>>717782958 (OP)I just realized that it would take a decade to learn and create something worthwhile.
too soon after the last thread, leave us some time to make progress
I have doubts that I would have to dedicate so much time to a spaceship game, right now I'm with the workshop, I don't like its visual style and I think it could be improved.
>>717782958 (OP)debating 3D godot gamedev stuff.
Part of me wants to redo some things with my model - but I keep sitting down and redoing things to try and future proof for issues I haven't even run into yet.
Still need to setup my various animation rigs now that deformation rig and weight painting is fixed.
I wish I could just import everything into Godot and animate things in engine - but I want the control animating in Blender offers.
Also, will my baked Blender animations bake the shapekey's deformations, or will I have to manually re-add them after importing into Godot?
Spent some time fixing bugs. Somehow I missed that saving window content was broken for the longest time so I fixed that and now these notes work proper again.
>>717782958 (OP)>>717784020Everything's working normally here.
It also seems like I'll have to change artists because they're always busy, at least there hasn't been much art done yet.
My fucking game is jank as shit. And I can't fix it at all because the codebase is a monstrosity, half of which I didn't write and don't understand. It's over.
>>717784687You didn't fall for the AI meme did you. Nigga you should understand how your own code works
>>717784827>You didn't fall for the AI meme did you.That's exactly the problem, I can't blame it on AI because it wasn't made by an AI.
>>717784614looks like shit, bud
>>717784827Don't diss my vibe coded vidya, bro.
I'm working on my outlines shader right now. It's already made, but it's for Unity 6 and wont work on past versions... So if I decide to sell it on the asset store, it won't work for many people.
Right now, on Unity 2022 and re-creating it in Shader Graph. I hate shader graph.
Yes, despite the coordinated hatemobs and brigades spreading false accusations against me for attention I have actually been making good progress with heartbound finally, I guess all this hot air from my detractors has been fueling my innate desires to show them what I'm made of,
In typical fashion these cretins will never acknowledge this, yet I have no qualms in dropping my mask entirely and showing that I do on some level receive their torments
>>717785323prove it. take a screenshot of the heartbound game maker project open on your PC.
Why do I have a feeling this is a /agdg/-sanctioned grifter thread?
This fucking project is a monstrosity. I don't even know what I ended up making. I set out to make one genre, the slowly pivoted away from it due to various external factors... And now I don't even fucking know if the game is good or not. And considering it has already flopped I figured "fuck it, I'll just finish it up however I can and put it behind me".
I just don't know anymore. Whatever happens, happens I guess.
>>717785012>up to 20kso he had one abnormal lucky strike and everything else he's "vibe coded" has gone nowhere
>>717785301There's better outline shaders on the asset store so why would they buy yours?
Happy with my game working on replacing some armor with better ones, updating animations and putting focus on objectives.
>>717785604all /v/ gamedev threads are /agdg/-sanctioned if you haven't noticed already
>>717786289No there's a difference: pure /v/ threads have nothing but progress while /agdg/-sanctioned threads mainly have shitposts and anime with all progress being drowned out.
>>717786126mine does something others don't. the only one that's close doesn't run correctly on AMD gpus.
also, it's good for my portfolio.
>>717784946Thanks for the truth
>>717786425both of those threads are /agdg/-sanctioned
>>717786458>mine does something others don'tdoubt.jpg
>>717784614This looks pretty fun anon, keep at it, I really do see the potential in it
>>717782958 (OP)I'm stuck, how does one make weapon durability fun?
>>717786632ask yourself if you've ever had fun because something you were using fucking broke in the middle of what you were doing and then jump off a bridge
>>717786632broken weapons still need to provide a use.
Make it so that you can throw broken swords into enemies like throwing knives, broken glass bottle bludgeons cause instant bleed DOT debuffs, etc.
Just having a weapon break, so you're fucked over by it isn't any fun.
>>717786632Instead of durability being something that gets used up as you use the item make it something that is used to upgrade and enhance the item. So take it to the blacksmith and he'll improve it and use up the durability. Take it to an enchanter and they'll put an enchantment on it and use up the durability. Once the durability has run out it can't be improved any further.
Add some RNG with successes and failures and how much durability gets used so player has an incentive to keep trying to make better weapons.
>>717784201>>717784614Oh I haven't seen this in a long time. Looking good, but I thought you already got a new artist by now?
>>717786632have a weapon that appears early in the game that's relatively weak even by early game standards.
this weapon has a significantly higher durability compared to even late game weapons and takes a long time to break. However, once it's broken it becomes a key that unlocks a dungeon leading to or the chest for the most powerful weapon in the game.
maybe not fun, but could be a cool idea, like maybe have that weapon be a reward for an early quest. The quest guy will say "if you help me out, I'll give you my cherished legendary weapon"
then the player gets it, and sees that its not that great other than being something that won't break quickly. could be especially interesting if more powerful weapons start popping up shortly after, to kind of nudge the player into not using it but reward the players that use it until breaking
>>717786632>how does one make weapon durability fun?Why are you adding something you can't justify?
>>717787523My horror game needs additional means of enhancing tension - durability introduces this and makes it the players fault things go wrong because they rely too much on combat to try and circumvent monsters.
>>717782958 (OP)> No major progress posts ittSad! What a bunch of no devs
>>717789446there was a thread yesterday, op need to space these out more
I made items work in battles, wowwee
>>717784001It could be worthwhile. Kevin costner needed half a century to let his movie come true. Be glad. Its only 10 to 12 years.
made a shield mimic thing that eats arrows fired at you
i made a crit cutout effect yesterday
>>717782958 (OP)I own now 1% of cover shares thanks to my game earning
I own hololive vtubers now
>>717790652and a turn change ui widget thing today
>>717790070Much better than any shield I've seen this year. Really cool.
>>717782958 (OP)What do you guys think of having status effects like sleep and poison that induces sleep? Effect is basically the same, but healing it differs. By doing this I could double the status effects without making it to boring. At least that's my plan.
>>717786632durability is just ammo's cousin, use it in similar ways.
>limit use of powerful items>force players to improvise if they run out>leave suitable replacements tucked away for explorersdurability can be fun in and of itself if the player is in tune with the systems and the levels are designed with durability in mind
if you want to try to make it more fun consider having uses for broken items like recycling or improvised weapons
you can also use it to add more variety for your equipment such as weapons that perform better at high (or low) durability or weapons that have low durability but will regenerate on their own. you could also gamify maintenance by adding materials that have secondary effects.
>>717790652Why is there such mismatch of quality between the scene, characters and animations? The animations are very good, the characters look ok but the shader is meh, and lastly the scene looks just bad. UI is ok to meh
Trying to get voice actors for my mod/game. Going well so far, I just can't tell if I'm any good at writing.
>>717790901this depends on if you have multiple types of status ailments or if the player can have multiple at once. if you make curing ailments more complicated than it needs to be players will be less inclined to engage with the system. personally i sleep toxin should be mechanically different if you think just having normal sleep is not enough. like as an example it could give you a chance to fall asleep every turn or interval.
>>717790783try flipping the cross and expanding the wings at the same time. 2 steps instead of 3, might look better.
>>717784827Itโs an ancient problem
>>717784687Well start from scratch and try harder
>Trying to get back into it after a lifetime of attending to real life.
>Fuck. I accidentally made roll slop.
>>717782958 (OP)So you wanna know why even those so called "NO CODE REQUIERED" engines fail, because they still rely on the VARIABLES and SWITCHES and FALSE/TRUE crap but doesn't tell you for what it is or what it does?
And both the Constructs and ClickTeam, you cannot even do a fucking screen transitions until you guessed how to do the events sheet and deal with weird terms.
Also Internet Tutorials SUCK!
>Wanna learn Construct3>Online online, we won't ban you, trust us>Let's make a Castlevania game in Construct3>Thumbnail shows NES sprites.>Several parts>Tedious to see and slow as shit>USES ORIGINAL MADE IN NSPAINT ASSETS CUASE GAIS REPSECT COPYRIGHT>Skip trough late chapters>Character sprite moves and jumps like a floaty Mobile game>He considers it job well done.Fucks me up every single time
>>717793446Sorry, not Fromsoft-core, still missing the giant women and detailed female feet models.
>>717791513>Going well so farWhere are you getting them from? Fiverr?
>>717793490I had a PDF of how to use ClickTeam but I cannot find anything for Construct2 or 3 even, supposedly Cyber Shadow was made on Construct2.
>>717786632Weapon durability only works in games where you're not supposed to always have a weapon. Think Streets of Rage or Sifu. It feels good to pick up a weapon because it deals more damage, it has more range, and/or it has special combo moves. Basically treat them like temporary buffs.
>>717793490Even fucking Pixel Game Maker MV is piss easy to do screen transitions and portals and if you fuck around with the time speeds and screen scroll instead of fade to black, you can do NES style cutscenes, I even figured out how you could SIMULATE NES style fade shade for single screens.
But everything else is a crapshoot with dealing with Baz shitty tutorials! And all the switches and variables you have to create.
What's worse is that you cannot swap between projects, you had to open one at the time so you cannot peek on the samples and how they set up things in those and then go back to your project and do it there, hell, I have one pirated version of PGMMV and the official Steam version, installed in separate folders.....and yet they became 1 single version!
>>717782958 (OP)Do you just have to give up your life to make a game? Feels like there is no time over. I already have other hobbies. Do I have to totally waste them?
>>717793864>Do you just have to give up your life to make a game?Pretty much, yes. Seriously, don't get into gamedev. You'll be a lot happier just imagining games than trying to make games.
