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/agdg/ for idiots - Awful Games Done Goofily thread Anonymous 04/13/2025 (Sun) 00:09:55 Id: 0ed894 No. 1088605
Hello, I am a lazy-assed motherfucker who wants to program vidya but has the attention span of a fruit fly and can not stick to a project for more than a week before giving up and abandoning it. So let's have a thread for people like me to plan out a simple game, slap it together, stick to it, get something done, and show off to each other. We will each follow a general outline, and each of us will add our own flair to it. This week is prep week. We need two things. 1. a VOLUNTEER to be our guru and decide on a technology platform, and to be able to answer tech questions. The platform must be free-as-in-beer and run on my broken toaster of a computer, and newbies need to be able to use it. I hear that Godot is popular. I have seen some good games made in Twine but have never gotten custom code to work correctly. Other than that I have no idea what games are programmed in these days. 2. we need to decide what sort of simple game we want to make. Do we want to do an Asteroids clone? A Choose Your Own Adventure? Feel free to recommend some simple game from the 1980s or an old classroom assignment. We can point to an online tutorial and say "let's all do that" and let's do it. Newbies who have never programmed a game before are encouraged to join. This is where you get started. I will be the incompetent middle management making overall decisions. This week: get your dev environment set up and play around with tutorials April 19th: I will announce the project First week: Start coding your game April 27th: Give an update on how it's going Second week: Add flair and finishing touches May 4th: Show us what you've done, no matter how bad it looks. Give us your crashing error screen. We'll take it and laugh at it together. We've all been there. In between: feel free to ask "does anyone know how to...?" questions. The quickest way to solve a technical question is to ask on a forum. You will figure out the answer just after the post goes through. To make your own artwork: https://www.gimp.org/downloads/ To make your own music: https://lmms.io/ or recommend something else > we already have an /agdg/ thread >>1045009 That one is a general, this one is for a specific project (that we have not decided on yet)
>>1088605 Interesting thread OP, I also recently wanted to make a random game. And i have a free week so i am gonna give it a try. >a VOLUNTEER I pass kek, I suck with techical stuff like programming. Sorry ;_; Although i will try to collaborate and stay active in this thread. >I hear that Godot is popular. I have heard that aswell, a ton of indie devs are using it. I also know about a fork called "Redot" Created for and by "anti-woke" people kek Here the link: https://www.redotengine.org >we need to decide what sort of simple game we want to make I wanna make a game racing game, Something like Extreme G (an old N64 game) >Newbies who have never programmed a game before are encouraged to join Good, the closest i ever got to making a game, was wasting my time in unity playing demos a decade ago kek. >or recommend something else Good programs but i prefer online alternatives. So here some random resources i use. →Photopea (Photoshop but online and free): https://www.photopea.com/ →Three.js Editor (3d editor for broken people like me kek): https://threejs.org/editor/ →AudioMass (Free audio editor, I been trying to find an online music maker, but this is the closest thing i got.) https://audiomass.co/ →Itch, a plataform to share and play games. Most indie devs post here → https://itch.io
A WarioWare-like game sounds more fitting for this kind of project.
>>1088605 I'm not a newbie in programming or making games, but I'm certainly not qualified to be a guru either. I have never managed to finish a game. However I have two books to recommend, 'Deep Work: Rules for Focused Success in a Distracted World' by Cal Newport, that will help you improve your attention span and 'A Playful Production Process: For Game Designers' by Richard Lemarchand to help you organize better in making vidya. The second book has a lot of advice directed to people who work in big teams, but you can glance through those pages if you don't find them useful to you at this moment. As for programming I recommend learning the basics of a language like python and then watch tutorials for the game engine you want to use. Best of luck to you and everybody else who will try making a game, including me.
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>We need to decide what kind of simple game we want to make My suggestion would be a Breakout clone
>>1088703 A common programming exercise is sokoban, but sokoban is hell.
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>>1088605 I just want to point out you picked a shit time for this. There's already a game jam going on this month. Most people capable of helping are already working on their own thing >>1082245 I respect coming in with a solid timetable, but you should probably bring something more than >I have no idea what games are programmed in these days >I will be the incompetent middle management making overall decisions Do you have experience with git?
