When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?
It's All Fucked Shirt $22.14 |
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When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?
It's All Fucked Shirt $22.14 |
Ape Out Shirt $21.68 |
It's All Fucked Shirt $22.14 |
>some people leave their jobs to make a soulless game that will obviously never sell because it's not good looking, particularly fun nor marketed enough
>soulless
Uh anon, you're thinking of triple A studios, not indie devs that put their heart and soul into their ip
true, but I meant these indies that make games like you've seen a thousand times already in a genre that's so saturated there's little to no reason for people to buy your game.
>he thinks it's about getting sales
nodevs, when will they learn
It's not about what I think that matters, it's about the disappointment of these devs when their game doesn't sell
Indie devs make soulless games all the time
you mean their fascist leftism in their work and ugly ass graphics
>hay guise i put my heart and soul into this shitty art project that has no real function to it, i am an indiedev
Hahahahaha, indie games are soulish trash. Its so funny watching these morons make "My dream game devlog" and its just a recreation of some previous popular title but with bland art and completely uninspired and mundane gameplay that lacks any of the charm of the original. So funny.
For every actual sovlful game that doesn't sell, I could just make six unity asset flips and make all that spent money back
Im wagecucking dishwashy, if i can make that same amount doing shit games instead, it works for me.
Does dishwashy really suck that bad? Sounds like a fun game to make.
Not as soulcrippling as warehouse slave and free food, but you end up wet and covered in filth.
depends. some people like it and some don't like this guy
it's one of those jobs you can turn off your brain and coast on autopilot
pay would depend if you're working fine dining or some shitty dive bar
working on cutting trees mechanics
how can you show a big thing called a GRAVITY TUNNEL and not go through it. what the frick, anon?
last time people were sick and vomiting, it was a complete disaster
Ideaguy here, making prompts for my RPG's background art
this is kinda insane, you could just cut out oarts and glue them in an image editor, a little but of ratistic skill helps.
but can you prompt more tile parts that are consistent with what you already have?
Consistency is hard but ideally I'd generate a bunch of variations on the same seed, then crop out the tiles/objects I like most, filter them individually all through a tilemaker and palette-changer, and export as objects into a game engine.
maybe this tool can work to expand one image that you like
forgot webm
What is the tool?
idk, g's ai art thread can probably help you
Why would you recommend something that you have no idea if it's even fully available?
are you going to cry? Stable diffusion has been out for a month, cool tools will come
You don't know what it is moron, it might not have been SD.
does that make you cry?
probably dall e but I don't see where you can do that
It's using Stable Diffusion (the leading open source AI) and the technique is called "outpainting" when used to expand an image, or "inpainting" when used to blend two images together. A lot is WIP but there are various solutions available right now.
ah thanks it was a question of timing
If you're savvy enough you could be writing programs for this yourself. If not, just wait a few more months for the dam to truly burst with apps that can make the biggest moron in the world create A-tier assets for a modest subscription
I still have a few credits left to try this thank you
DALLE-2 is probably going to become a dead end very quickly. It's going to be like Blender overtaking Maya with Stable Diffusion overtaking DALLE-2, only it's going to happen on a scale closer to 2 years than 20 years.
>Blender overtaking Maya
Is it happening? I sure hope so
Maya recently went to a subscription/microtransaction model that involves spending tokens to activate Maya for up to 24 hours at a time, said tokens expire after a year so it's max level israeliteery.
First clip studio, now maya
Shame
What is the problem with clip studio?
They also changed to a subscription-bases service
Thats just evil
>Stable Diffusion
This... this needs some work...
how do you do that? Do I have to select two pictures?
dont think so, even then, just use the same picture twice
Nvm I found it
adobe actually have this kind of feature called Content-aware tool. but this one definitely feels a lot more advanced and consistent.
are there any good free lessons online on how to get started on gamedev? especially basic programming and game design? im more of an art guy and would benefit more from learning other dev work.
Best way to learn game dev is to begin doing a small amount of beginner work in C# and then trying out Unity.
Regardless of whatever people may say about it, it's still the engine with the biggest community and the most documentation/ learning material.
You don't need to do very much C# at first, it's mostly to familiarize yourself with the syntax: https://www.w3schools.com/cs/cs_getstarted.php
After that, do Roll a Ball tutorial from Unity's YT channel. After that, you need to build on what you've learned by setting reasonable sounding goals that are outside of your comfort zone but not by much.
there is no stairs, you cant walk there, unless your rpg is in style of japanese porn games where this is literally background art and you got 2 characters talking in the fore ground
Maybe it's a set piece where the player walks outside of one of the doors onto a balcony for just a moment to take in the ambiance :^)
You could try cutting out parts you like and putting them all into the same image (with some color adjustment), and then run the whole thing through img2img. Since it's all in the same image, the art style should turn out more homogenous.
As long as it doesn't end up redrawing too much, of course.
this is a beautiful style, yet it's really 99% glorified boxes. you could render this in 3D since there's few triangles and the camera is far away so you don't need insane resolution for the lightmaps either. then you can make it truly modular, no need to save the "parts" as images. you could have a game that runs at 500+ fps, you could do neat things like switching some geometry semi-transparent when character walk behind it or even changing the camera position or FOV etc. you could even have cutscenes with cinematic camera angles all while retaining this style. it might sound like extra work at first, but for generating levels (semi)procedurally 3D is much more flexible.
What prompts are you using to get this?
Stable Diffusion Img2Img. The base is a screenshot from Diablo but any simple isometric image your draw yourself with a tile program should do the trick. The prompt was "isometric perspective, brutalism, beautiful detailed landscape, roman bazaar and bath, in the style of zdzisław beksiński and thomas cole", with in init_str value of 0.75 (0.0 means the AI has no effect, 1.0 means the base has no effect). At the time I didn't know about weights, so you can also do things like ~~*(isometric perspective*~~) to emphasize that term, or [[thomas cole]] if you want only a hint of Cole with more Beksinski. Note that Beksinski only died a couple decades ago which in copyright terms still makes him young, so for actual prompts to commercialize, you'll probably want to exclude contemporary artists and only include really old 18th century artists.
anon, pls teach us:
what software and etc?
Are you using Stable Diffusion? What was your prompt? I have trouble getting ti to keep things in a proper perspective.