>>717793864Considering how NOBODY who wants to make a cute simple game makes real progress in 5 years then yeah, you are better off just goin back to a normal life, get a job, and just fuck around with assets in your free time and then pay some 25 year old coder to programm you something if he feels like it and if he doesn't lost interest and ghosts you out......
How the hell is this in page 3 after new replies?
>>717786632The hack is to re-contextualize it from "penalty from being worn out" to "bonus from being fresh and new"
>>717794085Half the time I see these people are just chronically online and have poor time management skills.
>>717785301its working for the most part. still some things to improve compared to the written shader version, but since this new one should hopefully be easier to configure for multiple Unity versions instead of only working on the render graph api stuff. Super annoying that Unity just upends the graphics pipeline each new version.
now I just need to configure it so it can be used either as a standalone renderer feature or implemented into volume profiles.
Has anyone here run into bugs they can't find a fix for despite looking up and down the internet for guides and asking on forums? If so what did you do instead?
>>717794926>use debug logs to find potential spots in code that cause the bug>once i find the script causing issues, i grab a notebook and pen>go through the entire script, write piece by piece what it does in a pseudo-code style>any scripts it communicates with gets the same treatment>delete the problem script (make a backup)>go to new page in notebook>while referring to outline of problem script, i write out potential logic routes or solutions>remember SOLID principles (important!)>before writing new code, I refer to common programming patterns as a refresher, and see if any of the potential solutions written in the notebook is close to that pattern>if so, I choose that potential solution and begin to write it in such a way that it fits that programming pattern as close as possible>if not, or if it's something that doesn't fit into a pattern, I will program each potential solution until I find one that worksits a tedious process at times, but it works. the benefit is that the more you end up having to do that, the less you'll have to worry about bugs or refactoring in the future.
I still run into bugs, but it's usually pretty easy to fix minor to medium sized bugs.
>>717793490>>717793808Has there been a crack or a pirated version for Action Game Maker MV already?
Hey guys, how do i do a roguelike system?
Do i just have a bunch of if else for the effects that gets unlocked/ activate when the character get the item?
>>717784001true anon
just give up
don't do anything with your life
>added new imperial armor wip to see ingame. Working on new fire breath ability and armorswap
>>717793864Do you need to do those hobbies every day?
You could alternate days. 1 day hobby, 1 day dev, 1 day hobby, and so on.
>>717795793>imperial armor>fire breathHmmmmmmmโฆwhere have I heard that before? JK, it looks pretty great in your game.
>>717795793>>717796176Thanks bro! I cant wait to show it off, emitters are a new thing im learning in unreal.
Im also testing some paritcle effects around the save statue as another wip.
Been working on the MC portraits and messing around in FL Studio, still trying to get something that doesn't sound like shit kek
https://files.catbox.moe/80l7p9.mp3
Still working on old people gamble roguelite
Cant ever seem to decide on wanting to sprite more background sources or spriting more items
https://files.catbox.moe/nadhij.mp4
>>717784614DSW homage? I always liked those games before the dev vanished.
>>717793939>>717794085I want to make a burnout 3 clone and I'm setting a deadline for 2-3 years. I guess I should just give up on that if I still want to have a life outside of that? I'm kind of hoping I don't have to.
>>717797216I work on my game daily but I have lots of time off right now. It is ok to set goals but don't feel like you have to. I worked on my project for 6 months then quit for 6 until I was able to think of different ways to tackle my biggest issue. Been messing around for two years now.
drawing new gay furry porn for my gay furry porn game
I like my current main project, it's being held up with Steam's review process for the demo, but I still have hopes for it. I'm at the part where I'm doing a bunch of scenes and writing and there is so much that is needed for specific interactions that it's going to be in this area of development for a long time which is fine, most likely 2-3 months just for cutscene shit. It's slow but making progress while defining some main mechanics for later some more so it has the most impact. It's most likely going to be another 5+ months before it's done.
>>717796708>GBC LARPingDo I have bad news for you anon
>>717795542I started getting less done less in my life when I started coding and when I had to leave drawing comics.
Instead its been months of losing friends who gave up hope of me ever drawing again and trying to understand why I even like games anymore so I can motivate myself to keep making them. But then Im stuck between leanring music and new code all the time I feel like I never move ahead from step one and Im in a constant loop of never creating anything anymore. My daily routines of working out, reading japanese and drawing content and my full time job went to total shit after I tried to start my game dev journey.
I really messed up my life trying it out.
>>717797381Looks good honestly anon and in only half a year. How much time a day did you spend working on it? What was your biggest issue by the way if you don't mind me asking?
>>717797468>MixedWhy? It looks comfy.
>>717793446i hope you're not just making another sekiro because the industry is already getting flooded with those
>>717797512The sad truth is that the vast majority of us, maybe as high as 99%, should not be wasting our precious time chasing creative work. I wasted 5 years of my life shipping a bad game and greatly regret it, so now I spend all my time trying to warn bright-eyed naive hopefuls not to waste their lives on gamedev unless they're absolutely 100% sure they'd be okay with throwing their lives away and accomplishing nothing in the process.
To be fair, other wiser anons also gave me that warning back when I was just starting out, but I was stupid enough back then to think "yeah, I'd be okay with wasting 5 years of my life in order to accomplish nothing."
>>717797468That game looks beautiful. I'm going to guess it's a lack of quality of life which zoomers hate.
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>>717797853Called it. Which sucks since a big part of older games is the unknown feeling and the feeling of discovery which has been lost in modern vidya
>>717797468>>717797613>>717797853>If I could refund it, I would!!!! This game feels more like a polished alpha...the world is kinda empty, you do the same stuff from the beginning over and over again, the AI is trashy and weapons are cosmetic, they don't really do anything. I had this game on my wishlist for quiet a while now and I am extremly disappointed!>Creature keeper feels like it should be a fun game, and in the beginning it sorta is. Collecting monsters and having quests to do with them similar to Legends Arceus was fun, until you realize that almost all of the quests for each creature is exactly the same. The progression of the game feels like it's almost backwards, where at the very start you are doing most of the work, but by the end of the game you just feel like you're there to try and awkwardly get your creatures in the right spot to unleash their abilities; which only works around 30% of the time because of their bad AI. You hitting things does not matter, and creatures hitting things with their normal attacks ALSO hardly matters.>I think this is a game that will have to be played before you can know for yourself if it's worth the price of admission. To be brief: it needs polish in multiple aspects and if you're not alright with that then this game isn't worth paying for at the moment. Check back though, the dev is currently ironing out bugs and adjusting based on player feedback.
>>717797468And? Im not doing this for money, I'm doing this for love, and money.
>>717796854>gamble Roguelikecan I see
>>717798176I've had this happen where the first month I had to retool so much due to player feedback. It's always the feeling of thinking it's ready and then someone else who has no idea what to do gets confused.
>>717798309Probably the single biggest thing holding back indie games from being good is lack of access to testers. Indie darling Stardew Valley had at least two dedicated testers provided by its publisher, for example.
Fact few devs realize: RNG increases skill cap and skill expression. It doesn't lower it.
>>717798581I'll post a full post-mortum as a warning lesson to wannabe devs once I have finished scrubbing completely it from the Internet. I've already delisted it from Steam and completely deleted my itch account but I still have to go after a few pirate sites to get them to take it down. Here ironically the game being shit has been of some help because it has meant fewer pirate sites hosting it.
*(float*)data+i
Shit like this makes me feel like a pro hacker desu I love c
>>717795936I dont really get anywhere and the consistency and quality varied too much. I feel like I overestimated the human body too much. Your mind really needs a lot of time and focus on one thing to actually get decent enough at it. Each interest is too broad and require their own daily routines of hard work. Trying to do them all is dooming yourself, you hardly make any progress that way. You will fail so much working on stuff you need to fail enough to actually figure it out but when you work on too many things you never really get the time to breathe and put together all the pieces.
>>717798731can you at least say what genre and if its 2d or 3d?
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you better believe it
>>717786632as far as "melee weapon durability" goes, i don't think there's anything better than treating everything as if it's improvised in a bar brawl (sifu comes to mind)
you want a different moveset for different stages of breaking, so at first your shiny new katana is used to showcase the superiourity of nippon steel, and at last the broken stub of a blade is shoved into an enemy's throat as a finisher
>>717786632Why are you fixated on that idea? It's boring and anti-fun. Don't use it.
>>717796854>spriting more itemsmake your shit mod-friendly by just iterating all the images in your SLOT_IMAGE folder
i believe your game is eclectic enough not to care about user providing """bad""" pngs
>>717798731Just fucking tell us you retard. You'll waste the better part of a decade trying to scrub pirated copies of your game because of your autism. I'm starting to think the issue is with you.
>>717797545Lol oh it has been about 1 year now but sure. Gamepad functionality. I had to make specific functions to pass information on an item through a few systems in order to equip it. The items in my game are class based and can be picked up by many client players. The inventory array holds the item. And the inventory slot passes the information it knows on the subject to a corresponding equipment slot. Then it calls a function to the actor component that controls the skeletal mesh swapping and depending on what is getting equipped it changes the base mesh or mesh with another one.
It was a fun challenge but now it is fully integrated so you can pick up and controller and play unhindered.