>>1088712 > I just want to point out you picked a shit time for this. There's already a game jam going on this month. Whoops, LOL. I am not going to ask anyone to pull double duty. Let people who are already working on that work on that. People who don't think they are up to that competition and are not going to participate, can work on this. > Do you have experience with git? Minimal. I've done some checkouts and commits but have no idea how it works internally. And what you're getting at with that is: everyone should use a revision control system so that you can rollback your mistakes if you save buggy code you can't fix over less-buggy code. I agree in principle, but if it's too much to figure out then it's not necessary. Git has a ton of options and it is easy to get lost in the documentation. All that a beginner needs to know is how to save your code and restore it. A Git 101 project for absolute newbs who want to try it out: Download it. Create a directory with a Hello World.txt file. Use git to turn the directory into a git repository. Change the text file. Use git to save a revision. Change the text file again, save the third revision. Use git to rollback and change between the different versions. Read documentation/tutorials to learn how to do all of this yourself, and to learn more about the program than you will get from someone simply telling you what commands to use. >>1088703 > My suggestion would be a Breakout clone A breakout clone is a good option for a simple game. The math might be difficult for those who have not taken trig in college, but whatever gamedev library we choose will have vector math functions to make it easier. We will just need someone to post "this is how you make stuff bounce" and everyone can work from that. >>1088711 > A common programming exercise is sokoban, but sokoban is hell. Let us abstract that to A Grid Based 2-D game. So if we choose that, we will be working off one particular tile-based game library + tutorial that someone recommends. I am not going to ask anybody to roll their own. >>1088627 > I wanna make a game racing game It sounds like fun but we would need a library+tutorial to build from, and it might be too much for a newb's first project.
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>>1088772 >And what you're getting at with that My concern was if you're going to be cat herding anons on a larger project you should at least know how to do the project management side of things, like handling pull requests and making sure design and style stay consistent between contributors iirc lack of good version control and consistent style was part of what killed anons bizarre adventure. My only experience with using git with godot has been less than ideal. Last project I tried cloning had fucked up spacing so it wouldn't run easily. Not sure if it was user error or because the project might have been built on windows and I'm using ubuntu, but you probably want to set up a main repo and test things like that if you're going to be managing a larger project. Only other advise I can give is document as much as you can. Decide on an architecture and try to stick with it, and have some simple docs/guides for anons to follow if they want to contribute. For example, if you decide to use ECS, have a writeup on how you want Systems structured, what Components should look like, and where those files will live in the project. Make it easy for anons to jump in and out by keeping things modular.
>>1088817 Cat herding won't be an issue. Everyone is going to do the same simple project themselves and put their own personal spin on it. So if we do Breakout, we will each come back in a couple of weeks with our own version of Breakout. If someone doesn't use revision control, it's on them. Since it is the end of the weekend and I have not seen a better option, I will declare Godot/Redot to be the preferred platform. Use this week to install it, figure out to add sound and art assets, and go through a few tutorials. If you run into trouble, ask questions. It will be a learning experience for everyone. You can use a different platform if you are confident that can code simple 2d games in it.
>>1088860 >everyone is going to do the same simple project themselves and put their own personal spin on it. I dont think thats the best idea, it will become into a competency, maybe its better if we something like this anon says. >>1088679 Making individual minigames, and later a main dev (maybe you OP)? will put it all together. > I will declare Godot/Redot to be the preferred platform Ok good, going to install Redot today after finishing some work. >>1088772 >it might be too much for a newb's first project. Maybe but i am gonna try to do it. Life is a race and I am a racist kek.
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>>1088875 I'm Back, my internet provider died lel i made something on Redot. It sucks but its the start i guess. Here's a Tip: never use a softbody on a sphere kek Stupid red mean triangles. Also did 8 got raided? why the activity is so high suddenly?
>>1093705 Something happened to 4chan again, I don't know what though.

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>>1095367 It got hacked. If you're doing 2D, I can maybe contribute pixel art. Here's some of my stuff. >Oh my god are you the GigaMaidens fag-- Yes, shut up.
>>1088699 Thanks for the book, anon. It might actually be useful for someone like me. Maybe if I learn something about how to focus my mind I can get back to learning C++ and then who knows what I may accomplish after that.
