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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/
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>>1228578 Ah so we're using this tread here as the main general instead of https://8chan.moe/agdg/res/30.html#q30 ??? okay then. Ill make sure to redirect everyone here
>>1229312 Yeah having a whole board is kinda stupid and being on /v/ allows non-devs to organically check out the thread or even become a dev. It's not like there's a lot of activity right now anyway.
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>>1229388 Okay then, ill bump this thread for activity. Progress report: >Temporary UI for gameplay has been made >Player's health as the green circle bar, and that "12" will be a life counter >Simple stage progress bar has been made >Adapting soda/energy drink animation with the new UI layout >Implementing coffee as health pick-up So far so good. Next planned progress >Implementing UI and UI animation for main menu >sfx for player movement tldr >Wagie Run, is a Pepsi-Man inspired game >The theme is 4chan's /biz/ WEF humor, where a wage slave runs from one point to another for his company
>>1229488 Will his ass get fatter and fatter as he collects cans but shrink when he goes through the red fields? Like the mobile game ads you're copying
>>1228578 haven't argued with a dev in weeks, I feel sick.
>>1229312 That bread looks delicious. I would have a hard time finding a nicer looking bread.
>>1229580 There's a mobile game like this? Lmao great minds think alike i guess Also no, the game is heavily inspired by Pepsi-Man. Its just a guy collecting energy drink from start to finish, on many stages and unique levels. Thats it
>>1230159 Make a game about making bread, anon
>>1229488 salaryman shi but good...
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i just made it so that the block tiles which make up a level will merge together when placed next to eachother. I like to think it looks a lot better this way, though i still need to work on a few kinks with how corners are displayed, since it could use an alternate sprite to fill in some gaps picrel is the first tutorial level with the blocks. nice and smooth
Are there any Youtubers that I should try to contact to see if they'd play my game?
>>1230637 you need to find a streamer that plays your genre of game
>>1230637 Most people spam their emails.
Retroid Pocket Flip 2 just came in today. Android is absolutely awful to build for when you use the tricks Crop and Claw uses for its Repainted/Classic override tricks, so I'll probably just have to make future projects monolithic updates. At least Rocknix and whatever future firmwares come along would be better.
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After Demoday, don't forget to send your trailers to v3expo by May 15th!
>>1231122 I've thought about getting one of the newer handhelds. I've never had a good experience with android development outside porting games to run on my shit phone. You really have to optimize a lot more for android compared to a shit PC handheld.
>>1231561 I'll try to remember to make something before then for a temp trailer, it will be a shitty trailer
>>1231620 As long as you have enough gameplay to make one, you're good. It can be as good or bad as you want it to be, but remember, this is your game! When you're ready, send it here https://thev3expo.com/submit
Not sure if anyone will care, but I had an epiphany today as a failed dev. For the record, I have an unfinished game up on Steam that failed completely. After it's failure I was burnt out and dare I say even depressed for a long time, but today my outlook on my game changed completely. So now that I've hit rock bottom, there's no way forward but up. And considering that nobody played my game, I don't have to live up to any expectations which means I can make the latter half of my game more scaled down than the first, and do it more sloppily just to get it done. Just crazy how I changed my outlook overnight, now I have found the motivation to continue. All's I'm saying is, if you ever find yourself in a shit situation like this, it won't hurt to take some time off and think on things.
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I need a good and simple art style that appeals to zoomers and is easy to make. And also it should fit a school setting. Where do I even start researching?
>>1231933 ask chatgpt
>>1231921 So basically you tortured yourself for [time] until your mind wore out enough for you to decide that the best course of action is to finish your shit game in a shit manner, then you came here for validation. Like no dude, nobody will play your shit game, what the fuck are you thinking? You need a break, one such that you don't torture yourself. To give some context, if you had been stable you would have either come to the same conclusion in 5 minutes (and maybe already updated your game) or gave up on indie gamedev
How difficult is GML to learn for someone with no programming experience?
>>1231921 How do you know that it failed when you left it unfinished?
>>1233108 I self taught programming to myself with GML when I was in 5th grade ages and ages ago. It's easy.
FUCK TAX CUNTS Steam takes 30%, then these parasites want their pound of flesh.
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>>1231573 I mostly posted them in the prior thread. Most the projects and demos we're doing aren't even targeting Android, but Linux running on the low end handhelds (sub-100$ range). Never mind optimizations, you're basically designing and working with the creativity-under-constraint method at that point. Android's mostly awful because it's got all the hoops to jump through with building and a bunch of limitations that make external PCK loading from local game directory basically impossible. Probably have to dump them in the user directory as a fallback.
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>spend an unreasonable amount of time investigating softbodies >realise they suck roll my own verlet integration for cloth simulation >realise it also sucks >use a combination of cloth sim and skeletonmodifier3d to procedurally animate a rigged cloth armature >realise I've probably just done what the new godot 4.4 springbone node does All this work just so I can make a wizard that has baggy sleeves.
is there a flag to toggle to exclude a canvasitem- node from canvas modulation? the internet says to give it a canvaslayer parent but my project is a little more complex than a fish game where you instance fish as *scenes* so i can't do that
>>1234169 You actually loose 45% overall, purely due to VAT. >>1234176 Based as fuck. I don't even want to know the backend code you had to do to make it work for something like that running linux.
>>1234841 *on nodes that have a ShaderMaterial material more importantly
>>1231921 I'm a dev in pretty much the exact same situation as you, and would strongly advise that you don't bother finishing it. It's a massive waste of your own time. Your game will never be good. >>1233173 Unfinished games that are genuinely good succeed all the time. Loads of games make millions even in early access.
>>1231921 Post game. I want to see this travesty
>>1234841 set it as top level (but that breaks the parent positioning since it will use global positioning and z index) you can get around the positioning issue with a remote transform node but the zindex might be complicated depending of how your scene is set up
>>1234457 NGMI if you're going to obsess over minute detail like this. That should be a baked animation anyways.
>>1231921 Move on, the amount of slop out there is accelerating rapidly. The deluge of people trying to make the next hit because real life has become unbearable is almost upon us and with AI they have tools that can multiply effort by 100x. If you don't have traction already then you will never be seen amongst the flood of crap filling all content platforms.
>>1235405 >Move on, the amount of slop out there is accelerating rapidly. My own little gift to the world will be that I will merely override my old games, so that whenever I release a new one it will destroy the previous one. That way I will minimize the amount of slop I create.
>>1235189 i found out later that you can specify "render_mode unshaded;" in the shader code, and that does the job for now i don't have a problem with reusing shaders between sprites, if the problem comes up i will figure something out
>>1235332 >baked animation I looked at a tutorial for rigging cloth and thought it was more complicated to do that than doing it this way. Plus I couldn't understand wtf he was saying because he's French. Plus if it's baked it can't react to the environment and what's the point in having these kinds of clothes if they don't react to the environment? >>1235405 >and with AI they have tools that can multiply effort by 100x Oof... Last nextfest showed what happens to AI slop games, nobody wants that shit, won't click on it, won't download it, so the algorithm learns fast and buries it, AI is a noob trap and a poison chalice. This >>1231921 anon is in a relatively good position, to have published any game means he has the skills to potentially make a decent game so long as he validates that people are interested before dedicating serious time and effort to it. And people can flood into the hobby all they like, beginners aren't your competition unless you're also a beginner. Anyone starting their gamedev journey today because they want to make Schedule 1 money and quit their jobs have at least 10 years of skill grind to get through before they can make a game that gets even a dozen reviews, that is if they don't fall for the AI noob trap then it might take them longer.
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Deltarune Chapter 4 will come out before your game does
>>1235924 My game already came out about a year and a half ago, sits at 40 reviews on steam. It doesn't matter, anon. You are not Toby Fox and you'll never be the next Toby Fox.
>>1230315 Ey man, thanks!
>>1231561 How to send to v3expo?
>>1231933 zoomers tend to like minimalist but colorful stuff. UI for Forza Horizon and AC 4 might be something you want to have as a reference
>>1235566 You should head over to plebbit /r gamedev sometime, there was a post the other day filled with industry veterans who are there because they can't get a job anymore. Nothing but post after post of people failing with way better numbers than aggydaggy. Like 100,000 tech workers were fired last year alone. You aren't competing with noobs. People who have no idea what they're doing will fail with AI, people who do know will realize that the AI can do 90% of the work and with some hand finishing you can make things that don't look like shovel ware. Still the odds of your marmoreal being discovered go way down because of the sheer number of releases made possible by AI slop.
>>1236105 >Still the odds of your marmoreal being discovered go way down because of the sheer number of releases made possible by AI slop. The problem is NOT discoverability, the problem is the Marmoreal is just not that good a game. Since I know marmo through agdg I of course want him to succeed, but if I didn't, I would not care about Marmoreal at all. Good games will always be discovered. Only bad games disappear into the void.
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Made my hud be able to be flipped depending on the room. Allowed it to be scaled to player preference And made it so you can upgrade it with special features as the game progresses
>>1236462 Ey this looks really cool! Its been a while since i saw something KND related
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>>1236514 I usually only post on /aco/ but aco is dead And 4chan is dead And I am dead It's over
>>1236462 Visuals and sfx pretty pleasing, reminds me of those old JumpStart games from when I was a youngster. I know this is a porn game, but this style could work really well to milk a few bucks out of the rapidly shrinking "Parents that control what their kids consume" market5
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>>1235924 Finally a fellow bocchi bro
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I've added enough enemy variety that I'm satisfied with, and the card modifier mechanic seems to be working well enough. I'm just gonna focus on making the game look pretty now. If I have time I have one more card I want to add, and then I'll just start tweaking things until they feel good. I'll be honest while I think it's gonna be fun to mess with its gonna feel extremely jank, it was a fun learning experience though.
>>1237115 Looks fun. Janky games can be loads of fun if done right.
>>1234904 It's not my code, so not much. People write custom firmwares for these devices, and then other people write compatibility layers to get stuff running things like Godot. I just sit on top and try forcing square pegs into triangular holes until they work "well enough". PDF related, explains the gist of how to do it.
Read this and don't be blackpilled. True sovl will win over assetflips, aislop, and copy paste mills. https://howtomarketagame.com/2024/01/11/why-14000-games-released-on-steam-2023-isnt-that-bad/
>>1236357 Very true. Lots of guys on here need a wake-up call about their own games. I don’t hate any of you or want you to fail, but if your game doesn’t stand out then you can’t blame discoverability or the algorithm or anything else. Also, agdg praise does not translate to real market success. Agdg replies in general do not translate to anything outside of your community.
As always, it's my milkshake-addicted cat baby Kasha.
>>1238250 That would make a pretty good board flag too.
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>>1238309 Unfortunately Mark would pop his jewfro. He has it out for my kitty.
>>1236105 >You should head over to plebbit /r gamedev sometime Maybe you should head over there and stay there >there was a post the other day filled with industry veterans who are there because they can't get a job anymore. Nothing but post after post of people failing with way better numbers than aggydaggy. Like 100,000 tech workers were fired last year alone. You aren't competing with noobs. Here's your AAA industry veteran's offering, a game which was clearly made by someone who only knows how to do one thing, and never had to actually make a game all by themselves: https://store.steampowered.com/app/1911940/Twilight_Monk/
>>1236105 >You should head over to plebbit /r gamedev sometime, there was a post the other day filled with industry veterans who are there because they can't get a job anymore. Nothing but post after post of people failing with way better numbers than aggydaggy. Like 100,000 tech workers were fired last year alone. You aren't competing with noobs. Just because they know how to code doesn't mean they know how to make an appealing product.
>>1238460 I don't get it. I'm not really interested but this doesn't seem that bad
>>1238669 >but this doesn't seem that bad That's what reviews are for.
>>1235405 The deluge of shit content has always existed. When it wasn't AI, it was asset flips. Even if AI could multiply effort and "hand-finishing" didn't require significantly more work than just doing things properly, 100*0 is still 0. >>1236105 That's more of a problem with the current absolute state of the industry at the mercy of overconsolidated megapublishers and holding companies, and is not equivalent to the challenges facing an indie dev. An indie dev does not need to deal with the speculative, stock market driven business management that is the bread and butter of consultancy cartels outside of trying to cope with the fact that most of the major tools (licensed engines, 3D software, image editing, etc.) are being managed by those cartels, resulting in situations like what happened with Unity.
>>1238934 But they're just middling, not even that bad. Seems like a mediocre game, not a horrible disaster. Hardly worth pointing out itt
>>1238962 You pretty much pointed out the issue. It's thoroughly mediocre and mostly tuned to passing a surface level inspection. Everything that the current AAA industry can sweep under the rug with a big advertising campaign and shills just so that they can trick people into impulse buying garbage in the 2-6 week launch window becomes a weakness for anyone with a different business model.
>>1231573 cute cat, what game does he come from?
>>1239304 Intended for >>1239067
>>1239067 What art style are you going for?
Oh boy time to try a video with sound.
>>1238460 This looks wayy better than anything I've ever seen on AGDG, just how fucking delusional are you guys? This looks more polished than RoR.
>>1235566 >Last nextfest showed what happens to AI slop games Post examples, also, there is nothing wrong with AI if it looks or feels indistinguishable from something created by a human.
>>1240073 >looks or feels indistinguishable from something created by a human. Absolutely impossible because of the human factor (well duh) See you in 50-70 years when AI - probably - reaches this level.
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Any neets or hikkikomori here? How do you stay productive? It's not that I have passion. This is the only thing I truly enjoy doing. I'd spend at most 4 hours deving (I'm still doing codemonkey's unity tutorial) and spend the rest on twitter/4chan or going down a gamedev rabbit hole so I can pretend I'm working. I look at art styles and 3d workflows, read marketing advice, look at devlogs from other devs, read /lit/ for world building advice, and talk with chatgpt about historical events, combat, strategies, and engineering that I can incorporate in my games. I do everything except actually making games (again, I haven't even finished the tutorial). I have 16 hours per day to work on this. I don't leave my house, cook, work, or have other obligations. I literally only leave my room to shower, walk in the yard for an hour, and grab food. I was suicidal in Feb and decided to make a game because I always wanted to do this, and I wanted to leave something beautiful behind. Working on this was the first time I felt happy or hopeful. /agdg/ anons were very supportive when I asked for advice in feb, and I feel like I'm letting myself and everyone down. Sorry for rambling, but this is the only place I can say these things because it's anon, and I don't have to wear a mask.
>>1240140 I've seen AI drawings that were indistinguishable from human drawings, and AI generated music and AI generated sound effects sounds pretty fucking good, hell, I'm listening to AI music almost everyday because its really good and accessible, I don't have to play digital archeologist searching for niche music anymore. I do believe that transparency is important, any of content that uses generative AI should have a label saying that the content was fully made or partially made with AI.
>>1240259 I hope this is bait because I can't believe NPCs like this actually exist.
>>1240289 >I hope this is bait It obviously is.
>>1239721 >Lower poly cartoons like the Gurumin psp game (pic related) because I can't create hyper realistic 3d models. I think simple texture swaps for facial animations is more charming and easier than rigging a face. My nigga. Do you have a portfolio somewhere?
>>1240073 >there is nothing wrong with AI if it looks or feels indistinguishable from something created by a human. It never will, it's just not the same kind of process and that's generally not a good approach for working with AI in the first place. AI is just a tool that you can make use of as part of your workflow, but expecting it to just generate everything for you will ultimately create more work for you when you need to start addressing things like technical debt. >>1240259 It's probably going to do pretty well for rapid prototyping or complicated translations of large datasets that can't just be handled with mathematical functions, but I wouldn't hold out much hope for getting more complex, interconnected works from scratch, and getting a good, uncomplicated asset like a sound effect is likely still going to be easier to to create manually or get out of an asset library.
>>1240259 Anon I
>>1240324 >>1240289 its not bait, I'm being honest here, If I cannot differentiate AI generated content from human work I don't care anymore. This is the shit that I listen, I can't find many artist that incorporate shamisen in their work with different music art styles, https://youtu.be/ChfHaT5oujM sounds pretty good for me. >>1240398 >and getting a good, uncomplicated asset like a sound effect is likely still going to be easier to to create manually or get out of an asset library. ElevenLabs has a service that let's you generate sound effects from text prompt.
>>1240158 Remove distractions. Use pomodoro and focus on your tasks
>>1240478 >elevenlabs Lex used it to dub his zelensky and Millei interviews with their own voices. This would let you handle the va stuff for all the characters in any language so long as the script is translated accurately. $11 a month. Unfortunately Steam makes you disclose ai content and artists would mass not recommend. Some corpos are ditching VA and dgaf because they already have an audience.
