How is your Friday going? Got anything new to share with your game?
Away from the computer right now, but I am working on getting all armor sets working. In the meantime, here's the Bone Armor that was implemented.
And here's the Regal Armor.
>>717600568Looking good man!
I'm making a game but I'm not gonna show you
>>717600249 (OP)>How is your Friday going?doing overtime at work lol lmao
>Got anything new to share with your game?no
>>717600847Why we could all use a laugh
fagoon, this is fucking embarrassing holy shit lol
>>717600249 (OP)>small updates and testing>updated blend weights between running and idle states for character so he doesn't snap to idle pose.>testing enemy rotation when attacking from behind.
>>717600696Thank you. Can't wait to show off the Steam Armor I have in the works; the issue is that, because of how jank the hands are animated, I need to make some hideous compromise to ensure all parts of the hand are covered in armor only for when using the Steam Armor. Other parts, such as implementing the scalding steam attack that happens when you run out of firepower (it causes enemies to flinch in pain but does no damage) will be easy enough.
For now, this is how the Steam Armor looks on Joseph Fygoon's ancestor, Lucas Fygoon, the one who invented the armor for himself and his troops.
>>717601245>enemy rotation testing
>>717601149Could be worse. You could have an "mmo" where you grow plants and fight "enemies" (they do nothing to attack and just stand around)
>>717601245>>717601363This is cool. Nice work. Next you should add a pain animation for the enemies.
>>717600249 (OP)I haven't dev'd in over a week because real life happened..
>>717601270>armor with damage effectsThat is a neat gameplay feature. I keep flushing through my old armor sets i have a few more i need to tweak and add. I intend on bring them transformation abilities back like when I was new here messing with assets but all the core framework of the game sucked my time away.
>>717600568>>717600670Does this guy have a KF thread?
This is CWC-tier gold and I want to know more now.
>>717601479Thanks man and definitely! I hate the delay between them flipping and facing the character and attacking, it is still a little buggy but I intend on having a new backstabbing animation and a critical impale attack that launches them off the sword.
>>717601553What happened devbro?
>>717601705Each armor set has a specific ability. For instance, the Casual Armor is just the normal armor set and, when combined with the Vixen Coat, halves all damage; the Regal Armor causes enemies to refuse to engage the player (aside from bosses since Fygoon always instigates fights with them) and gives the player double damage; the Bone Armor provides more substantial firepower drops at the cost of damage to player being doubled; the Steam Armor provides double health drops and a unique steam ability at the cost of slowly draining your firepower as if in cold environments; finally, the super secret armor you receive after getting all achievements gives double health and firepower drops and doubles your damage.
>>717601931Now that would be very awesome to see. Keep us posted, man.
I now have enough experience in solodev to say making good music is the hardest skill by a long shot
>>717602628I find animating cutscenes to be far more difficult. Then again, I'm no George Lucas (despite the amount of, honestly, stupid sounding names)
>>717601363Vin Diesel dark souls
>>717600568It's funny how all you had to do was shut up a little, your game has 2000s roblox soul but now even if you're genuinely posting about it instead of shitflinging you just get made fun of
>>717602628this, music composition is one of the hardest things to find good resources for learning if you don't already play an instrument.
it's like they just expect that you were formally trained in a conservatory already or something.
>>717602610Of course!
>>717602503I might include armor sets with passive abilities but the swords in mine are where most of power comes from, I have 1 janky one I haven't shown yet, but the next one will be water based, and another one protects you while healing as a statue.
Mind the shitty framerate my dev machine runs a 20W but here is the last set I added.
fun fact, a third of the posts ITT were made by the same poster
>>717605093Wow thats trippy I like it. Reminds me of old schools 80s cgi.
>>717602628I have enough experience in solodev to say that after you develop enough skills to actually make stuff, the hardest skill becomes knowing what is actually worth making.
Plenty of devs on /v/ have demonstrated that they are skilled enough to make stuff, but almost none of them are making anything actually worth making.
>>7176049071st day on 4chan newfag?
>>717605256>what is actually worth making.whatever anons are happy making, is whats worth making
>>717605228thanks, for the characters that appear near the middle/end they're inspired by Pepper's Ghost. It's a pretty old trick, lots of movies from the 70s/80s used it
https://www.youtube.com/watch?v=jPt7oqunrbg
>>717604787whenever i see yours i think about how much refactoring and testing i have to do for mine. those two are the most time consuming, especially the game design aspect
>>717605543Fuck man, im sorry to hear that.
>>717600249 (OP)having lots of fun demaking my old high effort 3D game as a commodore 64 style 2D guy
>grรฆcia delenda est!
>>717600908>sir I am russian i swear benchod bastard bloody
>>717605543:(
sorry dude. hope everything is okay with your family
>>717605951based and 2D pilled
experimenting with lights and interaction menu
>>717605543That's terrible. Stay strong, dude.
>>717606034I'm part injun and I never hid that fact. Can't say the same for a self-loathing loser like yourself.
>>717605881>>717606160>>717607246Thanks anons. Things could be worse. I'm not the only child so I don't have to figure out what follows all by myself. Funeral arrangements and such. There's some inheritance coming my way once that gets sorted so that's something. It will buy me some dev time. Just gotta squeeze myself back into deving.
Testing stylized caves, since realistic did not proof a good choice.
>>717607707Make your papa proud anon, take some time to grieve and then stand back up and get devving
>>717605747It is a time sink unfortunately and the armor sets go through 10 or 15 renditions before I even add them to anything, blender or the game. The boots came from another set I was working on but I might change the tint to match the gold a little better.
I posted this before but i changed the characters armor here and talking to him gives you an item in your inventory. The dialog is counter based so once the counter decrements to 0 it repeats the last line.
>>717605951Truly based. Really good. Might be the best 2D rough pixel armor switch I ever saw.
>class vs jobClasses aren't easily changed as jobs, that it? Could a system with class and job exist? What for? What's to gain?
Music.
https://voca.ro/1o7vsYE7EKy2
Question for the godot antigoblin adventure trenchbroom func developer - I saw you had water somewhere. Did you connect some texture in trenchbroom to the water material since it requires shaders/etc and isn't just a texture?
file
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>>717607779Did you model the dog? Reminds me of Core Hounds in WoW.
Reminder to post progress or we'll assume you're a bot post.
>>717607707My buddy had a celebration of life ceremony last month, fucked me up for a while. We were supposed to hang out, I never got to show him what I've been working on outside of a few pictures.
Dont be sad he's gone, be happy he was in your life!
>>717607779Miles better. Good job anon!
>>717600670Looking good.
>>717604787Also nice armor.
>>717605951Very original and good looking. Should release this on steam.
>>717606462Nice progress
>>717605543:( condolences. Much strength to you.
>>717608649Nah, I bought this from the asset store a few minutes ago. Just testing what kind of stylized monsters feel good with the character model I got.
>>717609213Silly question but have you thought of using rokoko on the boss monsters as far as facial expressions go?
>>717600249 (OP)Finally got my unity project back from a computer that crapped out, and it kinda confirmed that the reason I kept getting compiling errors in other projects was because of problems importing them from github, but I also pirated a game which came with a weird .exe that kept giving errors when installing, haha, hope it's not a virus since the last thing I need is more delays for my project which is already progressing incredibly slowly as is
>>717610948I would back up your files and clean your computer. I had to backup mine and reinstall and its better my a longshot. Your dev machine shouldn't have any junk on it
>>717604787Those are interesting armor perks. The water armor definitely needs to have, at the very least, resistant to fire. My game's armor perks are pretty rudimentary because I don't want to go overboard on the project.
>>717609213Thanks. Your stuff is looking pretty lit too. I remember you posting about caves and stuff and I wanted to say that, since you have anime-styled characters, photorealistic textures are not the way to go. From what you have, however, it looks great; I say study how your inspirations do their backgrounds and try to model it after that.
>>717611171Ran a quick scan and it didn't detect anything so I dunno
>>717610948>pirating games>on your dev computerretard, you're going to get blacklisted from steam when people start noticing your game infected their shit
>>717611979this, also Steam runs a scan of your PC and detracts any pirated games from your game's revenue.
>>717611979chat is this true?
does it apply to pirated animes as well? I stopped stealing games but I still steal anime, is it over for me? should I install linux in the future?
>>717612256No, but generally also depends where you pirate from
update for the slide requester! i've added diagonals. also only 2 out of 4 will get slides as they don't play nice with some characters existing abilities
>>717611227Sorry anon I ran my sentence together. Too many pills in my system :/ fuck this pain. The armor sets for now just have flat defense, the weapons will change based on ability equipped, and the abilities are all different to keep things diverse. The armor itself for now wont do much other than hide to show another mesh for now.
The ability that uses water will turn the sword liquid and throws "splash" damage that affects fire based enemies.
Another idea i had was a dragonscale sword when blocking fire absorbs the fire, changes then texture and applies burn damage to enemies.
Here is a very old video when I borrowed assets showing an example of a transformation.
lasso
md5: 1ce8d95005649d554afd5737c2a16f0a
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I understand how y-sorting works but is there a way to get half of a sprite to appear behind an object and the other half in front like pic related? Or would I just have to separate an object in two different objects to simulate the effect?
>>717612497Based dev, always a pleasure seeing your progress man.
>>717612256If someone finds a vulnerability in mp4/mkv format they could infect your computer but just keep your player up to date
>>717612584You could use zbuffering and a shader to set the z value of the output pixel so the gpu does the sorting for you
>>717612382>>717612906Fuck me. So my project files are compromised already? I have to start from scratch, fucking hell, I'm never breaking the law again. The corporations were right, I should've owned nothing and be happy.
>>717613016Anon, are you seriously believing the obvious trolls?
I'm not Devving because I'm attending a con.
>>717612787right back at ya darksoulsbro(i assume). your stuff looks very professional
>>717613016your project is fine, most likely even if you get a virus
I'm not devving today because I'm lazy. But yesterday I animated the SCP logo because it has been on my mind a lot lately and I was struck with inspiration. This is probably the most work I've ever done in Blender without following a tutorial.
>>717613083>trollwhat the fuck are you talking about
>>717613016your project files are probably fine, just make sure you have a clean copy of any precompiled dependencies, maybe do a quick look over your code and make sure it doesn't have any obvious shit you didn't add
>>717612535Well that's far cooler than I first anticipated. Reminds me of, like, Kameo; you should have certain enemies that have elemental weaknesses.
>>717613083>>717613406>>717613508Well I already deleted all of it, but I still have my printed design document to go off of.
