Post progress, sketches, ideas so I can steal them, music, mockups, and ask questions.
UFOs Are A Psyop Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
UFOs Are A Psyop Shirt $21.68 |
Post progress, sketches, ideas so I can steal them, music, mockups, and ask questions.
UFOs Are A Psyop Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
UFOs Are A Psyop Shirt $21.68 |
>music
I've been compulsively producing trash
why do you call this trash?
hey it's actually pretty nice, calling it trash makes you sound mentally ill
sorry, its just that I have more than seven hours of music now and none of it sticks out to me as good.
I like it though. It reminds me of Super Paper Mario a bit. I'm listening to it while I dev.
Paper Mario tracks are some of my favorite video game music, and I've tried on occasion to directly emulate specific ones, so that's interesting feedback.
I went with wacky whatever-the-frick graphics I had around, you're probably right that that would work.
Some of it also has a Kirby vibe. Specifically Canvas Curse. I think you may like Haruomi Hosono's music too.
Looking forward to your next work, Anon.
The comments are blocked but I remember that many people were saying that they clicked on the video just because of the cat on the cover. me included
thats pretty decent, and I'll see if I can balance baiting people with cats and the like with increasing quality overall.
Try putting pictures of edgy/cute/asian/cat/emo girls in the thumbnail to bait people into clicking your vids and trigger the algorithm. That way you'll get more comments and a better idea of if people like your stuff.
I listened to the 2 first links and I liked it.
You're better than me. Keep it up
thank you lol, I made another since the start of the thread
what do you use to compose? FL studio?
Unity
Game draws on extensive research on quantum waveform collapse and cellular Automata to literally generate the world "on demand" infront of player.
When game starts, entire world is created via geological processes.
You can play, by descending down to planet and basically being a god to the primitives.
Your goal is to TEACH them.
AI, memory retention, and habit forming systems result in the NPCs developing a culture that is unique to each player.
When you are satisfied, you can ascend again and fast forward the timescale bu decades, centuries, millenia to see how your "teaching" influenced the civilization.
All of this is rendered real-time.
The kicker.....I found a way via interesting logic and data model to be able to GO BACK IN TIME to fix events and occurances that you feel had a big impact.
(I.e. you fast forward 50 years and on year 30 a shortage of food wipes out half population....simply go to year 30 and provide more direct assistance to get them through it).
I'm currently drafting all of the technical requirements and filling in logical/coding gaps.
These threads rarely last long, but I'd love to connect with more anons making their own games.
I have a Ganker based discord (mostly Ganker) with 930 members if anyone interested.
https://discord.gg/N5vPuakkd8
Here is some of my notes on WILLPOWER
Basically, it's "spirit energy".
If the force of gravity affects physical objects even across time.
This force has potebtial to affect entities actions and behaviors from across time.
>Forgot pic
First of all frick phone posters.
Second of all you are about to learn hard and fast about the term "feature creep"
How about you try getting basic grid terrain gen done first before you talk about quantum waveform bullshit.
Already have.
On day 2 of using Unity I procedurally generated a Hex map and implemented chunking.
I've been in software dev field for ~2 decades now and am quite well versed in logic, automation, scripting, and general implementation of libraries.
You should learn how to explain your game idea with two setences tops
>t. mobile zoomer moron
Good luck then.
If you think anyone will read a whole paragraph just to understand what your game is about your better just keep being the idea guy.
I hope you're not the same guy but if that's the case then good luck with your overcomplicated system.
I'm the poster of the wall of text.
I'm aware of the need to shorten the summary/description.
Right now, I'm working on "The Grand Plan™ "
Basically a discovery phase of implementation ideas.
As I explore through each idea, I write out pseudosode and assess the "reusability" of various components constructed versus what will require additional/new work.
I have experience of being a Product Manager of a software company and have previously managed an engineering and QA team.
Waterfall
Agile
and "agilefall" experience.
I am merely in process of writing out the requirements, user stories, and creating a backlog.
Once I have it laid out, can then assess and put an order of exection/phases and road map.
The minimum viable product includes combat at the least.
The FULL version includes customization so detailed that Trees/wood have "grain patterns" generated upon inspection using Cellular Automata and a "grain pattern seed" to continue grain pattern.
Differnt woods (hardness, springyness, grain, etc) can be used for different purposes and alter effects/durability of weapons.
Especially the bows.
Cellular Automata is something that I kind of specialize in....unfortunately the work I do with Excel (literal cell based) has carryover to this.
Writing the logic to procedurally generate wood grain pattern based on certain conditions is already finished.
I catch fish
why did you mention Unity when you havent even set up the project folder yet
Until you've actually made a game, you're an idea guy regardless of how many years you've been programming.
Get some basic gameplay going before sperging out over quantum research. Programming alone won't get you anywhere, it doesn't make you a designer.
Someone said my game looked too flat so I'm messing around with adding shadows to the foliage. I think it will be tricky to link with my day/night cycle and have them move since they are using shaders and will clip if they leave the bounds of the sprite. So I might have to resize all the sprites with extra space around them. Also some sprites are mirrored and it makes the shadows go the wrong way so I'll have to save mirrored copies manually.
The guy also said the perspectives are fricked and yea the enemy and crate perspective is messed up, especially since I reworked the character sprite a bit to be more top down.
I also worked on dialogue a bunch yesterday, got the shopkeeper to check how much cash you have and let you buy a blowjob from her. She's shaping up to be quite the prostitute.
Shadows help yeah.
>will clip if they leave the bounds of the sprite
I'm pretty sure that's not a hard fix, but I forgot what the fix was.
Two things you need:
- Contrast between fg and bg
- Varying color tones. Not just hue shifts, change brightness and saturation.
Make grayscale screenshots to see if it's flat.
The difference between two colors ought to be like looking at black on white, for it to not be flat.
Look at the dota 2 character art guides.
Use a color contrast checker.
Really good feedback. Grayscale shows my character blends with the BG too much, I'll work with color values and contrast more to fix. Also looks like the darker foliage is the way to go since it will stand out more, or at the very least I could add some darkness towards the bottom of the lighter trees to help differentiate from the BG even more as well as give it depth. Shadows on the smaller foliage will definitely help a lot here too.
The dota II character guides are helpful, I'll be considering them as I make more detailed art for the island girls. Some of the guide is less important because it's for a competitive game where you need to quickly identify the enemy out of dozens of possible characters, but there's still some interesting points it makes to have visually appealing characters.
Your feedback is exactly what I needed, thank you.
You're welcome!
read the design manifests of TF2 and Dota2, they are really good regardless of the fact that Valve then chose to ignore every single thing they wrote down when they started making hats for those games
Such is the fate of most long term projects. The old team members move on to other things and are replaced by new comers who ignore the old design specifications.
Between the community creating most of the cosmetics and Valve making extra flashy hats to promote their tournament, those guidelines really stood a chance
>*never really stood a chance
fug
When you get an intern job making hats in SketchUp
rough design of new girl, sporty chick. dunno what to name her yet. Next up is two tribal chicks that you find on the other side of the island that don't speak your language and isolate from everyone else. Maybe they will let a guy learn their tribal dance though...
Rough Tribal twins concept. Happy with the overall color/clothing at least.
>twins
???
>???