Why haven't you made your very own gta like game? According to half of Gankertards this is achievable by 1 person
There's one guy who was making a GTA-style game on /agdg/, haven't seen progress in a while though
I played the web version of this. the car controls were really troubled.
he should make driving over people simulator
>gta but in europe
underrated idea
>gta but in europe
>underrated idea
It already exists and it's called "The Getaway"
>>gta but in europe
>drive from the cops
>2 hours of chasing because the cops can't stop you without killing you
>ran over 59 people in that time
>finally got you cornered
>cops try to taser you, miss because they have no experience
>gun down 5 cops
>rest of the cops agree to surrender
>steal copcar
>return to start
Sounds incredibly based and boring
i think skillful person with access to rockstar tool could import gta 5 map to rdr 2 engine and then make demos and leak them to youtube
I like making games thats fun
>spend time making game
>realise the core gameplay just isn't very fun
Back to the drawing board
story of my life
I guess this is why people do jams and prototypes. Tboi and hollow knight was made like that.
unless it's a walking sim (just doesn't have much "gameplay" in general) you can absolutely fix this. don't give up so easily. what did you envision the gameplay would be? yes, go back to the drawing board. but not to throw out all your existing ideas. reclaim your original vision.
For whom is not very fun? You can be tired by your game.
Also, your gameplay should be a variation/evolution of something that already exists and it's fun for you.
I made a Plant girl
cute
Change the timing of the frames to rest on the hips for longer, will instantly boost sex appeal.
Sounds like a good idea, I gonna see later how that looks in the engine.
Trapped in his lair after a cave in, with nothing more than his wits and a container of ever refilling whey, this lich had to dig himself out of the rubble and got swole in the process. It's for a Morrowind clone.
I make isometric bg clones using stolen assets that tell bizzarre stories and upload them to websites. Perhaps someday someone will make a thread asking who this crazy person was that made these homebrew crpgs and uploaded them to archive.org
This is why gamers do not deserve good games.
Amazing everything trapped in a ~~*(multiplayer*~~) game. Online gaming is the cancer of gaming.
it was a shitty multiplayer game anon
The characters and the way they felt to play was cool, but the entire game mode was a snore.
gamers don't deserve good anything because they will buy anything that has a brand attached.
Example: Steam Deck
>Example: Steam Deck
Not their fault it's literally the first x86 handheld that's not dogshit
Thank you for proving the point.
Gamers will continue to be exploited until they realize that shilling for companies that don't make good games won't get them good games.
What does buying hardware have to do with buying games?
>what does supporting a game company that hasn't made a good game in decades have to do with video games
you have brain damage steamie
I don't give a shit about their games. I give a shit about that one piece of hardware. Don't want me to support them? Make the chinks make good handhelds at reasonable price points.
How to handle real world human races in a fantasy world that puts a focus on fantasy races?
look into the terrain where real world races originate and exaggerate certain factors to get ideas. like desert people have heat resistance. mountain races have lung capacity? stuff like that.
>programming is ezpz
>can't do literally anything else
I'm destined to be a means to an end, bros...
Teach me your programming secrets
>be neet
>be shit programmer
>still make lots of progress and make things work
>get job
>codemonkey (pajeet-tier salary, but it's a start)
>actually learned a lot and Got Good, but now I have no time to work on side projects
JUST
be my programming b***h
I haven't even finished the intro yet lol. And it's been months. I really need to speed up the pace.
I lucked out with a decent pay and low intensity wage slave job. So I just game dev in the evenings. Also started reading rim world devs book.
>Also started reading rim world devs book.
Is it any good?
I like it so far. Less flowery and gets right to business.
I wonder how useful it is.
Rimworld is pretty much a type of game that you have to mod the shit out of it if you want to have fun.
Game devs books are only useful if you're knowledgeable enough to understand it, at which point you don't need it
I think they're interesting for just seeing thr mind set behind working on games and not necessarily to make your games better.
Yea they're like art books, neat to look at but you won't get anything out of it
Yeah. For entertainment purposes, maybe inspiration if they're written well.
I think it actually predates rimworld.
Only 2 weeks til my bottom surgery
are you getting a bigger butt so you can dev longer?
I wish a big butt helped with deving, instead it just makes most chairs uncomfortable
Been taking time off dev work to focus on my classes and job.
I plan to get back to the grind this November when Thanksgiving break starts.
has anyone else wanted to just remake their old favorite game because the developer has ignored it? how feasible would that be for one person and one game from the ps1 era? i think at least i could get just a prototype going and pay a modeler or asset flip if i had to
Remake projects almost always die. Just do what everyone else does and make your own IP based on the forgotten/ misused one.
because of cease and desist? i figured it would save time having to write a new storyline or coming up with new mechanics
this has been 5 years in the making so far. the dev burned out last year. you can go back 4 years ago in his channel to see before he got C&D by activision and it was spyro myths awaken.
yeah but they actually did remake spyro
://www.youtube.com/watch?v=dBI5Z4MHC8g
also he has a video from 5 months ago still working on it
it's not his full time job so i'm not surprised it takes a long time
As for today, I finished all the npc idle animations, now I have to make the dialogues but that's gonna be easy because I already make the dialogue system a few months ago, the only real challenge left is make the animations for the demon girl Boss, which are gonna be a lot, almost like the main character.
Are you the one making the 2d platformer with the little detonating helicopter things? Art style highly reminds me of Kaizo Trap, if you know that video at all.
Yes, I am.
i'm back and i made something stupid
it's been a goal of mine to think up a sort of modular, one-size-fits-all control scheme that can be used as a foundation for most 3D games, i.e. platformers, third-person shooters, beat-em-ups, collectathons, action rpgs, and other 3D games that allow you to jump
i eventually came up with two variations of a scheme that work better under different conditions or genres, but could possibly be switched between within the same game
what do you think?
>B on interact
I don't like it.
it's on an xbox controller, for reference
>Waiting until November to buy software
Its hell
But it'll all be 50% off
>Paying for software
I love being a pirate
Its Komplete 14, which releases on the 27th
homie why not just get komplete 13 unlimited? I doubt there will be that much of a difference. What are they even adding that would make you want to wait two months?
im making a survival crafting platformer
what's the end goal
can you be a good dev if you're not good at games
Get testers who are really good at the genre you're working on, ideally, I'd say. It'll still be hard, but having the perspective of someone who could probably easily break your game is good.
It depends on what you're game is supposed to be. Not every game has to be heavily reactive to be enjoyable. Turn based games or more casual styles are popular for a reason too.
Make types of games you're good at
All Riot developers are platinum or below.
That's not even true. Morello is Challenger this season moron.
