Game Dev Thread

It's the weekend anon, are you going to use that time to work on your game instead of shitposting?
Or perhaps you've been working on it all week and now you have new things to show us hmm?

Post your progress, ideas™, gameplay, art, music, and ask questions!

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  1. 2 years ago
    Anonymous

    >music
    I made some more

    • 2 years ago
      Anonymous

      Man you're really active, I like your stuff, it makes me think of some kind of weird RPG and it reminds me a tiny bit of pilotredsun.

      I want to sell my soul and make a porn game solely for harvesting cum-stained, patreon bucks.
      Anyone have any ideas they think would sell but they don't want to make themselves?

      Since you posted a goblin girl maybe you should try that theme? I don't think there's a porn game revolving entirely around goblin girls yet.

      Rather not.

      Well in that case you should try drawgayging a bit, I did just that and it really helped out with my motivation.

      • 2 years ago
        Anonymous

        I will by the end of September. Just trying to figure out this custom file type this library is using for my project. Once this thing is finally over I can go back to committing to drawing and learning a game engine, currently my drawings are just very loose scribbles and my older drawings have been posted previously. Just need to figure things out.

      • 2 years ago
        Anonymous

        >Man you're really active
        I'm trying to fill the time I would usually spend coding, so I've been doing a lot of other stuff, music being an obvious one.
        >I like your stuff
        Damn, thanks

    • 2 years ago
      Anonymous

      That’s really cool, anon!
      Like

      Man you're really active, I like your stuff, it makes me think of some kind of weird RPG and it reminds me a tiny bit of pilotredsun.

      [...]
      Since you posted a goblin girl maybe you should try that theme? I don't think there's a porn game revolving entirely around goblin girls yet.

      [...]
      Well in that case you should try drawgayging a bit, I did just that and it really helped out with my motivation.

      said, it really does sound like music of some quirky RPG, I would love to use something like that.

    • 2 years ago
      Anonymous

      Around The Sun in the background of a game with very good sound effects engineered (Sega Genesis, sound chips, hardware), and fitting graphics. Something that looks vibrant.

      Have the music at like 50% volume with the sound effects louder. It's awesome and really sounds inviting to have some game sounds over it.

      Specifically 3:40.
      Something with plenty of sounds and things happening.
      Like a fast-paced click adventure game. Not fast like there's a timer, just many things you can do and they're all little fun things that are pleasing to look at and do at that speed. Movement and animations are fast and short. Slow even, but fitting.

      And the colors and fonts are just "wow".

      • 2 years ago
        Anonymous

        And it's relaxing.

  2. 2 years ago
    Anonymous

    I'm stuck and trying to pick up drawing more.

    • 2 years ago
      Anonymous

      show the class

      • 2 years ago
        Anonymous

        What?

        • 2 years ago
          Anonymous

          He means post your drawings nibba.

          • 2 years ago
            Anonymous

            Rather not.

  3. 2 years ago
    Anonymous

    I want to sell my soul and make a porn game solely for harvesting cum-stained, patreon bucks.
    Anyone have any ideas they think would sell but they don't want to make themselves?

    • 2 years ago
      Anonymous

      You manage a town like Clash of Clans or Age of Empires but you can only get more citizens if you breed them. You can trade slaves to other towns but if you do it too many times they might invade you using the slaves (you) sold them. Breeding gives a small pop up animated cg which you can click on to view it indepth (like a typical porn scene with animation controls and different positions etc). Goal is to become a large city and invade the Dragon God's kingdom, unlocking dragon folk slaves. DLC's just add more races and kingdoms.

    • 2 years ago
      Anonymous

      Post your art. Porn games are entirely dependent on art

      • 2 years ago
        Anonymous

        i don't draw often anymore here's a crop of an animation i did last year.

        • 2 years ago
          Anonymous

          Nice

        • 2 years ago
          Anonymous

          Is that lizard giving the D or receiving it?

          • 2 years ago
            Anonymous

            receiving

    • 2 years ago
      Anonymous

      Turn based PVP. Defeat enemy, frick their wives. Make a fortune from cosmetics.

  4. 2 years ago
    Anonymous

    moved out over the past week, painting the walls now. Really hate such hiatuses. I'll have to pick up the pace on monday or I'll slowly forget the intricacies of multiple systems I'm in the middle of implementing

    • 2 years ago
      Anonymous

      What's your game about?

      Are 2d beat em ups in the style of Dotemu harder to make than most 3D shit? I have this really cool concept for a beat em up but I’m really bad at drawing anything.

      It's a genre that requires lots of animation and choregraphy so you should work on your art first then, also the dev you mentioned probably has multiple artists in their team.

  5. 2 years ago
    Anonymous

    Are 2d beat em ups in the style of Dotemu harder to make than most 3D shit? I have this really cool concept for a beat em up but I’m really bad at drawing anything.

  6. 2 years ago
    Anonymous

    >get recommended devlogs of interesting game
    >subscribe and follow for a while
    >dev opens a Patreon page
    >it's over, game will never come out/be good

    how's that Patreon scam going?

  7. 2 years ago
    Anonymous

    >Game Builder Garage

    • 2 years ago
      Anonymous

      Seriously who the frick uses it? It's like putting goddamn Dreams on there.

  8. 2 years ago
    Anonymous

    It's not very exciting yet but the UI is slowly getting done

    • 2 years ago
      Anonymous

      Soul. I want to make some similar network window

      • 2 years ago
        Anonymous

        thanks

  9. 2 years ago
    Anonymous

    Graduated from game design (yeah I know, meme degree) and I even have a game published, but I feel I still have lots to learn and I have problems with implementing stuff in unity.

    Any good tutorials, resources... I could check, and some advice to make stuff on my own instead of being a wage?
    I don't care about being rich or creating the next Zelda, I just want to live low and do some good stuff with heart.

    • 2 years ago
      Anonymous

      Did the degree help you get a job in game design? Not trying to pick it apart, this is a genuine question.

      • 2 years ago
        Anonymous

        I literally just finished and I'm on vacation, so I haven't had the chance to look that much. That said, the few places I applied most said I have an impressive profile but I need more experience; they are looking for seniors.
        I think is like this for many jobs, the "you need experience" part, but for only searching for jobs 2 days half assed before going into vacations is good I guess

        • 2 years ago
          Anonymous

          That's pretty good! I'm relatively in the same boat, graduated as a regular digital designer (with a heavy focus on game stuff) and getting told "yeah but nah, we want seniors". Can get very annoying after a while so don't despair. The worst is when you have a brand new company made by literal whos that still have the audacity to reject you even their portfolio is utter shit and they're only looking for 20 year+ Pixar animators.