>Anon doesn't know about Fraternal vs Identical twins.
good, but grind that anatomy man, learn to draw feet
i love the art, maybe a personal thing but if i was in a coomer mood i'd easily play this over any generic-looking vn or rpgmaker game
>maybe a personal thing but if i was in a coomer mood i'd easily play this over any generic-looking vn or rpgmaker game
Thanks, really trying to make a fun and decently polished hentai game. I've played hundreds of RPGM games and the movement/combat makes you want something better. Also played a bunch of western h-game attempts that fell flat, feel cheap, or are just not fun. Hope I can pull it off and eventually get something worth releasing and playing. Slow and steady.
>j monke engine
its not even an engine anymore. its some weird maven/gradle build Frankenstein. it also sucks at this point almost anything is much better
>use lua which is a easy scripting language
>playerbase are moronic kids therefore easy money printing machine
Take the Robloxpill.
already am anon. Made a frontpage game already awhile back
hows your game going
I'm posting a trailer for my game on YouTube pretty soon. I don't know if I should do a developer commentary explaining the features on top of gameplay footage, or if I should make some sort of funny trailer. I'm worried about someone stealing the name so I'm going to "claim" it by publicly releasing footage of the game on YouTube. It's a really good name and none of you can have it
So it's you! I was wondering where all my ideas went. Give them back this instant!
I'm still a nodev homosexual so i'm innocent.
I put some wispy wind bits in the back.
Does this look OK?
sure but the woman should move a bit too unless your character is meant to look like they're licking a cutout
what game?
Welp Cecillia is complete! (Pink hair)
Adia (The chocolate faced one) is almost complete!
But! I need a bit of help, I'm not sure whether to make her a shortstack or an amazon...
have you got any impregnation?
No plans for that yet, I want to start off small and then branch out.
Boobs too small, sorry
Well golly gee, I have 2 more girls to design, how big do you kids want the breasts?
Bigger. Don’t cut corners on the nips either
that looks great, way better than most of the WEG shit on Patreon
>want to make a game
>can't draw futa porn
bros it's over for me
Sure you can, first you draw a girl, then you draw a hotdog between her legs! Simply
Just do it.
He should just draw bulges like I do.
Im stuck on doing stuff by myself. when i get to the code screen i get stuck
Same except it's for the art and art is supposed to be what i'm the least shit at.
The result is I have a bunch of prototypes that work exactly how I want them to but I lose all will to work and become self-concious as soon as I start drawing and sketching ideas for the sprites.
weird. I too got gud in art and would make sprites in a heartbeat over learning the workflow of godot. Any ideas or pics you wanna share?
Might as well since I plan on posting here more when i'm out of the brainstorming/prototyping hell.
I want to make an horizontal shmup and i've been constantly juggling between the same themes: demons, angels, witches, magical girls, and a few mechs.
I tried to cram some of my recent stuff on a single pic.
looks nice. cute designs that are good to read. whatcha coding or developing in?
Thanks, i'm using Gdevelop5.
It's very nice for beginners who suck at code but it feels kinda limited sometimes (and I still have no idea how it fares performance-wise with an actual complete game and it just went out of its beta version a couple months ago) though I'm sticking with it because I eventually managed to do a lot of interesting stuff with it without the help of tutorials.
cool. gl
Thanks guys.
Thanks, I was "working" with some coder dude a few years ago (we were mostly discussing ideas) but he was somehow even lazier than me and way too autistic and stubborn, so I have trust issues now.
I want to make a little project alone first to boost my confidence and prove that i'm actually competent before working with other people again, some of this stuff is months old and I haven't shown it to anyone until now, might be why i'm going crazy and keep changing ideas constantly.
A small project first is always the way to go imo. I'd recommend doing things in the same way people write novels. A good writer doesn't spend a million years trying to get the first chapter perfectly. He writes the whole novel, then goes back to fix/tweak where it is lacking.
Your style and designs are both very appealing. Wish you luck!
Thanks anon, good luck on your projects too.
I think i'm gonna sketch some witches tonight.
Please post a blog. I really like your characters.
I want to frick that witch.
Cute designs.
Have you thought of teaming up with someone else who can code for you? Ypu art is very nice
I'm literally in love with your style holy shit
Thanks anon, that makes me really happy.
Yo, I just made a twitter account. https://twitter.com/starshmup (I might change the name later, idk)
I finally decided to settle for an old idea for an horizontal shmup, I kinda like the character I drew on the right so I might stick with it. The idea was to make a shmup that kinda look like a kirby game with cute enemies but I wasn't happy with the "star" themed character until now.
I am writing C programming tutorials and sample programs instead of working on my game.
c programs are fun. I tried making a adventure game in C++ but i got confused
Finished studying how to implement loading screens.
I am taking a break today.
I guess now you're loading screams!
>try out new artstyle
>prefer the previous one
Been finishing up the last battle sprites and animations. They'll serve as a template for all other enemies.
By the way, can you guys check this short combat sample? I'd like to know if it feels meaty enough.
Could use a brief highlight flashing effect when you switch between targeted enemies.
That chirp sounds like a fire alarm with a dying battery
I'll probably replace the menu effects eventually. Here's the new version
Will consider it.
Any MonoGame/XNA anons here? Have been trying to get into gamedev for years but have always been disappointed by frameworks like GameMaker and Unity. Played around with MonoGame since the recent update and the level of abstraction feels just right for me, but does anybody know whether it's pursuing in the long term as a one-man coding team? I already have several people on deck for art assets
workin' on some room visuals
Wow this looks pretty advanced already.
Shit that's hot, the internet has broken me.
Nice, big improvement
General threads belong on /vg/. This thread is always just a worse version of /agdg/. Go shill your shitty low effort coomer game or 2D platformshit over there.
>worse version of /agdg/
That's impossible
>General threads belong on /vg/
If only there would be some gamedev general on /vg/
>/agdg/ jealous of our superior thread again
/agdg/ is garbage namegay drama 24/7. I went there ONCE and couldn't handle how annoying half the people were. Elitist, doxxing, and talking about the devs themself rather than the games. It was awful.
Ganker threads are way better, people just post their game and other people criticize or give advice. Simple and pure. No namegays too.
>talking about the devs themself rather than the games
Yeah it's kinda creepy. I guess if you don't actually make games there's nothing else to talk about.
True, but I also get more feedback there than I do on these threads. Whenever I post here I get a "nice" or "cute". That doesn't help with anything. Feels like people are more busy talking about their own games than to comment on others.
Still doing sprites.
Based coomer
Thanks.
And this, it's been mucho sprite today gotta sleep before sunrise.
Can you add GZDoom to this picture. I want more boomer shooters.
How do you make original soundtrack for your game?
All free resources are sound like shit
Could try Magix Music Maker
Hire a composer?
But i'm poor
Then learn music theory.
Get someone cheap? Asian or Eastern-European freelancers typically ask for less
>How do you make original soundtrack for your game?
Just like put notes in FL studio and call it a day
It's literally that simple!
Yes, improvisation is a piece of cake
I can improvise music just fine when I'm whistling or thinking of lyrics on the spot, I just don't know how to put the notes down on paper.
>when I'm whistling or thinking of lyrics on the spot
Now do the same but in a program, this is what I'm talking about. "Exporting" a song from your head is way too harder
>place a bunch of notes on the C note
>randomize
>repeat with a bunch of random instruments
I'm a bit of a composer myself
I think I've got a decent melody, but I'm not so sure on the instruments. Any recommendations for a hard rock style?
