Sup people, it's that time again. Time for another game dev thread.
Share what you're making, ask questions, and be kind to the yesdevs (unlike agdg)
https://www.youtube.com/watch?v=_b7ouTsZpwQ
You HAVE supported your fellow dev who released the best indie game of 2024.... right???
>>714129541 (OP)I'm too used to just making mechanics that I lost entirely my creative drive for the game general aesthetics and theming. It's just programmer art and lots of mechanics.
How do I break free from this predicament?
inb4 just do anything then build up on it, yeah I know that, I just want to cope with your answers.
>>714129850hire me, an artfag
>>714129752This looks terrible. The gameplay itself looks alright but the art is messy and really hinges on references to other games, and the level design ends up looking like a mess due to it. It's really uninspired, there's no originality.
Also why name your game Garbonzo Quest? it sounds like Garbage Quest.
>>714130005I'm an artfag too. The problem isn't not having assets but deciding on a specific style and aesthetic. What kind of story I want to tell through the gameplay kind of thing.
>>714129541 (OP)>miss tachibana when she sees my game (is incomplete)i have to do better
>>714130847she's telling you to kill yourself
https://youtu.be/M-TcJw7XRJo
made this, not a game
I don't wanna do a hotbar in my game.
How do i have the player equip and swap weapons though? I already have unfunctional "hands" on the UI character panel that can accept a weapon, but i cant shoot/use them yet.
And even if they were functional, i dont want the player to always shoot on a click, as clicking can grab objects too.
Ok thank you thread for being a rubber duck i realise i could just use numbers 1,2,3 on keyboard for left and right hand item and no item.
>>714131709Normally you'd have key(s) to choose active item/weapon and left click uses said item/weapon and then there's an interact key that does stuff in the world like grabbing objects.
>>714131559that gif is just to prove im not faking numbers btw
the views numbers are real too but i think linking to lists of millions of viewers for a trending post would be pointless overkill
>>714129541 (OP)Putting pants on my main character so he doesn't run around with his dong out.
>>714129752looks like pizza tower+undertale
>>714130847>i have to do betterSame...
Iยดm on my second attempt at gamemaking. First one I gave up because I had an artistic vision so I made a bunch of sprites and animations but had no idea where to go with gameplay. Now Iยดve got a gameplay vision but have no idea how to do the art. Designing mechs is harder than I thought
>pedophiles
>cris
>gogem
abandon ship
>>714133491>be kind to the yesdevs (unlike agdg)
>>714129541 (OP)I wish I lived in a country where I could neet
>>714133637fuck gogum you're still alive...
As much as I hated you, your yesdev videos were great.
Im making a game about trans rights
>>714134158How about a game about trans wrongs
>>714134039>As much as I hated youof all the unwarranted hate i've received in my life the fact some AGDG crabs feel they have the right to hate me is insane and that you will admit to it without even feeling the embarrassment is a level of delusion i wish could be bottled
>>714134940>unwarranted>right to hate me>embarrassment of hating youThat's why you get hated.
lots of boring copying and pasting a solution before the demo is ready. I'm also considering making physical demo copies with making a custom manual for it
As far as visual arts go, I don't have a creative bone in my body. With commissioning an artist (and me doing everything else), how much would it cost to produce a Chop Goblins-sized FPS? In the US or certain states, are there legal requirements to hire an artist as a fulltime employee depending on the project size or whatever?
>>714135023you're cringe and you dont believe it even when you're told so
Took me way too long to make this, at the rate I'm going I'll manage about... 52 assets per year at 100% output.
>>714135309Making all your own assets as a solo dev is a meme (unless its a low fidelity pixel game). You will never build a game in a reasonable amount of time.
Find a creator on an asset store that has a nice selection of assets (in the same style) and build a game around that. If you plan to use something like Synty do not do close up / first person view.
All my projects are mostly store bought assets, supported lightly by commissions for things I cannot find anywhere else. I usually set about 4-5k for store bought assets and 20k for commissions, which is more than reasonable for my average releases.
I've been experimenting with AI placeholders, which I give a commission artist for a rough guideline. Works pretty well.
>>714135309>>714136423This is why I plan on making all my stuff low poly. Good graphics are appreciated of course but story, atmosphere, gameplay, and others are more than able to make up for graphics
>>714129752>main marketing strategy is to make others feel sad for you because no one plays your games and you are in debt
>>714129541 (OP)terrible home life has made impossible for the last month or so.
the stress is compounding
I might not last through the year at this pace.
>>714136824I've been learning the basics and its pretty easy to make something pleasing to look at, even if you fuck up your UV mapping entirely just to have some programmer art to play around. Also 3d models are great for reusability.
2k
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>>714135127I do a fair bit of commissioning. I'm working with two artists at the moment.
One is a fairly famous Indonesian artist. I send him the specs and he sends me an invoice. I pay the invoice and put it in my tax records, so its like hiring a contractor.
My Australian artist has his own ABN (Australian Business Number), so he invoices me and I pay those, which counts as sub-contracting.
You don't need to employ someone full-time. I've done this in the past and it's a real pain in the ass. Just tell them to invoice.
>>714137873Tax records?
I've commissioned art for a game before (not an FPS), but was I supposed to have paid extra taxes specific to those commissions?
>>714129541 (OP)Oh cool, i just made a quick vi of my game to show my friend. Ive been working on building the base for projectile weapons in my game. Im trying to make a system that both the player and enemies can use. The main focus of the vid is to show off a cool bullet pattern that could be put into the game. This like the third revision of the system, I've done more or less everything i need twice before I am just trying to make thing slightly more manageable, modular and less shitty over all.
>>714138520I can claim commissions against general service tax (GST) and on the business activity statement (BAS) as a business expense.
Not sure how it works in other places. Check your local tax codes and how business expenses work.
>started out modeling game off of Link's Awakening
>game bloated enough so now it's more Link to the Past
God dammit
Out of the way, NERDS, real progress coming through.
ive done nothing but draw for the last several days
engine work is going well. i made a cool loading screen and some nice visual effects.
Had more updates last time but in order so far
>main update: quests are now conducted via event dispatchers rather than timer loops for less processing waste.
>updated last quest mechanic for equipment quests that overlap or are completed prior to appearing
>removed all weapons and created new child components using new meshes.
>weapons no longer collude unless at very extreme camera angles.
>testing particle effects generated via level, montage, and actor.
>remeshing metal plume knight armor set, going through all armor and inspecting correct seams and overlaps.
>implementing more rich text, changing cuisines and font.
>next efforts
>npc dialogue system evolving from widget to actor component
>continue to enhance quest component to use all equipment components and specify item reference in addition to type and if equipped or not.
>enhance stat component to include level and experience
>update ai system completely with a new syste.
>remove all non usable meshes and all placehsystem.
>fix weight paint on enemies with weird stretching.
>update and lock bones in specific animation blueprints for enemies with odd bone deforms.
Lots to do
It's coming along.
>>714144812I like the little bird dude who explodes. Looks neat.
>>714138716Looks neat. keep it up!
>>714135309Just do what I do and make all your shit look shitty and tell yourself "I'll fix it eventually" and then don't fix it ever.
>>714144812>facing forward but sword can be seen as expected.
>>714144812That's cool that the bird guy disappears after you talk to him. Nice work.
>>714144942I've always been intrigued at how you guys do damaging shockwaves. How does it work?
>>714129541 (OP)>still no renpy in OPShit general
>>714145174>How does it work?Scale a circle, just that
>>714145253And here I was scaling a torus.
>>714145174Well, I don't know how other people do it, but mine is just a separate object that is a flattened torus with an identical collision shape. It just gets bigger over time, is all, until it decides it's gotten too big and it deletes itself.
>>714144942>>714145380Well done! The boss looks good and the game mechanics / boss mechanic looks good too. How does damage work, an overlap and apply "damage"?
>>714145174Thanks man, just messing with particle effects to see how it works with actors that use components and now I have work to do since the birds helmet stays in frame for a bit.
>>714145380>The boss who makes you stand around until the weak point is openIndies do not get the free pass that company games get. What would have been a tiny complaint for those games is now a refund point in your game.
>>714145380Good to know. I've tried to use a torus before but I use Unity and the mesh collider just creates what could best be described as a weird cylinder without a center.
>>714145756Yeah, I noticed that small goof with a bit of the bird remaining, but that's not a major issue so I didn't bring it up. Still looks pretty good.
>>714144317her body is a bit too masculine for my liking
>>714143814nice 11yo boy coded progress
Ahem,
Monsters raping boys, post your work. NOW!
>>714145993I love this art style.
>>714145993I hate this art style.
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>>714129752>I made one of the best>I, one of the bestBy principle I am against it, sorry ego havers
How can I save/load files in the same folder as the game?
>Everyone's losing their shit over Gemini cli
>Meh it's free might as well give it a shot
>"Tell me what you want me to make nigga."
>Feed it MS paint drawing of a top down rpg design doc
>Churns out a fully working program in less than minute
Idea guys... it's time.
Anime town builder dev here. Ever wanted to dropkick a skeleton? Now you can.
Sword and shield is working, but the hit detection is horrible at the moment. Counter and dodge roll is working. I might as well make a dark souls clone at this point.
>>714138716What is your game about (besides projectiles)?
>>714143814Loving it.
>>714144812Looking promising.
>>714144942Cool that your game has enemies now :)
>>714144317Very interested in your project. Can you drop me your emailaddress at alsoknownas.stefan@gmail.com?
My game's almost ready for agdg demo day. Hopefully in 3 days i can finish the last spritesheet for a character and plug in some content
>>714150206>inb4 no one plays it
>>714150206Cute art. I might check it out.
I find making game design docs and demos very easy. But turning a demo day demo into a game that people would actually find engaging for multiple hours? Turning it into something people want to buy? Once I get to that step I have no idea what to do.
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working on a boss
>>714152256>the dev's barely-disguised castration fetish
>>714137512whats going on with the hand textures? They don't look like hands
>>714150954As you're making the demo, you'd usually have some ideas about how to expand it. More power ups or areas or enemy attack patterns.
You can see what other games in your genre have done.
