It's almost monday already in some countries and you haven't posted shit, where's your fricking game anon?
Post your progress, ideas™, gameplay, art, music, and ask questions!
It's almost monday already in some countries and you haven't posted shit, where's your fricking game anon?
Post your progress, ideas™, gameplay, art, music, and ask questions!
I would make a game but programming looks difficult and it makes my brain hurt
Programming = easy.
Using other people's shit that you don't understand = not easy.
What language (that is used in a game engine) would be good for a beginner?
Unreal -> C++
Unity -> C#
Godot -> Python
Godot would be Lua
Tricky question. Easiest is probably unity it's easier than level editors and 99% just dragging things around. However, starting from unity will build a very shitty foundation for your knowledge base and will turn you into a shitty developer that is completely dependent on the engine and can barely do any sophisticated stuff, unless you relearn everything later.
So it boils down to the question: do you want to learn gamedev for the long run and understand how things work, or do you just want to hack together a game?
If you want to learn I'd say start with c# + monogame or cpp + sfml or something similar. You can also try js + pixi / threejs but doing web adds annoying complications.
If not just go with unity just don't expect to really grow as a dev.
Thanks for this post. I've been toying around in Unity for a long while, but it really hasn't convinced me. I'm going to try MonoGame.
Use godot.
Lua.
How do I actually make a top-down RPG? All of the tutorials I see that claim to be about RPGs, are actually about Zelda-like games. I mean a game with turn-based combat like Final Fantasy.
And no, I'm not using RPG Maker. I don't like it.
Remove your fricking tripcode if you want people to treat you with respect or frick off to reddit.
How else am I going to advertise my game once I make it? I refuse to post on any other websites.
If you have a tripcode before you have anything to show that means you're just looking for attention.
And if you think advertising your game on this site alone is enough then you're NGMI.
>And if you think advertising your game on this site alone is enough then you're NGMI.
The most successful video game of all time literally did this.
the internet of 2009 is not the same internet as the internet of 2022
Fair enough.
it's not hard, Set a 2000 people mailing list over a 3 month period. Once you can fill one that fast, you can release.
advertising here (or i should say on Ganker as a whole since Ganker has been deteriorating in breakneck speed) has an advantage in the sense that any people who get involved are going to be turbo-spergs who will stay invested for a longer time than an average normie on any other website. a small, devoted fanbase is a lot more useful early on than trying to cast a wide net with normies. that said your game still has to be good or at least show a lot of potential
Yeah, or shit their pants over minor details and whine all platforms that they got mind raped by something trivial. It can backfire quite hard, and as a dev, I wouldn't want to be associated with based (upvote) spamming cringe lords. As much as I liked this place ten years ago, it deteriorated into shit with the election and homosexual gate.
i've had great discussions on this website, just not on Ganker. all the video game sub-boards are great for actually intelligent video game discussion
I guess I have to agree with that.
After fricking years of putting it off I'm finally gonna open a god damn book and learn C++ and SDL2/OpenGL for my FPRPG dungeon crawler. In the meantime I'm gonna write my design doc, even if I have a pretty good idea of what I want to do.
Don't follow tutorials, play Final Fantasy 1 and Dragon Quest 1 as homework. Study how they accomplish certain things like movement, graphical presentation, etc.. Then iterate off of those gameplay styles with your own, and only use online tutorials if you find videos to be a better way to learn rather than reading.
Honestly the best way to learn how to play video games is just by paying attention to the design like I have.
>final fantasy 1
it's good for simplifcation, but that can be taken from DQ better. Amano is what you need to consider, the relationship between form and color
Final Fantasy 2 is far more intriguing. Its amazing innovations (that resulted in SaGa) and its silly failure are interesting enough to write books about.
Final Fantasy 1 was one of the more influential games for me that made me want to make video games in the first place, so I always give that game a recommendation no matter what. FF2's focus on story could help someone develop a narrative but I feel it's take on stat growth could deter somebody from ever wanting to finish it.
At the moment I'm making an RPG just called "Proof of Concept" before I move onto what I really want to do. I plan on building on top of this foundation with more mechanics, graphical improvements, and iterations as I learn how to make games in general. It'll really help with my own sense of progression and hopefully I wont get stuck in a rut.
its "take on stat growh" is literally morrowind's system, which is praised instead. FF2 gives the perfect food for analysis in developing engaging RPG systems. It's indeed why FF went with permanently backwards system from then on, and had to invent the class system. Because the organic system was so incompatible with how game design works despite making the most sense. Solving that issue is the key to all and every good stat and RPG progression systems. It's why there's been so many Morrowind leveling mods and none feels that great.
I love FF1, being able to stack buffs is a great example of what feels good, but isn't compatible with balance without smart solutions. Also, why do FF1's giant room dungeons actually feel good, if not presentation, pacing and balance? The end take is that you can't take any single system and assume it's good or bad without context. It's why game is always hard. Changing the rate of random encounters by 10% can make or break your classic rpg game.
>I mean a game with turn-based combat like Final Fantasy.
you mean like a game with spell menu combat and a top-down overworld?
Learning the basics for a platformer in Godot now! One day my mates, it will be our ticket to freedom.
Does modding count?
Yes. Is that a source mod? Quite a while that I used hammer...
Yup, good ol' clunky hammer.
>Wardon Freeman
The true enemy for Waltuh White
dat Hammer?
Shieet, dat Hammer is ACAP, nawmsayin'?
An if you homies don't know what ACAP means, it stands for AS CRASHABLE AS POSSIBLE. Aight? We ain't tryna build stable editors, we just tryna make some maps!
Generals go here anon: /vg/
>Stop talking about video game related topics on my off topic social media outrage twitter clickbait board!!!
don't bother replying, he does this every thread. just some homosexual
nooo, where is Clickteam Fusion, this can't be happening, frenchbros...
How do you guys decide on what color give your characters/enemies when coloring them? I can draw but I can't decide on what color palette use and it's driving me fricking insane.
My gut says, give enemies a colour range that is solely used for enemies, and one that is exclusively used for your character and npcs.
brown red orange yellow, enemy
green blue brown, character
As an example. Something that gives people intuitively an idea on what the enemies are, and what's not. You could couple that with shapes and alike as well. All enemies are pointy, all friendlies round.
Just think of the aesthetics you're going for and try not to deviate too far from that.
just make the PCs and enemies different colors while making them stand out from the background lol
Where my fellow engine devs at ?
Stop enginedevving
Use a framework if you don't like pre-made game engines
but I like enginedevving, its fun and you learn a ton
You aren't an engine dev. You're a fricking glorified shader viewer dev and you'll never make an engine.
huh ?
does sdl count
please time-travel me two decades into the future so i can use unity ecs.
what's an example of a framework as opposed to a game engine?
I ran into a graphics bug that broke me. I haven't slept in 30 hours and I haven't looked at my code in about 15.
When I send a position into a shader
The X component 0.0-1.0 maps into around 0-32 pixel position
The Y component 0.0-1.0 maps into around 40-64 pixel position
This is the same shader that other things use, where both X and Y components map into a 1:1 pixel size. They all use the same buffers, same shaders, same variables, same code to draw it. Everything else works exactly as they should except this one case where it does this nonsensical transform.
It's always the same 0-32/40-64 mapping even when I change the size of the render buffer. So if the render buffer is 128x128, the position is only at the corner, and if it's 32x32 then the whole texture is filled. I hardcoded values in the shader and it still does this, only for this one case.
go sleep it off
90% of the time when i have a bug like this, it's due to some dumbass thought error or typo that i can't see because i'm too exhausted
I literally just fixed it immediately as I started thinking about it again. Apparently you need to call glViewport() after you set a texture as the render target. All the necessary transforms to go from -1/+1 space to texture space are in the shader, so I didn't think you'd need to set the viewport, I thought glViewport was only meant for the window since the window doesn't function like a texture.