          • 2 years ago
            Anonymous

            Same as any other field, just keep making shit. It's a numbers game, but a bigger portfolio and more published games will make you much more attractive.
            Best of luck.

            Yeah I mean, I just started, I just want any job at this point, don't care about money that much yet. But I've seen people asking for pros and paying shit and demanding to know 3 different programing languages.
            If it's like that I'm better of flipping burgers; I get paid more and is easier.

            • 2 years ago
              Anonymous

              If you have the time and ability, take a year to make stuff on your own. Tinker, create, develop a secondary skill. If you haven't practiced art, do that too so you can communicate your ideas better and activate an entirely different side of your brain.
              Once you get in the grind it's hard for most to make their own time for things. Build something up and you'll get somewhere.

              • 2 years ago
                Anonymous

                This. You should always be working on projects. When I started applying 2 years ago, I thought my portfolio looked pretty good but looking back it was total shit. Ontop of that, you can even put on your CV that you've been "working" freelance, when really you've been working for yourself on your own projects. You don't have to lie to get a job but it does take careful stretching of the truth

        • 2 years ago
          Anonymous

          Same as any other field, just keep making shit. It's a numbers game, but a bigger portfolio and more published games will make you much more attractive.
          Best of luck.

  10. 2 years ago
    Anonymous

    >Game Builder Garage gets it's name immortalized before Clickteam Fusion

  11. 2 years ago
    Anonymous

    I finally got my mouse aiming sort of working in love2d. I know the principle behind it, but struggled with getting it to work with love's fricky coordinate system, and even then I had to cheat and add an extra 180 degree rotation because it was pointing in the exact opposite direction.
    At some point I'll fix it, it's probably just having the operators in the wrong order but I've fricked around with it enough for now.

    • 2 years ago
      Anonymous

      I remember playing around with it.
      Too low-level for me. Even with high-level and friendly engines you have a lot of things to figure out, so frick adding even more work.

    • 2 years ago
      Anonymous

      I remember having a problem like this trying to decide the camera and mouse offset and being stuck on it for a couple of days. The camera wasn't much of an issue, but Love2d's coordinate system for the mouse uses the entire screen height and width so the top would always be (0,0). So I locked the camera to the player's coordinates and made a box whose top right origin would be the player's x and y coords subtracted by half the width and height of the screen and whose width and height be added to that value, I then added that to the mouse position to offset it from the screen position. It was so much work conceptualizing it.

      I remember playing around with it.
      Too low-level for me. Even with high-level and friendly engines you have a lot of things to figure out, so frick adding even more work.

      It was tough, but It sure made me appreciate what engines do under the hood that you have to manually implement or find libraries for in a framework. One thing that I that struggle with pertaining to engines is that you have to reformat the way you code around them while with frameworks you can just pop open your box of prebuild functions and go. I'm still slowly but surely learning godot.

  12. 2 years ago
    Anonymous

    Anyone done shader hotreloading here with compiled .cso files?

  13. 2 years ago
    Anonymous

    My dream game is a game where you explore using glitches and manipulating the game's memory in unintended (but actually intended) ways. Essentially my dream is to recreate my childhood experience playing Pokemon Red on an emulator and trying out many glitches I found online.
    So how can I refine this idea into a real game? Honestly I have nothing. All I know is that I'll have to use a low-level programming language to make misinterpreting the game's memory a possibly.

    • 2 years ago
      Anonymous

      There's safeguards against that shit in modern hardware and software. You'll want your game to be running in what's basically an emulator or a VM to do memory shenanigans like that.

      • 2 years ago
        Anonymous

        There's not though, nothing in your computer gives a frick what part of your game's memory anything in your program accesses, you only get smacked if you try to access outside of it because other programs are using it.

    • 2 years ago
      Anonymous

      Make a game instead that works on "re-programming" mechanics.
      For example, a skill that lets you turn collision on objects off or print different lines on dialogue or a sign.

  14. 2 years ago
    Anonymous

    My programmer has to leave the project due to life circumstances, I don't know if I can deal with finding and introducing a new one to the project and then wait months until they know everything.. such a loss of knowledge.

    • 2 years ago
      Anonymous

      Programmer here. What engine and what project?

      • 2 years ago
        Anonymous

        Unity, sidescrolling action rpg. But the rest of my team is already searching in a radius around our cruddy office, so I can't really come and say "hey I found this guy on a cambodian mayonaise jar-sealing forum", no offense.

    • 2 years ago
      Anonymous

      Post project

  15. 2 years ago
    Anonymous

    Launched smoothly, not a quit the day job level of success but beat the 100 copies barrier that most indies apparently don't so it's cool.
    Will keep adding content for as long as I'm having fun and start working on my second game in the meantime.

    • 2 years ago
      Anonymous

      Congrats dude

    • 2 years ago
      Anonymous

      What is it?

    • 2 years ago
      Anonymous

      Nice, store page looks better since last time I saw it? Reviews seem to say it's good

    • 2 years ago
      Anonymous

      >Accurately portrays posters as angry little girls
      Mega based

    • 2 years ago
      Anonymous

      Oh sick I didn't realize it came out

    • 2 years ago
      Anonymous

      congratz

      What is it?

      homie it's written on the pic

  16. 2 years ago
    Anonymous

    Can I make a game with these two books

    • 2 years ago
      Anonymous

      Just install Unity.

      • 2 years ago
        Anonymous

        Frick no

        No you'll need a computer and some software

        Gotcha, I have an R9 5900X and an RX 6900 XT. the best software I got on it is Notepad++

        These are the only worthwhile books on game programming. Not even joking.

        I'll take your word on it with the second and third ones but really? DirectX 11? I want to go for OpenGL for compatibility sakes, I want to make games that can run on potato PC's as a hobby. Games that look like picrel

        • 2 years ago
          Anonymous

          For beginner shit, I'd choose DirectX 11. You'll thank me in 4 years.

          • 2 years ago
            Anonymous

            How much does Microsoft pay you?

          • 2 years ago
            Anonymous

            Would DirectX 11 really help me though? Would it help me move onto other graphic API's in the future? I should have stated before but my intentions are to make small little adventure games and RPG's that can run on something as simple as a Raspberry Pi 4. It's not really something I want to do for money, even if I do plan on selling my games, I just want to make something that people would play.

