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Amateur Game Development General: Prototype and Production Edition Anonymous 11/30/2024 (Sat) 06:58:05 Id: 1b5651 No. 7821
Share progress, ask for feedback, argue about little things in game design. Resources: >#8/agdg/ via irc.rizon.net >https://app.element.io/#/room/#agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/ >http://mu-sic-production.wikia.com >https://pastebin.com/qtDwktHP
>>7821 Is archive.today getting ddos? Its not connecting, will archive previous thread when it does
I'm back to my RPG Maker solodeving, and I've changed my workflow and created design documents to help me along this time instead of just winging it and burning out. I started by designing the world map first, and understanding the player flow through the environment, and what story beats that would entail, then fully fleshed out the first area. Currently working on area 2 of 5 (6 if you count optional side/post-game content). All in all I'm happy with how things are going and I'm enjoying myself again. I'm over my little bout of fuck-it-all when I saw other Steam devs using the same asset pack I am, I'll use it too, I paid for it, what are they gonna do?
>>7821 A friend of mine sent me that video about how you can make better progress when you don't headbutt right into developing the best systems for your program and get stuck under your own codebase, and instead divide working into two phases - Prototype and Production. Or as I would call Fuck Around and Find Out if it works for your needs. Or Basic Implementation and then Overall Integration. You can use this in developing a mechanic, and then see how this mechanic can be used in a level, and most importantly switch to the next phase to generate meaningful overall progress. You don't have to plan for days and say I'll put X amount of days in prototyping and then Y days in implementing. You can do switch as soon as you get a single thing working and see how it integrates into rest of your code. See how it works for you...
>>7824 There's also preproduction where you lay out your ideas and how you plan to tackle them before touching an editor. With that as a design guide it's easier to avoid scope creep.
>>7821 benis :DDDDDDDDDDDD
>>7827 GAY HAND
>>7828 don't make me pull out the feet chart for different ethnic groups
>>7829 Do it, I'm interested. Race differences are fascinating
>>7829 There's a feet chart for different ethnic groups?
>>7831 What isn't there a chart for now? Race charts are interesting, digital education not taught in a classroom
I've grown disillusioned with Godot. I started making a desktop program to log some info and needed an image button with a separate "hovered when on" and "hovered when off" images. What a fucking pain the ass it's been. It's all because I wanted all my buttons and all their states to be in a single large image. If I can make it work at runtime, I can't get the button to look right in the editor, and vice versa. I don't think all this FOSS masturbation is worth having to struggle with the tool. I'll make my game in Unity.
>>7833 It's a real fucking pain when you have to fight with your tools to get them to work. I feel your pain anon. Unfortunately I don't have the wisdom or experience to build shit from scratch.
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I managed to get a dynamic scripting language for Crop and Claw 2. It's pretty interesting because if I add functions in the runtime, I can use a command to dump the API (it's just a text file) which the editor can use for color coding stuff. I haven't gotten around to making the code editor yet though. I'd been rewriting the INI saver/loader to use custom de/serialization since I want to dump relatively easy to parse data if using a non-Godot runtime in the future. >>7833 If I understand the problem, you can have your single collection of button image states, and separate texture atlas resources which the button actually uses. I use texture atlas, manual region setup, and code trickery in CnC for entity walk cycles on the field. Third pic related.
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remaking the UI to look more consistent, and also look cleaner - both visually and code-wise
>>7833 If it's something simple, raylib might be the best choice.
>>7827 The back of the hand is way too flat.
>>7833 >I started making a desktop program Just use qt
>>7839 Doesn't that have some fucked up licensing if your program isn't foss?
>>7840 The core of it is licensed under LGPL, which lets you link it to proprietary code. The main restriction is that you have to share the source to qt itself and any changes you made to it, and let users link their own qt versions. There's a handful of modules that are GPL only, but those are pretty minor ones like charts, or qt quick 3D. https://www.qt.io/licensing/open-source-lgpl-obligations https://doc.qt.io/qt-6/licensing.html
>>7839 I mean, I had started it with Godot in order to begin learning the engine.
>>7842 Godot is very good for desktop programs and UI, which is why I'm writing my editor in it as a game. The issue is more that UI itself is hell. That's seldom going to change no matter what tool you use. You would have to work through the environment and figure out a workflow that fits your need.
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>>7836 I followed your development progress in this AGDG and the last AGDG. Your game is similar to Famidash, a Geometry Dash port to NES. Last week I completed 13 levels of Famidash from the Play Menu on Normal Mode with all coins, and last week I posted this. >It's been out of beta since 10 Oct and on v1.1 since 10 Nov. and may be GOTY among NES homebrews. >It's by kandowontu. He's better known for 200+ SNES Fastrom conversions, Starfox EX, and being the romhackplaza.org manager who makes romhacking.net trannies mad. >It has 2 player, and character palette customization, so in my screenshots, I played as a Spurdo Sparde and Gondola fusion. The game starts simple but later tests your skill where levels get like Celeste C-Sides. As Famidash is similar to your game, trying it might inspire ideas in you. kandowontu himself is also easy to contact. https://github.com/tfdsoft/famidash/releases
https://eyeballtank.itch.io/project-nortubel If anyone doesn't mind some playtesting and giving feedback, passwords for levels are: galeria, tutor1, tutor2, tutor3, c4rr13, k4tr1n, m3lv1n, osc4r0, p33tt3, ang3l4, l3300n, oott00, b0rhrr, p4m3l4, sh3lly, b3rn4d, b00k3r, r1c0t0, phn34s, st3ll4, z4r1n4, sh1hr0, h0lm3s, mcshry, jol1t4, b4rn3y, k4rl44, l13fd1, x444ng, am4l14, y13g0r, clr1ty, kl3rrr, tf00r1, zrkv1l, d3c4rd, fl3nnn, brkstn, m0nic4, ill0uu, b0nkyy, b0nk44, cl4ud1, b0nk3t, dr1l0u, j3r0ld, chrl3s, lmshtn, e1rr4c, n1rt4k, n1vl3m, n4myl3, p3bble, iv4nnn, eul0r1, uulg44, r4cs00, eet33p, al3gn4, k4luub, al1sss, b34trc, h1rdr1, kr1mbs, msgc0v, gr3klv, br1nk4, l4h1rn, h3rrk0, unt0tr, n0rtbl Also still learning about LMMS and looking into samples and some plug-ins.
>>7844 >similar to a geometry dash port the gameplay is quite different from geometry dash, really. the only real similarity i see is the rough art, but that's because i don't have talent, as opposed to system limitations and stylistic choices.
either way, another alpha version is up (version 2) feel free to try it notably i fixed some movment bugs, make the ground less slippery, and revamped the UI https://dgs-game-studio.com/games/conformer/playtest.html
>>7847 >make the ground less slippery Good, game ice is only cool in temperature. Slippery physics are the Great Satan and must be purged from enginekind.
>>7833 Sometimes proprietary function and fastness beats FOSS freedom.
>>7848 Friction is kingly, heathen, especially when said momentum from friction can transfer to jumps
>>7833 I don't know what exactly you're trying to achieve or why godot isn't doing so good in that, but you can try unity for very cool UI stuff. The biggest advantage of Unity is there's hundreds of tutorials and questions posted online, you're almost guaranteed to find someone who's had the same issue before (and have a solution)
>>7845 Tried a few levels. The bold color choices make it hard to see what you're supposed to be doing.
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>>7844 >>7846 Famidash has a "Fun Settings" menu, where "Platformer Mode" disables infinite running and "Retro Mode" enables controlled jump height. That gameplay's closer. The rough art was similar, and the level names, like "Can't Let Go" from Famidash and "Don't Look Down" from yours. The themes are "avoid spikes," and in a video you kept launching from springs. The other differences mean Famidash could inspire ideas in you for directions to take with the gameplay.
>>7853 i mean, i've already got the idea of my game down pretty solidly - right now i'm just trying to refine what i got and add more levels until it's in an acceptable state
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Added jumping spiders as a new enemy. They jump towards players and thus faster and more of a priority threat to player. With these 2 enemies I can program levels with spawning a wave of enemies, so you're once you're comfortably kiting enemies then suddenly, theres a wave of spiders on your way. Will make the gameflow a bit tense at times and then relax again. Next enemy will be the same spiders but with a web shooting state
Every time I open up unity I feel like those retards who look at a blank canvas and can't paint. I feel like I'm doomed to let all projects that have any sort of game object die in obscurity.
>>7856 The first step is to not overthink shit. Just do
>>7857 I created a square that can move and jump with a vestigial crouch if needed, now I just need to make platforms that don't fall in space.
>>7858 >>7856 That's the first step ;)
i made platform physics really good. before they were a bit jank and didn't really feel that good to play with. but not anymore! they also apply to enemies now, too.
How's that for a jump tutorial? I think it gives the player a good chance to understand the movement without going crazy. Tiny signposting with special tiles shaped like skulls to direct moves, I think I'm going to make something with a cavestory sort of vibe.
>>7861 I really gotta update my bitrate settings, horry shitto.
>>7861 Good job, anon. Does it stick to the walls if you press against them mid-air? Assuming you don't want that, that's the real test.
>>7863 Had issues when I made the tilemap collision initially, had to swap the character's bottom to a circle instead of a square just in case, now he sorta roundly slides off most environment, but you can catch the edge of corners just right still and be unable to jump, though you can roll your way up onto a platform that way, allowing you to complete some maximum distance jumps.
>>7864 One option is to switch the physicsmaterial of your character's rigidbody when he is in the air to one that is frictionless.
Got one map down, now I need to program doors to lead into other areas, water slowdown, and enemies.
im certain like one or two of you nigga's will get a kick out of the techers in this vid https://inv.nadeko.net/watch?v=aXfTgCCsRSg
>>7821 What are everyone's thoughts on using emscripten to compile a C++/SDL program into a browser game? Stupid nonsense? A good distribution method? I'm thinking about doing some giggles with emscripten.... >>7827 A man's index finger is shorter than his ring finger. A woman's index finger is the same length as her ring finger.
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i got some feedback about not knowing the level before picking upgrades. solution: previewing.
Gonna post my code here since I got no clue what's going on here, the game refuses to read Inspect as a valid buttonget It can read crouch, jump, and movement, but it seems to be refusing to acknowledge Inspect as a valid item.
>>7868 Let me know if you do and the fruits of your results
>>7870 >if (Input.GetButtonDown("Inspect")) > { > Inspect = true; > }else if (Input.GetButtonUp("Inspect")) > { > Inspect=false; > } The simplest solution is that you don't have an "Inspect" control thing like you do with "Jump" and "Crouch". Maybe you've misspelled it? Add a Debug.Log in there to see if it's activating.
>>7873 I have a different line of code that activates when I hold the button (down arrow) near applicable objects and the debug logger is telling me that it's activating, so it is reading the input for sure, just not registering the line that tells it to animate in the same way for some reason. I had a thought to put the animate line of code in the one that has a function for the interaction, or even merge the two into a single script, but I figured it'd be stepping over itself and it wouldn't solve anything.
I just realized the code that handles the animation is actually in a different script, I'm probably going to hang it up for tonight and go diving into the guts of it in a few days when my brain is out of this funk
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>>7870 >>7874 >>7875 Are you using a CharacterController2D from unity itself or from somewhere else? Its good you're using that instead of writing from scratch, that way you can focus on making the game, unless you want something new added. The Inspect variable is not in use in this file. As you found out the animations are in another script. So you'll have to send this Inspect variable onto a function on that script. The grayed out field on whatever editor you're using quickly tells you that field is not being utilized; 2D platformer is easy to run but hard to fun, learn from this guy >>7869 A few more suggestions- 1. You don't have to use fixedDeltaTime inside FixedUpdate(). FixedUpdate already runs at a fixed rate per second so you don't have to multiply with any deltaTime to make it smooth. Right now its always multiplying a constant value, something like 0.025 or something. You can safely make changes to your runSpeed instead. 2. You don't have to use setBool or setFloat to switch between animator states. You can directly tell the animator to play a animation state from code using animator.play("nameOfState"); It will either play the state once or loop it, depending on how you have set up your state. Use Set methods only when your animation needs a variable to its functionality eg. An animation that changes color depending on how fast the player is moving. (Or you can directly change the color from code lmao); 3. Just like you're setting the value of horizontalMove every update, you can set crouch = Input.GetButton("crouch"); so it'll set crouch to true or false as the button is kept pressed or released. Your method is already good, so its upto you. It has negligible performance impact. 3. On contrary you set jump=false on FixedUpdate, which is a bit redundant. It will set it false on every frame and only change once the player presses jump button. Put a condition if(jump){jump=false;} on it, so atleast it'll check if the jump bool is true first. Or a better way is to first check if the player is grounded, and automatically set it to false once its grounded. No need to set it every frame. I assume this is_grounded check i on another file. 4. This method of setting a bool crouch as true and then false in order to set up the "current state of player" and changing animation, controls, special behaviors according to the state is called a State Machine. You'll learn it soon, don't worry about it. Your Unity Animator already uses a state machine, you switch between them using SetBool and SetFloat;
>>7867 Oh yeah, I love watching his videos

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gather round oh ye nodevs https://archive.fo/8KISp https://archive.fo/xlaKl https://archive.fo/CytNO https://dagorenginedata.cdn.gaijin.net/rel-ceec7596681cd53080ae54d5c7f30f8e9a282a80/east_district-dagor.tar.gz https://dagorenginedata.cdn.gaijin.net/east_district_ue.zip https://github.com/GaijinEntertainment/DagorEngine/releases So apparently Gaijin Entertainment, the devs behind War Thunder, open sauced the Dagor Engine. Like FOSS and everything like how it used to be with idTech. And it's been out for an entire year and more. And that rendering looks real good, native resolution, no "buh with an upscaler" crap. Best of all there's huge backlash against Unreal 5 right now so this is a great time to sell your game as "optimized at launch unlike those AAA games you've stopped playing.'' However you may feel about Gaijin they're not Godot. Nodevs, we're going to make it, there's hope yet. >>7833 The answer to your dilemma has arrived.
>>7869 i took the liberty of condensing the tutorial levels down. from 10 to 6. they're a lot more coherent, too, and should hopfully teach better. >>7876 my biggest opponent has actually been the physics engine rather than fine-tuning the fun. besides QoL, of course. and also UI, too.
>>7879 Unity's biggest boon is their UI features apparently, so I hope you at least utilize it. Also >>7869 I do my own art, and I'm taking a break from coding if you want me to pen up some assets for you to use. I'd just need a rough idea penciled out, then I can paint and color it, if you like it then use it, if you don't, no time of yours was wasted, and I get to practice some design.
>>7880 >Unity's biggest boon is their UI features I'm not using unity >if you want me to pen up some assets for you to use i already have someone who's going to be doing some art for the game, so i think that ut'd be wasted effort
Today I learned that Godot is legitimately a strong contender against WPF, Electron and Avalonia UI for desktop applications. People in real industries are using it. Apparently it's great because it's cross-platform (unlike WPF). Also, alternatives today force you into writing XAML markup crap to describe your GUI, while Godot is WYSIWYG. There's also additional benefits for communicating with other programs, which webapps have a hard time doing, and being a game engine, it has capabilities for any functionality, including 2D/3D rendering and libraries for complex math.
>>7878 I will still use Godot engine and GZDoom tbh
>>7882 Yes. You can even disable the constant screen refresh to make non-animated UI less CPU intensive. It's why I'm using it to make our game editor. It just takes a while to get used to all the different tools for constructing UI correctly.
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>>7880 an alpha version 3 is out. i think i might make this the last public alpha release as i start to refine the maps (and get sound+art) this build features a reworked tutorial, platform physics improvments, level previewing, and some bug fixes so please, report any bugs, errors, or gameply feedback. https://dgs-game-studio.com/games/conformer/playtest.html
I want to add soon home made guns basically just wooden furniture and some sort of pipes held together with bolts and duct tape as cheap weapons for my doom mod but I have difficulty telling what caliber and if its a semi or a auto of the said home made guns, once I have made those I will increase the prices of other weapons so that at the beginning the player needs to use weapons that are poorly made before being able to afford the better guns.
I'm morbidly curious if any anons have delved into functional programming. It feels like in the realm of gamedev, it's only just starting to get around a few months ago when I taught myself some basic Lisp, and resources are woefully lacking when coming back to other stuff. If you haven't messed with the paradigm much, it's worth a look, since it massively cuts down code and lets you get more flexibility for less effort, but since everyone's coasting on babby's first programming tutorials which never talk about the subject, it gets overlooked.
>>7887 When you study Computer Science, babby's first Programming 101 tends to be functional programming. After that, you get into theory-perfect OOP so that you end up as a viable programmer. In a project of any complexity, pure functional programming will become a maze that no one will be able to understand.
>>7887 i'm not exactly sure what classifies as functional programming, but i sure do like to break my games down into a state machine which rely on function calls to interact. though, i think that my style is best described as an entity component system more than anything else, which is perfect to pair with several functions to perform calculations with, since i hate the rigidity of traditional OOP implementations, and my language of choice gives me the flexibility i need to change whatever i want at runtime.
>>7889 >i'm not exactly sure what classifies as functional programming Imagine your entire program consisted of code files that only had functions and nothing else, calling each other, and automatically executing a function called main() when run. That's functional programming without OOP. No classes.
>>7887 In my unenlightened peasant opinion, functional programming is good especially for calculation heavy stuff or stable environments, but for games where most of what you handle are things with unique attributes, side effects and the object paradigm are more straightforward.
>>7891 No even. If you wanted to run some algorithm on a giant list of stuff, I'd still make sense to encapsulate it all in a single "heavy calculator" class, even if it only had one instance. In functional programming, all functions are available to all others.
>>7888 Usually it's iterative programming. The more advanced functional stuff barely even comes up. >>7892 >you need a class because... >you need a class nah
>>7893 Listen bro, hating on OOP is always trendy because idiots take boilerplate too far, but encapsulation is a vital necessity. You can't make a large program when everything's visible and accessible to everything. In the best case, it'll lead to extreme bugs all over the place and terrible spaghetti interconnections where every change breaks something. In the worst case, the complexity of the code will be so large that one will spend more time trying to relearn how something works than coding new functionality.
>>7894 Does that mean that ECS is a meme and doesn't actually increase performance as everyone make it out be?
>>7894 >You can't make a large program when everything's visible and accessible to everything. yes you can, it's called don't fuck it up and let things access what they shouldn't. leaving the door open for anything to happen allows you to do a lot more easier than if you artificially impose limits on the code.
>>7892 > I'd still make sense to encapsulate it all in a single "heavy calculator" class, even if it only had one instance. You are everything that is wrong with enterprise-grade OOP. If all you have is one instance of a class with one method that's just a convoluted lambda. >>7887 I love FP, but it's a lonely world. There is an abandoned GNU Guile framework called Sly that tries to make games in a function style by effectively modeling the state of the game world a massive stream of streams of streams... https://dthompson.us/projects/sly.html The problem is that most people write imperative code for games, so there are barely any resources and barely any people interested. If you want to give it a try then all the power to you. In my opinion FP works best when it comes to building pipelines of data. A long-running application where data comes in, gets processed and in some way comes out again. Things like data engineering, web servers or data science. A great resource is this blog: F# for fun and profit https://fsharpforfunandprofit.com/ All the examples are in F#, but the principle applies to all functional languages. Another option for game-dev is Love2D with Fennel. Love2D is a minimal game engine/framework which uses Lua for scripting. Fennel is a Lisp which compiles down to Lua. Fennel is not strictly functional, but it has a bias towards FP like Scheme does. This is probably the most practical stack if you want to write a game in the FP style because you have access to the entire Lua ecosystem and Love2D libraries. And if FP turns out not to work well for you, you can still keep the tech stack. https://love2d.org/ https://fennel-lang.org/
>>7895 I've never seen an implementation of ECS that has no classes whatsoever. It's not like I'm an OOP fundamentalist, mind you. I'm just making the point that functional programming alone doesn't work for complex proyects. >>7896 >it's called don't fuck it up Humans make mistakes, anon. >>7897 >If all you have is one instance of a class with one method that's just a convoluted lambda. I have a singleton in my current Unity project. It's literally a class with a single instance.
>>7897 >Love2D i once tried to use that, and i have to say that i do not recommend it. everything is so convoluted behind OOP, and the actual features are so barebones that you'll spend more time coding basic things like UI click detection than making the actual game. i'm sure for people who enjoy making every single system it's a nice thing, but for most people, i would say it's not even an engine, but more of a convenient wrapper for input, rendering, sound, and physics >>7898 >ECS that has no classes i experimented with a bigger ECS system in a prototype project that never left the ground. the issue was my scope was too ambitious, not the framework. classless structures are feasible in the right language, the closest i did to assigning classes to anything was in the construction phase of an entity to define what properties it received. the rest was just assigning the right functions to entities, and adding guards to functions to ensure that nothing would break if the wrong entity type was provided. it really was quite nice to have all of these properties together and be able to do anything with them that i wanted. >Humans make mistakes, anon. yes, but strict OOP doesn't really prevent this - it just means that instead of a bug, you get an error thrown. the fundamentals haven't changed, and now you've just limited your code for the sake of convenience.