>>1095384 >If you're doing 2D, I can maybe contribute pixel art. Thanks a lot, I really appreciate that. I'm definitely going 2D, but at the moment I'm just filling up excel files with ideas. >>1095445 You're welcome. Just writing down my plan for the next day has helped me make a better use of my time. After I finish the book I'm currently reading I plan reread Deep Work.
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>>1093705 Oh shit i am retarded lel. I posted the .avi's instead of the .mp4 versions. Here the videos and some cursed extras kek. The 5th video is a true topological horror kek >>1095384 >It got hacked. Shit, thats bad. Now a ton of retards and feds are gonna fill this place. >Yes, shut up. Based, the past is the past, now you are going some epic pixel art, thats some good character development kek.
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>>1105809 I'm still working on GM, just to be clear, I never stopped. Until it's done.
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This thread would've been better served in >>>/agdg/ Probably in conjunction with some posts in lounge and the actual /agdg/ thread to promote visibility and movement to that board
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>>1105846 Fair enough, you are committed to your proyect. i respect that. >>1105955 >This thread would've been better served in >>>/agdg/ >Only 5 threads and the Last post was made in 7/26/24 That board is quite dead, moving this thread will kill it. Maybe later for archiving purposes. >>1105809 Also forgot to said it, but that was yesterday progress, today i replaced the stupid softbody and tried some coding I hate this "GDScript" shit lel. Here the code for the movement.That didnt work, for some reason i know it sucks but i am gonna fix it tomorrow extends RigidBody3D var speed :float = 10 #Speed var jump :float = 10 #Jump var velocity = get_linear_velocity() func _ready() -> void: pass # Replace with function body. func _physics_process(delta: float): var direction = Vector3() if Input.is_action_pressed("ui_left"):direction.x += 1 #Move to left if Input.is_action_pressed("ui_right"):direction.x -= 1 #Move to Rogth if Input.is_action_pressed("ui_down"):direction.z += 1 #Move down if Input.is_action_pressed("ui_up"):direction.z -= 1 #Move Up if Input.is_action_pressed("ui_accept"):direction.y +=30 #Jump self.velocity.x = direction.x * speed #Movement in x (left and right) self.velocity.z = direction.z * speed #Movement in z (up and down) self.velocity.y = jump #Jump
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>>1106667 Hello I am back, wasn't able to fix the code this days due to a personal problem that required my whole attention. Nevertheless i got some time now and i fixed the "issue" I forgot to set the stupid new velocity kek So i added this code line set_linear_velocity(velocity) #Sets the new velocity But now a new problem appear. The camera attached to the ball goes crazy. Whatever the problem is i am going to fix it tomorrow lel. Also what happend to: >>1088605 >April 19th: I will announce the project Are you there op? Dont let me samefagging here alone kek
I have no fucking idea how I'm going to make this look pretty
>>1105846 Destroy All Monsters but with giantess fighters
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>>1093705 >redot >avi Hello cuckchan.
>>1088627 Redot is a fucking scam, just look at the commits. If you want to use a Godot Form, use Blazium
It's not going to look better than this. The graph itself is 3D but the line it 2D which means converting the 3D position with a 2D one.. The camera perspective for this doesn't change, and I should have made it fully 2D from the start, but I didn't realize how awful 3D lines looked. This took longer than I expected.
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>>1183655 What is that? Looks interesting though. >>1185239 Kek, ironically i never got to post there. Fucking cuckflare cockblocked me for years so i only lurked there lel >>1185366 >Redot is a fucking scam How? Its free kek. Are they stealing donations or doing something weird? Either way dont care, already using it lel. >>1200839 Looks like a radio or some sort of frequency reader. Good job. >>1168166 I tried to do something and camera broke even more. Here the retarded code i used. extends Camera3D @onready var ball = $".." func _ready() -> void: pass func _process(delta: float) -> void: self.position = Vector3(0,1,1) look_at(ball.position) Also the vacations are over so, im going to have less time work on this. Still, i am gonna finish this even if it takes me months.
>>1202331 Not really a scam but they definitely are grifters that just strip the godot branding from their engine and collect donations from gullible retards that think they're doing any real work on the engine apart from just merging PRs from the main Godot fork.