            • 2 years ago
              Anonymous

              No you NEED to use Vulkan.

              • 2 years ago
                Anonymous

                Will Vulkan let me do something like this with 2GB of VRAM

              • 2 years ago
                Anonymous

                >will vulkan let me make a 32mb vram game on 2gb?

              • 2 years ago
                Anonymous

                Let me correct myself
                Will Vulkan let me make something like this with 32 mb of VRAM?

                I'm looking to just make something optimized and use very basic rendering methods without anything dumb involved. Baked lighting, bitplanes, rendering at low resolutions, shit like that. Frick modern rendering shit that players just turn off anyways so that it renders better.

              • 2 years ago
                Anonymous

                Probably just use Unity instead. Don't worry about rendering and shit, you can turn all that off in the engine.

              • 2 years ago
                Anonymous

                Do you know how you're going to handle stuff like model loading and animations? Because making a basic renderer that can take some static models and present them with vertex lighting and texturing is easy enough, but stuff like taking a rigged model from Blender with keyframed animation and reimplementing that in your engine is far from trivial.

              • 2 years ago
                Anonymous

                >Do you know how you're going to handle stuff like model loading and animations?
                In my head I would imagine I would make my own tools for that sort of thing instead of using some other proprietary application that I don't know the internals of.

                I forgot to add to this post

                I'll keep Vulkan in the back of my pocket then if I ever wanted to "update" my games. It's not like I'll stay on OpenGL forever

                [...]
                I don't want to use any kind of commercial engine out there. It's just incredibly cheap to me to not want to get down and dirty with how it all works. Not only that I don't want to deal with the spaghetti that is Unity's optimization.

                [...]
                [...]
                Thank you anons for the advice on this. I finally have some ground zero to work with

                , but instead of focusing on 3D for a bit I could start with something that gives off the illusion of 3D, like this wireframe effect in Phantasy Star.

              • 2 years ago
                Anonymous

                The Phantasy Star effect is a clever arrangement of 2D tiles, no 3D at all, but I get what you mean. If you actually attempted to implement that in actual 3D you'd do well I think as a first project. Just know that anyone who explains how the dungeon crawler 3D works will be telling you how to fake it with a series of pre-baked tilemaps which isn't useful to you.
                Have you thought about going software, or pseudo-software? SDL2 has functions for drawing lines, filled triangles, even texture mapped triangles though they aren't perspective correct textures. It will use hardware acceleration if it can so you're unlikely to have to worry about performance. It would take all the considerations of dealing with 3D APIs and hardware out of the equation.

              • 2 years ago
                Anonymous

                Let me correct myself
                Will Vulkan let me make something like this with 32 mb of VRAM?

                I'm looking to just make something optimized and use very basic rendering methods without anything dumb involved. Baked lighting, bitplanes, rendering at low resolutions, shit like that. Frick modern rendering shit that players just turn off anyways so that it renders better.

                Vulkan is better and more efficient in every way than OpenGL, but it also has less support on old devices and takes 100 times more code to use.

              • 2 years ago
                Anonymous

                I'll keep Vulkan in the back of my pocket then if I ever wanted to "update" my games. It's not like I'll stay on OpenGL forever

                Probably just use Unity instead. Don't worry about rendering and shit, you can turn all that off in the engine.

                I don't want to use any kind of commercial engine out there. It's just incredibly cheap to me to not want to get down and dirty with how it all works. Not only that I don't want to deal with the spaghetti that is Unity's optimization.

                directx11 is dead. It was a zombie API even when it was the only choice for windows development.
                If you have very little 3D API experience then the absolute best idea is OpenGL 1.2. You can issue one triangle at a time by calling the individual procedures to set vertex data and color/texture info.
                The problem with opengl4, vulkan, d3d12 and metal is that they are all designed to solve the problems AAA and multi-game engine developers run into and as a result are brutally obtuse to get your head around.
                Once you have a couple of basic games under your belt you'll probably have an appreciation for why later APIs do everything in buffers and shaders but when you're just getting started, you'll be writing boilerplate for hours just to make a model run around on screen and you'll burn yourself out on concepts that won't make any sense to you yet.

                >directx11 is dead. It was a zombie API even when it was the only choice for windows development

                The frick am I reading.

                OpenGL 1.0 is good for ground basics for a few days, only tutorial site is NeHe Productions.

                Thank you anons for the advice on this. I finally have some ground zero to work with

              • 2 years ago
                Anonymous

                >Not only that I don't want to deal with the spaghetti that is Unity's optimization

                Unity and Unreal are used in the industry for a reason. They're messy, but they're also optimized.

                Think about it like this: The DirectX 11 driver on your GPU has probably 2000 years of optimization done on it over the decade, per hours of work done on it per individual.
                Think about that with Unity and Unreal too. Best talent in the industry, working 9-5, working with all major hardware developers, working with AAA devs.

                Best to start with Unity if you're fresh because you'll get a focus for making games first and foremost. If you just make an engine from the start, you won't have the gameplay foundations to build the tech on.

              • 2 years ago
                Anonymous

                Unity and Unreal are optimized for a hypothetical mystery user that does everything imaginable with it. If you don't need any special graphical effects then a custom engine will almost always be better unless you suck at programming.

              • 2 years ago
                Anonymous

                >If you don't need any special graphical effects then a custom engine will almost always be better

                There are small edge cases where I wouldn't use Unity or Unreal or Cry or whatever based on graphics, and I'm an Engine gay.

              • 2 years ago
                Anonymous

                >Best to start with Unity if you're fresh because you'll get a focus for making games first and foremost. If you just make an engine from the start, you won't have the gameplay foundations to build the tech on.
                This is a good point, and maybe I'll look into some engines like DragonRuby or Godot to make small little projects on. But, my passion lies within wanting to know how it all works, so I'll try to do both in tandum

                The Phantasy Star effect is a clever arrangement of 2D tiles, no 3D at all, but I get what you mean. If you actually attempted to implement that in actual 3D you'd do well I think as a first project. Just know that anyone who explains how the dungeon crawler 3D works will be telling you how to fake it with a series of pre-baked tilemaps which isn't useful to you.
                Have you thought about going software, or pseudo-software? SDL2 has functions for drawing lines, filled triangles, even texture mapped triangles though they aren't perspective correct textures. It will use hardware acceleration if it can so you're unlikely to have to worry about performance. It would take all the considerations of dealing with 3D APIs and hardware out of the equation.