>>7894 Dude, there are web servers running on lisp, even entire operating systems running on lisp. And in common lisp, you can use packages to separate your function names. >boilerplate And that's where functional programming really shines, instead of dozens of base and child classes which do the exact same thing, or the shitty templating system you literally just call a function where you pass the data and the corresponding function for that data.
Funny that this kind of caught some attention. I'm not strictly locked into FP, though I found mixing the right parts of OOP and FP (with some care and acceptance of imperfections) is pretty powerful. For example, I wrote a custom file manager for Godot because Crop and Claw 2 needs some arbitrary file reading/writing. I can pass functions or lambdas in to dynamically generate classes or share some parts of code, rather than strictly inherit. https://dev.dinoleaf.com/pyral/GD-VirtualFileAccess if anyone wants to check it out. I had open sourced it, but it's not complete and I had lazily hardcoded everything into the VFileAccess.CREATE space rather than chunk some common functionality out, so that is currently really large and verbose. It's GDScript but a programmer knowing what to look for can probably feel out the logic. If someone deep in OOP doesn't get FP, the first real grip I got on it was using first class functions as a substitute for the Command Pattern. I don't have to write nearly as much Command Pattern boilerplate since I don't need to carry all the command's context in a dedicated subclass. >>7888 >When you study Computer Science, babby's first Programming 101 tends to be functional programming. Not really. You start learning imperative programming. The fundamentals of step-by-step processes. Unless someone deliberately starts in a functionally-prioritized language, it is unlikely that a beginner will be able to articulate concepts like first-class-functions, closures, immutability, etc. >>7890 >Imagine your entire program consisted of code files that only had functions and nothing else, calling each other, and automatically executing a function called main() when run. That's functional programming without OOP. No classes. This, but when I say functional programming, I'm not being super strict. Since I'm in Godot, forcing pure functional programming into GDScript would be awful. >>7892 You don't need classes to hide functionality. Namespaces, or treating static classes as namespaces, works just as well in most environments. >>7894 I wouldn't want to do pure functional programming for games, but a class-based codebase can still benefit from it. I see a pattern where people seem to conflate FP with spaghetti. If your functions are immutable, this would be even less of an issue since part of what makes spaghetti code unmanageable is unpredictable mutations. >>7897 I'm currently just writing in Godot with FP in mind, but I'd like to in the far future just build a specialized engine for our RPGs with Common Lisp in mind and live like Andy Gavin. >>7898 If that singleton is a static class with static functions, I'd call it a bootleg namespace (but serviceable nonetheless and it's what I do with Godot and GDScript.)
>>7901 why not just use the program's IO library mixed with an OS call to retrieve files?
>>7898 >I have a singleton in my current Unity project. It's literally a class with a single instance. I was not talking about implementation, I was talking about the principle. Of course when you are using C# you will have to create a singleton instance of a class, but that's effectively re-inventing what a lambda assigned to a variable in in FP. >>7899 > i once tried to use that, and i have to say that i do not recommend it. everything is so convoluted behind OOP Huh? The Love API is imperative if anything. Unless you are talking about 3rd party libraries, but that's entirely up to the community. > and the actual features are so barebones that you'll spend more time coding basic things like UI click detection than making the actual game. Fair enough. Love2D is right on the border between engine and framework. If you don't want to write everything yourself you can use the existing libraries for things like GUI, collision detection and so on. It's perhaps better described as a "Frankenstein together your own engine".
>>7903 >The Love API is imperative if anything. call it what you will, it just feels obtuse to me in the same way that OOP does.
>>7902 The default way to access files in Godot is FileAccess, which specifically does "give me a filename, here's a file pointer" stuff. That works for files and nothing more. CnC2 supports loading game files from zip files. The first being the base game, then an arbitrary amount of zip files after (player provided mods as zip files are easy to make and edit even without our custom editor) and then normal OS file access. I need to be able to read or write in as little code as possible for brevity's sake. And I should be able to tell it what file formats to support and how to load them into Godot. This package just does all of that for me. vfs_loaders.gd even shows me using a dictionary that takes file extensions as keys and functions as arguments to dynamically select what files a specific loader should be able to accept. I don't expect people to be able to make use of the stuff I open source, but they're available. I may release my function task scheduler I use for async command processing once I've confirmed it won't explode.
>>7905 why use zip files at all? seems like that would make startup slower than it needs to be
>>7901 >Not really. You start learning imperative programming. Ah, you're right. >when I say functional programming, I'm not being super strict. Neither am I when I talk about OOP
>>7906 I'm using Godot for the editor and runtime today, but it'd be more accurate to say I'm building our games' protocol for future-proofing's sake. If we ever get out of Godot, I only need to write a new implementation of the game runtime in a different or custom engine to reach feature parity. Godot uses its own PCK file system, but I've had issues with it with CnC1's editor-sided dev. Also, it means we'd have to re-implement PCK loading in another engine. Another way to think about it is I want to enable people to make mods easily, and I want the possibility to do what OpenMW did to Morrowind. It reads the game package but with a more specialized runtime, and is more portable than the closed-source exe meant for Windows 2000. Godot is just my familiar tool for the moment, but I'm not as locked into it as if we entirely build our infrastructure around Godot itself as a dependency. This isn't a use case most people might understand, but I would rather our games be in timeless formats and easy to change for fun's sake. >>7905 Adding to this. We rely on some non-Godot asset import plugins (we use Tiled as a better tile editor than Godot and we have MIDI support for music, with soundfont replacement as an option) The problem is a lot of plugin devs hardcode FileAccess with their load_whatever functions. I actually just made an entire video ranting about this to scream into the void, https://www.youtube.com/watch?v=sSurjCgebjw because no one really talks about decoupling file loading from file parsing.
how, or where the fuck do i learn programming from zero? Is it really oversaturated as people like to say? Or its just the basic bitch area of programming the one who is crowded?
>>7909 Daily readings of your SICP.
>>7909 Crack open a good book my nigger. But first, play some fucking spacechem, or some other programming/electrical logic adjacent puzzle game. If you can wrap your head around those, you have a good chunk of the fundamental thought patterns necessary to headdive into programming
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>>7908 i don't think i get it. i have dynamic map file loading which doesn't use any sort of fancy system - and when i was experimenting with script loading in another game, i just stored the files in raw directories and loaded them like that pic related is my function to get files/directories
>>7912 Packing into a zip makes sharing files easier, and I don't need to bother with requiring unpacking. I don't want all my game files in loose directories, necessarily. Compression doesn't hurt too but that's secondary to me. I can also archive game content builds easier. Another factor is if I want, I should be able to fetch files via networking. But that's a case I've not implemented yet. VFS allows for extending it pretty easily. Yeah, saving and loading files to disk isn't typically hard (though your domain doesn't seem cross platform given you have a bunch of OS dependant code) but it's limiting and if you can't IO (especially the O part in a readonly setup) then complications quickly arise. I also like that I can treat a zip practically like a ROM with its own internal file index, so as long as I can call a zip reader to open it, I can be sure the hierarchy is as it should be.
>>7885 i lied, i made another version to address some big issues. game runs faster now, and the camera shouldn't jitter behind due to frame-tick delays. also spikes should cause less confusing deaths now, too.
>>7909 Go into youtube and go through a couple of "Make X game from scratch" tutorial series for Unity or Godot from an account with many subscribers. that'll get you started.
>>7901 >>7903 >>7900 >>7891 So the working method to achieving good results is... use whatever is simple and appropriate for the results you want. Don't be limited or blindly follow a programming pattern because its the "correct way to do something", first check if its really needed or not, if there's a simpler way to achieve same. If its too much voodoo for your platformer game. Be fluid in your programming. Got it.
>>7909 Youtube videos are a good start. Any beginner level, grade school level video will get you started on basics such as - >data types and variables >input and output on those variables >how line by line instructions flows >if-else stuff >loops and how logic flows through them >functions and passing parameters through them >output prime numbers from 1 to 100, output even-odd numbers, etc. >arrays and string manipulation (reverse a string or check if its palindrome) >classes and using them properly, putting data and functions inside them These are the basic things that beginners should know. After that you can move to making some basic projects like read/write to files on your computer, or pick up gamemaker and other simple engines and start making your pong clone. Meanwhile, https://www.onlinegdb.com/ here's your testbed, an online code environment where you can practice basic stuff for many languages >Is it really oversaturated as people like to say pajeet tier coders are a plenty. But actual programmers, one who can make and handle a medium-large project on specialized applications, work with old ass code that someone write 10 years ago, and tard wrangle managers and noobs into making their absurd requirements and deadlines work, and more importantly work within constraints of company and their retarded pre-existing software - those are rare and keep the world afloat. And sysadmins of course, they're always in demand.
>>7916 Yes-ish. But I mostly tend to advocate FP not out of feverish hype, but because people tend to overlook it since it's a different paradigm. You can't really reap benefits from something you don't know about or don't know exists.
>>7917 >But actual programmers This, too. The difference is that of a builder and an architect. Anyone can slap some slabs of wood together in their back yard and call it a shed. A skilled builder can craft a stable shed that won't collapse. An experienced builder and architect can design the shed with what they need and know what they don't, and get exactly what they need. I often get reminded of Blizzard. For the longest time, there was a single guy who really understood their physics system (C++ and a library called Domino or something) and he was so depended on, they had hardcoded his name into error messages related to it. No one understood how to use the thing and apparently Blizzard just couldn't find anyone else able to meet that skill. Granted I'm not saying you should learn physics and work for Blizzard (lol) but the fact is knowing your tools and practices is a skill unto itself that code monkeys never achieve, thus make you either irreplaceable or a mistake to replace.
>>7872 thoughts on anything of this?, even just the segment i denoted?
>>7920 I don't understand how to work with 4D space on a programming level, nor how to make a fun game that's not essentially 4D pitfalls like in golf or 4D holes to pass through puzzles.
AI can't code
>>7922 Holy shit it's Fred Durst!
>>7923 Let's listen to Limp Bizkit and make AGDG great again
>>7922 It can teach, though. ChatGPT is way faster than googling stuff.
>>7925 Coding-wise.
>>7925 i used chatgpt to help me learn the basics of C faster. it was pretty helpful in that regard, actually. though, once i got the fundamentals down, i started using it less and less
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>>7909 Unzip this image.
>>7928 >image says 2MB >download it >280kb Huh
>sleep deprived, loopy from a non-drowsy antihistamine >lets work on our code, what could possible go wrong >troubleshoot the menu for assigning stats >finally get it working, need to check the db to confirm >see pic related I knew altering stats directly would be a risk but I did it anyway. Now my fucking playerbots have ascended and I'm not sure I can unfuck this without a purge.
>>7931 It's okay, you can just use your version control to rollback your game to right before your cough syrup editing spree. :^)
Melancholy. How're your projects doing, anons?
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>>7933 It's dead. I am contemplating modding TF2 and see if it can be used as a base to make arena shooter out of it or something, UT2004 style. I didn't know it supported a lua like language for modding, but apparently I need TF2 Vintage for it?
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How do you like my lerp, guys? I can map whichever input to whichever output, no matter which is negative or larger, and can clamp at will. So I can map inputs 0 and 1 to -5 and 5, like a normal Lerp. Or map inputs -10 and 50 to 200 and -100, respectively. The input2Lerp uses the input range, to 0-1, which is convenient for me.
>>7935 >The input2Lerp uses the input range, to 0-1, which is convenient for me. Meant to say that the input2Lerp uses the input range, instead of 0 to 1.
>>7933 Holiday responsibilities and sickness have stalled progress to a halt. And also goofing off a significant amount, I wanna enjoy the holidays too Feeling better now that I'm getting more sleep, so I'm going to do my best to make progress when next year rolls around. Also going to start taking some steps next year buy back more time for myself to work on games. Being a solo dev for this long has given me skills I know I can market somehow so I gotta just figure it out.
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>>7933 Got most of what I wanted fixed tonight. The core of the mod that I'm basing off of an existing mod, gotta start somewhere is now essentially done, the rest is rounding off a few corners and making things more user friendly. There's nothing I can do to force the exp bar to display client side at level 80, so players will need to either use an addon or run a macro to track their exp, but they can now gain exp beyond the servers level cap and apply it towards bonus stats.
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>>7933 good. i've remade the levels to not be dogshit, and refined the movent a bit more snappy. though i'm starting to feel the burnout a bit now.
>>7933 I forgot about it so it's dead. But I've got another idea: I'll make an RPG game about what I'm currently studying which is eating all the time I'm not procrastinating and that way I'll get to both learn the subject and make a video game at the same time. That's foolproof!
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Circumstances have forced me to use access modifiers and inheritance. Considering how I feel, I thought the image looked ironic.
>>7938 >>7931 wow using azerothcore? You're making an mmo mod? That's certainly new. How do you add players into that?
>>7941 >>7935 Im not sure whats happening with lerp and clamp in this code, or what those inputs with a clamped and scaled output helps with between a bigger range output.
>>7943 Well, the idea is that I can map any input range to any output range. So I have a float called player.lives. When lives falls below 2, I want a visual effect to begin fading in and get its maximum strength when lives is 1. Thing is, the effect consists of a saturation value, a vignette intensity, and a contrast value. Saturation will peak at -100. Vignette at 5. Contrast at 40. All with the same input. this function makes it easy: saturation = lerp (1,-100,2,0,lives); vIntensity = lerp (1,40,2,0,lives); contrast = lerp (1,40,2,0,lives); So an increasing range can be mapped to a decreasing output, and vice versa. That's the neat thing of it. I can also clamp the output to its range. The conditional in there is necessary in case the output range is decreasing, so that the camp math function works. I don't know what happens if you write Mathf.Clamp(3,-3);
>>7944 That's kind of what I assumed but it's still a dumb way to go about it. You're calculating the scalar factor from one interpolation just so you can stuff it into another interpolation and doing that for every single lerp call. You can do the same by calculating the scalar factor separately and clamping it to [0,1] if needed.
>>7945 It's versatile.
>>7946 Less versatile than regular linear interpolation. You need to add two useless extra values every time you use it.
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>>7947 I like it.
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>>7942 >are you using azerothcore? Yep, easier to set up than you'd think. >you're making an mmo mod? Yep, hoping I can have it published before Christmas. >how do you add players into that There's 2 competing modified core projects to add server side bots: playerbots run off actual characters and accounts, and can use the standard ui, while npcbots work like creatures that you can 'equip' with a janky gossip menu but are a lot cheaper on server/hardware resources. Both have some basic ai and will fight in dungeons and raids on autopilot and will obey player orders. Tested and confirmed I can add new entries to the spell_dbc table and not require client-side patches for invisible spell auras, so now I'm safe to create custom auras to apply stat bonuses in customized increments instead of whatever I can find in the base game. I really need to find a better tool for creating SQL statements though, sifting through a 200+ column insert statement sucks ass.
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>>7949 >adding players To be clear, you CAN host a regular server and let other players connect with azerothcore. I just don't really want to devote the time to daily maintenance or the cash for a vps. The /v/urm lads deserve better than wow anyway, God bless you wherever you are. Wurm2 someday. I hope you can all forgive me someday.
Meh I guess I won't be modding TF2, the fucking VScript language looks too complicated for me to handle, I don't understand nothing of it.
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Sniper rifle that pierces through enemies. I'll be making progress on having a mission complete screen and offer new weapons as rewards inside the mission itself
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>>7930 oh, the board ate the embeded data. it was a pdf of SICP (the book she is handing you in the image)
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>>7949 Finally got all the custom spell auras in the db and redid the menu system. Did another cleaning pass, we're lookin good. Next up I need to figure out how I want to let admins customize how big a boost each point is worth.
>>7827 bad >fingers have more than two joints >the band from the thumb to index is uneven in terms of topology / spread of the quads >due to how the finger bends, its better to just indent the joints on the 'front' of the hand
Is there any 3D Map Editor available that I can use with Godot? Blender sucks for making maps with and Trenchbroom is too limited.
>>7956 There are. I had a list that I deleted and don't remember the names, because I realized Unity's ProBuilder was enough for my purposes, but look up .bsp editors and you'll get the same answers I got. I believe the editors that can make quake3 maps were the most advanced, but I'm not sure. Just make sure they can output obj or something that Godot can handle. the hard part of level making are the UV's. Unity's ProBuilder does a lot of UV's automatically, so you seldom have to handle UV islands manually.
>>7957 I tried GMod Hammer and Hammer++ (HL2 version) and either they don't launch or it gets severely bugged out in Wine
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>>7956 Nobody remembers the nodev who made this hooman model, it was a guy who tried to make a failed rust clone and got butthurt at Ika (Sigma Engine dev) for releasing a game. I am the oldest agdg nigga here.
>>7959 How's the tank game coming along?
>>7960 I haven't worked on it in ages because I have still no good map editing tools.
>>7961 Bullshit, Fuck your map making tools, how about system mechanics.
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>>7962 Uhm okay...
>>7954 I'm calling it good enough to share with the class, and I'm ready to be bullied for being a fucking retard. I know there are still some things that could be improved upon, but we'll get there when we get there. It works on my pc(tm) so here's 1.0: https://github.com/NhobodyImportant/Prestige/tree/main I'm honestly just proud of myself for having something finished for a change, even if it is jeet-code. Don't give up, you too can make mods.
>>7964 Never played WoW so I can't even begin to test it, but good for you, anon.
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Nortubel: The song for the credits cutscene will have it so when it reaches the cast sequence, it will have different songs based on the setting represented.
>>7964 Jeet-code is better than no-code anon. I never played WoW either but pride in yourself for having finished it is pride earned.
>>7966 Game is very close. Now I want to check some music related shit and maybe the updates just to cool my autism off.
>>7968 Will be the last wedding image and just like the previous one, it's accessable in a specific area where to get there, you make use of an exploit involving jumping and taking damage.
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for ye portal tinkering nigs, if just to view & think https://inv.nadeko.net/watch?v=1zgBwQVr-wI https://github.com/optozorax/portal
>>1056726 Pretty nice. I like how you did the floor. The subtle gradient on the wall is comfy and aesthetic.
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I've made 2 more missions for game. One is straight up an area defense for a friendly base structure, where you've to defend it against 3 oncoming waves. You get to bring (2) friends with you. Another is a giant walking crab enemy (well a giant png crab) that you've to kill before it destroys the city. I know it doesn't look much like a city, just a crab wandering around. Its a boss fight mission. I think the game's mission will largely be similar to EDF missions, and the main "meat" of the game. I don't know it that is enough to keep engagement and fun for players. I already have a "points system", combo for getting high score, random weapons drop so you can replay with bigger guns, and bigger power fantasy when replaying missions. I still don't think it has longplay fun yet. EDF games are simple kill bugs, fight bigger bugs with bigger guns, gain larger health pool and obliterate everything (power fantasy) as an engagement loop. Vampire survivors has leveling system to random dopamine hit of bigger weapons with bigger spam, and failing a run still gives you characters with a gimmick, new weapons, as a rewards, and RNG to give hope to play one more run. That's its engagement loop. I don't know which path should I implement.
>>7973 >he's still doing it bless you, ant-deleter I really like the ChoRenSha-style upgrading
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i'm up to 30 levels now, and have the soundtrack, too also did a few more refinements to movement mechanics.
>>7975 aah, a cat character. But now it blends in with background. You can change the background color to something light. Like our yotsuba blue bg color. Are those levels still saved in the a text format with letters and symbols. And if you can, please tell if this >>7973 looks fun or not, or if it looks too repetitive
>>7975 >>7976 I'd say go for a lighter fur pattern or make the cat a more saturated color. The White highlights 'do' do a decent job of making the player visible against the dark background, or at least the most important parts (center of mass, and feet)
>>7976 >>7977 >blends with background the backgrounds are subject to change. also this background is the placeholder because i forgot to set it in the editor. >please tell if this >>7973 looks fun or not hard to say. it's not really a genre i play. but i will say that the sprites rotating at the aiming vector looks strange, and also i don't like screen shake.
>>7974 oh I didn't realize Chorensha was a game. I saw it and its a shootmup with powerups that spin in triangles, you can pick up any one of them to either get a shield/life/xtrapower. But if you managed to stand inbetween all of those for a few seconds you gain all 3 powerups at once. Very cool mechanic, Mine is a far simpler, just stand near it to gain powerup mechanic. Thanks for revealing such mechanic to me. >>7978 >sprites rotating at the aiming vector looks strange yeah its a placeholder for now till I get actual sprites >i don't like screen shake I'll have a option to turn them off Any other observations you have? I don't want it restricted to a single genre audience
>>7979 > [sprite rotation is] a placeholder for now till I get actual sprites It's still better looking if it just didn't rotate at all.
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>>7975 kot
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>>7976 >Are those levels still saved in the a text format with letters and symbols they're stored in a mostly binary format with a bit of plaintext sprinkled in. for example, pic related is level 1-2
Does anyone know of local AI models that can generate 3d models?
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I went back to Crop and Claw this week to remember how we managed to make a game. Ended up making a randomizer for it. Shuffles items and non-overworld enemies. Kind of surprised it worked as quickly as it did. Funnier though, I got a RG34XX-SP, which is one of those budget emulation devices that fill Amazon, but this one came in a clamshell like the GBA SP (I miss clamshell designs) and under the hood, they're usually just Linux systems running on ARM CPUs. Sure enough, with some demonic sacrifices, I was able to get Crop and Claw running and played a randomized run in full. I even tried with Godot 4.3 and some 3D effects which run pretty okay. Requires an unofficial SDL build and the guy doesn't allow distributing the runtime in a license which is really unfortunate, or I'd add it to the guys at PortMaster who organize this stuff. Wish I had this stuff 20 years ago. I'd be having a field day. This feels like it shouldn't work at all.
