game dev
post progress
give feedback
ask questions
be nice
Anonymous
10/22/2025, 7:57:47 PM
No.723900578
[Report]
ssssh, devs are asleep
I added a prompt at the start of my free game for users to locate the install folder of another game so I can use that game's sound effects.
Anonymous
10/22/2025, 8:02:47 PM
No.723900953
[Report]
>>723901685
Anonymous
10/22/2025, 8:03:17 PM
No.723900997
[Report]
>>723900806
Cool idea. Like when you have to locate a ROM file to play one of the fan made remakes of old video games. What are you making?
Got a 3D audio question: am I supposed to muffle the audio that comes from behind on my own? I'm surprises that Godot doesn't just do that on it's own
>>723900953
They're recognizable and iconic, was mostly for humor. Not sure if I'm gonna keep it don't think it's legal.
Anonymous
10/22/2025, 8:22:23 PM
No.723902521
[Report]
>>723900806
>at the start of my free game
Why not during installation at least? At least this way it won't be missed by the user.
Alternatively, you could have it in a config file in the game folder that interest users can edit. That's how it's done in one of the Touhou fighting games if you want to have the characters of an earlier game in a later one.
Anonymous
10/22/2025, 8:24:50 PM
No.723902719
[Report]
>>723903131
>>723900806
imo if it's free what's the issue with stealing directly
it's not morally wrong
Anonymous
10/22/2025, 8:30:23 PM
No.723903131
[Report]
>>723903267
>>723902719
Seems more of a liability if I'm redistributing copywritten assets myself instead of using what's on the user's computer.
Anonymous
10/22/2025, 8:32:11 PM
No.723903257
[Report]
>>723901685
I think you're fine legally, if you aren't distributing them and also aren't making a profit then there's nothing to worry about
and it's a good gimmick
Anonymous
10/22/2025, 8:32:23 PM
No.723903267
[Report]
>>723903367
>>723903131
Liability how? If you don't get money you can distribute it anonymousy.
Anonymous
10/22/2025, 8:33:52 PM
No.723903367
[Report]
>>723903632
>>723903267
that's not really possible. if you're hosting your game on a normal site then the copyright holder can DMCA it easily, and if the game is 'iconic' than they probably will
if you're hosting it on a site with looser DMCA restrictions then it's probably a pain in the ass to download and i'd rather just download my pirated eroge and not some free indie game
Anonymous
10/22/2025, 8:34:30 PM
No.723903417
[Report]
>>723904005
>>723901642
yes
audio intensity follows inverse square law, that's it
if you want additional effects then you need to do it yourself
Anonymous
10/22/2025, 8:37:04 PM
No.723903632
[Report]
>>723903367
Just don't steal nintendoshit, they're only ones greedy enough to go after random civilians having fun.
Even steam doesn't go after mods/games with borrowed assets if they're free, unless copyright owner asks them to.
>>723899405 (OP)
How do I get players to review my game? Thousands of installs, I get feedback constantly but they dont want to leave a review. Usually say they dont review ganes at all.
Also, i need to hook up with someone who can convey the experience better. When I take it to expose for example people have a negative reaction and then start playing it then can't get enough. They will say the controls feel really good, the mechanics are good, etc.
Kind of stuck in limbo with direction to go in next.
Anonymous
10/22/2025, 8:39:28 PM
No.723903831
[Report]
>>723904096
Tried making a short and it got an okay amount of views, faster than my normal videos at least. Got some dislikes though, amusingly it's the first I've had, my regular videos are all at 100% likes (less than 35 likes per video though, for reference). I think I need to figure out a way to make a turn based strategy game feel "exciting" for a shorts format though.
>>723903417
>audio intensity follows inverse square law, that's it
isn't that about distance? My question was about the direction of the audio
wonder how I could do that... guess I could compare the source of the audio with the camera's direction but seems a little bit expensive specially if there could be many sounds at once
I made it so the player now turns around for when hugging the wall. Also managed to get corner correction so that the player snaps into the corner if they try to hug it if the collision mask is not completely colliding with the wall.
Anonymous
10/22/2025, 8:42:43 PM
No.723904096
[Report]
>>723904293
>>723903831
>I need to figure out a way to make a turn based strategy game feel "exciting"
the music! SMT IV has amazing music and it's so fast-paced that it made me nervous at times, even if the combat is turn-based
Anonymous
10/22/2025, 8:45:31 PM
No.723904293
[Report]
>>723916764
>>723899405 (OP)
I've posted here a few times but I'd like to document a project from start to finish for once
making a fishing game and also learning Godot
>>723904096
tricky to get that across in shorts tho, i think a lot (most?) people watch them muted
Which of these two styles looks better in your opinion? /agdg/ seems to prefer the painted style, and so do I. My game is aiming for an early 2000s japanimation feel overall.
Anonymous
10/22/2025, 8:46:34 PM
No.723904390
[Report]
>>723904731
>>723901642
>muffle the audio
>>723904005
>direction of the audio
That's achieved by panning, not the equalizer. Godot doesn't have directional audio?
Anonymous
10/22/2025, 8:47:06 PM
No.723904435
[Report]
>>723904731
>>723904005
I did both in unity. Explosions for example will play a muffled lower volume if over 50m away and anything closer will be directional but in a 90° notches around the player. Front, front right, right, etc.
Not sure how that engine works but in unity you can make all sounds 100%, so that you can control everything yourself with code.
Anonymous
10/22/2025, 8:47:41 PM
No.723904475
[Report]
>>723904641
>>723900806
That will never work. Unless maybe you're forcing them to choose something made in the same engine, like a doom wad, or a quake mod.
Anonymous
10/22/2025, 8:48:03 PM
No.723904510
[Report]
>>723904058
This genuinely looks neat. Keep it up anon.
Anonymous
10/22/2025, 8:48:04 PM
No.723904513
[Report]
>>723904338
Just scrolling through and wanted to cast my vote for the painterly style
Anonymous
10/22/2025, 8:49:24 PM
No.723904629
[Report]
>>723905026
>>723904338
i like the cartoony style but i naturally like brighter, simpler designs
what's the genre?
Anonymous
10/22/2025, 8:49:32 PM
No.723904640
[Report]
>>723904058
Nice player sprite.
Anonymous
10/22/2025, 8:49:32 PM
No.723904641
[Report]
>>723904475
It's using half life sound effects half life sounds are just wav files in the directory structure.
Coming along. Added a shop, but most of it is still not functional.
Anonymous
10/22/2025, 8:50:43 PM
No.723904731
[Report]
>>723904985
>>723904390
>Godot doesn't have directional audio?
yeah but it seems it's only for left and right. Frot and back sound exactly the same, which is weird to me. Wondering if I might be doing something wrong or if Godot just is like that.
>>723904435
Yeah I have that, the distance mufflin' works just right.
I was thinking of implementing audio occlusion next. Maybe once I have that I could just put a lil' occluder right behind the camera. Shit might just work lol.
Anonymous
10/22/2025, 8:53:09 PM
No.723904897
[Report]
>>723904338
for me, it's paint
Anonymous
10/22/2025, 8:53:53 PM
No.723904952
[Report]
>>723943689
I've just added a new building
Anonymous
10/22/2025, 8:54:22 PM
No.723904985
[Report]
>>723904731
>Frot and back sound exactly the same
Yup, same in Unity. I had to have the sound check whether they're was a player nearby and then get the angle to the sound in order to play a different version or add an effect if the angle was more than 180° from where the player was facing.
And occluder would probably work better if you have a bunch of sounds all needing to be muffled in the same way from behind though.
Anonymous
10/22/2025, 8:54:55 PM
No.723905026
[Report]
>>723905176
>>723904682
Aha YES that's good to see their faces like that
I wonder what would happen if you threw them around some more haha
I want to see their faces haha how much MORE sadder can they get
Anonymous
10/22/2025, 8:57:12 PM
No.723905176
[Report]
>>723905026
then cartoon for sure. iconic! the painterly style has a specific type of 'design language' to it that tells me, "this an artsy indie game that is 2-3 hours and is about depression"
Anonymous
10/22/2025, 8:58:05 PM
No.723905243
[Report]
>>723904338
In a vacuum I prefer the paint style, but you're losing out on the contrast from the cartoon style. darker darks on the limbs in back + maybe some harder shadows where they would be cast would not only look nicer, but help animation readability since you have such high frame counts
>get back to old game I was devving a year ago
>Load it up for the first time again
>do a playtest immediately to see where I was at in development
>The controls are absolutely terrible and some thing I did make no sense at all
Geeze, not playing your game for awhile really gives you a good perspective of how bad some of it is.
Anonymous
10/22/2025, 9:03:38 PM
No.723905694
[Report]
>>723905580
same for the art. This is why I delay release and progress
Anonymous
10/22/2025, 9:25:53 PM
No.723907241
[Report]
>>723905580
for me, it's sometimes the opposite lol
Anonymous
10/22/2025, 9:50:15 PM
No.723909205
[Report]
>>723905580
Reminder to always comment your code.
Anonymous
10/22/2025, 9:51:13 PM
No.723909263
[Report]
>>723936310
>>723905580
I do this too, especially writing and art. i swear my memory for my creations is <14 days, so it's nice to be able to use my early onset alzeimers to playtest my own shit
shame it almost always sucks ass
Anonymous
10/22/2025, 9:54:29 PM
No.723909518
[Report]
>>723909459
You might be getting your own schizo (this means you've made it)
>>723909459
you'll get these replies when the OP is fygoon sadly. Hes the one making these threads almost everyday like a general.
It used to be once per week
Anonymous
10/22/2025, 9:56:35 PM
No.723909679
[Report]
>>723909559
>fygoon mentioned out of nowhere 47 posts in
It was a nice thread while it lasted
Anonymous
10/22/2025, 9:56:49 PM
No.723909698
[Report]
>>723932887
>>723909559
fygoon didn't make this thread. I wanted to ask some devs about 3D audio so I made one.
Anonymous
10/22/2025, 9:59:46 PM
No.723909939
[Report]
>>723904338
Both are good, but can't make a good judgement if I don't how the backgrounds and other elements are gonna look.
Anonymous
10/22/2025, 10:04:51 PM
No.723910331
[Report]
>>723911761
>>723910240
nice, very nice
Anonymous
10/22/2025, 10:09:53 PM
No.723910735
[Report]
>>723909559
>thinks everyone is fygoon
schizo
Anonymous
10/22/2025, 10:10:00 PM
No.723910742
[Report]
>>723911761
Next (and probably final) big update is still underway. Lots of map improvements, QoL changes, and other additions for the three of you who might still be interested.
I came across someone at a con the other day who recognized my game. Showed me his wishlist and everything. He was with some friends too, one of them wants to stream it sometime soon. They also talked about cosplaying the characters next year, which I'm aware was a joke but let a man dream.
Anonymous
10/22/2025, 10:18:40 PM
No.723911405
[Report]
>>723911761
>>723910240
Uma musume? Looks very good nevertheless.
Anonymous
10/22/2025, 10:20:26 PM
No.723911553
[Report]
Since some keys started misbehaving I decided to clean my keyboard today. I'm very happy because now it looks as good as new while working perfectly fine. Yeah!
Anonymous
10/22/2025, 10:20:33 PM
No.723911563
[Report]
>>723911637
>>723911374
Cool BGM menu, what game is this?
Anonymous
10/22/2025, 10:21:32 PM
No.723911637
[Report]
>>723911563
Mirrored Soul
Anonymous
10/22/2025, 10:22:57 PM
No.723911761
[Report]
Anonymous
10/22/2025, 10:22:57 PM
No.723911762
[Report]
>>723912694
You know what I love? When you've had like, 5 or 6 loose, vague ideas for things that would be cool in your game, or you think would probably improve it in some way, but you're not really sure how they're gonna fit with what you've already got. So they just sort of percolate in your mind for a while as "well, maybe one day" type things. And then one day you're out getting a cup of coffee or whatever and you have this one single very achievable and concrete idea that makes all 5 of those disparate vague things come together absolutely perfectly.
No progress pic today. Puttin a cowboy hat on a gorilla but I'm not finished.
Anonymous
10/22/2025, 10:23:16 PM
No.723911786
[Report]
>>723912179
Should I make a blobber or a one-character first person RPG? I think a one-character FPRPG would have more appeal in the current market but a blobber would be easier to make.
Anonymous
10/22/2025, 10:28:30 PM
No.723912179
[Report]
>>723912415
>>723911786
I prefer blobbers but dunno man, just make whatever you like the most and forget about market appeal
Anonymous
10/22/2025, 10:31:26 PM
No.723912415
[Report]
>>723912179
I want to make both. I have prototypes for both but I don't know which to pursue.
Anonymous
10/22/2025, 10:33:23 PM
No.723912591
[Report]
>>723912726
Anonymous
10/22/2025, 10:34:05 PM
No.723912652
[Report]
>>723916353
>>723910240
Neat, but I need you to have nipple-flap physics. It's ok if you can't see 'em, I just need to think that MAYBE I can see them.
Naturally that includes underboobs/paizuri windows.
>>723911762
that's why you need a design document. if you don't loosely stick to hte original vision you'll feature creep into development hell.
Anonymous
10/22/2025, 10:34:50 PM
No.723912721
[Report]
>>723916319
>>723911374
i recognize those graphics i made, woo
Anonymous
10/22/2025, 10:34:54 PM
No.723912726
[Report]
>>723914284
>>723912591
generating AI sloptures isn't gamedev
Anonymous
10/22/2025, 10:53:52 PM
No.723914284
[Report]
>>723914354
>>723912726
How did you know? Are u a wizard?
Anonymous
10/22/2025, 10:54:45 PM
No.723914354
[Report]
>>723914836
>>723914284
I am a AI slop detector
Anonymous
10/22/2025, 10:54:58 PM
No.723914375
[Report]
>>723914473
Let me tell you all a story:
In the time immemorial, in the fabled Idego Island, there lived the magnificent creatures known as Humans. These peculiar Simians, though appearing similar to the virulent Elvarians, were said to be a benevolent race, with their kindheartedness being reflected in their immensely attractive visages. Of the Humans, there lived a sect that was only ever mentioned in whispers, a sect that was even a myth to the mythical creatures themselves: the Dreamweavers. While Humans are generally innately magical creatures, it was said that the Dreamweavers were imbued with so much magic energy that they could bend reality itself as they see fit. With this power, however, came a sense of instinctual selflessness within the Dreamweavers that forced them to only use their powers for the benefit of their less gifted peers, conjuring not only miracles but also the dreams of every living creature on the planet. Many Dreamweavers came and went, as is expected for a creature that can only live up to 100 years, but one individual would cause such a disturbance that the Humans would, henceforth, malign and ostracize the Dreamweavers into hiding.
In the distant past, a girl was born and, since the last Dreamweaver had only just passed on his 100th birthday, was lauded as the next Dreamweaver. In her youth, she diligently helped the Humans of her land: feeding the hungry, funding the destitute, and healing the terminally ill. Though while most Dreamweavers left with pride in seeing the unfortunate helped, the Girl felt that she was being taken advantage of, with the Humans only seeing her when they needed help. In a bold act of defiance, she donned the moniker of "the Wondermonger" and unleashed a war storm unlike anything the Humans had seen before, as the battlefield contorted itself into a mess and demonic monsters like the Tortulls and Rabbits emerged from the pits of Valkold's region.
>>723914375
After a lengthy war, the Humans finally captured the Wondermonger. In a war tribunal, the Human Generals elected to have the Wondermonger exiled from their beautiful land to one that is inhospitable even for the most hardy of creatures. Setting sail for the Eastern Continent, the Humans threw the Wondermonger, beaten and wrapped in chains that nullified her magic, onto the snowy shore of the land before sailing off. As her magical energy began to drain out of her dying body, the Wondermonger set off to find a way to break out of her chains, using a particularly jagged piece of ice to break the chains. With not enough magical energy to return home and becoming delirious as death began to set in, the Wondermonger used the last of her magic energy to transform herself into an inhuman monster, with skin as white as snow and a heart as cold as ice.