>I haven't slept in 30 hours
Terry is that you ? How is Mr. God doing ?
anyway, sleeping should help
usually when I look at the problem with fresh eyes I can spot the error quickly, its probably something really dumb that you're too tired to notice right now
if you didn't write your own c++ compiler you didnt make game
I want to make beat em up that has the kind of same cel shading that Dragon Ball FighterZ uses for its characters, so what would be the best engine for it? I know that games runs on Unreal, but I just wanna know if it could/would be easier on a different engine.
It doesn't matter. Go do 6 months of Blender and game dev tutorials and you'll see why.
>too lazy to work on cringe programmer shit
>spend the entire week idea guying instead
i have a brand new faction idea for my game now 🙂
I found this japanese guy who did a playthrough of my game and he's really strange. He has the microphone on, but he doesn't say a single word during his gameplay. He doesn't even auidbly react to anything. He recently turned on his webcam, but still, nothing happens. It's just him staring at the screen barely reacting to anything. I can't even tell if he enjoys the game.
>I found this japanese guy who did a playthrough of my game and he's really strange. He has the microphone on, but he doesn't say a single word during his gameplay.
I've streamed EVERY game session I've had since 2017.
Sometimes I have mic on, but I never talk.
I'm generating future AI training data that I can feed into future machine learning program so I can "train" an AI to play like me on specific games and then later train an AI in my overall behavior/reaction patterns.
Post it please
I'm currently learning C and OpenGL
https://learnopengl.com is a really good learning resource
Thanks man, additional resources are always good.
All my ideas are for projects that will cost at least $500k
I get a lot of shit about looking too much like Disco Elysium (which I agree with). Any opinions on how I could change the UI design to make me stand out more?
If I were to take a screenshot of your dialog options and put it next to a DE screenshot, nobody would be able to tell.
Same with your body part reaction screen. It has an identical design (reaction image on the left, text on the right) and color palette. I'd say you're on a level where the DE devs could probably sue you and win. Scrap the whole dialog menu and start over.
>I'd say you're on a level where the DE devs could probably sue you and win. Scrap the whole dialog menu and start over.
horrible advice. you can't get sued for imitating a dialogue system
i don't think you would need to do too much to make the similarity to DE less obvious. change up the GUI elements, tinker with the lerping, make it scroll from add separate scrollboxes for each character, and so on. but honestly it looks like you really like DE and you really want to make a game like that. there's nothing wrong with copying its design approach if it works.
>make it scroll from add separate scrollboxes for each character
i wrote "make it scroll from left to right" but it seemed like such a bad idea that i tried to edit out from my post heh
fix the aliasing on the bottom left image
get your own font instead of using disco elysium's
Frick, the aliasing, shit, yeah
And I'd love to change the font, I'm hoping to find one that's different but still readable. Funnily enough, it's actually the same one they used in Planescape: Torment. Readability, I guess.
Good advice, and believe me I've tinkered a lot. But sadly I'm stuck in a the awful position of trying to improve their great design. Doing something radical with the shape and position would be great, but I haven't found a way to do it without ruining readability, which is my primary concern. I'll make some color and font changes though. Thanks!
I have no Ideas that I could realistically execute. I guess today I'll make a flappy bird in godot. I don't even know anymore
>Same camera
>Same little circles that give you info about surroundings
>Same position of text and portrait in dialogue
>Same genre of VN with CYOA perk progression
I applaud your effort, but that's so clearly a DE clone(which isn't a bad thing, I'd play it), you might as well not try to hide it.
>1
Disco Elysium UI is styled after case files and police documents, dive it your own fantasy spin instead! You might want to look into some medieval art.
>2
For the love of god get a different font. Might want to change tho colors too. DE almost completely lacks GREEN for example, you could add some.
blogpost over. good luck with your game, bröther, I'm interested in it.
Thanks! And yeah, I even call it a Disco-like on the steam page because, well, it's not really something I'm hiding from. But you're right in that I should try to find an aesthetic in the UI, instead of going with this minimalist whatever. It's really only the way it is now because I'm not an artist, but I'm trying!
For example, Sovereign Syndicate does the same thing, but they don't get the same comments I do because... they have an actual artstyle. I'll try to find one.
>Sovereign Syndicate
oh shit, another disco-like? never knew this existed, cool.
Look up Clam Man 2 as well if you haven't already. Open Mic is the demo.
>It's really only the way it is now because I'm not an artist, but I'm trying!
godspeed mate
Frick it, if anyone wants to share their opinion in this very narrow set of samples, which should I go with for a text heavy dialog game?
11?
8
All of them.
Let the user choose in the options screen.
The only bad option is 2, the rest are all decent to good. Also: if you're making a text-heavy game, preview fonts with larger blocks of text, 1 sentence paragraphs probably isn't a good representation of the type of text the player will generally be reading.
I am all for Disco Elysium becoming its own micro genre but this stuff its a cease and desist waiting to happen
kys
Hopefully communists don't believe in copyright enforcement
neo communists are basically defined by their hypocrisy and mindlessly destructive behaviour.
they'll screw you if they see an opportunity.
>communists are basically defined by their hypocrisy and mindlessly destructive behaviour.
>they'll screw you if they see an opportunity.
FTFY
I'm all for more DE clones, if your writing's up to par you can get away with it provided you have your own story and themes in mind. But if you want to change things I'd say change the dialogue boxes to be more your thing rather than straight up DE, change the options from orange to something else as well.
I dont know which game engine I should use, bros. Help me.
What kind of game do you want to make?
2D and simple 3D
Easy to use. I know a bit of programming
unity probably
virtually every other option is a massive time burglar
>virtually every other option is a massive time burglar
to add onto this, there's a subtle advantage to unity that i've never seen mentioned. the editor integration is so strong and the compile times are so fast that you are never really *waiting* for anything to happen. i've worked with unreal and with a couple of proprietary engines and what really messes with development speed is the fact that you're often waiting for compiling to finish, or the game to start or some other shit. it's not that it necessarily takes too long to compile, but at least for me, the constant halts in work disrupt my flow and get exhausting. i can easily work twice as long if my work is uninterrupted
This, compiling times are death to a solo dev. I think anyone recommending Unreal for indies is insane or a troll for that reason alone. You need a quick and agile system, so a framework for the technically minded or Unity for the artistically-minded are the best option by far.
How are you marketing your game, devbros?
i have an itch page that i share with a secret link to my old MUD playing buddies
Post it
Remember not to go heavy marketing if you don't have a call to action
what does this mean?
NTA but I guess you shouldn't hype a half-assed game or the hype will die before your game gets polished so you will get much worse results.
oh i absolutely despise that idea anyway
thanks for explaining
The algorithm sucks, you can either play by it's rules or lose out.
i meant i dont like hyping up something im not prepared to have a concrete presentation on
likewise, but as
said, bow down to the algorithm (pic related) or become irrelevant
discipline, keeping a log of what you've done each day might help
>bow down to the algorithm (pic related)
NOOO
I WON'T PANDER TO ECELEBS
I WON'T PANDER TO ZOOMERS
I WON'T PANDER TO NORMALgayS
I'D BETTER FLOP THAN DEAL WITH THOSE PEOPLE
Then pander to your core audience, a Call To Action is just a marketing tool to effectively promote your product to the people you want playing/buying your game, whoever they are.
Call to action is adding something to the marketing campaign that makes the target audience do something to raise numbers and metrics.
