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Thread 717782958

521 posts 242 images /v/
Anonymous No.717782958 >>717784001 >>717784439 >>717784614 >>717786632 >>717789446 >>717790723 >>717790901 >>717793490 >>717793864 >>717802631 >>717803923 >>717805337 >>717812692 >>717818493 >>717822465 >>717826818 >>717831778 >>717831986 >>717848741 >>717849123 >>717851328 >>717864604 >>717866273
Gamedev Thread
Are you winning son?
Anonymous No.717784001 >>717789875 >>717795542 >>717830568 >>717862413
>>717782958 (OP)
I just realized that it would take a decade to learn and create something worthwhile.
Anonymous No.717784020 >>717784614
too soon after the last thread, leave us some time to make progress
Anonymous No.717784201 >>717787326
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.
Anonymous No.717784439
>>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?
Anonymous No.717784505
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.
Anonymous No.717784614 >>717784946 >>717786619 >>717787326 >>717796885 >>717863574
>>717782958 (OP)
>>717784020
Everything'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.
Anonymous No.717784687 >>717784827 >>717793401
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.
Anonymous No.717784827 >>717784887 >>717785012 >>717793401
>>717784687
You didn't fall for the AI meme did you. Nigga you should understand how your own code works
Anonymous No.717784887
>>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.
Anonymous No.717784946 >>717786486
>>717784614
looks like shit, bud
Anonymous No.717785012 >>717785958
>>717784827
Don't diss my vibe coded vidya, bro.
Anonymous No.717785301 >>717786126 >>717794747
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.
Anonymous No.717785323 >>717785410
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
Anonymous No.717785410
>>717785323
prove it. take a screenshot of the heartbound game maker project open on your PC.
Anonymous No.717785604 >>717786289
Why do I have a feeling this is a /agdg/-sanctioned grifter thread?
Anonymous No.717785696
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.
Anonymous No.717785958
>>717785012
>up to 20k
so he had one abnormal lucky strike and everything else he's "vibe coded" has gone nowhere
Anonymous No.717786126 >>717786458
>>717785301
There's better outline shaders on the asset store so why would they buy yours?
Anonymous No.717786267
Happy with my game working on replacing some armor with better ones, updating animations and putting focus on objectives.
Anonymous No.717786289 >>717786425
>>717785604
all /v/ gamedev threads are /agdg/-sanctioned if you haven't noticed already
Anonymous No.717786425 >>717786567
>>717786289
No 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.
Anonymous No.717786458 >>717786595
>>717786126
mine 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.
Anonymous No.717786486
>>717784946
Thanks for the truth
Anonymous No.717786567
>>717786425
both of those threads are /agdg/-sanctioned
Anonymous No.717786595 >>717786770
>>717786458
>mine does something others don't
doubt.jpg
Anonymous No.717786619
>>717784614
This looks pretty fun anon, keep at it, I really do see the potential in it
Anonymous No.717786632 >>717786884 >>717786948 >>717787312 >>717787343 >>717787523 >>717790953 >>717793593 >>717794646 >>717799479 >>717799614 >>717810352 >>717824048 >>717824398 >>717825153 >>717825874 >>717827824 >>717831806 >>717858423 >>717868609
>>717782958 (OP)
I'm stuck, how does one make weapon durability fun?
Anonymous No.717786770
>>717786595
okay.
Anonymous No.717786884
>>717786632
ask 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
Anonymous No.717786948
>>717786632
broken 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.
Anonymous No.717787312
>>717786632
Instead 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.
Anonymous No.717787326
>>717784201
>>717784614
Oh I haven't seen this in a long time. Looking good, but I thought you already got a new artist by now?
Anonymous No.717787343
>>717786632
have 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
Anonymous No.717787523 >>717787641
>>717786632
>how does one make weapon durability fun?
Why are you adding something you can't justify?
Anonymous No.717787641
>>717787523
My 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.
Anonymous No.717789446 >>717789606
>>717782958 (OP)
> No major progress posts itt
Sad! What a bunch of no devs
Anonymous No.717789606
>>717789446
there was a thread yesterday, op need to space these out more
Anonymous No.717789745
I made items work in battles, wowwee
Anonymous No.717789875
>>717784001
It could be worthwhile. Kevin costner needed half a century to let his movie come true. Be glad. Its only 10 to 12 years.
Anonymous No.717790070 >>717790789 >>717862012
made a shield mimic thing that eats arrows fired at you
Anonymous No.717790652 >>717790783 >>717791351 >>717842204 >>717844859
i made a crit cutout effect yesterday
Anonymous No.717790723
>>717782958 (OP)
I own now 1% of cover shares thanks to my game earning
I own hololive vtubers now
Anonymous No.717790783 >>717791410 >>717792102
>>717790652
and a turn change ui widget thing today
Anonymous No.717790789
>>717790070
Much better than any shield I've seen this year. Really cool.
Anonymous No.717790901 >>717791754
>>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.
Anonymous No.717790953
>>717786632
durability 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 explorers

durability 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.
Anonymous No.717791351 >>717845141
>>717790652
Why 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
Anonymous No.717791410
>>717790783
Looks good
Anonymous No.717791513 >>717793543 >>717822781 >>717822998
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.
Anonymous No.717791754 >>717818123
>>717790901
this 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.
Anonymous No.717792102
>>717790783
try flipping the cross and expanding the wings at the same time. 2 steps instead of 3, might look better.
Anonymous No.717793401
>>717784827
It’s an ancient problem
>>717784687
Well start from scratch and try harder
Anonymous No.717793446 >>717793524 >>717797630 >>717808784
>Trying to get back into it after a lifetime of attending to real life.
>Fuck. I accidentally made roll slop.
Anonymous No.717793490 >>717793552 >>717793808 >>717795263
>>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
Anonymous No.717793524
>>717793446
Sorry, not Fromsoft-core, still missing the giant women and detailed female feet models.
Anonymous No.717793543 >>717801776
>>717791513
>Going well so far
Where are you getting them from? Fiverr?
Anonymous No.717793552
>>717793490
I 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.
Anonymous No.717793593
>>717786632
Weapon 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.
Anonymous No.717793808 >>717795263
>>717793490
Even 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!
Anonymous No.717793864 >>717793939 >>717793970 >>717794085 >>717795936
>>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?
Anonymous No.717793939 >>717797216
>>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.
Anonymous No.717793970
>>717793864
no lol
Anonymous No.717794085 >>717794734 >>717797216 >>717862630
>>717793864
Considering 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......
Anonymous No.717794143
How the hell is this in page 3 after new replies?
Anonymous No.717794646
>>717786632
The hack is to re-contextualize it from "penalty from being worn out" to "bonus from being fresh and new"
Anonymous No.717794734
>>717794085
Half the time I see these people are just chronically online and have poor time management skills.
Anonymous No.717794747
>>717785301
its 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.
Anonymous No.717794926 >>717795239
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?
Anonymous No.717795239
>>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 works
its 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.
Anonymous No.717795263 >>717811742
>>717793490
>>717793808