                Actually the Phantasy Star effect is a clever arrangement of 3 graphic layers, a colored background depicting the walls and the ceiling, the lighting effect on top showing the subtle glow and shadows down the hall, and the wireframe which is layered all on top that updates at 20 frames per second. It fascinates me to no end how something so simple and brilliant was achieved on such primitive hardware.

                I've actually tried to replicate this in my own 3D dungeon crawler project years ago but, you guessed it, I used bitmaps and it looked like shit compared to phantasy star. Also are there any resources I can look into for SDL2? It sounds right up my alley.

              • 2 years ago
                Anonymous

                I would still recommend Unity because this is how it'll go.

                >Google: how 2 make player jump not in mid-air
                >Google: unity how camera wall collision

                Unity has all the Google answers. Even Unreal barely has any beginner answers on anything.

                Get Unity. Forget bullshit like 'optimisations' and whatever else.
                Download Unity, open up sonic adventure 1 gameplay on youtube and remake a small segment of Emerald Coast and use that as a base.

              • 2 years ago
                Anonymous

                I believe one day I was told specifically not to do this sort of thing by some anon who had a moronic friend who did nothing but google tutorials and forge the shit out of their code. Of course I wouldn't be that stupid because I have the drive to understand what I'm writing and I would make optimizations as I go but still.

              • 2 years ago
                Anonymous

                If you want to make your own engine then make your own engine and don't listening to people telling you not to do what you want to do

              • 2 years ago
                Anonymous

                Don't fall for the Optimization Programmer mindset. That mentality eats up people for breakfast.

              • 2 years ago
                Anonymous

                I believe one day I was told specifically not to do this sort of thing by some anon who had a moronic friend who did nothing but google tutorials and forge the shit out of their code. Of course I wouldn't be that stupid because I have the drive to understand what I'm writing and I would make optimizations as I go but still.

                This is a terrible simplification, but the problem with Unity (and any other pre-made engine) is that you HAVE to google the tutorials. You HAVE to ask someone how you do collisions, animation triggers, object spawns, de-spawns, etc. etc. etc. because everything is already made, you just have to learn how it expects you to do that.
                The trick is that doing a 3D box collider is like 10 lines of C, handling what happens on collision you can pseudo-code in your head and you can batter out the whole thing without opening google once.
                This is what makes using pre-made engines tiresome, you know roughly what you want to do, but first you have to find out how someone else did it and adapt their solution to your game.
                BUT
                And it's a BIG FRICKING BUT
                The stuff Unity gives you, like model loading, texture/shader management, lighting, controller mapping, 3D audio, animation blending, etc. etc. etc. etc. will save you MONTHS of work. Hell, if nothing else, simply taking your .blend with your models and dropping them into the editor is a saving of at least a weekend of code. But like I said, once you've got the static stuff, now you are google google google google to make it move. It asks for all the time you saved back.

              • 2 years ago
                Anonymous

                >will save you MONTHS of work
                I heard Unity is kind of broken and you have to make your own stuff to do anything and waste time like that.
                I deciding between Godot and Unity for 2D game. I'm looking for easiest engine to use and handle complicated stuff like save/load for me.

              • 2 years ago
                Anonymous

                Use Unity. Don't overthink it. Don't google "godot vs unity".

              • 2 years ago
                Anonymous

                Use Godot. Don't overthink it . Don't google "godot vs unity".

                Unity bot

              • 2 years ago
                Anonymous

                Use Godot. Don't overthink it . Don't google "godot vs unity".

              • 2 years ago
                Anonymous

                Why tell a beginner to use Godot

              • 2 years ago
                Anonymous

                just use Unity

              • 2 years ago
                Anonymous

                just use Godot

              • 2 years ago
                Anonymous

                just use

              • 2 years ago
                Anonymous

                just

              • 2 years ago
                Anonymous

                Without going through all that, you don't have the reference for your own projects and engines.
                Good example is a GameObject system.

              • 2 years ago
                Anonymous

                Unity and Unreal will run slower than your own homemade naive engine implementation for simple games

              • 2 years ago
                Anonymous

                >Unity and Unreal will run slower than your own homemade naive engine implementation for simple games

                Maybe? Unity runs well. UE5 runs better now. Even for 2D games.

              • 2 years ago
                Anonymous

                >Maybe?
                Definitely
                Big engines have a lot of overhead
                Especially if it's 2D, there's a lot of shit in 3D engines that just isn't needed in 2D

              • 2 years ago
                Anonymous

                >Big engines have a lot of overhead

                Knowledge overhead maybe for 2D games. The problem is you'll re-implement their flipbook and gameobject structures and scripting structures and sprite scaling and UI work and 2D collision.

                Either start with SDL2 and play around or jump into Unity.

              • 2 years ago
                Anonymous

                >Knowledge overhead maybe
                No, runtime overhead in the engine
                >The problem is you'll re-implement their flipbook and gameobject structures and scripting structures and sprite scaling and UI work and 2D collision.
                that's not a problem, some people want to do that

            • 2 years ago
              Anonymous

              directx11 is dead. It was a zombie API even when it was the only choice for windows development.
              If you have very little 3D API experience then the absolute best idea is OpenGL 1.2. You can issue one triangle at a time by calling the individual procedures to set vertex data and color/texture info.
              The problem with opengl4, vulkan, d3d12 and metal is that they are all designed to solve the problems AAA and multi-game engine developers run into and as a result are brutally obtuse to get your head around.
              Once you have a couple of basic games under your belt you'll probably have an appreciation for why later APIs do everything in buffers and shaders but when you're just getting started, you'll be writing boilerplate for hours just to make a model run around on screen and you'll burn yourself out on concepts that won't make any sense to you yet.

              • 2 years ago
                Anonymous

                >directx11 is dead. It was a zombie API even when it was the only choice for windows development

                The frick am I reading.

                OpenGL 1.0 is good for ground basics for a few days, only tutorial site is NeHe Productions.

              • 2 years ago
                Anonymous

                DX11 and OGL3 had the same fate. The world wanted a new API that worked the way GPUs and engines actually worked but there was so much pushback from the industry (read: nVidia for DX and AutoDesk for OGL) that neither microsoft nor Khronos got the chance. What we got was a clusterfrick of an API that was just more grafted on features onto 10 years worth of mistakes.
                The reason I said OGL1.2 was because the guy asked for DC level graphics. Bilinear filtered, mip-mapped, textured triangles with vertex coloring for lighting. Literally what OGL1.2 was built for. To do the same in DX11 would be harder with no upside.

              • 2 years ago
                Anonymous

                I still wouldn't recommend OpenGL 2.1 and that's what I started on.