How do you simply put notes on FL Studio?
>doesn't know how to insert notes in fl studio
ngmi
🙁
He's right tho. If you don't know how to open a piano roll in fl, you probably don't know how to open a code editor in engines as well.
>Open up visual studio
*Start typing, it just works*
>Open music software
"Install your .vst instrument plugin, create a synth node, insert a new track, and then Ctrl+g to open piano roll'
I use Beepbox. The interface is simple for beginners, yet enough functionality to compose catchy video game music
By hiring me
I'm making a game with pixelart + chiptune aesthetic, should I stick to isometric view or make a free camera?
What's the genre of the game? I think that would influence the camera more than the aesthetic.
Its an RPG.
Basically, I've made a camera that can freely rotate around a point that you can leave at any distance/angle and it will stay there, and then it can be either freely moved on its own or attached to your main character.
But now I'm having second thoughts because having everything pixelated with moving camera makes the picture look completely different at different distance, and if you move the camera too fast some artifacts may appear, like pixels visibly moving on the edges of the objects, etc.
anyone got a link for a copy of RPGM2000/3 (or at least know how frequently does it go on sale)?
i cant find it anywhere, and im not willing to pay 20 bux for this shit
you just missed it, they were on sale for $2 each until August 1
People told me to clone Halo even though I didn’t really enjoy playing it. What are the good parts of Halo to copy?
>What are the good parts of Halo to copy?
Needler
Putting it back in the case and trading it in at Gamestop.
copy the magnum
Heavily considering posting my ROM hack here for free playtesting of the first map, I just need to replace the placeholder portraits first.
>Defold
man I follow this engine progress and idk I don't feel ok with their development decisions.
They wasted half of year trying to support Rive and so far shit ain't ready for production with massive poor performance.
Lately one of their devs just found a new web debug tool and thought it was a good idea to put on the engine. Shit is broken and crashes the entire editor.
There are so much requests and bugs to solve and my boy wanted to implement a new web debugger profiler because "it looks fun and professional". The engine only is suitable for small shitty 2d games and the old web debugger was just fine.
Is the code for hammer++ somewhere?
Can't find it.
Home depot maybe?
how's that patreon scam going?
I happen to have that debuff called a "conscience" that keeps me from milking coomer money.
Haven't made one yet, I'm not in that dire need of money or anything yet.
Not using any kind of crowd-funding, because I look at those other shitty WEGs that never release and continuously collect money from people that refuse to believe they're being scammed.
testing out camera systems, so I can make the horizontal/vertical parts scroll smoothly or only when the player crosses the screen's boundary
no idea what use it'll have, but more options for level design is always neat
https://voca.ro/1ax0MIqBVtQC
Can I get some feedback on how this sounds so far? I'd also like to make it longer, if anyone has any advise
Sounds like you tried to make music for the very first time
try taking a song you like and making it yourself
people said the trees looked too much like SMW before so hopefully that's not the case anymore
Are you making a platformer?
Your pic made me want to post this, contrast is indeed pretty important.
>>Are you making a platformer
Kinda, it's already done but we're adding free DLC
Stop asking I already told you that making a game when you're not an artist is a huge waste of time.
It's also a huge waste of time when you're an artist because you can just draw commissions
>just draw commissions
I FRICKING WISH
I get called "Too expensive for what I'm able to afford"
or
"Too cheap for the quality you put out"
Just collect money on Patreon and then raffle one commission a month to supporters like countless other tards already do
This
Or take the WEGpill.
If you are actually good then make sure to make the women slightly ugly because WEG coomers love westoid faces (probably because they are sick of cooming to anime hentai shit)
>Or take the WEGpill.
Dear lord, no! NEVER! D:
>I get called "Too expensive for what I'm able to afford"
>"Too cheap for the quality you put out"
Then you're not artist enough for games as well
Just draw commissions and make games.
When you're taking commissions of your own game then you've made it to the infinite positive feedback loop. Enjoy eternal money.
>make sure to make the women slightly ugly
I knew they were doing it intentionally.
What's this? Some kind of point n click detective game where you can sexually harass women? Sign me in!
The game is Occult Rewrite.
That's pretty much exactly it
Sure. https://biomacchia.itch.io/ocure
There's a link to my twitter there if you wanna check it out
Good art and good attitude? got a blog or twitter to follow?
I can draw lewds and compose music, which engine would help me drop a lewd game the fastest?
rpgm
Microsoft Powerpoint.
You said that unironically but back then I remember you could make interactive softporn novels with powerpoint 98
Yeah its pretty good.
I made a game in it and much of the effort was just knowing how to open the code window lol.
All variables are globals.
Where do you go to share/market your projects?
Thanks to the people in the agdg discord, I finally achieved true snake.
Not sure if I should save the 100 node snake for post-launch stuff though.
Spooky, are you making some kind of space fleet game?
No, it's a boss and has been for a while, its old movement just sucked.
Sucked how?
Basically the old one didn't move how it should, and even at its best is was more a trail moving rather than basically a series of nodes following a path (IE how it should be to get that sweet long serpent winding look)
If you want to capture that real Freelancer feel, change the font to Agency FB.
looks nice
Have you never seen a snake move in real life?
He obviously means the game, snake
oh hi trainwiz
i made a logo for my game
now someone tell me where i first saw it and subconsciously copied to my game
muhdick
File download icon.
Traffic sign.
yea probably the file download thing, mixed with with colors that may have been inspired by the valorant logo (i hate valorant btw)
My brain is flipping between knowing I've seen this as a developer logo somewhere or being one of the teams in the Wipeout series.
Resetera logo looks kinda like that
oh no
https://www.youtube.com/channel/UC98AoxZUWecr56DrA6XHtLw/videos
>unironically "ill make the logo" ing
and dont make it a super abstract thing. you basically have 4 options:
headshot of protagonist
first letter or two of title (title better already be in a cool style)
non-letter part of title (title better already be in a REALLY cool style)
super iconic gameplay element
i made the logo because itch told me to and it needs to fit into the browser tab and as the exe icon
>super iconic gameplay element
it's loosely based on the movement command GUI element so there's that
Looks like the pop-out button but with the arrow pointed in.
>Anon makes a vidya character design
>They're not designed with rostergay instincts that deem swords and scrimblo bimblo as bad
What did we mean by this?
Do you guys make environments in maya or unity?
This depends on what you're making. I basically only make modular pieces and place them in Unity if I'm doing mid to high fidelity PBR stuff. If I'm doing PSone inspired graphics then I make huge pieces in blender then import them into unity and connect the chunks together.
Im making levels.
I want to make stuff that looks like peace walker
Ok yeah, you would use modular pieces for that and construct the levels inside unity.
kek
Cool, ill do that
I just remembered ninja ripper
Im going to swipe the textures cause i have needs.
working on the player model for a game where you run a bakery
looking forward to your new game Zed
Post more.
I had to.
why are your smoothing groups fricked
why is the poly density so inconsistent
idk about the first one, but i left the subdivision modifier on in the render for the hair and body on accident if that's what you meant for poly density. i'm new to 3d
Frick, now I want to go back to working on my 3d game.
my shitty weg reached got 1500 downloads time since I uploaded it on July 16 on itch but maybe because I left it completely free.
Good, now you have them by the balls, make a paid expansion.