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>>1240478 >If I cannot differentiate AI generated content from human work This just means you most likely have a room temperature IQ. I'm so sorry anon. >This is the shit that I listen >everything strictly on grid >no rhythmic desyncs or slight detunes, everything sounds "perfect" >small articulation variety Yeah, you and 70k+ other autists enjoy gobbling up utter crap, color me surprised. Anyone with a functional brain would notice that this shit sounds like something straight outta uncanny valley. >I can't find many artist that incorporate shamisen in their work with different music art styles Ever tried Japanese doujin music artists? Oh wait,figuring out something as simple as that would require an actually working mind. >ElevenLabs has a service that let's you generate sound effects from text prompt. This is x2 effort compared to using huge asset libraries for free. Still not convinced this isn't a fucking bait.
>>1240398 >Unfortunately Steam makes you disclose ai content and artists would mass not recommend I don't care because I've seen users shitting on a game for using DeepL for translations, and steamdb is not going to differentiate between AI generate assets or a machine translation, the guy who despise AI is going to filter everything regardless of context, if I'm going to get punished just for using a translation tool I might was well just bite the bullet and go all the way in. >>1240725 >everything strictly on grid >small articulation variety >no rhythmic desyncs or slight detunes, everything sounds "perfect" I have no idea what you are talking about, I'm not a musician and for me it sounds like music, and since you probably know more than me, what is the difference between this and a synth, because both are artificially generate sounds and from my perspective the AI generate music/tracks/samples are an evolution of synths, and since my favorite genres already uses synths I don't see any problem.
>>1240725 >This is x2 effort compared to using huge asset libraries for free. this tbh sound effect packs are high enough quality and so easily available that they already beat out genning a sound in convenience >>1241040 >steamdb is not going to differentiate between AI generate assets or a machine translation machine translation sucks so this is a good thing
Just hide and don't reply to bait.
>>1241040 >I don't care because I've seen users shitting on a game for using DeepL for translations This never happened deepl is fine, ai slop images are not.
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pls rate my models :----DDD
>>1242630 texture size is all over the place in the first two, ugly that's not visible in the last two so they look fine, last one too cubic though
>>1241204 >This never happened The game in question. https://store.steampowered.com/app/2918410/Tower_of_Mask/ >>1242630 Looks alright except for the materials, needs some work, please post the meshes and the triangle count, and check Material Maker, its a FOSS software that lets you create materials. https://www.materialmaker.org/
>>1242697 The first model uses multiple materials and those textures have like really low resolution I think about 32px or so, the other 3 models uses texture atlas so not much can be done about it. >>1242711 >Ammo work bench: 934 triangles >basic work bench: 1.502 triangles >Automag II: 466 triangles >Sumitomo: 954 triangles GZDoom and Luanti supports only diffuse textures and nothing else. PBR mapping of GZDoom is scuffed as shit, just as broken as its dynamic light rendering.
>>1238460 Looks better than marmalade's game let's just be real.
>>1242767 you can bake the light and specularity directly into the albedo.
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today has been a good day, i wanted to make a pc98 style game and i found an artist i can reference who shows their process for making pc98 style graphics
>>1243030 Dunno what this is or how it plays but it looks sick
The exodus to game development for people's side gigs is real. https://www.youtube.com/watch?v=heAgDo7zYnM
>>1239082 Animal crossing.
>>1243325 Gamedev got too easy and there are too many games
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>>1241040 >what is the difference between this and a synth, because both are artificially generate sounds There's a world of difference between "artificially generated sound" and "artificially generated music". Is that really such a hard concept to grasp? When composers (good composers mind you) create music involving acoustic instruments (such as the shamisen you claim to like so much, flute/violin/bassoon/trumpet etc) they add different articulations (legato, staccato etc), automate the dynamics of the entire piece and every single instrument, add rhythm desyncs and ever so slightly detune the instruments in order to "humanize" the overall sound in order to make it seem as natural as possible bar hiring actual people to play. When it comes to the electric guitar, there're also a lot of variables involved: model, electronics, picking style, strings gauge, guitar effects, amps etc. which can be emulated/synthethised rather crudely, but will never sound nearly as good in comparison to the real thing. There's a reason why Jeremy Soule's music sounds so good despite it having been made with the samples ever since the early 00s when quality VSTs (samples) were either non-existent or way too expensive for the average person (IIRC he used the custom-made samples). There's a reason why Falcom's music sounds good ー they use real people to play the whole thing or blend VSTs with the real instruments. It's the randomness factor that makes music so exciting. And by the way, my previous question still stands. Japanese doujin artists ー yay or nay? Was this option too much of an effort for you?
>>1241040 synthesizing sounds is a whole different animal than having AI generate a song for you. https://www.youtube.com/watch?v=jW1YvzHvCrU
>>1239082 >>1243334 searched "Animal Crossing cat", only got a wiki page of cat villagers and cat themed furniture, realized anon was probably bamboozling me, got frustrated, searched myself with Yandex and it's actually from MySims Kingdom
>>1239525 Jesus christ the ass on that goat is huge.
>>1229388 Seconded, not only is gamdev about videogames, being able to organically market what we do here is a massive benefit.
>>1237265 True, especially if you favor fun over balance.
Meh whatever, I will never become popular so I don't care much if my asset doesn't look like it is made by a professional. I am too depressed to learn another skill and do things right. I almost managed to make my script for the basic bench to be very barebones because it utilizes my library script to do all the heavy lifting, I just need to add a few more functions then its almost done, that way I can have for example 10 different benches if I want each with their own recipe category and they don't have copied code that does the same thing. So I will be able to move some of the recipes from the basic bench to the ammo bench, but I still need to figure out why the fucking materials are not being loaded. God, the fucking Luanti discord server is absolutely useless, on GZDoom discord server they often help me out whenever I have a question there. Meh at least I made some bit of progress today despite I sleep a lot lately.
Where my RPG Maker 2k3 Maniacs パクリゲー chads at
>>1244886 rpg maker games made me sick of turn based jrpgs
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>>1240158 >Any neets or hikkikomori here? How do you stay productive? 1. I WONT DIE ALONE A VIRGIN. I WILL HAVE A WIFE AND KIDS... but those are expensive, so gotta work 2. Wanting to buy a lonesome apartment above mega mall, so i can dev all day in my room, and eat good 3. Christianity. The hope of "God will do. Everything will be awesome" give me motivation to work 4. Delete X/twatter. Toxic space 5. Coffee 6. The fear of not going to make it, whip me to work
>great looking 2D platformer keeps popping up on my feed >never breaks more than ~50 likes on xitter >it's been almost a year and there's simply no momentum behind it even though it looks almost professionally made Algorithm lottery is a bitch, this is demotivating me since my game doesn't even look 1/10 as good as this so it's guaranteed to get even less engagement
>>1245420 As unoriginal as it may sound, the key is to keep doing it just for the sake of fun. Keep chugging along because you enjoy creating something like a good nerd you are. inb4 copium
I spent 2 hours trying to make a custom font, even up looking like shit trying to emulate a different game's font. I didn't realize the font was free and public. But I went with something else.
>>1243325 What these people don't realize is that the gold rush is over; gamedev as a jobby is completely unviable now and the economic conditions that put these people out of work is being engineered to put them into a place where they will eventually willingly sign up to die in WWIII. The AI replacement is happening, there will be no UBI and all the excess humans will be killed off.
>>1245889 Sir, this is /v/, not /x/
>>1245889 I think many people entering the scene purely for money will be filtered out
>>1245602 If you don't always have at least 10 FONY and FontForge windows up at all times, you're not gonna make it.
>>1245420 2D platformers are considered dead before arrival on PC by all systems unless they have a meaningful gimmick or a really, really unique art style which can brute force disable the checks. ie. It's less losing the lottery and more that that game failed to qualify to draw a ticket in the first place.
>>1246068 The problem is that on a global scale there is an endless supply of people who will enter the scene for money. It's the same reason why decade old scams on the internet or porn models that do nothing but tease keep going, there is a limitless supply of people who will pony up the $50 or $100, get scammed and then walk away. It's a completely viable business model. See onlyfans/camgirl/porn sites, most girls make nothing, but new ones keep joining because they see the models propped up by jews on the front page and think they will make millions of dollars just for existing. They bury themselves into a hole they can't crawl back out of and get ejected as a burnt out shell before finally committing suicide.
>>1231921 Why not post your game so we can see how shitty it is? I mean if it failed, it probably failed for a good reason. We (or at least I) don't buy into the gamedev doomer "your game is guaranteed to fail" shit.
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>>1236002 Good, I don't want to be. Toby Fox is an overrated hack. He is under where I'm aiming.
>>1246197 >or a really, really unique art style which can brute force disable the checks. I'd say it qualifies, it's certainly far beyond my skills or creativity
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>>1238669 >>1239887 >but it looks good Have you looked at any of the reviews? >Unskippable cutscenes >Boring combat >Simplistic abilities >Bad Boss design >No keyboard/input rebinding >Unlikeable protagonist >Pointless overland map >All in all, it feels like somebody's first time putting a game together, albeit with incredibly great art. These are all in the 'most helpful' negative review. All seem like things that would have been caught with testing or submitting to demoda, or if the guy had released any other game before. Not adding key rebinding to your game is a pretty basic rookie mistake. The game not being fun is obviously a big issue, you can't carry the whole thing on art. It's like Arksync all over again, though I don't know if the arksync dev was also an industry veteran Art is important but it isn't everything. >>1242791 It does but it also looks better than Lethal Company and Schedule 1, which look like shit and yet outperformed many AAA games. Also marmo used that game to grind up his skills, if you look at how it was back the first time it was submitted its clear that he learned how to make games entirely with that game. Not everyone can be Eric and just get a gigahit on their first try after plugging away at it for 10 years.
>>1246297 Lethal company won the lottery, there's nothing organic about schedule 1, that shit was paid for. Look at this slop: https://www.youtube.com/watch?v=sR7rMP4GXuE Looks like babby's first horror game. A $20,000 payment to some faggot jewtuber to make soi faces later and you got 1000 reviews. This is what you have to do if you want to succeed, it doesn't matter if your game is good or what, no one is going to see it or play it if you don't pay some one famous to shill it.
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Have you tried appealing to people's base instincts more? Like, just release a good game with adorable or relatable characters. Highly marketable stuff. Just going in on syrupy cutefagging will get you far. If not that, appeal to people's dicks. Make a game with waifus in it. That'll get you far too. I notice a lot of devs don't put a lot of effort into making a game with marketable characters, or put much effort into their characters at all (it's a bald generic stick guy with two colors and an angry face). Maybe try that? Horror games appeal to base instincts as well, people are easy to make afraid with cheap scares, and having people soypog at all the jumpies on youtube will make your game sell. If you want peopel to look at your game a good way to do that is marketable characters. Look at Hollow Knight, look at OneShot, look at Hat in Time. Those went super far on cuteness alone and now they have merch deals with TheYetee and GDQ and whatever.
>>1246368 you need both, the game you posted will be forgotten in a few days if your game is good a push by some streamer will cause it to spread like wildfire, and if you're lucky/smart you don't even need to pay anything
>>1243463 >It's the randomness factor that makes music so exciting. If the problem is randomness you can always sample sections of the Ai music, AI sound effects and create your own music out of it. >Japanese doujin artists ー yay or nay? If they have their albums on youtube, I will listen to them, the problem is that I don't want to play archeologist only for me to found a mediocre music that I've heard thousand times, or discover that the group disbanded or it changed genres, there is nothing wrong with that but I want more. If you want to blame someone blame the people behind the search and recommendation algorithms, they are the one who are hiding the good stuff. >>1243544 its a black box that generates sounds isn't it ? They are fundamentally the same.
>>1246157 I wish Font Forge had better ways to add layers with color.
>>1246465 >Hollow Knight, look at OneShot, look at Hat in Time Those were mostly luck-based successes, there's tons of cuter/more marketable games out there that failed to pick up steam
Fucking hell. I can't fucking figure out why my firearms are not doing any fucking damage to the mobs, no matter what changes I do to my code the console always outputs 0 damage and I tried looking up at Luanti source code for some hints and I couldn't find any additional info on what I am missing. ChatGPT was not much of a help either. I don't understand, the code worked just fine in MTG (Minetest Game) but now all of suddenly it breaks in Voxelibre
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>>1246500 >If the problem is randomness you can always sample sections of the Ai music, AI sound effects and create your own music out of it. Sounds infinitely more time consuming than just trying to find more music, or commissioning people to write more quality music, or (why the hell not) learning to write good music by yourself. >the problem is that I don't want to play archeologist No, you're just being a low-effort bum like the absolute majority of AIfags. >mediocre music that I've heard thousand times The irony of this statement is almost palpable. Not only you're full of yourself, you choose to listen to mediocre or less than mediocre crap generated by an AI. You're contradicting yourself and you don't even realise it.
>>1246500 >its a black box that generates sounds isn't it ? >They are fundamentally the same. no they arent you need to use your own knowledge and experience to make a synthesizer produce new sounds
>>1246627 It's not luck-based you dumbfuck!!! They all found their niche and catered to it, and it grew from there. I really don't get it because Hollow Knight isn't even that special but for some reason there's an entire generation of women who make it their entire personality.
>>1247445 >They all found their niche and catered to it, and it grew from there. So were countless other devs who didn't get picked up because of the algorithm
>>1247549 "the algorithm" just measures people's interest, wishlist velocity, traffic, clickthrough, average play time. If you made a game that nobody was interested in then you didn't "cater to a niche" you made a game that nobody wanted
>>1247658 >post stuff on twitter consistently >roughly average the same engagement numbers every time >one post is way below average even though I put extra effort into it >randomly one day someone retweets it and it blows up since everyone sees it on their timeline and starts retweeting it That sort of phenomenon is what I'm referring to when I say algorithm, due to some combination of unknowable factors the extra effort post was buried and not even shown to my regular audience, who obviously liked it when they actually got to SEE it Are you going to claim Among Us was a game no one was interested in because it flopped on release and was dead for 2 years after that? If streamers didn't stumble upon it during the lockdowns it would've stayed a literally who game no one ever heard of despite obviously having qualities that people are interested in
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it took a lot more tiles than i would have thought to get every single directional combination. but it's worth it, level recognition is much better and it looks very clean.
>>1247790 >>roughly average the same engagement numbers every time does this mean that he got those 50 accounts hooked? Asking for a friend
>>1247549 You're too eager to blame factors outside of your control when maybe you just made a game that looks boring?
>>1247790 You need to stop using viral giga-hits as your baseline for success, it shows a very consumer-level knowledge of the market. Pay for a month of pro access to games stats and just look at what the average game is actually earning in your genre. Amongus isn't a case study to follow, every normie suddenly developing a need for a casual party game due to an unprecedented global lockdown isn't something you're going to aim to replicate. Many runaway viral success stories aren't predictable or replicable, at best you just create a clone and try to cash in, now there are hundreds of Vampire Survivor and Lethal Company clones, some doing quite well, but it's not the same as the viral hit that they are following
>>1248104 It's not the baseline, it's an example of how an algorithm can bury even a potential gigahit
I can't find any decent games on steam for shit because every retard is allowed to tag a game. So when I search for games with specific tags I always get tons of garbage result due to that.
After two days of feels-coding (changing algorithms and systems without that much thought) i have found that, confirming my earlier suspicions, pulling back to a previous version of the interface i was working on is the best course of action feels empty as fuuuck
>>1248104 Now come to the realization that most games aren't mega hits and the moderately successful ones only make a couple of hundred thousand dollars in sales, divide that over years spent working on them and after taxes you're looking at minimum wage in the best case scenario. AGDG clearly turned into a jobby over the years as people looking to escape their shit lives ran into the hobby and now the market is saturated.
>>1248721 If you're already making enough to survive, getting a second minimum wage on top of that is a huge bonus.
>>1248751 with double minimum wage in the european countries that do have it ( :/ ) you are going to just avoid debt and maybe go out once or twice a month
>>1248796 >Once or twice a month Damn slow down Elon Musk.
I'm not making games to make money. As long as I have my needs met, I'm making them for repute. Repute should be your priority when starting out, at least initially.
>>1248721 Except that gamedev is a full time jobby, if you had the drive to be able to make a game while working then you would already be successful in your real job.