                Vulkan and D3D12 were made by "muh performance" morons. Now we have things like PipelineStateObjects which everyone just implements as they did D3D11 pipelines.

        • 2 years ago
          Anonymous

          Install Unity. You'll thank me in 4 days.

    • 2 years ago
      Anonymous

      No you'll need a computer and some software

    • 2 years ago
      Anonymous

      These are the only worthwhile books on game programming. Not even joking.

      • 2 years ago
        Anonymous

        Game Programming Patterns is good but brief
        Game Engine Architecture covers too broad of a topic to be useful

  17. 2 years ago
    Anonymous

    After what feels like an interminable amount of time, all the Blast Knuckles kick combos are done, including unique air animations for each. This took way longer than the sword animations did and I don't know why.

    Now, I have to do the charging versions of each.

    • 2 years ago
      Anonymous

      I love the gore and enemy parts flying and bouncing around, I've seen some of your other webms and your game looks really top tier, those smear effects look sick btw.

      accidentally made a faux dashdance capability by being able to cancel a dash/slide
      pretty easy to just fling yourself in a direction you'd rather not

      That dash looks crazy lol, maybe you should make bigger levels to make the player want to zoom around, also don't forget about "coyote time" when making a platformer.

      coding and music are taken care of. no one to take care of the visuals...

      What kind of game are you making?

      • 2 years ago
        Anonymous

        >I love the gore and enemy parts flying and bouncing around, I've seen some of your other webms and your game looks really top tier, those smear effects look sick btw.
        Thank you. I have a very deep desire to do Ninja Gaiden / Doom 2016 levels of “dismember on kill”, especially as the game follows a logic that allows you to juggle an enemy even after death, having that death be indicated by something like the head caving in or an arm getting lopped off would be great. How to approach that level of enemy destruction without resorting to pure procedural geometry is another matter, I’m not really sure where to begin on it.

      • 2 years ago
        Anonymous

        >coyote time
        had to look it up, I've already implemented it, as well as jump buffering before hitting the ground
        I do like the idea of zipping around, but it's all pretty much in the "fricking around and seeing what feels fun" phase

      • 2 years ago
        Anonymous

        >coyote time
        I feel like that shit is unnecessary if you're using AABBs for all your collisions as you should.

      • 2 years ago
        Anonymous

        >don't forget about "coyote time" when making a platformer.
        Doesn't seem that necessary. I didn't add it to mine and I've gotten zero complaints. Did get a lot of complaints about the difficulty though lol

        • 2 years ago
          Anonymous

          Those two things are related. If Coyote Time is done well, the player doesn’t even realize it’s there, it just makes them feel like the controls are more responsive and they’re playing better.

          • 2 years ago
            Anonymous

            Sounds like casualization

            • 2 years ago
              Anonymous

              Not him but the worst feeling in games is when your jump input gets eaten because you pressed it one frame too early. Drives me batty when I'm trying to chain jumps.You usually shouldn't be fighting the controls, but the games' challenges.

              • 2 years ago
                Anonymous

                Pressing it early is fixed by input buffering. Coyote times helps with pressing it late.

              • 2 years ago
                Anonymous

                Yeah it sucks when you are considered falling earlier than the graphic would show. That's worse than the chain jump thing. Having good controls doesn't casualize a game, it just shifts the challenge away from basic input so you can focus on the level obstacles.

                two things are related
                I'm fairly sure people would've been complaining about the difficulty regardless of whether it has coyote time or not. We've tried, it makes no difference.

                [...]
                We've gotten very little complaints regarding the controls so I assume they're fine. Plenty of people are able to pull off precision platforming with them. It's just that the mechanics have a steep learning curve, which I'll admit we fricked up a bit.

                I wasn't complaining about your game, just games in general that doesn't. There's always going to be exceptions to the rule, and if you happen to be part of that, that's fine.

              • 2 years ago
                Anonymous

                >Yeah it sucks when you are considered falling earlier than the graphic would show
                That sounds like a problem with the collision system. Coyote time is nothing but a lazy band-aid for that.

              • 2 years ago
                Anonymous

                >>I wasn't complaining about your game, just games in general that doesn't
                I know, was just explaining what it was like for my game. Our collision system is very robust so it feels fine without any mechanics like that.

                >Having good controls doesn't casualize a game, it just shifts the challenge away from basic input so you can focus on the level obstacles
                That's a good way of putting it.

          • 2 years ago
            Anonymous

            two things are related
            I'm fairly sure people would've been complaining about the difficulty regardless of whether it has coyote time or not. We've tried, it makes no difference.

            Not him but the worst feeling in games is when your jump input gets eaten because you pressed it one frame too early. Drives me batty when I'm trying to chain jumps.You usually shouldn't be fighting the controls, but the games' challenges.

            We've gotten very little complaints regarding the controls so I assume they're fine. Plenty of people are able to pull off precision platforming with them. It's just that the mechanics have a steep learning curve, which I'll admit we fricked up a bit.

  18. 2 years ago
    Anonymous

    accidentally made a faux dashdance capability by being able to cancel a dash/slide
    pretty easy to just fling yourself in a direction you'd rather not

    • 2 years ago
      Anonymous

      that's the dude from og CoC

  19. 2 years ago
    Anonymous

    No art.
    No game.

    • 2 years ago
      Anonymous

      Get to work.

      • 2 years ago
        Anonymous

        I can't fricking draw man
        Wanted to just change texture for cat in Stray but even that looks impossible to me. I can program and model decently but drawing, holy shit, If only I could I'd make a porn game everyone dreams about.

        • 2 years ago
          Anonymous

          >can model but can't draw

          How is that even possible? Modelling is much more technical than drawing imo, also don't you need to know how to draw a little when making the schematic for your model?

          • 2 years ago
            Anonymous

            Not him but it depends. I can't draw for shit but I can model inorganic stuff, or very low poly characters since those are just big quads most of the time.
            Modeling is completely different from drawing, it can be tackled with geometry, math and mirror functions. In that sense it's almost just like playing with Legos. You only start to run into problem when it's time do to texturing since texturing is just next level drawing. But that can be replaced with solid colors or gradients if you know what you're doing.

  20. 2 years ago
    Anonymous

    Recently all I do is daydreaming about making video games. I don't want to do that anymore. I want to start making them. But I can't stop.

  21. 2 years ago
    Anonymous

    coding and music are taken care of. no one to take care of the visuals...