I never set up my 'payment' info because on itch you either have to do a 'payment interview 'Collected by itch/paid later) or choose 'Direct to you' but then you have to choose by either PayPal or Stripe but I think I would be in trouble with PayPal...
bad typo. I meant 'my WEG reached 1500 downloads'
isnt your weg with a "japanese" art style tho
yeah sort of, but I had gotten a ban from /d/ once saying my art should go to /aco/ instead of /d/
what is a "weg reached"?
WEG = western erotic game
Working on tilesets. I'm questioning my decision to animate all of the porn in Clip Studio. My current idea's are:
1. Animate everything in Clip Studio paint.
2. Pixel art animation, to better match the style of the game
3. Pixel art animation, but with unlockable rendered CG's + CG alt's. Would probably mean fewer animations, at least short term, but it would mean I would have content that appeals to a broader demo of people (people who like pixel art porn, vs people who like traditional cg's)
I'm going to sit down and stay up late tonight animating, so I'd like to hear a little feedback on things before I end up making the commitment.
On to finishing the player's animations.
Why are you just making Hollow Knight?
It's going to be a porn parody. I just want basic functionality similar to the game I'm parodying.
>I just want basic functionality similar to the game I'm parodying
Take notes game devs, this is what soul looks like.
Is Hollow Knight porn that popular? My girlfriend reads a lot of erotic fanfics of it. I have no idea what exactly there is to sexualize about white blobs
The characters are cute and the girl protag hides her thick thighs under her cloak. of course its popular
I even use the Knight as a reference for a character I have
These guys will jerk off to anything. They're just degenerates.
People will jerk off to literal circles with eyelashes.
>platformer coom game
>not "lose to see porn"
kind of based, ngl
I don't remember HK having slopes.
Ik. I just like the way they look in sidescrollers.
🙂
The porn is somewhat popular. Hollow Knight has a big enough fan community, that I think I'll at least snag enough sales to be satisfied with the effort I put in.
Sure, here's a character in a VN I'm making.
Tails get trolled the VN?
lol why do shitty artists think anyone would play their VNs? Let me guess it's got a great story, kek.
Go to >>>/ic/ or try simplifying your character designs even more, if you're making a VN it's important to have characters that are visually appealing, even making literal stick figures can be effective https://store.steampowered.com/app/1089980/The_Henry_Stickmin_Collection/
Thank you, I may just do that.
How is my main menu looking? (still WIP)
reminds me of a colonoscopy
not a fan of the spinning background but everything seems to be functioning well
What's the reason for not liking the spinning background?
>Have you thought maybe of making the dark part transparent and making them more cloudy-like?
Not really, I was thinking on making a frame with rounded corners for the buttons.
idk it isn't really appealing, it feels like i'm falling into someone's stomach or something. i don't really know entirely what you wanted to do with it though
I guess that's pretty close to my intention which is "Falling in the monster world" or "Falling in the Abyss"....
Looks good. In the sense that is functional.
But those perfectly rectangle buttons and bars don't seem to fit with the style of the character and the background. You should improve that by adding a button with transparency, so is no longer perfectly square.
As a possible suggestion:
The current buttons and bars look like some kind of dark mist. Have you thought maybe of making the dark part transparent and making them more cloudy-like?
>google translate
I'm learning how to use custom resources in Godot. They seem really useful and powerful but kind of limiting at the same time. I'll have to rethink how I do certain things to make them work.
I'm touching up/adding extra content to one of my older VNs for a Steam release. My biggest concern that I dare not mention on any other website is that people will claim one of the characters as LGBT representation because he's a robot who wants to be seen as more than just a machine. I've already had someone on itch.io try to insist he was an enby by calling him "they" because he's a robot, thereby missing the whole "I am a person, not a thing" angle the character has going for him.
Will releasing the game to a wider audience mean I'll deal with more of that? Will I have to step in and say "Frick you, he's not one of you?", potentially ruining my chance at making money? Will everyone behave? or will no one even buy the game, rendering this concern a moot point?
I mean, I'm too stubborn and desperate for money NOT to release the game on Steam. I'm just concerned certain people are going to try and use my game to enable themselves. And not in the fun robofricker way, in the identity politics way.
Other than that, it's going great. 🙂
Just don't reply to comments like that. If it comes up often, make an FAQ.
Give him a bio that says "he's a robot blah blah blah"
Anon you've got your head too far up Ganker's ass. It's generally normal to refer to vague or non-human beings with no distinct gender as "they" even before the moronic lgbt term became popular. Some people just say it out of habit.
>Anon you've got your head too far up Ganker's ass. It's generally normal to refer to vague or non-human beings with no distinct gender as "they" even before the moronic lgbt term became popular. Some people just say it out of habit.
no.
The English language defaults (or at least used to) to masculine terms where-in the subjects sex is ambiguous.
It's also why terms like "Dude(s)" ,"Mailman", etc, can be used to technically refer to both men and women, even though its a masculine identifier.
ESLs shouldn't be teaching anyone about the English language
Why are you talking about yourself, anon?
What else were you expecting from typical mutt education.
correct, but the average burger has never read a book, so you'll never convince him
Normally being wrong doesn't make it correct. And he mentions an actual troony-activist openly misinterpreting his message, as is bound to happen with some of these nutjobs.
make a trans flag skin paid dlc and rake in the dosh while riding on the coattails of controversy
OR
ignore idiots
They is the pronoun used for thereto unknown parties or for the majestic plural, which no one sane would use anymore.
I'd rather you don't contribute to making English even more dogshit than it already is.
For the love of frick go outside and communicate with some actual people
"They" is and has always been thrown around as a third person singular, interchangeable with he or she, whether gender is known or not. You hear it all the time.
"He" was used in formal writing for quite a while but "they" was just as valid, evidenced as far back as the 1500s.
I don't care about gender but don't just go making shit up.
If you know who you are referring to why the frick would you ever use they or their instead of his or her?
Defaulting to that shit because of of compelled speech is not a time honored tradition of 500 years.
NTA but this makes me certain you've never spoken to anyone in English in your entire life
Oh frick off. If you take this bullshit to its conclusion, you end up with sentences like
>they sat down at the table for dinner, but they didn't eat any of they's/their food
where you literally can't tell how many people are even at the table or how many of them ate.
>they's
lmao ok you're just baiting
Moving on
You can just say that you can't solve the impossible riddle of how many people had dinner.
You will get 'he' or 'she' in my game (or 'it' if it's a robot.) There is no ambiguity in my story.
Nobody calls anyone a "they them" when you are talking to people's face.
>Will releasing the game to a wider audience mean I'll deal with more of that?
Inevitably so.
>Will I have to step in and say "Frick you, he's not one of you?", potentially ruining my chance at making money?
Maybe so if you really care about the narrative aspects of your game. it really comes down to whether you value money or control over your story, not that there's inherently anything wrong with either.
>Will everyone behave?
You can never have control over people.
If you're really that desperate, it's probably best to just shut the frick up and not say a word until some who journalist interviews you for their dying website without showing off your power level. If it bothers you that much, then see the previous point and try to divorce any story discussion from your views. If you don't give a shit, obviously go for it.
If you keep quiet on it you'll attract a wider audience. However you should also make a statement that harrassing people over a characters interpreted gender is dumb. You should also use the pronouns you've assigned to the character.