Indeed, whom we now call the Eisbolde Queen was once a beautiful Human, but her curiosity of sin caused her to transform into a vicious witch, conjuring monsters of ice and horrible storms in petulant outbursts of rage and despair against the natives of the Eastern Continent. It wasn't until the reign of Basileus Mark Fygoon that the noble Dragon and his Frydarian army destroyed the icy fiend once and for all in the Frydarian-Kyros War, for she had ignorantly picked to terrorize the wrong kingdom.
Anonymous
10/22/2025, 11:00:50 PM
No.723914836
[Report]
>>723914354
Based. Well, for detecting my ruse, I salute you. Good day.
very dirty, but here's a test on mufflin' the audio when it's source (the goblin) is behind the camera. It's late here so I'll keep working on this tomorrow, hopefully I'll be able to make it feel better and smoother. For now I'm happy since at least it seems doable
>https://files.catbox.moe/m50ufj.webm
>>723914473
nice tetas man!
Anonymous
10/22/2025, 11:13:24 PM
No.723915728
[Report]
>>723915005
Thanks. Just needed to include a reward for the people who bothered to read the myth that is the Origin of the Eisbolde Queen.
Aside from modeling boobs, I've also done some code fixing: enemies, when launched into the air, now spawn their corpses properly, a bug was resolved for the Gremling running behavior where they would pause before changing directions, the Brain Gremling's spazzing animation for when he falls into the pit of lava in the Gremlord fight was solved, Vicereine Iris's animations are all updated (just need to add the code in), and, most importantly of all, Fygoon now actually SWITCHES HIS STANCE WHEN IN COMBAT!!! I know, I know, I'm awesome.
But seriously, I had an impromptu poll set up concerning the crosshair and I thought I'd collect a few more opinions on it: as you can see in the picture (aside from the new combat stance pose), I am experimenting with using an in-world crosshair similar to what's in Bionicle: The Legend of Mata Nui/American McGee's Alice (left) as a replacement for the on-screen crosshair (right). From the two answers I got, people preferred the original, on-screen crosshair, but I would like some more input before I revert back to the good ol' Vexdiscus classic.
Anonymous
10/22/2025, 11:19:57 PM
No.723916204
[Report]
>>723917052
>>723910240
The back really trigger my design autism
Anonymous
10/22/2025, 11:21:40 PM
No.723916319
[Report]
>>723912721
oh shit sup vert
Anonymous
10/22/2025, 11:22:03 PM
No.723916353
[Report]
>>723912652
im hoping to implement in tank upskirts.
Anonymous
10/22/2025, 11:22:13 PM
No.723916365
[Report]
>>723933918
>>723909280
>>723909559
>Written in the same style
Hmmmmm…how very very interesting.
Anonymous
10/22/2025, 11:27:01 PM
No.723916764
[Report]
>>723904682
So is this like Sonic but only the Chao Garden part?
>>723901685
If you do that, you might get an autist screeching about VirusTotal and lambasting your game at every waking moment.
>>723904293
I will keep tabs on this. Hope to see this evolve like how Project Goblin evolved from a green stick figure to a competent game.
>>723904338
Honestly, I like the painted look better. Makes it look more unique compared to slop like Shitsong that use a CALARTS type look.
set up limits to how far the camera can scroll depending on what vertical level you're on
problem is that it's too jarring when the transition is instant, both when dropping through a hole or ascending through a pipe, as I wanted to avoid seeing the empty void that lies beyond the single-tile-wide walls of level 'subpockets' so to speak
Anonymous
10/22/2025, 11:30:50 PM
No.723917052
[Report]
>>723926398
Anonymous
10/22/2025, 11:31:03 PM
No.723917071
[Report]
>>723917619
>>723910240
Neat. I remember this game, with the tanks and space aliens, right? I like seeing how cloth simulations work, especially since many of my own characters wear flowing tunics and other such stuff.
>>723911374
That's dope to hear someone in public not only recognized your game but also gave a good rep of it with his friends. I try to do that with my own friends if I see a genuinely interesting game. Did you ask them if they had any opinions on the game and suggestions for improvement?
Anonymous
10/22/2025, 11:31:10 PM
No.723917084
[Report]
>>723917148
Nobody bouyghteredenided my game... I can't do this anymore mang....
Anonymous
10/22/2025, 11:32:10 PM
No.723917148
[Report]
>>723917450
>>723917084
Uh, sir, this isn't /agdg/.
Anonymous
10/22/2025, 11:35:12 PM
No.723917392
[Report]
>>723916786
Cool stuff. I agree that the screen sway is a bit jarring. I just think it needs to be slower, I really don't mind seeing tiles I shouldn't be seeing.
Anonymous
10/22/2025, 11:35:55 PM
No.723917446
[Report]
>>723912694
You don't need a design document, retard.
Anonymous
10/22/2025, 11:35:57 PM
No.723917450
[Report]
>>723920884
>>723917148
You bastard bitch I will rape u bloody
Anonymous
10/22/2025, 11:37:04 PM
No.723917535
[Report]
>>723903657
Seems like the best thing you could do is ask for reviews, either noting people or maybe making a community post about how reviews help or such. Can't hurt to ask.
Also, game seems neat! I'm not into FPS and wouldn't have anyone to play split-screen with, but it's nice to see things like this exist.
https://voca.ro/1ciGWTy6XSKC
What kind of game would suit this kind of music?
Anonymous
10/22/2025, 11:38:06 PM
No.723917619
[Report]
>>723917972
>>723917071
yeah that's me. it was actually fairly straightforward, even without any real documentation on it. It's just a very basic proxy mesh running the simulation that drives the actual skirt geometry. I'm still sorting out some small issues (jittering at idle, some weirdness with the loincloth getting stuck up in certain situations), but so far it justworks(tm) without obnoxious amounts of skirt bones/rigging/etc and gives a far better result.
Anonymous
10/22/2025, 11:38:40 PM
No.723917658
[Report]
>>723917557
>Patrick Bateman
>Some random anime broad
A fat, autistic shut-in made that post.
Anonymous
10/22/2025, 11:42:49 PM
No.723917972
[Report]
>>723917619
Good stuff, dude. I just settle with not animating that shit because a cloak on a single character is bad enough (Brutus Canor only wears one in renders, but in-game he is seen without one), but trying to implement that tech on various characters would be the end of me.
Anonymous
10/22/2025, 11:46:26 PM
No.723918258
[Report]
>>723918774
>>723912694
True, but I don't think anyone making a good game has a fully realized day one design document, though. Maybe that's just me being ignorant, but I think all games evolve through iteration and ideas come into focus over time.
I've had certain loose ideas for how something would work for a long time, based on a desire for a specific kind of mechanical interaction or feel, or a specific aesthetic choice. But there's still something magical when those ideas come into perfectly clear focus around a very specific, very actionable single idea.
What inspired that post was me mulling about the loose idea that your rival character would be easier to hate if I could sell the idea that he was a cheater or the game was stacked in his favor. And the loose idea that certain kinds of enemy attacks should require the player to move out of the way entirely, rather than relying on defensive maneuvers and iframes, but wondering how to do that without it feeling arbitrary and confusing. And the loose idea that I needed a way to add some diversity to boss move sets, but I didn't want to do a bunch of extra animation work and also I like the rival boss having a "mirror match" feel where he fundamentally shares your move set.
The concrete, highly actionable idea was that the boss can summon and move level hazards around the fight space in various patterns as a kind of "attack" while he's fighting. Doesn't require much actual animation work, allows the attack to feel like sort of thing you have to avoid rather than just parry, and also feels like the boss is rigging the game against you since the level itself bends to his whim
Cowboy hat on a gorilla.
Anonymous
10/22/2025, 11:53:23 PM
No.723918774
[Report]
>>723919180
>>723918258
Sounds dope about the area hazards moving about like a demented inversion of what's done in Soul Reaver. If you do implement that, definitely play Soul Reaver so you can get a feel for how to do the whole morphing level hazard thing; perhaps you could have the enemy move to pre-determined areas to shift the arena such that observant players can intercept him on his way and stop him from shifting the hazards around.
Also digging the cowboy robot.
Anonymous
10/22/2025, 11:59:13 PM
No.723919180
[Report]
>>723919417
>>723918774
>Sounds dope about the area hazards moving about like a demented inversion of what's done in Soul Reaver
Soul Reaver was indeed dope though I haven't played it in ages, but the way I recall it, it involved a lot of actually morphing level geometry. I was really thinking more along the lines of like
>here come floor spikes and electric walls
>have some big spinning arcs of moving sawblades
>basic enemies jump down from the sky for a single swipe at you and then jump away again
Sort of like, we're having our Furi pattern moment, except the boss isn't shooting guns and making big laser patterns from his mouth and ass, he's just always conveniently out of the way when the battlebots-arena you're fighting in happens to want to activate something dangerous that just seems to coincidentally always aim only for you.
Anonymous
10/23/2025, 12:02:31 AM
No.723919417
[Report]
>>723919180
Oh. Your idea is much more simpler than the grandiose thing I was suggesting.
Still sounds cool though, and the ability to intercept the enemy before he tries any tricks can still happen (if you even plan to do that).
Anonymous
10/23/2025, 12:24:06 AM
No.723920884
[Report]
Anonymous
10/23/2025, 12:38:24 AM
No.723921865
[Report]
>>723921979
I want to make a game like wakfu but only the isometric free world with delimited area during combats only with random encounters like dragon quest
Anonymous
10/23/2025, 12:40:22 AM
No.723921979
[Report]
>>723922015
>>723921865
Why tell us this when you can just make it?
Anonymous
10/23/2025, 12:41:00 AM
No.723922015
[Report]
>>723921979
I don't have the skills
Anonymous
10/23/2025, 12:45:22 AM
No.723922318
[Report]
>>723930953
Super important question to anyone that knows more about this than me, and that's probably 90% of you:
I have just finished up my new computer.
I want to make a city-builder.
What engine should I learn and/or use for a top-down isometric system, similar to a budget Tropico?
Minor coding experience in python, but am willing to learn a fresh system.
I've been going full autism with rendering optimization. This level/grid consists of 144,000,000 vertices(6000x6000 individual tiles). Got the camera working really smoothly with adjustable speeds and whatnot, and fixed a bunch of silly edge cases that were breaking everything. I will be able to start adding basic gameplay elements soon. It took me way longer to get to this point than I would like to admit. Also added the start of a little debug menu in the top left.
Anonymous
10/23/2025, 12:51:48 AM
No.723922787
[Report]
>>723938520
>>723914473
That would be kinda hot if you were better at modeling human faces
Anonymous
10/23/2025, 12:53:10 AM
No.723922880
[Report]
>>723931104
I spent $30 on this, I need to learn shader programming, and this already has most of an eye shader I'll end up needing for giving my 3D character eyes that look good.
Anonymous
10/23/2025, 12:58:51 AM
No.723923284
[Report]
>>723936124
>>723910240
do you use lumen at all or not? Ue5 or 4 modded?
I'm trying to get away from lumen and all that jazz..
Anonymous
10/23/2025, 12:59:51 AM
No.723923369
[Report]
>>723916786
use fadeout and fadein
Anonymous
10/23/2025, 1:09:43 AM
No.723924019
[Report]
>>723924564
>>723922779
That's good, but you should know that it's normal for optimizations like this to be subverted in favor of actually making the game. Don't focus on optimization too much at the beggining.
Anonymous
10/23/2025, 1:13:43 AM
No.723924292
[Report]
>>723925765
>>723915005
Sounds good. I like that you kept the respective key inputs on the UI.
Anonymous
10/23/2025, 1:17:24 AM
No.723924564
[Report]
>>723929432
>>723924019
I just want the foundation to be nice and solid, I barely have an idea for a game at this point anyway...I want to make Maplestory x Smash Bros. Like a platformer but its also am rpg and a platform fighter or something idk, probably over-ambitious
Need your guys' opinion: should I keep the slightly-to-the-right over-the-shoulder camera or this completely-behind-Fygoon angle for the camera?
Anonymous
10/23/2025, 1:35:19 AM
No.723925765
[Report]
>>723925895
>>723924292
ty :)
>>723925543
our beloved Jet Force Gemini had a full-behind camera but also made the character model semi-transparent to make aiming easier. Honestly I played your last demo and had no issue with the over-the-shoulder camera, plus I guess people nowadays are more used to than one so maybe just leave it like that
Anonymous
10/23/2025, 1:37:24 AM
No.723925895
[Report]
>>723926613
>>723925765
I figured as much. I just recall some people complaining about it and thought I'd experiment a little.
As for the crosshair, what's your opinion: Bionicle-like or Original?
Last thing I worked on was a test title card
Anonymous
10/23/2025, 1:44:06 AM
No.723926312
[Report]
>>723936124
>>723910240
Why does she have a tail? You're not one of those guys are you..?
Anonymous
10/23/2025, 1:45:06 AM
No.723926398
[Report]
>>723917052
The back of the skirt or the dress, the fact that there's a section cut from the back and the front is removed, that's what i was referring to to
Anonymous
10/23/2025, 1:47:42 AM
No.723926597
[Report]
>>723928564
Anonymous
10/23/2025, 1:47:49 AM
No.723926613
[Report]
>>723928564
>>723925895
I'd say pick the one that's more visible. The static red one isn't very visible among all that fire and brimstone, but that could be fixed by adding an outline. Both are fine imo, just make sure it's perfectly visible at all times
>>723926052
looking nice but it goes away way too soon
Do you create a GitHub repository for your Game Dev projects?
Anonymous
10/23/2025, 1:50:40 AM
No.723926815
[Report]
>>723926691
sure, why not? Could save your ass
Anonymous
10/23/2025, 2:01:20 AM
No.723927519
[Report]
>>723930019
>>723926691
not if its a solo project, github is horrible to use for binaries/assets and setting up a decoupled way to have git for assets is not worth the effort
i only use it if im forced to work with others
Anonymous
10/23/2025, 2:11:10 AM
No.723928135
[Report]
>>723936124
Anonymous
10/23/2025, 2:17:37 AM
No.723928564
[Report]
>>723932242
>>723926597
>>723926613
Thanks, and I'll tweak it to be a bit longer or let the player press a button to proceed. It might get key info, so having it last a while isn't a bad idea.
Anonymous
10/23/2025, 2:30:46 AM
No.723929432
[Report]
>>723933197
>>723924564
>Like a platformer but its also am rpg and a platform fighter
Oh, so just putting some narrative depth into Megabyte Punch? that's cool
If you're interested in "what if Subspace Emissary was the whole game, I kinda like Smash Bros as an adventure platforming title" then definitely check out Megabyte Punch, it's got character customization and exploration with Smash mechanics
Anonymous
10/23/2025, 2:30:59 AM
No.723929443
[Report]
I'm making a game where rasko sucks my dick, it's just super deep throat but with rasko. I ain't giving him any royalties, just gonna call him pasko and put him on a wig, it's gonna be a hit with monsterfuckers.
Anonymous
10/23/2025, 2:33:16 AM
No.723929586
[Report]
>>723925543
I haven't played your demo but shoulder-mounting a camera is almost always preferable, there's a reason it's become the standard. Games which center the player on camera don't even do that, they adapt the camera based on movement and surroundings, it's almost never the case that your player is what you actually want to be looking AT, you want to be looking where he's going or what he's fighting. I can't think of a single good game in the last 20 years that just straight snapped the player center-camera, because it's clunky and stupid. Lots of valid third person camera choices but that's never one of them.