    • 2 years ago
      Anonymous

      Gameplay and tunes are all I need to enjoy a piece of interactive entertainment

  22. 2 years ago
    Anonymous

    I have no idea how to start.
    >Know how to code but always feel like I'm missing some fundamental and I wish I could find some course or project based book to help me feel I'm in a good place
    >know frick all about drawing and want to improve but constantly run into physical health issues whenever I get the
    >constantly getting into the loop of "but I'm not good at music, but I'm not good at level design or balancing, but what engine should I pick"
    etc. I know it's all shitty excuses but I just can't get over that hurdle of actually starting.

    • 2 years ago
      Anonymous

      >hurdle of actually starting

      Start by making a singular level of an existing game into a full game.
      And example is, take a single room from Link's Awakening and build out mechanics and visuals from those 2 or three core concepts in that one room.

  23. 2 years ago
    Anonymous

    How to convert sf2 to dls? I want to use soundfonts with my daw.

  24. 2 years ago
    Anonymous

    The final redpill is to use what you personally find interesting instead of listening to random nodevs in Ganker.

    • 2 years ago
      Anonymous

      The final redpill is just make game.

    • 2 years ago
      Anonymous

      It always has been the only way to start devving, the ones who "listening to randoms" are just gays who want to socialize

  25. 2 years ago
    Anonymous

    if you have to ask Ganker anything you're never gonna make it, even if you have already finished your game and are just asking for feedback : NGMI

  26. 2 years ago
    Anonymous

    almost 6 months since I started, the game is playable , it only has a bug when using guns at close distance, it "just" misses contents, or better their implementation.
    Spent the last month learning 3d, and just when I thought I was done I faced another wall, textures.
    Overall I'm positive I'm gonna have a demo for the end of the year

    • 2 years ago
      Anonymous

      monster be like "go away gay"

    • 2 years ago
      Anonymous

      >6 months to import bad models into unity
      gamedev seems too hard for me...

      • 2 years ago
        Anonymous

        >coding = importing models

        • 2 years ago
          Anonymous

          >coding
          stop reinventing the wheel, unity already did this and thousands of profesisonals have spent 15 years optimizing it

          • 2 years ago
            Anonymous

            >Unity
            >optimized
            It's a fricking mess.

            • 2 years ago
              Anonymous

              It runs fine.

    • 2 years ago
      Anonymous

      I can't stand horror games at all so I would probably shit myself even with this untextured model.

      Platforms, we got fricking platforms! We do this every week come on out.

      Haha this is shaping up to be awesome! Really cute animations.

      • 2 years ago
        Anonymous

        That redhead was made for paizuri.

        Thanks, we aim to please.

        That redhead was made for paizuri.

        Gonna pass that on to my friend so he can fix it later.

  27. 2 years ago
    Anonymous

    I know that human characters are most relatable to the player, but could a dwarf work, too? I want a character who is an outsider to the human world, but is still somewhat normal.

    • 2 years ago
      Anonymous

      i don't see why not, though I imagine an elf would be more relatable.

      • 2 years ago
        Anonymous

        Actually, that would be even better now that I think about it:
        >actually kind of speedy, great for combat that doesn't involve tanking/turtling, but also makes escaping from danger more possible
        >fits the "lone wolf" trope better
        >less reliant on stereotypical look, so it's easier to make them different from humans
        >but also can beautiful, so players doesn't have to play an ugly character
        >also can make a twist about them being just a superior sort of human mutant (like Elf/Alpha mutations in CDDA).
        Thanks!

  28. 2 years ago
    Anonymous

    >opengl
    >coordinates are upside down
    >texture coordnates are also upside down
    >textures are uploaded into the GPU from bottom-up row order (upside down)

    • 2 years ago
      Anonymous

      I told you bro

      • 2 years ago
        Anonymous

        It's manageable when you want to draw into the screen, but when you want to draw into framebuffers that are drawn into other framebuffers, it's a fricking disaster.

    • 2 years ago
      Anonymous

      Maybe it's you that's upside-down

    • 2 years ago
      Anonymous

      >OpenGL
      >upside down coordinates
      are you sure you didn't screw up your translation & rotation matrix?

    • 2 years ago
      Anonymous

      >Vulkan
      >They flipped the Y

  29. 2 years ago
    Anonymous

    jej

  30. 2 years ago
    Anonymous

    unit

  31. 2 years ago
    Anonymous

    Platforms, we got fricking platforms! We do this every week come on out.

    • 2 years ago
      Anonymous

      >c**tra

      • 2 years ago
        Anonymous
    • 2 years ago
      Anonymous

      nipples on blue board

      • 2 years ago
        Anonymous

        Frick da poleez

        • 2 years ago
          Anonymous

          Dang you're cool. Also that shadow looks kinda fricked, it jumps around and is in front of those platforms. Might wanna fix that.

    • 2 years ago
      Anonymous

      That redhead was made for paizuri.

    • 2 years ago
      Anonymous

      I cant really put my finger on it but this game looks very static

    • 2 years ago
      Anonymous

      Hot. When will this come out?

      I cant really put my finger on it but this game looks very static

      the lack of details on the water

  32. 2 years ago
    Anonymous

    Finally added a loot system. Just health right now.
    Gotta work on the interpolation for the pickup's slowdown though.

    • 2 years ago
      Anonymous

      >Cave Story Solid

      • 2 years ago
        Anonymous

        If my game turns out half as good as either of those I'd be very happy.

        You better add cute and breedable rabbit creatures to you game.

        Sadly there will not be a single friendly NPC. It's gonna be a very arcadey game.

    • 2 years ago
      Anonymous

      You better add cute and breedable rabbit creatures to you game.

    • 2 years ago
      Anonymous

      >Cave Story Solid

      You better add cute and breedable rabbit creatures to you game.

      some sort of jetpack thing (as an unlock later) would be nice though

  33. 2 years ago
    Anonymous

    Is it a good idea to assume most players are sociopaths who will frick shit up for fun?

    • 2 years ago
      Anonymous

      I'm asking because if it's a good idea, then it would help with lore about other factions wanting to kill you on sight.

    • 2 years ago
      Anonymous

      no, but I enjoy when game reacts to you killing people

      • 2 years ago
        Anonymous

        Not a socio, but a psycho. What kind of shit you expect me to frick up?