>>7985 glad you are enjoying yourself
>>7985 comfy
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Wanted to share this becuase i dont see where else does it goes. You folks are familiar with GBStudio right? some dude its making a fork for the NES calles BBS (Big Brother Studio), and its even making a mapper for it, it was made to port GBC projects on the NES, but there;s nothing prohibiting you from making NES games from scratch in theory. https://github.com/michel-iwaniec/bb-studio
>>7988 Huh, neat. I wonder when someone will port Pokemon to the NES
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>>7985 >Godot runs on a chinese budget emulator What kind of sorcery is this?
>>7990 It's made to run on low spec devices. Especially versions 2 and 3.
>>7989 There's a high quality Chinese bootleg Pokémon yellow on NES
>>7990 >>7991 Originally I targeted the Pi5 for our future games. And I'm developing on my Pi5 as I type this. Godot 4.x itself is pretty capable (they started making pre-built ARM builds a while back). It's still pretty annoying that we can't distribute the unofficial SDL build, but it seems there's some interest other devs targeting devices like these to write a properly FOSS/MIT/Whatever runtime port so 4.x games can be put on PortMaster. Developing for ARM devices are pretty cool too because they tend to be lower specs, and a lot of creativity and scope-control for old games came from clever use of constrained technology. A lot of game devices are ARM-based since it's cheaper and easier on batteries, so it's a pretty nice way to try making games that can be played on all sorts of weird devices.
>>7988 A Link's Awakening DX port to the NES would be really cool.
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How's this for a placeholder rotating aim? Instead of rotating the entire player sprite its a child sprite in the shape of pointer arc
did anon ever finish that steven universe game?
>>7995 Much better, and actually pretty clean! Wouldn't mind that staying in the game alongside your planned 5-directional + 3 mirrored sprites
Archive of previous thread https://archive.is/ChGp8
>>7996 He's already selling and adding more things I think
>>7995 >>7973 >>7952 >>7855 Made a new DEMO for the EDF 2D shoot-em-up game https://anonymfile.com/JE1JZ/edf-survivors.zip Now it has - >actual missions >a pause menu >6 weapons >money collecting and health upgrades with moneys <No save files so you lose all progress on exiting game <just 5 missions <just 2 enemies types <graphics still sucks Play and feel free to give any feedback
>>8000 You can critique about things like - 1. How the gameplay feels? 2. How the gunplay impacts and feels? 3. How the player movement and weaving around enemies feels? 4. Are there any "oh shit" or "fuck im gonna die" moments when playing? 5. How is the urge to replay missions? 6. How is the urge to move on to next mission? 7. How the missions and objectives feels? 8. Shit that made you go "I'll play it later"? 9. How are weapons and health upgrade system? 10. How are the BGM tracks? 11. What does the game need more? And any other things you feel like >>7997 Thanks, Im trying to find some good sprite assets but most of the good ones are part of an expensive asset pack. Do you have something in mind?
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After being done with Nortubel, I want to start another game. Also did this character that will be new to the game. Despite the style here, she will not be added to the previous game (Since it's already finished) and I plan to tweak the art here, since I want to try a different style.
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>>8000 >>8001 >EDF 2D ahem <2DDF
>>8001 >Sprite Assets I'd say learn how to make simple low poly 3d models and pre-render those bitches, or if you don't want to touch that area, go full doodle. Reason I say that is you have far more control over your assets and aesthetic quality. If push comes to shove though, just pirate/steal placeholder sprites from other sources, until you need to replace them for commercial use.
>>8004 >> just pirate/steal placeholder sprites from other sources The technical term you're looking for is "ripping". All fangames resources use it. Its never "stealing" as long as you literally don't ship for monetary sale something with not your own resources.
>>8005 >Its never "stealing" as long as you literally don't ship for monetary sale something with not your own resources. This is a myth legally. They can treat it like stealing if they want. Like yeah, obviously it's not really stealing, but they'll try to sue anyway sometimes, and sometimes win. And many online "communities" will melt down and come after you for "stealing" their materials, even if those materials were just ripped from some game or copied from some other source anyway.
>>8006 All you have to do to not get sued is not to have retarded patreon with your real name on it asking for money for game made off nintendo sprites like all the rest that got sued for fangames.
I'm creating a game with big boobs. Wish me luck.
>>8008 Good luck boobsanon.
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>>7994 >A Link's Awakening DX port to the NES would be really cool. There's a bootleg but it's kinda bad.
>>8010 I like that dithering.
>>8008 what game is it going to be?
>>8008 I don't care if you have big boobs while you make the game. Just make the game. Goddamn women.
>>7999 Oh it's finally playable? Name so I can look it up?
This whole week I ended up building a lot of menu architecture out. Which is great. That's the only thing that really matters in a JRPG.This iteration doesn't even have a field/combat module yet. I've been chunking the game's systems similar to how Final Fantasy's old kernel module system worked, (seen here: https://q-gears.sourceforge.net/gears.pdf) I suppose at this pace, if I get the game's Field and Combat cores working in two weeks each, we'd probably start having something entering "theoretically playable" by late February.
>>8014 https://amazonessking.itch.io/gem-domination Game's name is Gem Domination. The same guy made Kanker porn game, Ich Will and this thing
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the physics are solid, maybe a few issues with platforms, but there's only so much that can be done. right now i'm focused on levels. particularly some that are a bit longer than the rest.
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>>8017 kot
>>8002 Ended up doing 2 new characters. Much like Lulu, their art will have a "new style" version so it's not just this Nortubel style. Loorhuleen is like an adopted daughter of Euloria and is belived to be from a race of Yevlen that's gone extinct. Heilga is the niece of Staphen and I could make her a boss.
Starting my raylib learning project today. Hopefully I'll have a demo by the end of the year. For those interested: raylib.com
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Various combat stuff ended up engulfing this week since I was hitting a wall where I needed more combat infrastructure figured out before I could resume just menus. Even supports status effects that change sprites now, so I threw a Toad-esque status effect that turns you into a doll. Thanks for the placeholder sprites, Chunsoft. Second video technically has AI deciding skill usage and target trickery, but it's error handlers so only does some basic test stuff until I get to specialized implementations. Functional programming tricks and namespacing to organize static functions has enormously cut boilerplate down compared to CnC1's combat implementation.
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I've been wanting to post devlogs on youtube for a while now, since I think that's easier that streaming development, and takes less of other people's time but I hate editing. I also think if I'm going to get any value out of them, they probably should be in the shorts format since I'll get more reach, so I've been working on a tool in godot which will let me quickly spit out videos with captions in a way that fits the portrait layout. Right now I have it where I create a folder that contains the dialogue file (using this tool https://dialogue.nathanhoad.net/) with all the relevant media, and I can use the dialogue file to direct the media to a video player or an image display object at the appropriate times, I'd like to add fun tweens to the image display so it's not just a quick image swap, but that's on the "nice to have" list. All I've got left is to add some character portraits and support for audio tracks to accompany the captions, and I'll be done with the main functionality. I think if all goes well I'll be done by the end of the weekend.
>>8022 Godot's so useful as a general UI toolkit that it's not a bad idea to use it for making some kind of framing overlay to stamp onto a prior recorded video. I've still not messed with proper dev logs since it does require figuring out a pipeline to be showing interesting stuff without succumbing to the traps of dev logs as a time sink or lacking long-term viewer interest. If I ever figured out something, it'd probably be when I take a break from the dev part to do some housekeeping.
New mechanics in KVK: food and cupboards/fridges. Between waves of enemies, food will pop out of the cupboards on the level and then the next wave will begin. Kasha needs to gather up this food and return it to the fridge to cash it out for bonus points. While she's gathering food, enemies can attack her and make her drop it. Also plan on the enemies eating the food and getting stronger if she takes too long to collect it.
>>8024 Looks good.
>>8024 nigga remade A Week of Garfield like we wouldn't notice
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New update is out! For supporters, though, I'll release it for everyone in two weeks.
>>8027 Good to see you're having fun working on it.
>>8027 Amethyst's tits get bigger with every update I like it
>>8027 >Peridot Is there an option for gremlin mode sex?
>>8028 More or less. I hate writing for Gem Dom because of the whole 2 routes thing. I have to write twice the amount for it, which is why I really don't want to implement anything similar to that in any of my upcoming games, because Jesus christ. >>8030 Ye, last update was Peridot's update.
>>8019 I promise this the last new character using Nortubel's style, because the other new characters will actually be on the pixel style I should try. Much like Heilga, she could be another boss.
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Throughout the week I got the Field Module in works. A little after this recording I even got around to binding all the modules, so now it can go along the Menu <-> Field <-> Combat modules, and the field now has the proper NPC/cutscene scripting core. Still not all in place but has been three months of work in three weeks, it feels. Also, skills can bestow statuses now, so tested with the Doll status effect which is like Toad in Final Fantasy. Threw a 100% chance Doll on a staff weapon attack for fun and testing to show it in action with placeholder assets.
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Testing mouse controls and menus. Also posting here for the first time in like 6 years because I saw an Elin thread and might stay.
>>8034 Oh shit this looks sick...
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>>8022 A bit overkill, but just playiny with tweens
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Is there no 2/2 demo day thread? I've been playing around with the idea of re-implementing Dragon Warrior 1 in a browser-compatible manner. That seemed to me to be a simple and easy-to-do task. Most re-implementations of DW1 have been in Game Maker, and I think that speaks for itself as to the unsatisfactory nature of things. The base engine has been written in C++ using SDL2. I am using emscripten to compile it to JavaScript, but I can also compile it to a native application (which has been nice for debugging my scripting language). Currently, I have a walking simulator with music and sound effects. I haven't even connected the levels together. All of the necessary pieces are there, I just have to do the actual work of using them to make something. All of the C++ code should be done, and I should only need to Just Make Game in my scripting language. The problem is that this has caused me to play Dragon Warrior 1 recently, and its age has been very noticeable. Should I implement the "Torch" mechanic, that they got rid of in later games? How about needing to select a menu item to use stairs? And, do I want to use the player's name to determine stat progression? I do know that I don't want what would be better achieved by writing an NES emulator with a bundled ROM. Notes on emscripten: you really have to play with the settings to produce a self-contained HTML file. I currently have the whole thing being bundled into one HTML file so that it does not have to be web-hosted. Nice configuration, but hard to get working right. I would rather people download a massive HTML file (it's currently 4 MB) than depend on it being served from somewhere (maybe those are sensibilities keeping me on image boards). Normally, I use GCC to compile things, and using clang has been a non-issue. The only thing I want to whine about is that I disabled my first compiler warning: "-Wpotentially-evaluated-expression" is an absolutely useless warning and the standards association that caused its creation should feel bad.
>>8031 >Ye, last update was Peridot's update. so, just Peridot and MC?
>>8037 >Is there no 2/2 demo day thread? Either too little going on or people who are working on stuff don't post demos.
>>8037 Regarding DW1 remake features, why not look to the SNES Dragon Quest I + II remake or quality of life updates while also retaining some of the spirit or "archaic" designs you'd like to keep? This is pretty damn cool though.
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>>8039 I wanted to have a demo out, but procrastination, burnout, and psychosis prevented me from doing what I needed to do.
>>8037 Combining the demo days with the Steam Next Fest is a better approach in my opinion since you can both show off your games and sell if need be.
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I am absolutely incompetent at making characters.
>>8043 Yes, you are. Give up.
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>>8044 Just cut my life into pieces, wake me up
>>8043 I mean it's probably better than I could do.
>>8046 You think? Man I wonder what else I need to add to my doom mod to make it more appealing, it looks like adding more guns is not really the answer, would people be interested if I add animations and special powers like being able to shoot meteors and diamond storm attack and other such things from the player hands like magic? I am kinda too lazy to bother learning the ZGUI library or however its named that supposedly makes making GUI stuff in GZDoom less painful, I wrote my shop menu entirerly on my own which took me some weeks to get it right. For example the furdoom mod and gardevoir mod seems to appeal to more people. It's not like I care that much about popularity but I am just wondering if a simple weapon mod I am making is too boring for most people, but then again the majority of people of doom seems to be playing brutal doom and its variants and have no interest in other doom mods. If I ever figure out the fucking new GUI library thing maybe I can finally add more features to my mod, I dunno what yet, I guess I could for example add different ammunition types for guns.
>>8047 >but then again the majority of people of doom seems to be playing brutal doom and its variants and have no interest in other doom mods And those people are a small minority compared to vanilla doom players who moved on to other games after being done with it.
>>8048 So Brewtal Doom and its forks are nothing but a meme with a vocal fanbase? I see. Looks like I am completely on my own then when making this mod, well I have no clue either I am kinda lost what I should make next with my mod I mean I can always add new guns but I was trying to think of something else to make the mod more unique, well fuck me then.
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Finished the devlog project yesterday. Now all I gotta do is write up some postmortems of my previous projects alongside some random godot trivia and see how fast it is to make videos with this.
>>8050 Very cute character, what exactly is this for though?
>>8051 Its for youtube shorts. I noticed a good number of devs were getting traction by creating little devlogs in that format, and while I thought it was worth trying I also thought it'd be really annoying to have to edit in captions like you see on most of those videos, so I made a fake DS screen layout in godot and used a dialogue addon to act as a visual novel style text crawl, with the added bonus of letting me call functions right in the dialogue file. So I can control features like displaying pictures, playing audio, playing video, and changing my character's color right all in a fairly easy to understand format.
>>8037 Add some way for players to take notes/draw their own world map. I actually just finished playing the GBC version and I spent a lot of time back tracking to talk to an npc or getting lost on the map.
>>8049 IMO at this point Doom's modding potential has been squeezed dry. Nobody seems to have any good ideas for gameplay mods anymore, and good non-ironic WADs have been unicorns for years. If you are making something, you are basically just making a game in the Doom engine, disconnected from Doom itself. Especially the way the community has gone, Doom's kind of in dire straits. Crazy how Doom basically died with TerminusEst13 What does your mod look like? Got anything to show?
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>>8054 I am mostly disappointed with the recent development of newer-ish weapon mods for Doom, most of them lack rocket launchers or have one but with very little ammo carry limit, making the rocket launcher limited in usage despite Doom has plenty of monsters which requires killing it with a rocket launcher, sometimes they just replace it with other explosives like grenade launchers which is a different weapon and not good for long range shooting. And yeah I can see it, there is only so much you can do with GZDoom. ZScript allows you to do more crazy shit finally but when most modders and including myself have limited coding knowledge so it won't get you far with making the mod more unique. Also I forget to mention that Blender fucks me over with animating my models, whenever I try to animate specific parts of the weapon and the model and having to use constraints the fucking constraints constantly resets its self despite I am using a newer Blender version and I couldn't find anything on the internet that tells me how to fix this bug, like I set a keyframe for the constraint then I animate other part and then when I play the animation the keyframe constraint gets reset to 0. This stupid bug really dismotivated me to work more. >Got anything to show You can check out this videos made by others: https://www.youtube.com/watch?v=722L7qM8slI&t=337s
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>want to make a small CYOA style RPG >spend like a month working in my free time only to get the first menu working >roadblock at basically every step Am I retarded? This is my first project and what you see in picrel already has full functionality but I feel like I'm dragging my feet. Last thing I tried and still haven't figured out is loading a new scene which doesn't work for some reason.
>>8057 >working on UI first well there's your problem. UI always sucks ass to make, no exceptions. It'd be wise to make it functional first, before looking good, so that way you can actually get to making the game, instead of spending a month on just 1 menu and nothing else.
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>>8058 I think I needed to set up the first screen because effectively all the interactions will be coloured by the choices you make on this screen. What you see is just the basic wip visual, although I admit I spent like two work sessions trying to figure out how to easily rescale/resize UI in Unity. The solution is easy, but hey, who to tell you? I imagine now that I've got the first thing ready, the rest is gonna be much easier to pull off. (except the art, which I want to do all by myself, now that is gonna take a long time)
>>8059 i dunno, i've never started with a UI before, i personally usually just hardcode everything first to get the systems established, then add customization later once it works well enough
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>>8060 Well, I disagree here. My idea is to have a option on branching batch, and those will vary depending on you stats and choices. So writing and making a dialogue/scene tree with just dry options is gonna haunt me on later.
>>8061 i mean, if you write it with the checks and change the values in the code a few times for testing, you'd get the ease of not having to make a complex UI, and still have the ability to try new things.
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>>8031 >I hate writing for Gem Dom because of the whole 2 routes thing. I have to write twice the amount for it. You writing two routes at the same time? My nigger, don't do that. Focus on just one route, finish it first, then start writing the second route. Stop torturing yourself.
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You can use DeepSeek to cheat in Godot, works much better than ChatGPT. t. got a working roomba movement code
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Now that I'm back from vacation, I'd been further implementing field item usage and interactions. Field is a lot more developed now. There's a lot of trickery which lets me do adventure game-esque verb lists for interacting with entities and NPCs. Including using items and skills. All that's showcased here. Even lets you actually use normal items as NPC/puzzle solving if you're facing an entity, and shows your party selection menu if not.
>>8066 Pink snake (maybe female?)
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>>8067 That's functionally the "Missingno" of the game and serves as an error handler in case no charset or graphics are found for a particular creature. The field sprite is just a recycled naga recolor (they were in CnC1) since we don't have a vine viper field sprite yet (but might get one in the future since they're common creatures.) The enemy is just designed to look like the iconic Valve Missing Texture grid. More vine viper recolors never hurts. Pic related. Year of the Snake 2025.
>>8068 I like that idea
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I am gonna give a shot at making a simple roomba game, I hope people will find it reasonable that I charge 5 euro for this game.
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WiP Kitchen. I need to get some more textures so that those things have a more appropriate look instead of the current texture they have now.
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Semi-similar code to item usage. But techniques can now be used on the field, including selecting party members or, if facing entities, triggering special events on them. I just have to functionally clone this for spells (the menu is different since they use spell slots instead of an MP-like value) and I think most the field interaction basics are in place.
Man I am stuck with making more progress, for the past several days I am trying to come up with more different design ideas for the stupid kitchen map and yet I haven't done more work on it because my mind is pulling a blank, this sucks I thought making a roomba game that I would release for free on itch io would be easy to gain a foothold as a game dev, I guess not.
>>8073 The roomba concept does have potential for arcade style fun.
>>8074 I don't know enough about the math behind transforms so I cannot really code in a movement code that is more "juicy" and I intentionally made the maps fairly small because I didn't want to go overboard with the design of the maps, so I guess for each map around 30 second is needed to finish one, ah well.
>>8075 Have it be a really shitty Temu roomba that's very slow and takes forever to accelerate and decelerate so you really need to plan your route through the levels.
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>>8076 I guess that is a option too lul
Meh I just need to figure out how to add customizable keybinding since not everyone is left handed (can't tell that to other developers that left handed people exist) and add some few HUD elements and I will release it on itch io, I don't feel like spending more time on this roomba game, I will just make another prototype instead. Maybe I will release later 1 or 2 updates for this game with a few more maps to play on once I have some ideas for mapping.
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I never actually posted the finished result for these things here. I think they worked out pretty well, but for the programming ones specifically I'm wondering if not including code snippets is a good idea or not.
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>>8037 I now have a seven megabyte html file that will allow you to walk anywhere in Alefgard. Walk around with the number pad and '7' will create the bridge and reveal the staircase. https://github.com/TediusTimmy/DragonGame/releases/tag/v0.0.0-walkingtour
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>>8078 POV: You got renamon high and are making sure she has a good time
>>8081 Oh man I'd would kill for some dank kush
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post progress you fuckers
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well boys, i had to refector some things, but level replays (demos) seem to be working better than they were.
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>>8083 Crop and Claw 2's progress has been good but not all of it is visually demonstratable, but we're gunning for a Steam trailer and page soonventually. Meanwhile, here's a Star Fox-like tech demo we'd been messing with on the side.
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>>8084 >>8085 Good post
Man It is such a bummer there is no easy to use map editor I can use along with Redot engine, I don't really enjoy it trying to make a map in Blender because it's so unintuitive to use and the only other option for making maps with is fucking Trenchbroom which sucks too tbh. I have no clue how good the hammer source tools are because those fucking programs refuses to work in Wine.
>>8087 What's wrong with Blender, my guy?
>>8088 Blender is fine for making models with such as vehicles, weapons, characters etc... I have no problem with that but for map making the controls feels like they often get into the way. Trenchbroom is sort of easier to use when it comes to that but I am not looking for making Quake styled maps there. Blender makes it a bit too hard to block out things since when using the cube its not snapping in a grid well I mean there is the grid and snap options that Blender has but it is not on the same level as Trenchbroom does, so hence why I would rather have a dedicated 3D map making tool but it seems nobody cares to make one so which makes me wonder what the fuck are people using all the time to make 3D maps with if its not for blender or trenchbroom.
>>8089 I typically wouldn't fuck with Blender for mapping, but I don't know man, it seems to be pretty decent for Hammer/Doom style mapping to me, at least with blocking out stuff. What specifically are you trying to do?