Subscribing to a newsletter, boosting some twitter hashtag, a photo contest showing how excited you are for the game, subscribing to the developer's youtube channel channel, wishlisting on Steam, pre-ordering, etc.
Algorithms will look for these numbers raising, and will promote your game accordingly. Just putting up a virtual billboard of "this game will be cool, buy it when it comes out" doesn't do jack shit.
I have a YouTube channel with 11.5k subs.
Gonna be making a lot of sprite art soon to actually flesh the VN part out
who is this semen demon
My main character! Here is a screenshot from the actual game; it's more or less an isaac clone but with some RPG elements because I can't be assed to make hundreds of items
ToT
cute witch
Why does nobody mention Gamemaker anymore, it used to be the choice for 2d solo dev, did anything change?
it's subscription based now and Godot exists
Made a little animation for fusion.
People keep saying this, but literally nothing changed for me when it happened. I get the full functionality without any subscription, unless I want export to platforms other than PC. I can only assume it's because I bought it before they introduced subscriptions.
Made in abyss ruined me. I thought those are elevators
Game maker 2 was hardly an improvement over GMS, YoYo Games got acquired by Opera, then this year (?) they introduced an Adobe tier subscription system to use Game maker. Pretty much everyone dropped it over night.
i cant fricking work
troony hobby
God I feel like a fricking genius, I just learned how to utilize radians and what PI is thanks to Godot, I can feel my power amassing. I am 29 years old and for me to obtain this intellect at such a exceedingly efficient rate is simply unheard of, usually you have to be 32 to even grasp this knowledge but I did it -2.8- years earlier. Soon my brain will be at the stage where I will produce a video game of such high quality everyone will buy it. Even if you pirate my game you will feel the uncontrollable desire to purchase it at some point in your life.
You will buy my game in the future and there's nothing you can do to stop me.
>he got such a basic knowledge only at 29
I hope they will find a way to cure your moronation.
I hope you will find a way to share your genius. It's criminal to leave us in the dark like this
You sound moronic.
I've got an idea for a pretty simple game but do not know how to program. I've recruited some friends to help but it's lost focus and most folks aren't working on it.
What do? How to program?
How does scale work in 3D?
Like, if I'm drawing I know that 500 pixels is small and 2000 is big, but how do you measure models?
Poly count and texture resolution
Units can be anything you want, feet, centimeters, meters. For example an average human model can be 180 units, or 1000 units, whatever you want. It doesn't really affect performance because 3D works in a bit different way than 2D.
I use unitys capsule for my comparison. My new file scene in blender has a capsule that I exported previously to make sure its the same size as the unity one.
I've got as far as hex tile map generation.
Trying to recreate the torches from OOT.
Shits more complicated than I thought.
Its not just a regular flipbook but instead a scrolling top texture that moves up with the actual flipbook part being a grayscale that determines the shape.
At least thats my assumption so far, I need to frick around with it more to see for sure.
Neat.
Hasn't OOT been decompiled? Why don't you look at the code to see how it's done?
The torch file tells me stuff I already know, them calling Gfx_TwoTexScroll and some list they walk through every draw call which I assume is the flipbook.
Also its called z_obj_syokudai when z_en_Torch is for grotto chests and z_en_Torch2 is dark link?? Very weird.
>Its not just a regular flipbook but instead a scrolling top texture that moves up with the actual flipbook part being a grayscale that determines the shape
>At least thats my assumption so far
Why? All that would be ridiculously expensive compared to just loading prerendered textures off the cart every couple of frames
Idk ask Nintendo why they did it that way lol.
Just a regular flipbook no giggles would be much easier but you can see thats clearly not the case as the interior of the flame doesn't seem to care what the exterior shape is doing.
You could "prebake" the scrolling into the flipbook images.
There’s no flip book, it’s just scrolling noise over a static flame mask (which is basically just a blurred and stretched circle).
After further messing with it yeh this is correct. The magic to pulling it off seems to be darker spots in the noise texture go fully transparent quicker but all spots eventually start getting dark/transparent the higher up they go.
Who's appearing on v/3 from here?
Sketching a new lose scene to add for future updates of my project
https://files.catbox.moe/qewfv5.png
futa Slime on Futa MC's mom scene
doin visual tests for humans, got free jiggle physics on rotating characters
have to deal with them breaking apart due to FOV distortion (or I keep it because its SOUL)
This is a bit confusing, what does the character looks like from the front?
Kinda like this. I have to be very careful with front/back only; need to add a couple cues like a shadow, seperate eyeballs, add noses, and add flipping for things from behind. I also upgraded to 3.5 and sprites/alpha cutting got changed slightly so faces are a bit glitchy, they werent this bad in 3.4
I don't want directional sprites. I want billboards that are pseudo3d. I was surprised to see side-front boob didnt look too weird, but they break horribly on edges of FOV, and changing to billboard made upskirting impossible so I gotta hack it back in
I can see Barbara and Rayman had a daughter
Oh shit that looks cool!
I added a second bar behind the HP bar to show damage taken during a combo, and a super bar (which currently does nothing).
So this is what they're doing with imposters before throwing them out of airlock...
pretty frickin sus bro
Send it to vargskelethor when you're done, he loves to play shitpost games, amogus games, and fighting games.
Thanks doc
self-destructing blocks, a classic
don't know how I feel about the fact that it's so easy to trivialize small rooms with how zippy the player can be, webm related
god I hate video encoding/recoding
I like the idea of seemingly regular levels that are made entirely of breakable blocks.
I have never coded in my life. Want to make a game, because I've been sitting on game ideas for years, and want to stop being a bum and finally dip my toes on working on it.
Heard about "Visual Scripting"
What would be the fastest and easiest visual scripting language to learn for someone that just wants to make a 2D game that looks and plays like Secret of Mana but adding in a Fallout 1 style dialogue tree with choices based on player builds?
in unity either bolt or playmaker. bolt is closer to standard visual scripting like unreal's blueprint and playmaker is a series of state machines.
they're similar enough to lump together, but how they work is a bit different. bolt is free and playmaker costs around 30usd, but i think it's a bit better for complex behaviors.
however, you'll still need to at least get an understanding of the fundamentals of coding. anything that's not covered/supported by whatever visual scripting you use will have to be hardcoded before you can add it as a visual coding node (i know playmaker supports importing custom codes made by other users, i'm not sure if bolt has the same ability)
for the basics of your 2D gameplay, it's pretty easy to get setup with either visual scripting tool. adding branching dialogue can be done as well, but it'll need a lot more work, but there are probably tools available on github or the asset store that will at least get you moving in the right direction. i use a program called inkle for dialogue, but i haven't done anything complex with it. it does have really good unity integration, so if you go that route there will be tons of documentation that you can learn from.
Thank you. I'll use Unity then, and will be looking into both Bolt and Playmaker until I feel which one is best for me, or just best for my game.
When you said "I'd still need to learn the fundamentals of coding to still use both Bolt and Playmaker," Is there a video series that you feel is best for explaining the fundamentals in great or easy detail?
Brackeys has a decent series on C#. you'll want a nice mix of actual C# coding as well as C# pertaining to Unity. I've heard decent things about freeCodeCamp on youtube
basically you want to learn actual C# and not things pertaining only to the game engine because a lot of game-oriented tutorials focus on ease of use for getting started rather than optimization.
it's fine as a start for things to be easy and copy/pasted, but once your game hits a certain level of complexity you will want to know the fundamentals because changing code down the line is a major pain in the ass if you're only using code you copied from other people/tutorials.
that said, you can make full games based on what you learn in tutorial series, but you'll probably have a lot of trouble when it comes time to write things from scratch.