>>1249019 I'm unsuccessful in my day job precisely because I half-ass it to have the time and energy to work on my game
>>1247790 The lesson, if any, from freak occurrences like this is that "good" is a moving target that changes with the times. When Among Us released, it failed because it was a bad game. But then the entire world changed in such a way that Among Us became a good game. "Good" being a moving targe t is a little more obvious in the other direction. When Super Mario first released, it was a good game, but the world has changed so much that if it released today, it would certainly fail. It wouldn't be considered good. But anyways, if your game fails, you shouldn't hope to be as lucky as Among Us in the entire world changing in a drastic enough way to magically turn your bad game into a good game. It's not going to happen.
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>>1248721 I'd be happy with a few hundred grand, I have a day job and do gamedev for fun, and have for most of my life. You however appear to be a nodev. >>1249019 Damn being able to positively identify and filter individual doomposting shitters by poster ID is truly wonderful. It's going to be sad when everyone goes back to 4chan and you people have free reign to fuck up the thread again.
you are not supposed to tell them that or they will change ips
>>1249310 >It's going to be sad when everyone goes back to 4chan This may sound overly optimistic, but I have a feeling lots of anons are going to stay around. 8/v/'s /agdg/ is infinitely better
>>1249420 8's /v/ in general is much better.
>ITT:
>>1249306 Nintendo re-releases it's old games all the time, if they sold super mario again people would still buy it because it's nintendo. This is what you guys are missing, I've been saying for like 4 years now that it doesn't matter if your game is good or bad, it doesn't matter if your game barely functions, most people who buy it won't even play it. It just needs to be popular, now how you get there is the real question. People aren't just going to stumble upon it if you throw it out into the void.
>>1249472 I think we should draw a distinction between buying a game to play it and buying it to "be part of something popular." Otherwise we might as well just not make games and do something else with better returns.
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>All these losers talking about their day jobs Ah if you're not full neet. You're not gonna make it. McMillen said as much. The only good developers are those who can't exist in the corporate world If you're able to talk to people in the real world and you've managed to pass a job interview, you've already failed as a game dev.
>>1249543 I haven't been able to get a fulltime job, only temporary 6-12 month temp contracts, so I still count as someone who can't exist in the corporate world, right?
>>1249575 How can you hope to compete against a neet who spends all day on this? You don't have the hunger. NGMI Sorry.
>>1249543 I am a neet and the only shit I have released so far are GZDoom mods.
>>1249598 Going by self-reported dev habits, most neets here don't actually work all day. In fact, I'd go so far as to say I probably work more than a good chunk of the neets here.
>>1249543 >>1249598 I've been a neetdev before and I wasted time. I probably spend more time deving now than I did then even with a job. I guarantee very very few neetdevs are putting in 40-60 hours of work per week on their game
is 3d fps game "from scratch" really that hard? I want to make unity/godot (whatever easier) slow zombie game and my only experience is I made shitty garry's mod maps
>>1249892 The basic mechanics are not hard, weapons, enemies, basic level blockouts. The hard part is once you start going down the 3D route you immediately fall into the realism trap and then you need motion capture animations, voice acting, PBR materials etc. All modern tools are geared towards AAA production so it's actually hard to keep yourself constrained to a simple graphics style and then you still have the hurdle of being a good 2D artist if you want to do that.
>>1249310 If you still want to go back to 4chan after seeing how much better this place is you are genuinely too stupid to help yourself.
>>1249892 What's your /prog/ skill and how featureful do you want your game? The 7DFPS jams have had plenty of entries over the years, even in the time before Unity became more known in ~2010 for Flash support. Mentioning Wolfire and Crypticsea can go both ways, in both being borderline-solo devs with moderate autism that still posted up C++ work for years, even if they jumped straight into procedural animation and physics that made A New Zero Sub Rosa and Overgrowth dramatically slower to create compared to wrangling with Unreal. >>1250000 good quads
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>>1250000 >if you start using unity/godot you'll go from basic movement and collision detection to mocap and professional va How dare you waste those digits on such a silly post.
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>>1249306 >"Good" being a moving targe t is a little more obvious in the other direction. When Super Mario first released, it was a good game, but the world has changed so much that if it released today, it would certainly fail. It wouldn't be considered good. I think that's oversimplifying it. SMW is a good game, there are certain objective markers you can hit of being a good game (in a game like SMW for instance: lots of content and levels, gameplay variety with powerups and Yoshi, free of bugs of course). But it's basically a matter of seeing what you're competing against and trying to make something better or find a niche within that space. Some ideas are evergreen, some aren't. The idea of making a platformer seems to be evergreen, for instance. But how you tackle it is a bit more complex: do you choose to do a Metroidvania? Parkour platformer or Celeste/Meat Boy-like? Levels-based with a hub like Pizza Tower? What's your plan for content, how do you fill your game up with things to do? This hinges on how you designed your player character and core mechanics. In the end, the objective is the same: make a game YOU THINK is good, and don't phone it in. Don't just half-heartedly make a clone of an existing popular game "but with furries" or something like that, put yourself into the game. Get your own standards and try to live up to them.
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hey anons, someone said that the first logo is a bit disjointed, so i made a quick mockup which makes the O and M normal characters. Though, i think that it looks a bit bland now. What do you anons think?
>>1250211 red and black like that just looks wrong for a cat game, the wheel (sun?) on the left is also just ugly, the only texture i can imagine that shape working with is that of a metal cog
>>1250211 Maybe the cat ears would work better as part of the M (or replacing it).
One word from a platformerfag and you already know their V card is still intact. Anyone who did release a game would know that influencers control everything. FlyKnight is living proof of that.
>>1250211 >someone said that the first logo is a bit disjointed I think you're trying to have your cake and eat it, too. You want some wacky replaced letters, but also plain boring ones. You want cat features but also machine parts. You want sharp vivid red but also plain dark gray. Hell, you felt the need to use two different shades of dark grey for different letters in the same logo! Commit to a style, dude. Like >>1250549 said, maybe the M could be the ears and the C could be the tail of the O. Use the same gray.
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Added saving/loading, tool ui, plant pot, and watering plants.
>>1250843 >>1250315 >>1250549 the reason for the O being a cog and M red like that is to reflect the gameplay. cogs being reflective of the upgrade selection the red looking like the spikes in the game shame that it turned out not as good as it was in my head. as for the different grey, the grey on the C is closer to the cat's grey. Though i think that it looks nice with the C being the cat with the ears. do i just update all the other letters with the same grey as the C? if so, do i give them white spots as well?
does codex cli have mcp client support?
>>1250932 made some quick edits - all the same color now. i gotta say i like it. thanks for the feedback, guys.
>>1250932 You don't need to do it but making the O a paw with the soft spot cut out would be *really* unique
>>1251011 can we see what the ears + tail would look like on the R
>>1251026 >>1251035 i'm not the one who drew it - a friend did the art. but also he really doesn't have much left in him after all the backgrounds so all there really is is my shitty edits
>>1250751 who's behind flyknight?
>>1250000 >>1250073 yeah, I think I need to scale back and create something simple first
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>>1251062 A refugee from the other place. But more importantly, this 1 hour game with THREE bosses shits on any notion of meritocracy.
>>1251121 Influencers are a major part of it, no getting around that, but I feel like it being co-op is also a massive factor.
>>1251121 I mean who's the "influencers" responsible for it's success? is it just blind luck or did he already got connection before hand?
Why are so many gamedevs so negative and hostile? Even here. I mean old 8chan was less hostile and I've always thought 4chan /agdg/ was so hostile as to be useless, but it's very clearly pervasive to all gamedev communities. What's the deal?
I kinda glad I live in a shithole with no game industry, aside from outsourcing (I swear I'm not indian) anyone who published a non shovelware game here always got a free publicity just for being "local game, made in x" "support our creative industry" or some other bullshit lol
>>1251206 bitterness from past failiures paired with jealousy, if i had to guess. and i am speaking from experience.
>>1251165 Iron Pineapple, visible in the dev's own Twitter.
>>1250751 What's it like living with your fate in someone else's hands? Never been my problem, I don't fucking suck like you do.
>>1251228 Why don't you guys just help each other with your projects? Don't expect money, just help each other out. I'm an artfag who could use a codefag's help.
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>>1251206 >Work for years for no pay on a project you're passionate about >1 consumer says 1 negative review >Game is buried forever Imagine a Game Dev Happy
>>1251273 what do you have trouble and is it in godot? Can we trade works? (cc1/0 (choose) to you and to me)
>>1251236 Kasha is more subservient to influencers than every other game in the thread. Speedrunners are the only people who will give her good YouTube footage so you gotta bend a knee and beg for them to put down the ACE setups and actually play a game. It's a cursed genre with far, far too many Demo Day entries.
>>1251273 creative differences, for one. lack of wanting to share ideas with others. plus there's only so many people who do a thing. an indie project really only needs 1 coder or artist or composer, and that's either contracted out via commission work, or a friendgroup/studio is formed and there's no need to post on an imageboard
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>>1251273 Collabing always leads to one person doing all the work because some other guy has >Personal issues/lost interest/ghosted after a while/hurt feelings This is the first bitter truth you learn about trying to collab. Collabing is a the young person's first mistake that he must overcome to become a real dev Only after you've had no less than 3 discord blowouts can you be ready to make your magnum opus
>>1251308 does the other person not get a pass if he regularly posts art on /agdg/?
>>1251332 (You)
>>1251311 Bullshit. Speedrunners will hate Kasha vs. Kritters. It's an arcade game about achieving high scores and defeating all the enemies in the level, not about backwards longjump autism. The enemy spawns are going to be too RNG heavy for them. >>1251308 I was kinda hoping it'd be in unreal, but maybe I could lend a hand to people here if I have time. Just let me know what pixel art you need and I'll let you know if it's doable. As for Godot help, yeah it'd be nice to have someone code this Kasha minigolf project I want to make. I don't wanna do it all myself.
blah I am too lazy to fix the texture inconsistency, I will do it later tbh, I spend a fair bit doing more coding work, fixed a few bugs and made the code a bit more tidier, not that much though. I also fixed the fucked up formspec from water boiler and saline crystalizer, should look correct now. Now I just need to think of something to make ore crafting harder, but I also have this current issue my crafting code does not support item groups which regular crafting does so it is something I need to fix it somehow, because I made a building material item which is crafted from cobblestone instead of stone group and wood group. Maybe I can fix it by requiring the player to manually insert the ingredient, slightly inconvient but better than having the script randomly take away random items just because they use the same group, I don't know. I want in my mod that all forms of ore and stone are regeneratable but I need to increase the diffculty of crafting of it first so that its not so easy in the beginning to have a lot of copper and iron. Maybe compensate the player a bit by adding a means to refine ore for more output if he is willing to put in more work
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>>1251435 I saw a sideways sprite and thought platformer but an Arcade game is just as bleak. Take a good look at this carnival mirror of yourself.
>>1251539 I don't know what this is or what you're talking about gamer.
>>1251206 That's the thing, they're not gamedevs. The 4chan general was a shithole full of nodevs who spent 18 hours a day shitting on people who did post progress and filling the thread with blackpill demoralization psyops. Typically in a 750+ post thread you'd have fewer than 7 progress posts. All of the actual yesdevs had moved on to other places like discord, the thread was just a whirlpool of endless bickering. Now they have come here... But they have poster IDs and you can filter them which I highly recommend
>>1251332 I think this is more of a critical issue with collaborating neurotics (or children) on the internet, contrast to say, a team of people lead by a single lead's vision (see: the many successful or well put together mods out there).
the more I think about it the more I realise that I don't actually want to make a game and I just want to make a game engine with cool custom features as a way to learn stuff
>>1251435 Oh neat, a mini golf game. Are there other shot modes than ground shot?
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Glasses, or no glasses?
>>1251982 One of the best gamedev youtubers is sebastian lague who does mostly that and doesn't really make full games. Many don't understand having a nice interesting problem to chew on, the lack of interesting problems has definitely caused me to project hop a lot in the past
>>1251982 Come getting nothing done with us in >>>/t/17907
>>1252008 +1 for glasses
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>>1252008 Adding these glasses to my game also.
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pricetag for a tag with the main cave environment textured something like this?
so i just learned that in godot, in order to write an abstract function that takes any object and returns its dictionary version (for use in for example JSON.stringify()) you need the classes to be declared as scripts. Can some godot wizard explain why? Like no seriously, this is the dumbest fucking thing i have ever seen, i am supposed to separate one file into 20? If I had wanted to do that I would have been coding games in assembly, not gdscript How the fuck are they so many releases in and this is not implemented?
>>1252008 I honestly think it looks better without them. Everyone thinks those are cool Kamina glasases from Tengen Toppa but to me they just look like Mouser from Mario.
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>>1252006 Yes, there is also a fly shot. I was planning it to basically be Kirby's Dream Course meets Candystand Minigolf but with PS1 graphics. It's what this model is for. She can turn her tail into different powerups that alter her shot based on milkshakes she drinks on the course.
>>1252377 what do you mean declared as script? you need the class to be declared at some point, yes, that's about it, and you can put all of them in the same file if that's your fancy
>>1252377 >abstract function >dictionary version >separate one file into 20 post example of what you mean? Is your entire game in one file?
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>>1246465 >If not that, appeal to people's dicks. Make a game with waifus in it. That'll get you far too. That's my plan.
>>1231921 you sounded like you were on to something and I was happy for you, until you said >I can make the latter half of my game more scaled down than the first, and do it more sloppily just to get it done. DEAD WRONG. ISHYGDDT!!! you've just gone from acceptance back to bargaining >but I'll complete the game no, anon. it flopped. stop wasting time on it. analyze WHY it flopped and then make a new game that avoids the same mistake. don't double down on the mistake by continuing it, let alone continue the same mistake but more SLOPPILY, wtf. what could you gain as a designer or programmer from making a sloppy second half to a game that already failed? what you need to work on is a game that doesn't fail. you need to move towards that, and a game that already flopped will never become a success from doubling the content. this already wouldn't work if you made the second half with the same quality as the first. imagine how much a player would hate the game if you made the second half worse! this serves absolutely nobody.
>>1233173 he already launched it and you only launch once.
>>1252988 Tell that to No Man's Sky
>>1252910 Too generic and too many, you need a handful of waifus with distinctive styles.
>>1247445 Hollownight exists becauseits chinas favorite
>>1254408 Easily solved by having commanders/class captains that annoying pop up on screen all the time when you do certain actions
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>>1254408 >you need a handful of waifus with distinctive styles. >>1254473 >solved by having commanders/class captains That's also the plan. Each squad has a few thousand randomly-generated relatively normal girls. The ones with "anime main character" energy end up as squad officers and are the ones with actual portraits/dialogues/etc. Although actual char design on the officers will have to wait until I find an actual 2D artist, right now it's just the lowest effort random AI garbage to fill the UI. I have the rough outlines for the ones relevant to the main story, but that's pretty much it. >that annoying pop up on screen all the time when you do certain actions I will avoid that one, probably. Still unsure if I will do VN-style mission briefing or directly pop players in the game and have the "briefing" be given with in-game cutscenes, kinda like WCIII does.
is it just me or is this general actually talking about gamedev unlike how it used to be in 4chin?
>>1254821 the usual shitposters/dramaqueen didn't find it yet
>>1254832 Most of them at least
>>1254832 We do have at least one doomer posting distracting doomershit. Really, all discussion on marketing, sales, charts, etc. should be banned because, no, it's not part of gamedev, no matter what the doomers will say.
>>1254873 Actual advice on how to market yourself/where to shill your game should still be welcome but only when someone asks
>>1254873 >Really, all discussion on marketing, sales, charts, etc. should be banned because, no, it's not part of gamedev, no matter what the doomers will say Reasonable take tbh. People will sit in the thread spinning bullshit about their "game lore" while having no game, then justify it based on the fact that lore is tangentially related to videogame development. Those people are at least bearable because they aren't really trying to demoralize other people.
>>1255080 >then justify it based on the fact that lore is tangentially related to videogame development My own thinking is that lore is only on topic if it's in the context of discussing how to implement it or use it effectively within the actual game. Example off the top of my head to demonstrate what I mean: the "pick up that can" scene in Half-Life 2. It's a neat little way of reinforcing the "pick up" gameplay mechanic in the player's head while simultaneously conveying the lore of the world being full of oppressive power-tripping bullies. So if someone wants to talk about their lore, it should be something like "I want to convey X to the player and thinking of doing it via Y."