>hey all devgay here, recently ive noticed people attacking each other over my robot character. He is a character struggling with his identity. Please dont attack each other over interpretations.
do what scott cawthon did and collect their money, keep quiet while silently donating towards sanity
I finally uploaded a pseudo-progress update to itch and now I just stopped devving because I'm tired
I just finished the bunny girl you have to race for my breast expansion game. You wont win unless you've found all the speed upgrades, and you can't shoot her until you win her magic amulet, which gives you another +1 max health/size too.
coomer devs unite
run bun run
>Expanded a dungeon for the demo, and added a rage inducing platforming level in the style of Mario Sunshine.
Accidentally added the greentext sorry
Not exactly a looker, but I do like your camera a lot.
Oh look it's /misc/ raiding another thread.
They don't like VNs!
I can't, i'm banned
Got GAME OVER ryona style scenes in place. One of the more-requested things that people have asked for.
nice
Good stuff! The style filter really pulls it together.
Not my thing really, but cute furry booty for those interested. +1.
Wait, you post here?
Your shit is excellent. Keep going.
I'm making a 3D Sonic game for fun.
Wasn't there already a 3D sonic being made? Or is this the same one?
Dunno, this is my first time posting it here. I'm usually IP-range banned for some reason.
I was thinking of this one https://www.youtube.com/watch?v=kyZ2AeNeTKk
Either way yours looks good so far so keep it up.
Ah yeah, I'm not a big fan of SRB2.2, it controls too unreliably and it bounces too much off walls and such. For me, anyway. Same with Sonic Utopia, just too much wobbly unpredictability I don't like.
looks cute, are the rhino design your idea?
Nah. Stole them from somewhere. Can't remember where. Just been raiding Models Resource for Sonic 'things'. Colors, maybe?
>speedwalking sonic
Jk anon looks great keep it up
Cute! Hope it's been a good lesson in coding
looks nice. polish those running physics and stuff. you make me proud
I've been making youtube videos I do mainly satirical reviews, currently working on a Stronghold 2 video, but maybe I'll save that one for later..
Anyone here into programming their own engines?
Yeah the Temple OS schizo.
He's dead
That's what happens with engine gays, keep it in mind.
>Barely recovered from a crash-on-load error.
>P4 SSL cerificate just died.
>Artist backed out of the project.
It's going swell. Any ideas on where to get a new artist?
Twitter? If you're looking for a more chaotic neutral artist and not getting roped alongside some troony you might want to look around the draw threads around the various boards.
>Any ideas on where to get a new artist?
Some of the best selling indie games have been pixelshit. Terraria, Minecraft, Risk of Rain, VVVVVV, etc. Just draw your own and forget about finding some flake artist that you hope won't abandon you.
>draw your own
Bad advice unless you're already an experienced artist. Learning to draw is a long fricking endeavor and will filter the frick out of you. If you try to be the jack-of-all trades for game development.
If you absolutely must, get free place-holder assets for now and work with them, once you've got something working go ahead and draw rough sketches of what you want so you can give to an artist later down the road.
moron that I am, I probably should have specified. I'm working on a VN, like a couple other people in the thread. So- the 'visual' part is pretty important, and it's not something I think I can take over in addition to writing and code support.
Not that your advice isn't valid, but what
said goes double for me.
Godot noob here. I'm tired of looking up tutorials ans it's just the same "Make your first 2D platformer in Godot!!". How are you guys getting into game deving? I feel like my best option is to just make a WarioWare Clone and just make a shit ton of different mini-games that all deal with different aspects and use different mechanics so I have a lot more things to implement and learn. Example, make a game that involves going underwater so I can learn mechanics that deal with going underwater physics. Make a minigame with a grappling hook. Make a game where I need to pick up the right weapon to break a strong wall so I can learn to make weapons have different properties. Make a minigame where you try to bake a cake and depending how good it is, you will get different reactions from NPCs, teaching scripted responses and score calculation. In general I want to actually learn how to use Godot and not just look at a bunch of similar tutorials and keep asking for help on the Discord. Anyone have any advice?
Do exactly what you described, make the wario ware clone game. You will learn a lot just by making a game. Honestly that is what i did. I did a couple tutorials, then just decided to make something. took me about six months but i learned a lot and would like to believe i have a firm idea of how to use the engine.
Godot is a weird engine to use. You have to use its prebuilt functions and solutions so that it would work
Dungeon theme I'm working on.
https://voca.ro/15AR5tsCQ2DM
>https://voca.ro/15AR5tsCQ2DM
The intro is too long, it almost made me think you was trolling me. I like the music, it give me a old jrpg vibe, but the intro... just make the intro shorter.
I dig it. What kind of game?
I agree. Intro should've been 4 bars tops.
sounds better than anything i've ever made, i give up on making a game
One of the best songs I've heard in a gamdev thread, tense and evocative, SMT and pilotredsun vibes, looking forward to hearing it finished
actually not bad anon, I like it.
Haven't had much time to dev due to moving stress but my Lain shadows are now applicable to any material I want, and I can set their intensity globally.
Also been doing more game design thinking and organizing so I actually know what to work on at any given time.
I think you need some tweening/ motion smoothing of some kind on that parachute. Looks a little jerky in my opinion.
I kind of agree, but I also kind of like how jerky it looks. I'll probably revisit it at some point. I animated it by just using blender cloth physics and rotating the wind object, but I don't know that much about the whole thing so it was pretty hard to control.
Do you know how to use the graph editor in Blender? Try using that to tweak the ease-in/out of the wind objects movement a little.
I have used it before, I guess I'll try it again.
bro, i am really excited for this creation of yours. keep going man!
Thanks anon!
https://www.4gamer.net/games/647/G064734/20220730011/
Just found out 4gamer wrote an article about my game. Neat.
toastin progress
I make videos for the YouTube, I guess that kind of counts.
You certainly have a high-energy editing style, and that's pretty good. I think the audio could use a bit of work, and that includes the script. Maybe with another pass of proof-reading: 173 was always Euclid.
Thanks, I'll keep proof-reading in mind going forward this video was dunked on a lot for my errors. I've been working on my audio for a while, it's a constant work in progress. What's wrong with it, is it the mixing?
The mixing is a-ok, but mic quality and lack of music is hurting you. If you watch a 'big name' like Szeth, Mandalore, or Ross Scott there's frequently a baseline score, usually from the game or others in the genre. Silence is generally for silent games, or to punctuate a joke.
Keep up the good work though.
I've been toying with the idea of making a pitch demo of a legacy IP and pitching it to the studio. That said, I could implement the same ideas into my own game. Should I try it? I won't say anymore, in case they research shit when/if I pitch it to them. Wouldn't want them to find me blabbin on here about it.
making games for a IP you don't own, makes you cuck.
Made some custom sprite animations for the male NPC.
Here's a comparison of what it used to look like. Notice how the new art isn't pixel art, unlike the default asset on the left. But at the resolution of the game and size of the sprite, it makes it hard to tell unless you're squinting. I'm no good at real pixel art, it's actually quite difficult and tedious to pull off if you do it right, so I think I lucked out here.
chuck on a crt filter and it will blend in even more
How much are you making on patreon so far?
I don't have a patreon.
Here's how you do it:
>Make 20%-50% of your game.
>Start a Patreon.
>Feature creep your game to oblivion while working at around 10% of the pace you did prior.
>Never miss another house payment.