Otherwise you're probably just making small games instead of demos for regular games
>>714152256Is there some historical weeb shit i am not aware of that explains why the racoon has MASSIVE nuts?
Finally got the boss prototype semi functional, extremely janky but the idea if polished could turn out quite good.
https://files.catbox.moe/c2gtsv.webm
Are there any notable differences between coding a game on 2D/sprites vs purely on UI?
i'm looking for a reasonably priced (or free) slot machine models with modeled reels (to spin in code), without any specific currency markings, and low poly enough to be in a game. anyone know of any?
>>714156426juts make one it's a fucking box
>>714154232Tanuki skin is very elastic and since scrotums are also very elastic stories emerged about tanuki having super stretchy balls that they can enlarge into drums or sling over their shoulder as a backpack. If you look up pictures of tanuki statues you'll see that they all have massive balls.
>>714155993What?
>>714156426Anon I already told you they could be easily made. What would you pay reasonably maybe I'll make you one.
>>714156426What the other anon said. Or if you don't want to do it from scratch, then just model the spinning reels yourself in half a second on an existing model that doesn't spin.
>>714155993Possibly font scaling fuckery depending on what framework you're using.
>>714156805>>714156817>>714156889i can't texture it, that's the biggest problem
>>714156929you can, it's just that you don't want to learn how
>>714156817>What?If my game is 2D and camera never moves in it, is there a benefit to using the 2D framework the engine provides, or can I get away with jamming everything relevant into the UI framework? Basically world-space vs screen-space approach, I think?
What are some things to be aware of, potential downsides to both, etc.
>>714156951sure, and i also don't have years to do it, i want to implement a slot machine now. i don't have texturing/painting software either
>>714156929Even if you had to do it in blender from scratch, it would take you a 3 minute tutorial to texture some reels. But ok fine, even if you refuse to spend 3 minutes learning how to texture a reel, you would almost certainly want to control the reel texture in code anyways. Applying a texture to the reel in code would be as easy as spinning it in code.
>>714157034>yearsDude a YouTube short can teach you how to texture primitives like that. Stop being so stupid and lazy.
>>714156929You can just texture it with generic images though.
>>714157030UI fucking sucks so I doubt it.
>>714157149i don't have the texturing skills to draw graphics in and decorations, no
>>714157154public domain images
>>714156426>>714156805>>714156817>>714156889>>714156929>>714156951>just model is bro>just texture it bro>just take 15 years for a basic bitch game broNo I agree with anon, either find a decent asset or commission an artist for it. Maybe in this case you could make it yourself but it's better if you start a business relationship with an artist already, I'm sure this one asset is not the only one you're going to need for your game.
Don't be one of those retards who tries to learn programming, drawing, modelling, sound/music, etc. It takes tens of thousands of hours to become proficient in each one of those disciplines, you will never be as good as a dedicate artist, musician, programmer, whatever. Just pay someone to do it for you, otherwise you'll end up taking 10 years to make something that looks barely better than fagoon's shit.
>>714157227having a modeler on hand would be optimal, but my game doesn't make enough money to support that kind of rate
>>714157227Big agree. However if you're going for your own art style you're shit out of luck.
>>714157227I get where you're coming from, but all he needs to do is spend 5 seconds making 3 cylinders and adding them to an existing slot machine. You're acting like he's going to have to learn how to build shaders from scratch.
>>714157345Well for this case yeah but we're talking about other assets in general, no? (I didn't read the entire convo)
>>714157316luckily i'm just going for a normal/realistic art style
>>714157345existing slot machines have stuff like this on them and are often high poly
>>714157227>It takes tens of thousands of hourshe could model his own slot machine in 2 or 3 days, it's not rocket science
>>714157227The problem with "just find a decent asset" is that it's hard to find a decent asset, that also doesn't feel disjointed from the rest of your style. You can fix it with shaders or forced low poly filters, but that's now another thing you need to learn.
I agree with commissioning though.
>>714157479modelling and texturing are two very different things. i can model it, but not texture it. i cannot make graphics like this
>>714157447Type "game ready" into your search query you stupid gorilla nigger, holy shit. There's thousands of slot machines you could download right now that are plenty optimized to be used even in an engine like godot. How are you so helpless. Do you want me to code the slot machine spinning for you too?
>>714157604>game readyi'll try that, thanks. did not know that was a thing
>>714157604>>714157642although it just seems to bring up the same results. i've already looked through fab, sketchfab and cgtrader
>>714157307Well I can't really help you with slot machine asset packs, but I'm sure they're out there. Another alternative is to work extra to pay for the artist, most people are better served putting the hours they would have put into learning art into a side job to pay a real artist.
>>714157316That is the big drawback of pre-made assets. For that you need an actual artist.
>>714157345>>714157479Yeah but this is probably not the only asset he needs. It may also be a hero asset, depending on what his game is like. Once the ball is rolling, things are both easier (assuming you find a decent source) and (if going the commission route) cheaper.
>>714157741i can imagine paying like 50โฌ for the high quality assets, that's about my budget right now. no way commissions are that cheap
>dev thread
>not at home so I can post the autistic shit I did with Hammer's arch tool this week
Dang.
Been debating on whether to revisit the 'day' lighting here and in other parts and make it brighter/bounce more or leave it like it is since the entire premise of the map is walking through a dream and the dimness of the lighting feels right for that mood.
>>714129541 (OP)testing gun's mechanics but end up making courtship mating season mechanics
>>714145851Do you see the rafters behind him in the background? If you run up those and then on top of the building, you can jump from there to hit him at any point. You don't have to wait. There is more than one way to attack him for damage. In fact, here is another way to hurt him.
>>714145756Yeah, pretty much. It's an area where you can attack
>>714148904I've had enemies for a bit. I've had Skeletons and the Frankenstein enemy. I have a lot more planned, but I just don't want to model them so I have put them off ha ha
>>714158101>the male attempts to court the female with an elaborate dance and display>the female, however, is not interested>it seems this male will miss out on mating season once again
feeling a bit sick those past few days so no progress for me, but I will try and work a bit on the inventory system today. Got the sorting and inventory slots figured out, but I'm still thinking on how to do the UI. Only think I'm sure about is that items will have their 3D models and you'll see them spin.
>>714158326he's literally like me
Learned more about draw masking, and made this boss cut-in. Hope it's not too distracting during gameplay.
>>714158668cool, but I'd try and make it so it closes on the eyes instead of the nose.
>>714158756This is the most nitpicky thing I have ever seen mentioned in these threads.
>>714158885should I just ignore his post instead of giving feedback?
>>714158756Where the eyes are located depends on the boss sprite itself, so I'd rather not do that for each one individually.
>>714158959Not him but your boss sprite seems to start high and move downwards so this isn't an issue with the sprite itself. Maybe try inverting the position + movement?
>>714147737Lรถve's filesystem is sandboxed to only write to your project's savedirectory (so, AppData on Windows etc). This is being changed in 12.0, or you alternatively use something like nativefs
https://github.com/EngineerSmith/nativefs
>>714159251Also, using lua's native io functions can also work, but they're more trouble to use than they're worth
>>714158959>>714159147you could also invert the animation. Instead of
>appear>closeyou could do
>open>go away, with the pointy end being the tail of the cut-inanother alternative could be to close it faster.
It looks fine as is imo, but I think there's room for improvement.
Check P5 for reference.
https://www.youtube.com/watch?v=FB5fG_CIYQ8
>>714130005Post portfolio.
What do you even do, and how much do you take?
>>714130581Shaders are fun and there is a billion tutorials on jewgle.
What are you struggling with?
>>714145174>I've always been intrigued at how you guys do damaging shockwavesSpawn a sphere, damage formula filter first by (distance from explosion vs time), keep list of colliders already damaged. Destroy sphere when time + speed reach max radius.
>>714158959Just close the window slice in the middle of it instead of at the bottom (screen center?) like it is now. Or make the closing animation faster. I find effects punchier when their exiting animation is really quick
>>714148904Character not having the same light sources than other elements (including the NPCs) giving the same visual feeling than that korean coomer game HiT2 did. It's extremely uncomfortable.
>>714154232Tanuki are magical raccoons. They mostly play pranks. The giant balls are just part of the creature for no real reasons.
>>714157227>>commission an artist for it.>"Why yes, this will be 6000$ + tip + taxes + 1$ per tris + x2 if rigged">"Delivery not guaranteed, I'm busy after all"Yeah, asset store or AI it is.
got any font recommendations for my game?
>>714135309there's a bit of a dichotomy between the high quality bridge and the shit ass looking scenery, but good job on the bridge man, it sure looks nice
>>714138716very cool looking already! but that spread paired with that slow projectile speed could be frustrating. Reminds me of WH40K Firewarrior and that's not good.
>>714143814add a shadow to the player model
increase vertical speed so he falls faster, that water feels like dense sludge
don't reduce acceleration the moment you touch the water
those square particles are really bad... maybe make them smaller? the particles that pop up later when the fish appears look better
everything else: cool! Love the high contrast colors you get going in that place.
>>714144812super based as always
>>714144942really like how he telegraphs the attack twice, once when getting ready and then once again and way more exaggerated right before the attack. It's clear that you know what you are doing man! The fact that you rotate the pilot's cabin so it doesn't face the ground on impact is a neat little detail too.
>>714148904neat! if it were me I'd make those skellies attack more often, but it's looking cool already
>>714150206I remember this one, portraits reminded me of FFT. Excited to give it a go.
>>714152256nice ballsack! but is this an edit? I thought this dev already moved on to another game
>>714158885Nigga, the entire point of doing fancy effects is that they look cools and fancy.
Nitpicky is the greatest virtue for that shit.
>>714159405This is gonna be a pain in the ass because I hardcoded every part of that animation, but I'll try to see if it looks better.
>>714160076Can you clarify what you mean with different light sources? Both the NPC's and the PC have the same lit toon shader... Ah wait, I forgot to turn on the directional light influence on the PC. Thanks for noticing :)
Our game is on Kickstarter now.
We had a strong first two days but the backers have slowed down since. There's still a few weeks left. Hopeful that we can actually manage to make the dream real. Seems only board games have any massive success there these days with rare exception.