Has there been a crack or a pirated version for Action Game Maker MV already?
Anonymous No.717795412
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?
Anonymous No.717795542 >>717797512
>>717784001
true anon
just give up
don't do anything with your life
Anonymous No.717795793 >>717796176 >>717796509
>added new imperial armor wip to see ingame. Working on new fire breath ability and armorswap
Anonymous No.717795936 >>717798813
>>717793864
Do you need to do those hobbies every day?
You could alternate days. 1 day hobby, 1 day dev, 1 day hobby, and so on.
Anonymous No.717796176 >>717796509
>>717795793
>imperial armor
>fire breath
Hmmmmmmm…where have I heard that before? JK, it looks pretty great in your game.
Anonymous No.717796509
>>717795793
>>717796176
Thanks 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.
Anonymous No.717796708 >>717797468 >>717805481
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
Anonymous No.717796854 >>717798304 >>717799776
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
Anonymous No.717796885
>>717784614
DSW homage? I always liked those games before the dev vanished.
Anonymous No.717797216 >>717797381
>>717793939
>>717794085
I 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.
Anonymous No.717797381 >>717797545
>>717797216
I 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.
Anonymous No.717797414
drawing new gay furry porn for my gay furry porn game
Anonymous No.717797448
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.
Anonymous No.717797468 >>717797613 >>717797853 >>717798176 >>717798192 >>717805089
>>717796708
>GBC LARPing
Do I have bad news for you anon
Anonymous No.717797512 >>717797770
>>717795542
I 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.
Anonymous No.717797545 >>717800068 >>717800195
>>717797381
Looks 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?
Anonymous No.717797613 >>717798176
>>717797468
>Mixed
Why? It looks comfy.
Anonymous No.717797630
>>717793446
i hope you're not just making another sekiro because the industry is already getting flooded with those
Anonymous No.717797770 >>717798581 >>717804819 >>717805612 >>717815794 >>717828982 >>717832968 >>717845756
>>717797512
The 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."
Anonymous No.717797853 >>717798145 >>717798176
>>717797468
That game looks beautiful. I'm going to guess it's a lack of quality of life which zoomers hate.
Anonymous No.717798145 >>717801815
>>717797853
Called 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
Anonymous No.717798176 >>717798309 >>717801815
>>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.
Anonymous No.717798192
>>717797468
And? Im not doing this for money, I'm doing this for love, and money.
Anonymous No.717798304 >>717801840
>>717796854
>gamble Roguelike
can I see
Anonymous No.717798309 >>717798403
>>717798176
I'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.
Anonymous No.717798403
>>717798309
Probably 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.
Anonymous No.717798516 >>717841196
Fact few devs realize: RNG increases skill cap and skill expression. It doesn't lower it.
Anonymous No.717798581 >>717798731
>>717797770
What game?
Anonymous No.717798731 >>717798849 >>717800029 >>717802463 >>717845756
>>717798581
I'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.
Anonymous No.717798741 >>717800107
*(float*)data+i
Shit like this makes me feel like a pro hacker desu I love c
Anonymous No.717798813
>>717795936
I 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.
Anonymous No.717798849
>>717798731
can you at least say what genre and if its 2d or 3d?
Anonymous No.717799279 >>717863574
you better believe it
Anonymous No.717799479
>>717786632
as 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
Anonymous No.717799614
>>717786632
Why are you fixated on that idea? It's boring and anti-fun. Don't use it.
Anonymous No.717799776
>>717796854
>spriting more items
make 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
Anonymous No.717800029 >>717800321
>>717798731
Just 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.
Anonymous No.717800068 >>717800195
>>717797545
Lol 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.
Anonymous No.717800107
>>717798741
>anon discovers array access
wait 'til you realize that int i = 3; i["lmao"]; is a valid code
Anonymous No.717800195
>>717797545
>>717800068
Oh 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
Anonymous No.717800321 >>717800774 >>717845756
>>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.
Anonymous No.717800616 >>717801291 >>717801735 >>717801935 >>717815680 >>717863715 >>717863791 >>717866641
why aren't you making an official World Loli Wrestling® game?
Anonymous No.717800774
>>717800321
Ok, 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.
Anonymous No.717801148
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.
Anonymous No.717801291 >>717801383
>>717800616
hey that's my drawing! ><
Anonymous No.717801383
>>717801291
then make my game, i already gave you my billion dollars (and one small country's economy) franchise ><
Anonymous No.717801710 >>717805584 >>717808005
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.
Anonymous No.717801735
>>717800616
kys pedo prompter
Anonymous No.717801776 >>717859890
>>717793543
Nah, 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
Anonymous No.717801815
>>717798145
>>717798176
Maybe, if he used the 10K dollars on playtesters and not this, the game would have done better.
Anonymous No.717801840 >>717804150
>>717798304
You 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
Anonymous No.717801935
>>717800616
Cute art, I'm not into wrestling games though.
It's kinda gay but I guess it could work with girls.
Anonymous No.717802463 >>717805704
>>717798731
how 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.
Anonymous No.717802631
>>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 mesh
Ending 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.
Anonymous No.717803923 >>717804219
>>717782958 (OP)
can your engine beat these frames?
Anonymous No.717803958 >>717833367 >>717833661
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
Anonymous No.717804150 >>717804507
>>717801840
>i don't want to show it juuuuuuust yet
you 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
Anonymous No.717804219
>>717803923
can your game beat this in fun?
Anonymous No.717804507
>>717804150
SICK 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
Anonymous No.717804819 >>717815835
>>717797770
Imagine 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.
Anonymous No.717805089
>>717797468
I took a look, apparently it was a kickstarter, delayed release for 4 years, and still unplayable due to bugs
Anonymous No.717805337
>>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.
Anonymous No.717805481
>>717796708
>making polished assets before gameplay
uh oh who's gonna tell him
Anonymous No.717805584 >>717807912
>>717801710
lol, you don't know how the real world works if you believe this, skills aren't worth jack
Anonymous No.717805612
>>717797770
>100% sure they'd be okay with throwing their lives away and accomplishing nothing in the process.
thats called life
Anonymous No.717805704
>>717802463
Did 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.
Anonymous No.717805945 >>717806625 >>717809240 >>717863078
lifestealing grab
Anonymous No.717806625
>>717805945
holy...
Anonymous No.717807681
Apparently idle clickers are big right now.
Anonymous No.717807912
>>717805584
you have never applied for a skilled job and you live with your parents, what the fuck do you know
Anonymous No.717808005
>>717801710
i have a job and use my coding skills to make a few grand extra a month
Anonymous No.717808475
I'm feeling rather passionless about the time limit survive the apocalypse game so I'm just grinding 3d for now
Anonymous No.717808784
>>717793446
>sword clips into the ground
fuck
you.
animate it properly you lazy fuck.
Anonymous No.717809105 >>717809450 >>717816941 >>717829405
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
Anonymous No.717809240
>>717805945
no offense but I always see your webms and I think that this looks like an inferior version of Kannagi Usagi
Anonymous No.717809450 >>717841580
>>717809105
>it looks pretty neat
it 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
Anonymous No.717809484
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?
Anonymous No.717809491 >>717809646 >>717811337 >>717811484 >>717818860
Quick question, is it reasonable to expect amateur gamedev in 2025 to provide a primary sustainable income?