Alright cool. I'll start learning the fundamentals, and then try Bolt. Hopefully I can have something simple looking by the end of the year. Thanks again anon.
advice for actually finishing projects? i always get the core mechanics down, some quality of life stuff, etc, but when i get to the point where i need to sit down and flesh things out, i end up coming up with a new game idea and start working on that instead.
i have 5 projects that are all around 50-75% complete and started two new projects in the last month... one of those 5 is probably closer to 80-90% since the entire soundtrack is complete too.
help!!!
Have you ever heard about 90-90 rule? The only way to finish your projects is a constant work without breaks and nothing else
>advice for actually finishing projects
Wrong place to ask.
Stupid question but I can't decide on buildings for my game, building enviromental assets.
I have reference pics and I say that I'll start making modular assets but nothing so far.
Help?
make placeholder assets for now. spend some time every day building more assets so that you eventually have a decent collection of enviro models. then go through all of those and decide what you want to use.
don't worry about making them modular yet. just make simple buildings, then when you have a good idea for the style, base the modular versions off of whatever you plan on using from your collection.
think of this like when you're taking a test and can't figure out how to answer a question. you're better off moving to something else for now, and then going back to it later, rather than tearing your hair out trying to figure something out.
once you get into a flow of building a bunch of assets that you aren't necessarily attached to, it becomes a lot easier to make decisions for how it'll look. if it's shit, oh well, you have your placeholders and you can just make something else.
Yeah, I know, it's just that I have to hurry up and besides, it's a simple artstyle. Minimalist just like Nier's copied city.
I’m going to start shilling my game soon. Any opinions on how I should do it?
Post it
Why is Godot so contentious?
read waiting for godot
that's what the engine is. you use it, and then you sit around and wait for them to fix it.
at least godot 4 will be out soon, then it'll be great.
Imagine investing in a commercial product and then this free thing comes along that does the same shit. I'd be miffed as well.
>30 seconds webm
>no matter how hard I change things, still way above 3MB
Uh, not sure what exactly is causing the problem, even when the video is barely readable, it's still too much.
Anyway, development is going well so far, player can now swim, I fixed an issue where throwing an item that was clipped inside a wall caused it to bug out (now it teleports it back just far enough to not clip), and I have consistent data between scene switching.
Now I'm adding a flag system to keep relevant informations like: Was the level finished, what upgrades were picked up in that level, what are the player actual stats, etc...
Hope you like goblin girls.
>no matter how hard I change things, still way above 3MB
Are you sure you removed the audio from webm?
I did, I also lowered the bitrate insanely low, and the video itself is like 300x500. Never had this problem with other videos I made before, wonder what's fricking it up.
Upload videos to youtube and link them anon, works for me.
>unity releases an example of how their new networking implementation should be used
>80% of the codebase for the small project has nothing to do with networking or even the game, just a lot of seemingly superfluous interface patterns and other bullshit, some of which ISN'T EVEN IN USE IN THE PROJECT
these frickers have never made a game
One of the biggest advantages of Unreal is that Epic is actively working on Fortnite with it. A lot of the stuff that ends up in UE is something they figured Fortnite needed.
i don't think unreal is much better in terms of official documentation. both engines are carried by the people who actually use it, not the developers. my problem with how this official documentation is that they fail to understand that every developer has different needs, so imo instead of making a massive god-project that covers every base, they should be making smaller projects that are actually readable
i will say that unreal example projects provide a better base for actually building your game on top of, like valorant is still named ShooterGame in its folder lol
Unreal is much better. The engine source code is literally in your project and you can go read the comments on the functions you are using.
A lot of people don't realize a good portion of the unreal source code is documented in the comments.
Doesn't unity have like hundreds of people? Why don't they make like 10 of them work on games with the purpose of testing all the functionality in a real gamedev context. I guess it was too late to expect them to care when they sold out to a malware company.
>Why don't they make like 10 of them work on games with the purpose of testing all the functionality in a real gamedev context.
Funny enough, in March, they announced the development of a game called Gigaya, which was sorta supposed to be this.
And 3 weeks ago they canned it.
They tried to make a demo once and couldn't even finish that:
https://github.com/UnityTechnologies/open-project-1
>1 hour into merging the coop example into my own project by hand
>managing all the bullshit namespaces, tiny interface/helper classes and trying to figure out which parts are useless shit unity inc just shoved in for lols
i need a drink
Alright bros i need feedback on how the systems feel right now, i got the combat basics done and the movement system semi finished:
Can you guys play the build and tell me how the movement and combat feels to you guys? Controls are:
WASD - Movement
SHIFT - Hook/Unkhook
SPACE - Jump
Mouse 1 - Fire
Mouse 2 - Aim weapon
Build:
https://drive.google.com/file/d/1KGwAm5Clsx9NOs1xij_mDuL3qt1Iq11T/view
I forgot to mention press 1 and 2 to switch between scenes.
sure, I'll test your thing, stand by
It better not be dolphin porn again
Ok, first of all
SOUL. Pure, unfiltered soul.
Feedback on the systems:
>Jump is really floaty
>crawling around feels good. I love being on the cealing
>crawling in the tight space puts the camera outside
>Gun feels good. It's the sound, I think. Sounds are good in general, reload especially
>Hook is intuitive and does what it needs too. It's not very *exciting* because of the floaty gravity, but it's perfectly usable for parkour. and parkour feels good. Like jumping between those floating planks in the end of scene 1.
>Spider tank vs spider tank combat is actually fun
Other general impressions
>Enemies look cool, crawling around like that
>one guy didn't aggro when I shot him from afar
>Legs sometimes freak out
>visual style and ambience are nice
>it runs kind of bad(but my pc is shit, so yeah)
>for some reason starting area has the worst performance
Goodspeed spidertank-anon, I hope you make it
forgot to add
one enemy freaked out in the corner and just stayed there
Thanks for the feeback anon
I really don't know what do with the floaty gravity, if i increase it the character builds up speed insanely fast, maybe i'll just put a velocity cap on the character.
Honestly, looking at the youtube video, things aren't so floaty in there. Maybe it's just my potato pc runs your build so fricking slowly that gravity feels floaty to me? We need an anon with better PC to testify for that.
Either way it's not *bad*, just for a metal spider tank you can stay in the air for quite a while after you jump. On the other hand it makes control easier, so you might as well keep it.
are you making this thing alone?
yeah one man army right now. Funny that you posted blame since that's exactly the vibe i'm going for with it, i just need to find a modeler for the mech spiders and other characters i have in mind.
>since that's exactly the vibe i'm going for with it
it shows, bröther
actually, your game reminded me of an ancient spider tank game I've seen in a youtube video a long time ago https://youtu.be/vYqrVKiQVBg?t=152 , cealing crawling included. Don't know if it's gonna be interesting or useful, but here's the link.
Reference i used for the enviroment
any gigantic man-made horrors planned?
or flying enemies?
don't let me feature creep you though
yeah, at first I crawled outside by the cealing(without realising it) and thought that the solid visible plane was "down". it does look cool.
It will only be enemy spider tanks for now, since i made the systems semi modular i might make bigger spider tanks with more armor and bigger guns.
The tachikoma game I never asked for but am pleased to see.
do you post in the agdq threads so I could give feedback later?
Ill post in agdg soon so just tell me the feedback there or post eet here
I can't unwrap models that are not a cube or cube related.
I tried making a pole and it looks fricked.
You using substance?
Armorpaint or Blender, really they don't need to be detailed now that i think of it since pic related is what the game should look like but still.
But just using flat colors looked horrible
flat colors should look fine for that style if you just have everything fullbright..