>>1218656 The people running the Godot community being retards makes it an easy sell. I just wish Redot would add C# support, if they haven't already. It's been a hot minute since I installed it, so they may very well have.
God I'm not even sure what to do. I want 4chan back
I got some more assets to spice up the environment more. I'll put them into practice tomorrow, but most of it is ceiling based to add more detail that way.
>>1218992 The only worthwhile Godot fork is Blazium and Voxel Tools, those actually have features Godot doesn't have that make them worth using if you need them.
>>1088605 Hello I can program and work with Godot. >>1088627 I loved extreme G as a kid. I'd love to make a racing game
who Unity ECS/DOTS here?
>>1088605 >make a game for me Fuck off
Question for unity How do I set it so whenever I press a certain button the player's sprites changes to one that I can assign it? Like if I press space for example they'll transition to a jumping sprite. I already have states that the player is set to when pressing a button, I'm assuming theres a function I can use to simply change the player sprite so long as it's set to an assigned state, but I don't know what it is.
I have an idea for a streamerbait game, simple enough that i could code the ganeplay on my on, but id rather focus on modelling and animation than netcode implementation. I think we could drop it before the year ends if a few people commit to help
somebody tell the anon who made the (non avatarfag) threads that we're here now. this thread is not supposed to be THE agdg thread.
Why is GameMaker used more that Godot for commercial games despite GameMaker being paid and Godot being free and open source?
>>1226901 Is it? Well, Gamemaker is much older and doesnt have any weird community baggage associated. But somehow I doubt that it is bigger in retail games.
>>1224763 I wish I could make something popular
>>1227745 Gamemaker is practically free these days. Like Unity. You only have to pay for a license once you've made a fairly large sum of money.
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>>1218656 >Not really a scam but they definitely are grifters that just strip the godot branding Yeah, but is that even a bad thing? Isn't that how every open source project works? The whole linux enviroment is like that lol. Retards stealing from other retards lel. Although yeah i agree that they ain't doing any real improvements of the engine kek. >>1218992 >I just wish Redot would add C# support, if they haven't already. I think they have, heres a quote from the FAQ in the Docs "Which programming languages are supported in Redot?""The officially supported languages for Redot are GDScript, C#, and C++." This is the source: https://docs.redotengine.org/en/stable/about/faq >>1219109 >God I'm not even sure what to do. >I want 4chan back Calmdown, its gonna take the feds some weeks to fix that mess kek. Also you dont need cuckchan to function. Just focus on an idea, add some mechanics and give it a try. >>1221034 >I got some more assets to spice up the environment more. Good job, i also need to work more in the textures and the map. Thanks for the reminder. >>1222083 >I loved extreme G as a kid. I'd love to make a racing game A fellow racist enjoyer. Great! Do you prefer the arcade or realistic games?. I like a mix of both. The high speeds + the powerups. >>1222419 >>make a game for me No, it is "make a game for (you) and then show it". Learn to read between lines. >>1224763 >I have an idea for a streamerbait game I dont like that type of games but i respect if you do. You are still a fag though. They only lasts some weeks then disappear. Like lethal cuckmpany, or the new shit called "REPO" RAPE kek. But whatever, what is your game gonna be about? >>1226901 >Why is GameMaker used more that Godot for commercial games Because boomers prefer proprietary software that is backed up by a company rather that open source free software made by some randoms. The solution? Stop buying those stupidly overrated $99 AAA games. >>1234127 >I wish I could make something popular Change that mentalily, and start making games for (you)'rself, make something (you) would like to play. Fame and popularity are just luck factors that dont measure the quality of a game. >>1202331 Also today i fixed the annoying camera problem. Found global varibles and learned how to reference other nodes. Now i can make the camera stay still or follow the ball. Here's the fixed code. And some vids. extends Camera3D @onready var ball = get_node("../Ball") #Calls variables from Ball func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: self.position=Vector3(0,1,1) + ball.global_position #Set the position of the camera look_at(ball.global_position) #Looks at the ball