Anonymous
10/23/2025, 2:35:45 AM
No.723929741
[Report]
But how do you make a game?
Anonymous
10/23/2025, 2:36:34 AM
No.723929786
[Report]
>>723929951
Anonymous
10/23/2025, 2:39:09 AM
No.723929951
[Report]
>>723929010
>>723929786
If you're gonna make was thunder with furries you better model charred corpses for when the tanks burn.
Anonymous
10/23/2025, 2:40:09 AM
No.723930019
[Report]
>>723930381
>>723927519
I have never experienced any issues like that so I'm confused. It seems like a massive risk to just not use it. Waking up one day to find out something happened to your files and your project is just dead, yuck
>>723899405 (OP)
If you don't call it agdg do the pedos, trannies and furries not flock in, or will they anyways and this is just to keep it from getting deleted?
Anonymous
10/23/2025, 2:46:26 AM
No.723930381
[Report]
>>723933890
>>723930019
Git can't do diffing and backups on files well, though, that's his point. 99% of the stuff you're afraid of losing in a game is asset related, not code related. Git is for managing version changes and collaborating with multiple developers, it's not a backup system. Frankly, for assets it's not even a good versioning system which is why gamedev is the only major software industry still tied to Perforce.
Anonymous
10/23/2025, 2:48:24 AM
No.723930494
[Report]
>>723930832
>>723930134
Rasko is all of those things and makes this thread itself, the fucking animal.
Anonymous
10/23/2025, 2:48:26 AM
No.723930496
[Report]
Why are y’all making 2D shit? 2D is garbage not even worth pirating.
Anonymous
10/23/2025, 2:51:00 AM
No.723930654
[Report]
>>723931731
But first a joke, how many raskos do you need to change a lightbulb? rasko sits on my dick and spins on it
Anonymous
10/23/2025, 2:53:58 AM
No.723930832
[Report]
>>723931063
Anonymous
10/23/2025, 2:56:21 AM
No.723930953
[Report]
>>723922318
Are you thinking 3D like Tropico? If so then Unity and Unreal are probably your best options. They're the most popular ones at least, and they have the most tools available to assist in boilerplate code and such.
A good city-builder would be great to see, so good luck anon! Seems like way too big an idea for a first project though, might want to see if you can get a really simple version working first.
Anonymous
10/23/2025, 2:58:06 AM
No.723931063
[Report]
>>723931179
>>723930832
Looks like my pet retard got off the leash again.
Anonymous
10/23/2025, 2:58:42 AM
No.723931104
[Report]
>>723922880
Care to share it? Like upload a torrent or such?
Anonymous
10/23/2025, 2:59:40 AM
No.723931162
[Report]
>>723930580
3D will never look as good as 2D. 2D supremacy.
Anonymous
10/23/2025, 3:00:03 AM
No.723931179
[Report]
>>723931731
>>723931063
Rasko, i really want to stick my dick up your ass.
Anonymous
10/23/2025, 3:04:41 AM
No.723931431
[Report]
I'm trying to deal with controller navigation issues using CommonUI in UE5 and it's very frustrating. I'm like 90% of the way there but there's one issue left where opening the pause menu and hitting left/right causes it to navigate to buttons in the game UI instead of only staying within the pause menu widget
Anonymous
10/23/2025, 3:09:11 AM
No.723931731
[Report]
>>723932337
>>723930654
>>723931179
>Failed to start shit three times in a row
>Becomes gay
What a fall from grace. You used to be such an interesting troll, but you're washed now.
Anonymous
10/23/2025, 3:17:46 AM
No.723932212
[Report]
>>723904338
cartoon style, i think it would be the on better working with a background
Anonymous
10/23/2025, 3:18:16 AM
No.723932242
[Report]
>>723933353
>>723928564
Maybe try a fade effect instead of instantly disappearing
Anonymous
10/23/2025, 3:19:35 AM
No.723932337
[Report]
>>723932887
>>723931731
Rasko, I'll put you on a full nelson and slowly shove my manhood into your passage, we can make this work.
>>723929010
theres no way youre this talented
How do you find the energy to gamedev? The only time I have to do it is after work and I'm so tired by then.
Anonymous
10/23/2025, 3:28:34 AM
No.723932887
[Report]
>>723933935
>>723930134
You generally cannot have a general thread on /v/, and there was a time when these threads were made bi-weekly, so the name was used so people can easily find the thread. There was a time when these threads were devoid of the riff-raff of /vg/, but in the past few months a certain grifter (
>>723932337) kept making threads just to run them into the ground and scatter the devs; fortunately, this thread was made by the Project Goblin developer (as seen with
>>723909698) so it should be without issue. The rabble rouser usually fucks off at around the early morning hours (in America).
Anonymous
10/23/2025, 3:29:46 AM
No.723932960
[Report]
>>723932687
It's a hobby. Instead of watching TV or looking at porn, you could work on something productive.
Anonymous
10/23/2025, 3:33:36 AM
No.723933197
[Report]
>>723933437
>>723929432
>Megabyte Punch
looks neat
Anonymous
10/23/2025, 3:36:23 AM
No.723933353
[Report]
>>723930580
I want to make a 3D game at some point, but I also want to make a 2D first.
>>723932242
I'll give that a try.
>>723932687
I try to dev a little before heading to work and on my days off. I got my motivation back recently trying to do what I can before the crash.
>>723932687
my trick is I do it for work
>>723933197
megabyte punch was one of the original agdg games iirc
Anonymous
10/23/2025, 3:38:52 AM
No.723933515
[Report]
>>723934319
Spent the last two fucking months writing some 450 news story blurbs for every station in game and it was miserable. Can finally move onto shit I want to do now, like adding more mod support.
Anonymous
10/23/2025, 3:40:17 AM
No.723933609
[Report]
>>723934294
>>723933437
Really? I only ever knew it as that stupid video game that keeps clogging up Google Image results for ReBoot's Megabyte.
Anonymous
10/23/2025, 3:40:20 AM
No.723933616
[Report]
>>723934294
>>723933437
Really? I don't remember seeing it on the website.
Anonymous
10/23/2025, 3:40:32 AM
No.723933635
[Report]
>>723930134
there used to be a difference, it used to be a containment thread for the 50 "is unity good.. what did toby fox use to make undertale... i know 3d modeling can i make a game" threads that got made every day.
early this year agdg moved here because of some sort of doxing/cp scandal and they never left.
Anonymous
10/23/2025, 3:41:07 AM
No.723933675
[Report]
>>723933965
Writing a dynamic music system for my game. I don't have a talent for composing music so my plan is to just have the system play some basic chords and play some notes when various events happen. Might end up sounding annoying but that's what the mute button is for.
Anonymous
10/23/2025, 3:44:47 AM
No.723933890
[Report]
>>723935373
>>723930381
Do you have any reading material on this topic?
Anonymous
10/23/2025, 3:45:12 AM
No.723933915
[Report]
>>723904338
cartoon looks crisp, paint just looks like a blurry version of cartoon
Anonymous
10/23/2025, 3:45:18 AM
No.723933918
[Report]
Anonymous
10/23/2025, 3:45:35 AM
No.723933935
[Report]
>>723932887
Rasko, i want to cum inside of you.
>>723933675
I have a dynamic (sort of) music system too. If you do compose tracks, I generally find it good to make a single base track and then add in instruments and melodies that correspond to certain actions and then, once done, I export the base track alone then export each of the case-sensitive melodies as separate tracks. In the game, the main music plays in a loop at its standard volume while all the other parts, though playing as well, are completely mute until the specific action is done, at which point the specific part of the track slowly fades in and out based on what is going on.
Anonymous
10/23/2025, 3:46:52 AM
No.723934012
[Report]
>>723935061
>>723932463
>talented
he's not
he's making furshit
Anonymous
10/23/2025, 3:51:26 AM
No.723934275
[Report]
>>723935821
>>723929010
Please tell me the outside of the tank isn't loaded when you're viewing the inside.
Anonymous
10/23/2025, 3:51:54 AM
No.723934294
[Report]
>>723933609
>>723933616
yep, you can find it here
https://made-by-agdg.vercel.app it was a similar time period to when risk of rain was being developed
>>723933515
The written seems bland but entirely serviceable, which for broadcast transcripts feels fitting. The fact you're treating the setting seriously is a very good sign, and it's impressive that you actually handwrote 400+ of these. Are each of these a plot hook? They all have the feeling of "eventually the player will get involved in this."
The one thing I'd caution against is an excess of proper nouns, that's what killed the John Carter movie. What's "Fhedden Zeta," is it a planet or a solar system or something else? You could help players by providing more context clues, or saying something like "the Fhedden Zeta system" or such instead.
Don't let that keep you from moving on to more enjoyable stuff though, again it all seems equal to or better than what you'd get in a AAA title like a Mass Effect or Starfield.
>>723933965
Not that anon, but that sounds thoroughly impressive. Did you have to custom code all that, or are there libraries for dynamic music?
Anonymous
10/23/2025, 3:52:37 AM
No.723934347
[Report]
>different dev gets praised
>immediately gets jealous
Fygnigger moment
Anonymous
10/23/2025, 3:52:40 AM
No.723934352
[Report]
>>723935305
>>723933965
Yeah that's pretty similar to what I'm doing, except rather than fade multiple premade audio tracks in and out I'm simulating the instruments in real time, so that I can apply a wide range of effects to the sound of each instrument.
Anonymous
10/23/2025, 3:53:36 AM
No.723934416
[Report]
>>724001253
https://voca.ro/1je8hoHvU2xT
Fear and Hunger inspired song I made. Maybe I'll use it in a mod or something.
>>723934319
No, they're just flavor text and small stories. It's actual dialogues and rumors in bars that lead players to points of interest and quests and such.
See, Freelancer had totally unrelated news stories on its stations and planets that were just blurbs to make the world feel more alive, and, foolish fool that I was, decided to have that in my game. The thing is Freelancer had multiple writers and was significantly smaller.
Anonymous
10/23/2025, 3:59:41 AM
No.723934721
[Report]
>>723934862
>>723934530
Freelancer is a good game to take inspiration from! In that case though will those locations not be in game? As a player if I saw one of those new stories and could go to the place I'd think it was a side quest hint, but if the place wasn't in game then it'd be clear it's just background detail.
Good luck with development too, seems like you're onto something cool here.
Anonymous
10/23/2025, 4:00:47 AM
No.723934770
[Report]
I have downloaded compiled sdl3 and dearimgui with cmake.
Anonymous
10/23/2025, 4:02:29 AM
No.723934862
[Report]
>>723934721
his game is a freelancer clone
Anonymous
10/23/2025, 4:03:08 AM
No.723934903
[Report]
>>723926691
git yes
github no, although I would perhaps use it if collaborating
Anonymous
10/23/2025, 4:03:46 AM
No.723934942
[Report]
>>723930134
As a general (dohoho) rule, the less like a "general" thread it is, the less the pedos, trannies, furries, schizos, etc., will show up. It helps to not use that same OP image, as well. They're drawn to the consistency.
Anonymous
10/23/2025, 4:05:49 AM
No.723935050
[Report]
>>723934319
No, I brute forced that shit with GarageBand and C# scripts. It's not as impressive as it sounds, especially when this is how it all works:
>1. Base song for an area (let's call it "Dorganmire Swamp") is exported from GarageBand, taking care that it loops
>2. Action/Area melodies (let's say "Central Bog" and "Delvew's Sarcophagus") are made by creating new melodies on top of the original "Dorganmire Swamp" GarageBand project and exported individually (so without the main song)
>3. These are all attached to different global audio sources in a scene (Main, Area 1, Area 2, etc.) with a volume of 0 and connected to the "Music" audio mixer (just in case the player hates the music and wants to not have it play); additionally, a single audio source with no sound is made and set to a volume of 100 (this will be important later)
>4. A script is created that exists to fade a target audio source to 100% volume (while still respecting the "Music" mixing) while fading the previously playing source to 0% volume; for instance, if the player begins a new game, the "Dorganmire Swamp" track will fade in from silence since a silent audio source was attached
>5. By means of a trigger, an object containing an audio fade script can be activated and slowly fade in an accompanying music track; for instance, if the player were to navigate from the main Dorganmire Swamp to the area near a boss character, Delvew in this case, then "Delvew's Sarcophagus" will fade in once the trigger is entered; upon exiting, "Delvew's Sarcophagus" will fade out and "Dorganmire Swamp" will continue playing
By strategically placing triggers around the map with these audio faders attached, that is how I get somewhat dynamic music in my game. It was pretty simple to program, but I am sure there are some libraries that can do that already and I always recommend just going with that.
>>723934012
he went from a grey box to a fully modelled and textured interior and cloned war thunder hit detection in a couple months
thats raw talent
>>723935061
that's a furfaggot
Anonymous
10/23/2025, 4:08:34 AM
No.723935217
[Report]
>>723935415
>>723935173
a talented furry, yes
Anonymous
10/23/2025, 4:10:06 AM
No.723935305
[Report]
>>723935769
>>723934352
Interesting, you're practically using the classic sequencer technique like with Nintendo 64 games. What engine and libraries are you using to do that? The concept has always fascinated me but, brainlet that I am, my GarageBand/C# thing is a good enough compromise for me.
Anonymous
10/23/2025, 4:10:08 AM
No.723935307
[Report]
>>723935415
>>723935173
He's a talented furfaggot and you're a seething jealous scalie.
Anonymous
10/23/2025, 4:11:23 AM
No.723935370
[Report]
>>723935974
My visual novel script is approaching completion and I'm wondering: How/where should I look for artists to recruit?
Renpy forums don't look like they get a lot of traffic. I'll try Twitter when the time comes but I'm not confident in my reach even when factoring the help of some comparatively larger accounts that I'm acquainted with.
Anonymous
10/23/2025, 4:11:26 AM
No.723935373
[Report]
>>723933890
Not really? Perforce is the AAA dev standard for a reason. If you've ever heard devs talk about "checking out files" it's a perforce thing, it has logic in place to prevent simultaneous editing of assets where merging isn't viable. It's useful for versioning of maps, textures, meshes, etc. Unreal and IIRC Unity have dedicated stuff for Perforce integration, UE even has logic on crash for attempting to check out the last-opened files from your Perforce server.
Git LFS can do some of this but not much. Git is for managing code, it's designed for that purpose. Code can be diffed and merged by comparing text strings; you can't do that with binary files. You can't diff a texture. In most software development this isn't a big deal but obviously in game dev where 90% of the total assets are ASSETS and not code, it matters a lot.
Myself, I just make periodic backups to remote storage.
Anonymous
10/23/2025, 4:12:05 AM
No.723935415
[Report]
>>723935484
>>723935217
there's no talent in furfaggotry
>>723935307
scalies belong with the furfaggots
same trash from my pov
Anonymous
10/23/2025, 4:13:09 AM
No.723935484
[Report]
>>723935571
>>723935415
i dont care dinosaur cris shut the fuck up
Anonymous
10/23/2025, 4:14:46 AM
No.723935571
[Report]
>>723935484
>everyone I disagree with is fyggot
schizo
Anonymous
10/23/2025, 4:15:05 AM
No.723935593
[Report]
>>723934530
I would have just shared a master story bible with my buddies and told them to run wild with making stories. Even then, making a story bible is difficult, especially when it encompasses centuries of wars, inhuman monsters being spawned, and geopolitical nonsense from fantasy animals who just so happen to be based a little bit on real cultures found in antiquity; I'm a major stickler when it comes to making my stories seem just a little plausible, so because of that most of my time writing out timelines and fictional cultures is just me cross-referencing Classical, Medieval, and Renaissance history, from inventions to conflicts.