>>714160320>>"Why yes, this will be 6000$ + tip + taxes + 1$ per tris + x2 if rigged">>"Delivery not guaranteed, I'm busy after all"Your fault for hiring westerners. Hire high-tier non-westerners (slavs, east asians, some SEA). Your money also goes a longer way with them, assuming you're a westerner.
What would be a good engine to make an ace combat clone that can run on potatoes and handle extremely high unit density?
>>714161347>What would be a good engine to make an ace combat cloneUnreal, you already have an example in Project Wingman.
>can run on potatoes>handle extremely high unit densityUse Mass or throw in flecs/EnTT, don't use UObject classes (e.g. UStaticMeshComponent or AActor), instead interface directly with render proxies for visual representation of your entities, or do something like CDPR did with turbo stuff.
https://youtu.be/JaCf2Qmvy18
So what are you gonna pay me?
>>714144942wasn't that much of a fan of this in modeling-viewport but it looks good in engine/context
>>714158668looks good. maybe put it a bit higher if the player has to jump a lot so it's not in the way
>>714161028Good luck anon. Keep the dream alive.
Did you set your funding goal lower than you needed, or does the funding goal reflect how much you actually need?
>>714161028link to kickstarter?
>>714161643>>714161643>>714161643Holy BTFO
>>714157227 what're you gonna cope with now, bitch?
Based DoesThings anon absolutely humiliating DoNothing anons across the board
>when you waste 2 hours proving the other guy's point but nobody replies to you so you start replying to yourself
>>714161053Where do you even find slavs artists?
I know jeets flock to Fiverr and Japs to Booth, but is there one for slavs?
playtest coming up soon so i'm trying to make some fun and easy playground-like levels. i really struggle making it easy though
>>714161347If you have to ask "which engine", then the answer is Unity. Always.
Beginner friendliness will matter *much* more for a beginner than having some specific feature do the job 10% better than Unity's equivalent.
How's that million dollar coming along?
>>714162556Anon, the discussion was regarding asset use in general, not just one jackpot slot machine asset. As the anon you were responding to clearly stated (read the post in detail), in this case he could make it himself.
>>714161643are those textures public domain / licensed? quite stretched stuff too
>>714163158Add some fresnel effect or whatever when inside the water tubes.
I would feel nervous not knowing exactly where the tube end.
ehh
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>>714163207>Eatshit Studios
>>714148904the camera shake is cool, it makes the attack feel weightier and it hides the fact that the Mixamo animations don't actually match up perfectly
>>714163426still made millions
>>714163158wtf ecco the dolphin dreamcast
>>714163207If my game doesn't make at least $500k I'm killing myself.
I've just started to rip out weapon sounds from men of war 1 mod packs.
>>714160919Was your character modeled from scratch or did you start with a vroid model?
>>714163158looks cool but I got a little bit of feedback: Theres a lack of depth perception. adding a shadow directly under the player, and some kind of shader for the in-water section could help, maybe even some atmospheric particles floating around.
>>714163754the sphere's actually have a "close-to-edge-change-color" shader, but i agree it's still a problem. my current plan is to add geometry to the edges of the spheres to give better idea of where you are. because a lot of techniques like the ones you mentioned just didn't cut it. thanks for the feedback; it shows people care
>>714163380haven't tried that one yet.
>>714163502i'll say yes to that if it helps in sales
>>714164550>i'll say yes to that if it helps in salesare you saying it's not your inspiration?
>>714162730Actually I was still working on it
>>714163354I made them using AI and modified them to my liking in gimp because who gives a shit about generic casino shit.
>>714164993yeah i guess i could use ai, i just hate gimp too much and i can't justify buying affinity photo now when i know there will be sales at some point
>>714163380is this better? i can't really tell desu. otherwise i'll just add fancy doughnuts you swim through for a better sense of where you are.
>>714164754never played ecco. is it good? my main inspiration is spyro 3
>>714165063It was like literal minimum effort gimp, I ain't learning shit in gimp lol. Like just layering images together.
>>714165112i was saying that because the exact thing is in that game, i never got this far myself because the game was scary and hard as hell
>>714165151Give me a minute for it to render because obviously that shit is slow but I'll show it in action once all the frames complete.
>>714165258water tunnels will never not be kino
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Just got a WFH job that keeps me fairly busy but, I only actually work maybe 5 hours a day total. It's time for me to put on my big boy gamedev pants and finally start making something. So here's a question for all my ideaguys who made it out of being an ideaguy:
How did you choose which project to start working on? Has it always been The One special idea or do you have lots of them?
>>714165258i got inspiration from picrel, but that is indeed uncanny. guess i'll have to play ecco now
Another five hours of tutorials and I can finally start working on my video game...
>>714144812Looks janky, and the framerate is something I hope you'll fix, but I sense passion
>>714165607congrats on your new job anon. Making a game is a very long and difficult endeavor so I'd say go with the idea you feel the most passionate about.
>>714165607>How did you choose which project to start working on? Whatever strike your autims at the moment.
>do you have lots of them?I've made a fuckton of them that always got their main gimmick done and then I give up when it's time to build an actual game around it.
>Has it always been The One special idea or No, my "The One" is way beyond my current capacities (both technical and budget) and every single one of my project is mostly a pretense to R&D a small part of "The One".
I finally have a long-term goal.
My long-term goal is to make a game like this. It feels actually possible, unlike every other big gamedev dream I've had.
>>714146496>codedwhy is this twitter meme phrase so popular on 4chan now
If you want an example of generic asset use, here you go, i just nabbed a free flak cannon off of sketchfab, modified it a bit, now i have a big ol howitzer for my mech.
>>714167903Nice, just edit the texture on the casing it's too shiny and the color is off.
>>714167903Nice mech but what's with the scrotum skin texture?
>>714168024O yea, i just slapped something together in substance, it needs to be DARK N GRIDDY
>>714168063I wanted it to look a bit like the striders in hl2, maybe the color is the problem? Gotten the same comment from others too, either that or potato mech.
>>714144942Thanks!
>>714148904Right now, its just a game about small robots fighting big robots. Im mainly planning for it to be a boss battle game where after each boss you beat you get there weapon to customize you small robot with.
>>714160480Interesting. I check out that game to see what you mean. I can adjust all the projectile stuff on the fly so if the speed is too low thats an easy fix. The player will be able to also have hitscan weapons as well so I will need to find a balance between the two.
>>714144942Love the scale between the player and the boss! Makes the boss seems really intimidating.
>>714168315>The player will be able to also have hitscan weapons as well so I will need to find a balance between the two.Oh nice! In that case, the current weapon might be fine. Just make sure to make it powerful enough to compensate for the lack of precision.
>>714163686Its from a modular asset pack, so mixing and matching. Had to do a lot of work to get it game ready though and the artist was so kind to make some changes for that. It also uses a different shader than original. I am
I did do VROID in the past, using Unity and facial mocap, but that was with the anime desert project before this project. I do not have facial mocap in my current project.
I want to make a game.
But small game doesn't interest me, and bigger game takes too much efforts.
Give me some game examples that I can possibly solo dev in a year.
>>714168785on rails shooter like Starfox or Sin & Punishment
>>714165949no need my dev machine runs at 18watts, normal desktops the framerate is better, here's the framerate with the settings "maxed" out and with 100% resolution. not 60fps but I'm testing on a desktop from 2016
What could I improve to reduce the jank?
>>714160480haha you too bro! combat looking really solid!
>>714165112This is really good! I'm having a hard time coming up with a better idea for the end of the tunnel before you exit it. Is the tunnel something the player will need to steer in to avoid falling out of too?
>>714165291Alright finished a quick render.
>>714167903Sketchfab is great for finding models for various little things but at some point so many downloads got pulled over anti AI hysteria and tons of fags went full jew and paywalled all their models so it's hard to find anything decent there these days
>>714168024Like this or darker? I looked up some tank shells and they just kinda seem to be either rough or shiny or differently colored, this stuff varies so much.
Shell
md5: e1203431cea6d93a2fc06c69e8710319
๐
>>714169675Forgot the pic
>>714169756I'd probably go that but with a bunch of tarnish and less shine.
>>714129541 (OP)I need a reason for an ultra low magic setting for a timeloop to happen
>cosmic shenanigansEverytime...
>divine interferingBlerk
>aliensCome now...
>magicPer definition impossible
>ancient or society vanished long agoOK, I guess, but quite some work to implement correctly
>cyclical happening or tech device triggers Best I have so far
>>714129752Why do I have to support you? Iโm not your dad.
>>714169816the shell of the round doesn't need a "bunch of tarnish" it just needs to be slightly less gold more brass colored. But it looks fine honestly.
>>714165607You have two opyions:
Either go with what's trending or now or might trend soon or
You go with something you like, maybe the genre of your favourite game. I'd watch the market, nowadays there are plenty of pokemon clones. So maybe ps2 games done right? Maybe you like the genesis. It's retro and underused.
>>714170219Absolutely soulless and devoid of reason. Quit this medium forever.
>>714169192thank you darksoulsbro. it obviously needs a ton of particles ate the end of the tunnel, but i'm not there yet. yes the player kinda has to fight the tunnel to stay in. sometimes it will be beneficial to go out in some obscure corner for hidden secrets etc.
>>714170140Don't worry anon no one here had any doubt in their mind you fucked and had a woman shit out your DNA high five.
Shy
md5: af4d7861ef031d803f42a81b8532012e
๐
How do you feel about youtubers breaking your game (and ego)?
>>714170446Like a bot, cool.
>>714171148I donโt watch youtubers or streamers. I think theyโre all leeches.
>>714157586>i cannotngmi attitude
>>714171801i can model some stuff, have a hard time texturing things. i'd rather do all the coding which i find more enjoyable
>>714171946when making games you're gonna come across things you're not good at but you gotta push through if you want to finish a game
>>714172067when affinity photo goes on sale i'll buy it and start trying to do more texture work, but i don't know when that is
>>714171946So buy that other anons
>>714172260with some changes to it perhaps
>>714170535>particles at the endthat's perfect and I dig the gameplay function of the tunnel and your other obstacles. Either way your progress is looking great!
