713010249 >>713018386
I will never be able to make a fucking game.
Anonymous No.712944429
>>712944115 (OP)
>Just started learning
maybe learn to seach the catalog first
Anonymous No.712944810
>712944115
>Very rarely are their gamedev threads
Anonymous No.712945104 >>712945854 >>712950759 >>712981537
>>712944115 (OP)
I gave up godot after the troon meltie last year. Working on my own engine in C now, but it's taking time. Godot had a lot of problems anyway, this is better.
Anonymous No.712945854 >>712946078
>>712945104
just use unity or unreal
>but license
>Aaaaaa FEEES
if you make game that sells enough for you to pay those then it doesn't matter.
Anonymous No.712946078 >>712946901 >>712992783 >>712993808
>>712945854
I want to make a game with Gamecube level graphics, but I want it to actually perform well on a potato. I hate games with primitive graphics that don't actually run well on old hardware. Those engines can't do what I want in this regard.
Anonymous No.712946901 >>712946982
>>712946078
You chose the path of autism and you will likely not release anything.
Anonymous No.712946982 >>712947196 >>712947245 >>712993808
>>712946901
Why are you rude to me?
Anonymous No.712947196 >>712947385
>>712946982
Someone had to tell you this. I often chose this path and felt compelled to warn you.
Anonymous No.712947245
>>712946982
Because we're on /v/
Anonymous No.712947321
Pretty good came back to it after a while because I fucking hate working on UIs and I just got proven I am right on disliking it.

Anyway fun as fuck.
Anonymous No.712947385 >>712947593
>>712947196
I'm gonna do it anyway
Anonymous No.712947593
>>712947385
I know, I would have done the same.
Anonymous No.712948357 >>712949361 >>713004489
is godot good for beginners?
Anonymous No.712949361
>>712948357
If you have no idea wtf you are doing then go unity since there are many tutorials and info on how to do stuff. The basic concepts you learn will translate to other engines if you want to change.
Anonymous No.712949482
>>712944115 (OP)
Action Game Maker just came out. Thoughts?
Anonymous No.712949597 >>712949682
>>712944115 (OP)
what if I'm retarded and I'm creatively bankrupt
Anonymous No.712949682
>>712949597
You can still work on AAA games
Anonymous No.712949893 >>712950023 >>712950030 >>712958665 >>712961582 >>712961840 >>712978152 >>712981534 >>713001994 >>713002083 >>713004489 >>713009387 >>713011591
>>712944115 (OP)
Besides coding, what level of math should i know if I want to make some cool shit?
>t. mathlet
Anonymous No.712950023
>>712949893
depends what you consider cool shit.
Usually for making games HS math is enough with modern engines.
Anonymous No.712950030
>>712949893
Trigonometry at least
Anonymous No.712950567
I want to make a very simply styles city/settlement building game with in-depth mechanics but I'm afraid I lack the discipline to gain the knowledge and spend the time to create it. I love the genre but no game I've ever played has fulfilled my desires. Right now I'm just waiting on AI to get good enough to make it for me.
Anonymous No.712950759 >>712957767
>>712945104
Godot had a troon meltdown?
Anonymous No.712951871
>Very rarely are their gamedev threads.
Anon...
Anonymous No.712951878 >>712951957 >>713004489
No I don't know how to program it's too hard
Anonymous No.712951957 >>712970052
>>712951878
Programming is easy enough for an Indian to do it. Imagine being this pathetic.
Anonymous No.712953316 >>712954676
How the FUCK do I make per-texel 3D pixel lighting without having to fork the fucking engine myself?
Anonymous No.712954676
>>712953316
You don't need to fork shit for that. Learn shaders properly, retard.
Anonymous No.712955112 >>712961259 >>712977017
>>712944115 (OP)
Using Godot 3.x
lack of compute shaders and single threaded physics is kill

made a toy Machine learning library (MLP, CNN Transformer) but it is slow af
Anonymous No.712956237 >>713010197
I'm just making static models rn. Learning blockbench. I'll probably use unity but I haven't programmed anything since college and it's a little intimidating.

Making humanoid models is fucking hard dude they're gonna look like shit so I think I'll have to lean into it
Anonymous No.712957103
>>712944115 (OP)
I used godot for a while and made a very shitty survivors clone. I drew the sprites in a about 1 minute each. However godot annoys me in various ways so I'm going to try sdl2 next.
Anonymous No.712957358
any tips on state management? i've only been coding basic ifs to handle everything and it's looking a bit dicey now that i'm involving more complex shit like modifiers (holding/double tap).
Anonymous No.712957535
im using godot and its really good and cool
Anonymous No.712957709 >>712964938
if you want to make games
never have kids
Anonymous No.712957767 >>712977104
>>712950759
Yeah it was a whole debacle. One of the high up community manager troons was pushing tranny shit on the official godot twitter and then started banning many code contributers who disagreed with that shit. Juan stood by him and fully supports tranny tyranny.
Anonymous No.712958378
>>712944115 (OP)
korge and i refuse to touch any other engine that doesn't support kotlin natively. yes, it's that good. also FUCK GODOT FOR INVENTING THEIR OWN STUPID FUCKING LANGUAGE. JUST PICK A MATURE LANGUAGE INSTEAD OF MAKING YOUR OWN BARELY MAINTAINED "LANGUAGE" THAT IS MISSING ALL THE QOL FEATURES I GOT USED TO
Anonymous No.712958665 >>712980037
>>712949893
https://www.mathsisfun.com/

just look up stuff when necessary and worry more about the game. the site i linked is unironically great btw. it always amazes me how easy and simple math can be when the teacher is not a retard. i mean imagine what kind of person goes through years of the usual school math and then decides to do that for a living.
Anonymous No.712959026
>>712944115 (OP)
I fuck around in Godot, but I doubt Ill ever make a serious commercial product.
Anonymous No.712959492 >>712960967 >>712961114 >>712961773
>Ummm sweetie, you're going to need a .gid for every one of those files
>Yes, they're important.. make sure you check them in to version control or there will be trouble
>Oh, and if you want to move any files? Make sure you move the .gid file too. Or else
>Why? It's for Technical Reasons. Trust us, this is the only possible way to solve the Problem
Anonymous No.712959681 >>712961696 >>712962876 >>712983908
>>712944115 (OP)
How's Redot? What have they done since the fork?
Anonymous No.712960967
>>712959492
sounds like a you problem
Anonymous No.712961114
>>712959492
if you're not moving things outside the project for some reason, you can just move them in-editor and the id moves with them
Anonymous No.712961259
>>712955112
Beautiful tree
Anonymous No.712961582 >>712961775 >>712990182
>>712949893
unfortunately trigonometry does actually come up very often
the most complex math youll need is to know how quaternions and 3d rotations work
anything else would be specific fields like knowing the math for custom inverse kinematic solutions or simulating physics
Anonymous No.712961667
I think the AI system requires 4-5 more days to finalize. Once that is done, I'll have to make some graphics needed for a trailer and to order a trailer and an art commission for the cover art.
Anonymous No.712961696 >>712961862 >>712983908
>>712959681
they havent fixed any of the actual design issues that godot has so its completely pointless
Anonymous No.712961773
>>712959492
works on my machine
Anonymous No.712961775
>>712961582
>unfortunately
Math is like having a key to every door, once you learn how functions work you won't even need to learn documentation, also math is intrinsic to out heads, it just flows.
Anonymous No.712961840
>>712949893
If you're using an engine then by far the most useful is basic vector math. Just algebra from high school.
Anonymous No.712961862 >>712962298
>>712961696
>they havent fixed any of the actual design issues that godot
Name them.
Anonymous No.712962125
>tfw fell down the shaderdev hole
Anonymous No.712962298
>>712961862
godot.project still being the main source of merge conflicts due to all the shit being thrown onto it and the devs refusal to split it up

animation tree blends are still complete trash and youre forced to make your own

you still cant choose between having function calls on frame data or being able to reimport the model without destroying it

buggy ass capsule colliders that devs refuse to address that theres a problem (everyone will experience the 1 pixel snap if its 2d or the ledge physics problem if 3d)

networking will desync the moment you change any variable state


if you go to any other engine ever, none of them have these issues
Anonymous No.712962876 >>712965510 >>712983908 >>712985061
>>712959681
>expecting reactionaries to be smart enough to work on an engine
Nobody even remembers Redot
Anonymous No.712963201 >>712989159
>>712944115 (OP)
I have created a super basic set of menus in Redot (I'm thinking about swapping back to regular Godot, but it honestly doesn't matter either way). I haven't bothered with gameplay or making a playable character yet because I'm currently in the blender rabbit hole and losing my mind there. How can one program be so easy to use but also be so utterly confusing all at the same time?
Anonymous No.712963398
>>712944115 (OP)
I am Waiting for Juan
I am Waiting for Element
Anonymous No.712964230
>>712944115 (OP)
>Open tutorial
>No instant gratification
So when does the actual dev part start
Anonymous No.712964554
>>712944115 (OP)
>>what engine are you using
Godot.
>>what genre is it?
Horror adventure thing. It could probably be made in RPG maker or Gamemaker, but I wanted to learn Godot.
>>how many hours have you sunk into it
Way too many! I'm having a lot of fun with it, though.

Pic related just fixed itself eventually and was driving me up the wall for a solid week!!
Anonymous No.712964661
>>712944115 (OP)
I stopped for a while to just go do some courses on 3D modelling. Going full annoying highschool girl on it and everything, with notebooks and highlighters.
If nothing else, shit is sticking way harder than when I was just sort of watching half a course then winging it.
Anonymous No.712964938
>>712957709
Thanks for the tip. I'll get rid of mine.
Anonymous No.712965510 >>712966176 >>712967915
>>712962876
>reactionaries
You will never be a woman, freak
Anonymous No.712966176 >>712966360
>>712965510
>You will never be a woman, freak
Of course not. I'm a man.
Anonymous No.712966335 >>712966387 >>712966438
>>712944115 (OP)
is this still a tranny engine
Anonymous No.712966360 >>712985192
>>712966176
Yikes. A woman with no father who thinks she's a man. I'm praying for you.
Anonymous No.712966387 >>712980871
>>712966335
yeah it's been fully replaced by redot amongst the cool devs
Anonymous No.712966438
>>712966335
Yep. And this is reflected in the new releases getting worse every time and fucking shit up. It's dead Jim.
Anonymous No.712967915 >>712968006
>>712965510
No, he's right about Redot. They didn't have programmers, they had clueless attention whores who needed weeks just to change the name and logos. They were mad about some fruity jackass who runs Godot's twitter account instead of actual flaws in the engine. It was over before it began.