Maybe I'll try a new engine now?
>>717613508The Internet is ran by Moomins.
>>717613584Just buy a new computer and change your ISP. It's over.
>>717613484looks good. the timings for every movement are the same. you could experiment with the timings and lengths there
>>717613646You mean IP? I turned off my router and back on.
>>717613692>the timings for every movement are the sameThat's was my intention. Is that a bad thing? I don't know anything about animation except easing curves.
>>717600249 (OP)I'm currently learning polygon collision algorithms and the math behind them.
>>717613773if everything is the same; nothing stands out
>>717608539Hi my dude. The water is added later on Godot as a plane with a texture. My TB maps have no water, but it's doable, since it's possible to export TB groups as individual meshes once they are in Godot.
>>717613584I seriously hope you're joking
>>717613984I was. Apologies to all my low-functioning homies who couldn't tell.
>>717613508>what the fuck are you talking aboutThe idea that your game could get removed from Steam because you pirated something and got viruses into your project files is retarded. Anyone who seriously thinks this is either an actual child or should consider applying for disability.
>>717613906What do you think should stand out?
>>717613698I think you're a lost cause.
>>717614198One of the Touhou games was unavailable on Steam for like 2 months due to a false positive. If you get malware past their checks they're going to assrape you, you dumbfuck
tb
md5: 516d1bef385da57ff815ffd1b3698a3b
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>>717608539here's what I meant. Notice on the left, in Trenchbroom I have 2 brushes each one being a func_detail (right click on brush, Create Brush Entity > Func > detail). Then, when imported on Godot, those brushes are separated from the main mesh, as you can see on the right side. I use those as door slots, but you could do the same for the water, since being a separated mesh it could have it's own material with it's own shader. Hope this helped!
>>717614353idk about scp so i couldn't really tell you. generally with logo's i'd say the most important part is where there's text that people should read. that's why i suggest making a(several) copy(s) of your project and just fuck around and find out. or don't i'm not your boss
>>717604219My posturing is non-negotiable.
>>717605543my condolences anon
>>717614820Well, the logo is supposed to represent the 3 goals of the SCP Foundation: to Secure, to Contain, and to Protect. My interpretation is that the arrows are Secure, the inner circle is Contain, and the outer barrier is Protect. I don't think that I want any part of the logo animation to stand out more than the other. The only thing I might consider adjusting is the text appearing speed. And I already did fuck around with curves and timings a bunch. This was the result.
>>717609213>>717608506>>717606271thank you guys so much
i just started this a month ago but the plan is to whip it out quickly and get it on steam. years of struggling with 3D has made everything go so much faster in 2D, heh heh.
>>717605543that's awful anon. hope you're holding up okay.
grief is a long road. chin up. when the time is right i hope you can return to deving and make your father proud.
>>717615607ok fair enough
>>717612382Wherever you pirate itch.io exclusive games from, can't remember, it's been quite a while, had the zip file for a long time and only unzipped it now
>>717612497What if the characters enter through a portal that automatically changes to which character slides down?
>>717615880Decent pirate websites do their own virus scans
>>717613559I really want to work on the rest of them that was too much fun putting together.
Before transitioning to my own assets and focusing on more of the framework I made another video that shows an aoe damage function when demons fury is equipped and active.
>>717616778i got ya senpai
>>717612497damn dude... leave some soul for the rest of us!
>>717615815don't know what's going on there but that style sure is unique
>>717617223combat feedback could be a bit better, at least visually. I'd add some particles on hit to make clearer to the player that he's hurting the enemies.
Started working on different weapon variations. This is the Siphon, which adds 1 to your hull health after every other attack.
Weapons are always attached to the wing system, so when you get a new weapon, the wing design always changes to support that new weapon. I think I'll just do Hull & weapon visual variations since if I make graphical changes for every single piece of equipment you can get, it would be hundreds.
>>717601754Show us ur game lil bro
>>717618438oh i love the dusty, dithered and crunchy look of this
>>717617223I would say get a demo out first before implementing more armor sets. I wouldn't mind giving your game a shot.
>>717617613What I was thinking was that, for implementing slides in areas where certain characters are too jank, just have the entrance to the slide enclosed and place a portal such that players will have to go through the portal to enter the slide.
>lose one of my two screens because of reasons
>productivity rises by 500%
amazing
I can't get myself started on anything. I hate everything, I've got the faggot fucking rpgmaker open to make it as easy on myself as possible and I still want to do nothing. Fuck life, fuck everything, fuck art, fuck music, fuck everything, I can't stand it anymore, what's the point, I feel nothing from anything I make but I need to create to survive. I fucking hate it all so much, I hate it all so much, I hate it all so fucking much. Fuck life, fuck people.
>>717618565Didn't you know? Lil' bro doesn't make games, he just (if you excuse the parlance) conSOOOOOMs.
>>717618438dunno how this plays but it sure looks cool!
I need to get a computer to do work but I'm too poor
>>717618797I have never been depressed in my life so lmao@ (You) who doesn't know the power of doing things just because you want
>>717614720Thanks I can see it works, but aren't all your meshes already all separate under entity_0_worldspawn?
>>717617786thanks man
>>717618641oh i misunderstood then, my b. that's a good one for multidimentional parts i have planned. don't worry they have their own seperate level mechanics
>>717618797/agdg/ is down the hall and to the left.
>>717618797You unironically may have ADHD
Task paralysis is a real thing and it's like you're frozen in a loop doing some shit like scrolling social media while your brain yells at you to just do the thing
>>717619152>but aren't all your meshes already all separate under entity_0_worldspawn?No, it's a single mesh with all the brushes + a fuckton of colliders and a occluder
>>717619332and how do you fix it
>>717617786I agree my problem is handling hit animations theyre way too fast, only the death ones look right.
>>717618641I definitely intend on having a demo of at least the first area completed soon since the components are all there. Only way to get real feedback is to let others play it.
>>717619530you just do the thing
>>717619253I know in games like Bionicle: The Legend of Mata Nui, every character has a slide section; with that being said, they all have virtually the same sliding mechanics (i.e. it's all shit). Since your characters have unique mechanics, I think it would be a good compromise.
>>717619814Or say you have a character that grips the ground or one that is slippery and lacks control
>>717619530You just do it and stop thinking. Don't think "ah I've gotta do this and that now, I really need to do it", just open it up and start doing it. You have to stop thinking about what you need to do in order to start doing it. Thinking about doing stuff is the #1 enemy of actually getting stuff done for ADHD people.
>>717619814i'm depending on it being a good compromise. it's a shame bionicle-games aren't good. i still have a blue bohrok on my desk to play with during bugfixing contemplation
>>717619568Indeed. I've played a variety of games here and I have received some great feedback as well. Better yet, players can even provide great ideas (for instance, the Energy Buckler in my game acted as a typical shield before Horbror played my game and suggested it reflects enemy projectiles)
>>717619925having different characters interact with the same things differently would be cool, but i'm too far into development and my code is too much spaghetti to add that. maybe in the sequel
>>717620093I was too late for the Bionicle craze (my first character was a Heat Vision Rahkshi I got from a Marshall's) but I liked it and got some other figures on the second-hand market; Ninjago was my jam up to "The Final Battle" part. Bionicle: The Legend of Mata Nui is basically American McGee's Alice but with robots, but I took bits of it for my own game.
>>717619796>>717619963i wasn't the one who said that and it makes me a little sad someone else suffers the same as me, how the fuck do you start. I sit down and look at it and my body screams at me, how the fuck do I move my body.
>>717620728your still renders always did remind me of lego boxart. ninjago was after my time, but i heard it was pretty cool if you where there. it's good to steal from different things you love
>>717620298Oh yeah I wouldn't want you to go through that kind of change lol. Hell my delete button for my save system broke focus on my widgets and modifying my main menu to be more dynamic took about two weeks of debugging.
It still lands on new game instead of continue but fixing it will take another week probably lol
>>717601754Surprised he doesn't have a page already
>>717620750open your game engine
think of the simplest thing you can make (moving a box)
look up a tutorial and add it
feel good for succeeding
add something more complex
fail and seethe because it didn't work
throw it on the backburner and think of something simpler
chase the high until you get bored, get walled, or die
>>717619332>>717619963nta but fuck... guess that means I have ADHD. Already suffering from OCD preventing me from doing basic daily shit without rituals and this revelation isn't making it any better.
Soon it will be 1 year since I "started" my game project and I have literally nothing to show for it besides a 5-page "GDD"
De/v/ bros, be grateful every day that you're not a mental defective like me
>>717621416oh yeh menu's are a fuck, but having it be dynamic is pretty nice though
>>717621137Thanks, dude.
>i heard it was pretty cool if you where thereOh, Ninjago was awesome back in elementary school as almost everyone saw the show and knew the lore. In fact, most of the Ouroboros references in my game (Port Ouroboros, Ouroboros Buckler, etc.) came from the fact there was a location the Serpentine chilled at called the Lost City of Ouroboros; The Neverending Story inspired the motif of having two snakes consuming one another, and those two combined inspired the Ur-Xzenesian myth of Ors and Bors.
>>717619258Create to survive? Huh? Who earns money with rpg maker?
My game sellerdaded 0 copies... o my god.... is over...
>>717623040The ugly primal planet metroidvania got 100k wl, what's wrong with you?
>me programming
:)
>me making art
:(
>>717621864I love customizing things and I think i focus too much on it, but my main vision is to provide a seamless gameplay experience first. Particle effects and emitters are always on my radar along with metahuman heads I still will implement, but if I find something really annoying with a ui function im sure others will too.
>>717600568please keep doing what you are doing
your game looks very cool and I will buy it on release, you are very talented.
>>717623923im the opposite right now. its super easy to add art to my game, but changing scripts is really annoying because Unity takes 3-4 minutes to recompile any time I make a minor change to a script
I'd do the assembly definitions thing but it takes too long so I'm holding off until my next game before learning that.
>>717623967i think your intuition is correct. it is those little things that seperate the mid from the good
>>717624065For some ass reason ue5 decided to wipe my cache and 3 hours later still compiling....
>>717624065>Unity takes 3-4 minutes to recompile any time I make a minor change to a scriptThis shouldn't be happening. I suggest checking the logs for what is holding it up. I also recommend the hot reload asset on the store; it allows you to make code changes without having to recompile.
Are there games in space on planets with wonky or wacky physical phenomena? Are there maybe surreal games where water flows upward or the like? Want to create a world where not all physical laws as we know them take effect. Any examples you can think off?
>>717624348This, did you throw in like a hundred assets into the project or something?