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Ultimately, every game I'm working on is just a stepping stone towards GigaMaidens I don't know if I'll ever make it but... whatever, it's my life I have made this game my white whale
>>1254699 > precision walking simulator 2025
holy shit i found it, i missed you guys
4chan is back btw
>>1255996 >literally same shit as before Embarassing
>>1255996 >cris and bocchi blog palace is back nah, fuck off
>>1255996 Take one look at the half thread and you'll immediately decide to stay here. We should have our own demo days here.
>>1255996 if enough people from my regular threads stay here i'm not going back
>>1255996 >it actually is Oh. Neat. Will keep posting here tho. Thread is much more usable than 4's /agdg/, and while the /v/ threads were sometime nice they also turned to shit when they became a semi-general instead of a "once per week".
>>1254386 No Man's Sky was a huge commercial success at launch. Only the reviews were bad, the sales were great. That's WHY they kept working on it. because the game already had a big audience so they figured they could turn all those people into return customers if they fixed the shit game, as opposed to having all those people say >don't buy it when they announce their next game. they played their hand well and the did the furthest thing from doubling down on a flop.
>>1256607 Going off this, the creator of Dilbert noticed and commented on the phenomenon of "successful but bad product," citing the example of early cell phones, early fax machines, early Internet, and season 1 The Simpsons. If a product is bad but still massively successful, it's often worth it to invest to make the product better (which often makes it even more successful), but there has never been a case of a failed product turning around later.
>>1255996 doesn't work for me not going back anyway
>>1256921 oh nevermind only the front page doesn't work for some reason >same exact shit yup not going back
>>1255996 This thread is better for gamedev discussion in every way. I don't see why most people will go back there outside for attention whoring.
Right now I have 5 variations for a descriptive text with simple actions. Is that good enough? Having the same thing repeat feels awful, and so far with testing 5 seems like a good amount of variance. But I'm not sure if that's enough, you know?
>>1255996 Thank god the drones will leave now
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>>1255996 thanks for letting me know. I gave it a good thought and finally deleted all my bookmarks to 4chan. I'm staying here or giving up on chans long-term. definitely not going back to the tranny mod site. the whole reason I was attracted to 4chan back in the day was freedom of speech. trannies who ban at a whim for made up reasons are the antithesis and they have clearly won on 4chan so it's over, there's no bringing it back.
it seems like either everybody went back, or they're asleep (middle east time to sleep)
>>1259146 Sadly, hopefully enough people stay
>last thread 404'd before i could finish reading it fugg :DDD
>>1259469 Mixing threads from different boards into one board may be breaking links but you can reach it at /vault/res/7821.html >>>/vault/7859 >>>/vault/8147 >>>/vault/8464 >>>/vault/8592 >>>/vault/8684
changed the algorithm i was using for 2d chunk generation from weird geometrical shit to a simple "sweep y for x", the result is comparatively eye candy and fps is still averaging 59 on my shitty intel cpu with a bunch of rgb(a**) shaders running on screen, the prior version also had a bug where some components of the chunk would spawn out of the grid so i saved myself that torture, lol
back to normal? bliss I'll miss the /gedg/ people but they should know better by now.
>>1259649 >>/t/17907 A couple of them tried but almost all of them were lost o7
>>1259524 >>1259602 Fuck yeah cheers lad. Was the thread speeding up quite a bit as time went on? It was even slower than it is now last checked
just remember frens. No matter how bad your video games is, it can never be worse than 4chan.
>>1256458 We do have our own demo days here, they're on a different schedule though.
>>1259719 It picked up as more people found this place but then >>1255996 happened so I think it's back to being slow.
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>>1256458 There is exactly 1 /v/ersion exclusive here and they're not very promising. There is no future here.
>>1261748 Where? There's me, there's Cole-Dingo, there's shodanon, and a few others.
>>1261509 what is this going to be?
>>1259163 it would help if they could get rid of this retarded "disclaimer" page that effectively wipes which tabs I had open every day.
>>1262108 It's a store management game. I should have focused on the selling part first.
>>1263691 It's there so people know the rules, unlike 4chan where it's more dynamic when things get changed.
>>1264061 ??? I'm talking about basic usability. >open a few threads in tabs >close browser and wait a while >next time I open the browser every single 8chan tab will navigate to the disclaimer page and lose the URL it was actually on, for some reason >only the very first one where I click the button will navigate back to the URL I was actually on this means I can leave only the AGDG thread open or I will have to search for it and open it manually at least once a day. pretty sure it's happened more than once a day even. this is completely unusable. I can't believe it's how the site is intended to work.
>>1264061 Nobody is reading that shit, especially if you make it pop up more than once a month kek
>>1264176 Here, someone on /b/ made this basically as soon as the refugees came because it's so annoying // ==UserScript== // @name 8chan TOS Agreement // @namespace Violentmonkey Scripts // @match *://8chan.moe/.static/pages/disclaimer.html // @match *://8chan.se/.static/pages/disclaimer.html // @grant none // @version 1.0 // @author - // @description - // ==/UserScript== (function termsAgree() { const elems = document.querySelectorAll('div.titleWrapper>fieldset.titleFieldset>h1>a'); if ((elems.length > 0) && (elems.item(0) != null)) { elems.item(0).click(); } })();
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>>1264414 so this thing clicks on the button? but by that point you've already lost all but ONE url you were browsing. all the other tabs are dead. I want a more permanent solution. by going in the dev tools (F12) -> Application -> Cookies I looked at the cookie causing this shit. it is set to expire every SESSION. So I clicked where it says "Session" and replaced that with 2027. apparently the field is capped. the cap differs between Chrome (middle of 2026) and Brave (screenshot) so it's a browser setting? what a mess. any way, the name "TOS20250418" suggests that they renew this cookie by changing its name from time to time. I should now have a usable site until they change the name of the cookie. I'll have to redo this process more or less often depending on how often the site owners fuck with this cookie. why are they like this? it's like when game developers start their game off with unskippable videos. WHY? everybody just goes on pcgamingwiki and edits those videos out. absolutely nobody wants this shit so stop doing it already.
>>1264176 Could complain about it on /site/, seems like it'd be better as a popup than as a redirect
>>1264457 Hmm, on my machine it doesn't wipe the old URL, so it's probably less annoying for most users. I'd go complain in >>>/site/ tbh, I've seen them accept code dumps in the suggestion thread if you're interested in fixing it. There's only one guy that devs the site at least until recently, so a bunch of stuff is less than ideal. I agree it's annoying as fuck, on mine since my tab restores to the actual link you'd think this is better, but since you don't see the disclaimer page then the page updater and post reply button don't work and there's no indication you're essentially viewing an archive kek. Pretty retarded because they've probably lost more users due to it than made them read the stupid page. There's also https://update.greasyfork.org/scripts/533067/Fullchan%20X.user.js if you haven't got it yet, doesn't fix this particular issue though and you'll have to make sure things like inline replies aren't active on both native and the script.
>>1264628 it shouldn't be shown to users unprompted ever. now nobody reads it and if it was a popup nobody would read it all the same. nobody is ever going to read that shit so stop shoving it in my face, full stop. you cannot force people to read something they don't want to read. you never could. people have been ignoring any and all terms of services / EULA text since computers entered the home and this is never ever going to change. hell, I bet most people don't even read their employment contract before signing it and that shit has real life consequences that could haunt you for years. you just can't make people read something they don't want to read so stop pissing against the wind. and the painful reoccurrence of the thing is very reminiscent of anti-piracy measures: if somebody actually did read the thing he would just be tortured with it in perpetuity like everybody else regardless! how fucking stupid would that guy feel? by the way I will NOT go to /site/ or anywhere else to try to talk sense into someone who wants to nag or otherwise inconvenience users. he might try to "fix" the "loophole" and start renaming the cookie more often.
>>1264176 >>1264457 it doesn't wipe any tab for me on firefox, but then again when you reopen firefox it only loads the tabs once you switch to them, so I get the disclaimer once on the first loaded tab, click proceed, get redirected and all the others just load without the disclaimer
>>1264640 >Hmm, on my machine it doesn't wipe the old URL, so it's probably less annoying for most users. The disclaimer page sets a cookie to the path of the page you were on. If you have multiple tabs open that get redirected to the disclaimer then you're left with a single path because the cookie overwrites itself. You can test this by opening two different boards in a private window so that they get redirected to the disclaimer, then accepting the disclaimer on the first page which is redirected to the wrong board. Most users probably don't refresh all tabs at the same time after losing the session cookie. >>1264457 You might be able to fix this by installing the accept script above, then disabling the thing that refreshes all tabs at once and instead refreshes as you visit each tab, but if you have thousands of tabs open then it might get annoying. Maybe there's an extension that makes each tab refresh one at a time with a delay so that the cookie isn't overwritten.
/addg/ amateur disclaimer development general
>>1264980 Still more on topic than 4/agdg/ kek
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>>1261748 Nobody is keeping you here anon you can leave any time you want lol.
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Gonna make some sprites for the enemies, draw up a better background and add some music, and I think I'm done. Went way longer than it should have though, as usual. I'm glad I only gave myself a month.
>4chan back up >thread goes back to normal activity yeah, i guess that tracks.
>>1270994 >check 4/agdg >already a thread and a half burned since yesterday >one sentence shitposts, coomer shit, AI debates, sales debates I remember why I barely bothered with it now.
>>1261748 This site has a couple of gamedevs in fact, I don't know why you'd think that? I think the Fight Knight guy comes here, I remember him posting once at least
>>1271045 Ditch your hangups about "coomer" shit as well as that word entirely or you're not gonna gel here.
The Big Woman has arrived
>>1271057 I mean coomer shit as in "how do I make a game like this/do x games sell well?/is your game fun/is coffee good for you" posts with a pic of some random obnoxious fetish porn game, not "here I made some progress on big boobs maiden 69/loli simulator deluxe"
>>1271077 I think it's because 4chan /agdg/ is just an open playroom where any kid can wander in and take a shit in the ball pit. 8chan /v/ is the only place where all the posters are actually interested in devving games.
>>1271085 Problem is the ballpit has no more ball, is completely full of shit and they still play in it
>>1271045 I realized this later than I should have, but sex appeal does matter heavily for instant reactions, which Steam is based around the first 5 second reaction. As long as it's tasteful, most people will enjoy it. And by that, SJWs will accept anything your game does if it has the males having sex appeal and possibly gay romance.
>>1271965 >SJWs will accept don't worry about them. worry about all the people who will NOT buy your game because they can sense it contains gay shit.
>>1272235 It's not worth worrying about SJWs or the grifters. Just Like Make (the) Game (you want to make)
>>1270994 >>1271045 4chan is the bit on the side that you can do things you'd never want to do to your wife, 8chan
meh I don't have any energy left to continue modding luanti... I will just play some doom and ut instead.
>Watch to do a simple model swap >Have to rebind all of the calls in certain functions to the new locations on the model instead of it being automatic This is going to be a boring ass hour or two. >>1272235 It's always a problem with appeal. The Japanese games that have fujo focused hidden subtexts are usually optional and don't go full homo to focus on the girls. Games like BG3 that was popular with them did well, but most of the girls are shit tier. Focusing on sexualizing the girls is usually the best bet for most people.
>>1274047 BG3 is huge with women, at least that's the impression I get
>>1274481 From what I've seen, it's very popular with girls due to how much effort the guys have. One of the first girls you meet (Shaodwheart) and can romance has forced NTR. The quality in that game heavily varies.
>>1274807 Everyone wants to fuck the vampire
>>1274807 >forced NTR you can just break up, right? that's just real life. girls will cheat on you.
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>>1255996 Ill still post progress on both thread tbh... Game is a business, which need as much exposure as possible. Why not actively post progress on both chan, so both anons know your games?
>>1275596 Because 4chan sucks
>>1275596 not playing games from a cuckchanner sorry in reality the mental anguish isn't worth it. xitter's enough noise and botting for a lifetime as is.
>>1275897 ERM WELL EVER PLAY A LITTLE GAME CALLED UNDERTALE??? EVER PLAY A LITTLE GAME CALLED MINECRAFT??? GUESS WHAT YOU PLAYED CUCKCHANNER GAMES SO CHECK FREAKING MATE!!!! Nah I understand the sentiment though.
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>>1275953 Sorry, what do you do in this game exactly?
>>1275962 You sell stuff. Decorate the store, buy/grow stock, checkout customers, delivery etc.
>>1276041 Let me guess, you also brew potions?
>>1276050 I didn't think of that, no. I think that's part of a different genre or at least not what I'm aiming for. What game are you thinking of?
>>1276096 No, it's just I've been part of and have watched a few game jams, and for some reason every dev seems to gravitate towards games where you brew potions and sell them. There's like a whole page of potion brewing and selling games on itch.io like these devs just wanna be pharmacists or something. I was part of a game jam at the start of the year where the theme was "crusade + restoration" and for some reason it attracted people who tried to make even more potion storefront games. I don't think they finished them.
>>1275596 >Why not actively post progress on both chan, so both anons know your games Because the average response to 4/agdg/ progress posts is indifference while the bait posts get 20 (You)s. That or some schizo takes umbridge with your game and tells you to kill yourself.
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I was making a puzzle game from scratch, but then I lost momentum because work, life, and health. Just as well I've never finished anything in almost 15 years Now I have a new project I'm wasting time on and might post about if I get any significant progress
>>1276770 Keep up the work. Gamedeving isn't easy but more productive than just vegetating in front of a screen
>>1276770 Aww I wanted to see this finished.
>>1276859 >even remembering it at all That's actually very kind, thank you anon. The difficulty I ran into was finding an elegant way to define objects. Like I didn't want to have 50 .cs files or namespaces, but at the same time I didn't have a good way to define shit. Also, I was previously using Win7 with VS2010. I did eventually upgrade my PC a few months ago so now I'm on Win11 with VS2022 and can use shit like Nuget and Monogame again, so a lot of my old codebase isn't going to work (since a lot of it was just shitty framework-tier stuff and not actual content). Since I'm moving to a new place in town, that might give me motivation to work on it again My current project's high concept is a dungeon crawler with automation and simulated economy, but that's even bigger and less likely to get done, so realistically I should focus on the puzzle game. I actually had a talk with ChatGPT about it and figured that I keep restarting stuff as a deflection mechanism since I like doing familiar things as a safety net
I have to ask: does an RPG Maker game with only one party member sound like something people would enjoy?
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>>1277355 One of my favorite RPG Maker games does this. Though the combat is custom made and gimmicky to make it work. If you're doing 'out of the box' combat with a single member, it'll be a much harder sell.
>>1277355 90% of hentai games do this
>>1277011 >Since I'm moving to a new place in town, that might give me motivation to work on it again I hope you do. It reminded me of some games from my childhood like Chip's Challenge and Lolo. I like this sort of thing.
>>1277355 I agree with >>1277392, if you are making a single member battle system, it might need a unique gimmick to make it stand out instead of using the default built in system, one member does allow you to do things you normally cant with multiple party members
>>1277355 The first Dragon Quest game had only a single party member. I also know there's is or was a popular challenge run if the first Final Fantasy was to get three party members killed the the first enemy and then never revive them and do the whole game like that. I'd be up for it. >>1277459 Probably to help facilitate game over sex scenes. Which seems to be the only possible issue there would be with this, the danger of a game over would be higher since one character is absorbing the attacks that 3-5 would normally and there's no back up character to runaway or revive if the player character goes down. Not insurmountable by any means but it would take a bit of planning and tuning to dial the difficulty right in.
>>1277355 Fear & Hunger and Look Outside suffer in terms of difficulty as soon as you get more party members. It becomes trivial. I'd balance around having one or two characters at max; partnership mechanics are much easier to do in pairs and you can balance around that sort of interaction
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>>1270649 I still think I can make it a bit prettier, but I think for a jam game this is WAY more finished than it needed to be. https://cole-dingo.itch.io/addjam-combo-crafters Here it is if you want to try it! I think I made it a bit hard, and I think the balance on these cards needs a bit more tweaking, and there's not very many of them, but I think it gets the point across.