Which is a shame, because there's a shitload of retards in the Godot community and I'd jump ship in a heartbeat if it didn't also have the actual fucking programmers doing the actual fucking work
Anonymous No.712968006 >>712968689 >>712969031
>>712967915
>there's a shitload of retards in the Godot community and I'd jump ship in a heartbeat if it didn't also have the actual fucking programmers doing the actual fucking work
There needs to be a way to prevent this shit. Every fucking project that has a discord or "community managers" falls victim to this. The actual programmers need to unionize or something like that and kick these tranny leeches to the curb.
Anonymous No.712968134 >>712968513
Monsters raping boys, post your work, NOW!
Anonymous No.712968173 >>712968669
I'd jump to any fork of godot based on 4.4 as long as it had working IK, or at least someone made an implementation of fabrIK that actually worked and wasn't a janky mess
4.4 already has everything I need to make the games I want to make EXCEPT working IK, why is it taking so fucking long
Anonymous No.712968513
>>712968134
>Monsters raping boys
I don't frequent gamedev threads. Is someone actually making this? What kind of boys are we talking about here?
Anonymous No.712968669 >>712968767
>>712968173
I'm not a Godot person, but IK seems like a really basic feature to be missing. I'm surprised it doesn't have it.
Anonymous No.712968689 >>712999469
>>712968006
It's not a clean cut. Sometimes the autistic transexuals have pannenkoek style hyperfocus to do shit nobody else would. I like rom hacks and I've seen the most amazing technical feats come from the biggest gays like Pokemon fans, because that's where the autism is concentrated
Anonymous No.712968767 >>712969150
>>712968669
It does have IK but the implementation has been fucked for years (the magnet/pole point influences the final position of the IK root instead of just the rotation), and since it is marked as deprecated (has been for almost 2 years now) no one wants to fix it
If I knew C++ I'd try to fix it myself, and I did check the source code but it is a mess and I couldn't figure out how it worked
Anonymous No.712969031
>>712968006
The programmers are way too often in support of these trannies.
Anonymous No.712969150 >>712969964
>>712968767
They are fixing it, but it's only one dude working on it. He's redoing almost the entire 3D animation code because of how much of a mess it is.
He's at least competent enough, his jiggle bone and LookAt bone work good enough.
Still, Godot's been burnt out before by one dude working on something then quitting in the middle of it (GodotPhysics)
Anonymous No.712969226 >>712969542 >>712969682 >>712970261 >>712970312 >>713013992
How do you make fun mechanic? I keep thinking of making certain game but everytime I try to visualize the game in my head it's just not fun.
Anonymous No.712969241
>what "engine" are you using
Raylib
>what genre is it?
ARPG (diablo clone)
>how many hours have you sunk into it
Not much, probably 20-30. Nothing to really show yet
Anonymous No.712969542
>>712969226
I try to think of what emotion I want the player to feel when doing certain things in the game, and kinda work backwards from there. For example, if I want the player to feel cool and I'm making a platformer, I'll make it one with smooth walljumping and dashing. A boring example, but you get the idea.
Anonymous No.712969682 >>712970145
>>712969226
Steal one. No, seriously. Clone your favorite mechanic in an ultra-simple proof of concept to find out how its devs made it fun. Knowing how to make a good unoriginal mechanic will help you make good original one.

Otherwise it's like trying to become an artist without actually looking at art or the shit you're trying to depict
Anonymous No.712969794 >>712969910
If you're making a 2D game there's no point to upgrading past Godot 4.3. I looked, and there are zero 2D improvements in future milestones.
Anonymous No.712969910
>>712969794
Tilemap collision chunking is coming in 4.5
Anonymous No.712969964
>>712969150
Imagine if they paid their programmers instead spending salaries on community managers.
Anonymous No.712970052 >>712970419 >>713011242
>>712951957
Jeet programmers are NOT working on games, or if they are, it's a monkey typewriter situation where there are thousands of them shitting out something barely passable on the same project. I bet there isn't even one solo jeet developed game on steam with at least 100+ reviews
Anonymous No.712970145 >>712970312 >>712970431
>>712969682
>Steal one
I did, it's torneko chapter from Dragon quest 4 + reccetear, Not sure it's because I only did the barebones or because it's bad idea in the first place.
Anonymous No.712970162 >>712970347 >>712972525
>>712944115 (OP)
Speaking of Godot.....

This crap just released yesterday

https://godotengine.org/showcase/action-game-maker/

And without fanfare......
Anonymous No.712970261 >>712970380
>>712969226
Are you just visualizing the mechanic in a vacuum or are you visualizing the scenarios and how you can use the mechanic?
Think about how the mechanic is used and the fun that can emerge from it. Like a platformer, the mechanic of jumping itself isn't fun. No one would be excited for a game that's just a guy jumping on the same platform over and over again. But when you add multiple platforms, pits, enemies to jump over, and stuff that exists outside the vacuum of just the mechanic, it can become fun.
Anonymous No.712970312 >>713013807
>>712969226
My current game has a fun mechanic, but I've been developing the concept in my head for years, and it took weeks of rapid prototyping to make sure it's actually enjoyable.

>>712970145
Reccettear clones already exist. If you want your game to succeed to need to offer something novel.
Anonymous No.712970347 >>712970407
>>712970162
because its just godot but with even less documentation, very cool
Anonymous No.712970380 >>712970707
>>712970261
>Like a platformer, the mechanic of jumping itself isn't fun
That is incorrect. 3D Mario, for example, is designed so moving by itself is enjoyable.
Anonymous No.712970393 >>712970452 >>712972525
what engine should I use if I want to make a 3d beat'em up?
Anonymous No.712970407
>>712970347
My reaction is just "cool I'll wait for the kusoge on dlsite in about a year or so"
Anonymous No.712970419 >>712970985
>>712970052
We could get into the details of jeet developed games. I know for a fact that Starfield and GTA "Definitive" Edition have jeet stink all over them, and probably more AAA sloppa games I'll never play. My point, bottom line, is that programming is not hard in and of itself.
Anonymous No.712970431
>>712970145
Well, did you enjoy those games? Try to find the difference between them and your own.
Anonymous No.712970452 >>712972753
>>712970393
Unity
Anonymous No.712970707 >>712970798
>>712970380
No it isn't. It's designed so that moving around the environment is enjoyable. If you took a 3D Mario game, made a level that was literally just an infinite flat plane, people would not call that fun.
Anonymous No.712970798 >>712971138
>>712970707
You're wrong. Mario's movement is good enough that even just exploring his abilities on flat ground is fun. You will get tired of it soon enough, but it is enjoyable in itself.
Anonymous No.712970945 >>712972019 >>712972995 >>713003167
By the way, here's a free fun game idea: YS bump combat. You're welcome.
Anonymous No.712970985
>>712970419
I just think solo programming a game is almost incomparable to a jeet farm programmer. They are usually comfortably working on something that has clearly defined bounds, are probably working on an existing codebase from an actual competent programmer, and can shit something out before they clock out for the day. Low-level thinking crap. Meanwhile that anon is feeling overwhelmed because yes when you're alone you have a lot on your plate and design/programming is intertwined.
Anonymous No.712971024
I still need to learn C#, 2d drawing, git gud at blender and git gud at music first.
Anonymous No.712971138
>>712970798
>Exploring his abilities is fun
The kind of fun you're describing is either pushing the limits or anticipation, neither of which work in a vacuum. You're imagining the mechanic in relation to the game that already exists. That's not a problem, that's how you should imagine mechanics, you just need to be able to apply that imagination to your own mechanics. Don't imagine them in a vacuum.
Anonymous No.712972019 >>712972093 >>713003167
>>712970945
Most unintuitive combat ever made.
Anonymous No.712972093
>>712972019
You mean the off-center damage stuff? I agree, which is why I got rid of that for my game.
Anonymous No.712972376
Just started my first tileset and finished a couple of basic player animations. The next step is to make a skeleton game work.
Anonymous No.712972525 >>712972753
>>712970393
Godot
>>712970162
It's pretty expensive. Unfortunately for devs who made it, GDevelop got quite popular in the last year, while they were working on this. I'm hoping for a Humble sale around Christmas when it could gain some momentum. Would be cool if this and GDevelop would finally put GameMaker and Clickteam Fusion out of their misery, since unfortunately nocoders still fall for that shit.
Anonymous No.712972753
>>712970452
>>712972525
I guess I'll check tutorials and pick the friendlier one, but it's a good start, thanks anons!
Anonymous No.712972995 >>713003167
>>712970945
its too one dimensional to be expanded upon
Anonymous No.712973223 >>712973325 >>712999657
I've made a mobile game together with my friend in Godot. Always wanted to make an idle game with a more complex resource management/balancing, but in the end just added a cheat mode which skips all the idle mechanics because they piss me off.
Also coding the game mechanics is the only fun part of gamedev, but actually populating the game with contents is 90% of the work, it sucks.

If I can shill, it's free with no ads, for anyone interested.
https://play.google.com/store/apps/details?id=com.tothestars.idle&hl=en
Anonymous No.712973316
>>712944115 (OP)
Working on a 2d face rig for my 3d action adventure game. Also had to start reworking my character controller after it broke
Anonymous No.712973325 >>712973743
>>712973223
>Also coding the game mechanics is the only fun part of gamedev, but actually populating the game with contents is 90% of the work, it sucks.
Considering you made a menu game, I'm surprised you found any of it fun, menu games are a complete chore.
Anonymous No.712973743 >>712973953
>>712973325
That's the only one I finished into something that can be called a final product.
Everything else was exactly that, a couple of mechanics strung together and then I would give up when time comes to proceed with it to something with substance.

Menu games are a chore on PC but I find them quite fitting for a 10 minute metro ride.
Anonymous No.712973953
>>712973743
>Menu games are a chore on PC but I find them quite fitting for a 10 minute metro ride.
They're a chore to make, I mean. They're very very boring.

But yeah, I find that you have to be very careful how you make your fundamental foundation when making a game or adding stuff quickly just becomes an exhausting headache. You want to get it to the point where you can just slap stuff in and treat every new level or enemy like you're just modding your own game.
It's worth the extra effort in the initial stage to build everything so you're not having to swap hats constantly and can just concentrate on the next thing for the day instead of getting overwhelmed and exhausted.
Anonymous No.712974726
>>712944115 (OP)
>what engine are you using
Unity, because I know it and it has the tools I need, at least for now. I dread their next attempt at fucking with the license though
I'd use UE4 if visual scripting didn't feel like looking at a conspiracy theorist's pegboard
I'd use Godot if it were better documented (and I have no idea if it can even do online)
>what genre is it?
spiritual successor to Resident Evil Outbreak
>how many hours have you sunk into it
not nearly enough. I can only give it a few hours a week
I have devmodels (mostly stolen RE1-3 assets, to be replaced hopefull before too long), basic gameplay mechanics, animations from mixamo, and even peer to peer online working
I was brutally reminded that I suck as a writer when it came time to design a scenario though, so that's fun
Anonymous No.712975020
>using unity and not expecting to get kiked to death by Israel
Anonymous No.712975359 >>712995181
Maybe when AI gets good enough to make pixel art that isn't dogshit I'll try. I always give up knowing I fucking hate making assets.
Anonymous No.712975696 >>712975954 >>712976009 >>712976251 >>712977146 >>712979732 >>712980367 >>713003931 >>713003996
I've been playtesting for a Godot game and talking to its developer. Apparently, you can't have more than 15 2D light sources per node, so he will have to make a custom lighting solution for his Rimworld clone. Are there any other examples of Godot being profoundly retarded?
Anonymous No.712975897
>it's just a few images and game is done
>one image will take 5 hours to do even with the help of AI
>there are actually hundreds of images + animations
Anonymous No.712975954 >>712976652
>>712975696
just generate a gradient texture set the material to add nigga its not that complicated, why would you use actual lights for taht
Anonymous No.712976009 >>712978414
>>712975696
Godot is a terrible choice for a Rimworld-like. You'll have to do so many custom implementations you're basically enginedeving.
Anonymous No.712976251 >>712976652
>>712975696
is that a new "feature" in 4? just added like 30 in a 3.3 project to test and it was fine
Anonymous No.712976557 >>712976797
I've been working on renpy game like summertime saga.
Simple graphics style, flat color, single shadows and hard outlines for easier and faster asset creation.
Will see how long until I start another project lol..
Might create a lora from my assets so AI could create some of it.
Anonymous No.712976652 >>712977023
>>712976251
No, this seems to be old and well known.