>>717624348my project is big. i've been working on this one for almost 2 years.
>>717624502no, the only "assets" I have are 3d fbx models. I have a lot of scripts and editor tools (made by me) in the project. It's a combination of not using assembly things and my hardware (i5 3470, 8gb ram, 750 ti)
>>717624140>ue5How many devs here are using UE in total?
afaik this
>>717612497 is ue4, and golden slammer/skateboarding game is ue5.
>>717624424Super Mario Galaxy, but there's nothing else major there besides different platforms having their own gravity in certain stages.
>>717624424gravity rush series has a pretty cool traversal system. It's not that hard to implement if you understand vector maths.
if you're looking for ideas, that might be a good one to follow. not that many games use gravity shifting as a mechanic, and the fanbase for those games seem to want more games like it.
>>717624659It could be your PC, but I still recommend checking to see what is holding it up. One of your custom tools could be doing it; I've had something similar happen years ago. It's pretty easy to diagnose.
>>717624884I'll check it out. Is it like jumping around or what exactly should I look for? Hard to look up mechnics online.
>>717624674Are the newer Mario games still the best platformers around?
Would you say hay srpg have boring status ailments, compared to wrpg or jrpg?
>>717624025Thanks, dude. I'll be sure to let everyone know when the game is complete.
>>717624674I would have probably either used 4 or unity but now two years later ill just stick with 5 at least for this game. My initial demo was 2gb, now its 7 but I will delete everything i don't need. My goal is to keep the full game under 10gb.
>>717625156I always thought the status ailments in Final Fantasy Tactics were pretty good, but they're just adapted JRPG status ailments
>>717625156Yes but that's a skill issue when an srpg has more options and venues in terms of combat than the usual 4 niggas in a row.
>>717617002Neat, still, as I said, I got nothing when scanning the zip file, the exe or doing a quick scan of the system after attempting the install and deleting, so it might be nothing. Either way, the nxbrew admin said he got a virus from a game file, wonder which one that was so I know what not to download
>>717600249 (OP)Most of your projects are stupid. Please ship actual games.
>>717625090For me it's A Hat in Time. Unlocking the main abilities was fun, and the equipable badges have a good variety of effects
Making a text based game to be played through the CLI because I can't be arsed to make assets. It is a pretty fun process so far. Made my own little parser of the data files for regular choices and dialogue. Now, gotta make a simple save system and combat mechanics.
>>717625846Honestly, my exact thought. It is the to go srpg, together with a and a2 and of course luct. It's hard to believe that a 30 year old game is still leading and defining a genre.
>>717625090>Are the newer Mario games still the best platformers around?That's a very broad question honestly, and I can't answer it because I haven't played any other platformers to compare (not counting older titles like Crash 2)
In terms of Mario-only titles, Galaxy is usually well-regarded here but I assume it's because the zoomers here grew up with it. Not denying it's a well-made game, but it's too childish compared to Sunshine or 64. Odyssey is slop and the platforming is negligible, while 3D World is an underrated title because the early stages are shit.
>>717625090>Is it like jumping around or what exactly should I look for?tl;dr is that you can turn off gravity in the game, causing yourself and objects around you to float.
then you can use a TPS shooting system to target a wall, and change the downward force direction of the gravity to correspond to where you aimed it. this means you can set the "down" direction of gravity to act in such a way that you walk on walls.
I've tried making that system a few years ago and gave up on it, so here's a quick rundown in case anyone in the topic wants to try:
>first, need rigidbody setup, ideally floating kinematic controllers (I'm using Unity terms, not sure if that's the same in Godot or UE)>next, you will have a basic 3rd person controller. This is super easy to make>then, a way to set your character to float in mid-air>you will also need a physics.spherecast to "catch" nearby objects or NPCs and cause them to float>then, a third person aiming system. again, easy and trivial shit>then, when you "shoot" with that TPS system, it will cache the normal vector of the object the raycast detects>gravity direction will be set to the inverse of that normal vector>you will need to rotate the kinematic rigidbodies so that their Vector3.up is the opposite of the gravity direction>then, cameras and all that will need to adjust so they operate relative to that new gravity directionthere's more to it. if your'e interested, that should be good enough place to start from. pretty much everything beyond that point is up to the developer's personal taste anyway.
>>717626909>>then, when you "shoot" with that TPS system, it will cache the normal vector of the object the raycast detects>>gravity direction will be set to the inverse of that normal vectoroh yeah, for this part, the gravity rush series generally clamps to increments of 90 degrees. So you can walk on the ground, walk on walls, walk on ceilings, etc.
Very rarely does it do the "super mario galaxy" style planet walking. In those cases, you would not use the normal vector and instead set gravity to be a direction that is the position of the player relative to the center of the sphere.
but in most cases, you would take the normal vector and clamp it to the nearest 90 deg increment. So a slightly curve that is on the wall, say an ornate decoration, would still set gravity to be shooting you towards the wall.
Hope that helped if you are interested in that style of movement. If not, still hope you learned something.
>>717627136>>717626909fuck, and also, when the corner of a wall is detected. Say you start from the ground, then you decide "I will shoot towards the front of that building"
and then your gravity is oriented as if the ground is the face of the building... when you walk towards the corner, towards the left side or something.. The gravity will shift, so the new "down" direction is for the left and not the front.
Sorry, I am forgetful when I write the post! As soon as I click on post, I remember all more things about this system!!
open chest animation wip. Stuff missing:
>a glow coming out of the chest before the player grabs it's contents
>a glowing sphere on the player's hand after taking the contents, like it's the item(s) you just grabbed
>a chest that doesn't look like shit
>polish and stuff
it's going to take some work to have this polished and looking cool but I think it's the correct approach: just 1 button press, animation can be made shorter/faster if proven annoying (I think it's just fine right now) and I think can get to look nice once all the effects are in place.
>>717626909>tl;dr is that you can turn off gravity in the gameThat's cool. I already thought to implement a gravity mechanic that would be true for a hollow world or another 3D object, but realistically there wouldn't be a difference, as planets are big and people in comparison tiny.
>>717627386sounds like a plan man
>>717627386>A chest that doesnโt look like shitThat's easy: use a wireframe modifier to make an outline of metal that can be layered on top of the chest.
>>717628069remains to be seen if I'll be able to pull it off or not. But I'm going to try.
>>717628748>wireframe modifierfirst time I hermar about that, thanks! I'll write it down to check it out once I get to work on the real chest
>>717628847>hermarhearing*, FUCK is a hermar lmao
whats a good engine for making 3d games for web browsers?
>>717629168unity is the go-to but I have heard good things about babylon.js
>>717626896Was playing galaxy 2 recently and, while the level design is good, it's not as snappy as 64, doing a long jump in 64 feels MUCH better than in galaxy 2
>>717627386I like the UI popup
https://store.steampowered.com/news/app/1111930/view/523098989784990251
Just put out a patch that allows for a bunch of custom user-made content. And also made crippling missiles.
>>717630089ty anon. Found this inside the chest, hope you like it.
>>717627393yeah, gravity rush has a really cool and underrated system. I wanna make a game like that one day, but unfortunately I'm knee deep in my current project and my next game is already planned out for the most part.
Maybe some day... I wish 4chan wasn't such a shit site for real communication and that places like reddit weren't filled with absolute retards or I'd try making a legit studio. Then there's funding and all of that. Current job is a game studio but they only make retarded games so any time I bring up an idea they laugh at me. (small studio, think AA size, we're owned by one of the big names. I wont say who cus it's 4chan and I dont trust you people, sorry. Love ya, but I don't trust you worth shit)
>>717627386Hey bro! Looks good, I like the camera shift to focus on the animation. Funnily enough I imported a chest into blender to replace the ones in my game lol.
>>717630338>allows for a bunch of custom user-made contentgood idea. Was playing Rimworld recently and a healthy modding scene can add a lot of value to a game
>>717631043thanks man! we are always working on the same stuff lmao
>>717626160I will make my loli kusoge and you can't stop me.
Finished the hand energy weapon. Just need to do the shoulder energy weapon and then Iยดll start work on actual enemies other than the test dummies. Might get stuck on tutorial hell for a while though
>>717600670No idea why some folks are shittalking you, but I do like seeing your updates, I dig the artstyle
>>717601363Your progress is also fun to see, Iยดm a bit weirded out by the stills of your main character, not sure why, but those combat clips are cool, the game looks better in motion. Keep the good work, anons
>>717627386This the game with the goblins on a tight bridge? Feels like this could be a N64 rpg
Added a bunch of stuff
More enemy aggression, enemy can roll and defect thrown swords now. Lantern stage as option for survival, basic stuff for brute, spear and miniboss enemy. shield basic moves, etc.
https://dead-imagination.itch.io/reinbo
>>717631621I wanna make things as moddable as possible, but unfortunately Unity is not very friendly towards that. Particularly coming from something as data driven as Bethesda's stuff.
>>717632576Thanks, dudeski. Most losers have nothing better to do while waiting for their mommies to make them chicken tendies so they try to target me for reasons ranging from ad hominem insults andโฆwell that's pretty much it. That isn't to say I am completely infallible, as I like to share some of my more controversial opinions, such as how I think all creeps should be annihilated, how game development threads should not be spammed with useless anime pictures, and how I love brunette and redhead women.
Is it better to ignore these bottom feeders? Absolutely. However, I like to poke fun at them to see them seethe and begin yet another useless crusade that goes nowhere.
>>717633045I ought to try that game again. Last time I played it I had a blast.
>>717633045Artstyle is simplistic but it works, might rework my game eventually to have a style closer to yours but not quite
>>717600249 (OP)https://store.steampowered.com/app/3692670/
got a playtest planned for next week
>>717634631Kill yourself, vermin.
>>717631621I know right? I will probably work on removing the last bit of models i cant use anymore, i had to restore a backup my ai went stupid all of a sudden and I have no clue what I did. It is all normal now. Time to back up again and leave it alone lol.
>>717635926forgot you gay sword dinosaur
>>717636486Forgot your tranime.
spent entirely too long last night and this morning re figuring out Source 2 Hammer for HL: Alyx after touching it for a little after finishing it and then never again until now
Made a quick and dirty port of one of my wallpaper textures by slapping it on top of of an existing texture, also made a new carpet texture
hotspot texturing and tilesets are very cool
>>717636703Good job i can smell the air in there.
>>717634532neat, I want to try it out
where will you be reading the feedback? here?
Working on implementing the Steam Armor (at last). Still need to replace the hands to match with the all black armor.