>>714172429the banner images are way too stretched for their original aspect ratio
the 7 bar 7 repeated background feels out of place, that entire banner really
i can't see the buttons clearly so i can't really make any input on those
>>714171148Can you fuck off? No one gives a shit about this guy
>>714152256>Raccoon dog with massive nutsThis has to be some Japanese mythological lore I'm not privy to, like the Egyptian baboon with the boner (real thing, I swear to God).
>>714172629Calm down, nodev.
>>714157586Texturing is fun if you're not anal about it
>>714172807making the vector graphics and logos is hard, but i guess i could use ai yes
>>714172562You can just adjust the images you know, or literally get/generate your own? The background is straight from the reference image slot machine I used. Buttons and such are in reference to me actually visiting Casinos and Vegas, Gotta have the MAX BET button.
>>714172916this is a commercial game, i can't be using copyrighted content
>>714172853Oh you meant like MAKING textures as opposed to wrapping them unto models? I don't think I'd even bother much with that, use existing free photos and/or AI so long as you can make the outcome consistent and suit your game
>>714172986...what is copyrighted?
>>714172148you don't need a fancy image editor
>>714129541 (OP)is there a good tutorial on how to make character models that look like Vanilla WoW ones? i dont want that indie low-poly or ps1 level graphics i want to make shit exactly like vanilla WoW
>>714173029the art on the machine? the pictures on the reels, probably
>>714173069It's still low poly but higher poly than you think. Look at the models and just reference them, it's mostly about the art style look at WC3 models and shit as well.
>>714173047mspaint isn't very convenient, gimp sucks ass, photopea is too slow and keyboard shortcuts don't work, i could try krita but i feel like it's more geared towards painting
>>714172986>the art on the machine? the pictures on the reels, probablygo https://unsplash.com/
everything you free download and end up using just do a credit to, the filenames contain the URL bit to the source so it's also quite convenient to download a bunch and not worry about finding credit
>>714173104I already told you, I generated them with AI lol. How the fuck you gonna copyright fruits, bells, numbers, and the word bar?
>>714173180>gimp sucks assI have 0 photo editing experience and this
>>714172916 took me 30 seconds between mspaint and gimp. Gimp is perfectly fine and free.
>>714173104https://www.vecteezy.com/free-vector/slot-machine-symbols
literally five seconds in google
>>714173180you're coming up with too many excuses
>>714173069It's just PS2-tier models with cartoon textures and nearly entirely backed-in lighting.
>>714173142yeah i understand its higher poly than it seems and that it is mostly art direction
>>714173341is there a good tutorial on how to make those?
>>714173285so you generated all the art on it with ai? that's fair i guess
gimp still sucks ass
>>714173297yes you can sometimes find art but licenses can be dubious
>>714173069Can you hand paint the textures? That's the hardest part.
>>714173450more excuses
just get to making shit or quit gamedev and do something else
>>714173575i'm making other stuff in the meantime yes, it's a huge project and slot machines are just a tiny part
I want to make a shoot em up game, but how do I come up with the designs for the patterns?
Like the bullet patterns, enemies spawn patterns, etc.
Do people not have any expectations since there's only so much patterns you can do on 2D and I can just copy from other games?
>>714173414It's not high poly
>>714173450Yeah the logos, reels, buttons I just generated because why spend time on generic casino shit. Other stuff is just shaders.
>>714173414>is there a good tutorial on how to make those?Cartoon texture and backed lighting are easy-enough to find.
PS2 level of polygons, not. It's probably the hardest poly range, because you have just enough tris to achieve great looking shit so you can't use "it's low poly" as a shield for your shit looking weird. PS1-tier is way, way more relaxed paradoxically, and pollute 99% of all searches about lowpoly models sooo... have fun.
>>714173069make textures that look like those, and shapes that look like those. its not that hard, its just takes a lot of time.
then you need to put them together to make an environment and a game. that takes a lot more skill and years to finish
>>714173468atm i cant do shit
i have 0 experience with modeling and creating textures but thats the thing i want to learn
i can already code and creating models is the only thing thats stopping me from making my game
if youre already making this many excuses you dont have it in you, sorry
>>714173819well fuck
i guess my best option is to somehow extract wow models and try to copy that
nobody cares about models or animations if you actually knew how to make something you would make it with placeholders but all of you are trying to make movies instead.
>>714173976Start by learning digital painting. >>>/ic/
The modeling is easy once you can draw references for yourself. Texturing is much harder. If you seriously want to do it consider enrolling in an art class that goes through the basics. You want to learn art as a medium, not just how to texture wow-like things.
>>714174197What? Lmao. Games need models and animations it's not 1982.
>>714173069>i dont want that indie low-poly or ps1 level graphicsOh so you want to make something actually good? This isn't the thread for that
>>714174321>>Games need models and animationshttps://store.steampowered.com/app/220780/Thomas_Was_Alone/
4k reviews, what's your excuse?
>>714174643People were retarded hipsters in 2012 and thought shit from 1982 redid worse was acceptable for some reason.
Psst composition bros this is a lifesaver
https://www.onlinepianist.com/virtual-piano
>>714174721>People were retarded hipsters in 2012And?
You think people are *less* retarded in 2025?
>>714174321https://store.steampowered.com/app/219680/Proteus/
>no shadows, no animations, no lighting whatsoever>game is 10 minutes of walking around>made $500kmeanwhile not a single person will buy your garbage with a bunch of uncanny models pasted into it
>>714174643fully modelled and animated cubes
>>714174863First of all the anon started this conversation saying not to make movies and that's what you share? Second of all I don't have a bunch of uncanny models pasted into my game.
>>714174721People are still like this
Looking for baby's first blender tutorial, I've got a model to make that is going to take forever to get right
>>714175168Just open it and start doing stuff, the donut is what people will tell you to do but I've never done it
>>714146496Ten-year-old, actually; it was about a month before my birthday when I made the original concepts for a game (it was 2D at the time).
>>714148904Thanks. Never knew I wanted to see the ability to dropkick a skeleton in a game, but now I do. Super awesome.
>>714160480This font looks pretty good for a logo:
https://www.fontspace.com/mountain-king-font-f119642
Personally, I would you a serif font for things like in-game dialog because it looks ornate while still being readable at lower resolutions; certain medieval fonts, while looking fantastic at high resolutions, turn into an unreadable mess when rendered at 640x480.
As for the critiques, I'll take a look and see what I can do. It's a canned death animation I made late at night so the timing isn't all there - getting the Kasholat (the fish beast) to leap out of the water was bad enough. The water squares are definitely something that could be improved, however, and I am 100% with you on that.
>>714175168When I started I just asked AI
>>714175168I made a gun. It looked like shit but it got me familiar with the tools.
>>714129541 (OP)I want to make a shitty FPS doom like game. Is Unity any good for that? Or Godot?
>>714176139Just use doom engine
>>714174474kek
>>714174295i understand that but that sounds so boring
>>714176479Learning sounds boring? God kids are stupid and annoying.
>>714177436learning digital painting
i love to learn but drawing fucking sucks
i know because i went to school for graphic design and first year was nothing but drawing and digital painting and i hated it
>>714177436>Stupid kids are stupid and annoying.When I was growing up, I loved to learn; even today I always try to learn something new. Or create something. Generally I just want to do something productive with my time.
>>714177581Doing stylized textures IS digital painting. That is the skill you need if you want to do it.
Some people in here probably familiar with GODOT - when my player goes up and down ramps the movement is choppy, did anyone figure out the solution to that? Generally I want FPS type controls where speed is consistent even up and down slopes but it's just impossible to go up against certain angles
zoo tycoon like but with monster girls
>>714179493i UNDERSTAND that but i think that it is BORING
>>714179523is your player a characterbody3d?
have you checked the checkbox to keep speed consistent no matter the angle?
have you increased the max slope angle?
>>714180790>but with monster girlsExplain. Are the monster girls your clientele, or the attractions?
>>714180790any mating mechanics?
>>714179523So, the solution I personally have is to have a direction vector that is always perpendicular to my ground vector, and apply movement in THAT direction. If the slope I am on is 45 degrees, I apply my force at a 45 degree angle.
That might be overkill, though.
>>714181165>I apply my forceis it a rigidbody?
>>714181083>>714181117They are the attraction, one per habitat. Game focuses on making them happy and upgrading their habitats. At end of each day if certain requirements are met you can talk to them and the game switches to a VN for a bit. Think about how hunie pop did it. after x amount of interactions you fuck
>>714181258No, it's Character3D, but honestly, I use it pretty much only for clean collisions. I calculate and apply the speed in Y and X directions, as well as what direction is "forward" manually each frame, I don't use any baked in physics from Godot.
>>714180790>>714181315You better not be a pussy and exclude vore, makes sense for when they escape or you feed visitors into their enclosure.
>>714182435oh dont worry the main reason I wanted to make this game is because there was no games with venus fly trap girls
>>714180892My player is characterbody3d yes
Yeah, I did tinker with those OOTB options I think I need something more custom, when I go down the slope - it becomes step-like because my horizontal speed maybe too much
with the tickbox my speed does feel consistent, but ^ it's still step-like
>>714181165Probably need that, what's your collision shape?
>>714154232>>714156810>>714172678This is an excellent example of real life influencing mythology. Edo-era Japan used animal skins to pound gold nuggets into gold leaf, and tanuki scrotum was found to be the best material to use. This lead to it being used as pouches for money, which then lead to tanuki balls symbolising wealth. Bigger the balls = more wealth and financial luck.
Past week has been nothing but bugfixes, this week will also be bugfixes. Hopefully since I started to consistently work on my game for at least 25 hours per week, I will be able to actually get some serious progress done.
>>714182647>what's your collision shape?Capsule. If you aren't using a capsule, that's your first issue. All games using 3D movement should use sphere or capsule.
>>714183031>All games using 3D movement should use sphere or capsule.capsule feels shit walking on slopes, sliding around
>>714160480combat could be a bit faster but looks nice so far
>nice ballsack! but is this an edit? I thought this dev already moved on to another gamejust taking a break
>>714182970Hell yeah you got it anon.