He left Riot 2 years ago
yes, most of the famous game devs aren't amazing at playing games i'd reckon.
the gameplay design lead for halo 2 and 3 talked about how that was a good thing for balancing the game
?t=2498
NOPE NOPE NOPE
this is cargo cult shit from "designers" who don't actually have a mental concept of what balance is. note how the speaker repeatedly dismisses ANY notion of "balance".
yes, it is possible to get sent down the wrong path if you listen to a competitive / "pro" community. but this guy is running into the other extreme which is no better. he's aware enough to know that just doing whatever pros recommend / demand is wrong, but lacks any understanding of balance of his own so he just dismisses the entire concept and goes back to
>BUTTON
>AWESOME
shallow shit design as if it's some deep truth.
morons use that kind of moronic "when everything is broken nothing is" argument when it comes to fighting games. And then some stupid devs either listen to such people or just come up with that on their own and the result is a shit tier clusterfrick where most options are shit and a few dominate regardless. Most of all if you balance and design into such a direction often you just end up shit that doesnt resemble the original idea anymore at all because everything powercreeps to shit.
You should design your game with a specific baseline in mind. Like a certain powerlevel you could say. Then you balance around that. But that requires a vision you need to stick to.
I hate GDC conferences.
>if everything is op, nothing is
yeah but if you have so little hp 1 hit kills you it works as a hard difficulty
That is way more based than what most devs do. It's very rare to see a "buff everything" mentality when it comes to balance.
DNF is the only recent game where every character is considered buff and degen. Strive is the game where they go "frick you" and buff the already overpowered characters while ignoring most of the others.
>GDC
Most devs are bad at their games, which can suck for balancing at a high level, but who cares about those nerds anyway.
my game is going smoothly. not really much to say since it's in that phase where I realize the cutscene system is a piece of utter, slapped-together shit
Post something to see your progress.
just remember the Halo 1 devs literally puppeteered the NPCs in real-time for the cutscenes.
Working on another final boss.
Is that fish fricking a woman?
It's a boar, but yes.
my progress posts didn't get (You)s in these gamedevs threads, why even bother posting again?
You're here not for (You)s, you're supposed to post here for shit and giggles
Your Lich looks really cool anon!
Thanks, but I'm not the anon who was complaining about no (you)s, I average around 3 (you)s per progress post on here or agdg but I also understand that sometimes you just don't get any. Sometimes much better progress posts from other devs don't get any replies, if it's gameplay it usually means that it's good but they don't have anything to add beside "looks fun" or so.
I suck at writing.
Then make a game that doesn't need writing.
But I want to
Can't be bothered webming anything and screenshots show nothing, but I got spritesheets working so now I can have frame by frame spell effects instead of just simulated ones.
Done some more visible work. Currently trying to decide where to place the HP/MP/status indicator things (the four squares currently on the left that won't stay square).
Despite the art, everything including character placements is still up in the air about where they go, so I might end up closing the gap in the middle a bit to put the health along the top like in Golden Sun. That's pretty far from where the incoming attacks will be hitting though, so I don't really want to do that. My original plan was to have them down the side of the screen, but now I'm thinking maybe they'd go best underneath the characters like where the message box is, and then move that to the top or something.
Frick I hate UI
Values and numbers, still not set on the positions but ehhh it's getting there. At least now I can start working on non-battle stuff if I want. It's in a pretty good state systemswise now.
>fixed bugs and compiling errors for my mobile game
>able to test it on my phone now
i'm slowly inching my way to releasing my shitty game bros
WHO WANT COLLAB!!!
I need help on my project, what do you do?
I've got so many great ideas, can you share your discord?
just working on the computer opponents. I'm trying to make their behavior modular, so you could check off behaviors you want/don't want for the computer to do, and then you pick an APM.
Polished up my trailer this weekend. Gearing up for release on the 13th of next month.
I really don't know what to think about your game, it looks kino but at the same time it doesn't look like a game I would enjoy
Looking good anon!
What is this an adventure game or a puzzle game? Anyway cool art anon
Dunno, I'm just Lead Prompter, it's other peoples' jobs to turn my ideas into playable games :^)
>lead proompter
Dangerously based, sadly working on a 3D game myself just yet but one day I'll proompt in 3D.
Looks good but change that font
Game development is a terrible career, you get treated like shit.
If anyone's thinking of getting into it, don't bother and go for something else instead. Really.
1. I love art, I love games. Doing both is like sex
>you get treated like shit.
2. Maybe don't work for a shitty studio?
Why not, y'know, just have sex?
Okay, brb
W-wait for me.
>tfw started to get hang on learning to code
>tfw stuck on my 2013 gaming laptop
>tfw no money to buy better pc because I'm a neet
fricking kill me
This year, it's much easier than I thought it would be too, the programming part anyway
I’ve been an enterprise dev for the last 5 years, will a game studio hire me as is or do I need to make a game first?
>I’ve been an enterprise dev for the last 5 years
How are the suicidal thoughts doing?
Every day I’m contemplating firebombing the place and releasing myself and other lost souls.
But then I remember I have unfinished porn at home and go back to procrastinating on adding yet another table column.
>get into gamedev, so you can either waste your life away crunching in warehouses for the AA-AAA titles or take continuous gambles with indie releases with less financial security than an average codemonkey?
i think i'll stick to my job
I mean it’s basically startup vs corpo but with less money and job security
you forgot the option where your job is not trash and you have enough free time to work on your game as a hobby
which is not among op's mentioned options
Hello
Is it me you're looking for?
Buy my fricking game, Ganker.
https://store.steampowered.com/app/1960890/Jishogi/
sorry breh i dont buy any games i just lurk in gamedev threads. i just want you to know that you are already more succesfull than 99% of indie games which dont even sell 1 copy. says you earned 1k bucks after tax and after steam cut on steamspy so thats kinda okay amount for indie game.
it rips my heart when i see so many good games, devs putting effort and updates even years after release and nothing. but sadly such is the way of life. if i had magic stick and could halve the aaa customers and dispersed them around indei devs i would do so
good luck fren
Been working on this enemy AI and i'm starting to get something descent, thoughts?
i like it a lot Anon
Thanks, physics based stuff is such a pain in the ass to get right
if you make the character into sexy gimp you might get more sales
i want a game that is kind of like retro shooter but you destroy different kind of criminal organizations like mafia, yakuza, mexicans, blacks, insane bdsm level and the last boss is human traffickers epstein style
That could actually work, some sort of gagball and bdsm outfit instead of his mask. thanks.
Thanks anon!
cool as frick
I assume that if he spots you the clanging gets really loud and frequent and if you outrun his railing he gets yanked back by his head and lets out a disgusting ACK as he falls to the ground
where can i find crack for RPG Maker VX?
Making fish gorl race
me likey
Cute fish gorl. Like her eyes and tentaclehairs.