>>717634525thanks, the artsyle is easy to get stuff done quicker
>>717634532looks really nice
>>717637131gonna set up a google form later and put it in-game
>>717600249 (OP)Any anons on the Doki Birb Game Jam? How's it going?
are we allowed to make coomer games again?
>>717622558seeing kids that liked ninjago is surreal, that shit was cringe when i was 10
>>717642092is this pre-rendered in blender?
how'd you make the model? Vroid + edits? I'm always in awe at the clothing strings.
I've been trying for a few months to animate in UE5 but there is so much lacking, it is easier to prerecord in blender at this stage and just play the video...
>>717643252You can just import the animations in UE5 after making them Blender.
>>717643521i know that, but UE5 doesn't have fluid soft physics bodies and a lot of the really erotic and cool animations simply cannot be migrated from blender to UE.
I made a sliding tile puzzle minigame for my bigger game and now I'm drawing fun images for it instead of working on the actual game.
>>717637485Here is the Steam Armor projecting the eponymous steam. It's definitely painful while on the receiving end.
Still working on my background system i just can't seem to let my autism rest on it
Heres some of my shittily sprited items too
>>717645083https://files.catbox.moe/nadhij.mp4
FUCK i forgot to post the video of my cool hypnosis inducing dynamic background system
>>717618797Try an older RPG Maker, like XP/VX or Ace
Download a pack of projects, check them (which is quite fun in itself), find some you like and work on those.
>>717630338Also going back and redoing space hell's colors to be more appropriate. Originally I envisioned it as more of a hot level instead of the impassable thing it's meant to be now.
I'm making a light gun game
Game project on hold while I learn an arcane mapping tool from the 90s to createa map for System Shock 2 since the remaster just added support for custom missions.
Anything to slack off on actually working on my game...
>>717645868wheres the dick?
What's the best way to do body sliders? Shape keys?
>>717605543Fuck man, really sorry to hear that.
2ed
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>>717600249 (OP)https://vocaroo.com/1cDD41vLmS5X
(main theme)
https://vocaroo.com/1jyc5yyKaNwF
(character theme)
https://voca.ro/13cOpIxpidMM
(Horror theme)
https://voca.ro/1jqSplV45F22
(Battle theme)
https://voca.ro/1mnI0EOZDkoa
(Arctic theme)
>>717647241Mid.
Mid.
Good.
Mid.
Good.
7tg
md5: 5e66462ba9f4d4b8c5a32bc8e2521f02
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>>717645249save the space turtles
Anybody use GLTF in Godot?
What is your workflow for animations?
This is my current node setup. The GLTF is it's own inherited scene with it's own Animation Player that Godot sets up.
I tried having my Base Character have it's own animation player, it just calls GLTF's AnimPlayer to play new anims, and then I can setup Method Calls and Hitbox changes. This completely breaks blending in my Animation Tree though.
If I use GLTF's Animation Player, blending works perfectly in Animation Tree, but now I can't add my own Method Calls or property changes in the AnimPlayer because the GLTF is an inherited scene. I can make it local, but then if I ever make changes to the model it'll completely erase all my additions to GLTF's AnimPlayer.
So, what's the best way to setup a GLTF file?
>>717645664P-cool, make the cylinder rotate when you fire if you can.
>newest chatGPT model is shittier, supposedly to cut down on operating costs
>old models straight up removed
you vibe coded your game completely before this happened, right?
>>717644208I thought something was wrong with the bottom of the eye for a moment
Made a game where you KILL EVERYTHING as a FISH
https://dmcaguy.itch.io/fish
Got the gloves going for the Steam Armor.
Does anyone use visual coding with unity? Playmaker or something?
>>717631024>.. I wish 4chan wasn't such a shit site for real communication and that places like reddit weren't filled with absolute retards or I'd try making a legit studioI do get the first two statements, struggling with the last one. How does your prospective or hypothetical gamedev studio relate to 4chan/reddit being lame?
>>717600249 (OP)when will UE offer me cloth physics at the click of a button?
>>717656994I guess he wants to meet others online with whom to form a team or something?
>>717631024>Then there's funding and all of that.If you work in a gamedev studio you ought to know that government funding is the problem. If you use gibs, they expect propaganda. It's already much easier to get government funding for games than for movies or TV shows. The reason is clear: games as propaganda tool are better than movies, as games are interactive and hold longer. The lack of serious funding is the sole reason for the vast majority of games being unworthy to play. 15000 games per year on steam, 99,9% are crap.
Funding should be granted to good ideas, not to games that propel propaganda or like epic does it, games that elevate the engine. All the games they funded are barely worth to install, yet alone to play.
>>717633915>creeps should be annihilatedYou are the child, it seems. How on earth will you sort them out 100% correctly?
>>717657085That's possible offline, too. The next big city is only so many miles away.
>>717605093Dope. What's this about?
>>717656717I got a PlayMaker based project at work once and it was hell. Guy who made it would copy paste blocks, so when trying to edit how one specific weapon works, I'd need to find all 15 blocks related to it and change the damage/speed/etc value on each of them.
I think it's good for making visual-adjacent features, but you probably want meat and bones of the game coded in, well, code.
>>717656717Game creator 2 and of its expansions. You can thank me later.
I'm trying to make a timeloop story work, but it doesn't work so far. Is there media where time travel and the like works? Don't say back to the future and no need to mention Dr who. Here it seems to work fine. TV shows, old books, games, comics, online short stories, I'll take everything.
>>717658376Time loop stories are hard to do right, I don't think I've ever seen it work without raising some questions. Just have fun with it.
>>717608506What are the pros and cons of classes and jobs?
The way I see it, jobs are the better mechanic, by far. Being an equipable class seems to promise the most flexibility. One could argue that classes bring more flavour, but this can be mitigated imho.
>>717658424I think so, too. Especially after trying so many approaches. No way to explain it scientifically correct, at least not without a team of physcists. My main problem is what could trigger time travel?
>antique or alien machinery>natural or space phenomena>destiny or fate (might be the best bet) >individuals or gods or the like>forbidden items like the box of pandora (kinda a combination of the above)
>>717658564I think a natural but very rare phenomena, with maybe some hints of supernatural going ons, would be your best bet. That way you could have it be a rare and special occurrence which is cool and you don't have to come up with any reasons why people can't just constantly time travel to stop all their problems.
Using BTTF as an example of where the characters can time travel at will, for how beloved the Delorean is, it's established it's kind of a piece of shit car early on in the first movie, it keeps breaking and Dr. Brown outright acknowledges a fifties car could completely shred the thing if they got into a collision (which is accurate I believe, Deloreans were not sturdy). That keeps it from being too overpowered.
>>717658782>keeps it from being too overpowered Otacon, you installed a weakness on purpose into metal gear rex?
.. I.. It's not a weakness, it's a character flaw!
>>717658376One time travel story I like is Kubera One Last God. It's very, very, very long, so you shouldn't read it just for research. It's a linear story, it just gives you a lot of mysteries that get explained by time travel later. E.g. the old whise mentor helps out the young hero to get started, then later the heroes travels back in time and befriends the young mentor.
And the actual time travel is a big enough deal to feel not like a copout. It's an odissey, where the party tries to get back to their timeline, but faces various struggle. They get split up, thrown into different times, meet out-of-sync versions of each other, get visions of the future and in general a lot of stuff happens. The setting makes it work by having both reincarnation and a bunch of immortals, so the cast doesn't bloat.
>>717608506>>717658453>class vs jobI think that is mostly a difference in philosophy and somewhat a Western RPG vs. JRPG thing.
Classes tend to be what you ARE, while Jobs are what you DO. WRPGs tie much more of your identity into a class, making strong, fixed moral or supernatural connections. A paladin is blessed by a god, a Warlock is in a contract with some entity. In WoW, you can't just swap to a Demon Hunter for a bit before going back to Rogue, it involves fusing yourself to a demon. Meanwhile becoming a death knight requires you to die and be resurrected in a specific way.
But while Jobs are a big part of your identity, they are still separate from the core person. The JRPG paladin is merely skilled at holy magic, they are not under any vows or in a personal relationship with a god. So if they swap to a bow for a while they don't become a heretic and get kicked out of their order.
Mechanically that doesn't mean much beyond how easy it is to swap and/or multiclass, it's all in the flavor. Over in D&D, some people are against the very idea of multiclassing even, which shows you how strong the link between class and identity is.
>>717658564One thing I learned making a game with a weird narrative concept is players will accept anything as long as it feels right. You don't need to explain every detail away, especially if it's mechanical. Think about how stupid something the actual concept of Obra Dinn is. It doesn't matter as long as it has a kind of strict logic the player can understand, a specific goal, and is fun.
>>717658564No one cares about this if the game's good and makes sense in terms of internal logic
unless it's relevant to your plot don't explain
>>717643747There are a few ways to get soft bodies in UE5. It's just tricky to do it fully without big performance impact which is why many go with only animation based.
>>717600249 (OP)practicing concept art
will probably begin sculpting it a bit later today
>>717658376Chrono ark has an excellent time loop story
>>717661497Is that Elon Musk
>>717600568luv' me reptiles
simple as
>>717658564>one time thing at the start of the storyDon't explain, unless the goal is to recreate that one time thing and it heavily influences the protagonists decisions and goals.
>one time thin in the middle of the storyBetter have a fucking good explanation, time travel in the middle is a massive deus ex machina if it's a get out of jail free card because you wrote yourself into a corner.
>recurring but elusive thingStick to magic only available at certain times/star constellations or some shit like that to keep it rare and prevent abusing it.
>very common thingThe paradigm shift from having time travel available as a catch all solution, and how that would affect the world, is so massive you can't write it believably as physics and storytelling get raped hard and repeatedly, so don't do it.
>>717662153nah
but I can see why you see a resemblance in that
im drawing from memory
working on a hopefully simple railshooter inspired by time crisis
https://www.youtube.com/watch?v=rsThriPJmFI
>>717600249 (OP)Why is cocos2dx still on this image? The engine is dead and has been for 6 years.
>>717659675Isn't there some way to learn more without having to read all of fit? Problem with relatively unknown manga is that there's little to none secondary content.
>>717659675>Classes tend to be what you ARE, while Jobs are what you DOWhat if there's a way to combine these? A job would be more than a subclass but less than a class. A 3x3 system could go a very long way.