>>717798741>anon discovers array accesswait 'til you realize that int i = 3; i["lmao"]; is a valid code
>>717797545>>717800068Oh and to answer the time question anywhere between 5 minutes (like I 100% knew exactly what I needed and had an instant result. Ex, weight blending) or....20 hours...lol
>>717800029>I'm starting to think the issue is with you.The issue has always been me. The success of a game depends 100% on the developer. If a game fails, it means the developer was incompetent, and if a game succeeds, it means the developer was not. I failed because I am bad at gamedev and should never have started in the first place. All I'm trying to do now is warn others that they're bad at gamedev too and should not waste their time trying. If you fail, it's 100% on you and no one else. You can't blame "the market" or "luck." You're a bad dev and shouldn't have even bothered trying.
why aren't you making an official World Loli Wrestlingยฎ game?
>>717800321Ok, and the issue is with you currently. Your obfuscation of your failure is going to lead to a streisand effect. Once you "scrub" all the copies of your game on the internet and make your post-mortem, people are going to search for it, find it, and make sure it gets reposted everywhere and anywhere. You will not be able to scrub it despite how much you think you can. You'll literally never live it down. You'll create the problem you tried to stop. If you tell us here, it's probably unlikely it'll ever get anywhere.
Trucking along on my System Shock 2 fan "expansion" campaign. Mission one is blocked out and basic details in place. Starting actual detailing and lighting.
>>717800616hey that's my drawing! ><
>>717801291then make my game, i already gave you my billion dollars (and one small country's economy) franchise ><
Some of the stuff you guys post is really impressive, but I was always under the impression that /v/ was all talentless retards. You guys have jobs, right? Most of you could easily be making 100k+ with your skill sets.
>>717800616kys pedo prompter
>>717793543Nah, I hate Fiverr. I found another site called Voices with more professional talent. It helps that I have an obscene amount of money to throw, and only a few voice acted scenes
>>717798145>>717798176Maybe, if he used the 10K dollars on playtesters and not this, the game would have done better.
>>717798304You can see the shop and my character select
Gameplay is actually pretty much done save for having a game over screen but i don't want to show it juuuuuuust yet
https://files.catbox.moe/1xohuv.mp4
>>717800616Cute art, I'm not into wrestling games though.
It's kinda gay but I guess it could work with girls.
>>717798731how many games had you finished previously?
you shouldn't quit your day job, but giving up after as a hobbyist after the first one is plain stupid.
while it is a very real noob trap to put too much time into the first one, you need to learn from it and keep going.
raw talent only gets you so far, you got work to hone it, for musicians they practice, actors typically start as pre-teens and act in tv commercials, local theatre, school plays and more, writers write dozens of stories, athletes play since childhood and for games you gotta finish and ship.
>>717782958 (OP)Wasted ~ a week trying ai pipeline.
>text to image generation >image to 3d mesh + textures transform >3d mesh "quadify" to fix bad ai topology>transfer textures from bad ai mesh to a retopological meshEnding results? All fucking stupid shit.
Everything, starting with barrel and ending with spooky monster is just fucking awful. At first I thought the problem is online "free" token based system, so I make it run locally. The more I experiment the more I found myself fixing stupid shit for AI, instead of other way around so AI could fix my bad mistakes.
Its faster just to do everything from ground up, or steal someone else's work and change it.
Few good things: you can generate really fast few good concept art things just to test how it gonna look
You can generate decent textures for something you don't really care about, like a sword for an enemy or wain on the background.
Image to ai is good enough for a static object in the opening/ending cinematic, it's not good enough for a game object.
Maybe 2 more weeks. But I try only free versions, so maybe there is a useful ai tool.
>>717782958 (OP)can your engine beat these frames?
Holy fuck after wasting days on this scripting and binding and websocket bullshit it's finally coming together!
I can run scripts from Blender! The goal is being able to use blender as a frontend
>>717801840>i don't want to show it juuuuuuust yetyou made a LBAL-like didnt you mf?
I'm also working on one, god I wish I had stylized graphics like yours, and your backgrounds look super cool, here is mine. Needs some visual work, I'm new to UIs
https://files.catbox.moe/e3i1uh.mp4
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>>717803923can your game beat this in fun?
>>717804150SICK i tossed around an idea similar to yours for a bit, don't sell yourself short what you have still looks good, If you want a cheap trick for your UI elements a little drop shadow goes a long way
>>717797770Imagine having so little hope in your success that you wasted your life for a dream you never believed in. I revel in your self-pitying failure of a life.
>>717797468I took a look, apparently it was a kickstarter, delayed release for 4 years, and still unplayable due to bugs
>>717782958 (OP)hey thread, just stopping by to say i downloaded GODOT again and its just sitting on my desktop. maybe someday i'll make that porn game.
>>717796708>making polished assets before gameplayuh oh who's gonna tell him
>>717801710lol, you don't know how the real world works if you believe this, skills aren't worth jack
>>717797770>100% sure they'd be okay with throwing their lives away and accomplishing nothing in the process.thats called life
>>717802463Did the Pizza Tower guy make any games prior to his namesake? If you're willing to iterate on it, even your first game can be good.
Apparently idle clickers are big right now.
>>717805584you have never applied for a skilled job and you live with your parents, what the fuck do you know
>>717801710i have a job and use my coding skills to make a few grand extra a month
I'm feeling rather passionless about the time limit survive the apocalypse game so I'm just grinding 3d for now
>>717793446>sword clips into the groundfuck
you.
animate it properly you lazy fuck.
Sometimes when I play games with nice backgrounds I think "Damn I wish I could go over there" so I wanted to do that with my game by being able to travel to different areas below. So I made a little warp travel thing today, I think it looks pretty neat
>>717805945no offense but I always see your webms and I think that this looks like an inferior version of Kannagi Usagi
>>717809105>it looks pretty neatit does
but considering the crusty dithered look, you should make a custom cursor to match
it also helps with clarity, showing where exactly you need to press to travel
Serious question folks, if I have almost no spriting or musical talent whatsoever but think I can make a game in Godot and cobble together enough free assets to do it, is it worth my time?
Quick question, is it reasonable to expect amateur gamedev in 2025 to provide a primary sustainable income?
Or is this more of a Hobby?
>>717809491Success for indies depends a lot on making more than one game. More games you make = higher chance of success (provided you improve and learn each time). But if you're JUST starting out, with no skills in 2025? Find something else to make you money.
>>717786632make it so the lower the durability the slower it degrades: it takes 10 hits to go from 100% to 99% condition but it takes ten million hits to go from 2% to 1%
Redesigning this character I'm making for my VN according to advice I got on /ic/. Which of these new versions looks better, with the longer cloaks?
The armor sets are now complete. Here you can see the Steam Armor in use as Basileus Joseph Fygoon confronts Viceroy Brutus Canor in the Iron Ghetto.
In this instance, the Basileus wears the Regal Armor, as is the expected attire for someone of his status, while speaking to a lowly peasant RodentโฆI mean his friend Alois Ratatosky.
I also should mention that, if you time your Arming Sword swings right, little Joey Fygoon can swing his sword much faster, hacking and slashing through the toughest of foes.
>>717809491If you want a sustainable income, you join a studio and get a salary.
>>717809491I know someone who does freelance gamedev as his main source income but his parents pay for a lot of his bills, so yeah.
>>717810948Probably the middle one, the side profile is too flat and the cloak on the right looks weird with the arm outline but no shading
>>717795263>Has there been a crack or a pirated version for Action Game Maker MV already?https://www.skidrowreloaded.com/tag/action-game-maker/
aven't checked
enjoy trojans, and crypto miners, probably
>do game dev
>get better at game dev
>get better at getting better at game dev
>>717811180Wtf is this shit
>YouTubers are sincere and read all their emails, your game is the one at fault!
Do people really believe in lies such as this?
Kind of an abstract question, but how can you doublecheck whether your mechanics are too obscure or your tutorials too vague without/before betatesting?
I don't mean it in the FOLLOW THE YELLOW PAINT YOU SHEEP school of problemsolving, but finding that unknown unknown. There are ideas and assumptions that (you) always hold in your head, but the players most likely don't. While I got THE FEEL that I wanted, I don't want to simply hope that players will get what I'm going for.
>>717782958 (OP)I can't figure out how to make a fun fishing minigame.
Games like River King were magical to me as a kid... I'm trying to recapture that feeling but I've never played a game with actually fun fishing.
>>7178126921. mimic fishing in that you are just sitting around half-paying attention and enjoying the conversation/music/scenery
2. make the most hectic action-commandy motion-inputy button-mashy affair you can imagine
>>717812042Eh. If you send them the kind of a game you know they like you got a higher chance. I try to at least put together a list of YouTubers who like other games like mine.
>>717812042It actually works though.
2 bullet points and all of the /v/ anon games are destroyed. Phenomenal.
Do any of you guys know a good source for animations? I need shit tons and it's insanely frustrating to make them, it's never very good when I do
>>717813757>Nobody buys the game because of loredemonstrably false
Feels like I'm drawing shit i used to think of when i was a kid. "COOL GUY WITH BIG ARMS AND BIG HANDS AND HE PUNCHES YOU AND KNOWS KARATE"
>>717814627I recently had a realization that's the only correct way to do game design. Channel your inner child and let the stupidest ideas flourish instead of trying to desperately fill some niche.
3d modeling and properly rigging is the real endboss.. way more frustrating than actually game devving
>>717814627Guys with big hands that punch will always be cool
>>717800616because I'm not a pedophile and I wish them total worldwide incineration
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>Game finally looks the way I want
>But it's not fun
>Haven't worked properly on it for a month
It might be over guys...