Frick it, I'll just drop the first map demo here, placeholder sprites and all. Just don't bookmark or resume the save, it'll show up blank.
https://litter.catbox.moe/9qw7kx.ups
I was thinking of dropping this sketch and delete it like it never happened.
https://files.catbox.moe/n0mi0d.png
The sketch is fine just redo the guy's boobs. Google image some mens fitness and find one with a similar angle and try to copy it.
I didn't draw the final scene where the MC dies to Taramiel Futa wiener in my project so that's what I'm attempting
>Tfw you'll never outlift your gyno
How do you come up with a good title for your game?
Start a notepad and write down words that describe your game or words from your games lore or theme. Make a list of words, start combing them and eventually one of those will stick. But ideally it will be one without too many google results so your game will be easily searchable.
>there's a Horror Fantasy RPG called the Godless realm
ARE YOU FRICKING KIDDING ME?
Serious question, why do indie devs always make a fricking roguelike? If you're making 100 random level pieces can't you just slot them together into a level yourself? A lot of games don't even gain anything substantial from being a roguelike
Because indie devs suck at level design and content creation
this. better to make the game make your levels then design them with more effort
I don't know if this is the actual reason but I've seen people be weirdly autistic about playtime to price ratios and think that if a game isn't 50 hours long plus intense replayability then it isn't worth it.
Because it's fun to program, although not necessarily to play
A game that can be played infinitely is much more likely to gain traction organically, and procedural generation is the easy way to achieve that. Plus laziness and ego.
>it's trendy
>randomisation adds a lot of replay value
>it's easier to mash random shit together than actually making intricate level design
>people love gambling
Because level design is boring shit
>Because level design is boring shit
Level design is literally the most exciting and thrilling part of gamedev. Putting together a set of experiences for the player enough to make them fungasm the hours away is so satisfying.
If you don't like level / game design then really you should just frick off and draw comics, make a music album or do any other creative endeavor that doesn't involve gameplay like making a visual novel (which aren't games) instead.
>Level design is literally the most exciting and thrilling part of gamedev
What genre you're making here? I'm making a co-op boomer shooter
So you're making a shooter game. A game that requires you putting paths for the player to traverse and various enemies and hazards for them to overcome. For some reason that doesn't make you excited to try make it ______fun_______?
Yes? Making a plenty of rooms that follow an architectonic logic and game design rules at the same time is exhausting
time to start up a "game designer for hire" service so you programmers don't have to keep releasing shit into the ocean of fecal matter already out there
Why do I need a game designer for level design? GDs can't into it
I wonder if it would actually be viable to sell game design services. I don't mean in the "hire me" sense, I mean in the sense of "pay me $100-1000 and I'll analyze your game and tell you everything that can be improved about it with examples, $50 for re-evaluations".
Call it "game design consultation service" or something. I guess you'd need to give some before/after examples to convince people to trust you.
You could, but you'd need a history of being able to prove you know what you're talking about. Start a YouTube channel or something like I did.
Isn't that what playtesters/alpha builds are for? Or even small proof of concepts for people to test.
Playtesters can only tell you what they think about the things they encounter. They'll tell you that the game is shit because X or Y, but if you ask them how to actually make the game better, they won't be able to help you. It's especially difficult if the game is just boring, because then there's nothing concrete that's "broken", it needs more ingredients or a change in direction.
Why even hire people for that? Players will tell everything they want in process
Players and playtesters are by and large as stupid as anybody else with vague notions and ideas. Read the shitty ideaguy stuff people post in these threads and realize that you'll get even less than that out of asking the average player for critique or feedback.
>dunning-kruger ideaguys think they know better what a game designer or players want
lol lmao even
No, 'people' really are fricking idiots, though.
>t. "not like everyone else" pseud
bet you also voted for biden because "noo trump is hitler the media said so"
>murrican
even worse
players are a good source of feedback but everything they say should always be viewed in the lens of "why does this playtester feel this way?" and actions should be taken accordingly. imo this is the hardest part of game design and i feel like virtually no one under the age of 40 seems to know this, like it's only industry boomers like robin walker and such that seem to get this
there are those famous examples, such as the players thinking the mp40 sucked compared to the thompson in wolfenstein ET, even though they had the exact same stats. yet the mp40 performed actually DID perform worse statistically. it turns out the sound on the mp40 was so weak compared to the thompson that it was hurting players' performance and enjoyment so much that it had an actual in-game effect.
the lesson here is that player feelings are the most powerful forces that go into making a game. they're more important than anything else, like a well-made game that doesn't scratch people on that lizard brain level is not going to work. if you're making a coomer game that has a small stock market minigame, and the players seem to like the stock market minigame much more than the coomer stuff, then you'd best pivot to making a stock market game with a coomer minigame instead
>the lesson here is that player feelings are the most powerful forces that go into making a game. they're more important than anything else, like a well-made game that doesn't scratch people on that lizard brain level is not going to work. if you're making a coomer game that has a small stock market minigame, and the players seem to like the stock market minigame much more than the coomer stuff, then you'd best pivot to making a stock market game with a coomer minigame instead
or an opposite example, overwatch probably should've given up on the awful pvp mode and just made a coomer game or something
>nu-blizzard making a coomer game
Kek, I'd like to see it
>it turns out the sound on the mp40 was so weak compared to the thompson that it was hurting players' performance and enjoyment so much that it had an actual in-game effect
Immediate feedback is so fricking important. It's universal across genres. Even (especially) if your game consists entirely of menus, responsiveness matters. When I hit that button I better damn well feel it
Why are they hiring bad playtesters? I "playtest" few games and they kept me because I had pertinent feedback and for some multiplayer game I even predicted how the meta would shift but they didn't listen to me since the other playtesters said the opposite
>Why are they hiring bad playtesters?
Isn't it obvious?
>"I get paid for playing vidya? Wowie!"
Is it that easy to become a playtester? I guess I'll have to be the change I want to see in life
Looking at moronic normalgays at my job who don't even know what they're doing, I guess it's easy to sneak into any position even with a lack of experience
then I hope they'll pick me I'm a neet good at vidya
All you need to do to get a job at any place is to trick HR department that you're a hot shit
I'm a bad shill, it's over
Yeah, this is why most of Gankerners are neets and normalgays are getting jobs, despite they're incompetent fricks they self-confident enough to show off
I got hired for my last job because i had four limbs and a head attached to my torso, worked 13 years before the coof screweed everything up and they fired almost everybody.
what job did you do
Players are moronic and don't know what makes a game better.
Looks at the game as it develops and changes things based on how it turns out.
It's QA/tester's job anon, GDs write GDD
Any game designer worth their salt does more than write a document and leave, unless your goal is to make some generic shitty AAA trash that a decent developer wouldn't need a design document for at all.
>does more
Like?
Prototypes, usually. They have some basic rudimentary abilities in some sort of game engine, to give you a playable 'idea' of what they're looking at.
Probably not, at least not as an honest business. "Honest" game design is sticking though with a game right up until content production, ironing out all the numerous little quirks that pop up as well as integrating feedback into your design. Just offering feedback and analyzing an existing game is only a fraction of the work needed to actually make it good, which, as an honest game designer you'd still have to participate in.
People are also unlikely to pay you any significant amount of money unless you have some good, released games to your name.
Finishing a game isn't "game design".
A game doesn't automatically become fun and unique just because you finished it.