>>7176622591)
Like the reapers in ME show up and shit hits the fan - > game starts
2)
Like in jojo3, where the protag suddenly has the same powers. Use methods like foreshadowing aso and deliver a fitting explanation, possibly hidden in plain sight
3)
Just at the right time and place
4)
That's true. Will cause cognitive dissonance. See, I got ill as a child and can't walk, despite every other supermarket sells reviving items for cheap. For some strange reason, no one can help me, it's so sad. Yes, the guy that got half eaten and decapitated was saved one week later, lucky guy. There's just no hope for me.
>>717662694There's a tvtropes I guess? Youtube and co. got nothing I'm afraid.
>>717662730Oh, I'm sure there's many things you could do. Lots of games have some mix of fixed power and variable power, even it's something as simple as swapping from the fire sword to the ice sword.
You want one system to be neutral and the other one to provide the flavour(or invest a lot into making ever flavor combination make sense). So warrir as a class, which you can combine with holy, or dark, or arcane, etc.
The secondary system can be what you decide. An element, the god you server, the race, the birth sign, whatever.
It's actually one of those classic RPG design problems where you want to give characters an identity, but keep them flexible for gameplay.
That problem had me rework my class system multiple times trying to find an acceptable compromise. In the end I ended somewhere between Pokemon and Golden Sun: Each characters has a base class and that class gets upgraded through the spirits you collect in the world. So you start with the Mercenary and can upgrade to the Paladin for magic damage, the General for buffs or the Barbarian for pure offense. If you want to swap between the three, just switch out your equipped spirits.
>>717663916>Each characters has a base class and that class gets upgraded through the spirits you collect in the worldSome form of equipable subclass then? Class sets the tone and the power ups you find customize the tone? I should use that approach, first use words to describe what I want to achieve and then try to get it fart.
>>717664478>try to get it fit (the description) *
demo is taking a while to be approved. next couple of months are mostly going to be comfy writing sessions.
>>717654208turn this into a full game and release it on steam
>>717654208>that's 66% more bullet, per bullet!
>>717649673I do, kinda have no choise in Godot. After import I make sure sure I can edit everything, non of this inerrant yellow bullishit. If you cant edit them you can make them unique in animation settings. Then you go from there. Its pain in the ass I guess but thats how I do it, if that helps.
>>717600249 (OP)Been quite productive lately considering I almost shafted the whole project because I couldn't make a torch work and refused to use obvious solution... Well at least I did this, small deer follow the big one, and if you kill the big one small one will still follow, unless you butcher the big one...:)
>>717649673>but now I can't add my own Method Calls or property changes in the AnimPlayer because the GLTF is an inherited scenecan't you click on that "go to scene" button in the PunchingBag node and edit from there?
>>717662350Tunnel Snakes rule
>>717669123heh
anyway the concept design has a readable silhouette now
gonna jump into some quick 3D blocking and sculpting
Good thread boys. I got too fucked up and passed out. I had to roll back some functions i did, game still cooking after 7 hours.
Ugh I hate animating insects
Ahem,
Monsters raping boys, post your work. Now!
>>717671065Hey anon long-time no see! I still remember the blue mushroom lol. Looking good!
Honestly it doesn't look bad, maybe make the wings move faster that would my only tweak.
>>717671065you should make the wings flap a bit faster otherwise it looks solid
>>717658376some redditor made this
>>717671248>>717671721Thanks anons I appreciate it
It's true about the wings, I was thinking I'd change how they're animated entirely. Right now they're part of the same animation as the movement, I just copy+pasted the wing motion throughout the rest of the animation. I'll separate them into their own animation I think, then it'll be much easier to edit later. For now it's more a proof of concept.
The real hard part will be the flying logic, haven't touched anything like that before.
>>717671784Ah shit, here go again (and again, and again, and again)
>stuck in timeloop
>>717662230You're in luck then.
>>717644208what's the bigger game like?
>>717658376Grim Grimoire
Fuga: Melodies of Steel (game mechanic in 1 and 2, plot point in 3)
Ghost Trick
Chrono Trigger
>>717658564>My main problem is what could trigger time travel?Whatever best ties into the story. If the story is about an ancient civilization, then make it ancient civilization technology. If the story is about gods, then make it gods. etc.
>>717672319It's going to be a tactics-lite RPG with monster collection mechanics. You're an evil acolyte and you go around enslaving everyone to build up an army for your master. "Everyone" includes girls and you'll get buffs for sleeping with them between dungeon runs. I barely just started developing it so I don't have anything solid to show for it yet. I've been planning this game for years while working on my others so it's not like I'm starting from zero. It should be a fun time!
>>717664478It's mostly the system from Golden Sun, you can look at it for reference.
The TL;DR is that you have a powerful resource/skills, but using it makes you fall down to lower tier classes for a few turns, which hurts your stats and makes you loose access to skills. It could even completely change your character by falling from a high-tier fighter class to a low-tier support class. If you want to make a system like that it's important to have enough of those special skills that people want to find and use them.
>>717672134Based dragon. Keep it up bro
>>717671861Either way I look forward to more of your progress!
Thinking about making a KH clone, more so CoM, thinking about how to make the gameplay loop fun.
>>717671784>Edge of Tomorrow>Run Lola, Run>S-tierS-tier rage bait, alright
>>717600249 (OP)any anons want to give some advice on how to get started?
>Programs to start with>an ideal list of things you should focus on, in order.>Any other advice?
>>717677049>programs to start withpick any of the common engines
unity, unreal, godot, whatever
krita for 2D art, Aseprite for pixel art, Blender for 3D, start with that for visuals
either pirate FL Studio, use Reaper without paying, or download Sunvox for music making, or just get royalty free stuff instead
>an ideal list of things you should focus on, in order.Learn to use your engine, do some basic tutorials then jump into recreating simple old games, start with Pong, try to make it from start to finish.
>>717677049>Programs to start withGodot, Trenchbroom and Blender
>list of things you should focus onhave a clear idea of the game you want to make
make sure you are willing to spend months working on that idea
>Any other advice?no, just make sure you are having fun while working on it or you'll drop it in no time
>>717677049>>Any other advice?Don't procrastinate or ritualize your shit or you'll end up like me
>>717621823. If you have the same condition like me then it's over before it even started.
JUST WORK
>>717600249 (OP)1. How do shapekeys work with exported/baked animations?
2. Part of me wants to do these overly involved animations with lots of "juice", but then I worry that they won't work very well for some of the procedural animation effects I want to do.
Also, how do you even animate something you know you'll be procedurally animating part of in engine. Like, if a character needs to turn their head to look at the player, do you just.... not animate the head, for the most part, and just drive everything in engine?
>>717677049depends on what kind of project and scope youre going for and what kind of skills you possess
start with something relatively manageable and friendly if youre new
best advice is just to have fun and experiment
the guy who made the fish game
>>717654208 is something you definitely can accomplish
file
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>>717677860>if a character needs to turn their head to look at the player, do you just.... not animate the head, for the most part, and just drive everything in engine?Yup. In the Modeling program, just make sure your bones are all setup, and that it can rotate smoothly.
In Unity, you can create a script per bone. So just make a script for the head bone, have it rotate to look at something, then create constraints so it doesn't go exorcism mode.
In Godot, you can make a script on the Skeleton3D node and then edit all the bones from there. But there's also a node dedicated for having bones look at something.
>>717649673lolyou found the most classic godot problem that juan refuses to fix
there is NO way around this
either your model is permanent or you cant use function calls
i seriously dont understand why this design is tolerated by the community, its absolutely insane
>>717679017what about switching from a premade animation to procedural, like for example imagine a character has a gun and is running, but then starts aiming while running
the normal running animation has arm motion, of course, but then how does it start ignoring that motion only on the arms when the aiming script needs to take over?
Dark
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>>717658376>Primer Low budget movie but closer to a scientific time travel.
>Dark German TV series about time travel including some of the messed up things that could happen like the daughter is her own grandmother and such.
>>717649673I open the .gltf as new inherited scene, copy all the stuff and paste it on my player scene. After saving I'm able to whatever I want with the node and it's animations. Is it good and seamless? No, but I don't care, it's good enough for me and it's fast enough to not feel like I'm wasting a ton of time.
>>717673229Using skills changes your class eventually?
>>717679248dope skill tree
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>>717679172That requires blending.
You'd create two animations. A pure running animation, and an aiming animation.
When you're just running, play only the running animation.
When you need to aim, you blend, the lower body uses the run animation, the upper body uses the aim animation.
You shouldn't need much code for this, every single engine, even shitty Godot, has this kind of blending setup in design mode.
>>717678757There's a few more you should get:
>gitVersion control is mandatory for any larger project. Get at least one USB stick to which you push your project regularly.
>IDEVSCodium, Jetbrains or a modded Vim by choice. There will be times when you write code outside of your engine, either to be free of distractions or because you're making some utility script that glues some of those other programs together.
>libre officeYou will need spreadsheets for designing items, planing mechanics on the fly and a thousand other things.
>InkscapeIf you want scaleable icons or a custom font.
>>717679370A specific type of skills, yes. In GS, each Djinn has an element and your class is decided by your element score. E.g. 2 Earth gives you the squire class. 4 Earth is the same but stronger, but 2 Earth 2 Water is the Paladin class with some healing abilities.
In combat you can use the Djinn's skill, which puts them in a Standby state. That makes you loose the element score of that Djinn, which can change your class. You can then either manually reactivate the Djinn, or you use a Summon. Summons consume multiple Djinns from your whole party for very powerful effects. Used this way, Djinns are put in a Recovery state and come back over time.
So you've got this risk/reward calculation of getting very powerful abilities, but getting weaker overall and loosing your common abilities for a while. The most relevant case is loosing your party wide heal which can make it difficult to keep up with enemies.
I use the same system just with a few fixes, like nerfing Summon spam strategies or removing permanently missable stuff.
>>717677049If you want to use either Godot or Unity, I highly recommend pirating this book and going through it over few weeks.
It's a very well written, gamified guide to learning majority of stuff related to C#, which is what those two engines use.
https://csharpplayersguide.com
>>717649673This is why I gave up on trying to use godot for 3d. You can get things working eventually but making changes is a pain the ass.
>>717679101b-but you can just reprogram it yourself because it's open source... this is why i love open source projects, they might suck ass but you can spend all your time turning them into something good if you spend hundreds of hours on them...
>>717671784>The Girl Who Leapt Through Time = B>Random Indian movie with dancing = AInto the bin it goes.
>>717654208by the way
i love the shotgun sling effect
made me lol
>>717680445>Inkscape>If you want scaleable icons or a custom font.by the way theres plenty of online vector tools on the web already to make some quick and dirty vector work
they pretty powerful on their own even as that
done it a couple of times already
>>717679248>German TV series about time travel including some of the messed up things that could happen like the daughter is her own grandmother and such.Ick, germon. How bad is it?