Animation takes a long time
>>717797770What are the other options anyway? marrying and having kids is as pointless as anything else
>>717804819Goddamn it I love lizards so much
>>717813757>following rules for creative workThey don't make autists like in the old days anymore
Also, a lot of successful games are literal walking simulators
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>>717815780It sure does, but when it hits it hits hard
>>717809105Fuck this looks really nice. What engine are you using anon?
>>717815702Well Anon, why isn't it fun?
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>>717817102Might be because there's no difficulty, other weapons have no advantages, I can't design puzzles without straight up copying them from another game, items and power ups make absolutely no difference.
Basically the game needs to be rebalanced to be balls hard so that there's a point in using anything the game gives the player at all
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>>717817553And I'm starting to think I have to remake the whole map from scratch because when I made it I just made random stuff that looked cool and doesn't have anything going for it that makes for interesting gameplay.
I cannot retrofit gameplay stuff into it properly because I didn't leave any free space to do so or whatever free space is left is not in the proper places, I have to take a gameplay-first approach or the map will turn into a bland walkaround with nothing challenging or fun to do
>>717817553>other weapons have no advantagestough to say without context, but original Doom had very clear powercreep with its weapons and it was fine
>I can't design puzzles without straight up copying them from another gamenot everyone played another game
>items and power ups make absolutely no differencemake them FEEL like they do at least, for example shooting twice as fast is still fun even if enemy gets 1 second of immunity between taking damage either way
>game needs to be rebalanced to be balls hardagain, hard to say in a vacuum but that sounds like something a hard mode, or a self imposed challenge would be like, not necessarily the normal gameplay loop
you know what it is.
i haven't been able to work on what I like for a while now
>>717817806woah what is this? A 3D game that presents in 2d isometric?
>>717791754Ye. Something like that. If they are completely identical, what's the point? I aim to reduce magic and healing, as I despise click for insta healing. I guess you could call it survival.
Maybe poisons will have a chance for long term effects, if not treated properly or in time.
how does dep rock do cavegen
>>717818176literally first result for "deep rock cave generation"
https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/4593196713081471259
>>717782958 (OP)I'm so fucking hyped to start 3D work
Been learning keyframing n shit in Blender, now I wanna move onto a real game engine...
So, Unity or Unreal?
People say it doesn't matter, then they say that it does, and idk.
I just want to do PS1-tier games
>>717813776unity asset store unironically
unity assets are extremely easy to use in other engines like unreal and godot and they're very cheap when they have a big sale like the one right now
as a godotfag this unity sale was a goldmine of good assets, literal animation packs with like 200+ anims for less than $5 and it works just fine in godot since its fbx
>>717809491No.
If you *need* money, get a job and gamedev on the side.
>>717818493Seems like people vouch for Unreal and Godot, but PSX crowd is full of turbo-autists and cross-dressers who'd hate Unity out of principle so take it with a grain of salt. Bloodborne Kart was made in Unreal
Personally I'd say Unreal has a risk of being overkill and bloated as fuck, but it's very likely majority of programmers are retards who can't optimize for shit.
>>717817806Unfortunately, yes, gameplay first is how it works. You have to greybox your environment before the art or you end up in your situation where the environment isn't fit for purpose.
Suck it up and go back to the greyboxing stage
>>717818912if you use unreal with default settings like every retarded aaa dev, then yes, it's gonna kill a lot of resources. im going by how easy it is to mod unreal games to not run like complete fucking shit here mind you, i havent actually used the engine
>>717811180Just tried out your demo, I love it! Reminds me of old N64 games and somehow old-school runescape stylistically? When are we getting merch? Sending love from the west coast
>>717818493>>717818616>>717818912Godot for PS1 games? Always see people here pushing it for 2D games almost exclusively
>>717818912>hate Unity out of principleWhy?
>>717812042Can you show me a counterexample of a good game that hasn't gotten success despite reasonable attempts at marketing
>>717819005>>717818912Unreal can be "rolled back" just by deactivating new features.
The new features are just there for faster AAA pipelines (while making the end-user have to shoulder more processing), it doesn't affect anything if you're actually going for PS1 visuals if you just turn it off
>>717819503>hate Unity out of principleThe big controversy around "Runtime fees" two years ago. Unless there's been something else since.
>This policy, which would have charged developers per game install after reaching certain revenue and install thresholds, sparked outrage and threats of switching game engines from many studios. Unity has since reversed the policy and apologized, but the incident has damaged developer trust
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made some chains and a big padlock for the closed doors
>>717819796Those don't look like chains at that resolution. I expected the big iron links, not the hot topic wallet chain. They don't seem to attach to the padlock which has a pointless shackle on it.
Also the wood looks more like flooring or decking than a door. For something so small, you can easily get woodplanks the same length, you wouldn't have multiple planks in a row. You probably want to darken the gaps between the planks and make it bigger. Compared to the brick texture next to it, a row of the cement is about half the size of a wood plank, the two textures aren't consistent with eachother
>>717818493>So, Unity or Unreal?Unity can do it easier
Unreal can do the aesthetic but you need to disable many things in the engine for it and it'll still be running many things in the background that use up resources unless you look up how to disable it.
Unity is simpler which is why many of the PS1 styled games are done in that engine or Godot. Unity also has all the asset store stuff made in the PS1 artstyle
Stuff like this is literally free
https://assetstore.unity.com/packages/vfx/shaders/psx-shader-kit-183591
If you look online, there are lots of resources made for both Unity and Godot in PS1 artstyle. Since you're asking for Unreal or Unity though then I'd say Unity since you won't be taking advantage of all the powerful features of Unreal unless you're a really big visual scripting guy in which case Unreal for you because blueprints unless you want to spend like $60 or $70 for Playmaker or something retarded like $100 for flowcanvas or whatever that shit's called for Unity
>>717820089yeah I think I need to replace that chain texture, had the feel it looked kinda shit so thanks for confirming that. Don't worry about the door, it's just some quick placeholder (but ty for the feedback anyway)
>>717820139>>717818493Also here's more shader stuff for Unity some free, some paid so you can see.
https://github.com/Kodrin/URP-PSX
https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132368
https://assetstore.unity.com/packages/vfx/shaders/retro-shaders-pro-for-urp-287937
Godot also has plenty of free/paid assets you can use to get the PS1 aesthetic. There's lots of info out there too on how you can make faithful models to the style in Blender through youtube vids and detailed blog posts etc.
You should really do your own research and look into indie games made with the PSX style in both Unity and Godot, then look into the workflows of both engines, to see which one is for you.
is the stuff on this website free to use?
https://pikwizard.com/standard-license/
my retarded ass can't make sense of all that babble
>>717819503GODot can do 3D just fine (for a PS1 scale anyway), and it's not a bloated megacorpo engine (instead it's a buggy discordtranny engine)
>>717819503>Godot for PS1 games? Always see people here pushing it for 2D games almost exclusivelymy game's made in Godot. So far, no problems.
>>717821101Do you have no shame spamming this everywhere you go? Buy an ad.
>>717821191sorry for posting my game on the gamedev thread lmao
>>717820949>By this User License Agreement, Wave Break grants you, a non-exclusive, non-transferable, right to use and reproduce Content in the following ways, subject to the limitations set forth herein and in Section Three hereof: The literal front page has
>Free for commercial use, with no attribution required.It's the generic, basic ass license you see for everything free. Free to use in commercial products but you are not allowed to resell the source files and claim you made it/copyright it.
>>717821191the dude doesn't act like a sperg and his game looks fine, chill
>>717811180Which engine are you using, lizard bro?
>>717782958 (OP)>Are you winning son?Bigly.
Reworked an old optimization idea I had to great success.
I have a *lots* of raycast to do so NPCs can check who they actually have Line-of-Sight to and decide which target they are attacking.
Now, they basically generate a shadowmap while doing their checks, so if something has blocked a previous raycast its angular diameter is stored and other raycasts are checked against that first, filtering out anything going in a direction they already know is blocked.
Got the raycast-per-frame from 2.260.000 to barely 2.200, with no visible change in target-picking, so quite a notable improvement.
Now I need to figure out why the fuck my physics engine randomly decide to have a single of its thread randomly take 20+ sec to solve its workload. I did make some change to how radius are handled with the raycast-shadowmap thing, so I guess *something* also used by physics didn't like the change but I have yet to find what exactly is going wrong.
>>717791513Hard to read, really. From a marketing standpoint fatal. Make the c iconic or make it big(ger), like GliCea
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>>717819004I'm going to do just that: a clean slate.
Previous tests will be useful to showcase the game in screenshots
>>717791513>>717822781Remind me of those death metal logos that all look like bird diarrhea on roots, and are both unreadable and indistinguishable from each-others.
>>717818685>literal animation packs with like 200+ anims for less than $5link?
Just right now understood the concept of a global SignalManager in Godot.
Holy shit why don't most people mention the use of that? If there is something that is insanely awful in Godot is making nodes communicate with each other, this is a lifechanging moment
>>717823120tell us more anon, how does that work? will it fuck up performance?
>have most of the stuff working, but it happens instantly
>now I want to animate these things
Uhh. What's the best practices for delaying certain things in the code from visual perspective, but having the math go off immediately behind the scenes? My best idea is making a separate script for every object that's supposed to be animated, and giving it a signal to play that animation.
>>717823120> why don't most people mention the use of thatBecause Godot's community is full of low-tier autists who don't want to admit they know jackshit about the engine but will race each other to yell "read the source code, noob!" whenever someone ask a question that wasn't answered in the tutorials they themselves read.