I just work on my mech game in my free time
Nobody's going to buy it, I just like making it
that's really cool anon but surely a mech would have a canopy
Thanks
The game's about piloting a mech using only limited sensing equipment and no direct visuals, it's sort of a double stealth game (enemies also have to rely on shoddy sensors to find you, so combat is about tracking down enemies to surprise attack them)
Lore excuse is that the planet is so close to its sun that visual sensing equipment gets completely blown out by massive radiation, and you'd die instantly from it if you had windows. So that's why there's no visuals
It's WIP though, who knows where it will actually go
>get into market full of super experienced and skillful white men
>my skills are ideasguy, poor drawing skills and writing
how about no
>Make game with idea guy as the lead
>He handle the number crunching, game design, game mechanics, level design, etc
>Keep throwing concepts at him so he can refine them and make them usable enough so I can code them
Real idea guys are underrated
Where are those skillful and experienced white men? Because as far as I'm aware, the entire industry is going down the shitter specifically because the people making video games nowaday don't like video games.
AEHHHHHHHHHH
I was offered a job at a game studio about 8 years ago. But then the bank I'd also applied to offered me 50% more money for much easier work.
Almost done with my epic turn based RPG. Spent the last 3 months working on it, almost ready for release. How much would you pay for this game? I was thinking charging $40 for my game for all the effort I’ve put in so far
I hear the new standard for modern games is $70, so would probably price it at at least that much
>one tile size roof
what are you doing?
Looks like the tent on the upper left took a bit of damage
Anything made in rpg maker should not be sold over 19.99 and that's ONLY for the really good ones. I wouldn't even pay 10$ for something that looks like it's using the default engine. Frick that
Gonna sale mine for 9.99 please buy
Frick game dev I'm making my own programming language.
good luck
what for?
Is it worth investing into making a Gacha as long as it looks like an actual game?
/misc/ ruined this website
nothing but Gankerirgins puking about nonwhites left and right nowadays
can't even have one productful thread without their incellic autism
>anons post progress
>gets ignored because no one in this thread care about video games
>shitposting ensue
I'm shocked
Anyone know how to handle network stuff in C#?
https://litter.catbox.moe/v8ile3.jpg
I can't really downsize the fairy further or I'll lose more details... but if I upsize the boy it will look wrong too. I don't know to draw the scene further. Or should I just uploaded as two different images and then work with the % image size in rpgm?
Maybe add flowers or other stuff that people know the size to make them understand the fairy is small
I like it either way
I got the idea of the MC getting dicked by an hyper wiener fairy from the Hentai Mugen with a fairy character like in this webm
Blessed, now that's something I'd play
anyone fricking losing it recently?
Losing what?
like physically and mentally deteriorating
How many of you are working on soulslikes? Please neck yourselves if so.
solodeving soulslike sounds like a pain for the animations alone
Why?
What's wrong with soulslike?
Making a dead rising like.
Frick you, soulslikes are great and I will be the next successful one.
a better question is how many are working on pokemonlikes
I'm making a sonic-like
Go back to your thread about the woke crab fricker
Also I'm making a 3d Metroidvania. Kill me.
Not a soulslike
a 3D Terraria-like
Alright de/v/s, sell me on your game. Give me a simple and dirty explanation of your gameplay and your game's plot
a 2D tactical RPG, turns out no one like turn based shit
Building sandbox with simulated ecology.
>plot
I thought you asked about videogames, not movies.
It's a Golden Sun clone with altered formulas and much worse graphics. I haven't thought of a plot yet, but it probably won't be elaborate.
No deep plots here, my characters mostly keep quiet and only express themselves when it's lunchtime or they're exhausted from running.
gaem?
It's a shining force/ff1 inspired rpg with slapstick elements. I have nothing to show of it, and not just because it's on a computer I haven't turned on in over a week.
It's a 3D open world survival game with heavy focus on alchemy and spell crafting, inspired by Morrowind, Daggerfall, 7DTD and Thief. Still working out the plot, maybe something with the philosopher's stone.
Got gameplay webm?
Not yet, I haven't been working on this project very long.
>gameplay
SMT Devil Summoner but every monster has unique dialogue
>plot
Detective shenanigans
Pitch is so flawless I instantly recognized the MSdev
You're a cube, you Start at the start of the level and go until you reach the end.
You're goal is to not make me, the programmer, cry.
Not like the others 🙂
Post apocalypse ice age Madmax and suikoden hybird jrpg with aliens. Enemies are huge you need to fight them in tank or cars. Furry, alien/monster girls, giantess etc
>tfw you know what game this is and that it's real
Got a background in programming, how hard is it to get started with godot? I just want to make a level of a platformer with no art or animations, just a fricking box that jumps and slides, just to test the waters and see if game dev is satisfying.
Just curious the learning curve on the software, not worried about the code.
Pitifully easy. Learn state machines so you don't have dozens of if statements everywhere.
Thanks Anon(s). I have a good handle on finite state machines. I'm gonna hop in and give this a go tonight.
Another tip from S8d Meier. Copy other games especially basic games form the 80s.
https://en.wikipedia.org/wiki/Finite-state_machine
when i realized i could make money off it
>do a sketch for my game's cover
>realize that cyberpunk 2077 has nearly the same cover
Battlefield 3 and Modern Warfare 3 had pretty much the same cover but with slight differences and inverted palletes. Don't worry about it anon, just do what you want.
yeah.. thankfully it's not 100% the same and like you said it'll have a different color palette
at least it released a very long time ago
>at least it released a very long time ago
Again, don't worry about. My example still stands. Those two games came out the same year and nobody batted an eye. Unless your game is also an open world crime sim I don't think anyone would really think to compare it to CP2077
nah it's absolutely not but I was also trying to reassure the half life guy
Same but half-life
I don’t know how you could read the interviews with the devs of Shovel Knight and not come away realizing how risky a business it is. They slept in the office and partitioned food, just praying it was going to be a hit.
The only reason you even heard of how moronic they were is because it was a success.
Hundreds of devs go under every year and you'll never hear of them.
It's also why I just do everything for free in my spare time.
>business
Good thing it's a hobby and I'm not paying anyone for making a crap for my own amusement
I pitched the tent.
looks great
Thankyou!
Right now, trying to decide if it's worth dicking around with A* or some other pathfinding for a 2D sidescroller. Seems like a lot of trouble just to keep a few flying enemies from getting stuck under platforms and stuff. It'd be cool if jumping enemies could chase the player too, but I don't think they really need a whole pathfinding solution just to do that either.