>>712975954
Casting shadows?
Anonymous No.712976797
>>712976557
I was thinking... has no one made a game similar to Corruption of Champions but with an AI backend genning stuff? That combined with a LORA pre trained on an artstyle + a system that combines basic drawings in the backend and feeds it to the AI to gen an image would be amazing. Seeing pics of every single character in the game would probably guarantee coomerbux.
Anonymous No.712976826
Finally started using RPG Maker 2K3
What am I supposed to do with it? Make a porn game? All of my ideas are too grand that I can't think of anything small scale.
Anonymous No.712976848
>>712944115 (OP)
There's still nothing to do but walk around and look at hieroglyphs and tile floors.
Anonymous No.712977017 >>712977050
>>712955112
It's more neat when people make their own engines. See Exanima and Teardown as key examples. Something so different that it required it's own engine for it to actually work. Although i will admit that Half-Sword as cool for an Unreal Engine game if we're talking about those really physics based games, just not as cool as when they had to do it from scratch.
Anonymous No.712977023 >>712977964
>>712976652
nothing on that picture needs shadow casting, you could also use a black colorrect node attached to the 2d camera and mask it out in screenspace.
Anonymous No.712977050
>>712977017
Woops that was supposed to be a reply to OP. I accidental clicked on someone random. Not sure how that happened.
Anonymous No.712977104 >>712983702 >>713003474
>>712957767
She's a woman though
and the
>tranny shit
was dei
Wokot instead of Godot(woke)
Try sticking to the truth next time
Anonymous No.712977146
>>712975696
forwards rendering has light limits its not just godot.
Anonymous No.712977194 >>712977650
>>712944115 (OP)
Want to essentially make a low budget expedition: Rome like game. How fucked am I?
Anonymous No.712977267 >>712977313 >>712977341 >>712977656 >>712978087
What do you think of Jonathan Blow?
Anonymous No.712977271 >>712977835 >>712982305 >>713010343
Which version do you prefer?
Anonymous No.712977274 >>712977461 >>712977832
>picked up godot to learn gamedev
>made a shitty breakout clone and a platformer
>3d next

Am I gonna regret this choice? They say Godot is absolute shit for 3d
Anonymous No.712977313
>>712977267
blow it out your ass
Anonymous No.712977341
>>712977267
I think he Jonathan BLOWS!!!!!!
Anonymous No.712977461
>>712977274
I'm making a 3D game, I find it fine. But my game is a simple action-adventure game. So simple, I use Trenchbroom to make blocky maps.
I think the people bitching about it are making more complex games than I am. But for my needs, I've never had a headache or janky workaround, everything's been fairly straightforward.
Anonymous No.712977650 >>712977992
>>712977194
E:R was already low budget no? You'll need a good story.
Anonymous No.712977656
>>712977267
Blown out of proportion
Anonymous No.712977818
I wanna do a shitty 4x game master of orion ripoff.

It struck me that no 4x game do anything with relativity. I mean besides FTL breaking casuality, what can you do ?
Anonymous No.712977832
>>712977274
>They say Godot is absolute shit for 3d
It's fine for the level you're at
Anonymous No.712977835
>>712977271
prefer the one on the right
Anonymous No.712977964 >>712980068 >>712980090 >>712982426 >>712999810
>>712977023
Not in that image sure, there are no walls there.
Anonymous No.712977992
>>712977650
Got a cool historical scenario, some basics on the story. Plan on visiting some historical sites next year for some research purposes.
Anonymous No.712978087
>>712977267
Lucky timing, mediocre person
Anonymous No.712978152
>>712949893
are you making a game or game engine?
a game not much.
a game engine a lot.
Anonymous No.712978213 >>712978342
I'm still doing the 20 game challenge. I'm about to start Mario. I feel like I'm going very slow through it, but I hope to be done with it by the end of the year, maybe.
Anonymous No.712978342 >>712978627
>>712978213
That has real drawabox vibes. Something designed by not game developers that fetishes grinding over results.
I mean you shouldn't go hyper-ambitious for your first project just because it's like a guaranteed failure mess of design and programming. But by your third you should have a handle on things.
But hey if it's working for you.
Anonymous No.712978414
>>712976009
rimworld if he somehow ran 90% worse than rimworld
Anonymous No.712978627 >>712979698 >>712979772
>>712978342
I don't know if it's working but if I struggled just making Pong and the like when I was starting then I'd probably have struggled a lot more trying to jump right into the game I actually want to make, so I don't feel that bad about it. I feel like it'd feel like grinding for the sake of it if I was trying to do perfect recreations of the games but I feel like going far in enough just to get down some core concepts related to the game is a fine learning experience. Like with Pac-man it was a good chance to become more familiar with pathfinding, with Frogger it was a chance to do some basic grid-based movement, which is also something I will want for when I actually get to the game I want to make and doing the HUD for each game is a good opportunity to get used to implementing UI in general.

It's a bit hard to say how valuable it'll be by the time I'm done, but I at least know that I don't feel equipped to even do a bad version of the game I'd want to do right now, so just recreating other games and taking incremental steps towards learning the things I feel like I'll need to know to make my own game at least feels valuable, even if it remains to be seen if it actually is.
Anonymous No.712979698
>>712978627
If it's to build up technical skill on various areas then i guess it'd be a bit like studying/doing projects in uni. Doing small projects is fine to build up skill but make sure they're projects that actually motivate you, losing that really sucks when you're starting out.
Anonymous No.712979732 >>712980068
>>712975696
Um, why are you using 15 lights on one object?
Anonymous No.712979772
>>712978627
Pongs always the first step, quick platformer is good afterwards to learn basic physics and GUI and whatnot, not arguing with that at all. I just don't know about the rest of the steps. After you've got basic mechanical implementation knowledge, I'd argue the next most important thing is project management, flexibility and scalability.
Keeping your shit organized so you can add stuff without everything becoming a tangled clusterfuck, learning to bottleneck key variables so you can add stuff into the mechanical pipeline without having to rewrite everything, knowing how to structure templates so adding new stuff isn't a giant chore, this is stuff you get from bigger projects. Most people who make Game Jam games make nothing but Game Jam games. 1500 Draw a Day sketches don't equal a Mona Lisa.

But I'm just musing and talking shit. If it's working for you, it's working for you. Just don't consider it a failure if you get bored and decide to just make what you want to make.
Anonymous No.712980037 >>712988483
>>712958665
>i mean imagine what kind of person goes through years of the usual school math and then decides to do that for a living
I know two math PhDs, one is a normal guy but he lost one ball to testicular torsion and the other is 160 IQer but he's a total sperg.
Anonymous No.712980068 >>712980776
>>712979732
See >>712977964
It can easily end up happening in normal gameplay.
Anonymous No.712980090 >>712980183
>>712977964
No idea how these work, but I'd imagine you could overlay everything with black or black transparent mask and remove that mask partially with gradient texture around light sources.
And for cast shadows, just cast shadows for objects around player character or camera view center
Anonymous No.712980183
>>712980090
or cast some vector from light source to nearby objects and add that black mask back behind them, giving an illusion of shadow, and if multiple sources of light, then alpha that mask.
Anonymous No.712980367
>>712975696
Yeah Godot's lighting library is kinda ass, Forward Plus and no auto-culling.
But if you're doing a Rimworld-like I'd be going out of my way to use zero lighting or physics hooks, anything that relies on opacity or heavy/constant calls, and fake and group everything you possibly can from the ground up for performance.
Especially if you're using Godot, I mean jeez.
Anonymous No.712980776 >>712980813
>>712980068
I don't see the problem anon. I can put a billion lights in one scene.
Anonymous No.712980813 >>712981081
>>712980776
What are you trying to say? Keep in mind that I'm not the developer, I'm just a playtester.
Anonymous No.712980871
>>712944115 (OP)
>>what engine are you using
trannot
>>what genre is it?
FPS
>>how many hours have you sunk into it
prob over 800
i dont work on it fulltime but it is been many years now

>>712966387
ill switch once they put it on steam and i can look at the reviews
Anonymous No.712980985
This the game dev thread?
Bwos i heckin LOVE UI!!!!
Having this much UI on screen is self inflicted and i moved some pieces closer together to maximize the funny
Anonymous No.712981081 >>712981258
>>712980813
You said godot was limited to 15 lights, clearly it isn't
Anonymous No.712981258 >>712981560
>>712981081
Now you are just being pedantic. Yes, you can have more than 15 lights per node, but only the first 15 will have any effect on it. I think you can even see that in your screenshot.
Anonymous No.712981534
>>712949893
you barely have to use any math at all
it is like playing an overcomplicated minecraft
Anonymous No.712981537 >>712981735 >>713002356
>>712945104
Personally I find the idea of cucking them with their own engine funnier
Anonymous No.712981560 >>712981647
>>712981258
I'm not being pendantic, you're doing it wrong.

Here's 24 active working lights. and there's actually 6 more above them
Anonymous No.712981647 >>712981704
>>712981560
Are you using default lighting or something custom?
Anonymous No.712981693
Which version of RPG Maker do people use to make porn games?
Anonymous No.712981704 >>712981848
>>712981647
Just normal lighting.
Anonymous No.712981735 >>712982089 >>712982257 >>713002356
>>712981537
SAME
if i ever release anything i'll do it under the fork kek

da fuk woketard gon do?
Anonymous No.712981848 >>712981892
>>712981704
Are they all lighting up the same node?
Anonymous No.712981892 >>712982140
>>712981848
They are all on the same tilemap, yes
Anonymous No.712982089
>>712981735
>da fuk woketard gon do?
Literally nothing either way, it's MIT license. You are free to use it for any purpose. They have zero ability to do anything.
Anonymous No.712982140 >>712982373
>>712981892
Then how did you go around the light limitation? This is a known thing.
https://godotforums.org/d/36044-after-15-pointlight2d-nodes-new-ones-dont-light-up-the-viewport
Anonymous No.712982257 >>712982535
>>712981735
Lmfao chuds are really this stupid
Anonymous No.712982305
Learning how to make a pong clone on Godot made me not want to use Godot at all.