>>717822998Ye, apparently some can read that just fine
I, for one, can't. Good example, he just really take the criticism seriously.
>>717823159Basically you define a singleton in which you define Signals that are gonna communicate with too many nodes in your game scene. This way you don't have to be handling references from one scene to the other so that they connect properly, just hook that bitch to the singleton's instance.
I was using a C# library that was a bit of a bitch to handle so now understanding this properly is insanely useful.
>>717823548sounds useful but I wonder about the performance impact
>>717823120From a quick google it's the equivalent of Events in C#.
Yeah they're hella useful, but main problem with them is that they turn things into spaghetti. It's hard to follow what ties to what when you're abstracting those connectings with signals.
>ambitious plans for environment/level
>plan it out
>make an inspo board
>start grayboxing
>block everything out
>start refining
>begin to second think my previous decisions
>start seeing better solutions
>spend hours reworking things
>start refining
>notice more problems
>start getting the urge to change direction because what i'm currently doing is too tedious and I need to be faster
>changing direction takes more time
>okay I just need a fresh start
>start over from scratch
>repeat until I give up
10 years of this shit. at some point giving up has to be more noble than enduring.
>>717823757>>start getting the urge to change direction because what i'm currently doing is too tedious and I need to be fasterFound the problem
>>717786632>I have to have weapon durability because *popular slop* did itPlease go do something else with your life, we don't need more derivative slop games.
Is it okay if my game is a little janky and buggy? It's nothing too major, just enemies occasionally acting weird and other small stuff like that.
>>717824207That didn't stop VtM:B and Stalker 1 from becoming cult classics.
Your game better have *something* worth overlooking the jank tho.
>>717823069its not for that cheap any more, it was one of the flash deals
>>717786632By realizing it's not meant to be fun. It's a balancing tool.
In some games stronger weapons break so you need to use weaker more common ones, like ammo.
In some online ones, durability serves as a sink to keep items valuable and scarce, and monsters that drop them lucrative to keep slaying.
>>717824307>Your game better have *something* worth overlooking the jank tho.What does that *something* include?
>>717786632Weapon durability is usually not fun because it actively punishes the player for having fun (hitting shit) and saddles him with busywork (finding more weapons, going back to town to repair weapons).
So instead, think of a way in which breaking weapons rewards the player.
Random shitty example:
>have a default weak-ass but unbreakable weapon>can pick up breakable weapons with cool attacks/elements/whatever>breaking a weapon (only by hitting enemies, not walls/barrels) will infuse your default weapon with a part of the broken weapon (temporarily? cumulative?)or tie breaking weapons into some other sort of progression system (skills, passives, whatever)
liek you want to make it so the player actively wants to fucking break every weapon they find
ยฏ\_(ใ)_/ยฏ
What about armor durability that rewards evasive maneuvers?
>>717824496For those 2, mostly their world and the fantasy the game (tried to) sold around it.
God-tier OST did help a lot for VtM:B.
>>717786632Make it reskinned ammo for melee weapons.
>>717823649zero, assuming anon is using gdscript in the first place
the "performance impact" of global managers that can be accessed anywhere is just the cost of arbitrary memory access and caveats of thread-safety
that's negligible in the realm of c++ and completely irrelevant due to gdscript's own overhead
really, it just sounds like anon implemented an equivalent of a header class that enumerates all the signals
>>717782958 (OP)>No idtech>No source/source gold>UE4>A bunch of shit nobody cares aboutYou will never make a good game.
>>717826818>idtech>source name 3 indie games from each
>>717819448Thanks, dude. It means a lot to me that you took time out of your day to play my game.
>When are we getting merch?Once I complete the game and begin advertising it to the masses. Merchandise will include your usual bits and bobs like t-shirts, stuffed toys, magnets, etc.
>>717821770Unity. I've been using the engine since 2016 with Impulsehazard.
>>717786632Reward the player for breaking their weapon like make it stronger each time.
Just fixed a really tiny and irrelevant bug that, for like 5 seconds I thought would actually fix my game and change the course of it's inevitable lack of success.
>>717827824Isn't that basically equivalent of sleeping at inn to level up?
>>717822931based Trenchbroom chad
>>717828029Not exactly. Usually you only have one type of inn to use. With weapons the player could choose his favorite one and try to find/use it as much as possible to level it up the most for boss fights.
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>>717828345Trenchbroom is peak level editing experience (although it could be better)
>>717797770I think you equated time spent to success and that's where your problem lies. Perhaps those anons should've been realistic instead of pessimistic. The reality is you could spend a lot of time on a project and it just turns out to be... shit. So what? That's part of creating things. I spent years making tons of shit just for it to bomb. You know what I did after that? I listened to feedback, got the fuck back up, and fixed all the things I fucked up. Your first product is most likely going to be shit no matter how much time you spend on it. It's your first product. Someone should've told you to do smaller projects first instead of making a magnum opus on your first try. That might've steered you in the right direction. Of course, it's not too late to just get back into it, but you seem rather bitter about it. And like you said earlier, the problem is with you, but not in the way that you're thinking.
>>717827376>sourceCry of Fear, Black Mesa, No More Room in Hell
>idtechNot so familiar with independent idtech projects, but The Dark Mod (Thief remake) was built on idtech 4.
>>717827376to add one extra to idtech there's an indie game called skin deep that used idtech4
It's alive! Early version of my mosquito, it's still very wonky because I just plugged it into my system for ground-based enemies. Worked better than I thought.
How are toy using AI to help your Vidya anon?
>>717829174120mm cannon, FIRE!!
>>717809105Looks real nice!
>>717829271gonna proooompt my walkingsim-like in Genie 3
>>717829271tried it once for some code + math stuff. It was always wrong, got the AI to apologize 3 times before I gave up
>>717829271It has completely replaced google, stack overflow, etc for me. Sucks to be a brainlet who can't use it, progress must be real slow when it takes hours of googling to find answers.
Ahem,
Monsters raping boys, post your work.
NOW!
>>717829913don't have any but I can post some goblins if you fancy
>>717823680The point of signals is precisely avoiding ties
The signal sender does not need to know who receives it, and the signal listener only cares about the sender when the signal is first connected
a Signal Manager hence removes that last dependency. Now the listener does not need to connect to the sender. The sender just tells the Manager to send the signal, and the listener just has to listen to the Manager, which it knows will always be there because it's a singleton/autoload.
>>717830135Let's have the fucking goblins
>>717784001>he hasn't been writing computer programs since age 7
Heres my plan
>Still in my learning arc
>planning on making a classic zelda clone
>but instead of collecting tools and fighting unique bosses this is a bit too ambitious for my skills
>do a rock paper scissors mechanic
>player can swap between these almost freely
>enemies will appear as one of those 3
Should be easy enough
next game plan:
>make a prototype for a more ambitious RPG
>massively scaled down
>but has the core concept I have in mind
>RPG set inside of a simplified city sim
>generic NPCs having jobs that influence how well a city can do
>so if the player somehow kills all the farmers
>the city will fall into a famine
>>717830312No, signals is making those ties one-sided. They still exist, but now one side doesn't know about the other.
There's a good reason to do that, but there's also plenty of pointless reasons.
A manager class screams "I wanna toss everything into one big pot of connections", when a simple coupled function call makes more sense a lot of the time and is a lot less convoluted.
I just finished my game. \o/
What's the difference between featurecreep and bloated project plans vs a robust well rounded game concept with alt modes?
Let's say I want to make a Danganronpa clone, (I do), does the minigame design distract too much from the main gameplay, or are those minigames made with low enough effort to not be a killer on my hypothetical project's focus?
>>717830671The problem arises when you gotta connect, for example, nodes that haven't been instantiated yet.
Instead of having to search through the Tree, you can just call the Manager
>is a lot less convolutedThat is until one breaks individually and you gotta spend time figuring out how the instantiating is happening, or how badly the nodes are being referenced
>>717814947Lame. Turn him into a ghost fella
>>717830659I give you an 8/10 for the goblins
0/10 for the lack of rape
But a gold star bonus for the goblin being ontop of something.
You pass. And I will buy your game in 4 months
>>717782958 (OP)currently busy doing some web design work and rejuvenate a website for someone
going to get back to 3d modelling a bit later today
laid out and conceptualized some bosses/villains for each end stage
now just have to sculpt and model them out in blender
going to use the quick and dirty way of rigging and fit them with metarigs from rigify
>>717786632Do it like in breath of the wild, kinda. Make it so the player needs to actively search for weapons and try new things all the time. Enemies most drop their weapons, you can snatch their items, you can loot them in their camps...
Dont make it so they can fix it or upgrade it, that's fucking gay.
>>717782958 (OP)I have a few ideas that I've already outlined and written thousands of words of
my main magnum opus is what I'm saving for last, and it's a __weg___
>>717831198And the thing doing the instantiating can just hold a reference to whatever you want to subscribe to. It's possible that it will already have that reference even.
>>717831402>But a gold star bonus for the goblin being ontop of somethingfuck yeah
>And I will buy your game in 4 monthsa bit too optimistic lol. But I'd be happy if you try the demo in 2 months.
>>717830776the main reason people like danganronpa is because of the murder mystery/zany characters, not the gameplay.
the minigames are there to break up the monotony of the trial
and the trial is there to help pace the story/make the player think
if your characters and mystery suck there's no point
I would recommend you try writing a kinetic murder mystery vn first and only when you know you have something good add investigation/trial/minigames ect as necessary
Alright, finished the second character portrait, games going to be like a mix of GB Zelda, Ys and Ginormo Sword
>>717832814Whoops, forgot to post the image
>>717797770>so now I spend all my time trying to warn bright-eyed naive hopefuls not to waste their livesSo instead of gamedev you now waste your time doing something that is completely unproductive.
how much space are you supposed to leave between light probes?