Just like make the platfoms not collide with objects underneath bro lmao
I have almost all flying enemies go through platforms because I got lazy, however for the ones that do collide with platforms i set waypoints at the ends of the platform if the trajectory will collide with the platform and thus it goes to the waypoint so it can go around.
same thing with characters that only walk on the platforms, I set Jump waypoints in places where they can jump and reach another platform. So basically the character has a list of platforms to traverse each with its own "jump off" waypoint to the next platform, until it reaches the platform that the has its target destination
Most older games just have flying enemies outright ignore obstacles and move through them. Even more modern 2D games like Shantae do the same thing I think.
>Bird hit platform
>Check if there's a wall left or right
>Change AI to move left or right until there's no collisions
There you go, fixed in 1 hour
I want to make a rape game but I don't know who to rape ;_;
i will never learn to code
RPG maker's your saving grace, anon. Try it.
Anyone here have experience starting a company/studio?
Currently have 2 games in the pipeline and I'd like to release them as an indie dev studio but I have no experience with setting up a company or business
>I'd like to release them as an indie dev studio
>setting up a company or business
Do you actually have other workers beside you or you just want to be "le company" for no reason?
Theres me and 2 other artists, and we have a composer but we pay them on commission.
I just want to have something down on paper because eventually I do want to run my own indie dev studio with a fairly large sized team, even if it's just like paying some sort of license yearly for an LLC and have my studio name registered.
Gotta start somewhere, but it looks so daunting
Read personal mba in a weekend so you have basic business knowledge.
After preparing the design documents I'm ready to do the final code rewrite of my game.
The issue is AI art is giving me depression and I'm even dumb to even think about it because I can't draw.
I just can't stand the commodification of art which is something that is really important in my life.
I'm such a fricking idiot.
it's not the end of the world moron, stop feeling sorry for yourself. they'll replace us humans one of these days but today isn't the day. stable diffusion isn't going to make anyone's game for them. some of you guys are overplaying this to the point that I'm suffering secondhand embarrassment. we'll get there eventually and once we do, we can sob ourselves to death and overdose on infinite opiates but not today. make hay while the sun shines, and dev your fricking game homosexual.
we're all gonna make it
I honestly think that Stable Diffusion is a nothing burger and not really a game changer.
My issue is deeper like I love making games(even boardgames) because I love seeing people enjoy the stuff I make. And AI art feels like it just devalues the effort people make to create.
I honestly don't even know how to put this.
>I honestly think that Stable Diffusion is a nothing burger and not really a game changer.
lol
NTA but even though stuff like Dall E and StableDiffusion are amazing feats of technology, their actual use in vidya development is pretty limited. They’ll have an enormous impact on the commercial industry surrounding still art; movie posters, instruction manuals, advertisements, book illustrations, etc., but for films and video games (dynamic visual media) the tech isn’t there yet.
You must be coping, I refuse to believe you're this dense.
>it can quickly create up-res and enhance any texture for remasters/remakes or your indie side scroller.
People have already used it for this.
>it can quickly produce 2D backgrounds for any game that uses 2D backgrounds
The people who made FMV backgrounds for classics like FF7 would have came buckets if this program was available to them back then. And what is the difference between Vanillaware and your generic side scroller? This AI closes that gap.
>it can quickly help you produce concept art for any game
>it can quickly help you create 2D portraits for your VN
There are several game studios already using the tool and it will become standard soon enough. It will help animation studios produce games too.
Then generate it in high resolution or upscale it.
Please I beg you, spoon-feed me on how to use this for my gamedev.
I'm just a layman and this is cutting edge stuff.
Why you use this when you can just make a shader with the half billion of tutorial on the internet? You won't even risk having artifacts in your textures.
So it's the most computationally expensive form of Google Image Search ever conceived?
This image you posted if filled with artifacts it's not really useable unless you're willing to handwave them.
And upscaling is not really an option because the images SD generates are filled with noise and artifacts and making them bigger makes them a lot more appearent.
That being said the tech is really impressive and I'm pretty sure it will be used as a base to make some useful tools.
It was made in 20 seconds.
>And upscaling is not really an option
You're being ridiculous, of course it is and you can use the product as a based.
>why just automate tedious texture creation!!!!!
Soul to soulless: the ai
The stuff it generates it's too low res and way too easy to spot, it can generate good stuff but never what you actually want from it.
it's a decent prompt generator / prototype generator
the actual job stealing shit is in the future
Final (hopefully) retune of the movement mechanics; skate jumps now have less air steering (the air control is the same, but you reorient more slowly to make it harder to land backwards and still skate), and I've changed the way that slide momentum preservation and orientation works so that you can more easily "power slide" around corners, especially from skating. This makes sliding work far more like I intended it to as a part of the skate moveset, which is as a tool for rounding corners sharply without losing momentum. It also allows resumption from a skid so if you overturn, you can slide back INTO a skate if you react quick enough. This makes it far easier to maintain your skate speed as long as you're paying some attention, which makes it more fun to use while focused on aiming at enemies or setting up approaches.
Also, first 4 of 5 LongShot light attacks are done. In these, it's basically just xCal with less damage and reach but higher speed; it becomes more dynamic with the heavy strikes (which make it like a whip) but I wanted it to retain that same really simple 5-hit light mash because that always feels good as filler off of snatches (the same reason Bayo uses Kulshedra balled up into a fist and repeats the basic punch combo of Scarborough Fair if you mash light after a snatch charge modifier)
Still having some issues with enemy cape collision, particularly if they get too close to the uprights. The cape hates environmental collisions on objects that are resized, but the issue is if I turn OFF environmental collisions and only let the cape collide with the enemy attachments (which is all I want), for some stupid reason it ALSO loses its ability to collide with box/plane primitives. God I hate cloth in UE4 so fricking much it's unreal.
i love making tiny loading screen loops. building a set piece is probably my favorite thing to do - there's this element of mystique since the video player is quite small and the environment dark; it's tons of fun.
adding the scaffolding or whatever you'd call those to this level was a great idea, it makes for good level design and good visual design while still fitting the skate theme. well done
Thank you; I really like the way this level feels to play around in. Most of the levels in Mayhem League are actually going to be like this in some way (after you finish the "street" circuit, you mostly enter professional parks for the sport, which means this, though as it goes on they're meant to gain "theme park" type aesthetic gimmicks and will become more and more stadium-esque).
But something about a very on-the-nose no-frills "it's Vans Skatepark" just feels right. Like it encapsulates the game's concept.
I've written the entire story and some dialogue now i just need to learn how to make the fricking game lol. Learning 3d modeling and unity
out of curiosity, why is it a game and not just a story?
What kind of genre that is fun is even feasibly made by few people?
Top-down shooter
Roguelite, you don't even need a game
Explain.
>Create random enemies with no thought behind them
>Create random rooms with no thought behind them
>Add pew pew main player
>Add NG+ currency for upgrades to get morons to keep playing after dying
>???