>>712977271
Right one
Anonymous No.712982373 >>712982426
>>712982140
Idk that's saying for one canvas item, which again, why would you have 15 lights on one item?
Anonymous No.712982426 >>712982717
>>712982373
See >>712977964, again. That's a perfectly reasonable light placement in a base.
Anonymous No.712982473 >>712982597 >>712982758 >>712982810 >>712983076 >>713004625
How do sound effects for games get made? It feels like every game no matter the team size has them, but I'm guessing they didn't all have foley artists creating bespoke recordings.
Anonymous No.712982535
>>712982257
thanks for the free work tranny
Anonymous No.712982597
>>712982473
>It feels like every game no matter the team size has them
they download shit online
Anonymous No.712982717 >>712983105
>>712982426
...wait, are all those lights being places on that object or is that a tilemap with light objects? That's not just one giant 2D map image is it?
Anonymous No.712982758
>>712982473
Just download asset packs for a lot of sounds. Make things unique if you want there's tutorials for it and literally everything.
Anonymous No.712982810
>>712982473
You sample and rip shit and distort and layer it and whatever. Lots of Audacity fiddling.
90% of people just use stock stuff plugged straight in in giant asset packs sold for like a dollar. Or freesound if they're even broker than that.
Anonymous No.712983076
>>712982473
for dev assets jusr set up a microphone and record yourself vocalizing sounds
you don't need to be Michael Winslow to make lightsaber noises
Anonymous No.712983105 >>712983232
>>712982717
I don't know, I don't have access to the source code. All I know is that those light sources are buildable entities and that they need electricity to work.
>That's not just one giant 2D map image is it?
No, the map is made out of chunks, and chunks are made out of tiles. You can order things to be build. It's a colony simulator. Chunks load around your colonists, so it's not like Rimworld where you have permanent map edge. It more like Dwarf Fortress's Fortress mode with the map loading of Adventure mode.
Anonymous No.712983219
I am using rpg maker and Daz for my porn game.
Anonymous No.712983232 >>712983387
>>712983105
That looks too small to need chunks. You don't need source code for lights lol. I don't know what you're doing but I have no issues with lights and shadows.
Anonymous No.712983387 >>712983778
>>712983232
>That looks too small to need chunks.
Anon, that's a screenshot. The world map is pretty big.
Anonymous No.712983510 >>712996509
>>712944420
do it in small steps and you will
also trains your willpower if you set a schedule to work on a project just 1 hr every day, self-discipline is the most important skill
Anonymous No.712983702 >>712986575
>>712977104
what a shitfest
Anonymous No.712983778 >>712983990
>>712983387
Okay, but the previous screenshot what is it? Is it a chunk? Is it a Tilemap? Is it a canvas?
Anonymous No.712983781
>>712944115 (OP)
It is delayed indefinitely
Anonymous No.712983908
>>712961696
>>712959681
>>712962876
the real contender is Blazium, they actually have shit Godot doesn't
Anonymous No.712983932
>>712944115 (OP)
I'm just starting and I absolutely have no programming experience. My plan is
>learn C# using pic related
>learn unity
>make several mini games
>make turn based rpg
Anonymous No.712983990 >>712984061
>>712983778
I don't know. I don't have the project file. All I know is that you have several chunks loaded at the same time and that they load/unload around your colonists.
Anonymous No.712984014
What if: a roguelike school shooter game, where you gotta make your way up the floors. You unlock shit between floors. You start shooting elementary students but older floors contain older students, who have more health and a higher chance of having their own powers/weapons.

I would actually make it if I wouldn't get ostracized from the industry. And society in general.
Anonymous No.712984027
>>712944115 (OP)
I'm working on a sort of sekiro clone but way more fast paced. Right now I'm at a stalemate because I have to work on models and animations for the character and enemies and I really hate that
Haven't worked on it in months
Anonymous No.712984061 >>712984149
>>712983990
Well then I don't even know why you're in the thread man.
Anonymous No.712984149
>>712984061
I just wanted to discuss Godot.
Anonymous No.712984192 >>712984264 >>712984305 >>712984654 >>712984923 >>712987813 >>712988817
Why are all new games so performance hungry while looking the same as 10 years ago?
Anonymous No.712984264
>>712984192
Most modern programmers are absolutely terrible at programming and "vibe code" amongst other issues.
Anonymous No.712984305 >>712984320
>>712984192
name examples? retard
Anonymous No.712984320
>>712984305
Pseudoregalia.
Anonymous No.712984654
>>712984192
Devs don't know how to code, they just copy paste code and hope for the best.
Anonymous No.712984923
>>712984192
>mmm yummy shaders use 6000 of them please
>texture res? Eh just 2048x on everything.
>Yes I would like partial opacity dissolve textures everywhere good call
>Four world lights and 2 types of world fog will look good on my basic ass level
>retopo? I barely know 'er
>LODs actually stands for Lots of Detail, render all that shit at once, it is the man's way
>get_fucking_everything every frame for every actor and also lots of raycasts, yes every frame thank you
>just generate all that shit on the spot it'll be fine. Make a new object every action and then let the auto garbage collection decide its fate
Lots of reasons.
Anonymous No.712985061
>>712962876
juan takes 10 years to update his shit and redot literally only needs to copy whatever they have done to be successful
shut the fuck up
Anonymous No.712985192 >>712985495
>>712966360
You just said he'll never be a woman and now you're claiming he's a woman? Make up your mind.
Anonymous No.712985495
>>712985192
Anonymous No.712985791 >>712985867 >>712986374
Why should I use godot and should I use gdscript with it? Please sell me on it. Honest question, btw.
Anonymous No.712985867
>>712985791
It's easy, fast and free.
Anonymous No.712986374
>>712985791
if you wanna use their engine components without hassle just use gdscript, if for some reason it isn't enough use C as well. be prepared for gdscript having issues occasionally though
Anonymous No.712986560 >>712988597 >>713000248 >>713001325
>about to finish my game, it's time to plan the release and how to make money out of it
>you need to form an LLC if you don't want to go to prison for evading tax on profits
>if you form an LLC, and you game doesn't sell, you're probably gonna be losing money
>so you better make sure your game will sell (needs to have +50000 wishlists before release)
>so you better go on twitter and start shilling hard. make sure you leave your self-respect at the door.
>fuck that, I'll approach a publisher
>after 100 applications get one interested in you
>"can you fly across the country to a gaming convention in 4 months at your own expense and pitch us the game in person"
>"this doesn't mean we'll partner with you. also if we do, 40% of the profits goes to us."
>everything finally goes your way
>30-40% publisher cut, after that 30% steam tax on your cut, and after that around 20% government tax on profits (depends on the country) and maybe additional cuts if you used something like Unreal Engine
>so you better make sure that game sells at least 500k copies if you want to turn this into a long-term business
Anonymous No.712986575 >>712987979
>>712983702
Looks like run-of-the-mill zoomer retard with like 3 subscribers. Funny it caused so much butt-hurt.
Anonymous No.712987813
>>712984192
Prevalent use of high-level languages, e.g. Python, Lua, Java, C#, Ruby, GML. Ruby (RPG Maker XP/VX/Ace) and GML (GameMaker) are particularly bad - comparable to BASICs of the 80s and will max your 4GHz core to run a NES/SNES like pixel slop. Basically everyone, who plays games made on those engines, pays with the electricity bill for dev being retarded.
Anonymous No.712987979
>>712986575
this mental case is official paid community manager of godot, and anyone who disagrees gets banned
Anonymous No.712988483
>>712980037
i'm talking about the people who went back to school math instead of doing the fun college math
Anonymous No.712988597 >>712988880
>>712986560
Can't you just sell your game as an individual? How do people put the game on steam under nicknames or even their real names?
Anonymous No.712988817
>>712984192
no one cares to optimize because hardware is too powerful and its not even lack of coding prowess or reliance on middleware issue, when your average cpu is some 12400 - that becomes your required baseline even for a turd which looks like a ps1 game which should be able to run on hardware from 30 years ago

and its not just games, look at the internet - simple optimized websites dont exist, everything got heavy jscripts which bog down multicore cpus, even mobile versions
Anonymous No.712988880 >>712989221
>>712988597
their LLC shares the same name as them. at least for some of the big ones. if your game makes like $1000, I doubt the IRS will be coming for you if you just publish with nothing but you name attached. but if you have aspirations to be successful, it might complicate things.
Anonymous No.712989159
>>712963201
Just take it one thing at a time, only worry about the next thing needed to make your model or fixing a specific issue (shading's fucked -> recalculate normals, etc...)

I was able to get in a state of being comfortable enough with it to make my models after a couple months of making models semi-frequently (at school or when I had time at home)

Is there anything specific you struggle with ?

Picrel is a first attempt at fucking around with animation
Anonymous No.712989180 >>712989552 >>712989861
>>712944115 (OP)
I'm still not sure. These last few days I've been trying to finally go over from ideafagging to getting hands-on but my head is dizzy from trying to make the right choices.
Speaking of choices, would you say social media is an absolute necessity for a dev? I dropped it all 5 years ago and have no intention of going back but if it makes a difference I might make accounts on stuff again to shill my game.
Anonymous No.712989221 >>712989883
>>712988880
Wait until you're getting successful then hire an accountant to sort it out. You'll have money by then.
Doing all that shit beforehand feels like putting the cart before the horse. You're one guy with no money and probably going to underperform.
Anonymous No.712989417 >>712989682 >>712990001 >>712990059 >>712991436 >>712998138
>>712944115 (OP)
honest question, why pick godot for 3d over unity or ue, or over unity or gms for 2d? I've heard gdscript isn't any easier than C#. It's probably easier than C++, but then on the other hand ue has so many ready to go pipelines to use (even for non asset flip looking games, if you would believe it)
Anonymous No.712989552
>>712989180
>Speaking of choices, would you say social media is an absolute necessity for a dev?
Yes. Unless you're making a casual mobile game, 90% of your audience is running adblockers and the only advertising they're going to see is from random e-celebs and their friends retweeting cool looking twitter gifs.
Remember people want new stuff in the genres they're interested in, as long as it looks cool it should get some traction when it reaches their dedicated circle.

It's much easier if you're in your own target audience and not making some cynical bullshit you have to guess how people want to be aware of it.
Anonymous No.712989664 >>712989772 >>712990015
Never made a game before, if I want to make a 2d jrpg should I bother with an engine or would using a framework be better in terms of workflow and learning? I already do software development for a living.
Anonymous No.712989682
>>712989417
Honestly, at this point, you should try both and go with whatever will help help you finish your game, or at least finish it faster.
Anonymous No.712989772
>>712989664
>I already do software development for a living.
doubt
Anonymous No.712989851 >>712989939
Got roof hiding and NPCs wandering about. Spent some time getting arbitrary resolution support and making sure sliding against walls and objects feels good too. No clue what happened to the last second of footage.
Anonymous No.712989861
>>712989180
Social media faggotry should only come when you already have a decent progress in your development. If that's your case, yeah. Any form of advertising will help you a lot. If you're still in the beginning, I think it's a waste of time. But that's just my opinion.
Anonymous No.712989883
>>712989221
so what? you're gonna just drop the game and expect to get lucky with it? that's not how you run a business. if you want to do this as a hobby where you just make what you spend back, it's okay. I've already done this for 10 years.
Anonymous No.712989939 >>712990098
>>712989851
why is the roof being hidden for the other buildings too?
Anonymous No.712990001
>>712989417
>I've heard gdscript isn't any easier than C#.
I mean all these high level languages are kinda the same shit. It's not hard either way.
>UE
Blueprints can suck me.
>Unity
Is on the verge of being driven into the ground at any one point. You think they're not going to try and charge you for installations again?
>GMS
Hahahaha.