How would I go about making everything look oversaturated?
if you're using unity, that's pretty easy to do with lit shader graphs. it's similar to how blender works, but not 100% the same.
post processing can also do similar effects in case you don't want to frick around with changing shaders on all of your objects.
look up daniel ilett tutorials, his website covers pretty much everything you'd need to learn related to shaders.
You do know about marking seams, right?
To unwrap a pole all you have to do is mark one of the edges as a seam.
I made a music player. Because it's silly to show off a music player without sound, watch it here:
Or listen to the entire track at https://soundcloud.com/mobiusdisco/tomorrow
Would Unity or Unreal be better for a 2.5D game? And are 2.5D games as hard to code as 3D games?
>Would Unity or Unreal be better for a 2.5D game? And are 2.5D games as hard to code as 3D games?
unity is fine, i'm sure unreal is too. 2.5d is essentially a 2d game with more illusion of depth, so difficulty really depends on how complex your game is. in unity, 2d/3d are basically the same with a few minor differences.
I really need to get better at planning. I have general idea if what to do, work on a few features, and then completely drop the ball of what to do next.
Added the little ui popups for pickups, testing 2d shadows for night time lights.
Im at a point when I could move from itch to early access steam
I'm going to have some money in ~8 months, I wonder if i should just keep making content until then when i can hire an artist for promos and covers and some ambient music guy
how the FRICK do I rig butts?
IM GOING INSAEEeNNNEEEE
You might want to check >>>/3/ or youtube for guides because I don't know shit about 3D modelling.
Weight Paint looks scuffed. Also might need to adjust the vertices/polygons. Remember, the buttocks has a crease where it meets the thigh.
I think the model looks fine?
But the topo and weights are all off and I just wanna find the nearest helium tank
show wires moron
here you go
thigh shouldnt affect ass more than the ass affects itself.
but then the ass won't move at all even when the leg goes all the way back
I never said the thigh shouldnt affect the ass at all.
you need finesse and to use gradients.
also weight paint while its in a pose so yoy can see immediate effects.
I've tried a bunch of iterations by now, smoother gradients, harder, I fix it in one side and it breaks on the other
any links to tutorials on the subject, I only find videos on how to use rigging tools and not on how to place bones and weights optimally
Nothing in particular. I learned it through trial and error really.
Also, don't be afraid of polygons. They generally aren't the bottleneck in performance these days (not counting extreme cases). Remember, a mesh can only bend as much as YOU allow it to.
So your painting is scuffed to hell and you will probably want some more polys around the crease of the buttocks.
Otherwise, it's nothing a few youtube tutorial videos cannot fix. I agree with
you need to practice more and mess around with those weights.
My Uniti UI is fricked, it's scaled to work on the resolution I made it on build screen but any change, build, etc fricks up . What do?
Unreal or Unity if I don't care about having graphics nicer than a ps3 title but I want fine control over physics?
iirc both unreal and unity use nvidia's physx for handling physics, so both should be pretty comparable.
it's really a matter of preference, so try both engines and see which you like best. if you've never made games before, unity is generally easier to learn but is more limited in some aspects (mostly graphics related). unreal has more features out of the box, but it has a steeper learning curve.
Is this code good? I just want to apply "drag" on the x axis only to simulate friction every time the player is grounded:
private float xAxisDrag = 0.1f;
private void FixedUpdate()
{
if (isGrounded)
{
Vector3 velocity = rigidBody.velocity;
velocity.x = velocity.x / (xAxisDrag + 1f);
rigidBody.velocity = velocity;
}
Any advice?
oh frick unity sisters i'm not feeling so good...
zzzzzzzzzzz
we're going to make it Godotbros
Yay for Godot!
>real-time pathfinding
the what now?
Here is a redesign for the stat window. I think I like the idea, no scroll views and the ability to see almost everything without clicking anything.
>progress
Working on waifu design, dungeon design, and recoding buffs
>ideas
Need to review games with good dungeons. I normally work purely based on my gut feeling but I want to see layouts.
I guess my question to anons is, what are your favorite game dungeons and why?
Got any waifu designs to share?
frick, waifus? gotta love 'em.
I do but I'm not sharing until the direction is finalised. I will only be sharing the early stuff with community members.
>be cheap gay
>PC is so shit I need to upgrade to do programming
>frick
>go to dad's work
>see desktop
>desktop works well, has good specs
This is gonna be a scuffed as frick setup. I'll basically have to go to dad's work, do the programming, and go home. Still, it's about 23 minute bike ride there, so I recken I can go on the weekends, get the game dev shit done and come home.
Feel like an ass, dad wanted me to come more cause he gets lonely, but I like being home more. Oh well
How do you expect to install anything a computer that's probably administered by an IT department?
It's my dad's business. He owns it all. Kek, he loan out one of the computers for the "business" to my brother. I would do the same, but he wants me to go to his work, and I figure this is the minimum I can do.
You should hang out with your dad regardless, bro. Especially if he feels lonely enough to tell you he's feeling lonely.
Never know when he won't be there anymore, man.
That's true. It's just hard for me because I genuinely don't like to hang out with people, exhausts energy. Even friends I would only hang out with a day, then frick off for two weeks.
But I have the perfect excuse to hang out with dad that isn't manual labor so I should go for it.
I started on it a little over a week ago. going to be working on more level elements today. Art is temporary obviously.
Oooh, I like this. I'm not usually into puzzle platformers, but I'd give this a try.
yes idea making is a skill, no not everybody has it
you will never make anything.
you can turn this logic on its head and say "you will only make something because you had the idea to make it" what separates the idea man then is his motivation. some people cant even think to make something
idea guys are idea guys because they have no skill whatsoever, 0 drive to learn and consistently work on a project and cannot take criticism.
Idea guys are a laughing stock and should be bullied out of every thread they partake in.
>join an idea guy group
>been one month and he's made zero progress
>just keeps trying to recruit people to do everything
>has his dream game and a big design document, never even opened game engine of choice(unreal)
I'm an idea guy at heart, but I still program and do art. The only thing keeping me going is my idea of a cool game.
If I wasn't an idea guy, I'd probably just be wageslaving, waiting to die.
>but I still program and do art.
then you're not an idea guy.
You missed the fundamental point of ideas guy. It's someone dude who does nothing expect brainstorm and not even deep underlying analysis of an idea.
Ideas guy go "do ABC" and then frick off. It's the act of not contributing to a project
That's true, especially as you get older.
>it gets harder to be an ideas guy as you get older
This is what I meant. At least in my case.
t. 38
explain
My imagination is fading.
It's getting harder and harder to just come up with things. A lot of it comes down to "does this make sense?" kind of thoughts, but it's definitely harder to just make shit up these days.
Like I say, could just be me though.
idk i feel like i'm becoming more imaginative with age. but i was never really a truly creative type, more just a "bro x with y but done in z style"
Show your WIP
I'm trying to imagine how a horror/mystery dungeon crawler would play out, based on some cryptic dream i had.
I'm making a small prototype to get a feel for it. Still unsure about having enough ideas to make a full game out of it.
Fun fact: Maze aren't scary, they're just annoying.
What I like about 1st person dungeon crawlers is that there's a very limited amount of movement possible. I'd like to avoid *big-scary-monster-jumps-at-you jumpscare/gameover* as the only stressful thing, and instead put some hallucinations. I think it'd be easier to achieve visual hallucinations that you can't get a clear look of with the dungeon crawler camera (you can make them appear during movement/camera turns). And the controls are kinda claustrophobic too.
But yeah, it easily leads to annoying mazes level design, i agree. Maybe not worth it.
Very sloppy prototype. I'm only using Godot's gridmap system and some tweening/raycasting for the controller.