>>8089 Actually, I just remembered a game dev stream I witnessed. Someone fucking around with the Unreal Engine and map making or whatever, and just using hundreds of Rock Objects, stretched and deformed to make a rock dome. Now, I wouldn't personally recommend doing that, but if something like that works out and doesn't tank your performance, I'd say that's fair game.
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>>8090 I am trying to make some Counter Strike styled maps with a outdoor and indoor maps but I am struggling hard to try coming up with a design how the map is supposed to look like as well as adding details to it so that it doesn't look too bland. >>8091 I have easier time modelling individual small objects based upon real world objects and the like then trying things from scratch with no reference.
>>8092 Brother, I'd say you're looking too far in the wrong spots. If you want some good Counter Strike style maps, ya gotta start with layouts. Now, I'm not generally speaking about drawing blueprints and the likes (though honestly, they're a pretty good start too), but Blocking out the map without worrying about what the actual "context" of the map is. You ever seen one of them Orange Maps? That's where ya gotta start with. Now, I know it ain't all flashy like or super gratifying (aside from getting fun and cool layouts you can imagine getting big art passes, or just playing through the map and going "wow, I made this,") but it's a far more focused approach, getting the sightlines, the covers, the pathways, and all that other hoo haa out the way. I will say though, your WIP in the image isn't a bad start, hell, I'd even say it looks like one of my source maps when I was first fucking around in Hammer, so the Hammer, or Blender in your case, ain't the issue. Sightline's a bit wide, unless that's what you're looking for, and there isn't much variance in elevation (stairs, ways to get to high ground, etc) unless you're looking for a "flat" style gameplay. but it can be deigned pretty easily that's meant to be a block in a neighborhood of some sort. Honestly, I think the real problem here? Performance anxiety and procrastination, and I get that man, I've got lead feet when it comes down to executing, but truth be told, you and I both know we have the actual skills to get shit done. Don't worry too much about detailing and dolling up the map yet. I've played some real pretty maps in TF2 and Doom with the most dogshit and unfun gameplay. If you're looking for the folk that care too much about how aesthetic and pretty the game or environment is, then yeah, go buck wild and tunnelvision on that beautiful map and getting all the right props and shaders going, but if you're trying to make a right proper map, ya gotta get the layout done first. >tl;dr Fuck Looking Pretty or Bland, make a FUN map first
>>8093 So I should just place cubes and slopes everywhere and just focus getting a nice looking layout first before worrying too much about detailing? Well I guess I can do that. Alright well then I will just focus on making the maps a bit more simpler looking, CS/UT maps didn't looked that complex anyway so this is what I am shooting for, well I do will add textures to the cubes though because it kinda looks a bit ugly when everything is grey/white shaded but I am just using UVW projection for everything lmao because fuck unwrapping. Alright thanks for the heads up. Then I just need to focus on doing the basic layout first and just like make maps and later when I made enough progress I guess then I can start worrying about adding details.
The annual 7 Day Roguelike challenge just started. Anyone else participating? The theme is kinda lame this time ... just "Roguelike". https://itch.io/jam/7drl-challenge-2025 I've been playing a few game randomizers and even if I don't make it, I'll put my idea out there: Quadrogue. You play four games of it at the same time, the same dungeon and monsters, but different characters (fighter, rogue, wizard, cleric). If you find an item in the dungeon, it goes to one of the other three. Monsters would be the same on each, but killing one would remove them in the other games too
>>8093 OMG SLOPES. They SAY IT COULDN'T BE DONE!
>>8096 what do you mean?
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>>8084 sorry to dissapoint, but replays are once again scrapped. they just like to break themselves way too often to be usable. but, if it's any recompense, you can race against yourself!
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Marketing tip 101. Kobolds tend to result in increased average engagement. Also more aesthetics tests on the flight demo.
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>>8099 social media is a scam, it's all botting and botnets
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meh I redesigned my map a bit.
>>8101 nice
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>>8100 You're not wrong.
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>>8095 I made a 7drl. My theme is that I was annoyed that balatro called itself a poker "roguelike". So I figured I would steal balatros poker/joker shenanigans and make an actual roguelike out of them. I'll post the link tomorrow when I upload it if anyone wants to give it a try.
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>>8104 I'm too much of a slowpoke to be able to do game jams tbh fam
I am getting close to finish this shit finally, well not completly because I still need to make decoration models which I have to place it in redot, so dumb.
>>8105 Well I have to make sure I had the majority of it planned out. And even then, while it is basically finished, I didn't get everything I wanted into it.
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>>8095 >>8104 https://itch.io/jam/7drl-challenge-2025/rate/3363598 Here's the link to the game. Give it a go if you want. A rating is appreciated. Plenty of other interesting looking games were submitted so check them out.
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>>8104 Man I shoulda done this, I've been itching to do a game jam honestly. I wanna get a little further with my main project but maybe I'll do the next ludum dare or something. I wonder if anons would be open to an /adgd/ game jam
>>8078 But does the dedicated fart button working at least?
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anyone using SDL3? what's your take on those main func callbacks and how do you structure your project if you wanna avoid as many globals as possible, etc? I'm skipping it for now because I just can't wrap my head around it
>>8111 >>8112 I forget about the dedicated fart button
>>8104 >>8109 This shows very strong potential. Playing through this, even though the actual gameplay ended up mindless, I had fun trying out different builds, and it had me thinking about the possibilities of things and how addictive this could get if resource management and enemy/space management were actual concerns. >Visuals Enjoyable, read pretty clearly, save for the helpers, which took me a second to register as helpers, though I couldn't properly intuit the whole wand spray mechanic. >Controls They were pretty simple to use, nothing too counterintuitive, though I did dislike that you couldn't just rotate in place for easy melee positioning. >Difficulty There's none if you're building wands. Very light difficulty with Sword and Board if you're bad with exploiting chokepoints or bad map rolls. There's 0 reason to run anything that isn't wands (besides self imposed challenges and seeing what the other items are about.) On my very first run, I got 4 of a kind with wands, ran endlessly through floors, easily getting the 4 of a kind wands because it was so easy to trash cut down on non-wand items between floors. This is more of an inherent property of adapting Poker Hands with less numbers to work with (13 cards (K,Q,J,A + 10 - 2) vs 5 items (Scroll, Wand, Sword, Pot, Armor)), where it just becomes exponentially easier to get the hands you want, especially with a starting deck size of 20 and minimum deck size of 15. >Amulets The Amulet system is just busted as hell, since gold comes real easily and there's no real limiter on how many amulets you can get besides your own cowardice. It feels like there most definitely should be more push and pull regarding the Amulets you get and the difficulty to get them. Especially the +1 to hand size amulet. >Resistance/Vulnerability The Resistance system hardly ever comes into play since you can "out-skill" most enemies with the raw damage boosts from 4 of a kind/5 of a kind or straight flushes. >Health Scaling I think having health scale with levels was a mistake. While I don't haven't played much "true" Rogues/Rouge adjacent games (save for Doom the Roguelike), I think the health scaling made mistakes way too forgiving, especially with how fast and hard you scale with good item management. >Conclusion It was a good way to burn an hour. I don't know if you're going to iterate on this further (as you have other projects like ROGUE-FP and stuff), but if you ever do in the future, I'd like to see some stronger limits on scaling and stronger enemies that make the player think intelligently. Maybe add it as a mode to the RFP project or something.
>>8116 oh, 1 further thought in my haste to get this out, it is a bit frustrating not knowing what's in your deck when starting Randomized Deck runs
>>8116 Glad you thought it was alright. Yeah the meta to win is just toss out cards til you hit 15 and focus on 1 or two types. I originally had the minimum deck size at 20 but decided for 7drl I would lower it to 15 to make winning easier and to just give more control to the player. It's definitely a bit harder to win with a random starting hand since you're not guaranteed to get a lot of wands or weapons but it is still pretty doable. Resistances were originally meant to force the player to discard during a round if they had a good hand but only one element. Damage completely outpaces it though if you have a good enough bonus or even just one other element of weapon. I should have put in monsters with two or more resistances but ran out of time to balance things. Same with being able to view your deck at the start of a round. Amulets are busted because they're sort of supposed to be busted in the same way that in balatro if you get your jokers right you can get 1X10^10000000 points or whatever. I originally wanted to have some roll tables and rarity charts to affect how often the really powerful ones show up but just had to cut it to doubling the price. The game guarantees that you can get at least 1 amulet if you klll all of the monsters on a level. How far did you get by the way? I cranked up the power of the monsters past floor 10 at the last minute and didn't really have time to test them.
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>>8063 Felt like desiging some characters just because. But in the current game, they'll just be images and text, won't have a proper debut in this one. I just did these just in case.
>>8118 did 3 separate runs, dropped past the 20 rounds mark without dying or difficulty. 5 of a Kind Wand just cleaves shit at safe distances, nothing ever closing in Sword and Board which abused white pots, kiting, and followers, which only ever got dicey if I got sloppy or bored with movement I tried to make a "red scroll" build, but the drops just gave me all yellow shit, so I had straight flush boosted potions freezing the game, nuking enemies with the press of a lightning tome, yellow monsters included. Damage, especially with amulet stacks, far outpace monster scaling, unless you're intentionally giving yourself shit hands. If I accidentally got straight flush, no monster could ever touch me with my ludicrous armor class.
Fine I will be adding a dedicated farting button on my digital weapons doom mod as soon I am working on this mod again. Also good to know that ChatGPT and maybe others can give some numbers how much a damage a specific caliber does, that would be helpful for reference purpose. Except Gemini. Gemini is a fucking pussy who thinks about muh kids
>>8121 >dedicated brap button Please don't do this
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>>8122 There will be a brap button in my mod. I will work on my doom mod now then, I have already made a Uzi model which I need to finish, I will see if I can also first fix the animations of some other weapons too, such as the Molot VPO 208 where I fucked up with my last attempt at doing the reload animation so I need to do it again and fixing the Carcano M91 rifle animation too. Progress will be slow because it's for me not easy to continue working on shit while being depressed. Hopefully I can release version 1.2 soon after wards, I don't want to rush it for the next release.
>>8123 Absolute madman.
>>8079 This Dingo loves tweens, folks.
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>>8119 Went some places.
test
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What's up nigger? Today is the release date of wacky fps shooter, version 0.1. Codename: MVP. Download and extract the folder, there are scripts to run for both Windows and Linux. Check README.md for more information. Thank you and have fun guys. I had a lot of fun making this. How to play: Keyboard arrows to move, left mouse to shoot. Download link:(sorry 8chan doesnt allow zip upload) https://www.mediafire.com/file/dh7azyze1yh126h/wacky-fps.tar.gz/file Itch.io link: https://realmenwatchharuhi.itch.io/wack-fps
Edited last time by Mark on 03/21/2025 (Fri) 15:19:02.
>>8128 >video jesus fucking christ
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Treasures.
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Fox pussy.
>>8131 >octagonal 1 euro coin mh, are they chocolate?
>>8132 it's crunchy coins... Try it.
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>>8131 This is strangely reminiscent of New Vegas' gunplay.
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>>8134 >Image Hot. I accept that payment. >This is strangely reminiscent of New Vegas' gunplay. Is it?
New weapon soon getting soon
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This was meant to be a more private thing, but I got roped into making it a legit game jam for those that are interested. https://itch.io/jam/addjam Simply put it's a game jam with no theme, just pick something in your backlog of ideas that's been nagging you and make a simplified version of it.
>>8137 Ah neat, have fun with it.
>>8137 I am going to join this jam, hopefully I can shit out a simple 2D tank game or something. t. part of cole dingos discord cabal
What's the general consensus on Flax? Trying to get into agdg and was recommended it by a friend.
>>8140 It's an engine. Never used it but it looks like it doesn't have much to help you with UI. Give it a try and tell us how it is.
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>>8137 I'm also joining, and Im going to make a complete fucking mess :^)
>>8140 There's no consensus because nobody uses it.
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>>8139 >>8142 nice! good luck!
>>8141 Running through some tutorials later, will do. Worst case scenario I'll just double back to Godot.
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Coincidence that we dropped the teaser and itch page on the same day as a Nintendo Direct. I had no idea there even was a Direct today until I woke up. Steam page's going through the oven but once that's approved that'll be available too.
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I forget to post this Uzi model
>>8147 Is it a boy or a girl?
>>8148 girl (f), asking for a friend?
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>>8128 I am making another game named Tetoris, an ever evolving madness of a game. Right now you can play tetris and a short visual novel. In the future im planning to build onto the existing game loop, adding in rhythm games and many others. Stay tune on zchan for more info.
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>>8126 More beach images.
>>8151 >>8119 More hidden characters but this could be the last time I do this. Mainly because of weird shit going on with Blender.
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It's me, big Micro Mike, here to show some progress on my long awaited game! I'd be stoked if you could show your support! This has been a long time coming!
>>8150 Will there be wall kicks and T-spins?
>>8153 I love your rendition of Milchi and I genuinely thank you for your continued support and backhanded trolling. ||I'm guessing the little character is meant to be Kasha|| I'll get it made eventually I swear
>>8155 >those spoilers Hah, gottem!
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>>8151 Edited some images to add more characters. >>8153 Love the girl in the left.
So AI code generation is still in the in-between stages of "somehow working" and "not even remotely correct", but I think this can be harnessed better by writing with PLs with more compact logic. Think R5 Scheme or C89+, or the newer iterations on Forth. I originally considered this with Common Lisp in mind, but its spec is quite literally thousands of pages long. No, I don't have a proof of concept, because I don't use Github Copilot or Cursor or Flit or whatever is the buzziest name in this new thing wave. But creating a Win32 window that then runs a small pathtracer or SAT collisions should be a good starting point, no?
>>8158 Depends what your goal is. Assuming you're doing game dev for Windows, if you're avoiding engines or frameworks that do much of the work for you, a lot of your time is spent wrestling with the Win32 and D3D11 APIs. These are highly brittle and require a reasoning ability that LLMs lack, similar to how they can't solve many mathematical problems. When you have to do anything non-trivial with these APIs, LLMs like DeepSeek and Copilot can't help you much, you still have to solve why things aren't displaying properly, if at all, and the LLM can only tell you to add more printf console outputs and log files (which you'd be doing anyway if you're not a beginner). Still is a useful tool for explaining API details though, usually faster than looking up the API documentation/manual.
>>8158 >>8159 Not to be that guy, but you also just shouldn't write Windows-exclusive code and at least use a lib to abstract platform specific stuff out. It's simply not a good investment in the long term to be bound to Windows when there's a wide assortment of platforms and device (almost all of them being some sort of Unix flavor)
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>>8153 Make the last boss a Skullgirl because I hate them and want the GMs to kill them
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>>8137 ADD JAM IN 3 DAYS GET READY BOYS
>>8162 >submissions open until 2025-05-06 01:00:00 Don't scare me like that anon.
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>>8163 (heiled) BOO!
View of the town from Kasha's house. Just a quick mockup of the outdoor level.
>>8165 Kute!
>>8159 Truth be told, the Win32 part was some dumb 4D chess idea of running non-windows ports through Wine/Linuxulator, like how Feral & Aspyr used to do their native Linux ports (that were then modified for the BSDs or Haiku), because it was a more reliable target than the LSB in 2012. I assume the first seed of this thought was the Zig creator making a statically linked Linux executable displaying a triangle via SDL(?), that somehow managed to run near flawlessly with an early version of XWayland. This stuff was several years ago so my memory isn't the most clear. I don't see myself going fully without a framework, but my current interest is still in arcane bullshit like Kandria's CL engine or when Roblox was a janky Visual Basic toy in the mid-late 00's. Less about directly following "Handmade Hero" type creators and more how Ace of Spades was created by breaking apart Voxlap. >>8160 >It's simply not a good investment in the long term to be bound to Windows(...) Yes and no. I think that even now in 2012+13, the majority of programs still run through the Win32 API, certainly more so than POSIX. Granted, one could make the case that browser webapps have succeeded desktop programs, but do I not want to contribute much to that cancer. Plus: <Even the freshest install of Chrome on a 4+ core computer can barely do 3D programs well <All the orgs farting out countless APIs to cope with building an economy on top of http://info.cern.ch/hypertext/WWW/TheProject.html <A browser-compatible game meant for pre-HTML5 specs would require swimming against a nearly dry lake of ActiveX/Flash/Java applets, or summoning new black magic (even https://www.kesiev.com/akihabara/ isn't pre-html5 despite being made ~2010) Funnily enough, that Zig test program did give me a glimpse into a slightly less shit present/future, which is why I'm not as put off by Alpine & Void using less GNU parts like musl and ash compared to others.
Ended up getting a G350 as an even lower end device for compatibility and performance testing against our Godot games. Somehow these can still run respectably, though 3D is straining just a bit more than against an H700 device. I would recommend picking one of these or an RG35XX-SP or -H or something just to have one, especially as a port target platform.
>>8168 Oh shit, yeah I might pick one if these up just for the novelty of it.
ADDJAM start is closing in, good look everyone!!
>>8168 I want to do things to that Vine Viper.
>>8169 >>8171 This hasn't officially released, but CnC1's about to be freely available on Portmaster. Portmaster is the kit that's used to handle porting games to these handhelds. Since the tech is ungodly, you can expect a few obstacles and learning headaches. CnC1 was among some games being used as tests for Westonpack, which is their compatibility layer that adds faux-X11 support specifically for a game that needs it (ie the default Godot runtime.) It's kind of a comical rube goldberg software stack that shouldn't work but somehow does. I'd highly suggest getting one now. G350 (that unit) can be like, less than 40$ on AliExpress but for game development, the CPU is probably the absolute lowest you can go with a heavy game engine like Godot (relatively). I like the Anbernic RG35XXSP which is a bit more expensive but has an H700 CPU which is slightly stronger and looks like a Gameboy SP. The RG40XX-H is also an option which has the same hardware but has a different form factor and two joysticks unlike the SP. Check Retro Gaming Corp on Youtube if you want some fair reviews of different units without clickbait thumbnails screaming at you. There are more powerful devices too, but most of mine are these sub-100$ units for game optimization testing and making our games playable on even the most potato-powered hardware.
>mfw trying to rig a existing model I am in hell
>>8173 >Loona Rope
>>8174 At least I don't have ugly giantess fetish like you, fuckwad.
>>8175 Yeah, that's leagues above from where you are
>>8176 wew
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>>8176 I am leagues above to fuck your mom
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>>8174 >Rope Chain
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>>8157 Final image and just another added character.
>>8179 >Chain Leash
Anyone using Love2D here? There is a "tool" for lack of a better word that add hot code reloading to the engine: https://github.com/jasonjmcghee/livelove It works by using the language server protocol to updated the game from the editor, so it should work in any LSP-compatible editor. VSCode and Neovim are supported out of the box.
>>8182 love2d is ass as a game engine

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>>8183 I can't call these anything other than absolute brutal cringe, Amazoness. I feel mean for thinking that because you're seemingly very passionate about your work, but I don't know who would be into this. Your patreon and twitter links are both down on your page
>>8185 Well, sorry you don't like them, anon. I'm trying to continue my original ideas, but they don't get nearly as much support as the parody games do. I do like working in parody games, though, but I wish I could finish both Jumpscare and Ich Will. I'm back to working on Jumpscare, though. I'm also working on other stuff in my free time whenever I'm not working on Gem Dom or The Lewd House. As for the links, my original Patreon died, but I have a new one. The same goes for my Twitter; let me see if I can change it.
>>8183 >My Little Pony Have some fucking shame dude
>>8187 It's top money, anon. TOP MONEY
>>8188 >>8183 MY LITTLE PONY FRIENDSHIP IS MAGIC
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>>8183 >Is it going to be a porn game? No, it's more like some shitty attempt at fan service. Nortubel had a "secret" grope mechanic and some suggestive art too. I did make a porn game but it's still kinda shit. https://eyeballspunk.itch.io/sweet-dreams
>>8188 Yeah, maybe so 20 bucks a month.
>>8191 I'm not complaining.
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>>8192 Oligarch
>>8187 >>8188 Seeing as some other guy had a good racket making not one, but two knockoff MLP hentai games, I can believe pandering to bronies and furries is worth the shred of dignity lost in return for the gain in sheer bucks. Especially when said knockoff MLP sex game is on steam for $20.
>>8194 it unironically feels like the only way to be successful at indie is to either be really lucky, or to just make a porn game.
>>8195 Or to be first.
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>>8170 (obs is being finicky and I cant post gifs so bear with the beginning of this video) What I'm working on for the jam.
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>>8197 Good shit anon. Looks really smooth. >I'm fighting build errors Raylib might have been a mistake but I can't stop now. Wondering if I should progress post to give myself smaller deadlines or just keep grinding. I wouldn't say I feel like I'm being lazy, but I'm not where I want to be.
Is using AI voice acting permissible for today?
>>8199 <https://github.com/RVC-Boss/GPT-SoVITS Some people might be mad, but nobody actually cares outside VA and the VA union. You are effectively genning it locally or (((Paying))) 5 dollars per month to use elevenlabs. Less people are going to care compared to AI art. You will have to disclose it on your steam page if you do Steam.
>>8199 Autists will go ballistic, even if you filter your voice through AI :v
>>8199 >permissible you are """""permitted""""" to put literally anything into your video game don't be a faggot who censors yourself
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i havent worked on a video game in a month and i feel awful about it and feeling awful about it is making it harder for me to work on my game. im starting to see light at the end of the tunnel though. i talked about it with some friends and they told me im just burned out but it feels like burnout is just a cope for laziness idk
>>8203 Take a detour and work on somethings else (that still requires problem solving or creativity). Go outside and paint. Learn a combo trial. Direct a shitty video.