If I'm going to switch from Godot it'll be to, I don't know, some nice libraries slapped together, not another dev suite.
Anonymous No.712990015 >>712990407 >>713000368
still working on doors, animating is hard for me. Think this one went from too stiff the last time I posted it to way too exaggerated.
>>712989664
>if I want to make a 2d jrpg
use RPG Maker. If that's not enough try Game Maker or Godot.
Anonymous No.712990059 >>712990759
>>712989417
open source bro
Anonymous No.712990098
>>712989939
Changed how I handled roof hiding and have to retag everything again.
Anonymous No.712990182 >>712990326
>>712961582
Where have you needed to know how quaternions work for gamedev lmao? I would expect all of that stuff to be extrapolated away unless you are literally building a game from scratch, but I have only ever made.2D games.
>t. I am somewhat knowledgeable about computer graphics have experience with opengl / webgl
Anonymous No.712990195 >>712990295 >>712993460
What are the most successful games made in Godot?
Anonymous No.712990295
>>712990195
cruelty squad
Anonymous No.712990326
>>712990182
>Where have you needed to know how quaternions work for gamedev lmao?
Basis of all 3D rotations.
>but I have only ever made.2D games.
If that's all you want to do you barely need to know english, let alone math.
Anonymous No.712990407 >>712990516 >>712990723 >>712990749
>>712990015
NTA, any serious project I come up with turns into a 3D isometric RPG with more intricate mechanics (which I feel like I'd end up doing in Unity). I kinda want to do a 2D RPG Maker tier game too to start out though.
Is RPG Maker relatively "that easy" or should I just go with Unity from the get-go for learning purposes? I feel like doing some RPG/Game Maker thing to start out with might teach me some stuff and help me get my first game out quicker but I'm not sure if it would justify putting off Unity.
Anonymous No.712990516
>>712990407
Working with RPG Maker is like pulling teeth, fuck that.
Anonymous No.712990723
>>712990407
>Is RPG Maker relatively "that easy" or should I just go with Unity from the get-go for learning purposes? I feel like doing some RPG/Game Maker thing to start out with might teach me some stuff and help me get my first game out quicker but I'm not sure if it would justify putting off Unity.
I'm 34 now and I think the last time I used RPG Maker I was 14 or so. It's very easy to use, and it will teach you some very basic algorithmics that will come in handy once you start learning to code. But you already know how to code, so if I were you I'd jump straight into Unity or Godot or whatever and don't lose time with RPG Maker.
Anonymous No.712990749
>>712990407
plenty of frameworks for every type of 2d rpg out there for unity and other big engines. rpg maker is for children. you won't be taken seriously.
Anonymous No.712990759
>>712990059
which is almost never a good thing
Anonymous No.712991436
>>712989417
I picked it up because it seemed lightweight, non-bloated, and easy to learn.
Anonymous No.712991921 >>712992009 >>712992056 >>712992090 >>712992174
Absolute retard with no background in programming here, except the most basic shit. Should I try godot? I've always wanted to make a game, starting with simple stuff. My job currently enables me 4 to 5 hours of free time everyday and I'm wasting my time on /v/.
Anonymous No.712992009
>>712991921
sure! you could start by making simple stuff, then once you've learned more about both Godot and coding in general, move onto making more cool stuff
Anonymous No.712992056
>>712991921
Yeah, why not. Run through the tutorial and see if you like it. Make Pong.
Anonymous No.712992090
>>712991921
You lose nothing by trying that you're not already losing on this site. Go for it. Try recreating some classic games. A simple Pong, with score, pausing, and a main menu, is a strong foundation.
Anonymous No.712992174
>>712991921
Download pico-8 and go through one of the various zines to get up and running. You'll learn more in an engine that's both simple yet requires you to still architect your game.
Anonymous No.712992179 >>712992253 >>712992645 >>713004813
I sketched out a game plan and I could easily implement it but what's holding me back is the fun factor. I really like my idea from a conceptual standpoint but I'm held back by "why would people want to play it?" should I just make it and not worry too much about that.
Anonymous No.712992224
Literally just find raylib bindings in whatever language looks interesting
>engine
Cringe
>library
Based
Anonymous No.712992253 >>712992823
>>712992179
Is there no room for fun in your game?
Anonymous No.712992559
>>712944115 (OP)
I have click-based movement down, was surprisingly easy to implement, as well as working health bars etc. I'm not sure what kind of game that I want to make yet though. Maybe a walking bullet-hell game could be fun. Kind of like Diablo meets 2hu.
Anonymous No.712992645
>>712992179
>why would people want to play it?
can you whack shit with a sword? that's usually fun
Anonymous No.712992783 >>713004385
>>712946078
>I want to make a game with Gamecube level graphics, but I want it to actually perform well on a potato. I hate games with primitive graphics that don't actually run well on old hardware. Those engines can't do what I want in this regard.
it's a good thing the engine a lot of those games used is free on archive.org and the company running it is long gone so you don't have to pay license fees
https://archive.org/details/renderwaregraphics3.7sdkandstudio2.01
Anonymous No.712992823
>>712992253
well it depends. my idea is potentially a fun strategy game but with potential to do crazy stuff
Anonymous No.712993460
>>712990195
https://store.steampowered.com/app/1942280/Brotato/
https://store.steampowered.com/app/2835570/Buckshot_Roulette/
https://store.steampowered.com/app/3146520/WEBFISHING/
all over 50k reviews
Anonymous No.712993621 >>712993908 >>712993996 >>712999984 >>713017923
>what engine are you using
Godot
>what genre is it?
3d Platformer Collectathon
>how many hours have you sunk into it
I don't know, but I'm about 2 years into development, spending about 5-8 hours on it a week. So, I assume something like 600-700 hours so far? Still blocking out the first level, so it looks like shit, but it functions. Nothing is anywhere near done, yet. I still have a long way to go.
>Very rarely are their gamedev threads.
Incorrect
>Just started learning personally would love some advice.
You need to have passion about your game and a vision. If you cannot easily (and I mean easily) envision what your game is and will be, you need to make a Game Design Document. Everything takes time, and there will be days you want to quit. The only thing that will get you through those days are sheer determination.
>Shill your game too
Okay. I'm making a game people are probably sick of seeing by now. It plays like if Mario 64 and Sonic Adventure had a baby. Have a WebM of me speedrun-collecting three collectables in my game real quick.
Anonymous No.712993625 >>712994079
is pygame viable?
Anonymous No.712993664
Deciding whether I want to put in the work to get a 3D renderer or just do a 2D tile based game.
Anonymous No.712993808
>>712946982
>>712946078
You should try anon, and you chould post it here in the game dev threads when you do. good luck and God speed.
Anonymous No.712993908 >>712996364 >>713017923
>>712993621
>I'm making a game people are probably sick of seeing by now
not in the slighest + my goblins are worse
love how your level is coming along btw, it's cool to see more stuff being added everytime you post a new webm
Anonymous No.712993996 >>712994357
>>712993621
this looks really great like you put heaps of effort into it but I would never in a million trillion years want to play it
Anonymous No.712994079
>>712993625
I don't think pygame even has physics.
Not really. For a turn or tile based game, I guess, if you feel like it. But for that stuff you can use literally anything.
Anonymous No.712994105 >>712994325
>>712944115 (OP)
got burnt out trying to learn texture painting in blender and I don't want to try substance painter, or waste my time with my mongrel brain trying to build armorpaint
UV and weight painting wasn't too bad with my simple models
Anonymous No.712994325 >>712994645
>>712994105
I thought texture painting was just for marking simple details onto the UV texture to make finishing it in another program easier and make sure shit lines up.
Anonymous No.712994357 >>712999984 >>713017923
>>712993996
Perhaps it's not your cup of tea, and that's cool. I am mainly making it for me, basically making the type of game I personally would want to play. Though, if I can make other people happy as well, that'd also be good.
Anonymous No.712994645 >>712994775 >>712994974
>>712994325
Can I do a rough paint-over in blender, export the resulting unwrapped image, and then just remake it in an actual art program?
Anonymous No.712994775
>>712994645
>Can I do a rough paint-over in blender, export the resulting
yeah
Anonymous No.712994974 >>712995063
>>712994645
Yeah, that's what I thought everyone did. Actually trying to use Texture Paint to finish sounds like a nightmare.

I use a pipeline I learned from some dude where you import a version of Blender's default UV texture without those annoying ass numbers to line stuff up, paint on basic details in texture paint, then export both that and the UV itself to overlay and finish in photoshop or whatever you use.
Anonymous No.712995063 >>712995227
>>712994974
how do you export the UV itself?
Anonymous No.712995149
>Game reliant on multiplayer not fun without other players
Who could have thought.
I added bots.
Anonymous No.712995170
growing up is realising that engines are for people who can't code
Anonymous No.712995181
>>712975359
Just get back to your old art after some time has passed. Or take references. That's how you improve at it.
Anonymous No.712995227
>>712995063
UV Editing > UV > Export UV Layout
Gives you a flat png with the layout on it.
Anonymous No.712995993 >>712996278 >>713000694 >>713007093 >>713007215
Can anyone recommend some lesser known YT channels to learn about Godot?
Anonymous No.712996278 >>713000618 >>713000694
>>712995993
I don't think a youtube video can offer you anything over downloading a couple of example projects and just seeing how they work.
Also I don't know any Godot youtubers who aren't useless fuckheads.
Anonymous No.712996364 >>712996540
>>712993908
>plus my goblins are worse
Incorrect, friend. I love your little guys, but it has nothing to do with the designs themselves (though the designs are great). You put a lot of heart into them, making them dance and making them pose and all that. It shows you are putting personality into them beyond "I AM A VIDEO GAME ENEMY BLEH."
Anonymous No.712996370 >>712996493 >>712996714 >>712997053
being an artist that learns programming is ten thousand times easier than being a programming that learns art. if you arent buying assets, then you're spending more time working on art than the game itself.
Anonymous No.712996493
>>712996370
Sadly, this is true. A shitty game the looks good will sell. An amazingly programmed game that looks like shit will not. While there are exceptions on both sides, this is the rule of thumb.
Anonymous No.712996509 >>713004382
>>712983510
>self-discipline is the most important skill
Not that anon, but fuck that's so incredibly true.
I've been wanting to try and make a simple roguelite game from scratch, but I always stop after a couple of days and never resume it.
It seems I can only stick to doing something if I made a commitment to somebody else.
Anonymous No.712996540
>>712996364
aw many thanks man! I'm playing with the idea of having different enemy races each with their own personalities and stuff. Kinda like in Zelda you have the kokiris, the goron and the zora, but with the enemies instead of the allies. Should make the adventure more interesting.
Anonymous No.712996714
>>712996370
>you're spending more time working on art than the game itself.
That's still true if you're an artist learning programming. It's game scripting, nobody is doing any real heavy lifting in here.
And most artists get a bit of a boot in the face when they find out that games can't be built solely from 3/4 poses of their one favourite character in a white void and they're going to need to animate at some point.
Anonymous No.712997053 >>712998416
>>712996370
>you're spending more time working on art than the game itself.
you say that like working on the art isn't also working on the game
Anonymous No.712997545 >>712998001
a tip for Godot devs, you can rearrange the layout so you have the nodes list right next to the node settings section. I find this much more comfortable than constantly switching between the left side and the right side of the screen.
Anonymous No.712998001
>>712997545
Thanks babe, I'll use that.
Anonymous No.712998045
>>712944115 (OP)
I've almost started
Anonymous No.712998138
>>712989417
You know you can use C# with Godot, right?
Anonymous No.712998416
>>712997053
I dont count it because so much of the time is spent being shit at art in an actually non-functional way, as opposed to shit code that still works shitly.
Anonymous No.712999469 >>713000394
>>712968689
>biggest gays like Pokemon fans
I'm reasonably certain homosexuality is actually autism
https://pmc.ncbi.nlm.nih.gov/articles/PMC9688284/#:~:text=Some%20studies%20on%20ASD%20have,%2DASD%20controls%20%5B69%5D.
Anonymous No.712999657
>>712973223
>released 3 days ago
>10 downloads
Gratz anon! Though, good luck also
Anonymous No.712999810
>>712977964
What if you made one light, but then just added holes where it comes out?
Anonymous No.712999984 >>713000218 >>713000607
>>712994357
>>712993621
why make a clone of a game that literally already exists with nothing new to offer?
>but it's content!
nasty
Anonymous No.713000218 >>713000728
>>712999984
nta but this is the stupidest post ITT by far. Nigga, you never heard of DOOM clones, nor roguelikes, nor soulslikes? Do you know what the word "genre" means? I'll give you a hint: it's a bunch of games that play mostly the same or follow a similar set of rules. What I want to say is that go fuck yourself and die. Thanks.
Anonymous No.713000248 >>713000649 >>713001703
>>712986560
>>you need to form an LLC if you don't want to go to prison for evading tax on profits
Nigga just keep a spreadsheet with your purchase data on it.
>Item: Game
>Payout: $1000
>Payment from: Steam
>Receipt number: 1111111
Drop the receipt in a receipts folder and send it to an accountant at tax time.
Anonymous No.713000368 >>713011310
>>712990015
Instead of having the camera move at a fixed speed, have it move at a gradient acceleration.
Anonymous No.713000394
>>712999469
I've thought this for years. At first my wife didn't believe me until her autistic brother ended up gay and all her gay friends ended up being autistic. My gay uncle is clearly autistic.
Anonymous No.713000607 >>713001307 >>713017923
>>712999984
What game am I directly cloning? Can Mario run real fast and run on walls? Can Sonic Use acrobatics to platform? I'm definitely using the DNA of previously made games, that can't be denied, but Sonic Adventure Sonic couldn't collect all the goals in my game, and Mario 64 Mario couldn't either.
Anonymous No.713000618 >>713000694
>>712996278
https://www.youtube.com/@FinePointCGI
I like this guy
Anonymous No.713000649 >>713000821
>>713000248
I always wondered, is that how you do it? In my country when you're making a receipt you gotta specify if it's a product or a service. So in this case vidya would be a product?
Anonymous No.713000694
>>713000618
>>712996278
meant for
>>712995993
Anonymous No.713000728 >>713000774 >>713001213
>>713000218
>you never heard of DOOM clones, nor roguelikes, nor soulslikes
Why play literally any of those when you can just play Doom or Rogue or Dark Souls?
Anonymous No.713000774
>>713000728
Why play Sonic 2 if you played Sonic 1?
Anonymous No.713000821
>>713000649
I think it depends on the license whether it is a product or service. Contact an accountant and see if they can give you a template spreadsheet, it's worthwhile finding a good one ahead of time anyway.
Anonymous No.713001213 >>713001631
>>713000728
>different weapons
>different enemies
>different levels
>different story
>different art
>different music
if it were for you we'd only have 20 videogames. What a fucking retarded nigger faggot.
Anonymous No.713001307 >>713001716
>>713000607
Timmy is an average kid that no one understands
Anonymous No.713001325
>>712986560
>if you form an LLC, and you game doesn't sell, you're probably gonna be losing money
Stop living in shitty states like New York or Commiefornia. There's plenty of states where LLC fees are negligible and almost nonexistent.
Anonymous No.713001631
>>713001213
>worse weapons
>worse enemies
>worse levels
>worse story
>worse art
>worse music
Great argument there, bud. I'd rather a few good games than drown in a sea of slop.
Anonymous No.713001703
>>713000248
okay. what if you get sued?
Anonymous No.713001716 >>713004376
>>713001307
The art style is directly inspired by American cartoons, yes. You're correct.
Anonymous No.713001739 >>713001985
it's coming along pretty well but I have no idea how to calculate the shooting direction based on the mouse position relative to the character in a 3D orthogonal isometric scene
Anonymous No.713001985
>>713001739
That's a cool project β€” Crusader: No Remorse is a great inspiration. Calculating the shooting direction from the mouse in an isometric 3D setup in Godot 4 is definitely doable, but since you're working in an orthogonal isometric camera in 3D, it requires translating 2D mouse input into a 3D world-space direction relative to your player character.