Anonymous
10/23/2025, 4:16:07 AM
No.723935638
[Report]
>>723932463
>>723935061
heh, thanks
my entire workflow consists of bumping into stuff until it somehow works
the interior model took the most time because it's just so many little parts, and mostly without good photo references, even bad photos are surprisingly difficult to find
Anonymous
10/23/2025, 4:17:18 AM
No.723935692
[Report]
>>723935874
>The schizos are eating themselves alive like Yug-Yugs and calling each other me
Fygoon derangement syndrome must be studied.
does anyone know of a good XML tutorial for if you know literally fucking nothing about the language?
Anonymous
10/23/2025, 4:18:46 AM
No.723935769
[Report]
>>723936225
>>723935305
I'm doing it all from scratch, right down to outputting each individual sample that's getting passed to the sound driver. The current synth I made is pretty much just a software implementation of the old yamaha sound chips like the one used in the Sega Genesis, since the phase modulation makes it really easy to dynamically change the instruments based on what's happening in game. For example, I can make the synth feedback increase depending on how many enemies are nearby, so when the player is surrounded the music sounds far more thrash-like.
>>723934275
it mostly isn't
Anonymous
10/23/2025, 4:20:44 AM
No.723935874
[Report]
>>723935692
I want to eat your asshole raw, rasko. Let's link up I'll show you what a real man can do.
Anonymous
10/23/2025, 4:22:33 AM
No.723935974
[Report]
>>723935370
I say shop your game around different game development communities to see if anyone would like to work with you. If you're feeling especially bold, I say just march straight into the DMs of an artist you like and pitch your game to him. As the saying goes: you lose every battle you do not fight.
>>723935747
XML as in the markup language?
https://www.w3schools.com/xml/
Depending on your use case JSON might be a more lightweight and easy to use format.
Anonymous
10/23/2025, 4:25:09 AM
No.723936124
[Report]
>>723936384
>>723928135
marriage.
>>723926312
i will be adding touching fluffy tail mechanics
>>723923284
no, I don't. I do use virtual shadow maps (ue5) though, because 4's shadows were unacceptably poor.
Anonymous
10/23/2025, 4:25:10 AM
No.723936126
[Report]
>>723935821
That's good. Gotta optimize your game early.
Anonymous
10/23/2025, 4:27:10 AM
No.723936225
[Report]
>>723936339
>>723935769
Damn, that is actually super dope. Keep us posted when you drop your game, I would love to take a look at it.
>>723935747
I wish there was, but I had to do it the hard way and read the documentation. Then again, I was using XML to programmatically generate Microsoft Office files (if you didn't know, MS Office files are really souped up XML documents) and this was back in the pre-ChatGPT world of 2022, so I may not be the best person to give you any ideas on how to proceed. With that being said, reading the documentation can provide valuable insight that is generally left out in tutorials, so while it may seem obtuse to engage with such esoteric knowledge, it can help you in the long run.
Anonymous
10/23/2025, 4:28:44 AM
No.723936310
[Report]
>>723905580
>>723909263
>The biggest bottleneck isn't gpu, cpu, or memory bandwidth, it's loading the code into your brain
-game programming patterns
>>723935747
>>723936012
>>723936225
yeah the markup language (i think)
should clarify,
im trying to make a personal companion app for something in visual studio, and the thing has an API that provides an item XML (raw item data) and a schema XML for translating that data into something humanly readable.
and i have no idea where to even begin with any of this.
Anonymous
10/23/2025, 4:30:16 AM
No.723936384
[Report]
>>723936836
>>723936124
Listen, as much as I can respect your game design, I can no longer see your game without thinking in the back of my mind the "Did you see me sensei?" part near the pool.
I'm not ripping on your game, but it was just such a bizarre thing to see in a game about controlling tanks to destroy alien robots.
Anonymous
10/23/2025, 4:32:32 AM
No.723936502
[Report]
>>723936339
oh yeah, json is also available.
so if there's actually a proper tutorial for json i'll take that.
Here is my latest progress:
-NON EUCLIDEAN SECRET AREA-
Anonymous
10/23/2025, 4:34:29 AM
No.723936607
[Report]
>>723936339
Try learning schema XML first since it defines how to organize everything. From there, you can work on your item XML. There might be some tutorials that can help you if you are too intimidated by the documentation, but I haven't worked much with XML in the realm of video game programming so you're on your own.
Anonymous
10/23/2025, 4:35:18 AM
No.723936648
[Report]
>>723937409
Anonymous
10/23/2025, 4:35:32 AM
No.723936656
[Report]
>>723937482
>>723936541
So how does enemy pathfinding work in your game?
Anonymous
10/23/2025, 4:36:11 AM
No.723936704
[Report]
>>723936853
>>723936541
>boomer shooter horny slop
die
>>723899405 (OP)
You heard the anon. Clones have no identity, no moves to call their own, no iconography to call their own
Anonymous
10/23/2025, 4:36:45 AM
No.723936732
[Report]
>>723935821
>OMW to pick up some Arby's
Not much progress lately just made some simple facial expressions.
I'm going to make some enemy models later this week after I'm done with some stuff.
Anonymous
10/23/2025, 4:38:15 AM
No.723936815
[Report]
>>723937162
>>723936724
>Calls Mario maps unique when Mario 64, outside of a few levels, was just a mishmash of floating geometric shapes with textures lazily slapped on (looking at you, Rainbow Ride)
>>723936384
why would you think there is something weird about training your squad to be efficient alien killers???
Anonymous
10/23/2025, 4:38:55 AM
No.723936853
[Report]
>>723936704
Stop being ashamed of your cock.
>take mario sunshine secret levels
>make more of them
>change the character (so you don't get sued)
>improve the physics a bit so it's not as glitchy
Why hasn't anyone done this yet? I'm so sick of indies obsessing over collectathon sandboxes. I just want short difficult levels.
Anonymous
10/23/2025, 4:40:25 AM
No.723936939
[Report]
>>723937445
>>723936793
I know I shit on you, but wouldn't it have been better to separate the face into separate eyes and mouth textures so you can have a more dynamic range of emotions for your character?
Anonymous
10/23/2025, 4:43:01 AM
No.723937071
[Report]
>>723936836
That's the scene I'm talking about lol. It's just such a strange juxtaposition to go from massacring alien scum to chilling by the campus swimming pool with your squadmate asking for head pats.
If that's your game's identity, then that's its identity. My game is batshit insane too, so I am not one to complain.
Anonymous
10/23/2025, 4:44:53 AM
No.723937162
[Report]
>>723936815
The game could have 5 good courses and that would still be better than modern games, who all cap out at 8.
trying something out after watching demon slayer. Yokai will constantly regenerate now. You have to use fire to kill
>>723936541
There's a historial of the player positions, the enemies are following the player's trail. Enemies have some conditionals depending in the player's distance and this conditionals help the enemies decide what to do and how to navigate. It's not perfect, but is simply and allows hundreds of enemies on screen.
>>723936648
Thanks!
Anonymous
10/23/2025, 4:50:50 AM
No.723937445
[Report]
>>723937640
>>723936939
I would rather keep it simple and go with the MML approach to faces.
Anonymous
10/23/2025, 4:51:26 AM
No.723937482
[Report]
>>723936656
I made a mistake, this the answer
>>723937409
>>723937338
So a little like how in Soul Reaver you can only kill the vampires by throwing them into water, sunlight, or a conveniently placed spike? I like it.
When's the next build dropping? I'd like to try it again.
>>723937409
I mean it sounds like it works well. I just didn't know how pathfinding would even work in such strange arenas.
>>723937445
That's fair.
Anonymous
10/23/2025, 4:55:44 AM
No.723937689
[Report]
Anonymous
10/23/2025, 4:56:08 AM
No.723937723
[Report]
Anonymous
10/23/2025, 4:56:45 AM
No.723937757
[Report]
>>723938201
>>723937640
I want to do like the vampires in soul reaver and fuck your ass, rasko.
Anonymous
10/23/2025, 4:57:44 AM
No.723937802
[Report]
>>723938043
>>723936724
lol you should replay Mario 64
re: Bubsy, it is explicitly a copycat, and in typical 90s / early 00s fashion the designers thought the way you made a clone was to make it as obvious and obnoxious as possible. personally i think it's fine, but i'm not surprised people would be put off by it without that same context
in fact the reason Bubsy 3D was a nightmare is because Mike Berlyn saw a preview of Super Mario 64 at CES '96 and shit his pants, but Accolade refused to move the release date so they had no choice but to copy as much as they could in those 10 months. obviously they couldn't make the grade.
Anonymous
10/23/2025, 5:02:05 AM
No.723938043
[Report]
>>723937802
I got the post off of the NextFest threads and I agree with him more on the idea that air dash slop makes everyone identical. Anons should be more like Bananza where the whole punching schtick makes it a different game.
Anonymous
10/23/2025, 5:04:57 AM
No.723938201
[Report]
Anonymous
10/23/2025, 5:11:13 AM
No.723938520
[Report]
>>723922787
Ah well, that's what Kujalla's for. He translated my horrid female models into something more…palatable.
>>723936868
I'll make it. Just suggest me a character to use.
Anonymous
10/23/2025, 5:20:35 AM
No.723939050
[Report]
>>723938796
also no girls. I hate females.
Anonymous
10/23/2025, 5:22:47 AM
No.723939178
[Report]
>>723938796
Let's go for another menial job worker aside from plumber and carpenter: how about a welder? Since Italians are taken, we'll go with the next best thing: Greek (Rome is similar to Ancient Greece). With that, we will call him Super Ajax.
Anonymous
10/23/2025, 5:30:39 AM
No.723939617
[Report]
>>723936541
Ohnonono called out by Zero Punctuation
Anonymous
10/23/2025, 5:31:31 AM
No.723939658
[Report]
>>723994801
The coder has started on integrating my script. It required setting up a whole bunch of shit first as I made a whole bunch of requests, as I figured if we don't have much budget for art we can at least have a nice presentation.
So now this prologue starts off with Martin preparing for a movie marathon with a bowl of popcorn. Not much of an artist but I think it looks alright. It's hexagonal and floats, cause sci-fi.
Anonymous
10/23/2025, 5:39:11 AM
No.723940075
[Report]
>>723936541
I think conceptually you have some cool ideas but the visuals are severely lacking and failing to appeal. For an FPS to be good the visual of shooting a gun needs to feel good even if there's no sound.
>>723937338
I would never play this sort of game because it's not my thing but that's some sweet pixel art.
Anonymous
10/23/2025, 5:47:28 AM
No.723940501
[Report]
Is there a reason why Godot tutorials never abstract shit? Eg. Most of them check for Inputs directly in your Player object, rather than from something more Global that can then flag signals to a Player object(s) as needed, and would allow for easier setting up of rebinds and other shit.
>>723940212
I like it. It's like a better version of Nidhogg, or should I say Nidhogg is an inferior version of Reinbo.
>>723899405 (OP)
there was a thread last night about how there's a ton of games uploaded to steam that havent paid back the 100 dollar fee and i think it just crashed any means of confidence i had on making a game desu.
Anonymous
10/23/2025, 5:58:24 AM
No.723941073
[Report]
>>723941128
>>723940852
Sucks to be you. Then again, you post tranime so I never expected much from you.
Anonymous
10/23/2025, 5:59:21 AM
No.723941128
[Report]
Anonymous
10/23/2025, 5:59:43 AM
No.723941152
[Report]
>>723930134
I don't care what the thread is called, if there's game development I'm here
Anonymous
10/23/2025, 6:01:17 AM
No.723941231
[Report]
>>723940527
kill yourself
Anonymous
10/23/2025, 6:02:48 AM
No.723941296
[Report]
>>723940852
Congrats. You realized that you lack the ability to make a good game. Your efforts are better spent elsewhere. Move on with your life.
Holy shit GOAP is so cool
I've been using it to implement an AI for a TRPG that can plan out a sequence of moves instead of just picking moves 1 at a time based on the current game state.
It might end up being too evil to actually use in the actual game though.
Anonymous
10/23/2025, 6:19:22 AM
No.723942168
[Report]
>>723945431
I opened up a 5 year old project I'd started (and pretty quickly dropped, as one does) and have been working on it again. 2D JRPG built in Unity. Kind of impressed with what I did get done 5 years ago, but the battle system was what got me frustrated to drop it.
Have a story outlined, pretty basic stuff just a classic JRPG thing, no meta stuff no le quirky Earthbound inspired depression stuff. Just an ensemble piece where some characters end up (with their own motivations) come together to defeat an evil queen. I think it'll be cool and I'm having a lot of fun making the old systems I'd built more robust. Have some more things I want to flesh out first, but really looking forward to making an event system for cutscenes.
I have a save system implemented and looking back it is incredibly simple, just writing a bit of code to a .txt file. I kind of like that tho because if people are gonna cheat they'll do it anyway, so why not make it easy? I remember modding saves on shoddily programmed games as a kid and it was a lot of fun to play around with so I might leave it like that. What do you think?
Anonymous
10/23/2025, 6:20:20 AM
No.723942210
[Report]
>>723942036
give it the goal to also setup a sneaky blunder the player can capitalize on
Anonymous
10/23/2025, 6:21:28 AM
No.723942260
[Report]
What's a good resource for learning UIs in Godot?
Anonymous
10/23/2025, 6:25:49 AM
No.723942472
[Report]
>>723943271
>>723942036
I can only do state machines.
I really want to evolve my enemyAI coding abilities in the future, given it's my ultimate goal to create fast real time action games.
Anonymous
10/23/2025, 6:27:58 AM
No.723942580
[Report]
>>723942036
Long as you don't make it too retarded and it gets fixated on the one goal it's unable to obtain.
Made a walk cycle for a test model I made for fun. I just wanted to make sure I could still rig and animate just fine.
Anonymous
10/23/2025, 6:35:23 AM
No.723942962
[Report]
Anonymous
10/23/2025, 6:41:38 AM
No.723943271
[Report]
>>723942472
Behavior Trees are the next step up from state machines.
Download someone else's implementation, play around with it, make some cool AI.
Once you know how it works, making your own implementation isn't that difficult.
Anonymous
10/23/2025, 6:49:21 AM
No.723943632
[Report]
>>723899405 (OP)
tomorrow WILL be a good day
I WILL work on my project instead of doomscrolling.
I stayed off of /v/ almost all day today, my attention span is recovering.
sage
10/23/2025, 6:50:37 AM
No.723943689
[Report]
>>723904952
Looks awesome anon
Anonymous
10/23/2025, 6:58:36 AM
No.723944056
[Report]
>>723936541
I think you mean nun-euclidean
Anonymous
10/23/2025, 6:58:37 AM
No.723944059
[Report]
thx again to anon who shared godot courses magnet, I'm slowly trudging through. Tempted to skip some stuff and jump in 4x And C# stuff, but I'll keep training on simple stuff, coding still takes too much brainpower
>>723942036
>GOAP
what is that?
Anonymous
10/23/2025, 7:31:37 AM
No.723945431
[Report]
>>723942168
love the colors
Anonymous
10/23/2025, 7:32:38 AM
No.723945472
[Report]
>>723945316
nta but goal oriented action planning, a way of developing npc ai
Anonymous
10/23/2025, 7:33:13 AM
No.723945496
[Report]
>>723945316
https://goap.crashkonijn.com/readme/theory
Goal Oriented Action Planning.
State Machines, Behavior Trees, and GOAL are the three different ways of programming AI in games.
GOAL is considered the most advanced. It's what F.E.A.R. used.
Anonymous
10/23/2025, 8:11:43 AM
No.723947019
[Report]
>>723942861
>ik snapping
gross
>>723937640
yea kinda, I'll need to still add a few other options to kill them later on though
Uh end of this week or next hopefully for the next build. Just a few more things to add/fix
>>723940212
>>723940527
lol thanks
Anonymous
10/23/2025, 8:14:47 AM
No.723947139
[Report]
>>723947042
flopcore mixelslop
Anonymous
10/23/2025, 8:32:56 AM
No.723947807
[Report]
>>723940527
I want to make fuck with your rear end.