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>>8204 i ended up spending the last month setting up a jellyfin/navidrome server and doing all the sonarr and tdarr stuff to auto compress videos and all that. its been fun and now i have a huge local library of music and tv/movies to watch but i wish i spent that time working on my game instead
>>8205 One must strike while the Iron is hot, but when that Iron has no heat, you're simply denting metal for no reason. You're not on a strict timetable or anything, are you?
>>8206 not really but ive been dealing with this cycle of hardcore working on it and burnout for months now id like to finally release a 2nd game in my life time
TAKE ME BACK HOME. I WANT TO GO BACK HOME! FYGOON SAVE ME AHHHHHHHHHH
wtf, agdg had a secret base on 8moe this whole time?
>>8209 Yes, and while it's not official there's a game jam happening now if you'd like to participate. https://itch.io/jam/addjam
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>>8197 >4chan dies >gifs come back. it must be my birthday.
Crazy to think the Peripetia devs came from these threads.
>>8208 Don't say his name retard! He might come here!
>>8212 not that crazy really
>>8212 Yeah? I remember talking to them. They haven't dropped by here in ages though, and as much as that stings I imagine they probably won't want to risk articles like "INDIE DEV POSTS ON INFAMOUS NAZI TERROR CELL FORUM"
>>8214 The only other dev from here on their level was tetradev.
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I only have 2 more sets of these 1 on 1 events to make, and I might choose to add more smaller mechanics to them later on as well. I think it's been over a month now.
>>8215 Meh I'd rather be associated with nazis than pedos.
>>8215 Its because the thread is still full of beginners.
I can't get my itch page to look good The background and banner are FUCKED
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Game is functionally complete now, I still need to make lots more cards, and I have a few additional features as well as better art and UI, but it's a playable experience where you go until you die. Kinda jank but that can be ironed out with time.
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>agdg, but slower, with higher file limit, and no crabs Nice. Work on my /a/ squad-based RTS is currently set to a crawl due to real job getting in the way. vid-related's Radar has been working for a while and is now decently optimized, so current task is giving soldiers' AI more than one possible action (attack) along with some Heartstone-style AI to pick which one to use. This is mostly so I can start distributing stuff like zealot-style charges, complex enrage effect or support spell-like abilities - to make things more fun than just all units banging on each other with slightly different passives & stats.
>>8218 >I'd rather be associated with nazis than pedos Society would disagree with you on that
>>8220 How about you link it so we have a chance to help?
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>>agdg, but slower, with higher file limit, and no crabs There's literally no reason to go back to 4chinz after it returns. Not only are all the schizocrabs gone, we can also focus on devving and giving feedback. インナーサークルへようこそ。
>>8220 You have to contact itch's support email to allow you to use custom CSS outside the shitty two options they give you. Most of the time it's not really worth it, I personally leave it on the defaults. But if you want a good looking itch page, you must email them for the permissions and wait a couple of days for them to give it to you.
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Show us your projects, gamers.
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Though I do like that this AGDG has less schizos, in true fashion of the double edged sword there is also fewer updates and less traffic. Only 7 new posts for an entire day.
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>>8228 A lot of stuff would most likely be progress drips, so there's probably not much to discuss. In other news, Crop and Claw's on Portmaster now and the early Godot 4.x development pipeline for these cheap handhelds is mostly figured out. I'd cobbled a guide together as janky and unrefined as it is, if anyone has one of those devices and wants to try running games they make in it.
>>8228 I'd post more often, but I don't like flooding the thread
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>>8228 >>8227 I've mostly just been waiting for the last of the backgrounds to get in. the last of the translations are in, so that's cool. some of the UI was cleaned up a bit, but i haven't really added new content.
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Working on a "short"-ish Kasha related thing by myself and just having trouble getting past the starting line lol I tried to set it up with two screens (like a DS style view with a top and bottom screen) but that turned out to be too hard so fuck it I'm going single screen.
Say, I need to load projectiles into weapons The weapons get loaded through a JSON, projectiles are also loaded through a JSON, they serve a key value where the key is the name and value is the ID to look up for looking in the resource file Should I just load projectiles first and then the weapons? I'm also thinking of doing something like "Load contexts" so you can flush a bunch of content at once, basically a encapsulation of content BEING loaded and (maybe?) AFTER being loaded
>>8229 Yeah I figured, people actually working on things. >>8230 >>8231 >>8232 Actual progress, very nice anons!
>>8232 Never give up on your dual screen dreams, anon.
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I just realized that my hentai isekai novel with historical references and around 200 characters and 10 empires and it's own mythology and ecology and geography, is too ambitious to make into a 2D pokemon clone (it's original gameplay inspiration). My current idea is to use the way recetear uses town exploration being just a VN type of JRPG town. Town exploration would be a turn based roguelike type of movement. And then maybe make the combat like rpg maker xp default combat. And then make the story just a VN cutscene. And the world map exploration just being a simpler version of SMW combat. And have the dungeons being basically turn based roguelikes.
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I'm new here for the last year or so I have been developing a VN about surviving a bunch of fiendish MSGKs as a poor school teacher I'm really enjoying the multi image support and finally being able to post webps without reformating
>>8236 Yeah, bud? I think you should remember to take your meds
>>8236 >average essentials game
>>8236 Is that not just Elona/Elin?
>>8237 i am cum
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Fuck me, my weapon script is broken and I have no idea why, I ported my mod from Minetest Game to Voxelibre and it seems everything works fine after I have converted the item names from MTG to Voxelibre items, I used variables to define aliases for items because Voxelibre handling of items is kinda retarded and that way it is for me easier to look up for specific items. What I don't fucking understand is why there is no error or crashes being produced when I try to fire my weapon, normally it should do that but it doesn't.
>>8237 sexo
>>8228 4chans /agdg/ was basically unusable. Not to mention distracting and therefore bad for progress.
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>>8216 I don't want to disrespect Tetradev's memory since he literally fucking died but we did actually have a lot of high quality projects back when actual 8/agdg/ was still a thing, demo days had quite heavy participation. Keyreal, Terminus, we had the talent. I know some of them became crossposters to keep momentum like the Edengrall guys but a majority also seems to have sadly fizzled out, Bavarian Scout Rangers/gdidoujinworks for example is now just dead links with the last video upload being 7 years ago.
>>8245 I wonder whatever happened to most of those projects. Like that Hellas MMO thing.
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I'm still making random models of characters to try and find a good but quick workflow. I stopped doing PS1-like models because I feel like that's getting played out. I upped the polycount and texture size, but kept the simple texturing in order to crank this out in about 2.5 days, which is where I want in quickness. Maybe I'll try throwing a Jet Set Radio Future like shader with hard shadows and see what it looks like. I'm just worried if I release another basic bitch cell shaded game it'll seem as played out as PS1 indie horror.
4chan rapefugee nodev here. Two things. 1. This thread is actually civil and productive. I like it better than the 4chan /agdg/ thread 2. I was looking to get started using RPG Maker. Is there anything I should know before getting started? I want to make something unique, and while I’m pretty certain I can adapt to the engine itself, I can’t draw worth a damn.
>>8242 It seems I figured it out now why it doesn't fire, I am not sure if its because of Luanti engine update that fucked up with my script or because of Voxelibre doing things different, anyway I just need to figure out how to call the firing function so that the gun fires and I think I can fix the gun now.
What's even the onramp to coding in 2025? I downloaded godot and couldn't even make heads or tails of it to even make a hello world kind of thing. How do you get into this hobby from zero?
>>8248 What's your end goal regarding RPG Maker? Do you need things that the base engine can't give you? Things that they already have like: >Dialogue >Event Scripting >RPG Battle Elements that kind of thing? Regarding not an artfag, can either look to other anons for help, or you can just AIgen or steal assets until the time comes when you need to get "real assets. >>8250 If you don't like logic puzzles, engineering solutions to problems, etc., shit's hard. There's a shit-ton of resources and videos (both youtube and wiki, even the official Godot wiki) that can help you get started on your quest to gamedev though. https://docs.godotengine.org/en/3.5/getting_started/introduction/index.html
>>8250 Every engine is going to be confusing when first starting out. How much coding do you know? Do you know the basics of functions, scopes, classes? If so, just look up a "Platformer tutorial in [engine]" video and follow along. For Godot, I've heard Brackey's is pretty good. https://www.youtube.com/watch?v=LOhfqjmasi0 If you don't even know the basics of coding, ignore the engine for now. Just make simple console apps in Python or C#, making basic text only games until you think you got a good understanding.
>>8250 Just choose your pain, I guess.
>>8250 I think Godot is the easiest engine there is to code in. If you can't code at all, try Game Maker or RPG Maker because those let you drag and drop events. Ordering events isn't that far away from real programming and it's what got me started 20 years ago. If you can't handle that either, just give up and make board games or something
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I assume this is the newer home of agdg, because 4chan got fucked. pls rate.
as a newfag that just discovered agdg a few months ago, all this shit was quite the whiplash lmao. anyway hello all. >>8250 if you at least have some background in coding and oop, you could try to follow the documentation tutorial to get a basic sense of godot's node system. >>8255 can't say much as i'm not an artfag, but i do like the design.
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/vg/ refugees, know your place
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>>8247 Not the worst 10 minute job I've ever done, but still extremely messy. I'm hoping I'm just missing some settings in Godot and the lighting isn't so fucked I can't do what I want.
>>8233 >Should I just load projectiles first and then the weapons? I have a ton of stuff to load manually due to technical constraints, and nothing beat just enforcing a load order. Otherwise your code need to constantly check if the data are there yet and have fallbacks in case it's not - which is doable but a pain without much upsides. >>8237 You will finally be able to post about your stuff without "him" shitting the thread in response. >>8250 >How do you get into this hobby from zero? Sadly there isn't much easy way outside of grabbing a random Youtube tutorial, following it to completion, and then poking with the code to see how it break. Game engine coding is 1/3 regular coding and 2/3 engine-specific stuff. >>8247 >I stopped doing PS1-like models because I feel like that's getting played out. PS1 was my second console but damn I wish lowpoly modelers had latched on the PS2/3DS instead. The extra polygons make one hell of a difference in visual quality while still having the lowpoly "style".
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>>8259 You guys are dumbfucks and there's a reason people keep using PS1 style models, and it's not just because it's "trendy". Instead of bemoaning the art style why not try to do something original with it? We don't have enough games that look like Klonoa, Speed Punks or Soul Edge. Hell base your lowpoly game on Dr. Slump PS1, Vagrant Story or Slap Happy Rhythm Busters. There's a lot of leeway you can do with this style and to hear you complain about it like the only thing you can make with it is generic Resident Evil clones just tells me you're too creatively bankrupt to make anything good with it anyway.
>Hey, you should look like this thing that is dead >What do you mean I'll die like they did? Don't be ridiculous.
Your game most likely would have died regardless.
>>8260 I don't bemoan the style itself. I just wish that when you want to find an artist the choice didn't boil down to "256fes" and "100k+ tris", with not much in-between. The 2k-5k range is an absolute desert. >creatively bankrupt Anon, "I have no creativity so I will make it look like a PS1 game" is pretty much the default among indie nowadays. Not that *I* am not creatively bankrupt either, just saying it's absolute is because it's "trendy" and a very easy nostalgia / fake-retro bait, like what happened to pixel art.
>>8261 What is dead, exactly? Games with terrible graphics from the past are still being played, the same way contemporary games with terrible graphics are popular.
>>8263 >Not that *I* am not creatively bankrupt either Yes you are. >Anon, "I have no creativity so I will make it look like a PS1 game" is pretty much the default among indie nowadays. That is entirely you projecting and has nothing to do with them. PS1 style games, like pixel art, are being made because they are inexpensive, and easy to make your game look charming without spending days retopologizing your models. The more tris you ad the more on point your art and design has to be in general. Lowpoly is more forgiving in this regard and it's easier to stylize your game. Which isn't the same thing as saying it's inherently bad. An art style's worth isn't tied to how much effort and tools it takes to make it. A good artist can do with a single pencil what a bad artist couldn't do with all the digital tools at his disposal. The PS1 art style is not going to kill your game unless your art looks exceptionally shitty, in which case it's a problem with your art fundamentals, not the style. The games in picrels look much more charming and beautiful than most 'modern' looking games. It's all about the strength of your art direction, not the style itself.
>>8264 The whole list of Klonoa, Speed Punks, Vagrant Story, Slap Happy Rhythm Buster, and friends. It's not a very good inspiration if it didn't last for at least a decade.
>>8257 >/vg/ Fuck that I'm from the stealth threads. Too many groomers on /agdg/ prime.
I'm sorry for posting my shitty Megumin model and causing autistic screeching. On another note, anyone have a good cell shader with proper shadow step for Godot? I was hoping ChatGPT or Claude could whip me up something, but both of those have zero clue how the light processor works in Godot. Otherwise I'll work on it all day tomorrow.
>>8257 relax, i'm mostly a lurker with a few progress in between. i also like the uid thing. i'm not sure why 4chan doesn't have that.
>>8266 That is the most fucking retarded metric for inspiration quality I've ever heard, and Sony stopped manufacturing PS1 eleven years after it came out, so even by your own logic you're still wrong. This post is a self-report that you were born after 2000, please leave.
>>8257 >They even give the demons beards and turbans LOL who watched this shit and thought it was good
>>8237 Nice aesthetics. Is that Blender? Shame you don't play as a shota
>>8255 cute and funny
>>8256 >if you at least have some background in coding anon, he made it clear that this is NOT the case. read posts before responding to them.
>>8250 Just watch a youtube course on how to use GameMaker Studio 2. Pizza Tower was made in that engine and from what I remember it was pretty easy even for a coding fucktard like me. You'll get the hang of it although I stopped using it because they required some kinda license fee to use it. If not, Godot is your next best bet. But no matter what you're guaranteed some pain, coding is intrinsically headache oriented. You have to fix errors and debug no matter what you do. Choose your pain, and stick to the path. It's gonna be thorny.
>>8275 >Just watch a youtube course on how to use GameMaker Studio 2. Please share some!
>>8277 Cheers >coding is intrinsically headache oriented words to fucking live by, I've been scratching my head with Ansys SCADE for months at why some things just plain don't work
>>8259 >I have a ton of stuff to load manually due to technical constraints, and nothing beat just enforcing a load order. Otherwise your code need to constantly check if the data are there yet and have fallbacks in case it's not - which is doable but a pain without much upsides. Figured, after posting that I got reminded of Rimworld and how basically all content is defined through xml, so I just looked into it and I'm basing everything off that. Kinda worried about how I'll play in the editor if I make all content be loaded separately instead of a built application and always loading at bootup no matter what, but I think if I make it independent enough it should be fine >PS1 was my second console but damn I wish lowpoly modelers had latched on the PS2/3DS instead. The extra polygons make one hell of a difference in visual quality while still having the lowpoly "style". I'm actually targeting 3DS level of fidelity. I've always loved PS1 aesthetics but recreating it accurately is way too hard for me, and troons have ruined the style entirely by just wearing it as a skin
>>8250 Out of curiosity why have you decided to take up gamedev?
I got my shotgun to fire now, had to add "Controls" as a dependency, this makes no sense. My mod just worked fine before on MTG but it gets partially broken when I port it back to Voxelibre. Now I just need to figure out why it is not damaging mobs. And fuck, I need to fix textures, I am using a few textures which doesn't exist anymore so I need to find new graphics to replace it with and better add it to my mod so that I don't have to deal with it again with broken graphics.
>>8250 Just search for a complete beginner tutorial of the version closest to what you have.
>>8251 This is gonna sound useless idea guy-like, but I didn’t really have any unique gameplay ideas. I wanted to make a science-fantasy rpg with smaller, planetoid-sized overworlds, connected by a world map and shoot-em-up segments a la Kingdom Hearts 1 (but top-down vertical instead of 3D).
>>8228 Buddy this website seeing 7 new posts on a thread per day used to be "fast paced" a week ago. Give it time and we'll be at hundreds of posts per thread, per day again.
>>8228 I preferred /v/ gamedev threads (minus fryg**nfag obviously) or /gedg/ threads on /g/. 4chan /agdg/ is filled with obnoxious faggots such as the one named above. They're only worth browsing on demo day.
>>8285 same, I left agdg long ago and kinda gave up on my game I should get back to it...
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I just realized I can make my game a methaphor of the past of time and the historical struggle between civilizations, and have a local pantheon of hot anime girls which are nothing but the representation using dere archetypes of each nation psychology and behaviour. Which are nothing but the nature forces that make their nations engage in war of conquest againts the other group of anime girls, which ends up in matches similar to girl und panzer matches, which ends up in the MC, which is the simbolism of chaos and entropy, to basically start to rape diferent anime girls, which is a simbolism of the destruction of war.
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>>8236 >>8287 >Cris is here Confirmed legitimate successor of halfchan. Mandate of Heaven secured.
>>8228 /vg/'s thread was always cancerous, it's been the same shitposting den for years. The reason it was faster was half of the poster-base was only there for the short term gain of shitposting. It's why the /v/ game dev threads were much better moderated. There is nothing bad with a slower thread. It's much better than spamming shitposters 24/7.
>>8288 well, 4chan is dead, so we need a new sucessor.
Are there any good resources for sound effects, music samples for creating songs, sfx and all that jazz? Preferably something without a huge price tag over it, or with creative commons/public domain type licenses.
>>8291 FL studio and layering autismo of synth shit if you want le blip blop 8 bit shit but without sounding 8bit.
>>8292 No, no, not the programs, I'm talking more of like those compilations of audio samples they used to use to make videogame music, like the YEAHs and WHOAs from that Cheetamen song.
>>8293 pretty sure they are from old sampling sound CD magazines. look up them on archive.org would be my first guess.
>>8291 You can download MP3s of youtube videos and purchase sample sound CDs top sample them. https://www.youtube.com/watch?v=LOTjhFPnM90&list=PLOK_EJ2O31LrE4z3LWU2pHZAtuk22WaEz
>>8287 Okay now where's the memorable boss fight who has 7 moves to use?
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>>8296 This one.
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So we migrating here? Okay, ill start to post progress again here
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>>8293 There are a few websites that sell samples. Another option is buying old sample CD off of ebay since owning the cd is the requirement of being able to use the samples legally. Be careful simply downloading them from archive.org because whoever owns the samples could press charges.
>>8293 >>8300 A lot of old audio samples of recognizable sounds tend to be in modern compilations, but do have a price tag. Those would include things like Sound Ideas 6000, 1000, Hannah Barberra, and Warner Bros. They go on sale often from Sound Ideas. There's some GDC cc0 Audio Pack torrents that might have enough to get by. A number of sound effects from said packages above also tend to appear in some free packages but I don't know how much overlap, and they may not be the same quality, or if they're actually cc0 licensed. If you have a large sound library, it's a matter of just being creative with sound selection depending on its purpose, and maybe some quick adjustments or clipping in Audacity.
>>8301 you can still use your phone microphone and record them IRL.
>>8302 You can, but the overhead adds up fast. Foley and sound design is a very long process, and the quality won't be particularly great.
>>8301 you dont need AAA quality. Just learn to do it quick and dirty.
Is this the place?
I'm releasing my game this year. After over 5 years of delaying for no reason, hopefully it will have been worth the weight
>>8231 do you guys think that 50 levels is a good number for launch? Levels aren't terribly long, mind you. but i'm hoping that the replayability factor compensates for that. the game does ship with the level editor, but i don't want to go "just make your own" when a player has played a lot.
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I hate shitcord and Luanti starts to piss me off. Fucking hell, but I don't want to go back to GZDoom modding either. Man there isn't any decent games left where I can make a mod for it, fuck my life.
>>8304 >quick cris, remind me when your game launches...
>>8309 dunno. I still have to learn a lot more before even trying to make my masterpiece.
>>8310 How about pong?
>>8311 I already have dozens of such games.
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>>8308 Sounds like it's time to make your own game, then. :^)
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I'm working on the other playable character right now. Trying to have her done in time for the May Demo Day, but even if I do, the level will only be half blocked out with placeholder textures, and it'll only have two enemies. And I still need to redo the UI. Might hold off for July, but I also might just say screw it and submit anyway. >>8255 I like it. Looks fun. What type of game are you going to make with it? >>8258 Cool Z-Targeting.
>>8314 >I'm working on the other playable character right now. What happened to giving a scarf and a different pant color to your MC? Anyway, will the other playable character have huge/small gameplay differences or it's just for cosmetic?
>>8315 I am still going to do that, but I just wanted to do this first. She will play identically, it's basically just cosmetics.
Is there a Duolingo for coding or something? I dont know how to code but i want to learn but i dont know how.
It's nice looking at a part of the codebase being complete before thinking about what else needs to be done. >>8318 Youtube. Unironically it's mostly on youtube and books.
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Honestly listening a podcast course about the history of russia. Too kino to not be used. 100% now I want to make a grimdark game about 1917 russia featuring lenin.
>>8321 Will you add something to do with Rasputin?
>>8245 >I don't want to disrespect Tetradev's memory since he literally fucking died What? Did he an hero, I thought he just had a mental breakdown and quit the internet. Also Ika, Sigma Engine 2 was pretty impressive he just had no artists.