Being able to make a game doesn't automatically mean that you have any idea how to design a good one.
There's a reason there's a massive gap between something like Stardew Valley and your typical shitty farming game that nobody knows about, it's not easy to tell what you're missing and the longer you work on something the harder it is to see outside of the box.
>A game doesn't automatically become fun and unique just because you finished it.
Yes and conversely a fun concept never automatically translates into a fun game without numerous tweaks, additions, feature cuts, etc. Coming up with a novel, fun-sounding initial concept is usually the easiest part.
There's a common misconception that designing a game is literally just witting a gdd, when in reality game design is everything that comes after: mostly problem solving and minutia that all eventually adds up to I'd never pay any amount of money to a "game designer" who can only come up with fun-sounding concepts on paper but has never been involved in the production of a game.
>fun concept
This is not game design.
>tweaks, additions, feature cuts
This is game design.
Ideaguy =/= game designer. Everyone CAN make changes and additions, but that doesn't mean you know what to change and how. When you have the idea to add something, you're seeing it from a certain perspective, and it's very hard to see it from another perspective.
Furthermore, when you add something, you will be very disincentivized to remove it or make significant changes to it because it seems like you're removing content and wasted a lot of time adding it. You're much less likely to even consider "what existing things can I redo to make this game better" rather than "what can I add to make this game better".
maybe if game design wasn't such a vague clusterfrick of a field. i wouldn't give the 3 or so professional game designers i've worked with any kind of input over my own games. their views are trivial surface-level bullshit like "the game should be more fun" at best or just absolutely ass-backwards, destructive thinking like "the players like to build things in this survival game. they are wrong. we need to increase the grind to get more building materials so they stop building".
not that you couldn't actually be the one 150 iq game designer with actually insightful thoughts and analyses but statistically any non-moronic developer isn't going to take the chance. but it is possible, richard garfield gets hired to do "game design" even though he kinda sucks at it beyond making rulesets that don't break
Go and watch this guy.
https://www.youtube.com/c/SteveLee_GameDev/videos
Ty, added a couple of videos to playlist
i'm pretty good at just about every aspect of game design but my level design always feels contrived and i have a hard time connecting with people in that regard. honestly i think there might be something typical about programmers being bad at level design considering how many smaller games use procedural level generation
For a small team, making a bunch of levels is very time-consuming. If only a small number of levels are in the game the player might feel cheated. Roguelike extends the gameplay by a huge margin.
https://files.catbox.moe/jaxyxg.jpg
How do I draw stomach bulge?
Yikes. Why is the dick puncturing his side?
As for bulges, you have to have an understanding of the anatomy of the torso, and also, drape a towel or thick cloth over something like a rolling pin. Then, apply that type of deformation to the characters stomach, just without the folds you'd get from something like cloth.
How does someone draw something so bad and have no awareness that it's that bad, and instead shows it publicly?
I'm self aware that my art is not good, but I still attempt to do something.
Should I start sleeping less? I can't find enough time for programming, making art, music, game design, all while continuing to learn and then working a job.
Yes. Just keep chugging those energy drinks or you'll never make it.
Maybe if I stop playing video games i'll have time to make video games
It's the opposite for me.
I can't focus on playing games or reading manga or relaxing because I want to make progress on my game.
Sleep is good for you and your brain. Keep sleep at all costs.
Can confirm, I tried drawgayging while sleepy, it sucked ass, did my drawing again the next day after being rested and it was much better than the first.
The art itself is alright but from this position her dick cannot go in his ass, his pants aren't even down.
I can't keep drawing anyway for tonight because I'm struck with a headache.
>Epic is working on a neural network for unreal engine 5
What would you even use that for in a videogame?
A lot of things? A working neural network for video games that won't melt your computer would be fricking groundbreaking. I doubt they'll make much progress though, considering how wienerblocked GPUs still are right now.
Supposedly will have GPU support, but only for DX12 on Windows
But still, what would be a use case? And how would you gather the data necessary to train the model when your game isn't even out yet?
I don't know what exactly they're going to do with it but I can think of a few ideas that could be implemented with some form of AI.
>write code from basic text commands
>build 3D models and animations from basic text commands
>text-to-image generation to create dynamic assets ingame (like every NPC having unique portraits without hiring an artist)
>text generation to create dynamic stories or dialogue
Just off the top of my head. Only in an ideal future scenario though where the average joe has the hardware to even run this shit.
>vaguely aware that some guy lives down the road from you but don't really know them
>neighbor asks if you know where this guy lives
>"Yeah they live down the road."
Didn't even need to think too hard for this example. Saying "he lives down the road" also works but both are acceptable and used frequently. Now shut the frick up about this moronic shit.
Also I unintentionally made a second example in my greentext so there you go.
Now I know you're an ESL who can't comprehend what casual English chatter sounds like. Put down your English textbook and actually talk to people.
is it brain worms or esl, anon
it's okay to be stupid about a language you're just learning dude
How does she look so far, deGanker bros?
>obnoxious namegayger
>gets their post ignored
>can't draw
>responds to literally anyone that asks a question in a thread (without ever getting replied to)
>posts more
learn to draw and maybe someone will give a frick about you lmao take the hint
Are you referring to me?
He's harsh, but not necessarily wrong.
Keep working at it. The only way to get better is to keep trying.
Of course I'll try, I want my game to be as best it could be. Although, in my defense for this one, this was done late at night and it's been about a year since I last drew something that wasn't a doodle.
Why is animation so fricking hard bros?
3d or 2d?
2d
I fricking SUCK
Prove it.
what's a good engine for making a classic dungeon crawler? something similar to like old megaten or wizardry
anyone have a tutorial on how to make a city builder or strategy game with godot? Have no problem with building stuff from scratch with raylib but can't wrap my mind around how godot is supposed to work. Should I just slap everything in the main scripting file?
>city builder or strategy game
OOP is your friend
The software architecture that game engines typically promote works best for genres like FPS, platformers etc. where there's a premade map and mostly autonomous enemies/NPCs walking around. It doesn't really work that well for city builders etc, so you basically end up trying to stuff in the normal ways of coding into these kinda opinionated game engines. In Godot you could just make a node for each subsystem. That way you don't need absolutely everything in one file.
What 3d software you guys use for modeling?
I saw a lot of people saying that blender is now top tier on top of being free.
is that internet argument card game anon here? i've noticed that one of the most striking things i've seen on his website is whenever i see someone losing their argument and they start quoting the bible verses randomly and earnestly. like idk what you'd even say to that, so i think it'd be like the most powerful card in the game
Currently sorting through a bunch of audio readings from librivox to transcribe them into NPC quips. I underestimated how shit quality public domain audio-books can get but hopefully I can get at-least a few professional sounding ones.
>coom game
>the further you get the better the porn is
>but you must lose in order to see the porn and the game resets
Been working on expanding a jam game I made a couple of weeks ago into a fuller game, been making good progress so far
oh hey, I saw your game in a youtube video
The malding animation on the boss looks cool
Thank you! Yeah the jam version got in the GMTK top 20 video.
I have no idea who the hell the GMTK guy is, i tried watching one of his videos and it was pretty dull.
Based on the two videos you should try and do something so it's less "run around in a circle while spamming attack until all enemies are dead". Maybe add some static obstacles and other things to the maps?
Those ghosts look extremely distracting.
noted!!