        >What kind of shit you expect me to frick up?
        Like factions/human settlements because they have stuff you want.
        I'm looking for a reason that your character wouldn't be just let into safe regions controlled by remnants of humanity and either it's their fear that you're tainted with otherworldly shit (like in Warhammer) that's is waiting to just blow up into some monstrosity among civvies or you already are a mutated human with fricked up mentality.
        I kinda want to keep the "struggle for survival" thing going on, tho. So going into "misunderstood person" could be a better way.
        maybe add a benign mutations that explains your increased survivalility like in CDDA to add an distinction

        • 2 years ago
          Anonymous

          And if we are at survival thing.
          What are good alternatives for zombies if I want to go for Project Zomboid vibes of relentless horde?

        • 2 years ago
          Anonymous

          So it's basically Far Cry outposts but with a Last of Us/I Am Alive vibe?
          Welp, yeah, I think I would frick this shit up quite a lot

    • 2 years ago
      Anonymous

      Not a socio, but a psycho. What kind of shit you expect me to frick up?

  34. 2 years ago
    Anonymous

    >used to enjoy posting game dev threads seeing projects people are working on
    >decide to start my own game
    >give up after a week
    >every time I see this thread I feel a pain in my chest and become a mixture of angry and disappointed

    • 2 years ago
      Anonymous

      I've got almost a decade of abandoned projects. The only thing separating people that made games from people that tried and gave up is perseverance.

    • 2 years ago
      Anonymous

      then continue it

    • 2 years ago
      Anonymous

      Relax homie. You know how many people frick up?
      I spent 4 years doing OpenGL tutorials in my spare time before even trying to make a Pacman clone.

  35. 2 years ago
    Anonymous

    Considering going to uni to get a programing degree. Not only am I amateurish at programing and I'd to get better but it seems like a decent career path to go down. Also can incorporate it into my personal projects.

    • 2 years ago
      Anonymous

      you won't become a game dev. you will realize that it's the worst salary compared to other computer endeavours during the time at uni.

      • 2 years ago
        Anonymous

        Oh I'm aware, I'm content with gamedev just being a hobby/side gig. Just considering it as I can use the skill both professionally and in my hobbies.

      • 2 years ago
        Anonymous

        >going into gamedev to get a salary
        You never should have even considered gamedev.

    • 2 years ago
      Anonymous

      What the other guy said but also I'd like to point out from observation that there is an oversaturation of games being made whilst large AAA companies are taking a longer time to develop new ones due to them risking big money to make new games to pay off. And since this has become very apparent for them that it is better to prolong already well established titles and their formulas.
      This suggests you will either be looking into working for some small and maybe shady mobile game company or AA/AAA companies seeking to become bigger by pushing more graphics or milking their big franchise for years. This means you will be required to have strong programming skills and ideally a bunch of projects to prove that you're familiar with it's practicality, going to uni to learn programming maybe better than a bootcamp but for a job and especially for this route I would say experience is more relevant which you will not get during your time in uni since you will be doing essays, theory and irrelevant group projects which just take up year(s) of your time than directly doing the things you know you want to get into. But if you want to work for other jobs that will unironically pay and treat you better, I would say a degree would be ideal.
      Another thing about games is the rising dependency in creating games from engines rather than doing things your own using OpenGL or whatever, I would say that rather than seeking a job in creating games, that engine deving may be the next step up eventually in the future. Like instead of looking into working for Blizzard or Rockstar, it may be ideal to look for employment in unity and unreal since it looks like they will basically control the video game market in the future due to it's tool. Your job will probably be more stable because it doesn't rely on making the next big thing or keeping the game relevant for decades. At the same time more jobs want you to know game engines rather than the old stuff if you wanna work for a game.

      • 2 years ago
        Anonymous

        Also because people want to save up time and make the most out of assets they've figured they could just to procedural generation or modular modelling stuff in engines now along with graphics advancements in rendering and mesh physics. There are even people trying to do implement machine learning and ai on 3d graphics or other interactive things. Some of these are kinda niche but if you're incredibly good at math you can definitely get a job doing engine dev and other technical things if not being a crazy rigger/vfx guy.
        From what I can understand the higher you can go with programming the more unique things you can do and implement things in games visually or in the background if not make the workflow so much faster and easier for yourself whilst gaining further understanding on computer graphics in general. These are some of the things that people who complain about programming being easy and art hard would not understand whilst you keep getting games after games that fail to emulate the same level of complexity from things that were released a decade or two ago despite their primitives' graphics (which are all made possible by building on the foundation of programming and math). All in all I'd say learning an engine will teach you more than going to a uni if you already know programming unless you wanna do other jobs that treat you like a human.

    • 2 years ago
      Anonymous

      Computer Science graduate here (Went to uni at age 27, graduated at 31).

      I had the same thoughts as you being an amateur game developer and wanting to hone my programming. To be honest the degree doesn't actually teach you a lot. If anything it just points you where to go and you have to learn all the things on your own.

      If you're not motivated enough to properly teach yourself programming at home then the uni course isn't going to teach you anything at all. The students that just did the bare minimum amount of effort to pass the course never developed themselves properly.

      You need to push yourself and the way to do this is to just start a small project and work it to completion. Program your own engine in pure C with SDL (2d first, then 3d raycasting, then 3d rasterization, then 3d raytracing).

      Program the game loop from scratch, separate frame rate from game logic. Implement your own Entity Component System. Implement your own physics.

      I don't regret doing the course or getting the degree because it has led to a lot of job oppertunities and a huge bump in quality of life. But see the course as merely 10% of the amount of effort you need to put into programming. It's going to have to consume your life for the 4 years of the course if you want to exist on the other end with a firm grasp on computing and intuitively know how to program everything you possible would want to program.

      I ended up not working in gamedev after seeing the amount of compensation I could receive in other fields, please do computer science and not a gamedev-oriented study, trust me on this one

      • 2 years ago
        Anonymous

        I've heard enough horror stories to avoid the games industry like the fricking plague. I'll stick to indie deving as a hobby. I'm mainly looking to take the course so it'll make getting a decent paying job in the field a lot easier. I just got out of a job working as a cook and hated it, I'm still young so I may as well aim for a career doing something I'm interested in.

        Thanks for the advice though anon.

  36. 2 years ago
    Anonymous

    I'm still just working on snake logic: Getting them to be more wiggly, hooking up animations and whatnot. Just winding down before the monthly devlog.

    • 2 years ago
      Anonymous

      >giant snake vore
      No thanks

      • 2 years ago
        Anonymous

        It's only a fetish if you have one.

    • 2 years ago
      Anonymous

      >actually living space snek
      ohshit

    • 2 years ago
      Anonymous

      design is a bit generic, but whatever. I dig your game, underspace anon, how many ship hulls there will be?