>primerIs it worth watching?
>>717680878That is the problem then huh? Someone has to fork the source, but as I type it i agree.
>>717680445Djinns aren't like espers, are they? Are they limited? Like use 5x summon djinni and kiss your djinni good bye?
>>717680645>>717680445This is good. Really good.
My mindset is to make a game that I'd want to play. I don't have aspirations to be the next Notch or something like that.
Bored with games lately, why not make one.
This thread has already been very helpful.
>>717644448The reason why I like your style is with the amount of lore you have added to your game and essentially the world, you can literally pick a small part of history and make a game around it too. No need to worry about theb story when you can pull from your lore archive easily.
But I still wish you made a side game with the cartoon arstyle. The one where he is smoking a cigar is cool.
>>717679989in this instance the aim animation would just be the legs running, right? Like, I'd take the normal running animation and just delete the upper body tracks?
>>717682916Notch didn't make a game, he made Minecraft. That's not a videogame. He can't produce video games. Software, sure, but not games.
What's your game about?
>>717683418He made a tism friendly version of unity bp editor lol
>>717600249 (OP)The difficulty in Srpg and 4 niggas in a row is dependent on action economy.
Is there a way to mitigate it? Making power ups and resources scarce is one way or rather are multiple ways, what else?
I'm saying if there are 5 enemies, it's best that all units attack one enemy and this reduces the action economy of the team. That will lead to samey battles.
Pillars of eternity did it with engagement mechanic, but this sucks.
>>717683317Your aim animation would just be aiming while standing still.
You're not 'deleting' anything. You're just mixing two different animations. Most engines allow you to choose which bones play which animations. So you say "Hips down, play the run animation. Torso up, play the aim animation."
>>717684171>this will lead to samey battlesthen you need to make the remaining four enemies do something unique in every fight
Dark1
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>>717682621>Ick, germon. How bad is it?Has all the incest mess-ups you would expect from time travel.
Plot with a bit more effort put into it than your average show. Only the last season is a bit weaker when they try to top it with another level but ending is good again.
>Is it worth watching?If you like a more realistic time travel setting which doesn't explain much and might need a rewatch to understand.
>>717600670is that fireblu?
>>717682715Djinn are kinda like pokemon, if there were only static encounters. Each Djinn is unique, you can find them once in the world and add them to your characters, but you can swap freely which character has them. This isn't a very hard game so you can beat it without all Djinn, but you will feel like you're missing out. The game forces you to equally distribute Djinn among all characters, so if you happen to miss one element your classes get all messed up.
Personally this is where I make the biggest change from Golden Sun, because my "Djinn" allow for duplicates between characters, and there is a different system that prevents you from loading up all on one character.
You can use the same Djinn over and over again by just going through the Active -> Standby -> Recovery cycle.
>>717684171Personally I'm using Action Points to have more granularity, that helps a bit. I also use the exhaustion mechanic from Dragon's Dogma, which forces players to hit a certain efficiency threshold or they'll get left behind.
If you want to get around rushing down enemies being the optimal strategy, you'll need to add extra mechanics around death. Enemies that revive each other, explode on death, get angry and change their behavior, etc.
Or you can give the players something that cares about enemies being alive. E.g. some AoE skill that gives you resources for each enemies it, like a health drain.
He moves left and right pretty smoothly thanks to a lookup table (had help with that). Now I'm just trying to get Aykut (pronounced EYE-koot) to jump here. Sorry to ask for help on something so basic. A problem I'm running into a lot is a caution signal that something in the step event isn't also in the create event. Do you just copypaste code over for it to work properly, or? It runs, it just doesn't recognize the input I made so he can't jump.
>>717645134I'd kill to have you work in my game. I love your style
>>717685635If you're copying and pasting your code, you're doing something wrong.
You could make jump a function so you only need to write once and can call it wherever. But I also gotta ask, why do you have Jump in create? Is it really that necessary to have jumping on the very first frame it's created?
>>717685635Wish I could help but I'm not too familiar with GameMaker.
You can use "show_debug_message" to write out some text in console. That way you can write something like
>if jumpkeypressed { show_debug_message("jump key works")>if place_meeting() { show_debug_message("place meeting works")to check which of the two is failing
For copypasting code, you might be able to extract certain things to be global variables from what I remember.
>>717685635>Do you just copypaste code over for it to work properly, or?ever heard of the DRY pricinple?
>>717683171Trust the plan, dudeski. Here's a breakdown of it all:
>1. Release the first part of The Frydarian Tale>2. Create an animated short series that is billed as an abridged version of the story depicted in The Frydarian Tale while working on the second part (to incentivize people to buy the game to experience the true story and not the absurd, Munchausen-like version our little Dragon fabricated)>3. Produce merchandise based on Fygoon and his friends (t-shirts, stuffed toys, action figures, magnets, soundtrack albums, candy bars with collectible cards, etc.)>4. Use the sale of merchandise and games to finish the second part of The Frydarian Tale, combine the two parts into a single game and sell it for double the price (owners of the first game receive it as a free update)>5. Continue the short series based on the abridged story of the second part>6. Get more money from merchandising and game sales to finish The Frydarian Tale's final part and release it as The Frydarian Tale: The Reign, Exile, and Conquest of Joseph Fygoon (now the price is triple the original since it combines all three parts into a single, cohesive experience but early adopters receive each new part as an update)>7. Finish the animated series based on the final part of the game>8. Create follow-up games concerning elements like where the Botnets originated, why the Saberwolves immigrated to Frydar Island, a prequel based on the Dragon-Elvarian War, and ultimately concluding with such a bombastic end that the Fygooniverse as we know it can never recover>9. Meanwhile, create games based on the absurdist version of the stories that were made up by Fygoon himself in the animated series, including a Zelda II/Link: The Faces of Evil clone, a puzzle game, and whatever crossover ideas I come up with in the future>10. Find a way to get a deal with Universal Studios to make a film so I can replace all the stupid ass Harry Potter rides with superior rides based on the Fygooniverse
>>717686693I don't know man, I just started learning coding so it's a mess. I'd have no problem starting over, which I most likely will, but save the lookup table stuff for movement.
>>717687068Not at all, I have zero coding experience.
Hey bros,
I posted this on the other thread last night, but I'll post it here too.
I got 20 levels done for the puzzle mode, everything seems to be working fine now, bugs fixed, etc. Now I'll focus on the story mode again so I'll be drawing more backgrounds soon.
Keep at it lads.
>>717687272As a beginner don't worry too much about code reuse. Getting things to work is more productive than spending an hour figuring out how to not repeat the code. You at least know that it's bad, and it's even better if it bites you in the ass eventually.
Basically, for a small game, you can have the shittiest codebase possible and it doesn't matter. Finish it, then worry about cleaning it up.
>>717684171Aoe, typed damage, divinity original sin 2 style armor/magic armor (many debuffs only apply to enemies with no armor of the proper type and enemies have lopsided armor values), limited range attacks, enemy engines (bonus value from secondary interactions, like an attack shredding fire resist and another attack that does fire damage) + player disruption tools for those engines. Enemy reinforcements that refill empty board slots (so killing an enemy quickly to create a pure numbers advantage is less powerful(
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>>717687272DRY is "Don't Repeat Yourself", once more, if you're copying and pasting code, you're doing something wrong.
Can I see your overall object? It looks like you're setting up variables in Create, but you can setup object variables in the object editor, then proceed to edit these variables for the entire object.
The create function is for the very first frame creation. It should be where you set things up like "Change sprite color if on a certain team" or something like that.
The Step function runs every single frame. That's where you put gameplay logic such as movement and jumping.
>>717687272>Not at all, I have zero coding experience.its an approach to reducing code redundancy
if you intend to reuse some kind of logic multiple times over in your game
then you should just create a single data structure that contains that specific logic so you can call it and reuse multiple times from one location instead of resorting to copy-pasting the same lines over and over in various places
it makes for more organized code structure readability and debugging for your own sake
>>717687105nta, but you should work on an open-world roguelike or a sandbox game. Those genres are great to dump a fuckton of lore into them.
>>717687554>As a beginner don't worry too much about code reuse. Getting things to work is more productive than spending an hour figuring out how to not repeat the code. this anon makes a fair point though
just make it work now
think about cleaning up your code later or save that kind of thinking for another project when you feel more comfortable
>>717687908The second part is already planned to be more open, featuring three Macguffins (the Realm Gems of Air, Land, and Sea) that can be secured at any point on a new location; the third part will be even more open since it takes place on Frydar Island which is even larger. The first part is linear just so I can have something out there and a basis I can work off of.
I've considered a multiplayer-based game idea since Dragons like the Emerald Varanusaur have what I call "chameleon wings" (wings that change color based on their attire), but even I need to ground myself to reality sometimes.
>>717687832Sure, man. And I at least knew about the step event's main function, but I didn't know I could make object variables in the editor. Here's my guy. Variable definitions is currently empty.
PSA: I vibe code. You should too.
I don't know anything about programming, and yet I'm already outperforming literal senior devs who have been working in this field for decades.
I'm currently working on an online multiplayer extraction shooter. Just me. Solo dev. I can write THOUSANDS of lines of code every single day. Commented, well structured.
This is the future of game dev; ideas and creativity. Not expensive college degrees, elitist gatekeepers, and endless board meetings.
If you haven't already, just TAKE THE LEAP.
>>717688984>PSA: I vibe code. You should too.didnt know the tea app ceo posted on /v/
>>717688984made me kek, ty
almost done with the chest opening
>>717690530Lookin' fantastic!
>>717691213thanks fyman! I'm looking into adding a mesh inside it to improve the 3D effect, will report once it's ready. Goal for today was getting this shit done so I'm quite happy, it's lookign to be a productive weekend.
>>717691527As long as you achieved your goals, that's all that matters. Anything else you can achieve today will just mean you went above and beyond.
Your steadfastness is admirable.
Are furry games still hip?
>>717647241>arctic theme>bright bells and white noise for windevery time, not that it sounds inherently bad or anything. i do be in a bilzzard though.
>>717687491Here I thought you already released your game. Looks like a demo?
>>717692347yes but peets are banned now
I used AI voice in my game (due to budget issue). Now this will make /v/ very angry.
>>717693346people kept putting them in their mouths so it's a choking hazard
>>717685635>>717688924I'm sorry, I went on a tangent trying to clean up your code. I didn't even realize you were asking why your character wasn't jumping. I'm really sorry for that.