Here’s a structured way to handle this in Godot 4:

>Step 1: Get Mouse Position in World
You'll need to project the 2D mouse cursor into a ray in world space, then find where that ray intersects with the game's floor plane (Y = 0).

func get_mouse_world_position() -> Vector3:
var viewport := get_viewport()
var mouse_pos := viewport.get_mouse_position()

var ray_origin := $Camera3D.project_ray_origin(mouse_pos)
var ray_direction := $Camera3D.project_ray_normal(mouse_pos)

# Define a plane at Y = 0 (ground level)
var plane := Plane(Vector3.UP, 0)

var intersection := plane.intersects_ray(ray_origin, ray_direction)
if intersection != null:
return intersection
else:
return Vector3.ZERO

This function gives you the world position on the ground plane where the mouse is pointing.

>Step 2: Calculate Shooting Direction
Now that you have the point on the ground, subtract the player's position to get a direction vector:

func get_shoot_direction() -> Vector3:
var mouse_world_pos := get_mouse_world_position()
var player_pos := global_transform.origin

var direction := (mouse_world_pos - player_pos).normalized()
return direction
This direction vector can now be used to:

Spawn projectiles.

Rotate the player or gun toward that direction.

Trigger effects (like muzzle flashes or aiming indicators).
Anonymous No.713001994
>>712949893
barely any math, specially with ai
Anonymous No.713002083
>>712949893
Vectors
Anonymous No.713002356 >>713002852 >>713007163
>>712981537
>>712981735
I considered this idea until I realized you have to join their ghoul-infested discord for support.
Anonymous No.713002825 >>713003059
>>712944115 (OP)
What is the simplest way to implement a Finite State Machine for a top-down 2D RPG game using Godot Mono? I tried implementing it by creating Nodes as follows:
Player
StateMachine
Idle
Walk
Attack
Anonymous No.713002832 >>713003014 >>713003024 >>713007558 >>713013962 >>713014730
slop won
Anonymous No.713002852
>>713002356
Support? It's FOSS. FOSS nerds' idea of support is saying "Why're you trying to do that anyway".
Although Unity's users' idea of support is "Dude just buy this plugin" (The plugin doesn't work and they haven't used it but it seemed related when they did a 2 second asset store search).
Unreal's idea is "haha we don't know either".
Anonymous No.713003014 >>713007694
>>713002832
now show the topography
Anonymous No.713003024
>>713002832
make a goblin
Anonymous No.713003059 >>713004537
>>713002825
Basic enum and switch case thrown in the player script main loop like always.
Although Godot calls them "match" statements, heads up.
Anonymous No.713003167 >>713003685 >>713004069
>>712970945
>>712972019
>>712972995
there's already a game with a combat like that
(this is not shilling, I know about this game cuz the devs also made anodyne 2)
https://store.steampowered.com/app/2821920/Angeline_Era_Demo
Anonymous No.713003474
>>712977104
>Try sticking to the truth next time
My bad. I was recalling it entirely from memory.
Anonymous No.713003603 >>713003810
desu I wouldn't have known about the whole godot shit if I didn't enter the thread
Anonymous No.713003685
>>713003167
That's really bad, though.
Anonymous No.713003810 >>713004042
>>713003603
who cares, it's not like the engine is going to do worse just because of some retarded community managers
Anonymous No.713003931
>>712975696
>you can't have more than 15 2D light sources per node
LMAO
Anonymous No.713003935
I made my first game in Godot and released it last year, sold ~50 copies. My goal was 200 but I can't be mad, I still turned a profit.
Anonymous No.713003961
>>712944115 (OP)
>report crippling lack of feature as bug
>closed and redirected to godot-proposals
>report crippling lack of a feature as an "improvement proposal"
>get ignored for a year
>closed as completed by dev insisting that some irrelevant half-baked feature that hasn't been updated by anyone in a year is a replacement for what you requested
the cycle of godot
Anonymous No.713003996
>>712975696
I think that's a limit most lighting engines have, not just godot
because you have to limit the light calculations or else it will just cost too much on the GPU side to be playable
if you need that many lights at once you might need to code your own engine
Anonymous No.713003997 >>713004185 >>713006297
Reminder that you can literally install Godot on your phone. You have no excuse to not game dev.
Anonymous No.713004042 >>713004791
>>713003810
Retarded community managers banning devs from the github absolutely does make the engine worse.
Anonymous No.713004069
>>713003167
Those guys half-ass everything, I still remember their sad attempt at "Tony Hawk inspired mechanics", ideas still frankly up for grabs.
Anonymous No.713004165
>Can program (my real job is software dev)
>Can write and produce music
>Art skills are absolute shit
>Retarded when it comes to social media and marketing
Signed up for a painting class to learn some art chops, but being a solo dev fucking sucks
Anonymous No.713004185 >>713004498
>>713003997
>no C#
nah
Anonymous No.713004202
>>712944420
yes you can possy, if i can, you can
Anonymous No.713004290 >>713006205
Bros heed my warning, do your research before naming your game. I am retarded and named it the same thing as an already existing game.
Anonymous No.713004376
>>713001716
Bro it looks like a scrimblo-ified Big Mouth character.
Anonymous No.713004382 >>713007556
>>712996509
Once you work every day for a few weeks it will feel weird and bad if you don't work on it every day. Just gotta build the habit brother. WAGMI
Anonymous No.713004385 >>713004727
>>712992783
I have a strong feeling I'd get legally fucked. Are there recent examples of games that did this?
Anonymous No.713004489
>>712944420
>>712948357
>>712949893
>>712951878
Honestly if you're like me with 0 coding knowledge and have wanted to make a game for the past 20 years but never could now is THE time. I've tried making stuff with Gamemaker or flash way back as a kid but never had the brains or commitment to learn but im using Godot now and while I dont really plan to make anything for money im having a lot of fun using it with Gemini AI to help understand how to code.

>b-but ai coding is bad!
its actually way more reliable for coding than it is using as a dogshit search engine that gives bad responses. I been able to make a very basic point and click adventure game/rpg similar to say Adventure Quest or GBF Browser with godot through AI and the biggest thing is to make sure you arent using it as a complete crutch and not blindly copy pasting code, you can now point towards any definition or command and just ask it to break it down in simple english for you and now you understand a little more about coding.

Just don't use AI music or art for your games, at that point just make a fan game with stolen assets like sonic or something. Dont have AI be that much of a crutch where you cant add anything artistic to your game
Anonymous No.713004498 >>713004697
>>713004185
C# sucks in Godot anyways
Anonymous No.713004537 >>713005140
>>713003059
Thank anon, seem like enum is more simple approach, dun know why many tutorial convinced me to create many node just for StateMachine
Anonymous No.713004625
>>712982473
I got all mine from freesound, you usually just have to credit the original creator and you can use them for free
Anonymous No.713004697
>>713004498
people say that and I haven't ran into many problems with it unless I need to do physics that run in editor (for some reason the C# functions arent called right on those but work fine in GDscript)
in fact I managed to do stuff GDscript can't by using C# built in libraries like system reflection/linq, interfaces and other more 'advanced' stuff
Anonymous No.713004727 >>713005239 >>713005428
>>713004385
https://github.com/electronicarts/RenderWare3Docs/blob/master/LICENCE.md
Anonymous No.713004791
>>713004042
just don't engage with them and you won't get banned
>download engine
>make game
>release game
anything else you can avoid it
Anonymous No.713004813
>>712992179
Make a basic prototype before you scrap the idea. Don't worry about art or polish at all, just see if the core gameplay is fun. If nothing else it will be good practice
Anonymous No.713005108 >>713005926 >>713006232
My first and only game. Solo-developed over the course of 9 months. I'm proud of it but the art is definitely holding it back. R8, h8, masturb8, etc.
https://www.youtube.com/watch?v=9RBmfPdU6pY
Anonymous No.713005140 >>713005681
>>713004537
I didn't want to say anything but I did think it was pretty weird to use nodes for states. That sounds pretty annoying to juggle.
>get_parent().get_parent().get_child() one billion times
Remember kids, $/root/ instantly accesses the root so you can access your globals ezpz.
Anonymous No.713005239
>>713004727
Fuck yeah
I'm gonna go for it. Thanks anon.
Anonymous No.713005385 >>713005460 >>713005519 >>713005926 >>713011371
if you aren't using unreal for 3d then you are retarded
Anonymous No.713005428
>>713004727
Wait a second I think that license is just for the documentation stuff in that github repository, not the engine itself
Anonymous No.713005460 >>713005571
>>713005385
im using godot 4.4.1
Anonymous No.713005519 >>713005571 >>713005684 >>713005829
>>713005385
You should specifically be using Unreal Engine 1. If it was good enough for the greatest game of all time, it's good enough for you
Anonymous No.713005571
>>713005460
yeah you are retarded
>>713005519
not supported by modern machines
Anonymous No.713005681 >>713006062
>>713005140
Maybe because it visualize, but honestly I found it annoying to implement
Anonymous No.713005684
>>713005519
>the greatest game of all time
Deus Ex is good, but greatest? Come on. It's probably just the first game you really liked.
Anonymous No.713005747
>>712944115 (OP)
I'm crawling through the tutorials, maybe one day that mecha game in my head will be a thing
Anonymous No.713005829
>>713005519
Deus Ex doesn't even calculate headshots correctly. The hitbox changes depending on your cardinal direction.
Anonymous No.713005926 >>713006230
>>713005108
congrats on releasing a game!
>>713005385
Godot is good enough for a shit graphics game like mine
Anonymous No.713006062 >>713006396
>>713005681
>Maybe because it visualize