Or is this more of a Hobby?
Anonymous No.717809646
>>717809491
Success 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.
Anonymous No.717810352
>>717786632
make 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%
Anonymous No.717810948 >>717811537
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?
Anonymous No.717811121
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.
Anonymous No.717811180 >>717811964 >>717819448 >>717821770
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 Rodent…I mean his friend Alois Ratatosky.
Anonymous No.717811317
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.
Anonymous No.717811337
>>717809491
If you want a sustainable income, you join a studio and get a salary.
Anonymous No.717811484
>>717809491
I know someone who does freelance gamedev as his main source income but his parents pay for a lot of his bills, so yeah.
Anonymous No.717811537
>>717810948
Probably the middle one, the side profile is too flat and the cloak on the right looks weird with the arm outline but no shading
Anonymous No.717811742
>>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
Anonymous No.717811834
>do game dev
>get better at game dev
>get better at getting better at game dev
Anonymous No.717811964 >>717812152
>>717811180
Wtf is this shit
Anonymous No.717812042 >>717813117 >>717813709 >>717819556 >>717829284
>YouTubers are sincere and read all their emails, your game is the one at fault!
Do people really believe in lies such as this?
Anonymous No.717812152
>>717811964
Ecstatica mod
Anonymous No.717812236
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.
Anonymous No.717812692 >>717812889
>>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.
Anonymous No.717812889
>>717812692
1. 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
Anonymous No.717813117
>>717812042
Eh. 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.
Anonymous No.717813709
>>717812042
It actually works though.
Anonymous No.717813757 >>717813940 >>717816605
2 bullet points and all of the /v/ anon games are destroyed. Phenomenal.
Anonymous No.717813776 >>717813815 >>717818685
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
Anonymous No.717813815
>>717813776
mixamo?
Anonymous No.717813940 >>717816323
>>717813757
>Nobody buys the game because of lore
demonstrably false
Anonymous No.717814627 >>717814669 >>717814947
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"
Anonymous No.717814669
>>717814627
I 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.
Anonymous No.717814897
3d modeling and properly rigging is the real endboss.. way more frustrating than actually game devving
Anonymous No.717814947 >>717831387
>>717814627
Guys with big hands that punch will always be cool
Anonymous No.717815680
>>717800616
because I'm not a pedophile and I wish them total worldwide incineration
Anonymous No.717815702 >>717817102 >>717847620 >>717864969
>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...
Anonymous No.717815780 >>717816713
Animation takes a long time
Anonymous No.717815794
>>717797770
What are the other options anyway? marrying and having kids is as pointless as anything else
Anonymous No.717815835
>>717804819
Goddamn it I love lizards so much
Anonymous No.717816323 >>717816782
>>717813940
examples?
Anonymous No.717816605
>>717813757
>following rules for creative work
They don't make autists like in the old days anymore