>>717832871fairy is cute, dude looks like he's dumping a big fat shit, but it's cool too
>>717830729>>This game is not yet available on Steam>>Coming soonNot yet.
>>717803958You should go to the /g/ engine dev thread, no one here or on aggydaggy is going to find using blender as a renderer interesting. And my question would be why would you even do something like this?
>>717832871Do you play as one of them? Please keep in mind players need to see shit north of them. Wings and giant tassels will get in the way and muddy their hitbox. Look how compact Link is in comparison
>>717832167Thank you. To your first paragraph I wholeheartedly agree. I have almost sn entire story's concept designed along with the whole cast, but I want to tweak the formula of the game itself to add more engaging gameplay for overworld navigation and investigstions. I think the main trial engagement segments (nonstop debates, scurm debates, cross sword rebuttles) are the better minigames while the others put the solving elements to the wayside for rythem, puzzle, or reflex-centric minigames, which I think is distracting.
Instead I considered taking those kinds of minigames and encorporating them into the other parts of the game, like Free Time interactions. I was planning on giving each character unique minigame style that aided to their individual themes that would pop back up in relevant sections of the story. However that gameplay design, as thematically romantic as it is, sounds like a chunk of effort for possibly being a misfire or waste of time if people find it a slog. Maybe if it were more challenging or engaging I'd find the musical segments of Kingdom Hearts 2's Atlantica to be fun, but they're the worst part of that game. I want to not make a dozen and a half of those, but even in my head the cohesion feels like it needs more time in the oven to be great, and even if it's great it might be disliked purley for diversifying the gameplay too much or in too weird a direction.
>>717819556>>71782928470 emails and 7 responses
>Oh but the game you posted is badRogueslop channels have no taste to identify something as bad, everything is just the same 3 games anyway
>>717803958>>717833367Blender as a renderer or Blender as a real time level editor for a homebrew engine? Because the latter would be fuckin sick
>>717833432if you want NL to play the game you join his server and shill it, simple as
>b-but my game needs to be good for that to workwell gee
>>717833370The knight dude is the one you play as, yeah the tassel might be a problem, so I may make it smaller or change it entirely.
>>717833432>Slimekeepthis nuclear gungeon knockoff looks and sounds like shit. why would anyone stream this
>>717832814>>717832871What engine you using for this? GB Studio?
>>717833432>Nuclear Throne but with a repugnant GameBoy aesthetic Like I said, a good game.
>>717833982Godot, and using FL Studio for composing.
Tried experimenting with FL with the Megaman 8 soundfont, never made music before so I'm looking up tutorials currently and learning some music theory.
https://files.catbox.moe/me3hic.mp3
>>717834191>I'm looking up tutorials currently and learning some music theoryany recommendations champ? might have to jump into that sooner rather than later
>>717833661Yep, Blender as a real time level editor for a homebrew engine!
>>717833367see above
>>717833432>looked up the game>the only popular video he has is "how much did my game make"kek
>>717834256Currently looking up EDM videos on Youtube and Ableton's site.
>>717833871Looks fine in the profile. Try pushing the tassel way, way down into the sprite, almost like an animal's neck crest. I think it'll make it look more authentic since devs of that era had to squash shit into boxes all the time. Look how far down Link's head is on his body. Also might help give the helmet more definition. Though mostly I just don't want that shit flopping in front of me when I'm trying to stab something
>>717834306Blender is a terrible tool for making levels. The fucking thing doesn't even have grid snapping, they've outright said it's not possible to implement because of their bad codebase.
>>717835029I plan to use the python/lua scripting to do that. Either just generate them at the exact position or jsut iterate over everything and round to the whole integer or whatever
>>717834541Alright, this look any better? Also been working on a theme for the Sylph character
https://files.catbox.moe/xmsqqw.mp3
>>717830776>What's the difference between featurecreep and bloated project plans vs a robust well rounded game concept with alt modes?featurecreep? youre adding unwarranted excessive nice-to-have features because they 'sound fun'
kinda think of an unruly developer gone 'rogue'
robust game? sticking to a lean and dense game with clear gameplay ideas of what you want to implement and not going beyond that
at least thats my take on the difference
>>717835029Depends on what your game is like. In my case Blender works fine, since my levels have a natural, organic feel, so making it perfectly aligned every time is unnecessary. If I need to snap two level pieces together I can just manually edit some vertices, since it's rare to need anything like that.
Also, in another project where I was doing sci-fi tunnels which did need to align perfectly, I simply planned the pieces ahead, like they'd always be X units wide with the origin point at a specific spot.
Perfect? No, but serviceable.
>>717835029That's why you use 3ds max, which was pretty much THE level editor for a lot of games before the modular asset level design meme got started.
>>717836608Actually that's not a bad idea, maybe I'll try that too before committing 100% to blender
Give me emotion!
I think I need to add a flow map for a tear running down the face instead of a loose droplet.
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>>717835182It's an improvement but I'd go even further beyond. Get that tassel all up in there. Just my 2 rupees.
As for the music, it honestly sounds like you don't have any experience and you'd need a lot of time and effort to get better. I'd just get a composer. Should be cheap right now with AI eating their lunch. A full game worth of sprites is an ordeal but how many songs would you really need for a game like this? An overworld, a town, a dungeon, a boss or two, and an ending track? That should be in almost everyone's price range.
thoughts on a 34 y/o spending his 2 week vacation working on his videogame?
>>717837187>I'd just get a composer. Should be cheap right now with AI eating their lunchIt isn't. That's a meme. People who could afford it before aren't suddenly going to use AI.
I want to make a first person melee game with mystery elements
I'm basing the melee combat off of 'Pirates, Vikings and Knights II' because I've never played any games focused on melee besides it
What are some good ones to play and learn from? Single player would probably be better
>>717837476better than spending two weeks doing nothing productive, like traveling
>>717837551Check out Zeno Clash
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>>717835182idk why half the portrait is neck, idk might as well show some armor instead
the ANGERY still makes it look more like an enemy than the main character though
>>717837557You can easily do both. Just work on your game late into the night once you're done traveling.
>>717838351I like this design. Anon's dude looks straight out of a Persona game with the giraffe neck
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>>717829271I might feed an existing meme song into AI and tell it to replace it with some other voice (my own or mix up some celebs or even some relatives) and give it slightly different lyrics for an explicit parody game of where that song game from.
And that's still a big if.
>>717833194But I didn't tell you to go to the toilet?
>>717829271I use it for help learning to code, ask it what I could do to improve my scripts.
I also have it do my math homework, if I have 3-5 variables that I need to add/multiply/divide, I don't bother figuring out the correct order, I just tell it to do it and it gets it right, usually on first try.
Other than that not much. It fucking sucks at auto-completing code. It LOVES sneaking shit into the header and then I find weird shit in there few days later.
>>717829271I'm abusing the fuck out of AI during the concepting stage, for art references and moodboarding etc.
It's basically the same as just collecting references, which would be other people's work anyway.
I don't think it's an issue as long as I make the final designs and art assets myself.
I guess the biggest pitfall to avoid is using a model that looks too generic or too much like a specific artist's style.
>>717839809I agree with you and don't let anyone bully you into thinking otherwise.
>>717838351I was trying to make him look a bit wimpy since he's sort of a try hard hero, but I can make the neck shorter.
>>717837187Yeah I'll make it shorter, the color variations also look nice. For the music, I could hire someone for the music, but I'm doing this game for more self growth reasons, not for monetary ones. I'll just keep taking music theory lessons until I get it right.
>>717839809What's your game so I can avoid it?
>>717839809>Using AI for the creative part instead of the boilerplate grunt workKek
>>717840626Some people just have no creativity at all, but it's a mystery why so many of them are attracted to gamedev.
>>717839459>I don't bother figuring out the correct orderI just want to make sure I understand what you're saying, are you meaning the order of operations for the calculation?
>>717840846Do you storyboard your cutscenes, or how do you draft them before working in them?
>>717840743Nah, like if I have things such as velocity, distance, characterSpeed, and want to achieve smooth movement, I feed the variables to AI and it spits out a formula that correctly adds/multiplies/divides the values in a way I want.
Before that I'd be like "do I multiply these? no it goes too fast, how about dividing? not quite either" and waste time.
>>717840626NTA but I think it's a valuable use case. Since it hallucinates, it could come up with something cool you'd never think of.
That being said when I'm working on a game I rarely lack inspiration to the point that I need AI to give me ideas, but I can see value in asking it for an idea or two.
>>717840972Yes I make a very shitty looking prototype cutscene first, just to get an idea of how it will look
>>717798516being able to compensate for total bullshit as a player is part of being high IQ.
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>>717840846this felt oddly romantic. I'd recommend making the dude that's facing the camera look angry instead of whatever he's doing there.
>>717841206hah okay thanks i will change it up a bit
>>717841206>gimme a hug, man
>>717838480This look any better?
>>717809450Yup, just focusing more on the fundamentals of the game still, got a lot of work to do on the UI visuals
>>717816941Thanks, using Unity
>>717829405Thanks!
>>717841558yeah! damn dude, you've made a lot of progress when comparing to where you were yesterday
don't put spammable inputs in your game unless you want spergs larping as melee players mashing buttons to get 'speed tech'
Making a pokeclone with waifus where you can fuck your waifus.