>>714183109>Capsule feels like shit walking on slopeswat
>>714183031Can you share more? You mention force, some older function?
I'm currently using
"
velocity.x = direction.x * speed
velocity.z = direction.z * speed
move_and_slide()
"
>>714183281it makes for uneven movement speed and you can easily start gliding down slopes/platforms if you stand on an edge
>>714183293>Can you share more?My version of what you're asking is STUPIDLY complex, but I'll give you the simple version.
I have a Vector2 (we'll call is planeSpeed) and a Vector3 (we'll call it forwardVec). I have a couple Raycasts to determine the angle that forwardVec should be facing, and in the air, I just make it so that forwardVec.y = 0 and normalize the rest. I also have groundNormal that is always facing directly away from the face of the ground.
velocity = (planeSpeed.x * forwardVec)+(planeSpeed.y * groundNormal)
Because I am making a Sonic-like movement system, I ALSO have to account for converting ground speed to air speed, but that's a me thing. If you don't want to jump like that, and you ALWAYS want to jump straight up, you could just do
velocity = (planeSpeed.x * forwardVec)+(planeSpeed.y * Vector3.UP)
Keep in mind, you should manually adjust your speed/acceleration/deceleration depending on the angle of your forwardVec.
>>714183235do the females have giant cunts?
>>714184503They have huge balls, but regular sized dicks. The girls would have regular sized vaginas, but MASSIVE wombs to fit all the excess sperm.
>>714184496Thanks, this is good, I think I can work with it. So you use this custom code to find the velocity, but the application of the velocity still OOTB? I will need something similar yes
I am also surprised that godot doesn't have something like this OOTB because it seems like it'd be a pretty common problem
>>714183478>you can easily start gliding down slopes/platforms if you stand on an edgestop applying gravity if you're on the floor.
>>714180790You have my interest but this kind of game live and die by the monstergirls' design.
Where dat girls at, ffs.
Alright, Iโm getting a Game Maker license. Someone on /vg/ said even as a complete beginner I could probably make a prototype in a day. Doubt it, but I gotta do somethin.
>>714190584>Iโm getting a Game Maker licensewhy? it's free
>>714190481yeah thats the hard part, I'm trying to learn blender (it is not going well). So I may just have to shill out for some good 3d models on fiverr or something
>>714190730I thought the free version had an object limit.
>heat wave
>40 hour work week
>living with parents
I've been meaning to get ONE thing done for WEEKS and I just can't. I just can't have one hour to myself
>>714190584I would recommend Godot instead, it's only a little bit more difficult to get started with and it's much easier to get actually complicated things done.
>>714190991>fiverrAlternative option: https://booth.pm/en/search/%E9%AD%94%E7%89%A9%E5%A8%98?adult=include
>>714191393This unless you really, really can't code and need to drag and drop
How much do you think it would cost to hire a programmer for a pretty simple VN Godot project engine? At the moment I can't wrangle Godot myself or implement animations I made outside of idle animations.
should i post here or on agdg?
agdg is full of schizos, this thread has the lizard boy who is also a schizo.
>>714192613>VNjust install godot dialogue manager or whatever
>>714175247>This font looks pretty good for a logo:>https://www.fontspace.com/mountain-king-font-f119642hey thanks! That's a bit too metal for what I'm going fort, but I'll check out that site anyway.
>>714183235>combat could be a bit faster but looks nice so faryou mean as in, the enemies being more aggresive and attacking more often? I have that on the list, should be something easy to tune. Thing is I was tired of coding combat stuff and moved on to the inventory and general UI.
>just taking a breakoh cool! it's important to have some fun from time to time, even with your own assets and code
>>714180790nice idea! I love games where there's people walking around some path I've built. It's satisfying, for some reason-
>>714192694I got the impression that most of agdg comes here anyway. But you also get the devs who don't go there anymore, so there's that.
>>714191393I want to make games like the ones I played in UFO 50. If itโs good enough for them, itโs good enough for me.
https://www.youtube.com/@AudioLibrarySoundEffects/videos
This is great though I can't find any info on license.
>>714191289Been feeling the heat as well, I have similar problem where I can't focus at all when I want to do work or watch a tutorial my brain just wants to shut down and sleep.
Maybe I need to take supplements.
>>714192694Wherever you go on 4chan there will always be a schizo, it's a fact of life.
>>714193968>Wherever you go on 4chan there will always be a schizo, it's a fact of life.facts
>>714192613I'll do it but i use unity
>>714192009might be a route to take, my main block is the faces. I can make bodies i'm happy with all day, but faces are hard. (I may have autism)
>>714193253I agree I like them all walking around like ants
>>714162020The funding goal is set to below what is needed to be fully comfortable working on the game full time. Out of pocket expenses for the marketing we did prior to the campaign, taxes and fees, and the cost of producing and shipping the physical rewards will eat into our funds. We've tied console porting to stretch goals, this will ideally help us to reach them.
>>714195154If you are happy with that, maybe just give up.
>>714195450quit shitting up the thread and kys nigger
>>714195776based
that anon's 3d model looks perfectly fine
>>714129541 (OP)Anybody here used both UE4 and UE5?
Is there any benefit in using the latter over the former that ISN'T graphics related? (more like a drawback instead of benefit LOL)
WIP
tile layering for secret areas
>>714192613>godotyou can probably just pay some indians on fiverr
not like it matters who even does anything with godot or how they do it
>>714196825Any chance to slow down how fast they drop and possibly a translucent image or silhouette when underground or when behind something that helps you track your character?
>>714197316I agree with this anon, verical max speed is way too high. Plus you already have that slam attack if you want to fall fast.
>>714196825Parallax please.
>>714192074Even drag and drop is going to fail you if you want anything even remotely customized
>>714191289>>714193968Fuck summer and fuck anyone saying this shit isn't getting worse every year. I've been stuck on my targeting system all week long because the heat utterly screws my ability to concentrate and messes up my sleep, so I miss two more hours when I just collapse after work.
>>714192613I think godot has a plugin for VN style dialog. If that is all you want in your game, have you considered Renpy?
The cost of programming is usually done by the hour. The cheapest third world contractor will still be $5 an hour, and that will be really, really shitty quality.
>>714192694Depends on the frequency of these threads, if they're posted too often then they become no different than /agdg/. Also this thread has some exclusive posters that don't post anywhere else. Posting here is better than /agdg/ on average though due to less shitposting.
>>714159251>nativefsLooks like it's exactly what I needed. Thanks anonymous!
>>714198242Nah, I haven't used Game Maker in a long time but I remember its event system had pretty much all the functionality of a script. They might suck because they're harder to edit quickly and keep organized, but not because you couldn't change stuff
>>714196995thanks!
>>714197316>>714197951fall speed when walking off a ledge is still wip, but it will be slowed down. for objects that are on top of player, I was thinking making either an outline of the player or a mask that cuts out a portion of the front layer where the player is. thanks for the suggestions!
>>714199209>Whole lotta tranime nodev discourse on the video game threadI'm still as based as ever.
>>714196825that shit looks incredible
>>714196825Y'know, if you made that enemy bounce one more time and half enter the hidden tile you could quietly clue your players to that secret area without drawing too much attention to it.
>>714199706Now give that racoon dog some titties for real kino keep the balls
which audio track do you prefer? Not so much about the style, but in terms of how the track sounds:
https://vocaroo.com/17xHISsLExqs
or
https://vocaroo.com/1oHdYhYons9R
Top is generated in Unity using pureData synthesis, MIDI, and Tracker module files. Bottom is purely done in a Tracker.
I like the top better, but it takes a while to make them. Doing stuff just on the tracker can be anywhere from 30 min to 2 hours to have something decent, whereas doing stuff in Unity takes around 3 hours minimum (first programmed on the Tracker, then pureData and MIDI needs configuring, then plug it into the custom editor I made, then generate at runtime)
Plus side for generated in Unity - takes up almost 0 disk space (5mb right now. I'm guessing around 25-50mb total once the game is complete) vs the Tracker mp3 files which are anywhere between 3mb and 10mb each.
>>714201138yeh production sounds better on the 2nd track. first track sounds like hypnospace midi
>>714157227I'm a fairly intermediate / advanced artist. I've been doing retro styled 3D for around 8 years now too. I set out to do Retro 3D because I liked the aesthetic and I had this idea that I could make a game faster with low poly retro styles...
I was dead WRONG.
Low poly Retro 3D art styles live and die by their textures. Low poly texturing is the biggest time sink pain in the ass of all time. You have to be an S tier artist to make good textures. You have to paint your own transitions for those textures. You need to deal with unwrapping UV's and warping and texel density and making sure your UV seams aren't fucking up your textures... it's actually a nightmare... all so you can use less polygons on your mesh?
After 8 years of frustration I decided to just try the modern AAA sculpt > retopo > substance painter / substance designer workflow and I feel like the biggest idiot. Substance can make insanely good textures in 1/10th of the time. They have a library of useful shit so you're actually just thinking in materials rather than painting everything (leather belt, cloth shirt, skin, etc.) And sculpting is way more intuitive for making characters than trying to box model every fucking thing with 1000 polygons.
So all the anons trying to do Mega Man Legends shit and Quake style bullshit, stop fucking around and just learn to use the tools for big boys so you can actually make games fast. Not to mention all of the engines and 3D programs are designed for modern workflows. Reject Retro 3D, embrace modernity.
took me forever to figure out how to do proper sprite rotations in 3D but I finally managed it
>>714202169yeah it's tough to do any sort of mixing or anything thru the pureData stuff.
I do like hypnospace tho lol, it's a loose inspiration for my game (main inspirations are LSD Dream Emulator, JazzPunk, and Sludge Life)
>>714173069It's extremely difficult. I've ripped the models, studied their textures and tried to replicate them. Here are some takeaways:
The character topology is extremely well done. Only about 1,000 triangles per character, but very well thought out. The pupils are actually just a plane floating above the eye area with an eye texture on them.