Anonymous
10/23/2025, 8:36:49 AM
No.723947924
[Report]
>>723959526
So while I was showering I finally figured out what kind of game the Dragons like to play outside of combat sports. This idea has been bugging me since one of the things I'm writing for the Zmeian Compendium is a blurb on the Dragons and what they do outside of being the protectors and politicians of Frydar Island. So, I made a simple board game called the Game of War (sometimes known as the Dragon Game) which sees two Generals commandeering up to 256 pieces, called Soldiers, across an 8x8 grid with the goal of filling every square in the grid with at least one piece of either all red or all black pieces. I came up with a basic rule set and for fun I even threw in the customary way for Dragons to forfeit a game (it involves them violently throwing the board onto the ground while yelling "Earthquake!" and just making a mess). Wish I had a picture, but the game exists only in text form and, even then, it's very abstract. Consequently, please enjoy this picture of Fygoon with his friends.
Once I begin merchandising the hell out of The Frydarian Tale and all of the Zmeian Archipelago, I would definitely make a real Game of War board game. It'd be far nicer than that Alisian nonsense that is chess (ew).
>>723947042
Excellent. I look forward to it.
Anonymous
10/23/2025, 8:42:51 AM
No.723948149
[Report]
>>723949971
Entity component system or class inheritance?
Anonymous
10/23/2025, 9:15:58 AM
No.723949448
[Report]
>>723949651
They were all done. The final commit was an exclamation mark to everything that led to this point. I released my game on the Steam store, and then it was over.
Anonymous
10/23/2025, 9:19:58 AM
No.723949651
[Report]
Anonymous
10/23/2025, 9:25:20 AM
No.723949897
[Report]
>>723904338
Cartoon, but fix the face color, it is too bright/white.
Anonymous
10/23/2025, 9:26:45 AM
No.723949971
[Report]
>>723950053
>>723948149
Inheritance is easier to understand.
But a good ECS system is better organized and leads to better performance.
Anonymous
10/23/2025, 9:28:50 AM
No.723950053
[Report]
>>723949971
>and leads to better performance.
That all boils down to how many components you have in a populated scene vs. the size of a class/inherited class scripts no?
>Want to make a game with a Paper Mario/Bug Fables esque battle sysetm that's a bit deeper and more advanced
>Realized everyone plays these games for their quirky characters and storylines and nobody actually cares about the mechanics at all
Seems like a pointless project.
Anonymous
10/23/2025, 9:45:00 AM
No.723950762
[Report]
>>723950668
eh, crystal project is a jrpg with no story at all. it can be done
Anonymous
10/23/2025, 10:00:46 AM
No.723951349
[Report]
>>723950668
RPGs with timed buttons will be the overdone one thanks to E33. People in 2028 will be left wanting a normal RPG where your damage is the same every time.
Anonymous
10/23/2025, 10:06:11 AM
No.723951529
[Report]
>>723904338
Both are great. If you pushed me I'd go for the paint style, though. It's more unique. Still, both are great.
Anonymous
10/23/2025, 10:07:07 AM
No.723951568
[Report]
>>723936541
Neat.
Why is she killing those demons instead of sucking their dicks tho?
Anonymous
10/23/2025, 10:10:07 AM
No.723951682
[Report]
>>723936541
When you release try to get a bundle with
https://store.steampowered.com/app/2576460/Angelstruck/
similar aesthetic imo. fun game.
Anonymous
10/23/2025, 10:11:29 AM
No.723951719
[Report]
>>723952037
>>723947042
You have an itch page or a steam page yet? So I can wishlist it?
Anonymous
10/23/2025, 10:19:54 AM
No.723952037
[Report]
>following a Godot tutorial
>scripts become a mess of hardcoded references to Nodes, and signals bouncing all over between scripts
Is there a reason why none of this shit is done more dynamically in tutorials?
Anonymous
10/23/2025, 11:01:13 AM
No.723953480
[Report]
>>723953243
because tutorials are about getting shit done more than being elegant about it
Anonymous
10/23/2025, 11:04:19 AM
No.723953580
[Report]
>>723899405 (OP)
hello I want to make my own gta but like in the whole of america instead of just one city and with absolute freedom like in real life like I could take a us flag and shit on it on the streets
where do I start?
ps: I have no gamedev experience
Anonymous
10/23/2025, 11:08:51 AM
No.723953764
[Report]
>>723953243
there's like a dozen different methods to do the same thing. Which tutorial are you following and what are you trying to do? Some tutorials are shit
Anonymous
10/23/2025, 11:10:05 AM
No.723953809
[Report]
boss blocking
Anonymous
10/23/2025, 11:12:55 AM
No.723953916
[Report]
>>723904058
looks very Metal Gear Solid GBC inspired, I like it
Anonymous
10/23/2025, 11:34:45 AM
No.723954756
[Report]
>>723956497
>want to make a game about possessing different shit a la Space Station Silicon Valley
What would be the most sane way to approach this? A base class for all controllable objects that checks an input mask to perform abstracted functions such as basic movement, jump, action1, action2, etc that both the player and AI can utilize? Trying to avoid basically having to do both halves of that completely independent from one another.
Anonymous
10/23/2025, 12:16:38 PM
No.723956356
[Report]
>>723936339
update: i want to murder people.
so a bit more elaboration, im trying to do something with the TF2 webapis, just making a trade assistant app in visual studio. and if i know XML i might be able to use it in the actual game im making
[GetPlayerItems] gets a user's inventory. however the output cant be understood by actual humans.
for example,
><defindex>261</defindex>
><quality>6</quality>
><origin>5</origin>
[GetSchemaItems] and [GetSchemaOverview] are databases for everything to make it all readable.
for example,
><name>Mann Co. Cap</name>
><defindex>261</defindex>
>---
><origin>5</origin>
><name>Store Promotion</name>
>---
><qualities>
><Unique>6</Unique>
></qualities>
the schema's arent actual XML schemas, just databases.
problem is that every XML guide or tutorial i've found so far is abysmal dogshit.
if its not "if you dont already know the basics, it'll all sound like schizobabble", its formatted so atrociously that nothing can really be learned. (like
>>723936012, that specifically reads like its not for learning, just "understanding")
all i really need is the knowledge of how to read these files and i cant find anything like "how to read XML with C#" where it just lays out how to parse shit in a way that doesnt expect you to know everything about C#'s XML stuff.
Anonymous
10/23/2025, 12:19:34 PM
No.723956497
[Report]
>>723957287
>>723954756
>A base class for all controllable objects to avoid basically having to do both halves of that completely independent from one another
Yes, do this.
>check an input mask to perform abstracted functions such as basic movement, jump, action1, action2, etc that both the player and AI can utilize?
Don't make the AI use a virtual pad. I've done that and it's not unworkable, but there was unnecessary mess. Cleaner to call pathfindTo(destination) or specialMove() than pass a shitload of fake inputs.
Just have your controllables branch between playerBehavior() and aiBehavior(). Put all pad checking functions in the former and roaming AI in the latter. Shared behavior such as animation should run regardless. Reusing code is important; playerBehavior() should call the same fireWeapon() function when you hit the button that aiBehavior() does when a target enters range or whatever.
Anonymous
10/23/2025, 12:38:38 PM
No.723957287
[Report]
>>724004395
>>723956497
I guess I could make AI its own component and just plug that in to the entity as needed, and just inherit a particular type of AI based on the type of object.
Anonymous
10/23/2025, 12:55:16 PM
No.723957927
[Report]
>>723958286
writing is hard bros
Anonymous
10/23/2025, 1:04:20 PM
No.723958286
[Report]
>>723958582
>>723957927
What's the problem?
>>723958286
Just venting a bit. The script four our game is shaping up well I think (and the coder seems to think so too), just a lot to keep track of sometimes. I'm editing the script and oh here's a moment that could use some foreshadowing, this scene here could use some more emotion, we need to set this up better, and so forth and so on. The original script was fine, it establishes where you're going and why which is more than a lot of AAA games are capable of these days, but it needed that kind of polish that takes a script from "a bunch of stuff happens" to a proper narrative with tension and emotion and stakes. And that's hard, in my opinion, because it needs to feel not forced.
I do luck out sometimes though. I was thinking we needed an extra scene somewhere to establish how the main characters establish death at midway through the story, and we had a boss fight that didn't have an outro cutscene and some unused sprites for a politician character that can set up the hacker character who gets them out of the jam. It's nice when things like that fall into place.
Anonymous
10/23/2025, 1:11:57 PM
No.723958627
[Report]
>>723958582
>the main characters establish death
ESCAPE death, I mean. I need coffee.
Anonymous
10/23/2025, 1:29:21 PM
No.723959392
[Report]
>>723959782
>>723958582
Shouldn't be hard imo. If you have all the theoretical concepts ready, theme, subtheme aso, I'd advise you to have a self made algorithm for every main character ready, this includes villains. Do it like this and you ensure being thorough. Else you'll likely end up with a patchwork that feels shit for the player.
Anonymous
10/23/2025, 1:32:34 PM
No.723959526
[Report]
>>723947924
I can make you shout "earthquake" in the shower as i nut inside you, lets make it happen.
Anonymous
10/23/2025, 1:34:16 PM
No.723959627
[Report]
>>723904338
while i like the paint style more. the cartoon-style has higher contrast which helps with readability. especially when the player character is small
Anonymous
10/23/2025, 1:37:13 PM
No.723959782
[Report]
>>723959392
Eh, it's doable but still tricky. It is an action game so the story can't get too much in the way, but you at least need the game establish where you're going to and why so the player doesn't feel aimless. But then you also need the player to care about the story beyond the functional if you're gonna spend more than five minutes on it, and that's much trickier. Like I said, the original script was just fine, but not much beyond that, and rewriting it to be more engaging has been a challenge as it requires a lot of careful thought. I'm learning a lot, though.
Anonymous
10/23/2025, 1:38:01 PM
No.723959819
[Report]
Anonymous
10/23/2025, 2:11:00 PM
No.723961283
[Report]
>>723936541
i guess a nun goes to hell and slaughters demons or something? i would've made the architecture look more gothic or something but it's looking cool either way
Anonymous
10/23/2025, 2:35:13 PM
No.723962521
[Report]
>>723940852
what that doesnt say is that most of those games are one of the following:
>non-games like visual vovels
>ELQ asset flips
>devs that decided to just put something on steam with 0 attempt to actually shill it anywhere and gather an audience
if you make something of quality, and make an active attempt to get an audience, then your chances go waaaaay up.
>>723940852
Getting paid or not doesn't have impact on your ability to make a game. By default you shouldn't be making a game if you rely on it directly for money, you should be sustainable without the game.
It wasn't a ton, it's more than 5000 made less than 100 and more than 8000 made less than 1000.
What isn't told is how many of these are badly made copies of existing games. Repo, Peak, those shop simulators and so on, each will have a few hundred clones. How many of them are carbon copies from tutorials? How many of them look more like an asset advertisement than a game?
Putting effort into the game is all that matters. As long as you put in effort and make a game you'd honestly buy, that you're proud to have your name attached to and do some marketing, you'll make sales. But ultimately, sales don't really matter, this shouldn't be something you do for money, it's doing someone because you want to create something. If you make a game you're proud of and actually enjoy to play, you've won.
Anonymous
10/23/2025, 2:55:27 PM
No.723963593
[Report]
>>723964332
>>723963468
> this shouldn't be something you do for money, it's doing someone because you want to create something.
yes but with the way the world works, unless you can turn the [thing] into an income source, you wont have much time to work on the [thing]
Anonymous
10/23/2025, 2:55:44 PM
No.723963612
[Report]
>>723936541
very cool idea but it doesn't look all that fun to play. You should put more work on the shooting and the feedback
>>723963593
That's not true, we have free time, it's about picking and choosing how much you value making a game over doing other things with it.
You should have good enough time management that your fitness and work time doesn't take up your whole day. With that it's just a choice, some days you make your game, some times you do it for just 10 minutes, some times not at all.
The idea that you can't do something unless you turn it into income is much more hilarious when you consider that you're using your free time on 4chan without making 4chan an income stream.
Indie dev should be done as a hobby. The moment you treat it as anything more is the moment you're setting yourself up for failure.
Anonymous
10/23/2025, 3:10:49 PM
No.723964543
[Report]
>>723965214
>>723964332
>we have free time
and for what i want to do it is simply not enough.
>>723964543
That is simply untrue because game development is a thinking situation, it's something you can solve without being there and implement in the time you have.
I have figured out systems and gameplay designs more when I'm "mindlessly" running, when I'm lifting weights, when I'm shitting and when I'm cooking than I have ever done sat at a computer. I then keep note of it and when the time comes I don't waste time thinking, I write the code and get it working, and repeat.
There's a reason why there's a big meme around programmers figuring out a problem just before falling asleep, it happens to everyone at some point.
There's of course a learning curve where you need to know enough to abstract it enough that you don't need to physically be combing documentation and looking at code but it's still doable.
In which case, a simple 30 minutes a day, almost as long from my first post to this post, is 182 hours a year for you.
Anonymous
10/23/2025, 3:21:33 PM
No.723965290
[Report]
>>723966003
>>723964332
>The idea that you can't do something unless you turn it into income is much more hilarious
yeah shit's retarded. Imagine some dude getting into woodcarving to become the greatest wood cutter to ever be, become a millionaire and start fucking hot bitches on the double. Nobody sane does that, and if dudes get into carving wood it's because they like carving wood. Honestly I get the impression that some anons here don't really like making games but they still do it in hopes of being able to crawl out of moms basement or some shit like that
>>723965290
You literally described most successful game devs like notch
Anonymous
10/23/2025, 3:35:09 PM
No.723966327
[Report]
>>723966003
notch made games for years before he stumbled upon minecraft, he was just an average /v/irgin who did it for the fun of it
Anonymous
10/23/2025, 3:39:00 PM
No.723966615
[Report]
>>723966003
I'm not saying it cannot happen. I'm saying that getting into gamedev just for the chance of that to happen is silly and miserable
>>723963468
>Putting effort into the game is all that matters. As long as you put in effort and make a game you'd honestly buy, that you're proud to have your name attached to and do some marketing, you'll make sales.
I did that and it didn't work out. Nobody boughted my game.
Anonymous
10/23/2025, 3:47:54 PM
No.723967305
[Report]
>>723967427
>>723966851
i agree with what most of that anon said but the importance of marketing can not be understated these days, especially if you only release on steam. there's so much shit on there it's hard to stand out. something like the nintendo eshop is easier cause the market on that is more willing to buy games, but on pc it's definitely hard.
fortunately, online marketing is easier than ever. you email a fuckton of youtubers and streamers, everywhere from smaller to bigger ones. the bigger ones get more eyes on your game but are likelier to not even see your mail, but the smaller ones tend to have more loyal fanbases (so they are quicker to buy something that gets recommended). unfortunately that strategy still requires making a good game and some some degree of luck
>>723967305
I just can't do marketing anymore, man. I've made my game and I'm tired, boss. I can't do the thang no more mang.
Anonymous
10/23/2025, 3:49:50 PM
No.723967450
[Report]
>>724006774
>>723922779
>and fixed a bunch of silly edge cases that were breaking everything
Let me guess, calculating the shadow shape? Does it work on irregular geometry?
Anonymous
10/23/2025, 3:50:53 PM
No.723967539
[Report]
>>723968721
Lots of progress lately, but not anything I can really show
>updated animator system to get away from using animator transitions
>updated code and animations to fit the new system
>separated top body and lower body animations
>can now attack/cast/block while moving, with animations blending correctly
Next steps is to further clean up animations and finally add sideways and backwards walking, which will be used when blocking or aiming or when target is locked on.