Also, a lot of successful games are literal walking simulators
Anonymous No.717816713
>>717815780
It sure does, but when it hits it hits hard
Anonymous No.717816782
>>717816323
Any VN ever
Anonymous No.717816941 >>717841580
>>717809105
Fuck this looks really nice. What engine are you using anon?
Anonymous No.717817102 >>717817553
>>717815702
Well Anon, why isn't it fun?
Anonymous No.717817553 >>717817806 >>717818009
>>717817102
Might 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
Anonymous No.717817806 >>717818047 >>717819004
>>717817553
And 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
Anonymous No.717818009 >>717847858
>>717817553
>other weapons have no advantages
tough 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 game
not everyone played another game
>items and power ups make absolutely no difference
make 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 hard
again, 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
bored sound designer No.717818025
you know what it is.
i haven't been able to work on what I like for a while now
Anonymous No.717818047
>>717817806
woah what is this? A 3D game that presents in 2d isometric?
Anonymous No.717818123
>>717791754
Ye. 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.
Anonymous No.717818176 >>717818215
how does dep rock do cavegen
Anonymous No.717818215
>>717818176
literally first result for "deep rock cave generation"
https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/4593196713081471259
Anonymous No.717818493 >>717818616 >>717818912 >>717819503 >>717820139 >>717820493 >>717860679
>>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
Anonymous No.717818616 >>717819503
>>717818493
GODot
Anonymous No.717818685 >>717823069
>>717813776
unity 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
Anonymous No.717818860
>>717809491
No.
If you *need* money, get a job and gamedev on the side.
Anonymous No.717818912 >>717819005 >>717819503 >>717819503 >>717819573
>>717818493
Seems 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.
Anonymous No.717819004 >>717822931
>>717817806
Unfortunately, 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
Anonymous No.717819005 >>717819573
>>717818912
if 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
Anonymous No.717819448 >>717827686
>>717811180
Just 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
Anonymous No.717819503 >>717819695 >>717821027 >>717821101
>>717818493
>>717818616
>>717818912
Godot for PS1 games? Always see people here pushing it for 2D games almost exclusively
>>717818912
>hate Unity out of principle
Why?
Anonymous No.717819556 >>717829284 >>717833432
>>717812042
Can you show me a counterexample of a good game that hasn't gotten success despite reasonable attempts at marketing
Anonymous No.717819573
>>717819005
>>717818912
Unreal 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
Anonymous No.717819695
>>717819503
>hate Unity out of principle
The 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
Anonymous No.717819796 >>717820089
made some chains and a big padlock for the closed doors
Anonymous No.717820089 >>717820197
>>717819796
Those 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
Anonymous No.717820139 >>717820493
>>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
Anonymous No.717820197
>>717820089
yeah 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)
Anonymous No.717820493
>>717820139
>>717818493
Also 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.
Anonymous No.717820949 >>717821349
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
Anonymous No.717821027
>>717819503
GODot 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)
Anonymous No.717821101 >>717821191
>>717819503
>Godot for PS1 games? Always see people here pushing it for 2D games almost exclusively
my game's made in Godot. So far, no problems.
Anonymous No.717821191 >>717821319 >>717821381
>>717821101
Do you have no shame spamming this everywhere you go? Buy an ad.
Anonymous No.717821319
>>717821191
sorry for posting my game on the gamedev thread lmao
Anonymous No.717821349 >>717821418
>>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.
Anonymous No.717821381
>>717821191
the dude doesn't act like a sperg and his game looks fine, chill
Anonymous No.717821418
>>717821349
ty anon
Anonymous No.717821770 >>717827686
>>717811180
Which engine are you using, lizard bro?
Anonymous No.717822465
>>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.
Anonymous No.717822781 >>717822998
>>717791513
Hard to read, really. From a marketing standpoint fatal. Make the c iconic or make it big(ger), like GliCea
Anonymous No.717822931 >>717828345
>>717819004
I'm going to do just that: a clean slate.
Previous tests will be useful to showcase the game in screenshots
Anonymous No.717822998 >>717823493
>>717791513
>>717822781
Remind me of those death metal logos that all look like bird diarrhea on roots, and are both unreadable and indistinguishable from each-others.
Anonymous No.717823069 >>717824373
>>717818685
>literal animation packs with like 200+ anims for less than $5
link?
Anonymous No.717823120 >>717823159 >>717823432 >>717823680
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
Anonymous No.717823159 >>717823548
>>717823120
tell us more anon, how does that work? will it fuck up performance?
Anonymous No.717823356
>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.
Anonymous No.717823432
>>717823120
> why don't most people mention the use of that
Because 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.
Anonymous No.717823493
>>717822998
Ye, apparently some can read that just fine
I, for one, can't. Good example, he just really take the criticism seriously.
Anonymous No.717823548 >>717823649
>>717823159
Basically 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.
Anonymous No.717823649 >>717826441
>>717823548
sounds useful but I wonder about the performance impact
Anonymous No.717823680 >>717830312
>>717823120
From 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.
Anonymous No.717823757 >>717823913
>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.
Anonymous No.717823913
>>717823757
>>start getting the urge to change direction because what i'm currently doing is too tedious and I need to be faster
Found the problem
Anonymous No.717824048
>>717786632
>I have to have weapon durability because *popular slop* did it
Please go do something else with your life, we don't need more derivative slop games.
Anonymous No.717824207 >>717824307
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.
Anonymous No.717824307 >>717824496
>>717824207
That didn't stop VtM:B and Stalker 1 from becoming cult classics.
Your game better have *something* worth overlooking the jank tho.
Anonymous No.717824373
>>717823069
its not for that cheap any more, it was one of the flash deals
Anonymous No.717824398
>>717786632
By 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.
Anonymous No.717824496 >>717825832
>>717824307
>Your game better have *something* worth overlooking the jank tho.
What does that *something* include?
Anonymous No.717825153
>>717786632
Weapon 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
¯\_(ツ)_/¯
Anonymous No.717825239
What about armor durability that rewards evasive maneuvers?
Anonymous No.717825832
>>717824496
For 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.
Anonymous No.717825874
>>717786632
Make it reskinned ammo for melee weapons.
Anonymous No.717826441
>>717823649
zero, 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
Anonymous No.717826818 >>717827376
>>717782958 (OP)
>No idtech
>No source/source gold
>UE4
>A bunch of shit nobody cares about
You will never make a good game.
Anonymous No.717827367
Anonymous No.717827376 >>717829001 >>717829052
>>717826818
>idtech
>source
name 3 indie games from each
Anonymous No.717827686
>>717819448
Thanks, 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.
>>717821770
Unity. I've been using the engine since 2016 with Impulsehazard.
Anonymous No.717827824 >>717828029
>>717786632
Reward the player for breaking their weapon like make it stronger each time.
Anonymous No.717827982
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.
Anonymous No.717828029 >>717828607
>>717827824
Isn't that basically equivalent of sleeping at inn to level up?
Anonymous No.717828345 >>717828726 >>717844430
>>717822931
based Trenchbroom chad
Anonymous No.717828607
>>717828029
Not 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.
Anonymous No.717828726
>>717828345
Trenchbroom is peak level editing experience (although it could be better)
Anonymous No.717828982
>>717797770
I 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.
Anonymous No.717829001
>>717827376
>source
Cry of Fear, Black Mesa, No More Room in Hell
>idtech
Not so familiar with independent idtech projects, but The Dark Mod (Thief remake) was built on idtech 4.
Anonymous No.717829052
>>717827376
to add one extra to idtech there's an indie game called skin deep that used idtech4
Anonymous No.717829174 >>717829381
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.
Anonymous No.717829271 >>717829490 >>717829606 >>717829684 >>717838618 >>717839459 >>717839809 >>717848278
How are toy using AI to help your Vidya anon?
Anonymous No.717829284 >>717833432
>>717812042
Do what >>717819556 said coward.
Anonymous No.717829381
>>717829174
120mm cannon, FIRE!!
Anonymous No.717829405 >>717841580
>>717809105
Looks real nice!
Anonymous No.717829490
>>717829271
gonna proooompt my walkingsim-like in Genie 3
Anonymous No.717829606
>>717829271
tried it once for some code + math stuff. It was always wrong, got the AI to apologize 3 times before I gave up
Anonymous No.717829684 >>717859757
>>717829271
It 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.
Anonymous No.717829913 >>717830135
Ahem,

Monsters raping boys, post your work.
NOW!
Anonymous No.717830135 >>717830446
>>717829913
don't have any but I can post some goblins if you fancy
Anonymous No.717830312 >>717830671 >>717847794
>>717823680
The 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.
Anonymous No.717830446 >>717830659
>>717830135
Let's have the fucking goblins
Anonymous No.717830568
>>717784001
>he hasn't been writing computer programs since age 7
Anonymous No.717830659 >>717831402
>>717830446
Anonymous No.717830668
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
Anonymous No.717830671 >>717831198
>>717830312
No, 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.
Anonymous No.717830729 >>717833194
I just finished my game. \o/
Anonymous No.717830776 >>717832167 >>717835278
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?
Anonymous No.717831198 >>717832069
>>717830671
The 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 convoluted
That 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
Anonymous No.717831387
>>717814947
Lame. Turn him into a ghost fella
Anonymous No.717831402 >>717832106
>>717830659
I 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
Anonymous No.717831778
>>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
Anonymous No.717831806
>>717786632
Do 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.
Anonymous No.717831986
>>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___
Anonymous No.717832069
>>717831198
And 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.
Anonymous No.717832106
>>717831402
>But a gold star bonus for the goblin being ontop of something
fuck yeah
>And I will buy your game in 4 months
a bit too optimistic lol. But I'd be happy if you try the demo in 2 months.
Anonymous No.717832167 >>717833426
>>717830776
the 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
Anonymous No.717832814 >>717832871 >>717833982 >>717844702
Alright, finished the second character portrait, games going to be like a mix of GB Zelda, Ys and Ginormo Sword
Anonymous No.717832871 >>717833070 >>717833370 >>717833982
>>717832814
Whoops, forgot to post the image
Anonymous No.717832968
>>717797770
>so now I spend all my time trying to warn bright-eyed naive hopefuls not to waste their lives

So instead of gamedev you now waste your time doing something that is completely unproductive.
Anonymous No.717833070
how much space are you supposed to leave between light probes?
>>717832871
fairy is cute, dude looks like he's dumping a big fat shit, but it's cool too
Anonymous No.717833194 >>717838682
>>717830729
>>This game is not yet available on Steam
>>Coming soon
Not yet.
Anonymous No.717833367 >>717833661 >>717834306
>>717803958
You 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?
Anonymous No.717833370 >>717833871
>>717832871
Do 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
Anonymous No.717833426
>>717832167
Thank 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.
Anonymous No.717833432 >>717833681 >>717833928 >>717834114 >>717834419
>>717819556
>>717829284
70 emails and 7 responses
>Oh but the game you posted is bad
Rogueslop channels have no taste to identify something as bad, everything is just the same 3 games anyway
Anonymous No.717833661 >>717834306
>>717803958
>>717833367
Blender as a renderer or Blender as a real time level editor for a homebrew engine? Because the latter would be fuckin sick
Anonymous No.717833681
>>717833432
if 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 work
well gee
Anonymous No.717833871 >>717834541
>>717833370
The 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.
Anonymous No.717833928
>>717833432
>Slimekeep
this nuclear gungeon knockoff looks and sounds like shit. why would anyone stream this
Anonymous No.717833982 >>717834191
>>717832814
>>717832871
What engine you using for this? GB Studio?
Anonymous No.717834114
>>717833432
>Nuclear Throne but with a repugnant GameBoy aesthetic
Like I said, a good game.
Anonymous No.717834191 >>717834256
>>717833982
Godot, 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
Anonymous No.717834256 >>717834528
>>717834191
>I'm looking up tutorials currently and learning some music theory
any recommendations champ? might have to jump into that sooner rather than later
Anonymous No.717834306 >>717835029
>>717833661
Yep, Blender as a real time level editor for a homebrew engine!