The textures are the most sophisticated and advanced part. Just extremely good painting, with really clever use of stretching certain parts of the texture out to save space. If you aren't an extremely high level painter, don't even bother with Warcraft style.
Then there is the lighting. WoW used per-vertex lighting, just like the PS2. So characters get lit by a basic ambient light and then a single directional light for the sun, but because the light is calculated per vertex it wraps smoothly and gently over the mesh giving a nice soft lighting that is impossible to replicate with modern per-pixel lighting.
They also use an interesting approach to that vertex lighting in the shader. So essentially they multiply the vertex color of every vertex (Whether it's painted on or from the directional light) using a pow function by some constant before mixing it back with the base color. In essence, what this does is a neutral grey vertex color will have zero effect on the base colors of a model. A bright white vertex color will make that area glow brightly and trigger bloom and a dark vertex color will create deep shadows. This is unlike a typical vertex color multiplied by base color approach most older games used in which the brightest color of a model would be the base color of their texture. This approach allows vertex lighting / colors to brighten and darken the model as well as trigger the familiar bloom we see in Vanilla Wow.
It's a ton of work to try to get that style and you need an engine built for that lighting model to really do it justice.
>>714203373Hope this is a h-game.
>>714129752Iโm not buying quirky 2d pixel platformer slop
Last week I included the local rankings for all the game modes in Kyubu Kyubu Dice, I'll scale this to online leaderboards in the future. I can work on new content now - I'm gonna fix some minor bug/issues and then I think I'll start working on the Puzzle Mode and also in the Story Mode UI presentation (like how to present each chapter, story 'volumes', etc).
Let's keep at it lads.
>>714203601great post anon i appreciate that a lot
how did you manage to rip the models? i've thought about ripping them from 1.12 but i havent looked up how to do it yet, i know they are in the .mpq files
but basically the takeaway is i have to get gigga good at texture painting
and honestly i dont want 1:1 copy but just something from that era of mmos/rpgs
though WoW really does look the best
UE5 users, I have a question. Why does it feel like all of the actual useful info on using the engine is hidden away? The tutorials for UE5 I find online are some of the worst practices and stupidest approaches I've ever seen. Only the Stephen Ulibari courses are of any quality, but they are mostly C++.
Thinking of the basics like a 3D platformer character controller. UE5 sounds so easy right? It's got it all. A robust character movement component, great physics, great enhanced input system. Let's get to it... but of course any good 3D platformer controller needs a state machine... You need jumping, jump float, falling, idling, sliding, rolling, double jumping, climbing ropes, climbing ladders, swimming, ledge grabbing, and that doesn't include any additional combat states you may want. Yet none of the tutorials online use a state machine. They use shitty booleans most of the time and maybe a switch statement with some Enums if you're lucky... I keep searching and searching and it just turns out nobody using UE5 has any good solutions to managing player state. The tutorials are so shallow they never even get to the point of needing one...
So from what I've researched there are two options: One, implement GAS into your game and use gameplay tags to manage state or Two, use the new State Tree system to manage state--neither of which have any tutorials on how to use for anything related to a player controller.
I know I can read the docs and figure it out over time, but I'm just surprised that these sorts of basic things don't have widespread knowledge solutions online for best practices within Unreal's structure... am I missing something?
>>714190991You can get much higher quality by focusing on reusable parts and thus getting more time per part. For example, if you decide to add centaurs you probably should have multiple creatures with the horse body type so you get a return on investment on animating the weird skeleton. You don't want to end up spending a year adding 1 species, and in the meantime have the game balance completely broken because your system only works once you've had a critical number of monsters.
Have you decided on which monsters to use? I've noticed the bad habit of reworking the entire roster every three months.
>>714202535>You have to be an S tier artist to make good texturesThat's true for anything with an artistic style really. The reason photorealism is so dominant is that it lets you get everyone working on the same basis and reuse the shit from other project. It's a completely different skillset then making stylized assets.
I would encourage anons to shit down and start working, in the process they might discover a personal artstyle that looks good and can be done in a reasonable amount of time. You don't want to be a hireable, general purpose artist, you want to make your own game.
>>714204330I think fiddling with nodes in Substance Designer can make some really cool stylized materials that come out easy to use and ready for PBR and ready to react to any lighting setup you want which is a huge help... They're also non destructive and easy to make various versions for and they tile out of the box.
As opposed to the effort and skill required to hand paint a texture of similar quality.
Realism is completely pointless in games, I have zero interest in it and no indie dev should. All indie devs should be focused on some element of stylization. It's the only way they can stand out and actually express themselves alongside the 2,000 people making GTA 6.
maybe i'm gonna have to settle for a lcd display slot machine, can't even find any clean reference images that aren't just toys
>>714203373disgusting! good job
I have three fleshed out ideas for games I want to make, now that I'm done with tutorials I only need to find out a way to get started working on an actual game... I'm literally pic related right now.
>>714204328Probably because UE5 is meant for bigger studios. There is no shortage of good tutorials for smaller engines.
>>714199662Of course happy to help
>>714206284Fair, but it also has incredible features that I'll never get in Unity or Godot (where I've been for 6 years). Imagine the effort it would take to create something like GAS or the AI perception system or the Behavior Tree system or the State Tree system or the Environmental Query System or even a fraction of the features of Unreal's Animation System or procedural navigation meshes or open world streaming... there are just endless incredibly powerful tools inside Unreal that would take months to years of work to even come close in Unity or Godot.
It has its downsides for sure, but it's a league above everything else. I just wish there were more resources for learning how to use it to actually make games and not just 10 YouTubers teaching the basics for clicks over and over again.
After slacking for too long I got back into the habit of writing. I've finally got a route completed. Just three more to go and I'll be halfway done.
>>714162020Does having a lower goal make it more likely for people to back (because actually reaching the goal is seen as more likely)?
Or is keeping the goal low ideal just for the sake of securing funding?
>>714206723>Unreal's Animation Systemoh man, this is the one thing that's making me consider UE for my next project. There are similar solutions for Unity but they all cost $$
Do you make shaders or do any rendering stuff in UE? That's one thing I'm worried about, cus Unity is pretty flexible with changing around the URP rendering pipeline
>>714204328The fuck are you smoking the first turotial I looked like 3 years ago was on state machines. State machine for noncombat, combat, and all else.
>>714204328>Why does it feel like all of the actual useful info on using the engine is hidden awayThat's for all engines, really. The only engine I worked with where this isn't the case is alexa, else it's always a clusterfuck. You are expected to know most of the commands by heart. Coding is very beginner unfriendly, documentatuon is always horrible.
>>714206284If you aren't into documentations, like gdd, maybe just use sketches? If you start coding away without a document, you'll get screwed eventually. Pros make the documentation incl tech doc first and then code it according to the doc. Once you mastered this, it's much easier to go with this approach.
>>714206973If you plan on doing PBR materials and a modern lighting workflow, Unreal's Material system is best in class... but... if you want to get weird and do something unique it becomes way more burdensome than Unity.
Doing cool things like per vertex lighting or cell shading are a lot harder to do in Unreal than other engines, but they can be done.
Unreal's goal right now seems to be allowing for the full animation pipeline to be done in engine... and with their Control Rig, Auto Rigging solutions and new Animation Tools combined with new procedural animation stuff... make it extremely exciting for making games. Can you imagine updating your animations in engine and tweaking it all as you build your game and not having to move through the complex abstraction layer of Blender / Maya to Unreal? Cool stuff in the works.
>>714207059The Character Movement Component already has movement states in it, but can only be extended and modified via C++ and it gets messy. I have also found obscure tutorials on implementing hacked on finite state machines for a player controller like you are referencing, but they usually involve building your own system with custom blueprint components for managing Entering, Exting and Ticking each state. These solutions aren't widely used and I've never seen any good examples of how the pros do it... (probably with a lot of custom C++ classes).
Now that State Trees are here and growing they seem like the best place to build this structure, but they have some weird quirks and they want a lot of logic to be running in State Tree Tasks rather than on the parent actor running the state tree. We'll see, but I would just love some guidance from some experienced Unreal devs on how to manage player controller state.
>>714206723Did you check on Udemy or Skillshare?
>>714206284>But how?You write down your goals and map out the road to get there. You break it down into smaller steps and into smaller steps again until you know how to do each step.
Then you start with the most difficult/unknown step so you get any bad surprises out of the way early.
Whenever you notice you're doing the same thing over and over again you look for a way to cut that time, be it with looking for new software, writing your own custom tools, hiring someone do it for your or changing your design so you can drop it.
>>714207695That is the standard what do you want from this? You have to "hack" it in your project or whatever you want to call it.
>>714190584I'll glaze GameMaker and say you're not making a bad decision by using it.
It's probably the best managed engine in the scene at the moment. Unity is shitting the bed, Godot is run by mentally ill freaks, while Unreal is also good but 3D only.
>>714204328>>714206723Why do you think you'll magically be able to learn all the ins and outs of how to use a game engine, the most optimized implementations possible, and able to create systems on the same level as the "pros" from fucking Youtube vids of all things
How can you use Unity/Godot for 6 years and when you make the switch to UE, the first thing you think to check isn't the docs, it's not any in depth courses that you can just pirate from udemy or some shit, it's fucking Youtube
Especially when it comes to something like the state pattern, which is engine agnostic
>>714203775make her more smug the bigger the combo is
Here you can see all of the pillars in Fortress Fygoon
progress: had raw sex with a 22 y/o romanian chick. Hope I won't regret this.
>>714203601is that the dude from Planescape: Torment?
>>714203748glad to see you making progress. The bullethell style isn't my jam but it's progressing very nicely. Why's the walk speed so slow?
>>714209291for some reason that text font reminds me of 50's cinema, and for some reason it fits your style very nicely
>>714208828I have read the docs, they don't seem to think this is a problem worth discussing. I have done hundreds of hours of paid UE courses. None of them ever have player characters complex enough to require state management. They all use the animation state machine, but nothing for managing state outside of that. Youtube sometimes has more specialized videos on things, so I searched there too.