>hey anon, make your game the most annoying thing in the world to program to tackle a problem easily solved by 10 seconds and MS Paint
You should go to whoever made that tutorial and kill them with a brick for wasting your time.
Anonymous No.713006160 >>713006260 >>713006313 >>713006465 >>713006582 >>713006779 >>713007720
i can't come up with a game idea to this jam, 5k prize at number 1
Anonymous No.713006184 >>713006869
But seriously, making Rimworld in Godot sounds like torture. If I had to do it, I would use the engine for UI and rendering, and make everything else standalone.
Anonymous No.713006205
>>713004290
Just add 'The' in front of your title and you'll be fine.
Anonymous No.713006230 >>713006441
>>713005926
it would have been quicker and easier to build it with unreal
Anonymous No.713006232 >>713006520
>>713005108
I think you're right about the art holding it back. Especially seeing that youtuber doing something similar with his scrabble roguelite.
Anonymous No.713006260 >>713006438
>>713006160
Wait until a good looking game is submitted and just copy them.
Anonymous No.713006297 >>713007261
>>713003997
The thought of coding on a phone makes me want to vomit.
Anonymous No.713006313 >>713006438
>>713006160
duplication
Anonymous No.713006396 >>713006795
>>713006062
The official Godot docs also recommend using custom signals to communicate with parent nodes, which in my experience is absolutely awful and not worth the effort.
Anonymous No.713006438 >>713006570
>>713006260
Not enough time, 9 days left

>>713006313
Of what
Anonymous No.713006441 >>713006672
>>713006230
how so? I haven't check out Unreal but it seems way more daunting and bloated than Godot. I've been learning Godot along the way so it being simple and easy sure has sped up development, I believe.
Anonymous No.713006465
>>713006160
piracy game. your job is shoplift CDs from the store and then burn them on your PC and sell them out of the back of your car without being caught.
Anonymous No.713006520 >>713006643
>>713006232
Yeah I saw that, I want to give him the benefit of the doubt but "Scrabble/Balatro with books instead of jokers" is a pretty specific idea. I commented on one of his videos and he deleted my comment kek
Anonymous No.713006569 >>713006689 >>713006756 >>713006945 >>713007572 >>713007797 >>713008010
So how do you fellow game devs get around being artistically incapable? Im pretty confident I can make a really fun game but thats honestly not enough when you take into account how important good animations and in general good graphics/artwork matters
Anonymous No.713006570
>>713006438
>Of what
stuff
Anonymous No.713006582
>>713006160
make a Kirby game, but you are a cute slime girl instead
Anonymous No.713006643
>>713006520
>I commented on one of his videos and he deleted my comment kek
that would be all the information i need to know he stole the idea from someone else lol
Anonymous No.713006672 >>713007283
>>713006441
nothing about godot is simple or easy
you just have less things you can do lol
Anonymous No.713006689 >>713006745 >>713006913 >>713007049 >>713008592
>>713006569
1) Use pixelart
2) Spend a lot of time on it

That's how Stardew Valley managed to look good despite Eric being a terrible artist.
Anonymous No.713006745 >>713006873 >>713006913
>>713006689
it really doesn't look that great, the gameplay makes it hold up
Anonymous No.713006756 >>713006913
>>713006569
you get someone else to do those parts or use ai/mocap etc.
Anonymous No.713006779
>>713006160
Simulation game where bacteria duplicates and mutates over time to evolve through certain pressures
Anonymous No.713006795
>>713006396
The official Godot docs think saving data is a capitalism problem and that applying physics directly to the player instead of bottlenecking into a vector is fine, their advice is really dumb.
That's a new one, though. Custom signals. When you can just yank the var directly. Very silly.
Anonymous No.713006869 >>713007373
>>713006184
For torture, Outpostia seems to be getting developed at a nice pace. Last week, cover and stance (standing, crouching, prone) systems were added. But the dev does seem to complain about the engine relatively often. I'm actually curious why you think Godot is a bad engine for a colony simulator. What makes Unity better for such purposes (other than it being generally more developed).
Anonymous No.713006873
>>713006745
It looks quite good in proper context (when taking screenshots of the farm). The weakest part is the character portraits, which somehow still better than most clones.
Anonymous No.713006913 >>713007161
>>713006689
>>713006745
huh didnt think of how many indie games actually look really ugly so good point.

>>713006756
Honestly if I had the budget I would just hire some artist I liked to make up all the assets I need for a game but not only is commissioning western artist a horrible experience but their also scammers
Anonymous No.713006945 >>713007013 >>713007029
>>713006569
asset store or spend hundreds of hours on art. those are the two options (you cant afford the third option)
Anonymous No.713007013
>>713006945
I've started taking art classes. Hoping that in a year or two I'll be good enough to make my own art
Anonymous No.713007029 >>713007257 >>713008974
>>713006945
>asset store

people only use this when trying to make a proof of concept right? Why the fuck would I buy or use shit from the asset store I might as well just use RPG Maker
Anonymous No.713007049
>>713006689
>That's how Stardew Valley managed to look good
Anonymous No.713007093
>>712995993
https://www.youtube.com/@BornCG/
Anonymous No.713007161
>>713006913
>Honestly if I had the budget I would just hire some artist I liked to make up all the assets
just collab with an artist
Anonymous No.713007163
>>713002356
>for support
the fuck do you mean by support?
only retards type out their problems and then wait for an answer instead of saving time and fixing the problem themselves

and if you truly find yourself hitting your head against a wall chances are your circumstances are highly specific and no one will have an easy answer for it
Anonymous No.713007215
>>712995993
GodotGameLab. His tutorials are good and he interacts with the community. If you actually finish a game he'll shout it out for you too, he did that for me.
Anonymous No.713007257
>>713007029
>people only use this when trying to make a proof of concept right?
no?
even aaa games use asset store items
players don't give a fuck
Anonymous No.713007261
>>713006297
Just get a Bluetooth mouse and keyboard
Anonymous No.713007283 >>713007469
>>713006672
>nothing about godot is simple or easy
nah, a lot of things are super easy
>you just have less things you can do lol
might be that not all games need those things? that's what I meant with going for the less bloated engine
Anonymous No.713007373
>>713006869
>I'm actually curious why you think Godot is a bad engine for a colony simulator
I made a fairly complicated top-down 2D game. It ran like absolute ass, crashed on Linux, and the more advanced features I used the more likely they were to be glitched/broken. If I ever return to it I'll have to write my own custom lighting system, as Godot's does not work beyond simple use-cases.
Anonymous No.713007469 >>713008221
>>713007283
bloat is a good thing since you can easily expand
Anonymous No.713007556
What's the name of the type of game where time advances and the world only moves after you move? A sort of seamless turn based a la Elin and Elona.

>>713004382
I was writing that I already stare an a programming IDE and herd cats from 9 to 6, but that's an excuse.
I'll try again.
Anonymous No.713007558
>>713002832
>crops out the triangle count
>but you can still briefly see 34MB filesize
lmao
Anonymous No.713007572 >>713008010
>>713006569
Go back and replicate less refined art styles of games from the 80s and early 90s.
Anonymous No.713007602 >>713008786 >>713008994
For example, cloning Darkwood's lighting system in Godot is an absolute pain in the ass which also runs like ass. I haven't used Unity, but I imagine it's much easier there.
Anonymous No.713007694 >>713008754
>>713003014
topography is solved
Anonymous No.713007708 >>713007812 >>713007817 >>713008237
I spent all my points into writing music, can't program or draw for shit.
Anonymous No.713007720 >>713009789
>>713006160
>keeping the jam to yourself so others don't steal your money
Admirable.

I've been messing around with the engine in question for about a month now(?) and it's pretty nice, but it's a little bit annoying to be working with something that's so in development.
Anonymous No.713007797 >>713008157
>>713006569
I'm praying the stigma around using AI goes away in the next few years. It's such a double standard that you use AI for coding and nobody bats an eye, use AI for art and everyone loses their minds
Anonymous No.713007812
>>713007708
just use ai
its genuinely a better coder than 99% of the anons in this thread
Anonymous No.713007817 >>713007882
>>713007708
Can you write? If yes, then you are Toby Fox.
Anonymous No.713007882
>>713007817
>Can you write?
Yes No, because I'm hopelessly ESL
Anonymous No.713007975
Finished reading pic related last weekend, I don't think I'll ever use half of the patterns, but the other half is helpful.
Any other advanced gamedev books you guys would recommend? Or do I rawdog the C# Primer now and learn everything?
Anonymous No.713008010
>>713006569
>>713007572
Do this. Go back to less refined graphics in lower resolution. Smart people liked and enjoyed these games in the past, there is nothing fundamentally bad with it.
AND you get experience in separating what happens under the hood and the user interface if you ever find an artist or decide to upgrade the graphics.
Anonymous No.713008021
try this shit out
https://huggingface.co/spaces/cavargas10/TRELLIS-Multiple3D
Anonymous No.713008157 >>713014678
>>713007797
well actually you still get side eyes for using AI for coding just a lot less since retards cant just point at your code and declare an AI wrote it