>>717833367
see above
Anonymous No.717834419
>>717833432
>looked up the game
>the only popular video he has is "how much did my game make"
kek
Anonymous No.717834528
>>717834256
Currently looking up EDM videos on Youtube and Ableton's site.
Anonymous No.717834541 >>717835182
>>717833871
Looks 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
Anonymous No.717835029 >>717835164 >>717835627 >>717836608
>>717834306
Blender 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.
Anonymous No.717835164
>>717835029
I 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
Anonymous No.717835182 >>717837187 >>717838351
>>717834541
Alright, this look any better? Also been working on a theme for the Sylph character
https://files.catbox.moe/xmsqqw.mp3
Anonymous No.717835278
>>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
Anonymous No.717835627
>>717835029
Depends 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.
Anonymous No.717836608 >>717836887
>>717835029
That'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.
Anonymous No.717836887
>>717836608
Actually that's not a bad idea, maybe I'll try that too before committing 100% to blender
Anonymous No.717836936 >>717842132
Give me emotion!

I think I need to add a flow map for a tear running down the face instead of a loose droplet.
Anonymous No.717837187 >>717837508 >>717840463
>>717835182
It'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.
Anonymous No.717837476 >>717837557
thoughts on a 34 y/o spending his 2 week vacation working on his videogame?
Anonymous No.717837508
>>717837187
>I'd just get a composer. Should be cheap right now with AI eating their lunch
It isn't. That's a meme. People who could afford it before aren't suddenly going to use AI.
Anonymous No.717837551 >>717837783
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
Anonymous No.717837557 >>717838461
>>717837476
better than spending two weeks doing nothing productive, like traveling
Anonymous No.717837783 >>717843180
>>717837551
Check out Zeno Clash
Anonymous No.717838351 >>717838480 >>717838550 >>717840463
>>717835182
idk 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
Anonymous No.717838461
>>717837557
You can easily do both. Just work on your game late into the night once you're done traveling.
Anonymous No.717838480 >>717841558
>>717838351
I like this design. Anon's dude looks straight out of a Persona game with the giraffe neck
Anonymous No.717838550 >>717844571
>>717838351
:3
Anonymous No.717838618
>>717829271
I 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.
Anonymous No.717838682
>>717833194
But I didn't tell you to go to the toilet?
Anonymous No.717839459 >>717840743
>>717829271
I 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.
Anonymous No.717839809 >>717840395 >>717840483 >>717840626
>>717829271
I'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.
Anonymous No.717840395
>>717839809
I agree with you and don't let anyone bully you into thinking otherwise.
Anonymous No.717840463
>>717838351
I 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.
>>717837187
Yeah 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.
Anonymous No.717840483
>>717839809
What's your game so I can avoid it?
Anonymous No.717840626 >>717840717 >>717841108
>>717839809
>Using AI for the creative part instead of the boilerplate grunt work
Kek
Anonymous No.717840717
>>717840626
Some people just have no creativity at all, but it's a mystery why so many of them are attracted to gamedev.
Anonymous No.717840743 >>717841018
>>717839459
>I don't bother figuring out the correct order
I just want to make sure I understand what you're saying, are you meaning the order of operations for the calculation?
Anonymous No.717840846 >>717840972 >>717841206 >>717842547 >>717847901
makin' cutscenes
Anonymous No.717840972 >>717841152
>>717840846
Do you storyboard your cutscenes, or how do you draft them before working in them?
Anonymous No.717841018
>>717840743
Nah, 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.
Anonymous No.717841108 >>717842031
>>717840626
NTA 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.
Anonymous No.717841152 >>717842456
>>717840972
Yes I make a very shitty looking prototype cutscene first, just to get an idea of how it will look
Anonymous No.717841196
>>717798516
being able to compensate for total bullshit as a player is part of being high IQ.
Anonymous No.717841206 >>717841336 >>717841494
>>717840846
this felt oddly romantic. I'd recommend making the dude that's facing the camera look angry instead of whatever he's doing there.
Anonymous No.717841336
>>717841206
hah okay thanks i will change it up a bit
Anonymous No.717841494
>>717841206
>gimme a hug, man
Anonymous No.717841558 >>717841737 >>717843206 >>717844349
>>717838480
This look any better?
Anonymous No.717841580
>>717809450
Yup, just focusing more on the fundamentals of the game still, got a lot of work to do on the UI visuals
>>717816941
Thanks, using Unity
>>717829405
Thanks!
Anonymous No.717841737
>>717841558
yeah! damn dude, you've made a lot of progress when comparing to where you were yesterday
Anonymous No.717841956
don't put spammable inputs in your game unless you want spergs larping as melee players mashing buttons to get 'speed tech'
Anonymous No.717841990
Making a pokeclone with waifus where you can fuck your waifus.
Hoping the whole Visa/Mastercard crap blows over.
Anonymous No.717842031
>>717841108
Basically 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.
Anonymous No.717842054 >>717854357 >>717858967
here is another one, where you will have to fight upside down
Anonymous No.717842132
>>717836936
UE5? spline it.
Anonymous No.717842204
>>717790652
ue engine god!
Anonymous No.717842456
>>717841152
Sweet, 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.
Anonymous No.717842547 >>717842959
>>717840846
I 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.
Anonymous No.717842959
>>717842547
>In my area
Just say mexico, sheesh....
Anonymous No.717843180
>>717837783
will do
Anonymous No.717843206 >>717844074
>>717841558
You 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.
Anonymous No.717844074 >>717844849
>>717843206
Yeah, I see what you're saying, this look any better? Going to fix more tonight
Anonymous No.717844298
I’m gonna redo my object code for my platformer character and try one more time following this YouTube playlist about platforming basics. It’s not from too long ago so nothing should be deprecated. If I can’t 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.
Anonymous No.717844349
>>717841558
look at him go
Anonymous No.717844430 >>717844780
>>717828345
Goblin 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
Anonymous No.717844472 >>717845663
Still messing with Source 2 Hammer
Anonymous No.717844571
>>717838550
wow I really like this MC
Anonymous No.717844702
>>717832814
If 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.
Anonymous No.717844780 >>717844904
>>717844430
glad 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.
Anonymous No.717844849
>>717844074
Better, the highlight wont touch the shadow area though.
Anonymous No.717844859
>>717790652
Nice. Don't think I've seen anyone else replicate the fe crit cut-in effect as well
Anonymous No.717844904 >>717845329
>>717844780
with a vertex count that low, manual weight painting should not really be an issue
Anonymous No.717845141
>>717791351
creative 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 ButtFuck™ Mountain to be fully modeled by the time you finish the combat minigame - because you're the dude making both simultaneously.
Anonymous No.717845329
>>717844904
maybe! but I'd rather avoid it at least for now since I'm a total noob
Anonymous No.717845663 >>717846531
>>717844472
just needs a horror waifu who's hunting you down because she's lonely to be complete.
Anonymous No.717845756
>>717797770
>>717798731
>>717800321
Pathetic larp.
Anonymous No.717846294 >>717846583
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).
Anonymous No.717846531 >>717846697
>>717845663
Nope, you only get Jeff
Anonymous No.717846583 >>717847135
>>717846294
Make 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.
Anonymous No.717846697 >>717847405
>>717846531
I'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.
Anonymous No.717846765 >>717847010 >>717847306 >>717848761
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.
Anonymous No.717847010 >>717847082 >>717847384
>>717846765
Only if it's a bad game. A good game gives you plenty of ideas to draw inspiration from(steal)
Anonymous No.717847082 >>717849879
>>717847010
yeah 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.
Anonymous No.717847135
>>717846583
$5 for 169 textures is such a race to the bottom
Anonymous No.717847306
>>717846765
No.
If you really feel like it though, you could set strict work hours for your project.
Anonymous No.717847384
>>717847010
bad 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.
Anonymous No.717847405 >>717847649
>>717846697
I 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)
Anonymous No.717847620 >>717847784
>>717815702
that looks cute.
are you using blockbench?
Anonymous No.717847649 >>717848686
>>717847405
oh 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.
Anonymous No.717847784
>>717847620
nta but he's using Trenchbroom
Anonymous No.717847794 >>717848557
>>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
Anonymous No.717847858
>>717818009
>but original Doom had very clear powercreep with its weapons and it was fine
nah 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.
Anonymous No.717847901
>>717840846
I never thought a murder could be so erotic.
Anonymous No.717848278
>>717829271
cursor + 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.
Anonymous No.717848557 >>717850243 >>717854559
>>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.
Anonymous No.717848686
>>717847649
I 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.
Anonymous No.717848741 >>717848880
>>717782958 (OP)
working on rigging and found a decent way to rig wings
Anonymous No.717848761
>>717846765
I play less than I used to, but you can also play games relevant to the genre/style of your game for research purposes
Anonymous No.717848880 >>717849621 >>717860903
>>717848741
I am working on rigging too.
I need more resources that aren't YouTube tutorials, then I would know if boobs need IK or not.
Anonymous No.717849019 >>717849110 >>717849464 >>717850043
yokai enemy
Anonymous No.717849110 >>717851401
>>717849019
what a goofy lil' fella.
Anonymous No.717849123
>>717782958 (OP)
currently extracting files from a jap unity hentai game so i can reuse some features in my game.
Anonymous No.717849464 >>717851401
>>717849019
very charming
Anonymous No.717849621 >>717853896
>>717848880
I 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
Anonymous No.717849879
>>717847082
You 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?"
Anonymous No.717850043 >>717851401
>>717849019
extremely 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?
Anonymous No.717850243 >>717853918
>>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.
Anonymous No.717851328
>>717782958 (OP)
My studio is crunch time hahahaha
Anonymous No.717851401
Attack progress