>>1235940 i get your point of view regarding streamerbait games and i agree to some extent, but back when i played awaria i thought the game would be a lot better with more people, and as i started thinking about how to design the game around multiplayer and expand the mechanics i realized that it fit right in with streamerbait games
>>1235940 Arcadey is more my thing
>>1239425 > i started thinking about how to design the game around multiplayer and expand the mechanics i realized that it fit right in with streamerbait games Interesting, i personally prefer singleplayer games Cause i have no one to play with kek. But its true that coop games are very popular these days. >>1260588 >Arcadey is more my thing Yeah, arcade are more fun generally. Remember playing Diddy Kong Racing in the N64. It was quite good. >>1235940 I did something these days. Added some objects and made the camera rotate. Using this script if Input.is_action_pressed("ui_up"): camera.x += 0.1 #Sets up rotation if Input.is_action_pressed("ui_down"): camera.x -= 0.1 #Sets down rotation if Input.is_action_pressed("ui_left"): camera.y += 0.1 #Sets left rotatio if Input.is_action_pressed("ui_right"): camera.y -= 0.1 #Sets Rigth rotation self.rotation=Vector3(camera.x, camera.y ,0) #Rotates the camera Also i noticed this: >>1088605 >May 4th: Show us what you've done, no matter how bad it looks. Give us your crashing error screen. We'll take it and laugh at it together. We've all been there. Kek, I know is silly but i am gonna try to present something for tomorrows date. I think maybe adding a menu and some sort of finish line lel.
Is today the day?
>>1088703 Can confirm that getting the basics down for a brick breaker isn't too hard. With a tutorial I went from zero knowledge to putting together one with simple MSPaint graphics in GameMaker last year. Didn't have the passion to take it further but it was nice to have something working with level progression and high scores and all. >>1226901 GameMaker is older (more known/understood), has a visual coding language, and if you keep your games PC exclusive it's practically free.
Where are the collabers?
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>>1313544 >Is today the day? Yeah, it was. TIme flies and my game still sucks kek. >>1314092 >basics down for a brick breaker isn't too hard. With a tutorial I went from zero knowledge to putting together one Yeah, it requires some math for the trajectory of the ball but the rest is relatively easy. >Didn't have the passion to take it further Valid response. I had also gotten stuck in proyects. I remember a stupid unity proyect that didn't progress at all for 2 years. But now I tried again have done more in some weeks in this game. Is not about failing or not, but about getting up and keep trying! Not good being motivational, it sounded too corny, lel >>1314293 >Where are the collabers? Idk, I still here though. Going to continue till the game becomes playable lel. >>1316239 >I don't know why it's been difficult to prototype, maybe it's just because I'm an artfag and not a codefag. Maybe you should try starting from the bottom. Example: Code > Mechanics > Textures. Thats what i am trying to do with this proyect. LIke the making of a building. First step is to build some strong foundations, then the essentials and later to add the unique decorations that make it special. Theres nothing wrong with prototyping and testing future designs, but if you daydream all day then nothing is gonna get done. Trust me, i have a whole notepad filled with ideas and concepts that i have never tried lol >>1312072 I did the menu and the finish line. It tooks ~3 hours (less that i expected kek). Here the code for the menu (I finally learn how to use the dumb signals lel) extends Control @onready var Menu = get_node("../Menu") func _on_start_pressed() -> void: self.visible = false #Makes the menu disapear Menu.visible = true #Makes the menu appear func _on_quit_pressed() -> void: get_tree().quit() #Closes the game func _on_options_pressed() -> void: pass # Nothing func _on_menu_pressed() -> void: self.visible = true # Makes the menu reappear. and heres the code for the finish line (quite cursed code but it works kek) extends Area3D @onready var Win = get_node("WIN") #Gets the Label func _process(delta: float) -> void: var Collisions = get_overlapping_bodies() #Gets the collisions for Collision in Collisions: #"Filters" the collision from the rest if Collision.name == "Ball" : #Check for the ball Win.visible = true #Makes the label visible
>>1317766 what the fuck I am looking at, a cruelty squad rip off?