>>723967427
Yeah, it's my least favorite part of development too. This shit was way more fun back when you could just dump your game online on some forum and immediately get downloads and YT videos. I like editing trailers but every other aspect of the process like dealing with platforms, mailing a fuckton of people, sending out keys, shilling on /v/ and so on makes me feel like a corporate drone. Alas, if you don't already have a built-in fanbase like Toby Fox it's necessary if you want to at least make your money back.
Anonymous
10/23/2025, 3:55:32 PM
No.723967868
[Report]
>>723965214
when i say "its simply not enough" i mean "i have a gigahuge setting and to properly convey all of it would take much, much more time than the elites let us lowly peasants have"
and it needs the interactivity only possible through videogames. a simpler medium is not an option.
Anonymous
10/23/2025, 3:58:17 PM
No.723968070
[Report]
>>723968327
>>723967632
The one other problem I have is the internet has become too hostile and low-trust for a solo dev to market it. Forums won't allow you to post your game if you're not part of "the clique", small youtubers and streamers don't list their emails a lot of the time and they won't even respond to your comments. And /v/... Well... You know how it is.
And thanks to fucking disgusting ugly indians and subhuman seaniggers using "try my game out bro" to hack people for fucking pennies everyone's also distrustful of gamedevs now.
>>723968070
A lot of small YouTubers and streamers list their e-mail somewhere, they don't get to be picky. The rest is true though, it can be a hostile market out there. Reddit is also kinda shit with marketing cause of bizarre Subreddit rules, though they are also the most willing to buy cause of ads I hear.
/v/ is fine I think. You can get some very honest and in-depth feedback from enthusiastic players which makes it worth dealing with the occasional schizo.
Anonymous
10/23/2025, 4:02:15 PM
No.723968362
[Report]
>>723968454
>>723967427
>>723967632
You guys hate marketing? Man, that's like my favorite part because if there's one thing I do best, it's talking for hours on end about myself.
The ladies may not like it, but I love nobody more than myself.
Anonymous
10/23/2025, 4:03:43 PM
No.723968454
[Report]
>>723968362
I've done an interview *once* and enjoyed it although I was pretty nervous. That's the only time I really enjoyed any aspect marketing besides getting to edit trailers though.
>>723968327
>makes it worth dealing with the occasional schizo
Bro you don't know what you're talking about. These /v/ schizos are absolutely deranged and they could ruin your life even if you piss them off too much. Like if the shartimals decide to follow his schizophrenia.
Anonymous
10/23/2025, 4:07:01 PM
No.723968721
[Report]
>>723967539
nice progress! can't wait to see the whole combat in action
Anonymous
10/23/2025, 4:07:08 PM
No.723968725
[Report]
>>723965214
>game development is a thinking situation, it's something you can solve without being there and implement in the time you have.
nta but.... what you say it's not the true. Something like coding or composing music, sure, you can do that while you are working, but if you are a solodev and you need to make animations, textures or 3d models, then you need more time, because those activities require time to be execute rather than thinking.
Anonymous
10/23/2025, 4:07:20 PM
No.723968748
[Report]
>>723969794
>>723968526
I've had schizos one or twice who couldn't stop bringing up the games I've worked on just to dump on them over some dumb perceived slights or jealousy or whatever. I just ignore that shit now and they mostly stopped their bitching. Unless you make yourself a target, dragon style, it's unlikely to go further than that.
>>723968327
>A lot of small YouTubers and streamers list their e-mail somewhere, they don't get to be picky.
WHERE though if it's not on their channel? I'm not joining discords.
Anonymous
10/23/2025, 4:11:47 PM
No.723969075
[Report]
>>723968526
>Bro you don't know what you're talking about. These /v/ schizos are absolutely deranged and they could ruin your life even if you piss them off too much.
The worst they've done to me was reveal my name and face, but unlike them I don't fear looking at myself in the mirror and I know my name already. Since then they've now resorted to making gay jokes which means they've all but jumped the shark. I like pissing them off every now and again just because it's like pounding your chest at a gorilla at the zoo: the gorilla gets angry but he can't do shit when you have bulletproof glass between you and him. Even if these "trolls" by some miracle find the specific bumpkin ass woods I live in, I can still beat their ass. Tell me, what can a fat slob who hasn't seen the light of day in over a decade do against someone who lifts weights and regularly grapples with people nearly double his weight? I'll tell you: nothing.
Anonymous
10/23/2025, 4:11:56 PM
No.723969093
[Report]
>>723969685
Anonymous
10/23/2025, 4:12:24 PM
No.723969131
[Report]
>>723969685
>>723968949
If it's not on their YT channel somewhere it's usually on their Twitter bio, in their pinned Tweet or on their Twitch channel. If they only got Bsky, run.
I brought up in another thread that I was using an LLM to help me develop my first game's code and I was treated like the fucking devil. ChatGPT, in just a few days, has done more to help encourage me to make my game a reality than any retard online trying to give advice and motivation and be overall really bad teachers over the past several years, but this is somehow a bad thing.
Anonymous
10/23/2025, 4:14:37 PM
No.723969281
[Report]
>>723969505
>>723966851
Show your game.
>>723969275
don't give a rat's ass about what people say and just do what works for you man. I tried chatgpt a few times, it was helpful here and there but most of the time it shits the bed to the point where it's more of a waste of time than anything else.
>my first game's code
Best use case for you would be to always read and try to comprehend what the code you are copy & pasting does. You could learn a lot that way
Anonymous
10/23/2025, 4:17:44 PM
No.723969505
[Report]
>>723970701
>>723969281
agdg retards have no games
Anonymous
10/23/2025, 4:19:33 PM
No.723969614
[Report]
>>723969434
>>723969275
I used AI voice acting in my game and /v/ literally doxxed me.
Anonymous
10/23/2025, 4:20:01 PM
No.723969649
[Report]
>>723969434
>Best use case for you would be to always read and try to comprehend what the code you are copy & pasting does. You could learn a lot that way
That's what I've been doing. Deconstructing the code it gives me, find out what it does, how it works, and why, and maybe later on figure out how to do it better. This is always how I've learned best. I managed to teach myself how to write Ruby back when I fucked with RPG Maker many years ago. I genuinely cannot stand watching 7 hour tutorial videos.
Anonymous
10/23/2025, 4:20:19 PM
No.723969672
[Report]
>>723972081
trying to figure out an intuitive way for players to mix drinks and other recipes, since any amount with the same ratio works, there can't really be a set recipe list, and after mixing in one ingredient, the player has to remember the amounts for the other ones, i can't really think of any solution to this
Anonymous
10/23/2025, 4:20:31 PM
No.723969685
[Report]
>>723969131
>>723969093
Thank you so much sirs, may many Vishnu blessings come your way and to your family and to your village sirs
Anonymous
10/23/2025, 4:20:32 PM
No.723969686
[Report]
>>723969736
>>723969275
I sometimes use ChatGPT to create code for something I had never attempted to do before and where tutorials are not really available (such as a friendly computer-controlled character that can dynamically choose which enemy character to attack), but the model has become so fucking ass recently that I went back to just reading documentation. ChatGPT's code is great for a start, but it can easily become bloated and unusable; it also helps to have some knowledge of how the code works when ChatGPT, inevitable, fucks something up.
Anonymous
10/23/2025, 4:21:18 PM
No.723969736
[Report]
>>723970059
>>723969686
I wasn't impressed with ChatGPT or Copilot's code suggestions, but you know what's unironically not bad? Grok
Anonymous
10/23/2025, 4:22:04 PM
No.723969794
[Report]
>>723970538
>>723968748
>dragon style
Anonymous
10/23/2025, 4:22:19 PM
No.723969812
[Report]
>>723969980
be careful when asking chatgpt about your ideas or approach to coding. That shit is programmed to suck your cock at every turn and will tell you "wow amazing idea!" when you are just wrong
Anonymous
10/23/2025, 4:23:52 PM
No.723969927
[Report]
>>724007051
making a semi-automatic ATB-based combat system prototype in Phaser 3/TS
that's a lot of fucking code for this really simple shit
next stop: several slots for enemies/your party, respawn, basic skills, hp management
art by chat gpt obviously
Anonymous
10/23/2025, 4:24:38 PM
No.723969980
[Report]
>>723969812
>That shit is programmed to suck your cock at every turn
I wish it would.
https://www.youtube.com/watch?v=HulO5oR4SaU
https://progchad.itch.io/pixurbia
https://gx.games/games/r5r8eb/pixurbia/
Working on getting controller/gamepad support for my crime sandbox game. It was smooth sailing for a solid 70% of the work and then suddenly there were major problems that I've spent hours on, mainly the cars wanting really badly to reverse on their own. Thankfully just likely found the problem.
Anonymous
10/23/2025, 4:25:48 PM
No.723970059
[Report]
>>723970140
>>723969736
I don't know how much I can trust an AI named after a troll robot and funded by a South African who thought marrying and having children with Grimes of all people was a good idea.
Anonymous
10/23/2025, 4:26:53 PM
No.723970140
[Report]
>>723970562
>>723970059
Grok is OK. The euro ai is bullshit and Google is really bad, too. It's too dependent on websites.
Anonymous
10/23/2025, 4:27:16 PM
No.723970171
[Report]
>>723969987
I tried it out and it's honestly kinda fun, but I think your art style is rubbish. That's probably not a huge priority for you right now, but if I were you I'd lean into the stick figure artstyle, maybe something like a Flash game. That shouldn't be hard to replicate on no budget
Anonymous
10/23/2025, 4:27:30 PM
No.723970194
[Report]
>>723969987
Also after controller support is added I wanna add something fun like a quest or big long mystery with multiple steps like collecting cool looking gems and finding a fountain of youth, potentially even making the player's lifespan limited unless they eventually do this (or buy elixirs to extend lifespan)
I wish AI could go away, it makes vidya devving seems effortless from the outside :(
Anonymous
10/23/2025, 4:30:06 PM
No.723970435
[Report]
>>723970235
AI is many, many years away from just instantly making a game with a single prompt. As of right now it is but a tool (and not a very good one at that).
Anonymous
10/23/2025, 4:30:30 PM
No.723970476
[Report]
>>723970552
>>723970235
Yeah I should go back to trawling SO, google, and Expert's Sexchange for 30-60minutes to get an answer instead of getting it in 30 seconds because you think it makes retard normalcattle respect you less.
Anonymous
10/23/2025, 4:31:06 PM
No.723970538
[Report]
>>723970701
>>723969794
Rasko, i will plant my seed in your rear end and I'll fuck you until you love me.
Anonymous
10/23/2025, 4:31:16 PM
No.723970552
[Report]
>>723970476
lol, yeah you are right. I wonder how much the traffic of StackOverflow has decreased during the last few months
>>723970140
Never even heard of a euro AI. Have you tried WindSurf? Is it any good?
Anonymous
10/23/2025, 4:33:05 PM
No.723970701
[Report]
>>723976276
>>723969505
Oh but they do have one game: the gay game. The objective is to write the gayest shit possible, and it looks like this guy (
>>723970538) is winning.
Tower of Kakalenovo was a mistake. Nuke /angdg/ and begin anew.
Anonymous
10/23/2025, 4:33:23 PM
No.723970726
[Report]
>>723970235
most consumers already underestimated how hard it is to make games for a long time, i dont think ai has changed anything in that regard. it feels like awareness has increased a bit at least
I wish I had saved that twatter post I saw showing the importance of visual feedback. It was a top-down view of a capsule swinging a sword and showing the before and after adding effects and flashing and bouncing to the hit targets.
The point is, don't skimp on visual feedback and fluid motion. It's important.
Anonymous
10/23/2025, 4:37:43 PM
No.723971075
[Report]
>>723904338
paint, we dont need another game indie 2d platformer with cartoon art, it will set your game apart even if just a little
Anonymous
10/23/2025, 4:41:19 PM
No.723971350
[Report]
>>723971440
>>723971039
that shit is common sense and if it isn't for someone then that person should forget about ever making a good videogame
Anonymous
10/23/2025, 4:42:32 PM
No.723971440
[Report]
>>723971350
You'd be surprised at the amount of games that release with scuffed walk cycles, barebones or nonexistent effects, weak sounds, etc.
Anonymous
10/23/2025, 4:45:58 PM
No.723971724
[Report]
>>723972062
Anonymous
10/23/2025, 4:49:25 PM
No.723972006
[Report]
>>723969275
>I brought up in another thread that I was using an LLM to help me develop my first game's code and I was treated like the fucking devil.
Is this bait? What kind of fucking response were you expecting?
Anonymous
10/23/2025, 4:50:09 PM
No.723972062
[Report]
>>723971724
Ah, that was it, thanks.
Anonymous
10/23/2025, 4:50:21 PM
No.723972081
[Report]
>>723972142
>>723969672
Dont quite follow what's wrong with what you have there.
It shows what you need, so the player just adds those amounts. And you can check if they add doubles easily enough
Anonymous
10/23/2025, 4:50:59 PM
No.723972142
[Report]
>>723977442
>>723972081
you add one item at a time, so the next item you add you have to measure out too, but you have to remember from the previous ingredient it was 20ml
Anonymous
10/23/2025, 4:55:02 PM
No.723972475
[Report]
>>723973960
I've been using Raylib to make a prototype but I'm starting to think that it's extremely limited. I thought frameworks would be more powerful than full on engines like Godot... Is the only way to get more advanced features without using Godot to implement rendering myself with OpenGL?
Anonymous
10/23/2025, 4:57:10 PM
No.723972643
[Report]
>>723972707
Huh, I didn't know Godot officially supported FBT trackers for VR stuff. I might actually dick with this since I already use a first-person player model in my game, because fuck looking down and not seeing your legs. Last I dabbled with VR in early version 4, it was simple enough to set it up outside of my UI at the time not being compatible (I needed 3d node panels to work with in the scene directly, not the 2d UI that Godot normally wants you to use in non-VR).
https://docs.godotengine.org/en/4.3/tutorials/xr/openxr_body_tracking.html
Anonymous
10/23/2025, 4:57:59 PM
No.723972707
[Report]
>>723973091
>>723972643
interesting! let us know how it goes. What VR headset do you have?
Anonymous
10/23/2025, 5:03:06 PM
No.723973091
[Report]
>>723973287
>>723972707
Just a Quest 2 I actively use, and an old Oculus Rift in storage. Godot uses OpenXR so it should work the same across the whole Oculus/Meta library anyways as far as controller bindings go.
Anonymous
10/23/2025, 5:05:27 PM
No.723973287
[Report]
>>723973091
cool! If you even want your stuff tested on a Valve Index just let me know and I'll give it a try. I'm the anon with the goblins. The red ones, not the green ones.
Anonymous
10/23/2025, 5:08:02 PM
No.723973492
[Report]
>>723974856
I think it's over for me bros
1) I can't stand atop of video games, there's too many indie games I haven't even heard of which did the same ideas I wanted and did the same pitfalls I was afraid of. This isn't like cartoon shows where there's too few and people started watching anime. Kids just don't play video games anymore beyond Fortnite and Minecraft and Overwatch and Counter Strike. Even if I gained enough capital to surround myself by smart designer, good programmers and serious marketers, still, nobody would play my game, my game would not rock the boat of the industry, not even Minecraft and Grandt Theft Auto got any worthy clones.
2) I either just wagecuck forever, die, or I make porn games with copyrighted characters and shill on TikTok. I don't want to do porn you guys, there's nothing intelligent about it and I'm not even the right person for it, I don't know what turns on people, I never even had sex.