Hoping the whole Visa/Mastercard crap blows over.
>>717841108Basically this.
Like for instance I need a bunch of hairstyles for character customization. I can just start googling/pinteresting barber hairstyles and shit, or I can just proompt it, set a high batch size and count and just fuck off and do other stuff. Then I return to a nice pool to probably get an idea or two from.
It's all about generating ideas, not final content/assets.
here is another one, where you will have to fight upside down
>>717836936UE5? spline it.
>>717790652ue engine god!
>>717841152Sweet, thanks for the insight.
Idk how far along your scene you are but double triple make sure you get some good dynamic poses. Leaning forward, hunching, bending and winding punches and whatnot.
>>717840846I can tell you right now if you dome somebody with the claw of a hammer that it completely penetrates the face between the eyes, they're not gonna be headbutting you.
In my area, someone I know did jail time after striking one of their drug enemies with the face of a hammer and the force popped the guys eye out. He was unwilling to fight after his eye came out and his friend ran away too. Imagine then, if he had struck him hard enough with the claw so that it penetrated the head and the guy would have probably had a bleeding brain.
>>717842547>In my areaJust say mexico, sheesh....
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>>717841558You had some slight errors in the curve on the top of the helmet. I would suggest having a cube or sphere on hand so you can look at the angle and shape. The top back shape of the helmet was showing the TOP of the helmet, but the camera is from a downward angle pointing up. So its IMPOSSIBLE to see from this angle. I know its not pixel perfect cause I dont know how to scale to down properly (at least on this program I am using, but this is it should look like. The highlight should also move down a little too. Hope this helps.
>>717843206Yeah, I see what you're saying, this look any better? Going to fix more tonight
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Iโm gonna redo my object code for my platformer character and try one more time following this YouTube playlist about platforming basics. Itโs not from too long ago so nothing should be deprecated. If I canโt get this to work after watching all the videos, I might just give it up and leave it to people more programming inclined, offer my services as a pixel artist, instead.
>>717841558look at him go
>>717828345Goblin anon, how do you model and animate your low poly characters? From my research you can either model and rig a model or make separated meshes for each part of the body and articulate it, and I like your style
Still messing with Source 2 Hammer
>>717838550wow I really like this MC
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>>717832814If you're using Link's Awakening as a ref, also check out The Frog For Whom the Bell Tolls.
It was basically its predecessor / same engine.
>>717844430glad you like it anon! The goblins are segmented, body + head is one mesh, then the arms are 3 meshes (upper, lower and hand) and the same goes for the legs. It makes it easier to animate since I don't have to worry too much about weight painting, plus it gives it even more of a retro look I believe. Check out picrel for more details. I probably should have added a hip bone as well, but oh well. Oh and don't forget to apply the shade smooth, otherwise it'll look straight out of Runescape.
>>717844074Better, the highlight wont touch the shadow area though.
>>717790652Nice. Don't think I've seen anyone else replicate the fe crit cut-in effect as well
>>717844780with a vertex count that low, manual weight painting should not really be an issue
>>717791351creative works are iterative, anon. I bet most of the background is just placeholder blockout type stuff, while the better looking assets are more finalized.
As indies, normally with very small team sizes, you can't expect to have ButtFuckโข Mountain to be fully modeled by the time you finish the combat minigame - because you're the dude making both simultaneously.
>>717844904maybe! but I'd rather avoid it at least for now since I'm a total noob
>>717844472just needs a horror waifu who's hunting you down because she's lonely to be complete.
I'm thinking scaling back on deving and just selling assets for a while instead, some of these packs on itch.io make a lot. Some game genres barely even have assets up for them, the majority of it is pixel art (probably because they are easier to edit for prototyping).
>>717845663Nope, you only get Jeff
>>717846294Make some low res-textures for lower poly 3d video games - growing area for indies but most of the assets are trash. The best ones I've ever found are those ones by that PizzaDoggy guy on itch, and they're still a little too grungy for what they are.
>>717846531I'm not too informed when it comes to backrooms lore, but what I have been exposed to is increasingly "normie" tier shit.
Kinda sad to see.
anybody else feeling like playing videogames is a waste of time and that working on our game is what we should be doing? I fear I'm becoming a bit obsessed and might stop playing vidya altogether because of it.
>>717846765Only if it's a bad game. A good game gives you plenty of ideas to draw inspiration from(steal)
>>717847010yeah that's another thing. I feel like I should be playing games related to mine, but I just want to play whatever and have fun, damn it.
>>717846583$5 for 169 textures is such a race to the bottom
>>717846765No.
If you really feel like it though, you could set strict work hours for your project.
>>717847010bad games tell you what you need to avoid doing, they aren't a total wash in terms of what you can glean from them.
One of the big ones I notice is that in bad side scrollers developers NEVER have distinctly separate values for foreground, background, and midground elements, making everything blend in together.
>>717846697I emphatically reject virtually all 'lore' pertaining to the Backrooms
The only good thing added to the original concept are the idea of increasingly uncanny/fucked up architecture and basically differing 'biomes' of spaces
Kane Pixels take on the idea is good too
The Reddit version with 'levels' and a vagillion entities like some discount tween version of SCP is insanely cringeworthy.
Jeff is from Half-Life Alyx though, nothing to do with the Backrooms (though I will probably use him somewhere anyways)
>>717815702that looks cute.
are you using blockbench?
>>717847405oh I should have realized, what with it being Source 2 and all, that it was an Alyx mod.
Nice to see people are still working with it.
>>717847620nta but he's using Trenchbroom
>>717830312>avoid ties>just string up this hardcoded one way function call between everything that needs to talk to each other for every single instance>it's not spaghetti bro I swear, juan is a fucking genus, he wouldn't make spaghetti
>>717818009>but original Doom had very clear powercreep with its weapons and it was finenah all weapons were useful. Plasma ones were the only more powerful options but all the others had some kind of weakness against specific types of enemies.
>>717840846I never thought a murder could be so erotic.
>>717829271cursor + mpc with godot seems powerful. that coupled with using gpt5 (free) just for general questions to save on tokens.
i think it's a good method for those who can do the art but suck at coding. but i suspect we'll see a lot more slop being produced with god awful art that looks obviously generated by AI.
>>717847794>"Ahh man, I HATE decoupled code, events, and signals">*loads his entire game every time he needs to test a one off feature, or lookdev something*>"ohh nooo a bug in that enemy manager script I hadn't finished isn't letting me run my project! Guess I need to stop everything and fix it to continue working on this other thing I'm almost done with....">*has to load in all enemies in his game under the level so his game doesn't crash during debug and testing*bro, just decouple some of your code, its not a bad thing.
>>717847649I was originally making this in Source 1 for HL2 VR but then I decided to try making it in Alyx instead because it has actual VR interaction and also because there aren't very many good Backrooms/liminal space type maps on the Alyx workshop.
>>717782958 (OP)working on rigging and found a decent way to rig wings
>>717846765I play less than I used to, but you can also play games relevant to the genre/style of your game for research purposes
>>717848741I am working on rigging too.
I need more resources that aren't YouTube tutorials, then I would know if boobs need IK or not.
>>717849019what a goofy lil' fella.
>>717782958 (OP)currently extracting files from a jap unity hentai game so i can reuse some features in my game.
>>717848880I rig and animate the subdivided rectangle and use a mesh deform modifier to make the actual wings animate. I'm not sure if it will translate well to a game engine though. I'm using the animations to make sprites similar to this video.
https://www.youtube.com/watch?v=T5lecvkgC2g&t=15s
>>717847082You should be doing the opposite. Precisely by playing games that DON'T relate to yours is how you find the most original and inventive ideas. You play a game, you find a thing you really like about it, and then you think "how would that thing exist in my game, which is a different genre?"
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>>717849019extremely good timing, I was just playing the itchio version
I like the new enemies, still don't know how to deal with cannons, also why do they keep morphing into different enemies? Is that intentional or a bug?
But most importantly, will you have controller support?
>>717848557>bro, just decouple some of your code, its not a bad thing.Yeah that's what I'm telling you to do instead of coupling code as tight as fucking possible using the ball of string called signals.
>>717782958 (OP)My studio is crunch time hahahaha
Attack progress
>>717849110>>717849464thanks
>>717850043Thanks for trying it out.
Cannons you can slide/roll under when you hear the boom or switch to the shield weapon and block them pretty easily.
The new enemies I still have many unfinished animations so they switch to the other ones as placeholders for now.
Controller Support I keep putting off but I'll try to get it in soon.
progress: took a nap. Wont do shit today, too tired because of work.
>>717849621I keep seeing this technique, but it feels/looks sort of weird to me. I imagine you wouldn't directly be able to export things to an engine like this either :/
At least its working out for your workflow.
>>717850243Why is a "ball of string called signals" bad, exactly?
I pseudo coded a navigation/map system, but i havent had the time to actually code it because work and play.
But there isnt much point to the map right now anyway because i'd need to create a bunch of points of interest. Wrecked space ships. Which kinda sounds like a chore.
>>717853896now that I think about it maybe you can transfer the weights when importing it to a game engine. Might need to look into that later.
>>717848557>"ohh nooo a bug in that enemy manager script I hadn't finished isn't letting me run my project! Guess I need to stop everything and fix it to continue working on this other thing I'm almost done with...."You know you can just... remove the line causing the problem?
Honestly everything you said in that post is just wrong. You don't need events/signals to do any of that.