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>>1322428 >what the fuck I am looking at, a cruelty squad rip off? What? I had to look that thing up. And It looks disgusting, the over saturated colors made my eyes bleed kek. So thanks for the reminder to fix the skybox. Also why all jewtubers had 4 hours video essay's trying explain that shit game? Look like pure nonsense to me. >>1317766 Fixed the skybox, added some textures (gradients) and a speed counter. Heres the code. extends Label @onready var ball = get_node("/root/Node3D/Ball") func _process(delta: float) -> void: text = "Speed: %.f" % ball.velocity.length() I need to work in the broken movement system and make it more ergonomic.
>>1335252 Well im back, almost no progress but its still going on. Today i reworked the camera and movement system. Now the camera follows the mouse and the ball goes to the camera direction. Heres some code. var viewport = get_viewport() #Sets the Viewport var current_mouse_position = viewport.get_mouse_position() #Sets the Mouse current position var mouse_delta = current_mouse_position - initial_mouse_position #Calculates the change of position rotation.y -= mouse_delta.x * mouse #Rotates the camera horizontally rotation.x -= mouse_delta.y * mouse #Rotates the camera vertically
Bump because the other thread is bumplocked
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>>1551018 If this is the de facto thread now, then: Gem Domination ver0.12.2 PC, Linux, MAC and Android! https://mega.nz/folder/AQtQxDYL#gZK3vwaWbKkWoN07lyNkJA https://www.mediafire.com/folder/ee6scl5h9vlsj/Gem+Domination+v0.12
>>1561387 I never see you in our drawthreads, so I'm guessing you commission artists rather than draw these yourself? I'm curious about what that process looks like.
>>1561490 Yup, I'm just the coder and writer. >I'm curious about what that process looks like What parts specifically do you want to know about? The art process?
>>1563931 Yeah, how do you find the artists? Are they cool with it straight way, do you cycle through several?

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>>1564640 It's a whole can of worms. I just tried my luck messaging artists I like on Twitter; some of them used to be artists from Half/Co. Also, it depends on what you want to do. If the artist does a lot of The Loud House art, they are bound to be interested in a project about The Loud House, so you could hunt them down by going to galleries like Paheal and looking for whatever parody you want to do, then look for an artist. Now, if you want to do something original, like pic related, it's A LOT harder to keep the artist interested. But well, that's what money solves. Ask them for the prices, and if you can afford it, you've got yourself an artist. Try to be very detailed on what your project is about and what their workload will be, also keep references of what you need at hand, like poses and stuff. I recommend working by commission, as you won't be bleeding money that way, and you can potentially hire extra artists to tackle other parts of the projects. Lastly, just consider that artists are people like you and me, so give them the treatment you would like to have when working with someone else. Sometimes it's frustrating, but I let them take their sweet time to deliver the stuff, and it's usually worth the wait. I just hired other artists in the meantime, so I always have something to do and look forward to, while having enough money to cover whatever else the projects may need. Good luck, anon, it isn't that easy, and sometimes it's very frustrating, but if you have the funds and the patience, you can do it.
Why do a lot of projects use C# and not GDScript for Godot? Is it because of familiarity with C# coming from Unity, because they think GDScript is slower or because of the tooling that comes with Visual Studio?
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>>1568290 GDScript is slower, the bridge between the main engine and the scripting runtime is designed subotimally. Beyond that though, it's something new for the user to learn. If users have the choice to use a tool they are already familiar with there will naturally be more people choosing to use it than otherwise. In the specific case of C# preference Unity is probably the most significant factor though. If performance was the stronger bias it'd weigh towards GDNative instead.
>>1568290 Because C# despite being Microsoft™ MASS NIGGERS branded C with stupid capitalization rules, is still fucking C underneath the rot that's been piled onto it.
>>1568290 Speaking of Godot has any MCPs been implemented that worked okay-ish with the devkit?
As someone who likes music, whistles my own tunes, and knows the bare minimum of music reading and writing from my band classes like 8 years ago, where would a good starting point be for making videogame music? Actually studying music theory? Making chiptunes and trying to see what sounds good/doesn't? Messing around with my guitar that's been leaning against the wall for three years? Downloading FruityLoopsstudio and messing around? More specifically, are there any smaller, FOSS programs that let me make music like what I hear in the average indie/demake/high quality rip? And don't fucking say Mario Paint.
>>1585375 LMMS or Ardour, haven't messed around enough to be able to confidently tell you which one is superior.


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