But the gridmap system kinda sucks ass ? It seems I have to export my 3D models to unholy .obj (to get them as meshinstances). Also it doesn't seem possible to add children nodes to the "tiles" of the grid, which kinda sucks.
let me know how you got that dungeon crawler system working. planning on making my own later.
>based on some cryptic dream i had
>"Anon what inspired some of the gameplay decisions you made in the full release?"
>It came to me in a dream."
Are you a guy from the Dungeon Crawler community?
I keep procrastinating.
It's time to leave the box anon.
Not that anon, but the situation applies to me as well.
game where you continually upgrade a modular super gun and have to manage different bullet types. Parts can affect bullet type (explosive, beam, spread, etc.), fire rate, damage, back blast, send you upwards, etc etc
Make it like Vampire Survivors or something and this is probably doable
Been looking at this screen for the last couple days.
Can't seem to build the motivation to keep going and finish the whole body.
I don't know why. I want to, but for some reason I just won't do it. I think it comes down to not having a clear idea of what I want the body to look like, but I can't be sure.
Also, not sure what kind of game I want to use it in, or how I want to implement it in the game (real time animation using a retopo'd mesh, or render out some real nice PNG's and use those).
Shit, I don't even know what KIND of game to make. I don't even know what kind of game I really like, so I can't just ape something that already exists.
Shitsux.
You need to start small, create a empty level and a character to move around, then you keep adding stuff, and think what do you want to do in the game, you can think about the graphic design later, the gameplay is more important. Also, you're not making a game bro, you're just making graphics and that's fine, but you need to concentrate to one thing a time.
If you have the skills to do this then maybe you should start making something more simple, you'd accomplish more for the same amount of work.
Portrait or landscape for a mobile game?
Depends on what kind of game you're making. I loathe mobileshit so I don't know what normalgays prefer.
im so close to making a videogame
Chugging along. Started the third section of my game, so after that, I can confidently say I'm close to 50% done. I don't think I'll finish it before the end of sept like I wanted to though. I just find too many bugs and stuff during my playtests, and playtests can take up to an hour each time. I almost just want to release early access so I can have other people essentially do the testing for me but I know as soon as money starts coming in I'll lose motivation.
dont shoot the dog thanks
You can kill everyone in the game if you want. Im a big believer in having the freedom to use your items/abilities on anyone you interact with, if you choose to. Including a quicksave feature because of that too since I know lots of people will want to see what happens when they kill some character that they wouldn't otherwise. That way they can kill, see what happens, then quickload before they killed.
>meet person
>quicksave
>shoot them
>a corpse happens
>no distant, unforeseen consequences
thrilling
>>no distant, unforeseen consequences
There are, but they're nothing game changing. You would just miss out on some future dialogues and encounters and some area's that wouldn't make or break the game. But if you do kill, you get some additional funny dialogue in certain places. It's mostly just for the fun of it though, yes.
>Giving people a cop out
Just make them deal with being bloodthirsty morons who shoot everything they see.
DS1 lets you kill the blacksmith and lock yourself out of all future upgrades if you want, more games should allow that kind of shit.
Don't listen to the other morons, a game should be fun before anything else.
>can't draw so you bootleg LTTP sprites and think that'll be good enough
holy frick I envy people as clueless and bad as you are so fricking bad that you don't even know how blatant your plagiarism (that you make 10x fricking worse) even is
It's called using a reference :^)
it's called "being unable to draw and also being a fricking moron" but at least you're harming yourself because of how fricking bad your thing looks
ain't nobody gonna play something that fugly :^)
Post game
>can't draw so you bootleg LTTP
I didn't bootleg anything. I used it as a style reference, that's it. Calm the frick down you spaz. Tell me where in lttp there was a dog that I could even bootleg.
Preparing assets to create bullshots for the steam page
>program for my job at daytime, which is boring and annoying
>program for my game at night, which is currently being even more annoying than my job
>pretty sure my game sucks
>dev anyway
>no time for video games
>play them anyway
>no time for sleep
>sleep anyway
my power is unlimited
Getting very close to finishing the final update before the next game jam. Just have to clean up the netcode and lighting bugs
Chong
YOOOOOOOOOOOOO~
I don't know what's the gameplay but this looks fricking sick, I hope you're making money off that.
We aren't making any money. We just like making small touhou fan games. The gameplay is just deadbydaylight but with an upcoming separate singleplayer mode
First 2 girls of my side scrolling VN basically done.
Next girl might be flat chested (Or at least close to it) should I give her twintails or nah?
What in God's name is that anatomy
I still have an erection, but what the frick is that
Very terrible anatomy, yes I'm aware.
leaked photo of these character's father
Their heads are disturbingly small.
Nothing that can't be edited.
Nah, probably it's just the ass that excessively fat
idk I kinda like it, it reminds me of spacejin a little
Sex.
from weird WEGshit to semi-weird WEG chick and a short stack slampig.
Okay, I had to laugh. I love you guys.
boobs STILL too small Anon
apply yourself.
Dude, just look at those calves, why they have the size of the torso? wtf.
Look dude, I don't think your art style is bad (face and boobs are fine for me), but the ass, legs and calves are a turn off man. This looks like something you will find deviantart. If you don't feel confident with anatomy then trace a 3D model at least to keep proportions in check, and of course.... keep learning more anatomy.
Working on a character theme:
https://voca.ro/15LcBGOqA0s8
I'm waiting for subscribestar account activation. It could be finished in 5 minutes, but each mail take a week for them to answer.
i'm gonna do it
i'm gonna abandon this project!!! again!!!
I fricking love starting new projects!!! THIS NEXT ONE WILL BE THE ONE THIS TIME I PROMISE HEHE
>THIS NEXT ONE WILL BE THE ONE THIS TIME I PROMISE HEHE
no it won't lol
I hope this is yours because it looks promising. if not i cri
It is
I love establishing prototypes and iterating on them and then not proceeding further with my design plans I love game dev so much I love this hobby!!! I love this hoppy!!
you need to join a gamedev team. you could be a anchor for a team
I have an idea for a game that I will probably start making and give up on.
Inspired by Papers Please, it's a kind of beaurocracy simulator (that's a genre I'm inventing). You play as a freelance military analyst. Each level is a new job. Countries (and maybe PMCs) hire you to provide military spending recommendations to achieve their stated goals. So they have x amount, and you tell them where to put it to achieve their invasion plans, or self defense plans. They can spend on acquiring equipment, upgrading, training etc.
What the player is provided is a bunch of reports and a limited amount of beaurocracy points. You use your BP to request additional reports and analyses of what you see in front of you. The player uncovers what the country's enemies have, what their allies have, what diplomatic agreements are in place etc.
The thing is, if the player does their job well, the world's "global war" level increases. If there's a world war, the player loses. At the same time, if the player does poorly, they lose reputation until they no longer get a job. I also wanted the player to have family or friends in various countries, so if the player's friends all get conscripted or die in the wars that the player creates, it's game over.
So the player is walking a fine line between maintaining their reputation, preventing world war and the death of their friends.
Then I thought there could be some narrative stuff in there as well, like different organisations who want to bribe the player to do certain things etc.
I haven't got the latter bits quite figured out, but that's the gist.
Sound fun?
That sounds cool for like a 3-4 hour game for $10-$15 dollars. Honestly it doesn't even sound that difficult to make, would just need like one programmer and one artist. My recommendation is instead of a game over if your friends are killed or you cause a world war, just have a post game summary of what happened and how your action affected the world.
Yeah. I thought it's just like multiple endings, some good, some bad.
$10-15 I thought would be good
I'm trying to make a jet set radio and sonic like game which engine would work well for making it
>have completely stopped gamedeving months ago when I realized it's pointless without art
I just realized that I was more productive when I was working on fangames.