>>8320 yes. My goal now is to use Russia history to make the proper content of my slavic nation. Like a Nicholas II Tzar which is a mixture of Stalin and Nicholas II. And then his grand father being Peter I and his grand mother being Catalina the great. And they being the grand grand sons of Ivan the terrible. Would need to like make some fantasy version of russians. Stuff like having some npc writing club made of chekov, dostoyesky, tolstoy. Put some music theater with music of taichakosky. And some russian fairy tales npcs like vasilissa the beautiful, the iron bear and other slavic tales. This will be great when I actually finish my russian history podcasts.
>>8323 He owed money to the bosnian mafia, before he disappeared he had offhandedly mentioned here and there that they were getting more insistent on collecting. I'm not joking, iirc he had to borrow it to pay for care his mother required. He did have a freak out about the whole "Yoko Taro Stole My Idea" thing but that was quite a bit before he stopped posting.
>>8318 unironically chatGPT can be pretty good to help you learn. using it i was able to learn C pretty fast. of course, you actually have to want to use it to learn, and not write your code for you.
>>8288 >cris Dear God, NO
>>8288 Now all we need is googum to complete the bunch
googum >>> nortubel > cris > fygoon
>>8329 rotate > all
>>8330 >>8329 >>8328 keep your namefag/identity faggotry out of this thread if you're not posting progress or contributing real discussion. >>8321 and keep your retard Game Design Ideasfaggotry out if you have nothing to show for it. At least that GigaNigger Josh posts sprites and actual gameplay clips when he's not sperging out about his dead in the water bullshit Christ Mark advertising this site was a fucking mistake.
>>8331 I apologize.
>>8314 Gamedevs gotta ask themselves “Why do I deserve do succeed?” Every anon with their first game goes into the Steam store thinking “a good game sells itself” and they all get the same outcome. It’s egotistical to think that good controls are all you need to succeed.
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Testing the Aero flight prototype on an RK3226 CPU. Generally I've not been happy with how it's coming out, and may consider other scrappy directions for a simple gameplay test. Needed something to take a short break from Crop and Claw 2.
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>>8331 I am writing my lore and designing my characters.
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Man.
>>8246 Tried to track down some of the old yesdevs that I knew how to find and see what they are doing these days. Pitch in if you have info on anyone else that went missing. >We Shall Wake - Nokoriware The last demo was pure kino and seems to still be available but around 2018, WSW was shelved due to no budget and the dev switched over to a farming game (set in the same setting?) to generate some cash. I had assumed that it fizzled out after that but it turns out that the website is still getting progress posts so that was neat to find out about. >Memoirs of Magic - Strawberry Octopus Released Memoirs in 2019 (https://strawberryoctii.itch.io/memoirs-of-magic), now be working on a very gay furry brawler named Kings of Hell. (THE WORK OF ONE WHO CONSORTS WITH BEASTS) > Keyreal Released two more games after Phantom Path, which was the last thing I remember seeing him talk about in the thread. One of them is a puzzle game based on stacking characters onto singular tiles disgaea style and the other is a hex grid tower defence named Citadelic >GMOTA - Combine Kegan GMOTA is still getting new updates but no idea how Kegan himself is doing. >Doom Mods - TerminusEst13 Doesn't seem like he ever released HighSeasDrifter which he used to post progress of in the thread (I still have a beta wad he uploaded to demo day if anyone wants it), after Acceleroid Booster and Hellshot Golf he posted a few videos of brawler type combat on his channel but that seems to have been just a prototype. Xitter account says he is working on a TTRPG. > Viva Project/getting married to shinobu in VR live - SgtHale Looks like he abandoned Viva Project at some point but surprisingly enough it turns out that he actually has a (fully funded) Kickstarter going on right now on his latest anime girl bothering simulator (MyRobot) with local AI integration, ends next month. >Edengrall - Fables of Laetus "Fables of Laetus" used to be the series/setting name but apparently they decided to use it as a studio name too, has a demo/early access on steam which seems to still be getting updated regularly, started posting on 4chan after 8 went down afaik but I never checked so refugees might have more info on how the brothers are doing. >Anubitek - Anubitek (aka that guy with the Jackal designs on everything) Seems to be going strong on his TPS game with Jackal protagonist, at some point he got a better logo than the anubis head he tried to make out of three triangles back when. His game is on Godot now, I vaguely remember that he was trying to make his own engine for it but that might just be me conflating him with another jackal related poster. >Die Totenmaske - Eight Exodus (Ninth Exodus) It's Peripetia dev. He's making Peripetia, you already know what's going on over there. I had kinda forgotten Totenmaske was also his work so I went and looked it up again. Not exactly /agdg/ since it had it's own threads but: >7th Stand User 2 - /v/ As you all know one of the anons contributing on it took all the design work and escaped to Tumblr after communications on the thread broke down, not entirely sure how much bad blood persisted (Danger Zone still has the 8 motif in it's design but the main character designs don't seem to be around so I can't check if those still have their anon affectations like Vivian's head band) but they seem to be still be trucking on at a glacial pace (along with a Patreon, to no one's surprise)

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And here's some old memoribilia like TetraDev explaining character collision, SgtHale's wedding and some 7thSu2 designs anons made in the threads. The pews in the wedding were dynamically filled with images of the waifu's of anons that were grabbed from the congratulatory thread, mine was in the bouqet group outside.
>>8335 Amazing work cris. They are all a dullahan who share the same body? I could never have guessed.
>>8339 The conjoined girl is more like the first daugher of the moon goddess. She's the mother of all the four core races (caucasian, negroid, dravidian, mongoloid). She's the mother of the 10 mothers of every empire (latina, european, arabic, hindu, east asian, oceania, slavic, military, demonic). From these 10 mothers, each one have 12 daughters, one for every month of the year. They are the local goddess of every empire, and are the ones to deal with normal goddess things like the goddess of anger, happyness, winter, fire, rain, etc. So, in the end they are 135 waifus on my lore.
>>8339 BTW that picture only contains the 12 major characters that are more like the MC of every core story path or empire journey.
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>>8333 I don't know about all that, anon. I'm just having fun making it.
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>>8337 you forget D.O.R.F., Aethyr and Unconventional Warfare > you already know what's going on over there spoonfeed me
4chan is back
>>8344 and who the fuck will post there right away after all that happened? better wait a while to see if everything is stable again
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Well, I now have european, slavic and african nation teams generated. :D
>>8343 Didn't have any idea as to how to get more info on those, could have probably just noted the latest activity on steam considering I didn't go into too much detail on what I did post but it felt lacking. >spoonfeed me >>1074462 Nothing big, he's getting somewhat mindfucked by discord trannies as is discord's nature but it doesn't seem like that's causing any real issues. Some anons were acting pissed off about it so maybe something else happened but if it did I missed it.
>1121437 It's a shame you're here, but thank god for IDs. I can finally filter this sack of shit.
>>8347 >>1086563 a nothingburger, I was expecting something more saucy. Thanks. Good to see him make it.
>>8344 No it's not.
>>8335 >>8346 Unless you have a VN, RPG Maker map, or programmer slave, this is fundamentally worthless.
>>8351 My plan is to make it using rpg maker 2003.
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>>8340 Like this plus twelve major characters? >>8346 It looks like a resource management rpg.
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>>8351 You're talking to cris, it's best not to reply.
>>8353 yes, kinda. But the entire point initially was that it was a pokemon clone but with waifus you can fugg. So I still need 150 girls.
>>8352 Show us your project. Surely you have a basic map, an idea for gameplay elements, or even a spreadsheet of character/item stats. :) Surely you're not just some glorified ideasfag who has less worth than a cockroach and has no place in any discussion regarding things people could potentially play. :) If you don't have a vertical slice of your game to show off or you're just blabbing about your dream project with nothing bu autistic loredumps and charaxter reference sheets, you have no place here.
>>8356 I need first to write the story and make the 150 designs first anon.
>>8355 You could add three more MCs and do a mirror universe thing (set within the same world) where they must capture demonic versions of themselves.
>>8356 What about music anon? Am I in a bad position too even with that?...
>>8333 >Gamedevs gotta ask themselves “Why do I deserve do succeed?” This is a question that doesn't really make sense. I feel I deserve to succeed because I'm battling agoraphobia, health concerns, financial hardship, a bad upbringing, loneliness and countless other anxieties to make something I care deeply about. I know why I deserve to succeed, but you're not asking that here. You're really asking "why should others feel you deserve to succeed?". How the fuck are we supposed to know that?
>>8360 Yeah I follow you anon, that's kind of a retarded question, even if an actual objective answer exists, there is no way of knowing that.
>>8361 Others should feel we deserve to succeed because we made a good game. It should sell itself. It just feeds back into itself.
>>8333 Listen man, I'm trying to make it in an industry that not only pays less on average than if I applied these programming skills anywhere else, but also if I try to get a job in the AAA business and am somehow able to succeed I'll get treated like shit to make utter garbage, and if I go the indie route I might be able to make something I care about but its at the cost of a significant chunk of my life to make something that is probably less likely to turn a profit than my local lottery. Sure this is probably hyperbole, and I do think there's value in self reflection to understand if what you made is fun and worth playing, but if you think that anyone sane is going into this industry thinking they "deserve to succeed." you're fucking crazy.
>>8363 The game industry has become increasingly hostile to anyone looking for upward growth or hell just stability. I stopped making my game because I got a job as a software engineer that pays more than I'd likely ever make as an indie dev, and frankly I just have other responsibilities that come first. It id only recently that I am getting a chance to polish things up for release, after over 5 years. I am releasing more for closure at this point, I don't know if I'll ever really pursue a career in the field because its just too lucrative to continue my other job.
>>8359 Providing assets, especially to a group effort is a different matter altogether
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Finished the time of day part.
>>8360 Your health issues are unknown to the customers who try out your game, the influencers who receive your emails. A dev “deserves to succeed” if they can look at their bosses, at their levels, and say it’s not good enough. Anything less gets a once-and-never-again playthrough at most, nowhere near the customer’s favorite games.
People deserve to succeed if they make a good game. Everything else is irrelevant.
>>8368 What is a good game? Is it just whatever game has the most upvotes thats the good one? Like F2P skin selling games and abandoned after 2 patches early access open world survival base building asset flips? Is it decided by journalist reviews? Like was Concord a good game the players were just too stupid to get it? Is it decided by your personal seal of approval?
>>8369 Whatever the paying public decides is a good game, I guess. It doesn't matter what our "philosophy" of what a good game is, the only objective value we can point to about a game's quality is the perception and popularity of your game at the storefront. While we have our own ideas of what a good game is, the metric of "success" we are judging by (sales/playerbase) is irrelevant to this.
>>8370 >the only objective value we can point to about a game's quality is the perception and popularity of your game at the storefront Coomer gacha with monster capture and voxel world, here we go.
>>8371 Do you want to make a good game or do you want to sell well? These aren't necessarily the same thing.
>>8369 Good is a barometer that keeps on rising. Hollow Knight succeeded? Now you gotta take color palettes seriously. Hades succeeded? Now all of your moves have to be cancellable as well. Vampire Survivors succeeded? Now you gotta bump up the amount of enemies at a time. Nothing exists in a vacuum.
>>8370 Longevity is an underrated metric. Dogshit games can top the charts thanks to marketing, hype, novelty, controversy, or whatever, but they can't stay there. All that evaporates over time, leaving only the game itself. Shitty popular games get instantly forgotten and well crafted modest successes get talked about fondly for decades
>>8213 >>8329 fygoon just spotted on sharty. Checks out
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>>8226 My itch page is ALMOST good Except for one part where they put the fucking download at the top. I was fucking killing myself trying to make this work with itchs dogshit small amount of customization. https://neurotropic.itch.io/operation-malware?secret=JUOmIRQVbGMqx2DIUVfkCGXTE How the fuck did itch get so popular? They fucking cuck you on every customization option. I should have just build my own website at this point ffs
>>8376 thx for the seizure
>>8377 Cool, right?
>>8376 >KND smutgame basado >>8375 >Fagoon is a shartnigger checks out
>>8378 no I hate the fat blinking bars
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>>8380 Well I think you're wrong and gay. You know how much python I had to learn to do that? A lot
>>8381 isnt it just a gif? lmao
>>8382 It's a gif made with pythons pillow I can put secret phrases in the scrolling text and change how many words or how often they show up The biggest issue was trying to get it below 3mb because itch is made by fucking apes. I was killing myself trying to cut down my render from 80mb because gifs are the most unoptimized piece of shit
A lot of indie devs choose to put their niche sexual fetish in their game in a non-subtle way which automatically decides the sales of their game regardless of its quality - if the game is bad, it might still get a few sales from other people with that fetish; if the game is good, the fetish will repulse people and the game won't sell any more than if it was a bad game.
>>8384 yeah the tactic is to just make a blatant porn game to rake in all the coomers
>>8376 its eyecancer, remove it or tone it way down
>>8384 My ears are burning. I feel like this post is targeted at someone
>>8384 Gacha and furry devs in shambles
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>>8376 >>8383 It looks intentional since every other frame is OK but the larger thick grid ruins it.
>>8389 You're not supposed to zoom out. Every itch page looks fucked when you zoom out
Bit of what I worked on yesterday, no graphics yet. Big thing throwing small thing. You control the small thing. When ready, it'll be about catching stars in the sky.
>>8390 >Every itch page looks fucked when you zoom out That is so untrue, I could list thousands of examples that look great. I thought that it was important to zoom out so that you can see what it would look like on larger screens - some people have stupidly high resolution screens. The thick border ruins it even if you don't zoom out because it takes away from the subtle glitch effect at the center and it's the first thing that stands out at the top of the page.
>>8384 The furry Soulslike platformer completely demolishes this statement.
Yeah, sex sells, what the fuck are you even talking about?
>>8376 The glitch effect goes too fast, it's annoying and distracting, make it more subtle
>>8346 No way, chris can actually draw? Apologize to him for bulli
>>8396 anon......
>>8396 he uses ai now still spends most of his time doing anything but actually making a game
>>8376 That's a really good itch page. The only reason it became popular was due to it being fully free to host gaymes and to choose the percentage you want to give itch. Along with bundles.
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>>8396 >>8397 >>8398 I mean, is a LORA trained on my art. And It's much easier to generate using AI 150 waifu portraits over even trying to draw that shit by hand. And It's the first reference, AI is great for that purpose. I like this japanese girl.
>>8400 That's actually really cool. So, you trailed your own AI model using your own art as the training data. Neat. When you make your game, what will your game play like? You said you're going to make it in RPG Maker 2003, so i assume that it'll be a turn based RPG, but if you could compare the gameplay to any other Turn based RPG, what would you compare it to?
>>8398 I will make the combat similar to super columbine massacre rpg because is the simplest and easiest type of combat I can make that still is functionally.
>>8384 That behaviour is not exclusive to indie game devs howeverbeit
>>8328 cosigning the migration
>1132376 It's over. rip
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We need a new videogame that shows how brutal and evil were the nazis during WW2. I am afraid nazis are turning now into le funny star wars bad guys, and that's actually something we should not allow. We need a newer game with brutal ethnic genocide inspired by the eastern front, where nazis just kill civilians, childrens, dogs, commit war crimes. We need a game about the heroic survival of stalingrad and leningrad, where after 3 years of complete total genocide civilians. Something like Mortal Kombat but as an FPS where nazis just go and kill old people, women, childrens, pets, until in 1944 the soviets can defeat the nazis in Kursh. Like complete gore, all social taboos shows. Like civilians being forced to eat dead people to survive. Childrens being killed by nazi bombs trying to escape in refugee trains. Something that trully shocks society by using a videogame and shows how trully evil were the nazis.
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>>8407 >We need a new videogame that shows how brutal and evil were the nazis during WW2. But from the perspective of the nazis. Imagine gunning down millions of filthy soviet roaches with the occasional rollercoaster tycoon level to make a new holocoaster that produces lamp shades and soap bars to fund the war effort.
>>8333 What's actually egotistical is your refusal to just admit that your game is bad. I admit my game is bad/games are bad. I admit I don't deserve to succeed because my games are bad. But each bad game has been slightly better than the last (okay, some have been worse, but the point is the overall trend). And one day I will make a good game. Or die first; my health has been going to shit from the stress of multiple ship crunches. But everything is a race against that clock.
>>8409 Kinda. But something that makes like normies extremelly indignated. like little kids being eaten by maggots.
>>8407 kill yourself kikecuck
>>8407 You might need to recalibrate your evil meter. Mankind as done a *lot* of progress in that department since then.
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>>8407 I hate commie scum
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>>8412 >>8413 >>8414 >Mentions historical facts based on leningrad, stalingrad, kurz actual historical evidence >OMG, you're le evil nazi commie kike
>>8369 A game is good if there is a group of people that like it. Doesn't really even matter the size of the group.
>being aggressively anti-communist in a gamdev thread how to tell someones only dev experience is doom wads or CS maps
>>8417 what has been your last projects? curious about what you made since the sandy hook controversial game.
>>8415 I only dislike you on the principle of being an ideasfag who will never put in the time or work to do make something of your admittedly gay and retarded ideas. Saying fuckwitted shit like you expect some crack team personal army of gamedevs to slobber on your cock and make your faggot propaganda for free.
>>8417 damn i love how i can click their ID here, scroll up and get proven correct immediately >>8418 since TSOSHE there was Social Interaction Trainer, Whip the Vote and there's a new one
>>8407 Then make it, >reddit spaces niggerfaggot
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>>8420 ah cool, I remember now those. what is your next idea?
>>8416 So Concord was good and didn't deserve what happened to it
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Making base character for my game, any crits are welcome, most of the content is still wip. Also here's a look at the concept map.
>>8422 as a platnium certified ideaman im not dropping bars in agdg like it's 2008 anymore (that's swinepearl shit) but i can say that over the past week or two ive been working on making something that can produce twitter-like messages and not suck at it... attempts at markov chaining have now been dropped for being mid at best to shit nonsense at worst and so now i've been working with chatgpt to produce a variety of just straight generated lines from it aswell as "sentence kits" (what chatgpt calls it when you do PART A + PART B + PART C fill in the gap randomized sentences)
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Doing some performance demos on these potato devices as well. Video's an HDMI recording of the SP (H700 CPU) and the G350 (RK3326). You'd need custom or lighter engines than Godot to really do crazy 3D, but it's possible with some creativity. I tend to treat this like developing for the 3DS or Gamecube rather than a PC.
>something that can produce twitter-like messages and not suck at it meaning, previous iterations of that something produced things actually worth reading?
so this is peripeteia's birth place..
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>>8427 i tried alot of shit with markov chaining but like i said no it was just readable at absolute best
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I've found the color palette. this is the one.
>>8407 Doesn't sound very comfy. How about a Hitler dating sim where you have to groom your niece? >>8430 Breaking Bad Mexico episode
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>>8431 ha, this is north of the border still. you want to see mexico? look through the scope.
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I hecking love level design.
>>8432 It reminds me of Goldeneye Perfect Dark, but modernized. Need to make that crypt level with the big drop.
Figuring out the title screen. I like the idea of having the characters rendered this way, but it makes me think I need to render the rest of the environment in this minimalist style as well. I went with a restaurant type feel so it makes more sense why everything is compact. The logo and the menu needs more work too.
>>8435 Definitely need to simplify the background, but i definitely like the silhouette look it's going for.
>>8436 Thanks. I made the background first and only after changing the materials for the silhouettes is when I realized it doesn't mesh well. I'll figure it out tomorrow.
>>8433 hi kannadev
Do discussions about VN development also go here
>>8439 VNs are games, so yes
>>8439 there's no VN dev thread so yes
A while back on 4chan I posted screenshots and someone consistently said my lighting was fucked over and over. I didn't know what he meant then but it turned out in unreal I hadn't added a "sky light" to my level and it was fucking everything up. In the event you're here, thank you.
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I added pickup/drop, control hints, and applying picked up objects to a thing.
>>8407 We need a game where you're mecha Hitler devastating the entire Gaza strip, mowing down jews and palestinians alike with your chainsaw death car of a body
8ch sure does shit itself constantly. Fucking soycucks ruined everything.
>>8445 .moe is under attack. Try .se instead.
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Hello, its my first time posting in agdg with something, im trying to make a simple srpg, but I swear showing movement range and adjusting tile movement cost has been impossible to understand for me
>>8447 Nice
>>8448 How normal is it to crutch on AI nowadays?, I'm trying to learn with real tutorials and classes, but my friend who works as a programmer for the gov uses AI all the time, can you trust it?
>>8449 If you want to learn to program properly, STOP. AI will unironically make you unable to code the more you use it. >But what's the problem? It's not good enough. You will get stuck and you won't know how to solve the problem.
>>8449 More normalized than it probably should be. Probably terrible for learning, probably even worse for a high stakes state-backed entity. Even if certain tools or models are good enough to figure stuff out casually with, that'd be as effective as asking someone else to do the work for you and and complain when it's not exactly how you want. You'll be denying yourself the skillset of refinement and being able to build things yourself, which is far more valuable. I find the more skilled someone is, the more they could make use of AI tools, but when they're that skilled, they're better off just doing it themselves.