>profit
Simple, arcade-y games with a hook-y gameplay premise. Id do a Roguelite because they have essentially become the modern equivalent of arcade games.
>they have essentially become the modern equivalent of arcade games
I like this assessment of the genre and I think it explains why I like them so much.
What's a fun feasible and simple game we can make in UE?
But:
- Not a platformer
- Not a shooter
- Not a walk simulator
- Not a souls-like (really difficult to get right)
Pong
Bros...
Not fun, and doing 2D stuff in UE is not really that ideal.
Kind of boring. At least, I'm thinking of something like Minecraft, Ark, or the Longest Dark but more simplified (especially without building since that's going to be crazy difficult).
Sounds cool, but very complex and difficult.
This one does seems a little feasible. Either something like ARPG (Diablo), or action RPG like DmC (simplified combat, of course).
Hack-n-slash RPG
Survival
A Roguelite with RPG elements where you play as a skateboarder. Different tricks cause you to perform different attacks on enemies. Platforming elements like bouncing off of enemies to maintain airtime and extend your trick combo gives the player additional bonuses in combat.
So, basically JSR with combat?
Seriously, how isn't there a game like this? JSR with combat is genius.
God dammit am I just invisible
I’ve been over here making Tony Stark’s Pro Skater since 2017.
>want to make a team-based multiplayer shooter
>99.9% of AAA studios are making their ip's freemium
What do? I really just wanted a cheap admission fee, get my money, and built my game off of what I made. I can't make it free off the bat as a solodev...
Indie multiplayer focused games are always trainwrecks because it’s almost impossible to get a healthy player count. Your better bet is focusing on a strong single-player component and hoping the multiplayer works organically. Make your game for only one player because on any given Thursday afternoon within a 500ping radius, that’s how many people are likely to be playing it. One. Over time, if it’s good, that may change, but paid or free you don’t have access to the hype machine required to make multiplayer-only successful in the early days, and if it dies in the early days it has no hope of a long tail.
Even if I hire a good pr agency?
Correct. Because even most popular multiplayer games are successful chiefly because people's friends are already playing them. Most of the PR that goes into multiplayer games involves letting people know that a game they already play has a new game coming out (or it's a new game by developers they already like) and that, therefore, their friends are likely to start playing that soon.
People don't play multiplayer games primarily because they're good, they play them primarily because there are other people playing them. A game being good can help you on the road to this goal, as can good marketing, but if your game's success rides and dies on a critical mass of people playing it... That's an extremely challenging prospect, overcoming network effect barriers, that routinely stymies billion dollar corporations.
I wish you good luck if you think you can pull it off. Surely, SOME indie games do it, but mostly by accident.
IMO couch coop is an under utilized market, especially with Steams feature that lets you play couch coop games online with a friend. Im planning on doing a couch coop resident evil type game as my next project
>making a multiplayer game for money as a solodev
Don't, it's a rookie's deathtrap and you won't get any money from it.
Make any singleplayer game. An anime VN, a pixelshit roguelite, a RPG maker game about depression and only after you get a fanbase and some money you can start making a MP project.
Damn it all
personally I'm jumping straight into the jaws with my project being multiplayer too
It's ambitious but I literally don't want to work on anything else, I'd rather hit my head against this wall until I either die or come out the other side which is what I'm doing
I'm making a MP project as well and it's fine as long as you're making it for self-education or to have a dumb fun with your friends in your own game.
But if you're making it for financial gain it eventually will end up into a catastrophe for reasons
mentioned
>not making stardew valley
you can compromise and make a single player game with co-op multiplayer that you can play with your friends
I have a college degree, but I can't find a job. Hence, I'm making a game.
I'm being super productive though, I've learned a lot about programming and I don't even play video games anymore.
I have no idea how I'm gonna do marketing though, I should probably join a Discord group or something.
What is your game?
I'm making a turn based RPG and I'm ripping off part of the combat system and progression from Medarot, but characters have skills too.
I've been working in the UI lately, but today I'm making attack animations instead.
Once I have enough of them I'll make some webms or something.
Are you using Unity? How long have you been in development? What's the art going to look like?
I'm using Godot, 5 weeks I think, and pixel art.
Also, even though I mentioned Medarot earlier my designs are mostly fantasy creatures and dinosaurs.
Just so everyone knows
Udemy is having a big sale as usual, so if you want some strong resources to start gamedev thats an option
>Ganker actually mentioned Udemy
So this place isn't completely useless afterall
Udemy is garbage, so don't know what you're getting at. If it's not, prove me wrong by linking me good Udemy courses.
I take college online so it leaves a bunch of time for independent learning, and Udemy is pretty nice with everything being structured
Much nicer alternative than searching 30 different youtube videos which are all an hour long with 50 minutes of filler. Colossal waste of time
Any colleges teach you how to use a game engine?
I think a lot do nowadays, but I hear they're meme courses. Like "game design degrees". Game engines really aren't THAT bad to learn, its more about learning programming itself. I take college for programming and software engineering, but I'm spending my spare time learning everything else, and Udemy helps a lot.
Software engineering is a nice pivot incase shit hits the fan, yadda yadda.
NTA, but how do you know
>Software engineering is a nice pivot incase shit hits the fan
is true if you're still in school?
I also wonder what kind of game you're making during your spare time.
3D sandbox kinda inspired by Terraria
But different in a lot of ways, only really comparable to Terraria in terms of boss-focused world progression and that's it
Learning literally everything myself though, music art animation etc, and its going well
Question: Frankenstein girl character, neck bolts or no neck bolts?
IIRC the neck bolts are copyrighted by universal
Really?
I did not know that
hmm
What about knee bolts?
hip bolts?
Hip bolts should unironically be your first pic, especially if it means giving them sexy, stylish pants.
First concept had long medical gown with leg slits
But maybe I should look into the idea of these fancy pants you speak of
Franken Fran has temple bolts.
Also, I know it's a bit pedantic to correct people on the fact that Frankenstein is the scientist and not the monster, but in this case it doesn't matter because she is a reference to both.
I'm 100% sure that "Frankenstein is the scientist and not the monster" is said by more people than people that actually think "Frankenstein is the monster". It's become so cringe to say that. Everyone already knows.
No offense, just saying.
It's a weird situation because I guess the monster is called Prometheus like in the original title, but they changed the title of the book to Frankenstein because that was more recognizable after the movie.
I also initially thought the post may refer to Mary Shelley since she is technically the "Frankenstein girl" and honestly wouldn't be a bad character because she was metal as frick. Like she lost her virginity in a mausoleum and carried her dead husband's heart around like Corvo in Dishonored.