I'm confident I can create a good solution using State Trees, my criticism is it seems that between the UE docs, Udemy courses and Youtube nobody seems to dive deep enough into a game that requires more than a few boolean checks on the player controller. I want to know what is industry standard and would love to see a deeper dive on simple things like how would you handle a normal adventure games high level of states(climbing, swimming, rolling, dashing, jumping, falling, double jumping, sledding, skiing, driving, hurt, attacking, knocked down, carrying item, etc. for a character). It can't just be a bunch of booleans! Not a single one of all those information resources deals with how Unreal handles that sort of separation of player logic, while tons of Unity and Godot tutorials start off the bat with making a FSM. So it makes me wonder, am I missing a hidden tool in UE that I'm supposed to be using? Why don't any of these learning resources even touch on this basic concept of game design when it comes to Unreal?
>>714195154I wouldn't say the body is perfect you still have stuff to improve, the head is also my major block
>>714209291is he getting stuck on the stairs? lol. lmao.
>>714171148Isn't he replying to the guy who made the shitty 2d pixelshit platformer?
Yeah its warranted
>>714195154nigga my main character has been faceless for like 6 months and it'll probably stay that way for another 6. You model loks pretty nice imo, keep at it and in no time you'll be much better.
>>714209369I chose the font because it looked medieval enough without being unreadable in smaller resolutions. It was either that or Times New Roman, but since this is a game and not an APA-formatted academic paper, I selected that font.
>>714209402Thanks.
>>714203601Any mode info about their lighting/shading?
I dab into shaders regularly and do need to make a non-standard lighting one for characters soon-ish, and WoW's style lighting would be more original than just animu-celshaded variant #5435.
>>714173069you're referring to stylized 3d art which is relatively simple
WoW does not use any pbr or normal mapping, which is very nice but you need to bake light information and the easiest way to do that is to make a low poly, uv unwrap it and then sculpt a high poly on top of it and bake the light information into the diffuse channel, preferably with some added cool hues like dark blues to give it even more color
but like VANILLA WoW models were actually insanely low poly, like 500 triangles for an NPC, I think modern WoW artstyle holds up though
>>714180881Bro I think you gotta find something less BORING to do. I don't think gamedev is for you.
>story and dialogue are written
>levels are all designed
>AI decision tree conceptualized
>gameplay mechanics and abilities are all thought out
>characters are all conceptualized
Now if only I knew how to fucking code or draw. I tried to learn GDScript 3 times, and I always end up so mentally raped trying comprehend it. How much would hiring one cost? I think I'd rather pay someone at this point.
Around 100 games release on Steam alone EACH DAY.
About 700 games in the week around your release.
AAA release? Successful release AAA or indie, in your genre? BOOM you are done.
Also, not only are you competing with other new releases, but the entire backlog of games on every system a player owns. :)
Take all the "indie success stories" you can think of in the past 10 years and divide it by the number of devs in that time who have tried (again, 100 games a day, 3000 a month) and there's your historical likelihood of "making it."
Steam cut, higher self-employment taxes, no benefits, no retirement, AND to top it all off: Your sales diminish over time, so even if you hit this "mediocrity lottery" you'll have to do it all over again in a couple years.
>He thinks that indie gamedev can provide a sustainable primary income in 2025
Hahahahaha
H O B B Y
O
B
B
Y
>>714203415make you character transparent when behind a wall, we can't see pur character and o can't dodgge a bullet
>>714211303>H O B B Ythe most fun, and the coolest. Bitches can't resist when I tell them I'm the goblin dev
>>714183235incredible how you can properly capture the motion even in the sketching phase
any advice on how to do that?
>>714211303What can I do from home that can provide a sustainable primary income in 2025 while not requiring me to slave my life away for some soulless corporation?
>>714211303I have a full time job and do this on the side.
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>>714211137Anon, GDscript is piss easy, very simple syntax. You can literally drag and drop nodes into the code to target them and most of the code is always the same, you're either moving objects, giving directions to vectors or doing basic algebra.
What do you have so far?
>>714211457growing and selling weed
sucking dicks
>>714211639Dialogue between characters after each level lmao. I'm making a Fire Emblem like tactics game. To be honest, I don't know where to even start with the actual gameplay. Grid logic? Units? Combat?
>>714211137>How much would hiring one cost?For programmin, random Third world guy might be around $5 an hour, eastern europe maybe $80 an hour anything US should be $200+. It can be a lot higher, but those guys won't be doing random freelancing.
Art I don't know, AI might have those jobs in free fall. Could see it similar to programmers, just because a lot of the cost is covering survival.
In both cases, the cheaper you go the more likely you just get a random guy copy pasting your messages into an AI.
I suggest you just sit down and learn at keast the basics yourself. I've been coding for years so I forgot, but drawing took me only a year of very, very casual effort. Month long breaks between pieces and I still got to a passable state fairly quickly, just focus on the things you need.
>>714211639holy shit that code is pure cancer. Learn state machines, free youself from the if boolean hellscape you've created
I'm working on adding a new small area to my level.
Can't wait to share it here once it's done.
https://www.fab.com/limited-time-free
It's up!
>>714212589I can't wait for you to overdose on lead.
>>714180881stay a child forever, infantilised retard.
maybe pop more amphetamines, surely that'll help
>>714213782calm your tits
finished
>>714211450it's gesture drawings, keep things flowy and simple just to get the idea down
>>714210604>>714213904what the fuck is your issue faggots?
i just said i find one part of the entire process boring
i dont have to like every single aspect of it
why the fuck am i even explaining myself to you retarded faggots
>>714213981Ah, yes, my favorite Regular Show character: Dick-by.
>>714214162I'm assuming you are pretty young, so you haven't learned this yet:
no one wants to hear that you think something is boring. no one cares about your struggles if you frame them as a true problem of luxury. and also because we all have struggles, this is not unique to you.
what an adult hears when they read what you said earlier:
>i want to do thing but i am soft and have no grit also i like to waste your time with my complainingthis is honest and well-meant feedback
>>714204328>Why does it feel like all of the actual useful info on using the engine is hidden away?Because UE5 is literally a TV media production engine first, game maker second.
>>714214918>I'm assuming you are pretty youngyou are assuming very wrong, as for your reddit-spacing explanation
this is fucking 4chan people complain about most retarded shit and so will i
would love to make a game i just find that part boring because i never liked drawing in general but if thats what it takes for me to get to my goal i'll do it
doesnt mean that ill enjoy it as much
so your faggy, "gotcha" line
>i want to do thing but i am soft and have no grit also i like to waste your time with my complaininghas no merit, you are just a pretentious faggot who thinks he has a moral high ground
munch on my nuts ill complain all i want
FUCK AGDG DISCORD MODS POWER TRIPPING FAGGOTS
>>714216109did they finally ban that faggot cris?
>>714216148they banned anybody making games
>>714215421>le reddit spacing memeconsult pic related, zoomerbro
and relax, this is all happening on an anonymous online image board.
i just told you how you will be perceived when you say things like that. I didn't say that is how you actually are.
your lack of reading comprehension and acting out impulsively because of a perceived sleight shows clearly you are definitely a lil bro.
You don't need good art to make a geimu, you need a fun factor.
>>714216291Who cares? This is the kind of shit they get up to.
>>714216567people with such avatars are almost always the most mentally ill, terminally online, ill socialised rejects you can find.
How feasible would it be to make an isometric Disgaea style SRPG as an individual person? I have a background in music composition and can draw a little but I have zero coding knowledge.
>>714216664Crag Hack is based though
>>714217247Anything is possible if you don't give up
>>714217247coding turn based stuff isn't too hard
>>714216506but if my game has ugly art nobody will want to play it
some character doodles i did recently, part of a robot girl project i'm making.
i've been taking a break from 3d modeling and animation, it's been fun to draw and get more experience in the things that come to me less naturally.
i want to try making a few animated shorts (2d or 3d, either or) before working my way up to a full game. what i plan to make is going to take a while to do, and this feels like a good way to test the style iโm aiming for and see how it holds up in motion.
making a game is my main goal, but i don't want to limit myself creatively because of that. whatever i end up materializing through sustained creative effort will make me happy, and i think others will enjoy it regardless
>>714217747Very cute, I especially love the OSHA violator and the girl on the bottom left.
Started working on this design today. Got most of movement done and now gotta start making combat, but first I wanted to try and get something done for the characterยดs look. Already changed this thingยดs look many times today and Iยดm sure itยดs gonna change more, but itยดs getting there
>>714217893>>714218020thank you both!
i've been trying out a lineless style for casual/silly drawings and i feel it has helped lower the entry barrier for drawing significantly.
typically i do a style that incorporates more linework when making things like reference sheets/character portraits
>>714218465this is dope, love them legs
>>714217747>>714218716I recognize that design.
Did you make this too?
>>714219317yep yep yep yep that is me!
the blender addon i created to do that is broken as fuck right now, i am busy refactoring it hahaha
let's say you decide to make a game with friends for fun and put it on steam as an individual for a few bucks and it goes viral. do you have to register as a corporation to avoid huge taxes income taxes? who owns the game: the individual who uploaded or all of you together? does one of you become an employer and your friends employees?
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You guys are all smart. I wish I was artistically talented or had the mental capability to escape tutorial hell with coding. The only thing I was able to comprehend in life was exercise and Physical Therapy.
>>714219886I tried financially compensating my friends for their work and they refused to take it, saying it was "my game".
>>714220127use some LLM to help you with it.
use templates and blueprints to get going more quickly with something that already works.
it can really help you slowly understand how shit works when you can insoect and mess around with something pre made
>>714219886if you release it as DBA (doing business as), and it goes viral, then you will still be beholden to all income taxes.
Forming an LLC where you are "employed" (even if sole proprietor) after the fact, would require transferring ownership of the game from "you" (the individual, DBA) to "you" (the LLC)
As for ownership, it's whoever uploaded the game, and whoever the steam account is tied to. In the case of DBA, unless contracts were formed and signed prior, the friends in this scenario have no rights to ownership.
If there is an LLC formed after the fact, the friends can be made into employees, but you're much better off eating the costs from personal taxes than you are transferring ownership to the LLC.
I may not have explained as well as I could have, I'm shitface drunk right now.