>>717849110
>>717849464
thanks

>>717850043
Thanks 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.
Anonymous No.717852851
progress: took a nap. Wont do shit today, too tired because of work.
Anonymous No.717853896 >>717854524 >>717855556
>>717849621
I 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.
Anonymous No.717853918 >>717854559
>>717850243
Why is a "ball of string called signals" bad, exactly?
Anonymous No.717854090
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.
Anonymous No.717854357
>>717842054
Good stuff
Anonymous No.717854524 >>717855556
>>717853896
now 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.
Anonymous No.717854559 >>717856485
>>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.

>>717853918
Like 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.
Anonymous No.717855556
>>717853896
>>717854524
What 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.
Anonymous No.717855614 >>717855985 >>717855992 >>717856379
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%?
Anonymous No.717855985 >>717857378
>>717855614
There'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.
Anonymous No.717855992 >>717857378
>>717855614
Tons 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.
Anonymous No.717856323 >>717861395 >>717864485
>Fagoon was taken to a sexy vacation by his dad
>he was supposedly working and mowing the lawn
I kek'd remotely
Anonymous No.717856379 >>717857378
>>717855614
I'll throw in Darkest Dungeon with its Sanity
Anonymous No.717856413
Is there any market for free browser games still?
Anonymous No.717856485 >>717856701
>>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?
Anonymous No.717856491 >>717858559 >>717862313
Anonymous No.717856701
>>717856485
Not 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.
Anonymous No.717857378 >>717859636
>>717855985
While 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 %?
>>717855992
Actually shooters in general, even hitman 1. Not completely wrong, getting hit by a round will damage the body, even with top body armor.
>posture
Some form of armor, might be called shock, too. Some arpg have that. Haven't thought of that.
>>717856379
Haven't played it, might do, as everything I read on fandom seems awesome. Was always repelled by how repetitive it supposedly is.
Anonymous No.717857504 >>717857571 >>717857684 >>717857979
>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.
Anonymous No.717857571 >>717857729 >>717858380 >>717866565
>>717857504
unity's wait is getting worse?
haven't used it since version 2019
Anonymous No.717857684 >>717858646
>>717857504
this is why i like s&box, instant hotloading while ingame if the game is moderately sized
Anonymous No.717857729
>>717857571
I'm on Unity 6.1, it's become genuine hell.
Anonymous No.717857860
I'm on 6.0 and it takes like 15 seconds, with 3 seconds when changing scripts. AMD 5600X processor.
Anonymous No.717857979
>>717857504
20 minutes is insane. you should profile the editor and see why thats happening. unity also has a hotreload package on the store.
Anonymous No.717858380 >>717859874 >>717859969
>>717857571
Yeah.
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.
Anonymous No.717858423
>>717786632
make 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.
Anonymous No.717858559 >>717859067 >>717860157
>>717856491
wow amazing progress bar!! thats so cool! i love waiting
Anonymous No.717858646 >>717858932 >>717859067
>>717857684
s&box isnt a game engine you fruitcake fucking faggot get the fuck out of this thread you ugly loser
Anonymous No.717858932 >>717859067
>>717858646
It's the semi-official editor toolkit for Source 2.
Anonymous No.717858967 >>717863574
>>717842054
interesting

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
Anonymous No.717859067 >>717860157
>>717858559
waiting for what