Google tells me that the copyright on Frankenstein involves "5 visual elements: neck bolts, flat top, scars, green skin, large forehead" Just bolts on a character should be fine.
Interesting, I wonder if the bride of Frankenstein has a similar list of elements to adhere to copywrite
Just not nipple bolts, I've seen that used nearly as commonly as the neck ones
Non-musician here. Began working on a custom overworld theme for my game.
Attempt 1) https://vocaroo.com/1fiSBgFNJNeC
Attempt 2) https://vocaroo.com/1evLKYDzDaCy
Attempt 3) https://vocaroo.com/13EraAO8MVZ7
So far I'm liking how the 3rd version is sounding. Not too silly, not too grim. Almost heroic. Will continue working on it.
2 and 3 sound basically the same with a few little tweaks of the mix. Chord progression is all over the place with that weird little flute pad. That whole thing is written bad and mixed worse. The little marimba melody definitely works, though as an "overworld theme" it makes me assume your game takes place entirely in some sort of prehistoric caveman highlands.
The first one, on the other hand, is different. It sounds like it's not quite in tune with itself, which may just be the weird harmonic content of those low flutes (seriously, you need to reconsider that sound. I know you don't know about intonations really, not at this point in your music learning career, but that wind instrument is not your friend in the low registers)
Can you post MIDI or a piano roll screenshot so I can take a look at your chord progression with the flute? I might be able to help with a few small adjustments.
>Can you post MIDI or a piano roll screenshot so I can take a look at your chord progression with the flute?
You mean the voice-sounding thing? Here:
>https://voca.ro/1d2vL9fvPwiP
I split it up so it's the high part first, then the low part, then both together. What's wrong with it? I don't know anything about chord progression but it kinda sounds like it's harmonized. I like how it's a little unsettling/otherworldly, almost alien.
I'm going for something that sounds similar to the Halo games. I like how they use tribal drums with some kind of adventurous/heroic theme, but they still throw in stuff like rock or hip-hop/electronic beats.
>prehistoric caveman highlands
That's actually a good description, yeah I think that's what it should sound like lol. I might be on the right track.
I'm not too concerned with making it sound perfect. I just hum a tune and then try to make it digital. I'll probably end up going with some royalty free music, but I kinda wanted to try making one for myself.
btw this was for attempt 3. Just ignore attempts 1 and 2 if you're trying to give feedback, I've moved on from those, I don't like how they sound for my game's atmosphere.
GB
FA
BbD
FA
EbG
FA
What key is this supposed to even be in? If you're in FMaj, you're FGABCDEbG, that Bb makes no sense. BbDF would be a IV, that's right, but that GB in the beginning should be a GBb (G minor) which might explain the weird dissonance. I guess if you really wanted you could be going for a secondary dominant there, but even without the 7th tone that it really needs, it should be resolving to a C chord.
Also, your voicing is WAY too close and your voice leading is bad. That shit works for power chords on electric guitars only (and even then only as perfect 5ths) it's not the right call here.
I'd need to see your melody as well to come up with a proper progression and likely to figure out what key this is supposed to be (Eb maybe? That makes sense with the Bb, but not that prominent F) but pic related might be a decent start.
A vocaroo of (my recreation of) your chords, followed by my own attempt at voicing (without your melody for reference): https://vocaroo.com/18OErOw6RlVp
>If you're in FMaj, you're FGABCDEbG, that Bb makes no sense. BbDF would be a IV, that's right, but that GB in the beginning should be a GBb (G minor) which might explain the weird dissonance.
Hmm...I c-completely agree!
>I guess if you really wanted you could be going for a secondary dominant there
Th-that's exactly what I was going for!
>Also, your voicing is WAY too close and your voice leading is bad. That shit works for power chords on electric guitars only (and even then only as perfect 5ths) it's not the right call here.
G-Good point!
>Eb maybe? That makes sense with the Bb, but not that prominent F
O-Of course!
I'll...uh...definitely synchronize the melody progression so that the scales key the notes in the right chord. Then make sure the right leading voices the primary dominant on Bb major to avoid any interfering dissonance.
The music-theory-inept version goes like this:
1) figure out what key you are in. Only use notes from that key when making your chords (there are reasons for going out of key, but you should avoid them if you don't know what you're doing)
2) when you make your chords, try not to keep the notes so close together, and try not to make the up-and-down curves so parallel. It's more interesting if some notes rise and some notes fall; instead of going GBD to FAC, try going GBD to ACF or something. It's the same chord if you rearrange the notes, and it's nicer if you have different motion.
From there, your ear will probably tell you which chords sound good and which don't, but some good rules of thumb are this:
>the chord you end on should be the chord your key is. If you're in A Major, your finish, your "home from wandering around", should be an A Major chord
>the chord before the chord you end on should be one that strongly wants to go to it; this is usually the chord built on the 5th note of your scale, or sometimes the 7th. If you're in A Major, the 5th note is E, and so you want an E Major chord before your A Major chord
Note also that whether you use "major" or "minor" or any other kind of chord, that comes from the key. You use E Major (E, G#, B) because those notes are IN the key of A Major. E minor (E, G, B) has a note (G) that's not IN A Major. If you follow the notes of your key/scale, you can't go wrong constructing types of chords. Just worry about what their roots are.
Ah, that makes a little more sense now. Thanks. Will look into this a bit more.
A bit of follow up for the REALLY theory inept: when talking about "chords", you're talking about multiple notes played together that skip every other note.
So if your scale is C Major (CDEFGAB), a CMajor CHORD would be CEG; it skips the D and the F. A CMajor7 would be CEGB; it goes up to the 7th note.
All the chords in the scale are just a root note, and some shit stacked on top. So a D chord (D minor, in the key of C) would be DFA. Skip the E, skip the G. Note that you can reorganize these and the chord 'works' the same; DFA and FAD and ADF and AFD are all a D minor chord.
For FMajor, your notes are
F G A Bb C D E
Your chords are
F A C (I)
G Bb D (ii)
A C E (iii)
Bb D F (IV)
C E G (V)
D F A (vi)
E G Bb (viid)
slide that whole thing up or down anywhere on the keyboard, making sure the distance between the notes is the same, and you have every major key.
oooh, so that's what a chord is. Guess that explains why I had to skip a note since having them next to each other sounds terrible. But it's weird how only certain notes sound good together. I didn't even know you could add 3 or 4 different ones until just recently.
And with certain instruments, even though one set of harmony sounds good with that specific instrument, trying to use those same harmony, or even the smae notes but on a different instrument can sound terrible. I think that's why some of them are off in my work. Like the intrument notes don't match up so I have to pick the next best-sounding one with what I currently can understand.