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>>1277011 >The difficulty I ran into was finding an elegant way to define objects. Like I didn't want to have 50 .cs files or namespaces I wrote a spell system that works through a parsing a custom yaml-like config file with small re-usable scripts and components to compose the spell. So if I've got a fireball and a ice spear or something, they can share the same "projectile" component. I have to write each individual component and the system for parsing the spells and creating them on the fly but you could also use a composable system for items in code directly rather than going through the effort of parsing a config file like I did. I did it this way to potentially enable modding and/or ingame spellcrafting
>>1278232 It's been a year or two since I looked at my code, but my actor object was very simple, having a type, position, facing, and timer. If I recall, the logic for something being idle in a tile would go >check the tile behavior (eg water sinks objects that dont float) >check the current actor's behavior (eg rocks roll left or right, monsters explode if beside player, etc) I like the idea of using tags and labels to apply logic, but I'm not sure how that would work for more complicated objects. For example, a falling object would always: >try to move down if the space is empty >if it can't move down, but the tile below is sloped, try rolling left >to roll left, the tile to the left and the bottom left must be empty >if it can't roll left, then try rolling right >to roll right, the tile to the right and the bottom right must be empty >if it can't roll right, then stay idle But then some other effects and attributes might still kick in after that. I'll have to come back to this project and refresh myself because I'm sure it's not as hard as I'm making it out to be >modding That was my motivation for it, since some kind of flat text file is much easier for someone to edit than a source file and having to recompile shit. I don't like having a few dozen objects cluttering my namespace as I mentioned. I also thought about python or lua or whatever for scripting but it feels like overkill to create some kind of context just to invoke that (and it'd have to probably mirror the gamestate too, and I'm not an expert on those languages)
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>>1278362 >I like the idea of using tags and labels to apply logic, but I'm not sure how that would work for more complicated objects. For example, a falling object would always: Well you'd just make a falling component and have it run whatever the falling behaviour is on whatever it's attached to. Personally I'm using Godot so I just have a node, slap a script on it, get the parent, and then the script applies behaviour to the parent, pic related is a component that shoots a ballistic projectile into the air at the right velocity so that it lands at a specified target point. I assume you're using Unity since you mentioned C#, so I think you can add multiple script components to a game object and do the same kind of thing. Though it's been a while since I used it.
>>1277355 >>1277392 If you want multiple fighter gameplay while only having one fighter for story/other reasons your fight gimmick can be limbs as party members.
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I really want to make a game like this with Kasha, and currently I'm thinking the minigolf game will be that, although a 3D platformer in this style would be very nice. However that's a separate workflow I'm not ready for yet. If I play things right Kasha will have a nice evolution from 2D to 3D over the years.
Is it bad to manually call GC.Collect manually every few seconds? It fixes all my memory leak issues but someone said that was a bad practice, but I notice no drawbacks, slowdowns or stutters
>>1279434 Did they mentioned how you are supposed to use this function call?
>>1279450 No, they just said it was bad and that's it But they were using .net 4 still, I am using 9 so the GC likely was improved since then
>>1279457 I guess ask them how you are supposed to use this function call? No idea, I don't use .NET/C# myself at all
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>>1279434 Depends on where you are calling it, but generally not that good of an idea. You just have to be aware that garbage collection is an unreasonably heavy operation that will pause the vm and act accordingly. On one hand you not noticing stutters because of it means you probably have a good place for the call, on the other you having to call it repeatedly means you are generating stupid amounts of garbage. >>1279462 >I guess ask them how you are supposed to use this function call? No idea, I don't use .NET/C# myself at all Ideally (from the MS viewpoint) you are not supposed to use the manual call at all because the vm will handle it. But letting the vm handle it will cause stutters depending on how many times it decides to trigger so if you have noticeable stuttering the play is usually to stop the automatic collection and collect yourself when convenient (load screens/pause/any other scenario where a stutter is invisible etc), though even then it might end up being a better play to turn collection on temporarily and off again instead of using the manual call since you get to make use of the vm heuristics and skip some work if unnecesary. Good optimization for (pseudo-)realtime simulations, ie. games, really requires manual memory management but people will freak out at the suggestion unless they have experience with it.
>>1279434 memory leak?? how could garbage collection fix a memory leak?
>>1279743 >In computer science, a memory leak is a type of resource leak that occurs when a computer program incorrectly manages memory allocations in a way that memory which is no longer needed is not released
>>1277355 I've made one before, you really have to make the gameplay around it like what >>1277392 said, where if there isn't enough around it, it becomes dull by the end.
>>1279754 missing the point. if the garbage collector knows about this garbage that's being generated then it would catch said garbage in its normal, automatic operation. there would be no need to call anything manually. I don't see the mechanism by which calling a GC method manually would identify LEAKED memory that will otherwise be overlooked. make it make sense, please.
>>1279770 >make it make sense I can't as not everything in life as a reasonable, rational explanation. It's an observable phenomenon though when using automatic collection that it can miss things that for some reason doing manual calls catch. Though the other anon is probably exaggerating a little.
>>1279770 >>1279743 >>1279815 is correct, manually calling GC just works when for some reason waiting it be called automatically doesn't, I don't know how or why but if its working and nothing else is breaking I'll keep using it
Who was the anon who gave someone pdf's about Arthurian legends and medieval myths to help them make a game similar to tokein's story?
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Added the scanner tool.
>make progress integrating lisp as a scripting language >laptop dies, didn't push any of it FUCK! I should have stayed on NixOS because at least a borked update won't leave your system unbootable.
>>1278675 Oh, no I'm stupid and I'm using C# with Monogame, so it's a step removed from Unity >>1279927 I'm not sure how you guys feel about AI, but I like using chatgpt to ideafag and refine ideas
>>1279770 >>1279754 >>1279434 The only time you should call the garbage collector manually is if you have a huge object in memory (several hundred MB) or used sensitive information (such as a password hash) or uses interop stuff. If you're using the C# stuff within itself, it's not really needed. Connections and streams should be used with the using keyword, which automatically cleans up itself. Check this article out, it's very comprehensive https://stackoverflow.com/questions/538060/ Basically >object does not have interop >GC cleans it when it's out of scope (eventually) >object does have interop/high memory/etc >manually call Dispose(), which calls an internal Dispose(bool) that says it was a manual call >immediately release resources and tell GC to clean it up after You probably don't need to worry about any of this unless you're making some kind of graphics engine or low level shit
>>1279434 >someone said that was a bad practice Oh and to elaborate on this, it's a "bad code smell". It's not inherently a problem itself, but it's a bit of a red flag that indicates the codebase may have other underlying issues that will pop up suddenly and egregiously.
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lolivania
>>1283041 What's this? Are you developing this?
>>1283237 >>1283237 It's lolivania and yes.
>>1283551 Are you really calling it that? Why not show us some footage
>>1283041 Nice art
as i've been developing my game, the hatred for the engine i've been using has grown. is this normal?
>>1284330 Yes. For most devs, engines are just something you tolerate. You gotta ignore that feeling of looking for the perfect engine, because otherwise you'll never finish anything looking for it.
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>>1284330 I learned to appreciate Godot with time and bug fixes
>>1284330 I have had that feeling with some shitty third party engine, it's faults have harmed what I could have done with the final product since I had to work within the limitations. I only stopped using it when it actively became unprofitable to make cheap games with it. I probably could use it if I really wanted to do some sort of shitty ass porn game. You should stick with it until you are at a point where you can do exactly what you want in another engine or there is something you really need to do.
How to do precise, high performance Fog of War? I'm talking about handling things like hill/buildings/cliff blocking vision. Do you just grab the algos used by old-timey Roguelike for shadowcasting and multiply that by whatever amount of unit the faction has? Or there is a cleaner / more efficient RTS-specific way to do that?
>>1286089 I have not done this but allow me to brainstorm with you. seems like shadowmaps could be used. basically place light sources where your units are, as if their eyes were casting light onto the environment, allowing you to see it. the tricky part will be transferring this data over into a flat texture and doing it all asynchronously of course. this approach would be easy to optimize for a game where the units always move in groups. simple time slicing (only doing a few light sources per frame) would be enough to make it run in real-time. if all your units can go off on their own time-slicing wouldn't be enough, you'd need a way to figure out which units are redundant so the algorithm skips them (doesn't create a light source for every unit). I think some games also just use the navmesh, which at first glance might look like you're respecting obstructions like higher ground, but you're actually not. you're just keeping things hidden that are too far away on foot.
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>>1283919 No, it's what anons call it. Of course it has a proper name (subject to change) but it didn't catch on. I don't have a page or anything anyway.
>>1286251 this looks really nice
>>1286089 Can't you look up the source code of C&C for this? They released several C&C titles engine to Github
>>1286089 Do you need 3D sightlines or is your gameplay (not the graphics) on a 2D plane? Unless you have dynamic terrain you can get good benefits from pre-computing visibilty for the entire map and referincing those values from a quad/octtree or similar structure at runtime instead.
>>1286089 >>1286801 Even with dynamic terrain, chunking stuff out effectively can save a lot of time. A naive approach would be like Terraria which just uses a fuckhuge bool array. Not great. Ideally you'd use something GPU side and set it so that like 0 = unexplored, 0.5 = explored, 1.0 = currently visible. The advantage to this is that you can use shaders and masking to fuck with it after. If I personally were to do it, I'd probably just do it like Terraria because its simple and it works and modern PCs are very good and most games an anon would make aren't resource hogs
>>1287142 there's no reason to ever use a bool array though, in a performance-sensitive context. you can use types like int or ulong to effectively have a 32 or 64 element bool array. bools are a huge waste of space in general but if you want to have a lot of them, you definitely shouldn't use bool for that, you should use the bits in a number type.
>>1287366 sure there is computers work in bytes, not bits, so you require further computational overhead to extract each bit from the data. and terraria maps are at their largest 20 million blocks, so wasting 7 of the 8 bits doesn't really matter that much for data you're only going to need 1 copy of.
>>1287366 My point was that as shitty as it is to do it that way, Terraria made it work just fine and it's one of the most successful games out there. Just get SOMETHING working, and then make it better if it's a problem. >>1287400 >Computers work in bytes Even a boolean flag has padding to make it a byte. Actually I'm pretty sure that C# pads bytes to be 32 bits wide by default. If you were making a super optimized system you'd break map flags into an 8x8 chunk to hit 64 bits of data, but caring about bit packing and struct composition in the VM is pretty far removed from making it work in the first place
>>1287417 could just use a char then, i guess. booleans aren't real types, anyways.
>>1287400 >computers work in bytes, not bits, so you require further computational overhead to extract each bit from the data. surely it's better for cache speed if you're loading a few ulongs instead of a huge bool array. the computational overhead of bit logic operators like XOR shouldn't be a concern.
>>1288257 i mean yeah, bitwise is cheap, but if you do something cheap a lot of times, it stops being cheap.
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>>1236462 Made a second Hud which is draggable and gave the options for players to choose which one they want to use. I think this might work better for mobile with all the movement buttons. I dunno. I hate doing shit for mobile players but they're the majority of people.
>>1229488 Another progress report >Prototype UI Main Menu >Implement option / setting menu that can be opened both in game and menu >Basic audio setting >Basic video setting
>>1290811 ignore the swish swash sound. My mic is stupid and dumb, and release that sound when there's no other sound
>>1286251 Man if this is really yours you're probably the best 2D artist and gamedev on the board. Shame that you're using stupid ass Shantae damage numbers combat because this looks really good otherwise.
>>1291313 >>1291604 just make it a toggle in the settings
>>1283041 >>1286251 This is probably one of the best looking projects posted here. For completely unwarranted and unsolicited advice, you should shade those sprites a bit more. They don't quite look like they fit into the environment
>>1283041 I like the graphics on this one
>>1291313 Never played Shantae. What's wrong with them? I think it's nice to compare the damage of different weapons. An alternative would be a health bar for the last enemy you hit, I guess. >>1291607 It's already a toggle. I originally designed it to not have damage numbers. >>1291721 I am already reworking the player character to make her cuter and sexier. She has only two skin shades instead of three like enemies that have newer sprites. I just haven't replaced any of the old ones yet.
>>1292242 >What's wrong with [damage numbers?\ Not them, but damage number/number scaling gameplay sometimes feels gay and seems antithetical to the gameplay experience of beat'em ups or the likes for the sake of cheap Number Gates or Numbers Go Up dopamine hits
>>1292242 > Never played Shantae. What's wrong with them? I think it's nice to compare the damage of different weapons. An alternative would be a health bar for the last enemy you hit, I guess. I dunno, I just never liked damage numbers. They always break the immersion for me. Ideally it'd be like Megaman X where you feel how powerful an attack is or how tanky an enemy through visuals/feedback alone (except for bosses who'd have a health bar, that's fine).
>>1292242 >>1294485 Addendum: I don't mean to imply there's no place for damage numbers or the likes in games. They can open up strategic depth (i.e. resistances, or deciding if you can afford to engage in a fight), and it legitimately is fun to see your numbers go up to catastrophic levels, but most implementations do typically boil down to the low effort Stat Mod bullshit
>>1286251 Friendly fire among enemies? Different factions or something? Did you compose the music too, sets the mood nicely.
>>1294485 >>1294494 >>1294500 I guess I'll hide them by default. It clutters the screen, and it also makes you feel weak in the case of my game where you deal 5 while enemies can deal over 30 points of damage in a hit. >>1294511 >Friendly fire among enemies? Different factions or something? Yeah, exactly. There's an evil faction and a good aligned one, and both want you dead for plot reasons. Enemies from different factions can hurt each other, and enemies will switch targets depending on who dealt more damage to them. >Did you compose the music too, sets the mood nicely. I wish. I just put on something that fit. https://www.youtube.com/watch?v=YTqE9TSDFCM
Wanna do a gamejam this month, anybody wanna team Up?
i will not be answering questions about this.
>>1295827 What can you provide?
>>1295869 >High speed processing of Anal Circumference values depending on weather and distance to the moon. Nice to see your F.A.T.A.L game making progress. The maths in that RPG system aren't trivial.
>>1295870 3d modelling and basic coding skills
>>1295882 i cannot confirm nor deny >>1286089 >precise, high performance Fog of War i would just bake it into the map, think of it like each position on the map has a key to unlock a defined portion of the map which you have access to when you have a unit there.... this would also allow for higher concept fog of war unlocks then just unit's eyes like say gaining access to CCTV.
>>1295991 What's the Jam?
>>1295869 Chan sim?
>>1295827 I can pixelart.
>>1296117 I vote Strawberry.
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I would propose the Toastin' Jam where the theme is summer or heat.
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The furniture thing shows preview images.
>>1296117 i haven´t got my eyes on any jam in particular, i´d be fine with any as long as it´s at least a week long and it´s not some genre specific jam like horror or VNs only
I don't have the energy to participate in any jam, I am too slow to make progress. It seems I am not so good at doing game coding.
i've had this idea for a world for a player to interact with, but i've had a really tough time deciding what the actual gameplay should be. it's caused me to perpetually set it aside because every time i think of something to do, i realize halfway through development that it's probably not going to work out. there's all these ideas of monsters and their history and culture, yet i can't think of a way to make it compelling. my first take at it was an obvious choice, being a monster collector, but i soon figured out that doing that would clash with the theming and established lore. next i went more broad to a more general fixed character party system RPG, but i gave up on that too since i still couldn't think of what the proper gameplay would be. i feel like i've created a cursed idea which is doomed to forever be something to ideaguy about. it's dissapointing, too, since i'd like to develop it into its own title. maybe it's for the best that i don't, though. allows me to focus my time on more coherent ideas.
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>>1301260 Maybe just design a passive game that's a day in the life of someone living in this world you've created. You don't necessarily do anything, it's just a world you persist in with lore you gradually learn about, you do activities for amusement here and there. Maybe an Animal Crossing with some fantasy monsters or whatever.
>>1301269 i suppose the biggest issue is that, i'm developing games based on what i've experienced or am familiar with. but i'm not actually familiar with that many games, so it's kinda hard to ideasguy when i'm basically trying to invent the wheel when i don't even know what a circle is.
>>1301270 Then go play more games? Search for inspiration. It's all over the place.
>>1301270 personally i live by pic related if i could unplay some things from my youth to untaint my psyche i would
>>1301270 Make it like a game you enjoy. If you don't have games you enjoy that fit the tones and themes, play more games. If you want an open world RPG to explore and quest in, make it like a streamlined Dwarf Fortress. Every time you take an action, all other entities progress their own actions until you action has concluded. You have tiles to move on and can go in any direction. Your weapons give you extra abilities like a large sword has flurries that can make enemies back away from all angles, while otherwise they might try to attack from behind when you defend. Polearms let you attack an extra tile away. Knives let you crit automatically if you are standing on the same tile as the enemy. Make it a timing based wrestling game where you tackle all your weird fantasy monsters and fuck them idc. Just make it what's fun to play and play more games.