>>717858646
>>717858932
it's as much of a game engine as unity is, it has a full scene editor and standalone game exporting
Anonymous No.717859636 >>717865991
>>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.
Anonymous No.717859757
>>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.
Anonymous No.717859874
>>717858380
I remember running unity 5 on a tablet with 1gb of ram and an intel atom processor
why does tech gets worse over time
Anonymous No.717859890
>>717801776
>Nah, I hate Fiverr.
Why is that?
>Voices
Thanks anon. Exactly the kind of answer why I keep visiting these threads
>obscene amount of money to throw
How 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 VAs
fuck
Anonymous No.717859969 >>717860042 >>717861442
>>717858380
I miss when you could write python scripts in Unity. I miss monodevelop, and its comfy editor. I miss the old animation system.
Anonymous No.717860042
>>717859969
Technically 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.
Anonymous No.717860157
>>717858559
>>717859067
shit 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
Anonymous No.717860250 >>717860572
UI's are more fun to make than games, imo.
Anonymous No.717860537
I hope all of you find great success with your games.
Anonymous No.717860572 >>717860750
>>717860250
careful, you might accidentally become a frontend web developer and start masturbating over increasingly complex methods of centering a div
Anonymous No.717860679
>>717818493
>pic
If it's a 2hu fangame you're thinking of making then I'm hyped already. Good luck either way anon
Anonymous No.717860750 >>717861895
>>717860572
It's too late, CSS is one of my favorite things in the universe; I wish I could use it everywhere.
Anonymous No.717860903
>>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.
Anonymous No.717861275
Anonymous No.717861395 >>717865031
>>717856323
Hate all you want, I'll send pics to make you jelly.
Anonymous No.717861442 >>717861485
>>717859969
Wdym you miss the old animation system? Did they remove the legacy Animation component?
Anonymous No.717861485 >>717861667
>>717861442
I think it's still there but nothing hooks into it properly anymore.
Anonymous No.717861667
>>717861485
For as far as I know you could still properly use it, as long as you flagged animation clips as legacy (through the debug inspector).
Anonymous No.717861895
>>717860750
Whatever you do, don't look up tailwind.
Anonymous No.717861947 >>717862140
Is it still worth it to make porn games?
sage No.717862012
>>717790070
This is cool, what a neat idea!
bravo
Anonymous No.717862140
>>717861947
You'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.
Anonymous No.717862313 >>717863373
>>717856491
is 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?
Anonymous No.717862413 >>717867443
>>717784001
Surely 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.
sage No.717862630 >>717869050
>>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
sage No.717863078
>>717805945
This better be a multiplayer lobby fighting game
Anonymous No.717863373
>>717862313
for the leveling up skill to matter, for a non-vehicle repair shop person it should take a long time
Anonymous No.717863574 >>717866273
>>717858967
love 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.

>>717799279
primo particle slide fx

>>717784614
if you're still hanging around, drop a contact and I'll reach out! Shmup + chess aesthetic is relevant to my interests.
Anonymous No.717863715
>>717800616
Iike the brown one
Anonymous No.717863791 >>717864560
>>717800616
>loli
>girar
>herramientas
>color
pues claro...
Anonymous No.717863993 >>717864025 >>717864176 >>717864674 >>717864765
What's a better way to do dialogue boxes if people hate the typing effect so much? Just popping in feels lazy.
Anonymous No.717864025 >>717865270
>>717863993
>if people hate the typing effect so much?
do people hate that? why?
Anonymous No.717864176
>>717863993
add typewriter as the default but add an option that makes it instant for the sperglords
Anonymous No.717864485 >>717864683
>>717856323
As I have promised, a picture to make you jelly.
Anonymous No.717864560 >>717864683
>>717863791
To the goblindev, here's an inferior goblin I saw.
Anonymous No.717864604 >>717865007 >>717865349 >>717865571 >>717865652 >>717865852 >>717865932 >>717866327
>>717782958 (OP)
To actual devs in here I need something cleared up because it's really inhibiting my ability to learn to code
What do you actually do to turn an idea into code? How does that process even work? Because I can think of an idea, but then even after I've spent a couple weeks learning C++, I won't have the first clue on what to write first to translate my idea like this
Anonymous No.717864674
>>717863993
People hate the typewriter effect? Even if you give them the option to make it come out faster/autocomplete if they hit/hold a button?
Anonymous No.717864683 >>717869440
>>717864485
>>717864560
have a lot of fun! spending quality time with the old man is always worth it
Anonymous No.717864765 >>717865296
>>717863993
People only hate slow typewriter effects.
You want them to be fast. Worst case, give the user an option to change the speed.
sage No.717864969
>>717815702
it'd be weirded if it was fun. Now you iterate. A lot of the best games started with completely unfun prototypes. This is the key moment not to give up, but ITERATE
Believe in yourself and believe in your game. I'm a Grandia fan, so i am irrationally attracted to your game based on looks alone btw
Anonymous No.717865007
>>717864604
Well a game is like 100 small things. So you break your idea down into small things it consists of, and make those.
For a mario clone you'd draw a guy on screen, then make him move, give him a jump, collision, and so on until the whole game exists.
You'll figure it out with practice.
Anonymous No.717865031 >>717869234
>>717861395
Oh boy, more lies! I can hardly wait!
Anonymous No.717865270 >>717865369
>>717864025
too slow
Anonymous No.717865296
>>717864765
for mine I do it in chunks instead of letter by letter, and make small pauses when there is a punctuation mark. Just noticed I have to fix the word wrapping, that shit sucks.
Anonymous No.717865349 >>717866257 >>717868489
>>717864604
use Chat GPT to learn how to code.
>How do I make a character move, how do I make a character jump, etc.
Don't just tell it to make the entire game for you.
Anonymous No.717865369
>>717865270
just press the button and the whole text shows up in like 99% of games
Anonymous No.717865571
>>717864604
i recommend starting with a simple language like c# and working with Unity. consider all skills to be muscle memory; you draw from things youve done before. try jumping into an idea; coding it with what you think is a good aproach. see how it works out and discuss your code and implementations with something like chatgpt to get feedback. reading books and learning the advanced langauges wont get you across the finish line any faster unless they specifically match your learning style.
Anonymous No.717865652 >>717865932
>>717864604
>What do you actually do to turn an idea into code? How does that process even work?
break into small tasks that each do something on their own and then code those little things
first thing they tought me when I was learning to code was to think in algorithms, doing exercises like "think about what a postman does when delivering the mail and break all that into a logical process". Does he grab all the letters and go door by door? Does he only grab the letter that's due to the next house? And shit like that.
Anonymous No.717865852
>>717864604
Break the idea down into smaller logical steps/requirements, try to implement each step and keep doing that until you reach a working version of your idea. If you reach a dead end because you don't know how to do something, you look up whatever the fuck it is you think you need and try again.