I was actually working on that right now, haha. I wanna try playing around with the mechanics as much as possible to push the player to experiment, play around and have fun.
since i've never explained it and it may not be immedaitely obvious: in the game you spend money to buy skills you put on your attack dice. when the dice lands, one of the skills gets activated.
oh uh, the webm's framerate doesn't really make the red flashing seem any less annoying, but I guarantee it's a lot less painful in game.
The flat red flashing actually kinda hurts to look at. Should probably tone that down.
Looks pretty fricking cool anon
Update on my fun stupid Sonic fangame project. I've started adding 'goals', like Tony Hawk. Here's one where you collect a chao fruit and take it to a chao, who is dancing.
ooh nice. the finding chaos effects gives it that arcade energy
Are there good resources for ripped sprites I can steal for a practice project? I really don’t want to be bogged down in making assets while I work on learning the program and finishing a small project.
spriters resource
https://www.spriters-resource.com/
Opengameart
>Opengameart
Never ever suggest that garbage place.
Use spriter-resources or itchio.
is this the process to create game assets/props?
>modeling
>sculpting/baking details
>unwrapping & texturing
anything else i am missing
Anyone here works with Unity? Got a problem here.
Made some sweet shader with shader graph that displaces the vertices of the model to get picrelated, but now theres a problem -
whenever the top mesh goes off screen, the entire crown disappears.
How do I fix this? I dont want the crown to disappear like that.
I did a buster for my enemies some days ago
you need more roll variations.
style looks nice
yeah, forward roll in place or backwards looks horrible.
How can I trick someone into micromanaging me and my project?
money
Anyone else have trouble making backgrounds for caves? I'm not great with BGs in general, but for some reason, caves prove to be twice as difficult and I can't figure out why. Not even making them, but just designing them in general.
Stalactites and stalagmites, lots of them. Also glowing crystals.
The issue is that my BGs are set to repeat vertically and horizontally, which is making it a b***h. This is what I have so far for the front BG layer, although I still need to actually make the details on it as it's currently just a general 1 color sketch. I'm considering having waterfalls coming out of the openings in the final version
Just making sure, but are you using wrapped painting mode? Makes this kind of thing a lot easier.
Of course. Having that feature in Aseprite, plus a few others has been super helpful. I still look back at all the times I used to make stuff like this in MSpaint and wonder how I managed for so long.
>grinding programming
>grinding music
>Still have to learn modeling
Frick it, I'm just gonna hire a pajeet. How cheap are they?
>How cheap are they?
Roll d8 for the quality and d20 for the price
>kinda know how to program
>can't be bothered learning a game engine
>have two ideas
what are my options
1. just make a fricking game
2. there's no other option
Pick an engine, learn how to program well and test your ideas. This is your only option. Good luck.
use a easier visual engine
learn the basic in/out stuff
then add stuff to your game
use or borrow assets unless your planning on selling it
Like just make game.
>want to make a game
>no game ideas, just a bunch of generic OCs I really enjoy
autismbros...
let me guess, you are an artist
What does /gamedev/ think of my ending theme?
https://vocaroo.com/1nGOjqtJzTm6
I'm tired of my own incompetence at drawing to fix them.
I didn't want to use experimental packages in my unity project since they aren't recommended for production, but I think I need their ECS. I have to learn it.
>but I think I need their ECS
No, no you don't
In my hubris I tried to make my own, it works fairly well but not nearly as good. Hitting a big hurtle with multithreading AI because I allowed managed / referenced types in my components like a moron
I don't see any other way other than using ECS and animation instancing or something like it to have many characters on screen like picrel
Is there something that Unity ECS can't do or why isn't it just the default?
It's probably overkill for smaller projects, and a loooot of people use the old game object system. It's a completely different paradigm from object oriented programming a lot of the industry isn't ready for
>It's probably overkill
Not a reason.
>loooot of people use the old game object system
Not a reason.
>completely different paradigm
Not a reason.
>the industry isn't ready
Kind of a reason but still a bad one.
I'm inclined to agree with you, I like the ECS architecture a lot but those are the likely reasons why they don't just flat out replace what they have
They don't need to replace anything, they should just deprecate the old system and discourage people from using it for new projects.
t. insane Unity employee
make it actually fricking work. make it robust. then we can talk about deprecating a system that actually works.
If it doesn't work or isn't robust then give it as a reason in the first place instead of injecting it into the middle of the conversation you drooling moron.
To those who say they *need* ECS, have you profiled your game and identified a bottleneck that would be "solved" by ECS?
My issue is mostly rendering coupled with like a 12ms CPU frame execution time from AI, and physics (rigidbodies / collision). I need an alternative that scales well for many entities doing these things
How fast does your AI tick?
not him but that's hardly relevant since those frames where it does happen will be horrific. making them fewer just means your performance goes from always slow to constant stuttering.
That's only true if all your AI agents tick on the same frame.
You can easily get away with ticking each AI every 0.5 seconds with a random delta of 0.15 seconds, which distributes the workload of your AI across many frames and makes no difference to the gameplay.
true but this doesn't require raising the tick rate. AI actions/reactions can be off by several ticks (of 20 ms, the default in Unity) and the player wouldn't notice. consider that human reaction time is >150 ms and has a lot of variance. so you WANT AI reactions to be quite delayed and varied to be realistic any way.
Every frame, for checking things such as detection or movement orders. The problem I believe is since it's single threaded it has to update each AI agent before continuing normal execution, which is what made me look at the ECS
Thought so.
You don't need ECS for such optimization.
Multithread it and stop ticking AI every frame. No game ticks their AI every frame, it looks bad, plays bad and is bad for performance.
you don't need ECS to parallelize calculations in Unity. you just can't affect transforms and other Unity GO components in parallel. things like path-finding can be parallelized though. to save performance on the transforms and stuff do what the other anon suggested, go through the AIs in a staggered fashion where you only do the logic for each one every x frames, not every frame. there's no reason to update AI behavior every frame, only on-going animations need to update every frame.
Good advice, I didn't know other games did it like that. Thank you bros I will definitely give it a try
How should I handle a body mesh and equipment / armour? Splitting the mesh into parts like this allows me to swap out each part with a new mesh such as gloves or boots, and would open the door for things like limb amputation. But doing so causes each mesh to be its own draw call to the GPU, which is very performance costly.
so how do you feel? happy, relieved?
Are you ready to make another game anytime soon
Oh shit, you already released it. I'll try to find some time to buy and play it over the next two days
Congratulations, I'll have to try the demo. Is that art DALL-E?
>get tips from anons and useful links
>can't even begin comparing engines because of schoolwork
I graduate next year, but I fear my future jobs will take even more time out of my day.
stop watching TV and Youtube
stop playing videogames
stop jerking off
You had time but you chose to spend it by posting in Ganker instead of working on a game.
As they say: NGMI
>spend all day at work looking forward to getting home so I can work on my game
>get home
>too exhausted to work on my game
Seems like that game you're working on is not that exciting
Literally just go to sleep. Wake up in the middle of the night and work on your game. Be tired at school/work instead of being tired at home.
This, depending on what you're currently working on you can force it, but not always. Creative work (where the quality can vary a lot) is an absolute no though.
My goals and ideas are rapidly outpacing my programming ability
Swallow your pride and autism and stop trying to make giant long ass games.
No.
helping someone with a uhhh free-form dating sim?