AI art is actually almost always soulless though when used in indie games I see so it kinda deserves the hate. I know there's soulful and well used AI art out there, look at the dall-e threads for examples but it seems all the guys who end up making games are so artistically dead they cant realize how to use AI art in the least offensive way possible
Anonymous No.713008221
>>713007469
how about you expand your brain over the wall
Anonymous No.713008237
>>713007708
Join a game jam, post your portfolio and find a team for yourself.
Anonymous No.713008283 >>713009242
>ai art is le bad
oh yeah then explain this?
https://rule34.xxx/index.php?page=post&s=list&tags=erikochan+ai_generated
Anonymous No.713008592
>>713006689
good pixel art is harder than anything
Anonymous No.713008754 >>713009301 >>713009381
>>713007694
I didn't ask if it was solved, I asked to be shown the topography of that model
which they won't do because it's probably ass that needs basically a total redo
Anonymous No.713008786 >>713008873
>>713007602
is it really https://youtu.be/5WgGMHJl3f8
Anonymous No.713008873 >>713009042
>>713008786
Anon, did you play Darkwood? I could not replicate its features without doing esoteric bullshit using subviewports.
Anonymous No.713008890 >>713008959 >>713009015 >>713009096
Is isometric kind of game (Arcanum, Icewind Dale) possible to be made with Godot at all?
Anonymous No.713008959
>>713008890
Godot's tilemap has a built-in isometric mode.
Anonymous No.713008974 >>713009332
>>713007029
that ex-ubisoft game exhibition 33 or whatever was made using characters from the asset store.
Anonymous No.713008994 >>713009495
>>713007602
isn't that just normal/bump maps?
Anonymous No.713009015
>>713008890
I think you can in fact get in out-of-the-box.
Anonymous No.713009042 >>713009495
>>713008873
there is nothing you cant emulate with 2lights and shadowmaps
Anonymous No.713009096
>>713008890
Honestly, you might as well use Unity instead if you're aiming for something like Icewind Dale
Anonymous No.713009242 >>713009459
>>713008283
I never said it was bad, i said I'm not paying for something you can conjure out of thin air. Money exists to compensate people for the time and intensity a certain labor takes, if it takes no time and effort then it's worth nothing.
Anonymous No.713009301 >>713009381
>>713008754
nta
took me 3 seconds to find the actual model used
try it yourself, some of them have good topography
https://huggingface.co/spaces/ilcve21/Sparc3D
Anonymous No.713009332 >>713009427
>>713008974
is this actually true, that gives me a lot of hope for the future if so
Anonymous No.713009381
>>713009301
>>713008754
this one might actually be good, never seen a queue that high on huggingface before
Anonymous No.713009387 >>713009665 >>713010427 >>713010649
>>712949893
trig. code monkeys don't learn any hard math.
they don't have any weedout classes, either desu.
the barrier to entry to a CS degree was an extremely low bar of whether you can accurately describe what a heap and a queue is on a test.
Anonymous No.713009427
>>713009332
the characters everyone loves so much are just metahumans from unreal
Anonymous No.713009459 >>713012193
>>713009242
>if it takes no time and effort then it's worth nothing.
if its so easy to make good ai art then do it yourself :^)
Anonymous No.713009495 >>713009561
>>713008994
>>713009042
No. The solution is not simple.
https://www.reddit.com/r/godot/comments/13s840u/how_to_make_a_vision_cone_like_darkwood/
https://github.com/jhlothamer/godot4_visibility_masking_demo
Anonymous No.713009561 >>713010182
>>713009495
If there is a solution, then AI can do it for me.
Anonymous No.713009665 >>713009787 >>713009983 >>713010007
>>713009387
I thought codemonkeys had to learn up to calc2 and discrete 1 (proofs) and 2 (graph theory, etc.). Do those not count?
Anonymous No.713009787 >>713010007
>>713009665
>calc2
trig with extra steps
>discrete
baby math made "difficult" by obfuscation with silly notation
Anonymous No.713009789
>>713007720
at least it's easy to get going with it
Anonymous No.713009983 >>713010187
>>713009665
I make $3K a month by coding JS and I don't evenknow what you are talking about
Anonymous No.713010007 >>713010182
>>713009787
>>713009665
you don't need any of that shit with ai anyway
Anonymous No.713010182
>>713009561
>>713010007
saar
Anonymous No.713010187 >>713010237 >>713010329
>>713009983
>coding
>JS
Anonymous No.713010197
>>712956237
upvoted
Anonymous No.713010237
>>713010187
i will never enter the jeetscript mines.
never.
Anonymous No.713010249
>>712944420
Not with that attitude

Bitch
Anonymous No.713010264 >>713010332
>>712944115 (OP)
I've been working on a little game, using RPG maker (lol). It's about 50% done, if it flops (most likely) I'll just an hero.
Anonymous No.713010268 >>713010490
>ai won't replace me!!
uhhhhh bro?
Anonymous No.713010329
>>713010187
been living quite comfortably thanks to it for the last 10 years
Anonymous No.713010332
>>713010264
gotta start somewhere
Anonymous No.713010343
>>712977271
Where is the cock?
Anonymous No.713010427 >>713010565 >>713010771
>>713009387
Every class is a weed out class if you have chink and jeet professors that barely speak English and are only at the school to do research
Anonymous No.713010490 >>713010983 >>713011034
>>713010268
https://blog.jetbrains.com/research/2025/06/software-developers-on-ai/
Anonymous No.713010565
>>713010427
kek. not entirely untrue.
Anonymous No.713010649 >>713011671
>>713009387
You either cheated through your degree or went to a safety school. Either way, you're retarded
Anonymous No.713010771 >>713011232
>>713010427
this was fucking brutal for me in my final year of uni. we had one class that had a chinese lecturer and there was multiple times where i thought he was speaking chinese before my brain adjusted and realised it was english in an impenetrably thick accent. nearly failed that class because i would just zone completely out and start chatting to the girl i was next to instead. hellish.
Anonymous No.713010983 >>713011074
>>713010490
I can trust AI to make boring tasks that don't affect my game's performance.
I am not letting it have any input in how I structure the code architecture because it's trained on millions of isolated and dumb StackOverflow questions. It can write good code in a vacuum, it can't put two functions together without heavy coupling.
Anonymous No.713011034
>>713010490
this tells you everything you need to know about surveys like that
Anonymous No.713011074 >>713011150
>>713010983
>it can't put two functions together without heavy coupling.
just ask it not to do that
Anonymous No.713011150 >>713011179 >>713011206
>>713011074
It will ignore you and do that anyway, but claim it didn't.
Anonymous No.713011179
>>713011150
LLMS get stuck in a retard loop and you have to open a new chat and try again. And then it'll still fuck it up.
Anonymous No.713011206
>>713011150
just ask it not to do that before you ask it anything else
once its done it once then you have to start a new session/purge the bad code
Anonymous No.713011232
>>713010771
After freshman year I never went to lecture and taught myself everything from the textbook and internet. The breaking point was calc 2 when the professor would say "pwabwa" instead of "parabola"
Anonymous No.713011242 >>713011434 >>713011664 >>713011803
>>712970052
The greatest game of the century was indian
Anonymous No.713011310
>>713000368
you mean at the end, when the camera rotates to be behind the player?
Anonymous No.713011371
>>713005385
I'm using Unity
Anonymous No.713011434
>>713011242
Best game devaari
Anonymous No.713011591
>>712949893
Basic geometry including trigonometry, but no more trig than just knowing how/when to use sine/cosine to figure out an angle
Basic calculus for things like speed and acceleration
Basic physics, like kinematic motion, though a good engine will handle most of that for you
Basic linear algebra
Anonymous No.713011664 >>713011720
>>713011242
Anonymous No.713011671 >>713011840 >>713012536
>>713010649
saaaaaar, my degree is real because I could repeat ukkonnen's algorithm and generate a suffix trie in o(n) time, saaaaar!
Anonymous No.713011720
>>713011664
jeet-tendies...
Anonymous No.713011803
>>713011242
AI will replace jeets.
Anonymous No.713011816
>>712944115 (OP)
Didn't a bunch of trannies literally take over the rights to it, banning literally everyone from ever using it again?
Anonymous No.713011840 >>713011985
>>713011671
>Esko Ukkonen algorithm
SUOMI MAINITTU
TORILLA TAVATAAN
Anonymous No.713011985
>>713011840
>he was finnish
oh fugggg
Anonymous No.713012193
>>713009459
If it's so easy why don't YOU do it yourself instead? I enjoy making my own assets, you can't even make a game with them just shill a poo script.
Anonymous No.713012369
How many games written with AI code has /v/ even released?
Anonymous No.713012536
>>713011671
>Learn assembly
>Code malloc from scratch
>Design my own programming language
>Learn networking
>Learn algorithms and data structures
>Grind leetcode for weeks in addition to class
All this to get a job where I write CRUD APIs in Java and occasionally have to make a SQL query. Degrees are such a scam
Anonymous No.713012639 >>713013321
>making games when it's 38ΒΊ outside
Anonymous No.713012974
Kind of floundering since I slightly shifted the focus and theming of the game. I have a shitload of parts that are quite good, but I need to find a way to put them all together again in a satisfying game loop. My plan is to devise a 90 day roadmap on 6-20 and just get shit done.
Anonymous No.713013321
>>713012639
It's winter here but i didn't stop in the summer, if i could you can.
Anonymous No.713013807 >>713014467
>>712970312
>Reccettear clones already exist
name 5.
Anonymous No.713013962
>>713002832
this shit is better for 3d prints right now, if it can find out how to intelligently retopo for you then it'll be unironically good.
Anonymous No.713013992
>>712969226
Put the game in your head on paper, actually play it, then think of how to make it fun. Repeat until it is fun.
I thought my game's central mechanic was going to get boring after an hour since you'd always click the same buttons, but I just went for a walk and came up with 3 ideas to spice it up.
Anonymous No.713014467
>>713013807
https://store.steampowered.com/app/1874490/Potionomics/
Anonymous No.713014678
>>713008157
>I know there's soulful and well used AI art out there, look at the dall-e threads for examples
SAAAAR!
Anonymous No.713014730
>>713002832
Still making shit myself. Even if this shit had proper topology, it would feel like playing with action figures rather than putting an actual game together.
Anonymous No.713015093
>make something good
>see small flaws
>radically change course
>rinse and repeat
The shit I have is actually really fun, but I still get an urge to flee due to grass is greener syndrome; i.e. make a realistic game but think stylized would be better, make stylized but think realistic would be better. But not this time. I realize courage is truly the most important trait to cultivate as a dev. No more scurrying away.
Anonymous No.713015412 >>713015613 >>713015696 >>713017681 >>713017781
any ideas on how to make a light gun shooter more interesting?
Anonymous No.713015613
>>713015412
Study casino tactics.
Anonymous No.713015696 >>713016051
>>713015412
You mean something like Time Crisis?
Anonymous No.713016051
>>713015696
no like duck hunt
a rail shooter without the rails.
Anonymous No.713016518
>design doc gets longer
>actual production hasn't started for almost a decade now
failing glacially. i know it's not the right way to do things but i'm in so deep now that the scope creep justifies the means in my mind. imagine if i finished it years ago, it wouldn't be half as good as it "is" now...
Anonymous No.713016765 >>713016942 >>713017153
>updates:
>working in more combos
>changed UI by making a template in photoshop and moving berserk meter to a shield that changes based on which special ability is equipped.
Anonymous No.713016942 >>713017153
>>713016765
>combo 2/4 and 3/4 added, need to clean up animation notifies.
Anonymous No.713017153
>>713016765
>>713016942
>working on implementing newer meshes for previously made armor sets.
>side note: will update meshes so seams look fused better, and update inventory UI to reflect newer UI elements.
Anonymous No.713017681
>>713015412
stuff to shoot that's not critters
Anonymous No.713017781
>>713015412
targets you juggle like hogans alley, with differing angles and fall speeds
Anonymous No.713017923
>>713000607
>>712994357
>>712993621
>>712993908
you guys are who keep me motivated to keep going. I'm working on my game in a different way and there's a better chance you guys can sell or release it than I can. But im having fun building it either way.
Here's the first attempt at the eclipse armor and the current attempt.
Anonymous No.713018386
>>712944420
you can, you can do it anon.
Anonymous No.713018707 >>713019067
>>712944115 (OP)
I just started gaining to motivation to start writing down my ideas and learning how to use unreal engine
Anonymous No.713019067
>>713018707
Good start anon, I use ue5 for two years now. There is nothing wrong with watching videos to learn how to do anythig in unreal but getting used to that will teach you bad habits.