>>1301270 >but i'm not actually familiar with that many games, .. then play them? You don't need to sink 2000hours into a game to "get" what made it good. Playing vidya because they have a mechanic/genre/etc that might be relevant to your own project is literally R&D. Forced myself to get out of my comfort zone and play a whole bunch of game I would I never touched otherwise simply because someone mentioned how nice system X or Y was, and I learned a ton - both about what to do or not do.
>>1301207 Game jams are more about getting anything out. But artistfags will always have a leg up
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Before you nodev your own game you gotta learn how to nodev from others
>>1302088 (dubs) Why dont yall make a cookie clicker game for demoday?
Trying to do an emoticon graphic, I think it came out well.
>>1303821 "Crying with laughter" might read better if you add tear marks.
>>1303977 Thanks, I'm exporting all the parts into different images, mainly so in engine I can do more with the animation of it.
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I finally got around to finishing Final Fantasy X. I actually found it to be one of the strongest entries in the series since while the world's a lot of hallways forward, the general feel of it is comfy and combat is actually pretty solid. More gimmick boss fights than any other entry in the series and with the CTB system, that makes fights feel more like puzzles to solve moreso than other FF games. So I ended up recreating its CTB system based on an 85 minute video essay explaining its inner mechanics for the framework that powers Crop and Claw 2. (Video essays on game mechanics are pretty useful for recreations.) CTB wouldn't be very useful if we don't design the fights a bit more closely and make the most of the puzzles it enables, but we'll probably take a shot and see how it comes out. I mostly just didn't want to have to implement a back button for the root of decision making per combatant.
i do have to wonder, do any anons here have a "dream game" they want to make? a game that you either lack the skills or time to ever really do? >inb4 the one you're working on for me, it'd have to be an open-world sandbox RPG, like skyrim, if it wasn't for babies and/or lobotomites. There's a lot of cool mechanics that i'd love to implement in something like that, but i know that it's realistically a far too big undertaking for me to ever complete. Still, i like to dream that one day i'll actually have the resources to see it made. That or just hope that someone else will make it so that i can save myself from the pain.
>>1306724 >open-world sandbox RPG >like skyrim <if it wasn't for babies and/or lobotomites I'll let others rag on you An open world rpg where you can do anything is everyone dream, but its understandably impossible without a big budget team and years. You can however, make an open world game that focuses on a single thing. FOr example one of my dream games is a Borderlands 1 (not the sequels) or Mad Max styled vehicle game where you explore a desert, and only focuses on discovering lost ruins and artifacts, while avoiding roaming gangs of bandits and cannibals. Combat will be limited, focus will be on actually getting to that place. Explore post-apocalyptic ruins
>>1306724 I have been actively pursuing it. But the dream is taking so long.
>>1306876 >focuses on a single thing. yeah but that's a lot less interesting. I think what would be cool would be taking inspiration from SS13, and packing in multiple compelling gimmicks so that, even if a player doesn't like some of em, there's at least one or two that they'll really like. >vehicle game where you explore a desert sounds pretty cool
>>1307090 SS13 itself was in development for over a decade, and its not exactly skyrim-like. There's multiple jobs but people stick to the few they're familiar with. Or maybe they'll check out a few roles, find them boring and rather not explore the rest of the roles since its already taking them a long time to get familiar each role. Rather than having a shotgun-like widespread of having something for everyone, I'd like a precise, smaller audience who know what they're getting into. It'll be smaller target demographic sure, but it'll be more manageable
>>1306968 Neverever
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>>1306876 >>1306968 >>1307151 Mine isn't so much a "dream game" as it is a "dream franchise". I've built a universe for my characters and I just want all kinds of games for them. I just have more ideas than ability at the moment and I'm hoping one day I'll finally get past that. I have so many things in mind for Kasha, the GMs and others. >Kasha platformers, minigolfing, kart racing >GM fighting games, party games, spinoffs about some of the heroines >Some other tangentially unrelated games like a Star Fox-like game with ancient winged heroines I'm feeling very downtrodden by life lately though and I'm starting to think my dreams may never happen. I'm getting too old. I don't wanna get too into it but I've been feeling horrendously depressed lately.
>>1307149 i know they're completely different games, but i mean it in the capacity of incorporating the whole "game in a game" element that ss13 has. like imagine if in skyrim, alchemy, blacksmithing, trading, or enchanting all had their own little minigame/challenge that had a purpose.
>>1307210 Hmm, I can see the appeal. Maybe you can package them as entire "games" instead of minigames. Like instead of 1 big game with 5 minigames inside them, expand them into 5 mods package for a 1 game. Like you develop and release the alchemy part, release it, then later sell the blacksmithing part as a mod update. A player can play through as an alchemist, and if he wants he can download the trading mod if he desires. It seems more complicated, integrating them would be a pain in the ass, but hey, we're all throwing ideas around here
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Dialogue part is done. I just have to learn how to write dialogue.
>>1308055 She's a cute goblin girl.
>>1306724 for me true "dream games" would be ones made by big teams and I personally don't see myself ever joining a big team, or perhaps any team at all. as a creator I prefer to work on my own or in a "loose network" rather than a team. meaning contracting out parts of a game to someone else, or buying assets, that sort of thing makes sense to me. setting up a company that makes one legal partners who fail or succeed together? that whole direction seems all wrong to me. I don't want someone else's financial future tied to mine, I'd have to consider that person every time I take a risk. how can you be creative with that kind of burden on your shoulders? traditionally the way it seems to work is that creatives, for this reason, aren't the ones running the show. someone else takes all the responsibility and the creative gets to be insulated from the business stuff as much as possible. but at the end of the day it does play a role and will come knocking sooner or later if you are a true risk taker. eventually somebody who earns more money off of what (You) produce than yourself will come to tardwrangle you into being a better wageslave for the corpos, if you accept their sheltered employment to realize your big "dreams". for these reasons I no longer aspire to make the kinds of games I used to fantasize about making (usually bigger, better versions or hybrids of games I was playing as a teenager) and instead aspire to find the perfect scale of game a solodev can accomplish in a sustainable way. I want to make about half a dozen games, most of them first person action based. I want each of these games to at least pay for the next one. ideally I would hope that these games carry over some players so they build commercial momentum and I can invest more into assets and also maybe more time as my solodev journey enters its second or third decade. that's my dream now. not making one magnum opus that takes so much work virtual strangers have to agree on common denominators and risk many millions to get the job done. but making a bunch of games that both I and a sufficient number of players enjoy, and doing it with full creative freedom.
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>>1306724 I've a dream game, but I've been putting it off because procrastination, work, and also feeling other projects are more "viable" to work on to build my skillset.. I have the skills to make a very rough version of it now, I think.
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>>1306724 My approach to what a "dream game" might be has shifted over time, especially as we actually started getting things done. I actually don't think of it as dream games. It's more like we try to put IPs and brands together with a few core ideas or themes, and explore what we can actually do with the elements that come with it. Crop and Claw is dragons and classic JRPG mechanics, presentation, etc. because it was a smaller, less experimental scope at the time to make a Dragon Quest-esque clone and answer unknown questions. But also, because I wanted an IP that I could just do dragon stuff with that I found lacking in other things (I can only really think of Spyro 1 or Wings of Fire being almost entirely dragon-ey stuff.) There's just not enough that I like that has what I want. I also would say that you can't really predict what your dream game actually looks like because various unpredictable factors inevitably changes how it would come out. It tends to be less about a "dream game" too because it's less about developing games and more about developing around ideas I want to expand on or do differently than what's big in pop culture or even adjacent niches. The untitled Aero project concept I've posted before is mostly exploring an IP that plays with creature-esque robot designs that I don't think is explored well in a lot of other media, or taking the Frutiger Aero aesthetics meme that's gone trending and trying to make something that can stand on its own without necessarily relying on that 2000s aesthetic for the tagline. It's also, when not messing with robotic designs, where I wanted to mess with creature designs that resemble more like Lilo & Stitch experiments, as they actually had a pretty good ratio of designs throughout the series' run and I could see those combined with critter bots working out aesthetically. We haven't really figured out what the Aero IP will be yet, since Crop and Claw 2's eating most of our attention. I've done a few prototypes of genres but RPGs and some flavor of shooters aren't out of the question. Not all the IPs we have explore the same ideas or target the same audiences (or same parts of our interests) so we don't put all our eggs in one basket. Can't really do the same kind of technology-themed gags and scenarios that Aero provides that Crop and Claw or some of our other shelved concepts can't due to their settings and themes. You'll notice I'm also not really talking about games much in a question about dream games. That's mostly because I mostly use games as one outlet for creating worlds. Game dev has a lot of avenues for doing that. Also, games invoking more thought in the user makes them naturally easier to get invested in. The interactive angle to it makes everyone's trip through the experience just a bit more personalized and if everything's working out, they'd be invested when they're not playing, like being invested on the meta-play such as routing challenge runs and theorycrafting approaches. Crop and Claw was rooted in a specific type of game, but I'd been writing a novella alongside developing the Gorbash framework that CnC2 runs on, letting us flesh out the world and an invested player to see ideas explored in the world in a way I don't think could be done in the vidya medium as easily or without hurting the pace. CnC2 has more of a real story than CnC1, but not so much it hurts pace or replaying. But a novella lets us do some more in-depth writing and world-building. Yeah, we can write all that into the game, but separating it out makes it a more portable medium that can be accessed even by someone who doesn't play games, or someone who wants to read some dragon adventure schlock before bed. Crop and Claw isn't just a game. It's a series of ideas, with its execution best rooted to whatever medium feels right for what it's being put into. That only half answers that question and is a little rambling, since I'm more trying to put some thoughts together on how we approach stuff. If folks are interested, I may try articulating it better sometime, since I have a gut instinct but not the written words. I feel finding the soul in what you're creating is identify the ideas around what you want to explore (they're not always the surface level ideas you think they are), finding the strengths the medium you're presenting it in, and finding the creativity in the constraints of your limitations. "Dream game" feels limiting as a concept to be stuck on, as a result. We have other IP concepts and games we can't quite do at the moment yet, but I wouldn't call them dream games so much as concepts on the shelf to pick up and explore what we can do with them later.
>>1314536 Sounds like a great idea for a game. But in general you never want to overscope, most of gamedev is learning where to cut corners to make a smaller experience better. Sometimes you might have an idea and something brand new to do with it later that works much better than your original idea. Your brain mentally refines everything the way it wants to over time, no matter if it's good or not. But it helps with idas with how to polish them.
>>1314970 Basically. I've described Crop and Claw as a glorified prototype that was just hacked together to answer some questions and find jank to iron out, so Crop and Claw 2+3 could use a better, refined framework.
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hello. i've been thinking of making a crude clone of irisu syndrome to teach myself in the ways of programming (and gamedev). i originally wanted to do it in C, but honestly that bar was way too high for me and i got demotivated really fast. is godot a good engine to attempt something like that?
>>1317821 Nothing in Irisu Syndrome you couldn't do in Godot. You got basic physics for the puzzle, shaders to create the effects, you could even make the ending 'jump scare' by making a second window and having it transparent. You just got to have discipline to finish it.
>>1317960 terrible
>>1317960 Very nicely done.
>>1306724 My dream game itself hasn't changed in concept, Its always been some kind of cross between megaman and smash bros. Its gotten much more perverted as time has gone on though.
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https://swordsquid.itch.io/knight-loli Eyye maed et~ Am I the latest submission or was someone even later? I thought the deadline would be later in the day and I stayed up late trying to get everything in order, then almost slept through it. The most panicked bowl of ramen I ever had.
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>>1319089 Oh I've heard of this, the word is filtered. My url gets filtered in the end. That's amazing. You need to add the -ta to the knight loli for the link to work. Or search me as sword squid.
>>1319089 This is pretty cool. Left a comment there.
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>>1319211 You are true hero. See now despite making my own engine Chakan is more advanced because you can actually use both swords in that game, which goes to show how much time is wasted on creating a system that doesn't actually support more game-states than a primitive one. I hope in the finished game people will still not understand the controls and get jumped by teddies and then play an extended sequence crafted around trying to escape the cuddle-dungeon because Nemo's ribs are broken and don't hug me it fucking hurts.
>>1317821 I made like half of Irisu syndrome in Godot before getting bored so yeah It's not really that hard if you use the Godot engine physics
>>1306724 My dream game is to make a farming RPG game with firearms in 3D, I have already worked on this project for a bit but I suffer from depression which prevents me to work harder, I can't work all the time or else I'd burn out even more. So my ideas for the farming games are that it should have some bit of physics, kind of play like GMod DarkRP game mode but more focus on farming and other aspects such as ore mining, ore refinement, cooking, crafting, farming, plants growing, tree chopping and a few other things which I can't recall on top of my head right now. I am not sure exactly how much physics I can implement in my game, I mean Godot physics seems to be fairly robust but I don't want to stretch it too far so that it can cause issue. I am definitely not going to the same road as the Edengrall guys are doing, that shit is another level and adding even more complex features is outside of my scope, so I try to keep things a bit simple, well a fine balance between simplicty and complexity if that is a thing. What I want to do different from Sun Haven and Stardew Valley that there should be a greater focus on sandbox aspect and combat, since it is going to be a farming game I try to make the game a overall relaxing and comfy experience despite my game will have modern firearms. I will just design the quests and others such in the manner that it doesn't put too much pressure on the player, I'd would even get rid of the system where you need to go to sleep at night so you can be a night owl if you wish. So for example sleeping for like 6-8 hours will give you a well rested bonus, taking a shower gives you a bonus on charming and having a breakfast should depend on the meal type being consumed. Yeah I know it will take a lot of time to make this type of game. But honestly I think it's worth it at least for me to develop this game. Oh yeah I want to be primarily a SFW furry game, because I'm a furfag larper myself. So overall my dream game is kind of complex to make but that is only a matter of developing more features for it so it is going to require a lot of time so that I can implement all the features I want to have. I am not that good at coding, so I won't be able to implement shit that is complex, so I guess my farming game will be a bit simpler then due to my inability to do complex features. The reason I want it to be a sandbox game instead of having a linear quest progression system is because I enjoyed playing Call of Chernobyl mod, back then when it was still new and developed, so the quests will be primarily code generated. But the rest will be like 90% hand crafted and 10% AI asset/code I think, something like that. So for example when the player dies in this game, instead of having to load his previous save game he will just be resurrected at a shrine. So there won't be any progression lost due to failing at the game. Well Sun Haven does kind of that do that already for example, dunno about Stardew Valley. I think I can develop this farming game I want to make, I just need to find ways to make my depression less severe so that I can work harder.
>>1319670 >how to depression Do pushups until your arms give out and you fall on your face, once every day. After a week or two it will start feeling good and your mood/health will improve. When you're doing something unproductive just stop and sit staring at the wall for a bit until your brain starts urging you do something, then immediately work. Don't overdo it, approach work as you do your pushups, knowing you need to reach that limit to improve and recognize the achievement each day when you've met a fair quota. Keep this up and you'll make a fine workaholic.
Where are the collab anons?
>>1320244 perhaps they are in >>1088605
Fairy Jam Projekt For ADDJam, but incidentally (almost) lined up with the seasonal 5/5 Demo Day. . . Controls WASD/Arrow Keys to Move Double Tap Left/Right to dash ZXC/JKL to Attack, Attack, Jump Synopsis Beat 'Em Up style game. Move Right, Kill enemies. It's a fucking mess of a game to be honest. More of a personal experiment to learn a different style of coding and work in a different framework. This probably requires some form of VC Redistributable. Windows Only, sorry dudes. Link: https://files.catbox.moe/3gv68t.zip
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Hirdrih game: More potential enemies. >A flying pumpkin like creature from Tsoovukot, that shields itself using its leaves and shoots 4 multidirectional projectiles >A female Hellhound demon that jumps and performs some sort of slam attack >A Hell-slave with a nail-gun attached to his arm that shoots nail projectiles, but I also want to give him the ability to summon giant falling nails that could land where the player is
What is a good place to host HTML5 games? I use itch, but they have a pretty retarded file limit of 1000. And Newgrounds is full of faggots, so I need a good place to host my games for people wanting to play in browsers.
>>1325132 could self-host a site.
