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/agdg/ Anonymous 04/23/2025 (Wed) 17:47:49 Id: 98ae47 No. 1228578
is the 8chan OP different than the 4chan one? Demo Days Next: https://itch.io/jam/agdg-demo-day-62 Previous: https://itch.io/jam/agdg-demo-day-61 Older: https://hackmd.io/LhEB6VCZSx-oBalI2cWWoA AGDG resources https://hackmd.io/dLaaFCjDSveKVeEzqomBJw Helpful links New Threads: >>>/vg/agdg Archive: https://arch.b4k.dev/vg/search/subject/agdg/ Steam Games by AGDG: https://agdg-steam.netlify.app/ /agdg/ Steam Games: https://made-by-agdg.vercel.app/
>>1443200 Bucket fill?
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UT2004 AVRIL model
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Viking Eagle pistol model
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I switched my project to URP and broke some things. My camera grayscale material no longer worked and I didn't find a clear answer on how to make it work the same way again. So now I have this "transparent" square in front of a camera that makes things behind it gray, works for 3d objects, but sprites are not visible. I can lower alpha value of a shader to see the sprite, but grayscale effect will not apply, I can change layer order of my sprite, but then it's basically in front of that square and again is not gray. Any advice?
>>1468566 first of all, why? I did the same thing a year ago so I know there are valid reasons, but I hope you have one. URP isn't strictly better than the old built-in, it's a sidegrade overall. >make things grayscale the saturation slider in your post processing volume would be the intended way to do that. are you not using any post processing?
>>1468789 Yep, using volume solved it, thanks
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>>1346262 Not sure what's going on with that missing text character there My Winblows install is so old it could be a issue on my end, who knows
I am going to work on a GZDoom monster mod. I want the mobs to be more somewhat close to Spellcross ones kind of, well more of dark/evil magic instead of using a mix of technology (zombies, arachnotrons for example). So I will replace the zombies with imps and the vanilla imp will be a stronger imp variant I think or something else instead. I will for now just use sprites by ripping off other mods, and later I guess I can make 3D models of it. Basically I want a monster mod where the mobs are more evil in nature and uses dark magic. I won't be using Spellcross sprites because those are not fitting for the FPS angle at all, despite there is a mod that replaces Doom monsters with those from Spellcross. I think I can at least do some of those mechanical mobs at least in 3D. I will just go for Quake/PSX1 style for the mobs once I make 3D models of it, Quake 1 style should be easy for me to do I think. I can't provide any screenshot or videos yet because I just started out doing my monster mod.
>>1474493 Will the monsters be doing anything different from vanilla? Are they being designed more towards aesthetic or function? i.e. Chaingunner reskin that does standard Chaingunner things vs Chaingunner replacement that does altered things like Suppressive Fire on player's last known location,
>>1475877 (checked) uhhh, well the chaingunner replacement will be a different monster, since he is a zombie. There is no orc sprites at all that I can use for the lower tier monsters so I have to make do with imp sprites instead. In Spellcross there are no humanoid monsters at all, the first monsters you fight in this game are orcs, wolves and gargoyles. So that means for the zombieman it will become a melee imp which charges at you and throwing spears/javelins as ranged attack, just a weak-ish one. Then for the shotgun guy it will be a very slightly stronger imp but not much since the shotgun guy does not have any more health then a zombie guy, and then the chain gun guy which will be the strongest imps of them all. So yeah less human based monsters and more demonic forces. I am not a 2D spriter at all so I am gonna rip off other mods their sprites from for now. So most of the changes will be based upon code instead, I will make it only for GZDoom because I don't like decorate coding at all. I have no idea how many skeleton (not the revenant ones) sprites are available that I can also use for the lower tier of monsters, so I will be adding a few skeleton monsters too. There is a monster mod made by dark lord (I think) which contains a handful more medieval/fantasy styled mobs so I am gonna use his sprites too for my mod. The combat will be slightly more harder but not too hard like hard doom or complex doom, since my monster mod is meant for a modern playthrough of Doom and not old school style. Vanilla Doom with mouse look, keyboard and mouse makes thing far more easier and the monster are not designed for this at all. So I won't be adding a bullshit monster like complex doom has that all of suddenly a dude with a bfg like weapon appears and one shots the player.