3) I just wanted to make Alien/SCP Tycoon Civilization single+multiplayer game to create this natural automatic sandbox where people can create quality scenarios which can automatically play out in a decent manner without having to turn into a "be a movie director" video game where you autistically have to control every single little thing in order to make the open world feel like a scenario game. I think Grand Theft Auto naturally combined the two without feeling like one was missing over the other like most open world games where nothing ever happens and you have nothing to do in them.
Anonymous
10/23/2025, 5:09:41 PM
No.723973618
[Report]
Anonymous
10/23/2025, 5:13:19 PM
No.723973960
[Report]
>>723975086
>>723972475
Raylib is extremely high level and only really good for prototyping.
>OpenGL
Dead and shit API. If you only care about results it's fine and fast to get something going, but investing the time to learn Vulkan is worth it.
Anonymous
10/23/2025, 5:23:41 PM
No.723974856
[Report]
>>723973492
Bitch bitch bitch.
Anonymous
10/23/2025, 5:26:01 PM
No.723975086
[Report]
>>723973960
isn't Vulkan insanely difficult? also I'm just making a 2d game, but even with that shaders are quite limited in the frameworks I've looked into
Anonymous
10/23/2025, 5:29:13 PM
No.723975383
[Report]
>>723904338
Paint. Try to make the protag pop out a bit more with it though.
working on audio occlusion. Since it's a thrid person game, should I occlude it based on the player position? or the camera's position?
Anonymous
10/23/2025, 5:38:35 PM
No.723976268
[Report]
>>724011924
Have you ever booted up a video game, looked at the weapon selection screen and had your first thought be "Ugh, there's too many options. This game sucks!" Right now, I'm leaning into just giving the whole arsenal from the beggining to encourage experimentation. What's the point of adding one thing per chapter anyway? All it does is lock the special abilities for 90% of the game, because you only get all of them near the end. Do you think players care about sense of progression that much?
Anonymous
10/23/2025, 5:38:40 PM
No.723976276
[Report]
>>723970701
I'm going to make you cum with my balls deep helicopter technique, rasko.
>>723976004
>lolsoretro style
Just paint AO into your model textures, and for the environment just use lightmap.
Anonymous
10/23/2025, 5:42:43 PM
No.723976628
[Report]
>>723976772
>>723976004
Camera makes more sense.
Anonymous
10/23/2025, 5:43:17 PM
No.723976682
[Report]
>>723976772
Anonymous
10/23/2025, 5:44:16 PM
No.723976772
[Report]
>>723978661
>>723976302
already doing all that, glad to know we are on the same page
>>723976628
>>723976682
thanks anons, I'll go with that
>>723976302
>paint AO into your model textures
I'm doing it manually with a "darken" brush btw. Is there a better way?
Anonymous
10/23/2025, 5:48:15 PM
No.723977138
[Report]
Some Wave Function Collapse
Anonymous
10/23/2025, 5:48:39 PM
No.723977182
[Report]
>>723976919
I just do a grayscale layer on multiply, and fade it a fair bit, then a second one for areas that are darker than the other spots.
>>723976004
Whatever looks good. You can always cheat it and most players won't notice, long as the armpits, crotch, etc, are darkened relative to the rest. Worst case, you make a separate version for cutscenes or something if that ever ends up being a focal point and the one mapping doesn't look so good for it.
Anonymous
10/23/2025, 5:48:49 PM
No.723977197
[Report]
>>723977358
>>723967632
How much did marketing help you? Do people really make playthroughs of your game if you just e-mail them?
Anonymous
10/23/2025, 5:49:00 PM
No.723977227
[Report]
>>723978152
I refuse to play your video game until you add HR Giger art in it and the iconic xenomorph.
So you can understand how feeble gamers are.
Anonymous
10/23/2025, 5:50:32 PM
No.723977358
[Report]
>>723977197
Depends on which game but they have on occasion, yes. It helps to get a foot in the door if you know the content creator you're e-mailing is passionate about the kind of game you're developing, and don't make it sound overly formal and/or you're using a template.
Anonymous
10/23/2025, 5:51:23 PM
No.723977442
[Report]
>>723980185
>>723972142
Why not just show it as a x/y in that case?
So it says Vodka 20/20ml
Milk 38/60ml
And just update it if they do more so it says 20/40ml.
You could even lock it to double/triple so the player doesnt get too confused by the values being part of a ratio.
Though I would question if telling the player they need to add 20ml, and then either dragging the slider to 20ml or typing in 20ml is particularly fun gameplay to do over and over
Anonymous
10/23/2025, 5:58:23 PM
No.723978152
[Report]
>>723977227
Play Impulsehazard. It has some xenomorph ripoffs you can shoot.
Anonymous
10/23/2025, 6:00:03 PM
No.723978294
[Report]
audio occlusion test (audio source is the goblin):
>https://files.catbox.moe/28mvam.webm
works fine I guess. I based it on this implementation:
>https://github.com/Stuyk/GigaAudio-Godot
it's mostly the same. I'll take the chance to try and optimize it plus make the fading seem more natural. Right now I think the effect is a little bit too much
Anonymous
10/23/2025, 6:04:11 PM
No.723978661
[Report]
>>723978764
>>723976004
>audio occlusion
>>723976302
>AO
>>723976919
>"darken" brush
>>723976772
>glad to know we are on the same page
>
What the fuck, no we're not.
Are you asking about AUDIO Occlusion?
or are you asking about AMBIENT Occlusion?
Anonymous
10/23/2025, 6:05:19 PM
No.723978764
[Report]
>>723978661
I was asking about audio occlusion
the other anon mentioned ambient occlussion
>just paint AO in your model textures
Anonymous
10/23/2025, 6:14:32 PM
No.723979528
[Report]
>>723904338
Painterly reminds me of Braid. If that's good or bad is up to you
Anonymous
10/23/2025, 6:14:38 PM
No.723979541
[Report]
>>723980104
>>723966003
You aren't Notch. Notch is a one in 7 billion success story. Be more humble, and be more realistic about your skills and your luck and your current times.
Anonymous
10/23/2025, 6:21:39 PM
No.723980104
[Report]
>>723980612
>>723979541
>You aren't Notch
how his latest venture going? already canceled, I presume?
Anonymous
10/23/2025, 6:22:35 PM
No.723980185
[Report]
>>723981339
>>723977442
>And just update it if they do more so it says 20/40ml.
they should be able to add 2500ml if they want, i don't want arbitrary volumes
Anonymous
10/23/2025, 6:24:17 PM
No.723980330
[Report]
>>723970562
Macron? Matron? Mistral?
Windsurf? No, let me see.
Anonymous
10/23/2025, 6:25:57 PM
No.723980459
[Report]
>>723917557
Investigation mode or something dialogue heavy
lets make a multiplayer shooter game in unreal engine
https://discord.gg/yQPtvBnW
Anonymous
10/23/2025, 6:27:09 PM
No.723980548
[Report]
>>723980497
>multiplayer shooter game
>in unreal engine
let's not
Anonymous
10/23/2025, 6:28:03 PM
No.723980612
[Report]
>>723980104
Exactly, he got insanely lucky and even with 2 billion dollars he's not able to replicate his success. Getting into game dev to try to be rich like Notch is begging for failure
Anonymous
10/23/2025, 6:28:50 PM
No.723980667
[Report]
>>723970562
Somehow it's only at 1 billion, 4 years after founding the start up. Looks like you can't expect too much, but at first glance it's certainly helpful at times.
Anonymous
10/23/2025, 6:35:21 PM
No.723981198
[Report]
>>723980497
>discord
Nasty
Anonymous
10/23/2025, 6:37:05 PM
No.723981339
[Report]
>>723981546
>>723980185
That's what im saying. Always show the recipe and if the player adds more than the 1x recipe, 20 coffee in this example, then it ups the other 2 values to match the ratio.
Then they always know exactly how much of each they need to add and if they need to add more.
You'd only be able to base that ratio on the first ingredient, i imagine.
Have i got the correct end of the stick?
Anonymous
10/23/2025, 6:39:27 PM
No.723981546
[Report]
>>723982640
>>723981339
it does that already, and the problem is indeed you can only base it off the first ingredient. when you start mixing the second ingredient, you either have to remember how much of the first you put in, or how much it told you to put in for the others
Anonymous
10/23/2025, 6:40:37 PM
No.723981647
[Report]
>>723981757
I am a lazy fuck and I am incapable of achieving anything
Anonymous
10/23/2025, 6:42:12 PM
No.723981757
[Report]
>>723982807
>>723981647
me too! you just have to delude yourself into thinking you are able of making something cool
Anonymous
10/23/2025, 6:49:25 PM
No.723982368
[Report]
>>723982797
>>723899405 (OP)
is there a way to do IK -> FK and FK -> IK position snapping in Blender without setting up and baking to intermediate bones, or paying like $60 for the Auto Rig addon.
Otherwise I guess I'll try and match stuff as close as I can by hand.
Anonymous
10/23/2025, 6:52:34 PM
No.723982640
[Report]
>>723982884
>>723981546
Oh, are you saying once you're adding milk you cant go back and add more vodka? If you are, why is it like that?
Otherwise it sounds like you're saying if you add 100ml coffee, the recipe updates the other 2 ingredients to 5x what the default is (100ml, 300ml) and I don't see where the issue is. The recipe then says you need 100, 100, 300 so the player just adds those quantities to match the first ingredient.
>>723982368
I could have swore the Blender organization was looking into upgrading Rigify to have IK/FK switches as standard, but it's still very much DIY as far as 4.5 goes.
Anonymous
10/23/2025, 6:54:32 PM
No.723982807
[Report]
>>723983747
>>723981757
Hate to be that guy, but you are making something cool.
>>723982640
you can, sure. but you could easily get confused how much you put in there
you never know what specifically is in the container, the recipe only shows you how much you need to mix in
>>723982884
(some milk and bleach)
Anonymous
10/23/2025, 6:59:58 PM
No.723983253
[Report]
>>723983794
>>723983183
or coffee i guess, point is that it's a mechanic that should make it possible to poison people or make unintended recipes
Anonymous
10/23/2025, 7:00:01 PM
No.723983261
[Report]
>>723983543
>>723982797
Wait nvm they did. I just opened 4.3 by accident.
Anonymous
10/23/2025, 7:03:32 PM
No.723983543
[Report]
>>723985975
>>723983261
>>723982797
oh.
It's a little too late now, given I'm in Blender 4.4, and I also rigged my character by hand.
Guess I'll upgrade and make use of the tools for the rest of my characters.
Anonymous
10/23/2025, 7:05:58 PM
No.723983747
[Report]
>>723982807
thanks for feeding my delusions :D
>>723982884
Now that you've said
>>723983253 all I can really suggest is another box next to the recipe that tells you exactly whats in the container.
So if you want to add bleach to your white russian, you'd know if you've made the white russian correctly as it tells you, then bleach is underneath. Of which i assume you'd explain somewhere that 5ml makes someone sick and 20+ is lethal if you wanted results like poisoning/unintentional recipes.
Anonymous
10/23/2025, 7:08:05 PM
No.723983929
[Report]
>>723984183
>>723983794
but that would also makes it possible for any victim to just check what's in the container, which kinda ruins that mechanic
>>723983929
In that case, I just dont know enough about what your game is.
But assuming a victim can only see a vague description like
>>723983183
and only the mixer can see details like
>>723983794 then its no different from what you have now. It just makes it simpler for the mixer to make the right drink.
Anonymous
10/23/2025, 7:14:08 PM
No.723984426
[Report]
>>724010358
>>723984183
the victim can just open up a mixer view too, it's a multiplayer game. anyone can do any of this at any time.
what i might do is a short lived list only on the player who mixed something in, that reminds them what they put in it, if someone else pours something inbetween it wouldn't update, but that could add to the gameplay
Anonymous
10/23/2025, 7:21:44 PM
No.723985087
[Report]
oh boy i finally figured out how to make it so the talking animation gets swapped with the idle animation once the typerwriter effect has concluded i now have the technological prowess of most vn devs
Anonymous
10/23/2025, 7:31:39 PM
No.723985975
[Report]
>>723983543
It's actually making me consider switching my workflow over to using Rigify knowing this info now. I'll have to see how much work it is converting an existing Armature to the Rigify spec since I've mostly just rolled with IK on legs exclusively, and FK on arms.
On a similar subject, I need to look into Blender compatible face tracking solutions to see if any of that is worth a damn for getting face tracked voice acting, even on the paid add-on side of things. Really just boils down to how many models can I be arsed to put the 59 something shape keys on to make it worth a damn. I saw one awhile back that I can't recall the name of which accepted a pre-recorded video feed (which I want), but it required a face rig with bones, while I want a shape driven system.
Anonymous
10/23/2025, 7:35:08 PM
No.723986296
[Report]
ok so i think this might make sense, maybe?
you've already put in milk into the container, you "remember" that in game, when you now mix in vodka, as you slide the amount you get it to match with the recipe volume, now you have the correct dose of vodka
>coding is going well
>amazing gameplay concepts that I have managed to get to work nicely together
>game ticks my personal flavor of autism perfectly and I know that it will find its niche
>full of programmer art and I can't find an artist who will work on it for split profits
Dev life is suffering.
Remember to do your drawing reps daily.
>captcha trying to say something, I just dont know what...
Anonymous
10/23/2025, 7:56:54 PM
No.723988294
[Report]
Anonymous
10/23/2025, 8:07:36 PM
No.723989252
[Report]
>>723986958
post your game. I'm a mid artist at most but I would do it if the game was insane. you need to post proof to convince collaborators. always has been the case.
Anonymous
10/23/2025, 8:20:52 PM
No.723990432
[Report]
>>723986958
gameplay is more important than art, post your game
Anonymous
10/23/2025, 8:29:41 PM
No.723991186
[Report]
Anonymous
10/23/2025, 8:31:22 PM
No.723991368
[Report]
lel
Anonymous
10/23/2025, 8:35:15 PM
No.723991775
[Report]
>>723996117
Anonymous
10/23/2025, 8:52:32 PM
No.723993417
[Report]
>>723995805
player can now place mines
Anonymous
10/23/2025, 8:55:23 PM
No.723993693
[Report]
>>723926691
I'm on gitgud since github doesn't allow porn.
Anonymous
10/23/2025, 9:06:10 PM
No.723994801
[Report]
>>723939658
Coder's been integrating more sounds and polish and stuff. I'm starting to get pretty happy with the presentation, it feels alive in a way VN bits in non-VN games usually don't. Not as great as Ace Attorney or something like that, but it's still fun to watch at least.
Anonymous
10/23/2025, 9:10:46 PM
No.723995230
[Report]
>>723995535
how do you add voice in a game?? where to find people to say the lines?
Anonymous
10/23/2025, 9:14:09 PM
No.723995535
[Report]
>>723995230
fiverr, x, youtube, sometimes they email you
Anonymous
10/23/2025, 9:17:05 PM
No.723995805
[Report]
>>723997320
>>723993417
Cute bomberman clone.
>>723991775
Cute!!! are the same artist drawing the one on pic related?
>>723996117
I've seen you post once or twice in these threads with this exact same image, what sort of game is this character for?
Anonymous
10/23/2025, 9:32:29 PM
No.723997320
[Report]
>>723998591
>>723995805
looks more like a Ghost Babel clone
>>723997079
he has no game, just another anime spammer schizo
Anonymous
10/23/2025, 9:45:27 PM
No.723998591
[Report]
>>723997079
Not my character, I only want to ask for a full image to make a drawing because I think she looks cute.
>>723997320
I have a game and I already posted my progress.
Anonymous
10/23/2025, 9:48:42 PM
No.723998913
[Report]
>>723996117
that's AI bro
Anonymous
10/23/2025, 10:05:12 PM
No.724000509
[Report]
>>723904338
The paint one looks like it's just a blurry version of the cartoon one. I dont know if it's the character or what, but the cartoon one looks much nicer, in my opinion. Paint is definitely the more unique of the two, but I'm certain cartoon would sell more.