Unfortunately this is true, but it depends on the kind of game you're making. A game like Baba is You can come across just fine with programmer art. The guy doing the art has a good eye for design but isn't particularly technically skilled. If I were you, I'd learn just enough art to get you where you need to be.
I'm really getting tired of those minimalist artstyle games. Yes they can get popular but I know that I wouldn't play them so I have no interest in making a game I wouldn't play.
The minimum I'd, ideally, go for is pic related. But realistically speaking I know I can only do minecraft tier models, and at least add another fricking limb unlike what they did.
You're aiming to go higher? My current project is slightly above that fidelity-wise and asset creation is taking way too long.
How do I make my own scrimblo bimblo?
use easy development tools to create game to port to common devices
Create a unique but familiar moveset that you can get a lot out of by recontextualizing that moveset with level design, then design a cute little character that fits in with those mechanics.
Just started learning this stuff. I’ve made sprites and music in my spare time and always wanted to give game dev a try.
Just finished working through a YouTube tutorial series on game maker.think I’ve got the basics down. Looking forward to actually making a game.
Now that I’ve finally put in the time to learn and can actually make game, I’ve lost the interest and can’t decide what to make. All of the concepts I was passionate about have left me. This is truly hell.
make a rocket jumping game over some areas soldier
This + surf + kreedz
hmm good idea. add sprays and multiplayer, you'l have a indie seller!
I'll try my best!
So I'm making this Sonic fangame for a YouTube video right? Should I take the basic gameplay underneath and turn it 'into' something I could put on Steam? Maybe make my own Scrimblo or something?
That Sonic have the agility and grace of an obese man. You should do something with that.
The Legacy of Chunky Chuck: Fatman Hero And The Thousand Pies
can't tell if the blur was from the badly optimized webm or it's actually in the game, if it's the latter it ruins the aesthetic of the game imo
soul
Scale the map and sonic's speed by 2
do i need to have an idea first?
Need some voice actors/actresses
Any good websites for this?
When it comes to sound (not music), do you go on a stock sound website (which one?) or do you make them yourself (how?)?
That's new territory to me.
Valve adds reverb to all their sound effects so I'd do that
You go to the Unity Asset Store, buy 5 3000+ sound packs, Spend 10 hours importing them to a single project folder, move the sounds to an external drive, use your operating system's search function to find the sounds you're looking for and use an older version of Audacity to splice multiple sound effects together to get exactly the sound you're looking for.
torrent and make a script to add random noise
>add random noise
To each file?
Why?
To evade copyright detection
for anyone who is interested in making their own sound effects through synthesis, Sound On Sound has a good series of articles called Synth Secrets that explains various important details of using virtual instruments / oscillators. some sounds are harder than others to make, but it's very easy to make things like laser sounds.
https://www.soundonsound.com/techniques/secret-big-red-button
obviously this isn't for everyone, most people will be fine getting sounds from someone else. but for a particular type of person it's worth investing a little time into messing around with synthesizers
>https://www.soundonsound.com/techniques/secret-big-red-button
>So — which is the best synthesizer? That's easy. It's the one that allows you to obtain the sounds you want.
Any free ones ?
ideas guy moment
a game where you play as a heist crew operator, seeing the bodycams, opportunities, having to adapt the crew and inform them of key locations and enemies
the crew are very much human and can get panic attacks, can doublecross etc
maybe with an option to control one of them occasionally?
Basically payday but realtime RTS
what do you think
I think you need to tell me what you think the RT in RTS stands for?
should it be a first person FPS shooter instead?
>first person frames per second
wtf even is that?
could just be a mod for door kickers
>a game where you play as a heist crew operator, seeing the bodycams, opportunities, having to adapt the crew and inform them of key locations and enemies
>the crew are very much human and can get panic attacks, can doublecross etc
Where's the fun in this? Sounds like an obtuse attempt at a tactics game. An actual tactical heist game where you fully control all the characters sounds a lot better to me. Kind of like Invisible Inc but with a little more simulation thrown in.
>Kind of like Invisible Inc but with a little more simulation thrown in.
Interesting. I'll look into it. I definitely want it to be happening more real-time though, not turn based.
Idea Guy/Fledgeling Dev here.
I've had this idea for a long while and have tweaked it over time, the quick rundown is 3 robots: a Janitor, a Heavy Duty Worker and a Low Level Security Guy are tasked with saving the day because all the capable people are either indisposed or locked out of the place.
I've got some experience in RPG Maker and Game Maker 1 so I'm still playing around with them.
Equipment wise the 3 of them will escalate in their respective job areas becoming more dangerous or powerful, going from a Broom to throwing "Ultimate Cleaner" at enemies as an example for the janitor bot. An element system for combination attacks is something I want to do because splashing an enemy with a wet mop before hitting them with a taser for big damage is something that'd seem like a big pull.
from the thumbnail I though those were Sesame Street characters somehow.
The dying to literal futa wiener was/is current my true ending but I think it might be too extreme so I think of changing it and I didn't draw the scene because like I said it's too extreme. I found the write idea hot but at the same time fricked up.
It depends on how they die, if it's guro or they basically explode then I understand, but if they get "Fricked to Death" where you cum your brains out before dying of exhaustion is extremely fricking hot and you should write/draw it. There's always ways to make it more palatable like having the MC basically ascend to a higher plane of being or leave it ambiguous to whether they die or not.
I absolutely despise gore so it's more of dying of exhaustion.
They're not muppets, though that might be something to keep in mind later on for style purposes.
The idea of three robots that you have to organise the attack order of to pull off massive damage is really neat anon, I'd love to see more when you get started.
Can the robots frick?
Thanks. I think it would definitely spruce up combat where you'd end up trying to come up with different combos that are more or less effective against differing enemy types. Which I'm debating between having robots from an enemy corporation or a science experiment gone wrong resulting in a bunch of mutants.
>Can they frick?
I don't see why they couldn't, an anon drew this in a previous thread I posted in for shits and giggles.
Anon what lewd intentions do you have for my Robot Trio?
What's a worse ending?
Literally Dying to a Futa wiener up your ass or getting cucked by a minotaur for the futa dark elf you kept pursuing?
Definitely getting cucked. Snuffed by Futa wiener is too hot to be a true bad end.
any game with futa is gay unless its futa on female
futa on female is rare in my gaymu.
>ideas™
i wanna get opinions on this control scheme using the xbox controller as a base
my objective with this was to combine the most common aspects between 3D platformers, ARPGs, 3D action games and the like
i.e. imagine how banjo, ratchet, link, dante and sora would control if they were all in the same game
That's a fairly basic control scheme for any game outside of B being the interaction button, usually they just make it the jump or attack button with a context sensitive thing when you're in proximity to an NPC or interactible item.
That being said it's about the balance between ergonomics and rhythm of the game for your button mapping/keybinds or you could just give the option to rebind stuff.
>usually they just make it the jump or attack button with a context sensitive thing when you're in proximity to an NPC or interactible item.
that's sort of the thing; i wanted to create a control scheme where every input has a specific function, so that expansive movesets can be intuitively accommodated through the combinations of said inputs
tldr i really wanted to construct an "all-in-one" kind of scheme that enables variety in conjunction with consistency
LS to sprint always feels like shit.
-Put weapon switching on the Dpad
-change LB to lockon/strafe
-change LT to sprint or LT to crouch and RT to sprint.