For starters, if you haven't learned about breakpoints and the debugger, learn it. It's a god send for fixing bugs. You can pause the code while it's running and check what the variables currently are.
https://manual.gamemaker.io/monthly/en/IDE_Tools/The_Debugger.htm
Throw a breakpoint at line 45 and see when it triggers (click slightly to the left of the number 45 to make a red dot, that's a breakpoint).
For your jump conditional, I think your "jumpKeyPressed" is fine, you check the keyboard at the top of the function, it should equal true when you hold down D.
I think your "place_meeting" is also fine if obj_s1 is the ground.
But I'm wondering, are you doing anything with yspd? I think you're just setting a variable and doing nothing with it, unless there's code I'm not seeing.
Game Maker has a built in variable called vspeed, were you trying to call that?
not sure which one will look better
>>717693983Top is best because the bottom one's glow makes it look like the dude's hand is clipping through. Speaking of which, does he have a name?
>>717694026>>717694128thanks frens, I've done it like in top but with a bit less of fading
>does he have a name?not yet! I more or less know what I want to do with the story and have some characters planned, but I'm quite bad with names so one has a name yet.
I wish I had the money to make a Deus Ex-like set during the Cold War.
>>717694294>I'm quite bad with names so one has a name yet.Same. I exhausted all of my creative skills on the surname "Fygoon" and chose "Joey" as a name because it was both the most common name I could think of yet I never knew anyone with the name.
>>717693931I was following a Youtube tutorial with the yspd thing. But yeah, I'll look more at this debugger thing. Thanks, man.
>>717680645>>717682916desu just buy a hard copy of the book
You can put it near your toilet or couch or whatever; you're way more likely to actually read the fucking thing
>>717695713>I wish I had the money to make a Deus Ex-likeI know what you mean. That's my dream but I'm flat broke and I doubt a team of strangers would just do what I tell them to.
>set during the Cold WarHmmm, that could have potential. You wouldn't really have augmentations though unless you did something with alternate histories.
Fuck it, my next game will be set on an island.
I hate invisible walls.
https://litter.catbox.moe/pq8quie7j861jttj.webm
Trying out a new type of puzzle. Hopefully others are able to figure it out. The idea is that the clue has some sort of twist hidden in it, which then needs to be applied to the words in the word bank, in order to create a phrase that makes sense.
>>717696663>Hmmm, that could have potential. You wouldn't really have augmentations though unless you did something with alternate historiesI don't care much for augmentations, the more interesting aspect of Deus Ex for me were the open-ended levels, systemic gameplay and social RPG elements.
>>717696752>Next gameYou don't even have a game.
>>717696863I think the augmentations add a good sense of progression, a good incentive to explore levels thoroughly and add an additional layer of interesting choices, although if you could replace them with something else that could also work. Better and more skills or something.
>>717696752>islandAnd...what will happen on that island anon?
>>717695854glad to know I'm not the only one lol
>>717696835>16:9>full width text-boxI'd reduce the width of the text-box. Will make reading it more comfortable.
>>717697076You can just simply rename "augmentations" to "skills" and have the same effect, without having to come up with retarded sci-fi nonsense that would just defeat the purpose of a Cold War setting.
>>717684926Maybe I wasn't as clear as I thought. In pretty much any srpg, be it fft, ffta, to or fe, the battles will be similiar to identical. That's anything but not fun.
Your point that enemies should vary is critical. In the end they will try to get the hp of the player's team to zero. Sure, varying roles among enemy units help with diversity. Maybe random reinforcements on enemy territory? Could spice things up.
Ffta had judges. Cool concept, horrible execution. Esp when you start ignoring the red card info and you one shot enemies as ninja paladin, but the red card says one hit kills with dual swords is forbidden, and you loose the game and 2h worth of progress.
>>717697304No that's true, the skills in DX were a bit unbalanced and funky and you could easily combine the running aug and swimming skill into one general athleticism skill for example. You would need to add some kind of additional collectibles like extra ammo types or unique weapons.
I do like the idea of being a superspy in a realistic Cold War setting. If I could help out with that idea somehow I would.
>>717685045>they try to top it with another level but ending is good again.Everytime...
I recently watched an Arab horror show on Netflix. It was so cheesy that it was somehow very good. Still cheaply made. AFAIK was #1 in all Arab countries.
>>717697284You will slay skeletons and dragons with your fairy companion who just happens to look like a little girl for lore reasons.
>>717687105This happens when exactly? You are working for 10 years in this. Not saying you suck or anything, just asking.
>>717697289>I'd reduce the width of the text-box.That might be a good idea, although since the game's base resolution is only 320ร180, it'd significantly reduce the amount of text that can fit on the screen. I'll play around with it and see what happens. Thank you.
>>717697518Dofus does it better, similar restrictions exist but are optional, and reward more exp and loot when respected, rather than penalizing for failing them.
>>717697803That is an objectively better approach
>>717697557>No that's true, the skills in DX were a bit unbalanced and funky and you could easily combine the running aug and swimming skill into one general athleticism skill for example. You would need to add some kind of additional collectibles like extra ammo types or unique weapons.I mean, I already made that kind of game but with a different setting, which was more combat stealth oriented. What I'm more thinking about is more "social stealth" type thing, where you have to avoid people who might recognise you as a spy, constant dialogue progess checks (picking the right option to make sure you're not sniffed out) and the combat being more of an afterthought/nuclear option.
>I do like the idea of being a superspy in a realistic Cold War setting. If I could help out with that idea somehow I would.If there's one thing I'm absolutely hopeless at, it's code. I don't understand it, and quite frankly I don't want to either. I'd rather outsource it to someone who does.
>>717697993You can have a look through some of them. Unfortunately this doesn't list the numbers, where something like "don't die" has obviously smaller reward than "don't take any damage", but it gives an idea of what you can do.
https://dofuswiki.fandom.com/wiki/Fighting_Challenge
>wrote fics and parodies for a number of years
>lately try to make my own game
>start writing story
>immediately get one shotted with choice paralysis from everything in terms of characters to world to critical event
I'm honestly surprised at this, i didn't think writing OC would be that different.
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thanks again to whoever suggested to make the chest details with a wireframe modifier.
>>717697793nice! hope it turns out well. I'd really recommend going for it, specially if your game is text heavy.
I have no idea how to go forward and have been doing very small progress so went back and expanded on the first introductory scene
>>717697778I can't really say I worked for a decade on this game, specifically. The concepts of Joey Fygoon, Frydar Island, and the like certainly originated a decade ago, but they were unrefined (see the timeline) and the Fygooniverse functioned more as a Wonderland-like hellscape. Between 2015 and 2022, I had wanted to make a Joey Fygoon game based on the original version of the Fygooniverse but it was to be a 2D platform game with Kirby's Adventure-like sword mechanics; ultimately, it never went anywhere beyond concept drawings. When I aged, so too did Fygoon and his world, and with it came a more mature design and a more grounded world that would have been suitable for a book, since I had initially wanted to make a book based on the more mature story of Fygoon before I revisited the idea of making it a game. Ultimately, I found my writing skills, especially with describing environments, to be lacking, so I made a game instead in 2022, beginning not with the part you see, but the second part; I was prototyping how an open world system could work before it evolved. It was in August of 2023 that I revealed the game to the internet when, by chance, I saw a gamedev thread on /v/; what began as a shitpost evolved into an opportunity for me to fulfill a dream I had set aside. All in all, I've worked for about two years on this project.
Anyway, as soon as I release the first part of my game, I'll begin a great push to get it out everywhere for the next five years; if you think my posting is bad now, you have no idea. With the money I receive, I'll first grab a Steam page to widen the download pool, then use the rest of the money to fund the animated series, advertisements, and merchandising to get it out there more, with the series coming later once I have procured enough money to hire a freelance animator. Speaking of which, would you guys happen to know how to get ahold of an animator, especially one who knows a thing or two about Soviet-era animation techniques?
>>717698332It was me, dude. I will always stand by my wireframes because they can be used for a variety of details ranging from lantern poles to vector projection lines.
>>717698273Sweet spoonfeeding, thx!
Maybe some form of last stand for the loosing enemy team? Like a near death team gets ridiculous boni as they fight for their lives? Not related to fighting challenges, just brainstorming.
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>>717699229>It was me, dudeI kneel
>>717687105I like the cut of your jib fygoon, I'll have to read up on your lore so I can make a reference to it in a quest if you don't mind
>>717699702No need to kneel. Stand tall and proud.
>>717699871Knock yourself out, but I recommend you use my legally distinct counterpart: Rolo Kainnandork.
Sure, guessing you keep the lore on the website. I got to the cave in your demo and got killed by a water dragon but that is all I know right now.
>>717699871Better webm, I don't like that I screwed the right hand rotation offset in the keyframe
>>717697614>It was so cheesy that it was somehow very good.What's the name?
>>717682621>Ick, germon.Can always go with dubbed.
https://youtu.be/mloCBq4tftQ
>>717699573Could do something, like a resource to spend on stronger skills.
is there any game engine that lets you edit nodes or your script logic while the game is running? like you wanna modify the behavior of AI and you wanna dial in some parameters such as run speed, gravity, friction, or w/e, can those be done in runtime? same with shaders, like is there a way to hot swap different materials or textures on a character while stuff is running so you don't have to rebuild each time. rapid prototyping like that would be nice.
>>717701527I believe Godot introduced that in 4.4
What's a reasonable polycount for character models if I'm trying to target 4k 120fps on a console?
>>717701527Unity kind of does it, but it doesn't save the changes you make while the game is running. So once you close the game you have to change all the values again. Works decently for testing small stuff
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>>717701527Are you talking about in the editor itself? That's pretty much every engine. Godot, UE, Unity, if you expose the variables, you can change them while playtesting to find the perfect values.
Shader parameters are also a thing, you can make textures a param and just change it either in the editor or through code.
>>717702032Maybe that's how it used to work but modern Unity just fucking slogs when I try to do that. It's just a never ending loop of "Domain Reloading" bullshit.
>>717701771>.webmquite impressive for an indie solo dev!
>>717600249 (OP)I am trying to learn unreal engine, is it worth it learning by documentation? I was reading the documentation and it talked about color picker, and the keywords (classes, blueprints, objects, actors). What should I do? I feel like there's no direction to go...
>>717701771Not a bad start.
Obviously you're just one person, but you can't get away with those animations, though I'll assume they're WIP.