Anonymous
10/23/2025, 10:13:14 PM
No.724001253
[Report]
>>723934416
>https://voca.ro/1je8hoHvU2xT
I'd maybe turn the volume down just a tad, but otherwise this is pretty great, super intense
Is this for a chase sequence or a boss battle?
Anonymous
10/23/2025, 10:38:49 PM
No.724003767
[Report]
>>724003953
Anonymous
10/23/2025, 10:40:45 PM
No.724003953
[Report]
>>724003767
thanks anon, I'd really appreciate if you would
Anonymous
10/23/2025, 10:45:19 PM
No.724004395
[Report]
>>723957287
>make AI its own component
Components are great in general but that wouldn't be a great way to do it. Walking, driving a tank, flying a plane, aiming a stationary turret... all this shit is specific to each kind of object and trying to make a one-size-fits-all AI component to handle all those cases can get really ugly.
That's why you give specific actors or base classes of a type of actor (one for tanks, one for planes, etc.) their own AI functions. Then you can put all the subtle behaviors for an object in there without fucking with code for the others.
Anonymous
10/23/2025, 11:01:25 PM
No.724005849
[Report]
>"POST YOUR GAME POST YOUR GAME POST YOUR GAME"
>gets shown a game
>gets BTFO even more when people praise it
>"h-he has no game... haha... j-just another anime spammer... schizo!"
Uh oh, melty!
Anonymous
10/23/2025, 11:08:05 PM
No.724006343
[Report]
>>723963468
>What isn't told is how many of these are badly made copies of existing games. Repo, Peak, those shop simulators and so on, each will have a few hundred clones. How many of them are carbon copies from tutorials? How many of them look more like an asset advertisement than a game?
Guaranteed 99% of them are games that shouldn't be on Steam to begin with.
>Putting effort into the game is all that matters. As long as you put in effort and make a game you'd honestly buy, that you're proud to have your name attached to and do some marketing, you'll make sales.
This is a good way to put it. A lot of anons think that effort is enough but no, you can put a lot of effort towards an objectively bad game and nobody will see the effort you put in they only see a bad game. The game needs to LOOK LIKE it has effort put into it. That's all that matters; the perception of the possible customer. If your game looks low effort it doesn't matter if you spent 5000 hours making it.
Anonymous
10/23/2025, 11:12:13 PM
No.724006675
[Report]
>>723966851
Either your standards are low or you lied to yourself about your game being something people would want to buy.
Anonymous
10/23/2025, 11:13:22 PM
No.724006774
[Report]
>>723967450
Yeah it works with polygons too but I’m currently running the square-only code as I don’t need polygons currently. The polygon code is absolute aids
Anonymous
10/23/2025, 11:16:02 PM
No.724006997
[Report]
>>724007673
Working on getting sense of scaling right while blocking in my level, I've skipped this step in the past and regretted it
Anonymous
10/23/2025, 11:16:47 PM
No.724007051
[Report]
doof
10/23/2025, 11:22:47 PM
No.724007542
[Report]
>>723903657
make it look less autistic and people will play it.
make it free with optional supporter skins, or include a demo.
get rid of the "early access" flair and just say "updates planned". nobody is going to spend money on "early access".
market it better and make it look less retarded. give it a catchy theme.
and for the love of god change the title
Anonymous
10/23/2025, 11:24:17 PM
No.724007673
[Report]
>>724006997
pic related lol
>>723916786
as the anon suggested, I decided to leave some space to the sides of the sublevel so the transition isn't as sudden, even if you can gaze into the void
also, parallax, disregard the mismatching background assets (or any assets, for that matter)
Anonymous
10/23/2025, 11:38:30 PM
No.724008858
[Report]
>>724010979
>>724007881
I like that transition. I'd try to make it so the lerping at the end isn't so slow, so the player gets to see the ground tile asap
Anonymous
10/23/2025, 11:40:03 PM
No.724008979
[Report]
>>724010979
>>724007881
if you're going to do it like that you need to fill the void edges with solid tiles. then you can put in easter eggs you can only catch a brief glimpse of
Anonymous
10/23/2025, 11:40:45 PM
No.724009050
[Report]
>>724010138
>>723925543
have you noticed that everyone is nice and polite when you talk about your game and nothing
why can't you just do that every time
instead of
>spam your forced meme avatar cosplayer girl 10 times in a row with a slightly altered caption
>randomly remember and antagonize someone who criticized you literally 3 years ago
>post an old not-in-game render of a monster that you posted 10 times already with some shit caption like "Check this cool brotha out"
do i make myself clear
Anonymous
10/23/2025, 11:44:49 PM
No.724009394
[Report]
>>724011053
>>723936868
Because a game like that hasn't become popular yet. Maybe after the release of super meat boy 3d we'll see more of that type of platformer.
Anonymous
10/23/2025, 11:45:28 PM
No.724009450
[Report]
>>723936868
this is what I wanted Mario Sunshine to be when I was a kid
Anonymous
10/23/2025, 11:53:25 PM
No.724010138
[Report]
>>724009050
He's a fucking narcissist dude, don't bother reasoning with him.
If things were different, I would've liked to indulge in that discussion of over shoulder / behind back, but NOOOOOOOOO he had to be such a gigantic fuckwad with how he treats others.
The only "positive" comments you see whenever there's a semblance of a "civil discussion" are either him samefagging, or other kinder-hearted devs who are still in his "be nice" list, before he decides to move them to the "shit on them at all times" list.
Anonymous
10/23/2025, 11:55:54 PM
No.724010358
[Report]
>>724008858
for some reason it didn't occur to me to vary the horizontal and vertical lerps (since the camera code is recycled from a more free-form 2d platformer) I'll experiment to see what fits, vertical's factor is raised by 25% for the time being, thanks!
>>724008979
quickly whipped up a fake block with no collision code that can be easily re-sized to fit voids and re-draws itself repeatedly
dunno about easter eggs, brain's fried at the moment, but much obliged to you as well!
Anonymous
10/24/2025, 12:03:59 AM
No.724011053
[Report]
>>724012359
>>724009394
Meat Boy 3D is gonna suck. It's a super accurate platformer which 3D is terrible for. The controls are just basic run/jump/walljump which is boring compared to what Mario can do. And I also prefer the way Sunshine secret stages look. I like bizarre floaty cubes in space. It looks clean. Meatboy has this unreal engine grass terrain look that I hate. Too much lighting, background, and texture detail makes me sick.
Anonymous
10/24/2025, 12:11:05 AM
No.724011584
[Report]
>>724012014
Anonymous
10/24/2025, 12:15:35 AM
No.724011924
[Report]
>>724016113
>>723976268
How many weapons do you have? also, are they equal or are there different power levels? Are enemies weak to a particular one?
I think giving them one at a time is still good, if the player figures out the "meta" right away then it would be a bit boring. Unless you change things up with the enemies or environment. But I don't know your game, I'm just speculating here.
Anonymous
10/24/2025, 12:16:48 AM
No.724012014
[Report]
>>724010979
yep +1 to
>>724011584
shit's looking great, gj!
Anonymous
10/24/2025, 12:21:40 AM
No.724012359
[Report]
>>724011053
I agree the game doesn't look that good, it's too dense and I feel it will be distracting. However I have to disagree on the controls part, they may be simple but complexity can come from the level design. But I didn't mean that people should copy meatboy 3d, I just think that a big game may put the genre in the eyes of indies.
Anonymous
10/24/2025, 12:23:30 AM
No.724012505
[Report]
>>723936868
i hated those secret levels, made me hard stuck in the game because it was too difficult, had to quit
Anonymous
10/24/2025, 12:23:39 AM
No.724012517
[Report]
>>724012585
It's finally coming along.
Anonymous
10/24/2025, 12:24:30 AM
No.724012585
[Report]
>>724013486
>>724012517
I read "Pera" as "Perra" and had a laugh
Anonymous
10/24/2025, 12:35:41 AM
No.724013486
[Report]
>>724012585
kek didn't thought about that
In the moonlight’s murky gleam,
Goblins gather by the stream,
Clanking jars and stolen spoons,
Crooning mischief’s crooked tunes.
They trade old teeth for bits of glass,
And dance on roots through moss and grass,
Snickering low, with eyes aglow—
Doing goblin stuff, as goblins know.
Anonymous
10/24/2025, 12:57:51 AM
No.724015259
[Report]
>>724015852
>>724014092
What, is this poem part of your game or something?
Anonymous
10/24/2025, 1:01:01 AM
No.724015507
[Report]
>>724016121
Which should I do first, create a studio or develop my first game?
Anonymous
10/24/2025, 1:05:21 AM
No.724015852
[Report]
>>724015259
nah I just wanted to bump the thread
Anonymous
10/24/2025, 1:08:57 AM
No.724016113
[Report]
>>724017560
>>724011924
I was originally thinking about having a power-up system where you'd collect powers as you went (but you would be able to reuse the last ~8 powers you collected), and the levels would be built around you NEEDING to use them. But it turns out that churning out 80 power-ups like this would be not only be grueling, but also would make them boring copies of each other.
I'm thinking of having 8 extremely polished powers instead. Similar to the special weapons in a Mega Man game. Then, you'd have many sections through the game that require you use one of them for their special properties. For example, a Lighting Bolt projectile that interacts with water tiles and metal tiles. Or a fireball projectile that interacts with wood and ice tiles. At the same time, I want them to be each individually fun enough, like the weapons in Mega Man Zero.
I've been thinking really hard and I think this is the most interesting and fun possibility for my game. It's also a very good fit thematically, you'll see. Thanks for reading my plog (progress blog).
Anonymous
10/24/2025, 1:09:04 AM
No.724016121
[Report]
>>724015507
If you have done neither before, creating a studio is harder and more expensive
Anonymous
10/24/2025, 1:21:56 AM
No.724017108
[Report]
>>724017179
Anonymous
10/24/2025, 1:22:50 AM
No.724017179
[Report]
>>724017578
>>724017108
it's AI generated...
Anonymous
10/24/2025, 1:27:45 AM
No.724017560
[Report]
>>724018106
>>724016113
That sounds like a fun idea. However, when you said:
>What's the point of adding one thing per chapter anyway? All it does is lock the special abilities for 90% of the game, because you only get all of them near the end.
The point is to give the player a sense of progression. Humans desire novelty. Getting something new feels exciting because it's new. And then you play around with it until you get the next new thing.
If you don't do something like that, you'll have to do something else to create a sense of progression and keep players engaged. At least for 2 hours so they don't refund it on Steam.
Also:
>Have you ever booted up a video game, looked at the weapon selection screen and had your first thought be "Ugh, there's too many options. This game sucks!
It's more likely to be "Ugh, there's too many options. I don't know what to do."
Another advantage of giving out powers one at a time is a player becomes familiar with them one at a time so it's not overwhelming. And from a development perspective after you give a player a double jump and then put a pit in the next room the player likely knows to use the double jump to cross it because they just got it and want to use their new toy.
Giving the player all the powers at the start means for every challenge the player has all those options, which is a game development challenge since you have to take into account the player could do all those things and is a player challenge because some players might feel overwhelmed.
I really like your idea though, MegaMan X2 had more dynamic level design than X1 because you had the Dash from the start, so giving the player multiple powers to start with opens up a ton of possibilities. It's likely to open up just as many development challenges though.
Anonymous
10/24/2025, 1:27:58 AM
No.724017578
[Report]
>>724017179
damn it lol, you got me
Anonymous
10/24/2025, 1:34:59 AM
No.724018106
[Report]
>>724017560
>open up just as many development challenges though
Yeah, I'm thinking of having a balloon pop out flat out says something like "I can use 'Fire' on this" when next to a tile that responds to it. It would make it things a lot smoother when figuring out what can you do. I know I love using special weapons to break down tiles personally.
As for progression. My game is similar to Mario 64 right now, in that you need to collect a minimum amount of macguffins in a zone to progress. I think that entices the completionist hunch in me enough for me to keep going.
Anyway thanks for giving me your thoughts, these are invaluable for me right now.
Anonymous
10/24/2025, 2:01:28 AM
No.724020215
[Report]
Made good progress today, will post in the next thread.
lets make a multiplayer shooter game in unreal engine
https://discord.gg/yQPtvBnW
Anonymous
10/24/2025, 2:02:58 AM
No.724020325
[Report]
>>724021957
>>724020242
Unpaid labor is not cool
Anonymous
10/24/2025, 2:11:24 AM
No.724020919
[Report]
>>724020242
If anyone joined this it would be to call you a massive faggot.
Anonymous
10/24/2025, 2:26:36 AM
No.724021957
[Report]
>>724022178
>>724020325
I did it for the love of the art until i got noticed and now i get 2k a month
Anonymous
10/24/2025, 2:27:56 AM
No.724022035
[Report]
>>724022156
Undertale's coding is complete shit, yet it turned out as one of the most successful indie games on the market. It's also an RPG on top of that, making it an even bigger mess than it already is.
Don't let being a codelet dissuade you from making your dream game, anons.
Anonymous
10/24/2025, 2:29:42 AM
No.724022156
[Report]
>>724022615
>>724022035
what if I'm an artlet
Anonymous
10/24/2025, 2:30:02 AM
No.724022178
[Report]
>>724022392
>>724021957
If you mean alone, that's cool. But working for a person you don't know, for free, sounds like a bad decision.
Apologies for being gone for so long, I was lifting weights with my gymbro, rizzing up the gym worker, and eating dinner. What did I miss?
Anonymous
10/24/2025, 2:33:12 AM
No.724022392
[Report]
>>724022178
Fair enough, I admit i rolled a 10 but to my credit i asked for credentials and previous work before going all in.
Anonymous
10/24/2025, 2:36:03 AM
No.724022615
[Report]
>>724022156
Basically this.
Presentation matters proportionally more when you don't have a known brand name and need to get noticed in a sea of slop. No one is going to see how sloppily coded a game is, but they are going to see the art/music/presentation.
Undertale has a distinct look with distinctive characters and Toby Fox is a talented musician who made a lot of good music for it. Turns out that was enough no matter how bad the code was.
Unironically with modern tools code is the least important aspect of making an indie game, presentation matters most.
Anonymous
10/24/2025, 2:36:17 AM
No.724022624
[Report]
>>724022185
Me, you missed me, i've been waiting to hear tales about you tightening that ass for my dick.
Anonymous
10/24/2025, 2:48:56 AM
No.724023558
[Report]
>>724023816
>>724022185
>rizzing up the gym worker
bro pls stop, I get that a lot of people have been making fun of you being a virgin but you don't have to include that to appear normal
>>724023558
Just wanted to piss you off with that and explain why I was at the gym for longer than usual. You sound like a KHV with how much seethe you let off.
Anonymous
10/24/2025, 2:53:51 AM
No.724023939
[Report]
>>724024004
>>724023816
>Just wanted to piss you off with that
I know, which is why it sounds sad and forced
Anonymous
10/24/2025, 2:54:47 AM
No.724024004
[Report]
>>724023939
I'm so glad I don't waste my time posting progress here. He always reminds me to keep devving and to stay away.
Anonymous
10/24/2025, 2:58:27 AM
No.724024268
[Report]
>>724023816
You were at the "gym" with the other guy because i allow it, you loose whore. Now let me see you in those asslesss chaps.
Anonymous
10/24/2025, 3:03:06 AM
No.724024568
[Report]
>>724024691
Rasko sit on my dick
Anonymous
10/24/2025, 3:04:45 AM
No.724024691
[Report]
>>724024976
Anonymous
10/24/2025, 3:09:15 AM
No.724024976
[Report]
>>724024691
Never, rasko will have my dick, i will see to it