Can't decide if I want to do skill trees or character sheets for my RPG I like the idea of skill trees because the mean your choices matter a bit more in how you build your character but then there are certain skills I'd like to be accessible to all races
>>8450 >>8451 Yes this is precisely what I was thinking, some of the guys who taught unity in their learn site encouraged it to push their own AI model, which was really iffy, and a lot of tutorials barely have to do with what you want or just toot their own horn, I'm honestly regretting just getting into programming and game engines now that im pushing my mid thirties, I just made the unity editor crash when changing a single value in my pathfinding script, didn't know it was possible
>hey if you want to prevent weapon clipping in first person, use this shader >forgot to mention that your weapon is in an entirely different coordinate space so muzzle flash and muzzle effects just don't line up anymore Painful
>>8449 Limit it to searching through documentation ONLY, and even with that don't make it summarise, just make it point you at things. Anything more hamstringing yourself for no benefit.
>>8449 You should brute force it yourself since Ai is dumb
>>8435 Looks nice, be prepared for a thousand retards mentioning Persona over and over though. Your mileage may vary on whether that association turns out to be a pro or a con in the long run.
>>8454 Unreal? You'll have to apply the panini shader to anything first person including muzzles and arms Makes effects like a laser gun a nightmare to implement
does 8chan /agdg/ also have an infamous secret discord cabal?
>>8459 It's literally the same cabal.
>>8457 Persona was one of the series I looked at for inspiration for the menu. Along as it's not looking too much like Persona where people say it's a copycat, it should be good.
>>8460 uh oh
>>8458 I am in Godot. I am using this shader but the thing is, this does not apply to things like omni lights. So if I change the fov or my camera or the weapon, muzzle flashes or bullet tracers get distorted. I was thinking about just using two cameras to get the same effect and calling it a day instead of doing this slop.
>>8463 Use two cameras. It's the method we've been using for decades for a reason. Modern engines having difficulties rendering things twice was a mistake.
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How about a VN like this?
>>8453 >I'm honestly regretting just getting into programming and game engines now that im pushing my mid thirties Indie game development will be the model trains and hot rod restoration of our generation. >Hey, you see chuck's game? Looks good, real good. *sips* >Nah, been workin' on my own. She's almost done, just needs a bit more juice. *hits vape*
>>8458 >Use two cameras. It's the method we've been using for decades for a reason. Yeah that would probably be best, hough the shader method might be good if you intend to not let the player change the fov of the weapon.
>>8467 Ah wait I am stupid. No the shader method is still bad cause if you change the camera FOV everything gets disjointed again. Two cameras it is.
>>8458 >>8467 make the viewmodels reflect the actual position of the weapon you coward
>>8449 on the one hand i think shortcuts are legit a good thing, gamedev is a complex multi discipline endeavour it's pretty much impossible to get anything done yourself while trying to get everything done yourself with no shortcuts so if you dont want to code and that's option than sure take it on the other hand i think there's some massive benefits to ones ability to think and problem solve that comes from learning to program which has knock on benefits... if that matters to you
>>8466 Its overwhelming, I've been stuck on making the right tiles light up for a week, nothing seems to make a difference (or I make the editor crash) I'm this close to switching engines but I don't want 3 months of studying to go to waste when I don't have that much time
>>8469 Causes horrible distortion when you have an FOV over 90
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been thinking after watching the evangelion video, that my story should be about the lineague of the gods being diferent from the human lineague, and all the female beings are the offspring of the MC, but he's simply born in mortal body, and he's sent by the moon goddess to settle the diferences between the groups of goddesses, which are engaged in tribal conflict using some bunny horses that fight wars based on their wills, because the wars are like a game to them. Eventually the MC starts to fight their wars to bring the definitive victory to each group, but he's forced to cause suffering and destruction. He has an emotional breakdown after killing the bunnies. He then decides to betray the female goddess and rape them. But the rape actually seals each one and make her dissolve into his soul. Which causes him to become stronger and lose his mortal abilities. He then start to rape in secret the female goddesses in secret, one by one. Until he frees the bunny race from them. Which is a methaphor for humans losing over time the existance of religion IRL gods. Eventually he becomes a methaphor for science causing massive war destruction in WW2 and materialism killing all the gods IRL.
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>>8389 >>8392 Ye you were right. I toned it down and removed the edges. Thanks.
I have zero programming experience but I heard GameMaker's language is easy and beginner friendly, is it?
>>8476 https://manual.gamemaker.io/monthly/en/Drag_And_Drop/Drag_And_Drop_Overview/Constructing_Action_Block_Code.htm This shit is as easy as it gets. I learned to program from old versions of Game Maker a long time ago
>>8463 >>8464 Why do so many retarded fucking youtube tutorials keep saying to use the shader method? If your game has bullet tracers for weapons and you use the shader method then it stops aligning when you change the fov. Why do tutorial makers keep saying to use this over engineered method?
>>8477 I want to learn the gamemaker programming language instead of drag and drop though
>>8478 A shader method sounds fancy and gets them more views. It barely working after changing anything is an added bonus to make you come back and watch more slop tutorials.
>>8478 Some engines don't support the two camera method. Namely Unreal. Shader method renders much faster and the viewmodel gets proper lighting.
Best thing to do is just download it and start playing with it. GML is much more simple compared to other programming languages but its still obtuse compared to normal human languages so you are going to need to get dirty with it and learn it.
>>8479 Drag and drop is Game Maker's big advantage. If you aren't using it as a stepping stone to learn to program, I'd reconsider bothering with GM. GML isn't a fantastic language. At that point you might as well use Godot, because GDScript is great. Or an engine with an actual programming language like C# in Unity. You can technically use C# or C++ with Godot, but I can't recommend it. Tight GDScript integration is the best part
>>8257 >Site down for a couple hours You know what, fuck refugees. The platformers, the Cris posts, it’s all mediocre and doesn’t justify the site traffic they cause.
>>8476 GML proper is pretty easy. I'd recommend some tutorials and consulting the manual on the regular. All you'll ever need is Create, Step, and Draw w/ GML
i made a song for a new volcano zone in Solitaire Battle https://vocaroo.com/1fElMNDyx9sN
>>8484 Use .se or .cc, retard. They never went down.
>>8483 Fuck GDScript and Python style languages. GML is a far easier stepping stone into sane C/Lua (lol)/Java(lmao) with syntax and writing style
>>8488 Learning the concepts are more important than memorizing the syntax though C based languages are much better especially when pushing the game to its limit.
>>8486 Refer to the “why do I deserve to succeed” question. Your inspiration, Balatro, stylized everything off of real world casinos and here you are, 0 stylizations to reel in players en masse.
>>8488 >Fuck GDScript and Python style languages They're great. Easy as shit. GDScript even cleans up the old ugly stuff baked into Python like weird scoping rules and underscores. Every time I hear an argument against them it's something unbelievably stupid like >actually it makes programming TOO easy, it'll let the riff-raff in >not enough curly braces, programming is all about curly braces
>>8491 python is slow as shit
>>8492 The base Python implementation is pretty slow and I wouldn't use it for a serious game. I'd need a variant optimized for games with a backend written in native C++ to do the heavy lifting, but that's Godot
>>8375 >>8379 I had to check. Cris is crossposting there too
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>>8495 cris...
huh?
>>8491 GDScript is fine but tab-based syntax still is actually just evil and should be outlawed. It leads to me writing really awkward linebreak or spacing in a few cases that isn't always immediately apparent.
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I miss bocchiposting
>>8498 Which cases? The only times I really need to break lines are long function calls, long expressions, and array definitions, and newlines are insignificant within all those so you can break them however you like
>>8486 Sounds groovy
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I need to setup a sequence where a player has to figure out clues and think of conclusions on their own. But I've run into the issue that if I literally don't hand hold every part and give a >DO THIS TASK STEP BY STEP I get DMs going >I can't do this. dev helpuuuuu How do puzzle games do it? I've never been a puzzle guy but I need to start learning how to sequence shit so that the player is challenged to rub some braincells but not too challenged where they won't figure it out without bothering me. Recommended me some games to learn how to do this. I'm going to replay 999 and ghost trick.
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getting procgen to work gotta bake assets of different sizes to test out the multi-chunk generation logic
uh, if i look like a fucking retard for trying to stop the recording with the mouse forgive me
>>8502 what you can do instead is ask a friend (or even better, multiple) what they think the solution is and what their thought process is. give them the information the player would have, and make sure that you don't add any bias or hints towards it when you give them this information. if they can't figure it out, they might be retarded, or perhaps you're just applying too much retroactive thinking. if they can't, or come to a wrong solution, try to think of a step by step of how your solution is gotten to and compare how the thought process differs.
>>8502 Any possibility you could add a hint system like Professor Layton? You can spend points on three clues, first clue is cheap and extremely vague, third clue is expensive but nearly solves it.
>>8502 Depend on the puzzle and how many options are there. I guess if takes some time to solve with multiple steps then having notes/journal about it ingame would help. If it's simple then limit options.
>>8506 I really like this idea. I already made like a sticky board where you can put post-it notes up but >Paying for hints Is exactly what I was looking for. That way I can make it as schizo as possible and be true to what I want to do instead of having to retard myself. Thanks friend
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>>8503 better vid
anyone know of a good UI lib for c++? i've been using IMGUI and its servicable, but it definitely feels like a beta test/dev UI instead of anything remotely fancy enough to ship with
>>8502 >I need to setup a sequence where a player has to figure out clues and think Already doomed to fail in 令和5足す2年. Why alienate the entire human race like this?
>>8508 if you make it too esoteric then you're just going to make a majority of people quit or look up the answer
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>>8511 I'm legitimately tired of having to retard everything It's crushing my soul I hate playing games where everything is sequenced out on a sidebar so that the average let's playing drooling retard can just barely pay attention and be guided from objective to objective I'll kill myself on this hill. Developers shouldn't have to succumb to the tyranny of moronic players and their endless need for glowing objects and jingling keys KYS consumers I am the ALPHA here You'll play the game how I WANT you to play it Not how YOU want YOU WILL SUBMIT TO ME YOU WILL SEETHE AND SHIT YOURSELF AND CRY BUT YOU WILL FUCKING LEAAAAAAARN
>>8513 retard
I'm tempted to just pay some third worlder on fiverr to rig my models. I'd never trust them to animate, but surely they can at least come up with a decent rig, right?
>>8510 >i've been using IMGUI and its servicable, but it definitely feels like a beta test/dev UI instead of anything remotely fancy enough to ship with Isn't the point of IMGUI that it spits out vertex buffers you can process however you want? Everything's customizable. You're not supposed to use the ugly default theme
>>8516 I'll have to ask my graphics buddy how easy this is to do. our shit has menus upon menus upon menus (probably 8000 total lines of UI code) so it would be super rough to have to add thousands more
>>8510 just make FOSS if you're worried about making bad UI
>>8518 who in their right mind makes FOSS games I've seen free+donations games (dwarf fortress very topical here) but never a fully FOSS game
>>8519 >who in their right mind no sane person makes FOSS, period.
I'm jealous of blue prince dev why cant I success too?
>>8521 Use anger and jealousy as motivation.
>>8491 GDScript is fine for making your whole game with , odds are if you're just a beginner then you're definitely NOT writing anything advanced enough, or doing inanely stupid shit like nested for loops, to where GDScript would become a bottleneck. Just make sure you go into your project settings and make implicit and inferred declarations show up as errors so you'll know when you're not explicitly declaring your variables. This is important because if every variable in your gdscript file is statically typed the interpreter will run the code faster.
>>8519 not sure on what kind of (sane) people makes FOSS games, but c:dda is an example of one. basically most FOSS games i could find are just pure-passion projects.
where's damaskusnigger
>>8523 gdscript execution is never a performance bottleneck (barring infinite control flow), invoking expensive engine methods you don't understand is
>>8526 It kind of is, that's why they literally give you a bunch of math functions because you should avoid doing math in native GDscript as much as possible.
>>8502 Add more clues that only someone who's stuck would find like if you talk to the same character a bunch of time he says something like "stuck uh did you check [obvious next clue]?" so that 200IQ people find the answer without looking around too much and are proud while brainlets get spoonfed but are still proud because they looked around and still found it on their own despite heavy handed tips
>>8513 You don't have to and shouldn't try to catter to everyone, yes.
>>8498 You can use () around what you want and then you can have any linebreak and spacing you want inside the parentheses.
>>8530 literally what is the point of forcing spacing if you can bypass it?
>>8531 That only works for single declarations (aka things that would fit on one line normally) it's so if you have a very long declaration you can break it up with linebreaks and stuff
hasn't really been touched since 2021 >>>/agdg/
>>8533 One thread is probably enough, unless everyone wants to have their own for some reason
>>8534 back in the old 8chan days people would have project threads, specific engine threads, advice/question threads etc
Why don't games use face-tracking like this? https://www.youtube.com/watch?v=oOIztBXox60 Even miside didn't use it.
>>8517 I was wrong. I read a bunch about ImGui for a project a while back. I didn't end up going with it, but I thought I at least had a good grasp of its usage. But now I look and its creator says https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-can-you-reskin-the-look-of-dear-imgui >imgui is for debug menus lmao Anyway, it was fuckin' ignorant and I've been sifting through the ImGui repo to try and fix that. Customization is harder than I anticipated, but smarter people on GitHub figured out ImDrawList->AddCallback() is where you put your juice. There you can put glUseProgram(FancyMenuShader) or vkHoweverTheFuckVulkanDoesIt. At least my gut instinct "I bet you can throw a shader on ImGui output and make it look however you want" was correct, if fucking nothing else
>>8535 >4chan agdg board >multiple AI argument threads >showcase of games that flopped >e-celeb generals >nodev general >cris containment thread >inner circle schizo conspiracy theories thread >progress thread that 404s after 3 posts
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Turns out I went back to "Nortubel OC art" but this time, it's for 2 potential enemies in the Hirdrih game. One is planned as a flying melee enemy, the other with a projectile that drops toxic goo as it travels.
>>8513 You don't HAVE to do that. Void Stranger is pretty respectful of your intelligence, but just like that game, yours will also become a niche.
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>>8502 >>8513 >How do puzzle games do it? Depends on the exact nature of your puzzle but if you can't softlock yourself or repeatedly cause negative progress even the retards will eventually find the solution to any spatial puzzle. Narrative puzzles are a slight bit more complicated to retard-proof because the unconcious doesn't factor in as much but sufficient foreshadowing and or repetition can make up for it. Introducing the elements of the puzzle earlier on than they are actually needed could help a bit because putting thoughts in the background will help clear any mental blockages the player might be suffering from but you'd have to avoid counting on the player's memory so they have to be revisitable. At some point you just have to shrug your shoulders and let people get filtered if they refuse to engage their problem solving circuits. Being able to message you about it probably actually makes them not try as hard since it has lower activation energy than thinking for normalcattle, which is another factor to consider.
What is the value of PROJECTION_MATRIX in the GODOT shader language? I can't seem to find it in the docs or whatever.
>>8543 Wasn't what I was looking for. Turned out to be this but thank you for the help.
>>8536 kino. is there a technical limitation for this?
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Finished the floor part.
Hello sirs can you plz recommend a game for me to make that make good money. Also steam feez too expensive, is there other platforms thats good to sell games? I have pirate maya bec many sites said its gud for games. Which workshop is gud to learn this skills? Also how long to learn before I make money? My friends all tell me that game making is profitable and its recommended on youtube. I saw many gamedev income video so I also want to make money. I want to make $2500 dollar per year. Is this possible? Thnks for supports sirs.
>>8547 This thread is so fucking slow. I post god tier bait like this and get no replies. Have some respect and get mad.
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>>8548 It's shit tier bait, you can do better.
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>>8499 bocchisisters can't samefag here
Bait too thick. Try asking for a team to make an MMO or something.
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Geometry Man: A lowly crab defeats the goliath developer… You cracked my shell. Geometry Man: You're breaking progression, you know. This isn’t how your story was supposed to pan out. Geometry Man: Being a gatekeeper is a noble cause, whether we let any and all dregs into the inner circle is hardly important, since the dregs would fail nonetheless. Geometry Man: Denying them the chance to fail is a mercy. Dietze: Does not seem like that matters anymore. Give me what I want. Geometry Man: Sure, I will get you to him. But you will have to sacrifice everything else. Geometry Man: These small stupid creations are still dear to your heart, aren't they? Geometry Man: If you truly wish to join the ranks of those of importance, it is but a trifle of a thing to give up, is it not? Geometry Man: Creativity, individuality, is nothing when compared to success after all. Geometry Man: Money, recognition, a legacy. If just making something was truly what you cared about, you would never have had the need to show it to other people in the first place. Geometry Man: The nature of a gamedev is inherently greedy, he oftentimes wants both. Geometry Man: Both the sweet succulent nectar of “making it” as well as the respect that comes with doing it on his own terms. Geometry Man: It is a mostly impossible dream. For you, it most definitely is. Geometry Man: But there is a way… Geometry Man: Will you let them die, let these juvenile ideas disappear? Geometry Man: If you do, I will let you witness what is behind the curtains, the court of the publishers. You stand before the might of the grand beast known as Behesta, Doobiesoft, Sintendo, Origa, Shillectronic Arts. A hydra with many heads, and an equal amount of names. Its names are many, but all are known. They are the industry. A tentacled creature, Its limbs snake into every pot, every passion, every platform. The beast wants to absorb you, as you absorb the beast. Behesta: A buggy engine is fine, the hogs will allow anything, as long as we fix it eventually! Doobiesoft: Making the same game is fine, as long as it sells, people do not want change, they want iteration. Sintendo: Nostalgia is a strong currency, it is the currency of the future. Origa: Leave reality behind and join us.
[Expand Post]Shillectronic arts: If you have anything to offer, we will buy you up, drain you and spit you out. This is the way of the world, this is the way of the gaming industry. All of them: Belong to us and we shall set you free. Dietze: … Demon Lord: Allow me to tell you the parable of Bob's game... Demon Lord: Robert Pelloni (not affiliated with any actual person…) was a budding gamedev of some promise… Demon Lord: He worked for many years on his game, the game of his dreams, and begged that we would acknowledge him. Demon Lord: He isolated himself, he starved, he turned himself into a caricature of a person, a suffering pariah, begging for his work to be noticed. Demon Lord: He became increasingly hostile, erratic, eventually he lost it all. His creativity, whatever renown he had managed to obtain with his antics, and eventually his very soul. Demon Lord: People speak about “soul” as if it is something important. Demon Lord: Clearly it is not. It is a term which pretends to be important, but contains nothing at all. Demon Lord: You are not good enough, Dietze, but with our help you will get the recognition you so crave. Demon Lord: Join us. Dietze: Yeah, I guess… Wealth, fame, recognition… You will never be alone again. Sitting on a throne of emptiness, you have been acknowledged. You are important. Your life has meant something… Dietze: “Soul” is nothing, and neither am I.
>>8551 4chan's /agdg/ had a few MMO guys, I wonder if they'll turn up >grassfag >SWARMMO >realm of the mad god-like One of them is actually up but I haven't played it https://swarmmo.itch.io/swarmmo-game-client
>>8533 >>8534 >>8535 >>8538 I do remember the 8chan /agdg/ board and posting to it occasionally. But it's been so long I don't remember if I actually put anything there. To some extent, it makes keeping up with specific projects and seeing who's who a bit easier. I probably would put a thread on this place's >>>/agdg/ if folks were to start using it more. Especially with the activity spike, but it'll probably slow down soon enough.
Anyone seen dingodev? I hope all this doesn't cause him to cancel Slam Dingo...
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Only thing left is to find a wall/floor color and to see if having the objects like this is better than before.
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>24 hours on itch >300 downloads >30 minutes on f95 >5k downloads God damn. Itch is worthless
Can we get a spriting/romhacking thread
>>8557 What game are you referring to
>>8559 My own.
>>8557 can you upload your own game to f95?
>>8561 Ye? Why wouldn't you? Tons of people do.
>>8555 he's on the 'cord
>>8562 I always assumed it was a piracy site.
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>>8564 I've gotten more money from said pirating site than any others. I think the said can be said for any other amount of hentai projects. You think Summertime Saga would be making 35k a month if it weren't for F95? You wouldn't be able to rub to nickels if your project is only on steam and itch. Especially if you're not one of the destined ones.
>>8565 How do you make money from pirating sites?
>>8565 That's actually hilarious when the entire industry claims that piracy is le evil shit.
>>8557 the power of coomerism too bad my game would get banned there
>>8567 It is when you don't have a patreon.
>>8566 Patreon, subscribestar, etc + more eyes on your project If lets say you release on steam Your game is "mid" nothing mind blowing but not too shit either for the 30 minutes you're in the limelight maybe 5000 - 10000 people will view you out of those 5000 how many will actually buy? 2-3%? 5% at best? 10% if you're like WOOOOW On f95 you'll have tens of thousands for the 2-3 days you're on the latest update page A lot more people will DOWNLOAD rather than just view And if your game is good enough to garner attention, they'll want to support you to keep going If your game is even GREAT almost any person who downloads it will become a patreon and you can keep hidden features behind a paywall
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you know what fuck it, I'm using it, fuck this mesh, I'm done with your SHIT I'm using it. I don't even care. After all, why not? Why shouldn't I use it? It's FINE. Please guess what this mesh is supposed to be, if anyone gets it right I'm using it.
>>8571 some kind of plastic canister for fluids. I couldn't tell if it's for oil, gasoline, water, cleaning supplies...
>>8571 Next time use photo references and learn to measure it properly. It looks weird because is not based on IRL photo references.