A dungeon crawler where you lead a doll army, but the budget vanishes halfway through, forcing you to battle in a randomly generated apartment to compensate.
>>1476159 >no humanoids >orc So what do your orcs look like? If you mean Spellcross(1997) those orcs are pretty humanoid
>>1476565 orcs count as humanoid? Uhhh ops. Well then I will correct myself and I mean I am not going to add any form of human mobs in my monster mod. Yeah there are orcs and gargoyles in spellcross but you don't fight humans in the first few campaigns, only during the early mid campaigns are opponent humans appearing I think they were called renegades or so and they were using the same alliance equipment but not the latest model. I can't remember the exact details anymore, it's been a while I have played Spellcross. I spend like over 200 hours on Spellcross alone because of how this game plays, like you need to always form a massive blob of units and cannot split up at all or else you will suffer a lot of losses because the forces of darkness are tough opponents and in the early game you have to entrench your units for any chance of survival, and then there is this thing that your units starts to lose morale if they sit idle too long, I figured out that the hard way.
>>1476836 I mean gargoyles don't have to be humanoid.
>>1476842 I mixed things up. I forget that humanoid means everything that is human like shaped, so even imps and barons are humanoid shaped. Well like I said for now I will just use ripped off sprites as a placeholder until I made bunch of models to replace them with.
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>>1290811 All mechanics are done. Its time to assemble the demo build. Testing out some of the free assets i downloaded on Unity asset store. Will put more stuff to make the level even more livelier and urban-like
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Man I have some trouble with fixing the Viking Eagle pistol model. I noticed a bit too late I messed up the upper part of the pistol and made it more blockier than it should be as a result. Now I am trying to fix this mistake but fucking Blender boolean ops keeps fucking me over by totally fucking up the model topology by adding shit like extra vertices and unclean cuts. I am using fucking Blender version 4 point something and how comes it's boolean ops is still fucking shit? I don't want to spend 40 euro for Hard Ops which might work better for my case because I would rather spend 40 euro for food instead, I'm low on cash right now.
>>1500020 >>1497168 Are ya winning son?
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>>1500029 No I am a loser. I don't have a cute Kyubimon gf to cuddle with her 9 tails with.
>>1500032 I know the feeling.
is anybody down for working on a game jam next month? I already have 2 other people, but our programmer has never done actual gamedev before, just webdev wagecucking, so he thinks it´s better if the 4th slot is filled with a dev that actual knows what they´re doing
>>1508988 (nigga heil hitla) I have a job right now, but I may* join anyway. What engine and language are you using? *Assuming I failed to do my job somehow, kek
Blender is giving me suicidal ideation.
>>1508988 Not a proper Dev, but I'd be down to throw down. What's the deets?
I'm still fairly green when it comes to doing UV unwrapping and stuff but I think take two of my lowpoly Kasha is going well. I'm ready to texture her properly tomorrow.
>>1513589 That's pretty cute.
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>>1513631 Thank you gamer. I think I got her looking pretty much how I want. >>1518835 You're an excellent artist. Shame you waste it on these weird looking troutlipped rock bitches.
>>1518904 I'm not the artist, anon, I'm just the game dev. I do other games, though. And, for what is worth, I love your low poly art.
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How do you think the UI lighting in Highfleet is done? You could just bake the light in for buttons and stuff, but there is also ambient lighting during various events making it darker or lighter, so wouldn't that make the baked in lighting look shit? Is it rasterized 3D + normal maps + actual lighting?
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Been a while since I hobbled around here. Menu tightening, soundscape science, messing around a bit. Combat UI reworking probably being the next focus, and then it's mostly removing bugs from the core and actually starting proper demo work. Currently doing writing and non-code stuff since that's kind of unavoidable now. Also, have some sequel creature sprites. Also finally made an overview video on getting games running on these cheap e-waste gaming handhelds. I still think more devs should take a crack at making games for these since it's dumb it even works and it's fun: https://www.youtube.com/watch?v=rsTrV9QSfsQ
(6.94 MB 1920x1080 gem dom promo2.mp4)

Someone gonna bake or should I?
>>1561430 You should. But man, 8chan's thread are all slow going....


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