>>717853918Like many things in programming, it's good in moderation, bad when you start depending on it for everything thinking it's a miracle solution and you're a genius for being the only person who thought of doing that.
>>717853896>>717854524What that anon is discribing is converting a 3d model to a sprite. You do that by rendering each key frame into an image, and then your engine cycles through those images. Dead Cells and Golden Sun are entirely built with it for example, and CrossCode uses it for the bosses despite being pixel art. It is very useful when you have a lot of 2D sprites with the same animation.
You could also just make a 2D skeleton that runs in-engine, but there isn't that much tooling around for that. Your only proper option is Spine, which is expensive for an indie and doesn't have a runtime for many less popular engines.
Are there systems with more than one form of hp? There are systems with technical and magical points, but I doubt having two hp bars would change anything. Some ttrpg has debilitating and vital injuries. Broken leg is inconvenient, but not life threatening. That's however not what I'm looking for, as having non lethal damage in a game would lead to ignore getting hit by that damage type.
Are there ways to have a hp mechanic that's not a gauge between 0 and 100%?
>>717855614There's a few. Divinity Original Sin 2 uses physical and magical armor, which take damage before your health. If everything is consumed, you become vulnerable to status effects.
Dragon's Dogma has almost three HP bars in one. You start with normal full HP, but when you get hit you have a white little bar on top of your current HP: that is the amount of health that magic can recover. For more you'll need items. At the same time, you also build up exhaustion from taking damage, which just flat out reduces your max HP.
For my game, I'm also using the exhaustion mechanic(since healing magic is plentiful). But in addition to reducing your health it also adds a % chance for resurection spells to fail, and I might other things like reducing your damage or ressource generation.
>>717855614Tons of FPS games have armor. You take both HP and Armor damage, but as long as you have Armor the HP damage you take is lower.
There's also stuff like Sekiro, where you and enemies both have HP bars and Posture bars, where Posture damage buildup increases every time you get hit or block an attack, and the less HP you have the longer it takes to go down, until a full Posture break leaves you open for a kill.
>Fagoon was taken to a sexy vacation by his dad
>he was supposedly working and mowing the lawn
I kek'd remotely
>>717855614I'll throw in Darkest Dungeon with its Sanity
Is there any market for free browser games still?
>>717854559>bad when you start depending on it for everything thinking it's a miracle solution and you're a genius for being the only person who thought of doing that.Ok but if you got a node that makes references to too many objects in a scene, which is better? Hardcoding the connection to every single node making it hard to trace? Or just connect it to an instance that will always be there?
>>717856485Not having a node that makes references to too many objects in a scene, obviously.
Having a list on one object that stores those references, and having one event that references can hook into, is pretty much the same thing, outside of who does the hard work.
>>717855985While the idea isn't completely bad, dos2 has a horrible combat feel. It's rocket tag against overleveled enemies using meta. That's fun once.
However, it's a mechanic that certainly could be refined.
>also adds a % chance for resurection spells to fail,Getting hit reduces %?
>>717855992Actually shooters in general, even hitman 1. Not completely wrong, getting hit by a round will damage the body, even with top body armor.
>postureSome form of armor, might be called shock, too. Some arpg have that. Haven't thought of that.
>>717856379Haven't played it, might do, as everything I read on fandom seems awesome. Was always repelled by how repetitive it supposedly is.
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>Open Unity
>Domain reloading
>20 minutes later
>Write one script and hit save
>Domain reloading
>20 minutes later
>Change a single variable
>Domain reloading
>20 minutes later
>Close Unity
>Domain reloading
>20 minutes later
All in a hard day's work.
>>717857504unity's wait is getting worse?
haven't used it since version 2019
>>717857504this is why i like s&box, instant hotloading while ingame if the game is moderately sized
>>717857571I'm on Unity 6.1, it's become genuine hell.
I'm on 6.0 and it takes like 15 seconds, with 3 seconds when changing scripts. AMD 5600X processor.
>>71785750420 minutes is insane. you should profile the editor and see why thats happening. unity also has a hotreload package on the store.
>>717857571Yeah.
I remember back in Unity 3.5 where you'd get faster compile times on a Core 2 Duo.
The sheer incompetence.
Blood for the blood god. Milk for the cornflakes.
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>>717786632make it like reloading gears of war, and just have some shit like repair balm that functions like ammo would for a gun. it only takes a second to do in combat to repair your weapon and if you hit the quicktime you get a stat bonus, if you miss it damages or breaks the blade, or you can just let the animation play out for an ensured repair with no bonuses or detriments. sword breaks if you don't give a shit and just swing it to nothing like normal, but otherwise, it turns something that acts more like a chore into a mechanic that rewards skilled players in combat.
>>717856491wow amazing progress bar!! thats so cool! i love waiting
>>717857684s&box isnt a game engine you fruitcake fucking faggot get the fuck out of this thread you ugly loser
>>717858646It's the semi-official editor toolkit for Source 2.
>>717842054interesting
How are we doing bros? Please tell me how you are doing. What are you doing? Why are you doing?
>SHRIMP GAME campaign synopsis:>clear dungeons with a variety of SHRIMP to refurbish Backwaters hubzone with elemental power>your macro goal is to make the strongest assortment of SHRIMP possible to take down the end-game boss without losing all your SHRIMP
>>717858559waiting for what
>>717858646>>717858932it's as much of a game engine as unity is, it has a full scene editor and standalone game exporting
>>717857378>Getting hit reduces %?Yes. I don't have the exact formula yet, but lets say you take 50% of your max HP from a hit, that's also gonna reduce your max HP by 0.5%. You keep getting healed, die a few times and eventually your max HP is down by 50%. At this point the boss oneshots you, but it will also always target the front liner first so the healer in the back can ressurect you over and over again.
To prevent this that 50% reduced max HP will also give ressurection spells a 50% chance to fail.
>>717829684>progress must be real slow when it takes hours of googling to find answers.Sounds like you are just bad at googling if it takes you hours.
Tried to use ai for some shader but each time the result had an issue. When asking for a fix it would fix that one issue but introduce a new one. Searching online I found the solution in two minutes.
>>717858380I remember running unity 5 on a tablet with 1gb of ram and an intel atom processor
why does tech gets worse over time
>>717801776>Nah, I hate Fiverr.Why is that?
>VoicesThanks anon. Exactly the kind of answer why I keep visiting these threads
>obscene amount of money to throwHow pricey is it usually? There aren't any prices put up like Fiverr and everything seems almost corporate-like, but it looks good so far.
>not many German-language videogame VAsfuck
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>>717858380I miss when you could write python scripts in Unity. I miss monodevelop, and its comfy editor. I miss the old animation system.
>>717859969Technically it wasn't python. It was Boo.
But yes MonoDevelop was simply much better software than Visual Studio or the Xamarin sludge they later pushed.
>>717858559>>717859067shit i misread your message, yeah a waiting progress bar isn't fun, it's just a placeholder until i get a proper minigame framework up, like clicking on bolts to screw them down
UI's are more fun to make than games, imo.
I hope all of you find great success with your games.
>>717860250careful, you might accidentally become a frontend web developer and start masturbating over increasingly complex methods of centering a div
>>717818493>picIf it's a 2hu fangame you're thinking of making then I'm hyped already. Good luck either way anon
>>717860572It's too late, CSS is one of my favorite things in the universe; I wish I could use it everywhere.
>>717848880>I would know if boobs need IK or not.Boobs are FK. You can then animate them manually or set them to be affected by gravity. That's how the good old Illusion games used to do it.
>>717856323Hate all you want, I'll send pics to make you jelly.
>>717859969Wdym you miss the old animation system? Did they remove the legacy Animation component?
>>717861442I think it's still there but nothing hooks into it properly anymore.
>>717861485For as far as I know you could still properly use it, as long as you flagged animation clips as legacy (through the debug inspector).
>>717860750Whatever you do, don't look up tailwind.
Is it still worth it to make porn games?
>>717790070This is cool, what a neat idea!
bravo
>>717861947You're trapped between credit card companies banning everything, and AI making VNs basically obsolete. Whatever you do it better be a really specific niche that has a community with deep pockets.
>>717856491is there reason why it takes so long for it the wheel to get mounted on and off? Is it part of some survival gameplay to create tension?
>>717784001Surely there are assets and scripts you can use and copy. I'm sure there is dragon drop in Unreal or Unity, so no need to code.
>>717794085> coder to program you something if he feels like it and if he doesn't lost interest and ghosts you out......if i got paid a basic wage, say 1000$ per month to work on a game, i would dedicate 10+ hours per day to whatever project it is. Is it really that hard to find someone willing to work on a game once money is involved? Who the hell would ghost a paying customer. They'd have to be complete trash
>>717805945This better be a multiplayer lobby fighting game
>>717862313for the leveling up skill to matter, for a non-vehicle repair shop person it should take a long time
>>717858967love that you're still cooking on the shrimp game, can't wait for release. The UI and icons are especially looking stellar.
i'm working on mockups before prototyping, really trying to get better at planning things in advance.
>>717799279primo particle slide fx
>>717784614if you're still hanging around, drop a contact and I'll reach out! Shmup + chess aesthetic is relevant to my interests.
>>717800616Iike the brown one
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>>717800616>loli>girar>herramientas>colorpues claro...
What's a better way to do dialogue boxes if people hate the typing effect so much? Just popping in feels lazy.
>>717863993>if people hate the typing effect so much?do people hate that? why?
>>717863993add typewriter as the default but add an option that makes it instant for the sperglords
>>717856323As I have promised, a picture to make you jelly.