Like if you need to change a light bulb there's a series of things you need to do to accomplish that, like get a new lightbulb and get something to stand on so you can reach the fucker and then you first need to remove the old one etc.
Anonymous No.717865932 >>717866158
>>717864604
>>717865652
also, using stuff like RPG Maker can help you with that. The software is super simple to use but will teach you to think "logically". I spent a lot of my free time with RPG Maker 2003 back in high school and man was I glad I did since I already knew about for loops, arrays and shit like that before even knowing how to do a hello world in javascript.
Anonymous No.717865991
>>717859636
How can you raise max hp? Interesting concept. Balance where it should be. Don't forget this made people seethe in ds2.
Anonymous No.717866158 >>717866297
>>717865932
Intro to programming logic should be 101 in any collage cs course and is the only valuable course you'll take until year 3 or 4. It's all simple stuff, but it's the absolute most important piece if you don't learn anything else.
Anonymous No.717866257
>>717865349
People like to shit on AI but this is a perfectly valid learning tool. Just ask shit like "hey game x does this mechanic y which does this thing, how do you think it works" or "im maeking gaem and want to implement this mechanic, can you give me three different ways how I could achieve this, in pseudocode". Just remember AI can be retarded and wrong.
Anonymous No.717866273
>>717782958 (OP)
>>717863574
I'm here.

The idea I had for the game was for each level to be themed, which is why the tricky girl plays chess in a bullet game.

I'm posting a screenshot with the latest additions.
Coins and an ice attack (thinking about adding one that slows down enemies).
Anonymous No.717866297 >>717866425
>>717866158
Is that the class that teaches your about Heaps, AVL Trees, and Dijkstra's algorithm?
Anonymous No.717866327
>>717864604
Subdivide that idea into steps until a step is something you can do in code.
Describe an example idea you're thinking of.
Anonymous No.717866425
>>717866297
>Heaps
yes, at least I did. but the rest you'll have to wait until you're out of the retard filter.
Anonymous No.717866565 >>717866651
>>717857571
If Godot wasn't a poorly documented piece of crap, I would have left Unity over the editor's slowness long ago.
Yes, it's higher on my grievance list than even the attempted racket by IronSource last year.
Anonymous No.717866641
>>717800616
Uma Musume type of game but with wrestling loli instead of racing hebe would be a hit.
Anonymous No.717866651 >>717867262
>>717866565
I jumped from unity to godot and just got by with my knowledge of C#
If you know semi-advanced C# you can get a lot more out of godot than most people will tell you it can do (but still wish C# was the primary language)
Anonymous No.717867076 >>717867163
If your game has a map, let me draw on it, please please please let me draw on it, I will buy your game if I can draw on your map, this used to be such a common feature and I'm not sure why they took it out (probably wokeness) but I need it back
Anonymous No.717867163 >>717867279
>>717867076
that was only common on the DS because of the touch screen
drawing with analog sticks is annoying
Anonymous No.717867262
>>717866651
My main problem when I tried was the total lack of documentation (nor forum/discord/etc help) about details of their graphic "server" (stupid as fuck name) API.
Not something I can really circumvent with just raw coding, bar remaking the graphic engine myself but then why even use an engine...
Anonymous No.717867279
>>717867163
Let me use my mouse, or just drag and drop stamps on controller, I don't care I just wanna mark up your map
Anonymous No.717867419
this was a fine thread, see you next time and wish you tons of progress
Anonymous No.717867443
>>717862413
>dragon drop
do zoomers really?
Anonymous No.717868327 >>717868510 >>717868715 >>717869457
I wish I knew how to animate
Or draw
Anonymous No.717868489 >>717869645
>>717865349
Everytime I ask ChatGPT to help me code something it codes it in the most verbose way possible. Not only that it just does it wrong in the process. When I tell it it's wrong, it finds a new solution that's 1000x worse than the last one. So far its only use for me has been to learn bare basics of what certain variables do and even then it gets it wrong sometimes. This is on GTP 5.0 btw. I wish ChatGPT was as far along as Veo and other image gen shit but it seems like that's a tall ask.
Anonymous No.717868510
>>717868327
No one ever became good at something by waiting for skill to fall from the sky.
Just do it.
Yes your first tries will be absolute garbage, we have all been there.
It get better over time.
sage No.717868609
>>717786632
saw this late. People are all dumb. The way to make it fun is by making it a mechanic. You win when durability of enemy weapon drops to 0. But yours can drop to 0 too. You can prevent it from dropping by playing safe, but it drops if you use the weapon in a more high risk-high reward fashion to break the enemy weapon first.
This is somwhat similar to Swordcraft Story 2
Anonymous No.717868678 >>717868896
>open up my game for the first time in 2 years
>Have a blast writing code all day, testing, iterating, still have all the muscle memory
>Finally surface for something to eat around 10pm and realise I haven't done anything else the whole day
>Realise that I love gamedev but that it would be a waste of my life to stay inside and make derivative electronic toys when I could be doing literally anything else

I remember now why I stopped. What a shame. Any vidyas for this feel bros?
Anonymous No.717868715 >>717869842
>>717868327
>I wish I knew how to animate
same. I say just accept your limitations and roll with them, that's what I do.
sage No.717868896 >>717869259
>>717868678
like what, flipping burgers? weird take, it's like you want to make yourself miserable
Anonymous No.717869004
Realistically how hard would it be to make some derivative of Limbus Company
Small, simple-ish sprites with limited animations coupled with fancy camerawork and effects
It's gotta be feasible for a solodev, right?
Anonymous No.717869050 >>717869539
>>717862630
>If I'd get paid [practically nothing] I'd do [heroic work ethic] and I don't understand why anyone else wouldn't
This has the same energy as those people who would sign up for a one way trip to mars because their life here isn't worth living. The exact thing that makes you a good fit for going is what makes you a terrible prospect.

There's a whole internet full of dopey kids with no sense of self and no respect for their own time who say dumb, ignorant things like
>"gee if even a single person was touched by my game I'd feel like it was all worthwhile"
Anonymous No.717869234
>>717865031
Anonymous No.717869259
>>717868896
Like running around in nature, lifting weights, fixing old electronics, renovating a cottage outside the city, learning a new trade, reading a book that will be over in a few days.

Just not 2 years on a project that's fun but not really commercially viable, because the audience is probably me and about 3 other people
Anonymous No.717869440
>>717864683
Thanks, dude. Spending time with the family is always time well spent.
With that being said, I wish I could clone myself so I can get so much more done and then just reassemble myself into a single person at the end of the day; that'd be killer.
Anonymous No.717869457
>>717868327
just do stickfigures
sage No.717869539
>>717869050
you really don't doubt that you're a broken person?
That a young kid with dreams and ideals is better than you? Look at good games and you'll see people doing work for the desire to make something amazing, not for a wage. Sad but true.

And 1000 bucks are enough for me to pay all my bills and save cash for my own project. 6 months at 1000 bucks means i can get experience and save 300$ per month, and put it in my CV and ask more next time. You're clueless. In fact my skill in multiple fields is already so high that almost no one would be able to afford me at a market-rate if i'm giving my all. I'd end up like those washed ups doing youtube "learn to draw" courses to make a stable income instead of making what i worked to do all my life
Anonymous No.717869645
>>717868489
programmers seem to focus on making AI replace artists more than themselves for obvious reasons.
Anonymous No.717869842
>>717868715
that's pretty good lmao
Anonymous No.717869852
I've been following a course for Godot. But I swear tonight I'll start my dream project and download some assets. I have an idea on what to build, I don't have money for any artists yet, so I'll use some megaman sprites or some crap in the mean time.