      • 2 years ago
        Anonymous

        There's about 25 unique models, but multiple stat variations based on the class you want to fly.
        Post-release one of the things I want to do is add more ship models for sure.

        • 2 years ago
          Anonymous

          Have you considered the approach that No Man's Sky did of having ships being made up of multiple parts stitched together? I was surprised how interested I got in looking for the perfect variations of a ship class. I find there to be merit in having specific models too, so maybe a scrapped ship type on the side could be cool?

          • 2 years ago
            Anonymous

            I would never think of trying to emulate No Man's Sky's level of quality.

            • 2 years ago
              Anonymous

              heh

        • 2 years ago
          Anonymous

          >There's about 25 unique models
          oh hell yeah

        • 2 years ago
          Anonymous

          damn that snake movement is looking great, anon

        • 2 years ago
          Anonymous

          Is that dynamic or prebaked animation?
          Always wondered how to achieve this effect in a dynamic manner.
          Any light you could shine on it would be awesome.
          I get lost when it comes to moviing and orienting child bones. I get that they have to go towards where the parent bone was, but I can't parse in my brain how that works when the parent bone is also constantly moving.

          • 2 years ago
            Anonymous

            Dynamic, the actual wiggle work is just making the snake move rotate back and forth, the real magic comes from the movement basically being a dynamic spline following system.
            Here
            https://mega.nz/file/lDwTgLCY#c-6QS2UVU2jP3UX7Pzna6wvOlzcutAlEzybR6Ao45ds
            It's pretty straightforward.

            • 2 years ago
              Anonymous

              Hey, thanks.
              That really is pretty straightforward. Thanks for your help on that.

            • 2 years ago
              Anonymous

              cont. from

              Hey, thanks.
              That really is pretty straightforward. Thanks for your help on that.

              You have your game on Steam yet, at least for wishlisting?

              • 2 years ago
                Anonymous

                Aye
                https://store.steampowered.com/app/1111930/Underspace/

              • 2 years ago
                Anonymous

                Cool man - wishlisted. I'll be sure to pick up a copy when you release. Looks good.

    • 2 years ago
      Anonymous

      You're going to get fetishists playing your game now

      • 2 years ago
        Anonymous

        Give it a sexy eye shape or some lashes and it's a done deal.

        The prophecy begins...

    • 2 years ago
      Anonymous

      Give it a sexy eye shape or some lashes and it's a done deal.

    • 2 years ago
      Anonymous

      The moronic tongue movement makes it look like a fetish game.

  37. 2 years ago
    Anonymous

    >coyote time
    more like homosexuale time

  38. 2 years ago
    Anonymous

    I just spent 3 days fixing my computer and I don't have the will to do much of anything, much less dev.

  39. 2 years ago
    Anonymous

    Made NPC dialogue. I have to make four new sprites tomorrow.

  40. 2 years ago
    Anonymous

    I'm tired

  41. 2 years ago
    Anonymous

    havent started on the game yet, just making 3d models
    Ive removed the color texture because they look like shit with it

    • 2 years ago
      Anonymous

      looks kino, what will your game be about?

      • 2 years ago
        Anonymous

        Its set in the 1960s and you control a squad that supposed to take over an area after its been nuked
        For example america nukes a beachead in vietnam and sends specialized squads to fight the weakened army
        Im inspired by hidden and dangerous 2, and i think this context is good for explaining why you area small squad against a larger army

        • 2 years ago
          Anonymous

          Seems nice, where can I follow your progress?

          • 2 years ago
            Anonymous

            i just post here sometimes

  42. 2 years ago
    Anonymous

    changing my true ending with cucking myself from my futa dark elfu with a beast fricking her anally(Minotaur)
    I'm so messed up.

  43. 2 years ago
    Anonymous

    Put programming down for a bit and finally got around to learning sculpting.
    Want to do stylized characters etc. Disney princess style. But with bobs. And vagene. Probably.

    • 2 years ago
      Anonymous

      Not a bad start. Getting past the 'weird alien homie' phase of sculpting is so difficult.

      • 2 years ago
        Anonymous

        Yeah, I think texturing and hair will help with that a lot, but definitely proportions are the hardest part of sculpting. Also, still have a lot to learn - haven't even got to the body yet.

  44. 2 years ago
    Anonymous

    >enjoy 3d animating
    >hate modelling and rigging
    If only I had a 3d modeller guy willing to help me for free

  45. 2 years ago
    Anonymous

    2 girls done
    2 to go, and I want you guys to help!

    How small should the breasts be this time?

    • 2 years ago
      Anonymous

      Well frick wrong file

  46. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      Neat.
      How'd you do the trail effect on the attacks?

      • 2 years ago
        Anonymous

        What trail? You mean the hitspark? They're hand animated

        • 2 years ago
          Anonymous

          Nah, the trail on Sol's arm when he's swinging for a punch.
          LOL, just went through the webm to get a screenshot and it's the motion blur. Thought it was an trail effect.
          Good stuff getting that all working though. Looks cool. Should make it into an oldschool beat em up.

          • 2 years ago
            Anonymous

            >Looks cool. Should make it into an oldschool beat em up.
            The plan is to make a roguelike

  47. 2 years ago
    Anonymous

    I'm still writing and polishing the demo. Got some nice feedback on the steam page, which is nice.

    • 2 years ago
      Anonymous

      Holy shit no way, I'm working on something similar. What? Anon, your game looks great, I can see the DE influence.
      How long have you been working on the demo?

  48. 2 years ago
    Anonymous

    How the FRICK does unity pricing work? Not that I ever expect to pay anything, but if my game should ever break the free tier ceiling (100k), does that mean I have to have unity (paid version) for the next year, or for as long as the game is sold, or as long as it's making over 100k per year?

    • 2 years ago
      Anonymous

      as long as it's making over 100k per year

    • 2 years ago
      Anonymous

      Better off contacting Unity.

      • 2 years ago
        Anonymous

        I don't want to but you're right. I hate talking to people but I couldn't find a straight answer on the net.
        Based on

        as long as it's making over 100k per year

        , I would not be stuck with it for life.

  49. 2 years ago
    Anonymous

    From the last thread but expanded a dungeon for the demo, and added a rage inducing platforming level in the style of Mario Sunshine.

  50. 2 years ago
    Anonymous

    I don't care about my current anymore game and I want to start a new project.

  51. 2 years ago
    Anonymous

    We should do a 24 game jam some time

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