LS doesn't need to be held to sprint; it can just be pressed to enter a sprinting state until the stick returns to the neutral position. and if characters like mega man x would get implemented it could be used repeatedly as a dashing move
i did want to put weapon switching on the d-pad but i thought up something else that i liked more: while LB is held down a ring menu like pic related could pop up and be navigated with the right stick while still being able to move around with the left one, while ALSO staying locked on
the d-pad could be used for utilities such as a first-person view or shortcuts if need be
Cool image set. Where did you get the images?
iconfinder.com + remove.bg to get rid of the scanlines put there by a paywall
Doing the ORA ORA thing.
>start working on a project in Unity some months back
>recently find out Unity is buying out some malware company
>not sure if I should continue with Unity or move to some other engine and start from scratch
>mfw
Honestly don't know what I should do at this point.
Move to godot, it's good according to shills.
Unreal chads, share some gold tier youtube channels
https://www.youtube.com/c/UnrealEngine
for global concepts
https://www.youtube.com/c/MathewWadsteinTutorials
for specific nodes explanations
https://www.youtube.com/c/UnrealCG
the pajeet that replicates effects from AAAs, good for giving you ideas to make your own
https://www.youtube.com/c/tharlevfx
the mathematician, you will not need any of this but it's good for understanding and later optimize the pajeet code
Thanks I didn't know about the last two. Do you have anything about coding and/or code planning?
>Do you have anything about coding and/or code planning?
Nope sorry
How do I turn a rpgmaker mv game into android
Just look on youtube on how to export it for android?
Just completed a game today and submitted it to a game jam. But no one has played it yet. What the frick man, i thought submitting to a game jam guarantees views and downloads. Granted i submitted very early from the deadline, but still, i thought someone wouldve downloaded it.
How many total submissions are there? A lot of online game jams have thousands of submitted games, the vast majority of which are either barely or never played.
Theres just 29, 3 submitted so far. Maybe its because its an obscure game jam... or maybe its my shitty thumbnail i drew. Kinda sucks.
I never understood the appeal of game jams
I think originally they were supposed to be for tabletop games you make and then play with friends. They kinda lose a lot with video games.
The main appeal was originally to meet new people of various skills so you could keep working with them on the jam project for an eventual release or on new projects.
But for the onlines ones it's mainly for advertisement and exposure, especially if it's a big youtuber organizing it.
Shitting out a bunch of simple games is a good way to get the practice you need to make complex ones. Otherwise it's hard to know what works, what people will actually play, etc. Hempuli was a master of this; Baba is You was originally a jam game
So does everyone just make the same movement code that someone else already wrote out? do people really type out something that someone already made in a tutorial?
YOU! POST YOUR MAIN CHARACTERS NOW!
yeah bro I'm sure the upper part looks like sweden, finland and aland and the mid right part looks like latvia smashed into estonia all by accident
I'll never actually make it
the main character is the player I guess
Every character other than the player looks like this
give this boy a slimmer waist. trust me, I'm a *designer*
People always think my generic mook NPCs are sexy.
burgerdev, in my head we are friends
Thanks. And I swear I'll finish the burger game, right after this little gamejam that was supposed to end in April but got extended into November.
Godot uses GDScript, which is like Python but integrates better with the engine at the cost of less consistent syntax.
This but with a gigantic ass that claps with every step.
Not a main character but i find myself using this fat kunt for several things now.
she cute
Cat
WHY
DOES THIS MAP
LOOKS LIKE A FACE
FROM THE THUMBNAIL
>music
I like this one better, I think its because it's a slower tempo
Can rpgmaker (mv) combat be saved?
Have you ever played an rpgmaker where you liked the combat?
I've seen a few people say that they liked LISA's combat system.
A game is a sum of its parts. Even at it's most basic default settings RPGmaker combat can be sufficient if the other parts are good enough. If you make an uninteresting game with stock art and basic combat you won't get anyone to play it though.
For example think of the combat in GTA V, it's not very different from any other third person shooter but the game is still the best selling game ever (I think?).
>RPGmaker combat can be sufficient if the other parts are good enough
Lisa the Painful's combat was marginally better than most RPG Maker games but I still love it.
Today i'm taking a day off.
I am trying to implement a system very used in exploration game wich your character uses his senses to find points of interest or itens and enemies and highlight them.
your game reminds me of Metroid Prime
Anyone here work on any VR games, preferably in Godot? Wondering if there would be a reasonable performance difference between using Gridmaps with Occlusion Culling to build a level or just manually making the base geometry a single model. I also want to consider the trade off for how long it takes to do one vs the other.
Here is a new logo.
what kind of game are you making?
Archtower
Something like Action RPG + Roguelite.
I can't model help
Anyone?
https://www.kickstarter.com/projects/pastaspace/underspace/posts/3577467
Just got a devlog out, also added some tech to let quests reset if you decide to just frick off during an event like a quest boss or battle.
Not sure if I should do some multiplayer work or some main campaign work.
Added some stock sounds to my game.
Also added camera control and boundaries for boss fights, next I'll have to see how to script an actual boss fight.
But also my lower back is hurting like hell, taking a break.
https://jfxr.frozenfractal.com/
What do you think of Direwolf girls?
sex, etc. you know the drill
No I don't know the drill.
Stop stealing ideas out of my mind ffs.
Thankfully you went straight for coom, so that's okay, I guess.
>want to make a post-apoc survival game
>but with humans as one of major enemy factions
It would be flipping the entire thing upside-down, tho, with unrelatable player character, less emphasis on zombies and struggle for survival because you would be the monster and that would wreck the progression system.
Hmm...
So Mad Max?
>Mad Max
You still play as a human and you still get along with other humans bar those morons who just want to frick shit up.
how would you make controlling a mech feel like controlling a huge, complicated, slow machine?
I'm thinking of having limitations to movement that can be mitigated with smart piloting (eg: tank controls but you can strafe by activating flank thrusters, high momentum that can be mitigated by bracing against environment and leaning into turns, weapons with limited cone of fire wich require specific angles to aim properly [like ship cannons which fire perpendicularly to movement])
thoughts?
That sounds horrible to me. I'm definitely not your target audience
Fair enough
It's sort of third person. The interface shows the pilot's perspective (basically first person from inside the wienerpit), but the wienerpit doesn't have windows and instead shows where the mech is from third person on a sensor map. So in terms of mech positioning it's third person
>The interface shows the pilot's perspective (basically first person from inside the wienerpit), but the wienerpit doesn't have windows and instead shows where the mech is from third person on a sensor map. So in terms of mech positioning it's third person
Hey, that's pretty cool. Could aslo explain healthbars, weakpoint highlights and such.
I mean you said it all tank controls and slow (and sound effects and environment scale that support it)
And by tank control I mean separate legs/torso control just like a tank can move its turret around while driving.
Of course then you have to make it 3rd person or the average player will hate it.
Tank controls are literally car controls. Nobody will hate it.
Cars don't have a turret/torso
So the gameplay is you controlling the little holo-mech and blasting other holograms?
It's bird's eye view so you're more of a radar blip blasting other radar blips but yeah
It's intended to be slower and more strategic than a shooter, something like faster FTL with crew management replaced by mech piloting and positioning
is there a rumble and very slight screenshake as the mech walks? this is very important
Not yet but there will be
It's in very early prototype stages
Making an RPG party game with the combat of mount and blade meets Divinity. Obvioulsly temp art assets
I like how extreme the hills are
Looks about right for unmodded Mount and Blade
Which character from this thread do you want to have sex with the most?
my character
why are game dev threads always so horny?
being horny is my only motivation
if you gave the majority of people the ability to materialize something in front of them 95% of the things created would be something for them to have sex with.
who the frick made this picture and why is Fusion still not on it even though there are more Indie games made with fusion than with construct.
Programmer trying to do art. I redid her face and I think it looks better. She looks more pissed off, that wrinkle makes a huge difference. Also increased the color contrast in her eyes.