>>8557 itch is just incredibly niche, unfortunately
>>8573 I did, I'm just bad at this. It's the bulk buy laundry detergent I've got in the back room. >>8572 close enough for me
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>>8575 do you know how to measure shit using the box with diagonals method? Pic related. I drew this as example of what I mean.
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>>8576 I do not, I just use the measurement tools in unreal and blender and freehand it mostly. On more complex shit I'll drag in a picture, measure it to the right size and work on it, that did well for a truck I did a bit back.
>>8577 you should learn how to measure stuff, that's actually the first thing they teach when you learn realism in art school.
>>8578 Once I finish my current dogshit project I will, I have a stack of things I need to learn before I start another. I am self taught with all this shit and man, I am a bad teacher. Learned what "ngons" were the other day and that it's considered bad practice and all I could do was look at everything I've made like "lol, lmao"
>>8579 my advice is to actually pay a private teacher. Most art teachers IRL are much more cheaper than something like an art degree.
>>8580 I would probably use premade assets at that point, if I was paying for lessons it'd definitely be the music end of things. Foley I've done for years so that's fine but the music and 3d both I need a lot of fucking work
>>8581 Yes, but if you're willing to learn, a random guy on discord that actually can review your shit and give you the technical explanation of the mistakes, can save you years of doing it wrong. If you're poor. My advice would be this. Spend 1-2 months reading the most books you can of drawing, of music. Learning theory will give you easily a starting point over doing it completelly without a clue. After this, make a list of the things you need to master. In music it will be like melody, bass, drum kit, counter melody, bass, mixing, vocals, etc. The first thing would be to just spent 2 weeks only focused on a single goal. Like 1 week only making melodies after melodies. Aim for something like 500 drawings or short compositions. The key is to get your brain to develop the intuition. The only way is to brute force that shit. Focus on spending 1 hour per attempt, or even 30 minutes. Aim for 200 attempts at minium, in something like 2 weeks. After that, focus on a bigger skill, like do secondary pass, doing chord progressions and test the circle of fifths, or draw something more complex than cubes and spheres and cones in diferent positions. The idea is to progress similarly to how you progress in a bodyweight routine. Look up how to progress in calisthenics for an idea of a workout to improve.
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>>8537 I figured out that with some fuckery with the low level calls of imgui, you can basically completely replace all the elements with textures which I think is how most older games did their UI anyway. hundreds of textures, one for each ui element
Hey y'all! Anyone here have experience with typing games? I've been doing research by playing all types of typing genre fusions, but I'd definitely would love to hear tips from people who've done any work on them.
>>8584 if a game uses typing that's perfectly fine but anything that can be described as "a typing game" is automatically Hillary Clinton-tier cringe
>>8577 the windshield goes up too high. other than that this truck passes my bullshit detector at first glance. for a semi-cartoony game it's good enough. for a "realistic" game it needs mostly better textures and material properties.
>>8583 >low level calls Shouldn't it just take ImGui::Image() and an InvisibleButton or ImGui::ImageButton() or something? I dunno. Just don't do every little element that way because that would be excruciating. I'd figure out how to make one consistently good looking button/widget out of ImGui calls, then turn it into a reusable wrapper to replace the old calls 1:1
>>8587 Its just a wrapper function Buttons with icons you gotta do manually, but I can render text via IMGUI over a generic button image too imagebutton is deprecated
>>8588 I'm glad to see your code. Your shit looks to be in order and there doesn't seem to be much I can speculate about. I do think ImGui has InvisibleButton and ButtonBehavior you can use instead of drawing a regular button and setting the alpha to 0. If you don't, try setting the ImGuiCol_ButtonHovered color values to sin(time) * lowNumber, because I always thought that looked good in other engines for such a braindead simple effect. Dynamic palettes can make shit look fancy with virtually no effort
>>8536 respond pls
>>8536 >>8590 the tech is relatively new for independent use big studios would have to use the weird face dot things
Should the /agdg/ board be unlocked? It seems like it's been locked since 2020
>>8585 How do you mean? In the works I've been looking at, there's been typing rail shooters, rougelikes, rpgs, etc. so it seems like a genre ripe for doing something interesting with.
>>8593 be real... who is downloading an elementary school computer class game? doesn't matter what you wrap it in, if the "gameplay" is type a word correctly you're done. it's over.
>>8581 word typing can be great if the goal is to make a game to memorize vocabulary.
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Added paint.
>>8594 Sorry to hear you got filtered by Typing of the Dead.
>>8597 sorry to hear you're ESL
>>8596 Nice.
Godot 4.4 is an unstable piece of shit, editor crashed and closed twice already for no real reason. But anyway progress.
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I feel tired as shit, I constantly sleep all the time because of it. So I get nothing done so far. Looks like it will take a while for me to make some progress in Luanti.
>>8601 >Luanti i didnt even know it had a new name, the old docs were really crap at anything but basic stuff. looks like the new docs are at least crap at lots of different complex things too. >>8601
>>8602 Yeah Luanti docs really suck, I have to steal code from other mods to see how things gets made. Also you can read here: https://blog.luanti.org/2024/10/13/Introducing-Our-New-Name/ for their decision on why they renamed their project.
it would be nice if godot's array class supported the .keys() and .values() methods to keep compatibility with dictionaries, i now have to copy paste code i already wrote to reorder arrays, or might just write a quick and dirty array to dict to array pair of functions that will be slower
>>8604 in what way are arrays possibly compatible with dicts?
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https://en.wikipedia.org/wiki/Zoophyte This is like 100% gold material for videogames, wtf.
>>8604 What context? This might be easier to write or do than you're giving credit for, but it could also be unnecessary depending what you're doing.
the code in question https://pastebin.com/WTQupGfy
>>8608 Anon, array has a built-in shuffle function Also type your variables, it'll save you headaches later
>>8608 Dictionary.values() already returns an array; you don't have to loop through it
Ayy lmao
The church in my game would be genuinely benevolent and try to help the people. The priests would be kind, heal the sick, and try to alleviate the suffering of the poor. There will be some bad priests who are actually evil and try to subvert the will of god and lead people astray, but they will be thwarted. The demons would be irredeemably evil, like in frieran and lotr. I think I'll have to learn more about medieval myths before writing the script. An anon at /lit/ (4chan) said that Tolkien's world and characters felt old and sacred because he was well versed in ancient mythology and medieval culture, so he understood the elements of timeless myths. Whereas modern fantasy often uses contemporary tropes, like elves who sound like teenagers at a mall, so it breaks the illusion and comes off as fake and gay.
>>8591 thanks fren
>>8612 Read up on mythology, I'll give you some random pdfs, since my PDF archive is unorganized. But if you want dark age stuff, you want Arthurian myths. There are many different kinds of mythology, but generally Tokein used Arthurian and Christian mythologies with British/Celtic lore to base around the idea of WW1.
>>8614 This is the best site for free PDFs on this. https://www.globalgreyebooks.com/ebook-categories.html Basically, no matter what you do, you want to root it in traditional values of honor and nature instead of more modern ideals if you want that traditional feel.
>>8615 This might seem a little bit of a tangent to add on, but Arthurian mythology is integral to traditional fantasy. Aragorn is a reinterpretation of King Arthur's journey and Gandalf is straight up Merlin. Harry Potter also takes from Arthurian mythology. If you have access to a college/education account, you can access many documents about it for free. But you can find free reuploads easily.
Something of a more meta question, but how do you guys rest and recover? I've been tending to get pretty bad headaches and even nausea after intense development sessions. Is there a secret trick to fast recovery to be able to get back to work?
>>8617 >I've been tending to get pretty bad headaches and even nausea
>>8617 oh it's simple i just don't
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so is this where most of aggydaggers move to or are there any other chans out there worth looking into? anyway, been working on some animations.
The Lewd House Helping Hand v0.3 Finally out for supporters. It should come out in 2 weeks for everyone.
>>8600 Looks fun, you should make some collectables that give you more airtime, or make starts just give you a tiny bit in general.
>>8620 Good question. Will demo day be held here or is it going to become an itch only thing?
>>8623 There wasn't much DD talk in aggydaggy before anyway.
>>8617 >after intense development sessions Never had that problem. t. procrastinating by imageboarding
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Decided that I had enough cards implemented for now its still not a crazy amount, but enough to get a MVP put together. especially since I want to dedicate some time this week to focusing on the art and UI and I... am kinda cutting it close now. I decided to implement card modifiers now since I think that'll allow for greater perceived card variety. Each card can carry a max of 2, so that means even if the total pool is only about 10ish cards, that's 10*[modifier pool]^2 What card modifiers actually do is apply an effect to the rest of the cards in your deck that stack until it gets reset. in this case scale +.5 +.5 +.5 ...
so what the fuck do people even mean by "you gotta market your game", anyways? how? with a basically non-existent budget? am i just gonna have to write my game's name in public bathrooms?
>>8627 "You need to market" is cope by people who are too chickenshit to admit that their game is bad and unworthy of attention. You never need to market. If a game is genuinely good, players will want to share it with everyone and bug others to play it.
>>8627 Go online and tell people you made a fucking game. Make good screenshots and videos so people can see how nice the game looks in action. If it's got a good soundtrack, post that. If it has good character designs, backgrounds, or concept art, get it out there. If you can't convey your game is good, maybe it isn't.
>>8628 The truth is that it's somewhere between many extremes. Good games go unnoticed all the time. Bad games shine in the spotlight brighter than you might think they deserve to. As a developer, you need to make an effort in good faith to >make the game good >make its existence known And from there, pray that it's actually good enough that others want to help with making its existence known on your behalf.
is it common practice in 8chan to make a new thread at bump limit or do we just ride this until it dies?
>>8614 >>8615 >>8616 This is really helpful, anon. Appreciate you taking the time to write this. tyvm!!
>>8631 Ride or die
who /hmofa/ and /fur/ dev here?
>>8632 No problem. My PDF storage is very unorganized, but I do have a lot backed-up for this sort of purpose.
After days of procrastination I managed to make a basic working bench model. Now I can replace the wooden box with this better looking model.
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Are there any resources on making collision meshes for stuff like rocks and cliffs?
>>8637 I use unity... so i just use mesh collider or place a box collider on the mesh
>>8637 Just make a low polygon model and use that for the collision?
4chan nuked is the best thing has ever happened to /agdg/. God, people actually post progresses and game dev tips. This rarely happens on 4chan. Thank you sharty, for nuking our board
>>8640 I miss it tbh
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>>8634 As far as I'm aware I'm the primary furry representative aside from the crop and claw dev. I think my site is the first project I posted here (use the desktop version, right now the mobile version is just a generic link site, I need to make a new version that supports mobile better) https://coledingo.me/
>>8642 What a fucking second its you lol. duh
>>8634 Kinda? At some point in the story I have a handful of human girls getting upgraded (tag: dubious con.) to kitsune & tiger-girls thanks to the joint effort of mad science and /x/ rituals. Not exactly the game's focus tho, just one more thing on the long list of random bullshit the protags use to achieve victory.
>>8642 >>8644 So by being a bit more liberal with the definition theres: >Cole Dingo >Crop and Claw anons >Semi furry Anon (444856) >Me So that's about 3-4 fur devs anons here, well better than nothing.
>>8645 furries really be like ~my personality is Renamon pinups~ after watching a single episode of Tamers
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>>8645 >>8642 I wouldn't actually consider us furries, but those circles are probably the most likely to get invested in our stuff. A lot of what seemed popular in those circles aesthetically are also a bit different from our aesthetics. In all honesty, we probably don't get as much attention as we could because we don't do generic anthropomorphic stuff and favor whimsy over contemporary human world but with humans with animal heads. It's also difficult to get discovered even in these niches since I don't hover around or advertise directly to them. Can only rely on word of mouth for that. There's many layers of niches and limited engagement, so marketing isn't easy for it. That, coupled with game dev being a long process even for small games and us being a micro team, it's pretty slow going. I'd say we'd have a good shot if they threw money at all our stuff, but we'd need to get the stuff out the door and they'd need to be endeared enough.
>>8646 t. schizo >>8647 Oh, well still good luck with your project anyway.
>>8648 >>8648 If it's any consolation, we're never doing humans in our products. There's enough of that on the market and we get no joy out of it. So worth keeping an eye out.
>tfw can't focus for shit to learn art >when sitting, have intense urge to move my legs >alcohol only works in like half the times >calming herbs/pills don't seem to work Today somehow managed to focus enough to make a rushed fanart, but this is hell. I might unironically have ADHD. I have a plan to go get appointment and stuff, but I'm trying to get shit under control on my own last time. Any ideas?
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Finished the plant growing part.
>>8621 her belly looks really chubby from that perspective
Added a tutorial that forces the player to do certain actions with setting up a murder. Have to do the text editing to make sure everything sounds right. In actions showcased are: >Going to a door to interact with it >Talking to someone >Getting materials from a storage box >Crafting a knife >Using an airvent to travel to kill someone >Combat tutorial. If the knife was used or not, it impacts the trial. >Putting the bloody knife in someone else's storage box >Trial where only one option is to call out the bloody knife put into the storage box >Depending if the body has slash wounds or not, the context changes for how suspicious the player is for saying the other character as a bloody knife or not. I think it explains the bare basics. I have the reference menu and the tutorial popups that can be turned on/off for specific items still there, but I needed something to tell the player that they can do certain actions. I did the tutorial graphics like the silhouettes in the title screen, mainly sine it was simpler and makes it visually different from the main game.
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Made a ammo work bench
OK, I have installed Unity. How different is C# from C or C++? I have a reasonable amount of experience with both but I've never made a (serious) game before.
>>8655 You'll pick it up in a couple hours if you have any serious experience in other languages. Once you've learned the syntax and the basics of Unity, I would look for how to properly design a game's code structure because it is a lot different than a normal program.
4chins is still down looks like it's truly over for faggydaggy general.
>>8657 Demo day soon
>>8657 It will be back up when it's ready, but I do wonder what it means for the overall population for 4chan when it's all done
Before I fully implement the ammo work bench I need to figure out how to turn part of the formspec (luanti way of GUI system) into a function, or at least the upper part of the formspec forming function, once I have managed that I should be able to easily add more various types of crafting benches, because I would rather not have too many duplicated code and instead turn them into functions which other lua files can call from. Man I am not a fucking expert in lua, so it won't be a trivial task for me to solve. I learned a bit of lua essentially through a crash course, so I have no idea what I can exactly do with it and what not. And yes I have about 2 years of python experience but python comes with a full bag of tools, lua doesn't.
My cat is evil
>>8626 Need to make the modifier names fit in the cards, but I'm having fun with it, might exaggerate it more later.
>X connection to :0 broken (explicit kill or server shutdown) fucking come on
>make quests >Add hints >It all makes sense how I structure it "THIS IS CONFUSING, I DUN GET IT" >Add more hints "HELP IM STUCK!" >basically make a straight list of steps to do and put it in a visible clickable area "IS THERE SOME SORT OF WALKTHROUGH OR SOMETHING IM LOST" FFs I'm grinding my fucking teeth here JUST CLICK THE THING JUST FUCKING ARRGHYGGHHHHHGHHHHHHHHHHHHHGHHHHHHHHHH The issue is that people who get it won't voice their concerns and will just play without issue But dumb dumbs will be vocal and thus you end up thinking you're in the wrong even though 99/100 got it
>>8664 look up signposting
>>8657 >sees a thread full of progress >noooo how can agdg ever survive? Maybe you should make a game instead of spending 118 hours a day arguing with retards about shit that is barely videogame related. I hope 4chan stays dead and the schizos responsible for ruining the thread there all neck themselves.
>>8665 I think gamers are on average smart. I think retards are just the most vocal. But a review from a dumb dumb is worth just as much as a review from a genius. I've been debating for a while if its worth it to put an AI generated IQ test before the game starts There's no ability to look up the questions and it's timed. And only if you're able to pass will you be allowed to play. I want to have the financial security to be an asshole like that. To make a game so good that people can't help themselves but need to play it, but only I can dictate who is allowed to play. That's my dream
>>8665 >game journos are retard >professional devs are investor's slave >investors are out of touch >and they see journo's retardation as rules of business >so devs make the game way as cool as possible (thus why it looks good on trailers) >and journo giver retarded feedbacks >investors listen to their retarded feedbacks, and give retarded orders to devs >devs, who want salary, obeys >completed product is now filled with obvious hits for the retarded All of this happens, because devs have retarded investors. If you choose your investors correctly, this shit wont happen
>>8667 Driver 1 did that. Darksoul games did also that. New vegas also did that, with unobvious hints on where to go. You wanna do IQ test? Do it with with a blend of gameplay, to gatekeep the retarded from your target audiance
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How difficult would it be to make a metroidvania game like Cave Story in GameMaker?
>>8669 >Darksoul games did also that. Having a long career as invader, I can guarantee most DS/ER players manage to beat the game despite obvious sign of being under 80IQ. You can't *lose* at that game, so a tenacious monkey will beat it 'cause it's only a matter of getting a long enough streak of luck - or to just summon another player to do the hard parts for you.
>>8671 someone with under 100 iq wouldn't be able to afford a fromsoftware game, nor be able to pirate one
>>8662 at that resolution you're not going to fit in any worthwhile card description anyway. you're going to want to add an on-hover window at some point
>>8664 >>8667 another case of a midwit dev who lacks imagination, telling himself he is smart for understanding unintuitive jank that he himself built. like wow, you're so smart for reading your own mind. anyone who doesn't guess correctly what you meant by some inane "hint" must have lower IQ than you. yeah, that's it. it's not that you suck at game design.
>>8655 C# is very much like C or C++, except easier.
>>8655 If you are used to memory management, you might want to take a look at Unity's Burst. It make C# code run muuuuuch faster, at the cost of introducing back some C-ish limitations.
>>8655 C# is a good version of java, flavored like a C. Most people like to use it but you're kind of heavily tied to windows. not completely, but a lot.
>>8665 retarded 130 IQ gaymers on the internet never realize that 90% of the population has an IQ with less than 105 and 80% of the population has an IQ less than 90.
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Was a paint in the ass to gen this.
>>8679 Boring
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I wasted way too much time on this washing machine.
>>8654 pls rate my models :----DDDD >>8681 >interactive washing machine fuggen ebin xD
>>8670 Not hard at all. Question is, where are you at in your journey? Are you able to make platformers?
>>8655 C# is microsoft java C++ is C but with more shit and more strict typing
Romance scenes are going to take a while, I'm doing the backend before writing the events, but I I did pre-rendered certain images already for laying down on the bed. I'm not sure the best way to showcase handholding due all of the combinations there are and the height/size difference impacting placement for the models. I might have to pre-render every combination and put it into storage to be called.
>>8685 The handholding isn't going to get much better than this. Getting any closer and the camera goes through it, so doing interlock looks like ass in engine.
(4.43 MB 2304x1152 all.png)

It took me like a week to generate all these combinations of traits and research danbooru and furry polls, to generate this waifudex. pls rate.
>>8687 Some of them look fine, mainly the head only portraits that are less AI shaded. Those look like a generic anime drawing template that someone colored in that you would find in those anime drawing books. The animals outside the pokemon, are off due to the anatomy. Outside the cat with the bowtie outside it has nothing under the bowtie for an outfit. The only ok wolf furry looking one is row 5 length 15 due to the wilder hair being human/furry mix. I don't know if I'm the right person to say this, since this is obviously AI overall and my personal shading for art ends up looking like dogshit, so take what I say with a grain of salt.
gamedev collab but we have gay sex while also working on (you)r game.
>>8687 Which one is the baalphomette (>>8032)? D3?
Sometimes I get the feeling I should go back on working on my game, my last commit was 4 months ago, but then I remember the crazy amount of work I'd have to do again and I don't wanna do it. Especially when I remember that nobody gives a shit about it anyway.
>>9666 Since your game is dead and you don't care, are you gonna open source it?
>>9667 I worked in an obscure and shitty engine. The code from it isn't usable outside of the game's engine scripting
>>9666 > but then I remember the crazy amount of work I'd have to do again and I don't wanna do it. Coffee and a girlfriend can fix that for you m8
This got archived. Where's the new bake?
>>8534 Yea but no one is baking new thread. This thread is on /vault/ now, basically archived. How about this: >we migrate all of our activity to the /agdg/ board https://8chan.moe/agdg/ >the "one thread is probably enough" tradition will be implemented on that board's meta thread https://8chan.moe/agdg/res/1.html >if there's a discussion in meta thread for devs to collab in a project, they can create their own thread there to focus their discussion For new thread baking "rules" and other organized stuff, we can discuss there. How's that sounds?
Or should we post an aggy thread on 8's /vg/ instead?
>>9671 The thread was vaulted todayish, around three days after >>8534. Why do you want to migrate to a different board? Do you dislike /v/?
>>9673 Naah i dont dislike 8's /v/. In fact, its actually better than 4's /v/ lmao. But i just wanna know where will the main /agdg/ thread be? Usually in 4chan, we post aggy threads on /vg/, so i search there and there were none. There's a dude that posted an aggy thread in /v/, but its for a specific project.... so i kinda went impatient and post a temporary general at /agdg/: https://8chan.moe/agdg/res/30.html#q30 If you guys wanna migrate temporary to there, then use it. If not, please bake an /agdg/ thread on /v/. We'll see where the activity goes, and we'll settle there


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