>>1325132 >And Newgrounds is full of faggots The audacity of being picky when you make My Little Pony porn games
>>1325185 Been thinking about it. Never done it before. Any rec about that? >>1325324 At least I'm not afraid of lolis, let alone ponies. Why are you defending a normalfag site full of retards? Might as well defend Reddit next.
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>>1325324 To be fair, NG is no longer the edgy site it used to be, after shit like the FNF audience. I had to record this video about an animation I found in case it'd get deleted.
>>1325472 i dunno how to do stuff like embed games, so you'd have to learn that yourself. as for hosting+domain providers? pick whatever you think will suit your needs and works for your budget
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>>1325132 >>1325472 You're finally getting to the good IP! >>1325477 I miss the hilariously creative flash animations with catchy repetitive lyrics.
>>1319980 I can't do push ups man, I'm too much of a fat ass for it. Won't doing cardio just as good?
>>1326716 intense cardio. None of that pussy 30-60 minute walk bullshit that old ladies do. 40 minute jog minimum. Maybe time trials to pop a kilometer and try and beat your record
>>1321878 Honestly feels more like a shump than a beat em up game works though, I could see this making the guts of a full beat em up.
>>1327362 >intense 40 minute jog fugggg DDDD:
>>1325132 Game jolt. The major problem is you need to use some sort of DRM so only you can host it, since it's going to be rehosted in seconds. It's one reason why they are mostly dead. I haven't tried it myself, but if you wanted to, you could use Amazon Lightsail to host it. Github has pages. host gater is another paid service.
>>1326716 Pushups are a good workout because they take less than a minute and they're a clear metric of health and progress. You can do pushups against the stairs if you're body is heavier and it'll serve the same purpose -pick a step where you can do 10 at your limit and work your way to 20 on the floor. With such a trivial act it's entirely mental to get it done, and that reinforcement is good for you. As you age past your twenties you can maintain the health you have but it gets harder and harder to improve your health, until you're walking around with poison stacks. There's really only one way to lose weight and it has to do with your body only registering how physically full your stomach is and not how much energy is in the food you eat. If you eat more filling/less dense food and don't eat when you aren't hungry you'll lose weight.
These different coordinate systems are fucking with me, I'm still having to invert the player x axis to transform the camera sideways
>>1329280 just wait until you find out what quaternions are
>>1329308 You can bypass learning about quaternions if you are willing to get into Geometric Algebra instead. https://marctenbosch.com/quaternions/
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>>1228578 How do you even learn/study the 'game design'? If you're going to make a game, might as well put some thoughts into it rather than just going in blind, right? Also, am I missing anything by not using halfchan /agdg/? I haven't been to the halfchan since the hack.
>>1330500 Literally just pick something small (like really small) and make it. Its much easier to learn by doing. I havent ever been on 4/agdg/ ever, though I hear its not worth it.
>>1330599 When I said 'game design', what I meant is the accumulated experiences and knowledges of other developers on how to make good game. Video game have been around for 7 decades now. There must be an insane amount of retrospectives and analysis on what works and what doesn't when you're making a game. A.K.A. How to intelligently 'design' a game. That's what I want to learn. Stuffs that can be good ground rules to start with, at least.
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>>1330500 I used to watch Extra Credits before they went to shit and Game Maker's Toolkit.But as the other anon said, start by doing, plus if you do like games you probably already have a good idea on what mechanics you'd like to actually see in games. Your first game will never be a heavy hitter.
>>1240158 >I look at art styles and 3d workflows, read marketing advice, look at devlogs from other devs, read /lit/ for world building advice, and talk with chatgpt about historical events, combat, strategies, and engineering that I can incorporate in my games. Hey yo my g, can you make a pdf with all the shiet u've learnt so far 4 me? tnx
Within 6 months I will make a OpenMW mod. Man I want to smoke some dank kush.... It's the fucking current year and weed is not legalized yet.
>>1332379 no, you won't. this is one of your manic phases where you come up with delusional plans you never end up delivering on.
>>1332508 shut up jew
>>1332523 look at your own posts ITT. there is more than one complaining about not having energy or motivation to work on [whatever], and they aren't that long ago. also look at the bizarre contradiction within >>1332379 >I will be productive >I wish I could smoke more weed pick one. weed kills productivity about as effectively as porn does.
>>1330706 intelligent game design is overrated. start with what's enjoyable first, before what's intelligent. either that, or get retarded smart with shit like having the game mostly play itself
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>>1286089 Thanks for everyone's suggestions. It's working. Won't do much in open plains, but the game is supposed to be about 99% street combat so... Ended up using RogueBassin's recursive shadowcasting. It's only 2D but verticality isn't *that* critical and will have to be jury-rigged over it on a case-by-case basis. Probably gonna have aerial units simply ignore opaque stuff. Tried to cache the FoV calculations for each tiles, but couldn't come up with a solution that wouldn't murder the RAM. Shadowcasting is barely doubling the cost compared to a primitive no-shadow version anyway, so I'm not sure it would even save that much. Wish I could use a 1x1m resolution, but 5x5 is the minimum to not have big maps take a massive FPS drop. Still need some performances refinement, notably to make it fully multi-thread instead of one thread / player. Also added smoke generators as a General Ability. Can be used to cut ranged units' line of sight, or to make map awareness slightly harder around critical parts of the map. Most of the work was actually to rewire pretty much everything in the Radar/Fog-of-War/Target search systems, as those used to be mostly independent (with a ton of cases where they wouldn't match in results). Now everyone's working together, although I fully expect to have forgotten some line of code and get weird rare bugs remnant of the old architecture.
>>1330706 From listening to https://www.idlethumbs.net/designernotes/ it sounds like people just fuck around until they stumble on something that works.
>>1330500 A lot of good game design is emergent. Like it just shows up as you're making the game. Since it's impossible to predict or control absolutely everything, a lot of it is just letting your happy accidents be happy.
>>1330500 >>1330706 Look up books about game designing written by experienced game designers.
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>>1325005 This is just me testing some stuff with characters, like optional designs/features or potential replacements. >Vahlrossa's bra thing looked impractical, so I went for a more solid armor piece while still retaining the appeal. >Bonky and Linda had the worst possible take on "cartoony pie chart" eyes, that I tried making it less bad. >I want Ivan to be buff even if still pretty, so the main thing here for him is different proportions. >Wanted Yiegour to look more "heroic" in term of proportions and also gave him different legs. >Bonka's design is arguably already great but I just wonder if these circles aren't excessive. >The thunder tattoos on Bonkette are an attempt at "mirroring" the eye cross tattoos on Bonka. >An alt hair I thought for Pamela is something "laid back", with braids and a green middle part. >Luisa looked a bit too simple, so I tried some tattoos. Maybe this won't be the last time but I should probaby prioritize some things better.
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>>1330500 >>1330706 In part, I'd actually say a good part of learning game design is by starting with design as a field of study. Design of Everyday Things is probably a good start. It talks about how terrible some doors are designed among other things. It won't tell you how to tweak balance numbers, polish an experience, or the like, but it may give you the analytic mindset needed to feel out a game's base UX and usability. That does actually give you some intuition when it comes to feeling out the fun. More specialized design notes become easier to find the more specific your problem is, because you'll be searching for and asking specific questions. Also, Design of Everyday Things isn't game-design specific, so it's generally useful things to know in the realm of "making stuff."
Progress
>>1333833 Oh cool, I own a copy of that book over on my shelf. It's definitely useful in explaining and better understanding the intrinsic design of things like menus and UI systems. In the same vein, listening to developer commentary would provide a decent view into the thought process of designing games more specifically. The first two (three?) Ratchet and Clank games had a duo of developers play through them and discuss all of the difficulties they had designing and creating the game and world. Valve also provides a ton of great commentary (both online and also in their games themselves through a "developer commentary" feature) on developing games and what unseen challenges might arise from that including the revelation that a Redditor beta testing one of their games was so retarded he didn't realize he was literally running in circles.
>>1333893 It's not just menu and UI. For example, affordance really helps to know about since you keep the player's options at a given moment from becoming too complicated, while still being able to construct puzzles, challenges, etc. Real-time and turn-based alike.
>>1330500 Not massively so. I personally like Trainwiz' game so seeing him post progress is nice, I don't know if he's here so that's at least a reason to visit halfchan threads. But you're genuinely not missing out on much, the doxed gay lizardfag's running them into the ground with spam anyway.
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>>1332692 Also decided to bite the bullet and redo how the fog of war visual itself work. Old version was just a textured quad over the map, which would have worked fine for a 2d game (or one with a fixed camera) but was always creating weird artifacts when not seen from straight above. New version is a post-processing effect that use the z-buffer to find back the real world coord of each pixel, and color them according to their "UV" on the fog-of-war texture. This remove most artifacts due to height and view angle.
>>1330500 There are many different books you can download for free online about it, but usually game design is natural with how it pops up during development. You can try to force it, but it becomes obvious if a mechanic doesn't flesh well. But you should always respect the player and have reaction based events in mind, where doing an action causes some sort of an effect. The best games heavily focus on this one truth to bring value to actions. Gaben said it best in the half life documentary.
>>1332587 Pick one what? Purchasing kush is not even a option for me dude. All I can smoke is tobacco with nothing (no flavors) because the EU are faggots.
>>1336189 The biggest problem is everyone looks at game design like a fucking skinner box or hamster wheel for the casino managers and nobody considers immersion. The prime breaker of immersion isn't the art, music, storytelling, it's forcing the player to deal with internally inconsistent bullshit, especially as their choices matter less than the "desired outcome" so everyone is funneled onto a quicktime themepark ride. Press X to pay respects.
>>1337501 Skinnerboxes/casino manages are the easy way out for instantly getting people hooked. Companies would rather figure out ways to hook players for addictions than making gameplay with reinforcement.
>>1337501 >and nobody considers immersion Shitty AAA games have been trying to sell immersion for years at different levels of success. They ALSO try the skinner box approach, and they do it via lootboxes and addictive gameplay loops like fucking fortnite, of all things.
>>1340664 >Shitty AAA games have been trying to sell immersion for years no, AAA has consistently stopped giving a shit about immersion over the 8th gen. only Rockstar and Naughty Dog make any effort and say what you will but "shitty" doesn't describe their efforts, does it? Soulless perhaps. Annoying with their handholding and stuff, sure. Meanwhile you've got other big names like CDPR or 343 that ship games where an explosion underwater doesn't even make a splash. Basic physics interactivity is missing in major titles nowadays. Even the smallest, lightest objects are glued to the ground. Corpses disappear 5 seconds after dying. NPC positions are randomized rather than remembered when you enter and exit a building. Throwing a dart at a dart board gets you shot by police in Starfield. Basic "immersion" is the furthest thing from anyone's mind in most AAA studios.
>>1341339 p.s. another data point, the devolution of enemy deaths in shooters: 90s (and the entire Call of Duty series to this day) - canned animation 2000s - visceral if at times silly ragdolls 2010ish peak - scary realistic ragdoll + animation blending (continuing the character's last action or reacting to being mortally wounded somehow) like Killzone 2, GTA 4 etc. lately - the main driver is a canned animation like in COD. there may be a ragdoll simulation involved to make sure the final pose isn't hovering in the air, but most of the animation has NPCs going down kind of like TES NPCs hit with the Paralyze spell. they are very stiff and every death looks the same. it can be hard to tell if a ragdoll is involved even in games that definitely use them like CS2. I'm not even sure if there's a downgrade or if artists are somehow confused about what the goal is. like, you know enemies dropping dead should be satisfying, right? it shouldn't be boring, it shouldn't look the same every time it happens etc. right? CS2 is the most baffling case for me as it's clear they still have advanced animation and physics tech in play, yet don't use it properly.
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I found this article from 2005 about game devs working continuously overtime, and how this can and should stop. The last paragraph however starts with this gem: >Since this article was first written, Blue Fang has wrapped production on ZOO TYCOON 2. During the nearly two-year development of this game, the methodologies and core beliefs described here were tested to the limit, particularly in the final stages. In the last two-month stretch, we endured more overtime than ever before. WARNING The article doesn't offer any useful or practical advice, but I found it interesting.
>>1341843 >AH GEEZ DUDE, HOW DID WE END UP HAVING TO DO OVERTIME AGAIN AFTER THE BOSS SAID HE HATES OVERTIME? the boss in question, a lying piece of shit. kill all "managers".
Work work.
>>1341984 The real source of the problem of crunch wasn't the managers but idiot twenty-something developers who were doing it willingly because they were "passionate" (read: stupid) and wanted to make the stuff as good as they could, thus creating an environment where the rest felt peer pressure to work long hours with them, which in turn eventually led to managers trying to formalize the phenomenon with "mandatory crunch." If they'd just fired all the stupid "passionate" developers then crunch would never have been a thing.
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https://psychojosh.itch.io/kasha-catcha I made it you stupid bitch piece of shit fuck you haha jk :)
>>1346262 YES AWESOME CONGRATULATIONS ITS REALLY CUTE!
>>1346262 Good job, you made game! The game over screen is fun.
>>1346262 >>1347432 You could have a variation of Game Over screens, maybe sometimes Kasha does get hurt a little bit or she gets mad at you for having her fly too high or too fast.
>>1346262 Congrats, anon, looking really good!
>>1346262 Great job! You could try setting the restart key to something specific (like jump) or add a small delay. I usually have other buttons held (like the arrow keys or the jump button) at the same time as Kasha hits the ground which causes me to go back to the title screen or restart, skipping the game over message. You could also try using a tween to smoothen out the big lady's movement, or stick the camera to her (make it a child of the node). Then right when the jump button is pressed, stick the camera to Kasha.
>>1347593 You can also add two camera nodes and just set over the current camera variable if you want
Ah. It might be just my browser fucking up but the background music isn't set to loop, I think.
>>1341339 At least you get it. Most of the time it feels like I'm screaming into the void when I post.
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>>1346262 Plays nicely. Not too big of a fan of the infinite scrolling (since even though it exists, it actively hinders the possibility of high score runs) Getting the combos and mastering the physics is cool though. Too bad I can't show high score due to how abruptly the game transitions from gameplay to game over/game complete then back to title screen.
>>1330500 it's all just vibes
>>1330718 I don't think there was ever a point when EC wasn't shit. Their host was some bottom-tier mobile and MMO dev, and I vividly remember him recommending studios underpay their devs so they didn't "get comfortable".
>>1346262 Congrats!
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Good morning gamers. Thank you for all the kind words. Sorry for all the profanity before, I was low on sleep and a bit edgy. Slept a lot last night. I am interested in making a few improvements to Kasha Catcha before I submit it to Newgrounds. One thing I didn't get to implement was a mechanic where Milchi could refill your air by blowing into it without catching you, but you had to grab a wind powerup to stock the wind. I'll add that in a later update. The rest of the stuff I want to add is purely cosmetic, like having an actual sunrise in the background and different artwork for game over screens. Dunno what else I could add. Maybe bird enemies that fly by and you have to avoid or stomp them? But if they poke you wrong they instantly pop your balloon and make you fall.
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Gorbash framework now supports modding to some extent. Not easily, but it's been written for being extended. Gorbash itself can already load completely separate games just by its faux-ROM loading system, but mods can layer on top for just modifying assets or adding new features to the kernel. Probably.
>>1349856 I've always wanted to know how to add modding support, but it always looks daunting. This is cool
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>>1353200 Godot's PCK system isn't too bad, but handling it dynamically is a bit of a per-game endeavor and it depends if you open-source the base game, if you supply a framework, whether you just want to allow asset swaps or something more complex, etc. Technically, Crop and Claw 1's Repainted graphics and music comes from a PCK patch, and is part of why swapping the two modes requires a game restart. It's functionally a mod. Crop and Claw 2's a lot more detailed in its setup, since it's actually more like Gorbash + Crop and Claw 2, as Gorbash is the RPG framework that the Crop and Claw trilogy would be built on top of, and is the shared codebase. The individual games and asset packs are loaded as if they were "lock-on cartridges", and then mods are loaded on top of that. This system also calls for dynamically retrieving assets for opening per-ROM debug folders, so I had to also had to dig into the Resource system to get directories from hard-linked resource UIDs and dynamically find everything. I didn't know how to do this in CnC1, which is why the PCK isn't actually a compiled game, and why it's trivial to dump everything and open it in the editor.
>>1353200 there's a few ways to do it. it's a lot easier if you're coding your game in an interpreted language, since you can just hotload user code and run it. but if you're not, then you'll probably have to make some sort of scripting system or framework modification scheme if you want mods more deep than model/texture replacers. That or just rely on modders doing dll injection. that works for any game with a moderate following.