>>714220457so what would be the best scenario in this case? post on steam as DBA and agree with friends that they won't own the rights to the game even though you made it all together?
>>714219886Release the game for free then in the DLC tab have "per dev" donations so for example:
>DLC:>Tip Alex - $1>Tip Malcom - $1>Tip Ray - $1Complete spitball, I have no idea if this would work.
>>714178982CTRL+U
an openworld hackermans game
Do you think Digimon or Palworld would be more popular as a brothel sim?
I would do Pokemon but it's a little overdone.
>>714221570make it so you play as some specific digimon, you have to invade the human world to capture humans and pull them into the digital world to add them to your brothel where they have to please your digimon clients.
>>714204330Venus Fly Trap
Hyena
Slime
Kitsune
Dragon
Cow
Zombie/Dullahan
Lizard
Chicken
Lion
is currently my working roster in my head, so all bipedal anthro types
>>714210103thanks for the hopium
>>714222120>humansI didn't plan on including those, I'm sorry.
>>714221570Hear me out: Kameo brothel manager. You're a Sargothan pimp who captures Elf women during the Great War and manages their services with both Elves and fellow Sargothans. You can level them up somehow and send them out to fight goofy ahh Trolls and Elves.
>>714129752>I Made One of the Best Indie GamesI don't support faggots with ego
>>714220673if its equal amoutns of work id form an LLC prior to uploading, pu tthem on as employees and everyone gets a cut. If you did most work and they only helped, I'd contract them out, pay them once, and continue with DBA.
if your doing something with friends, you wanna make sure the money side is set with clear boundaries, otherwise it might tear up your friendship. money comes and goes, good friendships are rare.
>>714222290digimon especially is about human monster partnership
there is canon human+digimon evolution
>>714222525Well if he doesn't want humans, then he doesn't want humans. Goofy ahh nigga.
>>714208509What gives me confidence in it is that it was used to make UFO 50, and I don't think any of my game concepts are too complex. I don't do these simple graphics just because retro is totally epic, I do it cause it's faster. If I can get the idea across with simple graphics, that's good enough for me. The jump from 8-bit to 16-bit is fucking insane. You're talking about a gap between Donkey Kong arcade on one end and then late SNES Square-Enix titles and stuff like Donkey Kong Country on the other end.
The number one priority for me now is getting "Me or You" to exist. And you guys can be the first to play it for free. I'll worry about making it great later when you give feedback.
>>714222629yeah im saying he shouldn't pick Digimon then, interspecies sex is ingrained in the franchise
>>714222741>interspecies sex is ingrained in the franchiseI'm sorry what? I'm still in the
>Agumon digivolve to...GREYMONbit.
>>714221570Pokรฉmon has the C&D easy.
Digimon has a small fanbase.
Try Palworld instead: it's pokรฉmon without the hysterical lawyers and the fanbase has no pretense of not being coomers.
>>714222334I don't really know what kind of creatures Kameo has.
>>714222525I would simply only include the non-human ones.
>>714222864That's what I was thinking. I know Digimon isn't popular but Renamon is a household name.
I guess I'll try Palworld, then.
>>714223053Elves (Fairies), Sargothans (Skeksis knock-offs), Goblins (Fuzzy flying monsters), Trolls (Self-explanatory), and the Elemental Warriors that characters can transform into (such as Ash).
>>714220127take apart whatever cool projects you find and steal things until you get better at hiding it. eventually you won't need to hide it at all because you'll learn how to make your own things, so long as you keep exploring.
no shame in doing it if you're doing it to learn and keeping it private
honestly?
no idea what your situation is and this recommendation will sound ridiculous but if worse comes to worst try exploring scratch or roblox or something similar if you are really struggling.
most adults don't out of pride and it kills their creativity. consider that for most people, when they were younger, it was the basic, highly iterative kiddy shit that became their foundation for getting into the proper mindset of coding. games are meant to make our inner kid happy after all, try giving them the legos, break things, experiment to hell and back. no shame in doing it.
as for artistic talent? just draw whatever you think is funny. got a funny idea? immediately draw that shit FAST in whatever way you need to draw it to make it exist, and you'll get your drawing in for the day.
badly drawn things have the merit of being pretty funny and low-stakes. if you can laugh at it, that's a win. make sure you keep winning after that.
part of the hurdle in drawing is not just making the thing but getting used to whatever interface you're using to make said thing in and learning what does what.
also make sure you sleep, hydrate, and meet your macros and not feed your body garbage else it gives up on thinking sooner.
best of luck!
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Making an elevator right now.
>>714198663I mean I can do Ren'py it's just that to play animations(with transparent backgrounds) you have to create like a pseudo mask alpha channel in gimp and convert the animations into .webm format.
It's do-able, but highly time consuming. I could give the plugin another go but the dang thing shat itself the moment I tried to do anything more advanced with the animation.
>>714216567Holy based pfp
>>714224068The issue with me is I can read code decently but if you were to hold me at gun point and told me to code something I'd draw blanks.
>>714225693where does it take?
hard mode: no lore dump
>>714225693Reminds me of ecstatica
>>714227089Takes you to each floor of Fortress Fygoon. No lore dump because nobody cares to know who enchanted the elevator.
Anyway, here's Fygoon's chambers, featuring his impressive weapon collection and armor.
>>714227445The funny part is that I was not aware of Ecstatica when I began making the art style that defines my game, but believe me, it makes my life easier to explain why my characters look the way they do by turning:
>The characters follow my own modeling style known as Ico-Art, wherein blah blah blah blah blah...to simply:
>You know Ecstatica? It looks like that.
>>714225693Fygoon is AI generated
>>714228215This looks really shitty
>>714228215why are the walls made up of doom's fireblu textures?
>>714230137It's loads better than having a crap Diablo clone with enemies that don't even attack the player.
>>714230518>firebluIt's just blu.
>>714230576>It's loads better than having a crap Diablo clone with enemies that don't even attack the player.not really a high bar
Where are the maid games?
>>714230772To a certain developer, that's the absolute zenith of game development on Godot.
>It's good because it looks better than this other anon's game
And how does the customer know about anon's game? They don't, the point of comparison they'll pull up is some company game which makes every anon game look bad.
>>714230868well you should higher than being slightly better than some other dev's shovelware
>>714230576>It's loads better than having a crap Diablo clone with enemies that don't even attack the player.Why do you hate him specifically?
>>714230576>It's loads better than having a crap Diablo clone with enemies that don't even attack the player.What?
>>714231075You don't know? There's a doxxer on /agdg/ that's making a crap Diablo clone and he loves to shit on others because he has a serious case of Dunning-Kruger. The game he loves to point to as what others should do is as complex as a default Godot project.
>>714231216didn't you doxx 3d platformer bro, out of pettyness,?
>>714231216>You don't know?idc about dev drama
>>714157227Why are you in gamedev with this attitude?
Making a game is literally the most complex form of applied tech polymathy in history. You NEED tens of thousands of hours of previous knowledge AND thousands of hours of work to make an even remotely decent game. This is what gamedev is. Which is also why any dev who has made anything of note has been coding and learning about gaming systems since he was 10-12 years old, if you start any later than that you'll have huge issues catching up.
Time is LIMITED. Life is limited. The biggest lie of the modern world is that you have a long life ahead of you. Fuck no. By 12 year old you should already have an estabilished skill set and at least one project to your name.
>>714231425I don't have the time to do that. All credit goes to Grassfag for getting Osh and the guy who was making a game about elves and stuff.
Furthermore, he also likes to AI generate illegal content.
>>714130847Arisu? In my game dev thread?
>>714204328>Why does it feel like all of the actual useful info on using the engine is hidden away?A mix of shit documentation, UE5 being used for 500 things other than games and good old fashioned gatekeeping (buy my course)
>>714231623>>714231760You seem lost. /agdg/ is down the hall, to the left.
>>714231816arisu is videogame related
>>714231816>You seem lost. /agdg/ is down the ha- ACK!
>>714231567I think you just proved his point with that statement
>>714231589Proof? Also didn't you call someone's publisher?
>>714232072>>714232143Proof for the next entry on this list:
https://en.wikipedia.org/wiki/List_of_video_games_notable_for_negative_reception
>>714231908why does /v/ like alice so much?
>>714232410No I don't care about that, you keep saying he doxxed people, where is the proof?
>>714232538The pedophiles do
>>714232561Ask him and he will be more than happy to gloat about it.
>>714232786So if he gloats about it why haven't I seen it? I've only ever seen him shit on you.
>>714232538Why do card games like her so much?
>>714232875He likes to hide under a veil of anonymity like a little rat.
>>714232875Honestly with fygoons past history I'm just assuming he's the one who does all this and he's trying to place the blame on someone else because he doesn't like them.
>>714233083So you don't have any proof of this yet you're somehow sure of it? Interesting fanfiction.
>>714233104Makes sense as I thought he called someone's publisher he didn't like.
>>714233243It was in a previous thread it was mentioned he contacted the publisher of that other dev he hates and yells about all the time.
>>714233487Checked and your proof is just your autistic rambling.
>>714129752>I made the best>bullet heck>snessSorry kid, better luck next time
>>714231908I will now add Alice to my game.
>>714233771Yes. Rambling. Blathering. Jabbering. Not a single piece of evidence being presented but your schizoid beliefs.
>>714233926I'm just a casual observer of the thread not a schizo
>>714206785Yes, I believe the mentality has always been lower goal helps get the ball rolling. Many studios are screwed when they just barely make only that amount.
All my guns in space will be hitscan but sound like bullets, is that ok?
Yes, they will have knockback in 0 G
>>714192694AGDG fucking blows, full of schizos and nodevs who doxx anyone who posts actually posts progress.
>>714236760They're literally the same thread with the same people.
>>714236804How many Bocchi posts in this thread versus the average AGDG thread? There's some crossover but a lot don't leave their bucket.
>>714236887Idk I don't notice things like that I just keep scrolling
>>714236887I'm always here, just not bocchiposting.
>>714236953Thank you for your restraint.
>>714236887Pretty sure if people didn't freak out about it no one would do it as much