>>717702049oh really? you can just expose every variable and dial it in while running the game? damn i thought you had to rebuild it after changing a value otherwise it just sticks with the initial value.
>>717701771The other anons are hugboxxing you. Your animations are completely broken. You're at least a year away from having something shippable.
>>717702098What this guy said
>>717702049When you edit the C# scripts directly you get the Domain Reloading, but if you edit the values from the editor it works well. That does make it kind of limited though
Making this GBC Zelda inspired game called Luminary Saga, currently working on the sprites and engine/
>>717702598The Link sprite to the left is used for reference, right now I'm just experimenting with style
>>717702594To add to that, you can actually mess with Unity settings and change when domain reload gets called. You can straight up disable it, but it requires you to then manually reset specific values, and force refresh when changing code. But it sped up time it takes to launch play mode by a lot.
>>717701771Polycount is not really a good measurement anymore. Modern GPUs can handle over 20 million triangles at 250fps, even a 1060 can handle a couple million.
Cheap, low, draw calls is what you want. Try to get < 2000 calls a frame, and keep your materials and shaders lightweight so a single draw call is lightning fast.
>>717702598I like the sprites. I don't like that face.
>>717703260Yeah, been trying to make a face that works, any advice for improvements?
>>717703296no advice man, I can't draw for shit lol. Best of luck, keep at it and I'm sure you'll end up with something nice.
>>717701771Avoid overdraw and you can get away with a lot of polygons.
https://www.youtube.com/watch?v=GC_jLsxZ7nw
>>717703296The eyes don't look aligned. The left eye looks to be a little too far to the top left.
The outline looks really rough, like a pencil scribbling.
>>717703296Your best bet would be to study the pixel art of other GBC games like Star Ocean: Blue Sphere, Lufia the Legend Returns, Survival Kids, and the Grandia games.
>>717701106>What's the name?Paranormal, stories are decent. Characters are wonky and whimsical. I liked it.
>>717699015Well, I'd say keep us posted, but you are basically the nr 1 poster of the Internet, so that's that.
>>717660547That's true. The game is not only for others, but also for me. If possible, I'd like a good story. It's as you say, internalogic is already very good and beats almost all stories.
>>717659679Obra dinn is a good example.
>>717600249 (OP)Fiddling around with turning random jpegs into skyboxes. I'm discovering that unless you raise up the horizon line really high, it looks like you are on top of Mount Everest and there isn't a straightforward way to fix this in Unity. It's a process of trial and error.
>>717704185>the nr 1 poster of the InternetDo wut?
>>717703691Well it was a rough sketch, but yeah just decided to scrap it and try again and do maybe a more interesting perspective?
When does a game go from a game to Dark Souls?
>>717706183dunno, maybego back to agdg and ask there
Hey all darksoulsbro here. I really dont like my sterile ui, should I swap for icons instead or words and match the color pallette?
PLEASE, CAN SOMEONE TELL ME HOW TO LEARN UNREAL ENGINE?
>>717706183I'M GAINING SEN
>>717706364Don't show anything that isn't equipment related or context sensitive. I won't need to be reminded that dpad-up is inventory after having played for an hour.
>>717706609>Download Epic's FPS template>Study it for the next week
>>717707075>>Download Epic's FPS template>>Study it for the next weekI don't want to create FPS games. I already know how to code. I wanted a faster method. I tried reading the documentation, but don't know where to start, I read about "Unreal Engine Terminology" which is very easy to understand as I already know how to code, but don't know where to go from here.
>>717707191What is there really to learn? Think of something you want to make, then try making it
>>717707191>I don't want to create FPS games.Then why are you using Unreal? It's an FPS engine.
>>717706817Thank you, this is exactly the feedback I need.
iu[1]
md5: b8a030e0ff5eac3999fa7adb77469584
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October is coming up and I want to get my spoop on but I can't decide if I want a werewolf or a vampire character.
>>717707441Look up the board game Key to the Kingdom and go through the monster cards. Im sure there is a monster in there that will suit your needs.
>>717692347Not for me. but if you get into making a furry game, you'll likely making fuck loads of money.
>>717707408Glad to help! I try to have only the UI elements that are really important. A lot of information cam be daunting to someone who just started playing the game.
>>717707330the flag ship titles (fortnite and what's left of the Gears franchise) are third person. bit anachronistic to still think it's for FPS.
>>717703553Alright, does this one look better?
>>717708267The eyes are much better. Just clean up the outlines and get better curves.
>>717708267Waaaayyyyy better
>>717708267miles better man, good job!
>>717707957Very true bro!
>>717708267Good job anon! I know took a while to do im sure of it, but I kindly suggest moving the left eye slightly more towards the nose and it will be perfect.
>>717706609>>717707191>CAN SOMEONE TELL ME HOW TO LEARN>I wanted a faster methodyeah nah, fuck you saar go join your lazy nigger jeet kind in an ocean of feces
>>717707330>Then why are you using Unreal? It's an FPS engine.Really? I wanted to create an RPG styled game. Which engine should I use?
>>717710009>yeah nah, fuck you saar go join your lazy nigger jeet kind in an ocean of fecesI'm not a jeet, retard. I just don't have time to waste on this as I'm not a NEET like you, I work and have a mortgage to pay, I have only a few hours of my day to work on a side project.
>>717707531Not really the style I'm after but neat.
doesn't work irl but a back defending variation
>>717709863Will do, thanks!
>>717711512Always good to see your animations bro!
>>717710061Dont listen to him anon im making an action rpg in ue5 and it is fine.
>>717713170Thank you anon, you assured me. I'll keep studying Unreal and maybe someday I'll build something I'm proud of. Your webm reminds me of "dark and darker", definitely something I would play.
>>717714141I appreciate it anon and I recommend unreal university and ask a dev for video series.
The more you work in it the more questions you will ask yourself and watching your efforts execute without errors is something else.
This is a huge Playlist from ask a dev but I highly recommend skimming through a few of them. Sometimes I reference a video when I am actively working on a subject it covers to make sure im on the right track.
https://youtube.com/playlist?list=PL2A3wMhmbeAq3WOT7kQ0EGby1YMb0zj5_&si=toTSYjP91nYVjEfK
Alright, will finish tomorrow and will work on the main characters portrait, going to start working on her theme now
>>717715060consider the following
I almost faint myself from the lack of sleep. I don't want to be a burden to the con staff though. I'm not sure if they found my pen tablet stylus which I forgot which floor I might have left it.
>>717716163The smile is green, the little fairy is cut in half, hair the glow is brighter and much sparse... You used AI didn't you?
>>717714561Thank you, this seems a nice resource, actually, I was checking this playlist out before you sent me, which is a great coincidence, and assured me even more that I might be following the right path, I will definitely look into it, thank you!
Has snyone ever made good bosses in a Mystery Dungeon-esque game that aren't just a stat check where you bump against each other using potions until a side dies?
I was thinking showing where big attacks will be one turn before with red tiles to force thevplayer to move around or something
I have only played PMD
>>717716650>I was thinking showing where big attacks will be one turn before with red tiles to force thevplayer to move around or somethingthat's the game I was working on before
https://tintoconcasera.itch.io/pacos-quest-tbd
>>717716650Crypt of the Necrodancer had some fun bosses. It's not a MD game, but I still feel like there's something to learn from it.
>>717715060Wow that it is anon, that is perfect!
>>717716626You're very welcome. When these threads get made and you're ready to show off your stuff we are here to help.
I hope more of these thread keep getting made, getting some inspiration from these
>>717718278It was very productive which I hate to say is rare, but this was a good one.
>>717646023I really want to make an engine similar to SS2 or Deus Ex at some point
>>717718443But Deus Ex was made in Unreal Engine?
>>717718443I've been working on an engine in Rust for a SS2 style game myself using Ash for Vulkan rendering. I don't know if I want to go with subtractive CSG like SS2 though. It's kind of rough for creating complicated brushes.
All I can say is, good luck and godspeed. 3D engines are a huge time investment. Especially if you want to go the Vulkan route.
>>717717273Might have to be with it being a rhythm game more than anything (from what I can see in a video), they summon minions, warp away when hit, and do a cool big attack. I like how they play with positioning though. Frankensteinway is a highlight.
>>717717257Oh damn, that game looks really cool anon! If I may ask, why did you stop working on it?
>>717706364Are you asking about the dialogue text or the player info?
What good is bugfixing your own game when moonjump glitches exist in the company game and the players over there are thrilled about the glitches?
Currently working on the evolutions for the little wizard guy in my game (Wizil). He's similar to Eevee where he evolves into different types. Each on is based on a different RPG class. This is the Electric one. Based on a Monk/Fighter Class
>>717719526movement bugs are always fun as fuck and should never be fixed
I'm gonna do another closed Online Tag beta test mode, but I wanted to try a different map, so I imported Treasure Trove cove just for Hide and Seek/Tag. It got a glossy shader on import for some reason.
Have a webm of me fucking around in the level. I don't know how much I'll work on improving the port for a level that will obviously not be in the final lol
>>717720481I am tripping or is this a Banjo Kazooie level?
>>717720686oh my bad I didnt read
>>717720686He just said Treasure Trove cove
>>717718380I agree. Absolute W of a thread.
>>717719526There's nothing wrong with a little bit of jank.
Bananza is a really fun game anyways.
>>717719526>Free form game with infinite air actions, nearly everything is skippable>>717720481>Constrained game that wants you nailed to the ground despite the fast run speed4chan is supposed to be better than the company game
>>717721247shit like this makes me feel better about my game not being perfect
>>717721350>4chan is supposed to be better than the company that invented platformers no?
>>717721549Actual level design topples open world slop. Any difficulty at all topples half of their IPs.
It's not hard to target the things that the company will never fix in their own games.
>>717719418Honestly the font face. I know I plan to change the npc dialog font but part of me would rather make a function that hides ui elements and shows them if you want to see them. But if i was specific to change I might swap text for stylized icons that make it easy to understand too.
>>717661476yeah but it is so limited.
skeletal meshes don't have fields to interact with VFX, including fluids, as well as soft-bodies don't work with skeletal meshes...
>>717721229Haha we did it bro
>>717719526rule of thumb is to only fix game breaking bugs that pretty much make the game NOT fun to play.
you can clean up other glitches but don't get in the way of fun. nobody likes Karen devs that screech "NOOOO YOU'RE NOT SUPPOSED TO PLAY IT LIKE THIS!!!"
>>717719526bananza was so good, now I want to add a cute little girl companion to my game
>>717722123How? Nothing fucking happened
>>717722805Nothing but progress posts. Sorry, tranimefag.