>>1353679 The thing about the pck system is that once the mods are loaded you have no clue what assets belong to what mod.
>>1346262 It seems that if I press the jump key right after being thrown I don't reach the full height of the throw. Also it looks like the stars just spawn in a straight line horizontally above the character. Is that right?
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>>1353860 That's actually what I work around with the lock-on ROM system. The format is set up so a single game or asset pack belongs in a res://rom/ subdirectory. Gorbash itself always has a single ROM built in, which is _internal, which has database entries that can be used as error handlers if something fails to load in other games. Other subdirectories correlate to other asset packs or games. The game's bootloader runs a process where it runs all command line parameters, then loads ROMs, then loads mods on top. The mods aren't tracked as finely as ROMs, since they're more about changing and adding stuff, rather than being "games", and that's by design. Because PCKs don't have much context, the ROM loading process expects a dedicated ROM to have a header.cfg file, which contains INI metadata that allows Gorbash to dynamically change Godot's configuration at runtime. This allows a game to remap the save path and game id. I'll probably be including a list of PCKs as prerequisite packages too, and apply the cfg loading to mods so they also can know what they're supposed to expect. Obviously these aren't really "ROMs" beyond the fact a PCK is a read-only file package, but I structure some of my code around being written like old games running on a console, because it's a weird quirk I have. (The main save data class tends to be called SRAM for similar reasons.) After that's all done, the global game state is initialized and the game boots into the kernel, assuming everything is now done and we're not going to be loading PCKs anymore. This is all overkill for a small project, but I want to use Gorbash for Crop and Claw 2 + 3 and also a remake of 1 so I have the full trilogy running on the same Godot version and with a shared codebase I can easily copy and export.
Meh fuck OpenMW modding, it's too much work getting shit to work because the Lua documentation is absolute ass. I thought I could implement something small for now but I don't want to constantly ask on the discord server for help for every tiny thing I need to code in. I will continue working on my Furry Sandbox FPS game instead which is in Godot Engine. I won't be able to make a lot of progress in a single day because I take a lot of rests in my bed. I decided to make a Sandbox FPS game instead of a Farming game because the scope will be a bit smaller, so I don't have to implement a lot of features for now. I don't know when I can release a playable demo of my game, I have so far only 1 map, a non working HUD and only a single weapon. Making maps is so far the most demanding task for me. Blender is really not the best tool to make 3D maps with. Trenchbroom is too limited and works only for Quake shit. I don't fucking understand, how comes nobody made yet a generic purpose 3D map editor. For 2D mapping there is like 2-3 tools for it already, but if you want to make a 3D Map you have to use a 3D modelling program for it instead of a dedicated 3D level editor tool.
>>1358008 Don't underestimate Trenchbroom, the industry might have stepped away from brushes but they are still capable map making tools.
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>>1358008 Trenchbroom, NetRadiant, and JACK are compatible to export to Godot if you use FuncGodot. https://github.com/func-godot Never used JACK, but NetRadiant I feel is a little too cumbersome and slow, I can brush easier in Trenchbroom and finesse the small details quicker then I could in NetRadiant. And now that the latest version of TB has easy cylinder and circle tool, the only thing NetRadiant has that I'd like is the easy terrain tool. I'd recommend making your maps in Trenchbroom, then exporting it to Blender and finessing the final details there. You can make some awesome looking maps that way. Here's an example of someone using that workflow: https://x.com/markiemusicpro/status/1720873213880897944
>>1358379 >>1359378 The primary reason I don't use Trenchbroom for mapping is because it has no tools to make terrain with, manually editing the vertices in Trenchbroom is such a massive pain in the ass that I never want to do it again. >Trenchbroom added cylinder and circle tool took them long enough for that. Maybe in 10 years it will also have finally terrain tools. Meh I will just use Blender for mapping for now. Because I want to make a bunch of outdoor maps with some terrain there, even though Blender is slightly slower to design the maps with compared to Trenchbroom brushes method. I checked the Trenchbroom github issue page and there is like at least 1 or 2 issues about Terrain editing and they didn't gave any eta or something like that when that feature will be added, this sucks.
>>1359464 I still think you're too focused on the whole bumpy floor thing when your primary concern should be on level design first and foremost.
>>1359472 But how should I design outdoor maps then with no terrain in Trenchbroom?
>>1359464 >>1359537 Look into heightmap based terrain if you haven't yet, stuff like caves or overhangs become a bit more convoluted but it's good at getting medium to large swathes of land looking nice with minimal pain. The showcase linked in >>1359378 also mentions placing the trenchboom export over a heightmap.
>>1359543 Can't I just make terrains and cliffs in Blender instead? I'd prefer to do all the mapping work in a single program.
>>1359537 I don't know, how did Doom do decently convincing outdoor maps? Hell, even amateur outdoors Source maps with all flat blocks are still immersive enough.
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>>1361507 Actually, I think you're just greatly overestimating how terrain is done in most engines. This is typically the shit I saw in TF2 maps (though not to as exaggerated a degree as I have here)
>>1361825 it didn't. an outdoor map is a big square with walls around it and behind the walls there is a low res skybox showing things miles away. the walls hide that there is nothing to connect the actual map to the skybox.
>>1362534 Not wrong as to the methodology, but I strongly disagree with your assessment that the terrain work itself isn't doing a good job of conveying the ideas of a more naturalistic setting. Granted, I am using usermade maps as examples, rather than retail Doom proper, but I believe my point still stands.
What kind of maps should I make in Trenchbroom then if terrain and cliffs are not a option to make?
>>1362784 I've seen cliffs in Quake 1 proper, hell even emulated in Doom what in particular are you struggling with?
>>1362818 making terrain by moving vertices one by one is a massive pain in the ass, I tried doing that before for my tank game but then I stopped doing more work on the mapping because it was too annoying making terrains that way. I don't understand why the guy making Trenchbroom is not providing any terrain and cliff tools when Half Life 1 often had maps with cliffs and terrain even on custom maps and mods. And Trenchbroom can be used to make HL1 maps with. Making "terrain" in doom with Doom Builder is not so hard to do, because of the way the tools of Doom Builder work, well you only have a 2D view because it is a 2.5D engine not a 3D engine like Quake. That's why I opted to make maps with Blender instead despite Blender tools are not well suited for map making, due to the way Blender handles the models. Though it is a given because it is made to create assets and render, not strictly a map making tool, despite people also use Blender to make scenes such as city, village and whatever the heck else they use Blender for. Apparently other 3D mapping tools for Quake/Half Life comes with a few tools that makes it easy to make terrain and cliffs with and even low poly rocks. Hammer Tools don't work with Wine and Proton for me, they keep crashing and freezing which sucks else I'd would try that since for Godot there is now a plugin that lets you import source maps into this engine.
>>1362839 I just went into Trenchbroom. I'm legitimately confused as to your gripes with it, as it has vertex editing features, which is exactly what you need to make cliffs. Did you want automation or something? (which I know Hammer has in regards to floor terrain)
>>1362903 Blender has proportional editing which is suitable for terrain at least, dunno about cliffs. For cliffs in blender I just make a plane mesh, use the knife tool, extrude it, apply subdivision and finally pressing the randomized vertices button so that it looks more natural. Of course Blender provides other tools to make terrain and cliffs with, I need to look it up on Youtube to see what else is available. Compared to Trenchbroom, I can do it only one by one and because I'm left handed the default control sheme of Trenchbroom gets into my way, I cannot edit multiple vertices at once and have them a hard or soft bumping and there is no tools at all in this program that does something similar like Blender does so that I can make the terrain and cliffs that way. I am not exactly seeking for a automated tool for this since I would do it per hand but I mean some options which doesn't consume a lot of time just to make terrain and cliffs in Trenchbroom. I am aware of the vertices editing of Trenchbroom that it has but it is very primitive.
>>1362779 I don't think this kind of geometry was possible in original Doom or Doom 2.
>>1362996 One and Two definitely are, though I'm not entirely sure about 3. You might not be able to actually load the entirety of the scenes in because of visplane limit (even Heretic was over the original static limit) but the actual geometry capabilities of the engine are relatively untouched in source ports.
>>1363054 GZDoom extended the feature for 3D-ish maps with 3D floors and portals, so it's sort of possible to make a city map with a few houses where you have multiple floors and such, or making a town map with enterable houses. So basically making a outdoor map in GZDoom is a bit more feasible but quite a technical work.
Fucking non-virtual destructors ate another 3 hours of my life.
>>1363841 I've seen some people taken to calling GZDoom the "GZ Engine" because it's so far removed from Doom at this point. Like people will see fully 3D models in GZDoom and flip out, not realizing that's an entirely GZ feature the real Doom engine could not support.
Trying to hit an art target. Gonna do a PS1 (or Namco System 12) style model of Sachi.
>>1363054 For classic doom maps all floors and ceilings need to be flat and for any top down region of the map there can only be one floor and one ceiling. It's hard to see in 3 because of the sky ceiling, but it passes the test I think. >>1368886 GZDoom was made with a merge of Doom source code and one of the Quakes, if I recall correctly.
>>1369435 What's the target? To make an amount of art each week?
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>>1371363 No, it's to see how good I can imitate this look. My character's a bit more stylized though.
Made a Baikal Izh 81 shotgun.
>>1325472 throw it on Neocities
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Steam's taking extra time to review my demo and it's probably because making your game in C++ is a great way to delay the process but I'm eternally on edge dealing with a company that banned Chaos;Head's console port and Holy Undead just recently for having the content of a magic treehouse book. It feels like whole days just disappear dealing with Steamworks;
>>1385114 typical steam humiliation ritual experience for them to psychologically manipulate you into justify their 30% cut and everything that they will demand of you later.
>>1389508 im not even joking or being hyperbolic on this. it's basically been their business strategy going back a decade+ now.... like they're not in any real material way a monopoly (they can't create a walled garden for their store like Apple and Android devices do) they instead have to create a walled garden in people's minds. they psychologically manipulate users to centralize as much activity as possible on their spyware to build their "userbase" (regardless of how much commercial value someone who just idles in bargainbin games to receive steamdrops to sell on marketplace or chats with friends like the Steam app is a reboot of AOL Instant Messenger actually has to anyone) and psychologically manipulate devs into believing their inflated userbase gives them an actual monopoly that cannot be avoided and they poke and prod at your willingness to succumb to arbitrary demands throughout the publishing process to make you a pliable acceptor of even more irrational demands down the line.... like hey put your game on sale for 2 cents.....does it benefit you to have irreversibly lowered the value of your product with thousands of keys going straight to resellers the moment the sale is done which you can only combat with even more bargainbin sales cuts and only for as many times as the userbase has idlers? no. but 30% of a penny is the same as 30% of a dollar to Steam, one burnt out product is replaced by ten others in the world where you believe they're a monopoly.
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anyways... progress post which will answer questions about this >>1295869
>>1389551 It sounds like you're really mad at Steam for some reason but can't find an actual reason to hate them since they don't put a gun over your head to sell your game on their store and have plenty of competitors so you make a weird scenario in your head where Steam is still somehow evil because... their store is the most popular, so you have good reasons to sell your game there.
More work.
>>1390571 part of their psychological manipulation scheme is they also hire outsourced PR companies to post all over the internet to promote views that align to Steam's mission statement. in gamedev communities these "people" will target the fuck out of anyone who undermines those mission statements.... you're not getting paid 2cents a post to ignore the entire section where i mentioned how they inflate the userbase to flatly respond with a PR defense of "their store is the most popular" are you?
>>1277392 Would love a list of unique/noteworthy rpgmaker game recommendations, even if it includes things you'd assume people would know (not everyone knows every game)
>>1371157 >>1371370 Current progress. Hair is a little highpoly but will remesh it.
>>1240158 >"I want to do a thing. I read the info and novel stuff about the thing. I watched people do the thing. I even did the thing for a while before I kinda lost interest because the boring stuff came up" >"but I want to do the thing, yet I can't start doing it" Have you considered screening yourself for ADHD? Executive dysfunction(not being able to just start doing the thing), not being able to keep doing the task despite the reward at the end(dopamine(the "do it" hormone) levels being way below the typical values) and melancholy/depression(probably because you quite don't get anything done and feel like utter failure) are quite common symptoms. t. started suspecting himself to have ADHD - Wants to learn to draw for sake of his OC, but generally can't sit down to practice, but constantly daydreams about the stuff. Addicted to listening to speedy, hype music all the time. Has a hard time watching a few minutes-long animation without urge to pause it to start music again. Can't be arsed to launch a video game despite enjoying it when he actually manages to(probably because of "I'm wasting time I could use to do productive stuff(that I won't do anyway)" feeling). Often put off projects and homework at school until near deadline. WALKED AROUND ALL THE FUCKING TIME WHEN ON BREAK IN SCHOOL. Shitty handwriting, delayed speech development/learning, being socially-off and ending up being bullied, bad memory - Didn't memorize his phone number for years until he embarrassed himself over not being able to tell it to someone(somehow, memorizing it via writing it down from memory was surprisingly fast, but still has lapses of not being 100% sure). Has issue remembering birthday dates of his closest family members,
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>be busy with game deving for about 3 whole weeks >constant deving, no breaks >I do a shit ton of work >finally time to relax >stare at steam for a full hour >decide to go back to work What the fuck is wrong with me? Anyway, more progress.
>>1395686 LIKE BEEG VIRTUA FIGHTER TEETEES
>>1333871 >>1346262 Oh wow, congrats! I didn't even see this earlier.
>>1398416 Keep up the momentum dude.
Anyone else wish there was an entire game dev board instead of just a single thread? Seems like there a lot of elements with design, art, programming, balancing, story, music, gameplay etc that could sustain their own discussions. Obviously posting rate would be a concern.
>>1403324 there's a literally /agdg/ board but it is pretty dead. So game development discussion only work on a thread i guess.
>>1403324 >music People just use the royalty free music for their small projects, not much to discuss here
>>1403651 It doesn't have to stay dead, you can reactivate it any time.
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>>1333584 Turns out I still do images like this. The context is that these 3 girls are somewhat antagonist to the Nortubel main cast, usually. >Alt Angela went against them in the game. >Bonkette is planned to go against Bonka and Bonka ends up liking Katrin. >Luisa, I plan her as a possible antagonist for if there ever is a proper Nortubel 2. So this scenario is like a total nightmare for Katrin (And also Luisa).
>>1403665 I would like if someone dropped some music making resources actually. I have trouble mixing.
>>1403665 Really? I thought people would have at least moved on to ai by now.
>>1408087 That too. Composers with decent skills usually stay clear of these threads or game jams, so you generally left with coders/artists dabbling in music every now and then.
>>1407926 Lied and did more "planned characters" but this will be the last time ever. Wendy and Sandy are 2 friends of McSherry, the "Armardurons" are the closest to kobolds in Herrko and Skglahya is my figuring out a female Tharrr alien.
>>1229676 can you just kill yourself please?
Made a ASMD shock rifle model
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I'm tired of not having a mobile compatible site so I decided I'm going to take some time to make one of those. It's probably going to be a lot less game-y than the desktop site, but I'm still going to try and have something for users to mess with.
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>writefagging for some beat-em-up for about a year or half a year >device where the story was stored got lost >didn't have any backups >decide to start again >can't find myself writing something like that again >what I end up writing just comes off as milquetoast
I've been there anon, that really sucks. My advice is to shelve that project for now and do a new one. By the time you're done with that one, you'll have a renewed vigor and inspiration for remaking the project that was lost. I had a coding project with maybe 200 hours of labor invested in it vanish in a drive failure, but the rewrite I started afterwards ended up being much better. I had been learning as I went the first time, and starting fresh with 200 hours of experience under my belt allowed me to design it to be far easier to maintain and build on. Also, if your drive just failed (as opposed to literally disappeared), remember that data recovery shops are a thing. I don't know exactly how much they cost but it can't be more than a couple hundred bucks, which could be a steal depending on how much labor you sank into it. Remember to make regular backups from here on out.
>>1428056 responding to >>1427738
Zombie game where only people that eat seed oils get infected.
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blyad
I dunno why I'm progressing so slowly. Guess I just haven't had the energy to work on stuff. Balcony level progress for Kasha vs. Kritters.
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>>1437140 Bucket fill would look more aesthetic.
>>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
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Someone gonna bake or should I?
>>1561430 You should. But man, 8chan's thread are all slow going....


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