Well (god I love talking about music theory), I hinted at that in my first response. I assume you're using samples for some of those tones, not synthesizers, but even if you are, the reason it sounds weird is overtones.
So here's the thing: every tone is made of a stack of sine waves of different volumes, related by multiples of their pitch. A note has a root; then it has the first "overtone" one octave above (C-C), then a fifth (C-G), then a fourth (G-C), then a third (C-E) and so on. If you're noticing that these seem suspiciously close to the notes that make up keys and chords, congratulations, you now understand the psychological basis for appreciating harmony. Stuff lines up and reinforces.
But, there's two issues. The first is that not all instruments produce perfect overtones. Wind instruments especially can have "out of tune" overtones to some extent. There's complex physical reasons for this, but any object which is not PERFECTLY elastic (i.e., none) will oscillate in a way that causes its harmonic modes to shift slightly as they get higher, due to friction.
The OTHER issue is that perfectly in-tune harmonics actually produce a key that can't be transposed. Which is to say, if you tune a piano PERFECTLY for the key of C, to ring true on every note, then if you try to play it in other keys, it will be more and more out of tune. A long time ago musicians came up with something called "equal tempered tuning" which basically averages all the note distances so in every key, everything sounds MOSTLY in tune.
But put those two things together, and what can happen is you have an instrument playing a low note, and it produces an overtone higher up, that's slightly out of tune in one direction. And then the other instrument is slightly out of tune in the other direction. So even though both of them have the same 'root' frequency, in the place where they're playing the same PITCH (in Hz), in the same octave range, they're way the frick out of tune.
And, related to this, different instruments have different strengths of overtones, and that is what causes them to have different audible "qualities" (timbres). And for some, if they have strong early overtones, when you voice them "close" (meaning, the chord's notes are near each other, rather than spaced out with octaves between, i.e. FAC instead of FCA) the fact that those overtones are so rich means there's this sort of cacophony up top where the overtones together sound like going 3 octaves up the keyboard and just mushing all the keys under your palm at once.
Some instruments voice close better than others, it just depends. Guitar, for instance, sounds great close voiced, because a plucked string is a fairly pure tone. Trumpets do not. You have to learn by trial and error. But, that's why it's like that.
>but any object which is not PERFECTLY elastic (i.e., none) will oscillate in a way that causes its harmonic modes to shift slightly as they get higher, due to friction.
Ah! That's why some of the instruments are stuck sounding good for a few notes, but going too low or too high makes them unusable. That was driving me crazy. And even more so when I was trying to harmonize them and suddenly it got way worse despite sounding good for the first couple notes. So I had to switch notes or even the instrument itself.
Can you recommend any youtube channels that touch on this stuff? Maybe not a whole music theory tutorial, but more like a Discovery Channel type of feel that sort of introduces you to some of this as an outsider/layman?
I've been studying music since middle school, through college and then more after graduation... I don't really know of any "pop-sci music theory" sources, though that doesn't mean they don't exist.
There's so, so fricking much to music theory, including tendrils that reach into both physics and psychology. And the sad part is the way it's taught is so goddamn boring because it takes a long time before it feels like you're actually learning information that helps you make better music. And the number of people who get as far as like "the circle of fifths!" like it means anything useful and then just stop is very sad to me.
I'm around in these threads all the time waiting for people to ask music or audio engineering questions, you can always ask me. Beyond that, I would say your best bet is really to like, find a source for learning music theory. Ground up. Learn the basics of keys and chords and progressions. It's gonna seem super boring at first, I know, and you're gonna spend a lot of early time going "but I like doing this! That isn't a thing your rule book says I can do!" and every time you do that, you've discovered a new aspect of music theory and a new technique/form of analysis. And you can google from there.
I dunno anon, I wish I could help more broadly.
Don't worry, you already got me interested in this stuff, that should be enough for me to look this up on my own. Already found a video and learned how to make my own chords lol: https://www.youtube.com/watch?v=oU4i59Mf8Yo
Starting see a method to the madness rather than just fiddling around in the dark.
That video was actually pretty good, notwithstanding the dude hamming it up.
There's a lot more to be said in "early music theory" about chord progressions and how they work; the way that chords move toward other chords (which is in some ways informed by the circle of fifths, but also in some ways not) and also the concept of the sharp 7th in minor and when to use it.
But the one big thing I think he kind of glosses over (though it's baked into what he says in some ways) is the idea that every key contains one of every musical "letter". Some will be sharp (or some will be flat) but every key has exactly one A,B,C,D,E,F and G in it. Which means the basic structures of chords that you produce will always be the same; a C chord will always have an E and a G in it (sometimes an Eb), an A chord will always have a C and an E in it (sometimes a C#). I feel like understanding that makes a lot of things clearer, because it helps you understand the relationship between all the semitones in an octave as parts of a "key", rather than thinking about a chord as being, for example, C D# G (it's not, it's C Eb G). It helps you keep track of what you're doing and really understand what each note you're playing/placing "means" relative to the key you're working in.
Bookmarking this for future research because I have no idea what you just posted. I don't even know the names of the notes at my current level. Thanks for the feedback though. I need to look up all of these terms to decipher what you just said but basically I'm 'off key' or something? I don't really notice it when I'm listening to it though. Maybe that's the limit of my current ability.
Working on a VR BMX game. Fixing some bugs today related to doing backflips now that we changed our input system (its all gesture based).
This is the last major change I record my next devlog and before going to multiplayer
Also how the frick do people make webms without making the quality suck ass. i gotta drop the quality on handbrake a ton.
Man this looks genuinely fun
Appreciate that man. its still early stages but glad that its appealing to others.
Not any stores yet. We just settled on a name, about to make the company, and start doing socials.
Right now, this game is leaning towards the more motion-sick averse players but its something i'm researching. For the most part motion sickness doesn't happen, unless we get bugs related to our landing prediction code.
Nice. Don't think I've seen this before on the VR store. Gives me massive motion sickness, but so does a lot of those games.
Im not getting into gamedev until i have amassed a real achievement or potential in skill; movement specifically.
>Im not getting into gamedev until i have amassed a real achievement or potential in skill;
>movement specifically.
Got you, bro. Find the nearest location of pic-related, run around it as many times as you can every couple of days until you can do 4, and then eventually 8 of them. That should give you an idea of where to go next (focus on speed or adding more laps for distance)
Wow fricking seppuku holy shit frick this shitty app lOl
>When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?
idk but devving is fun
I think bug girls are quickly becoming a staple of Ganker video game development.
I try to put as many monster girls as possible for my pleasure honestly
so far I have lamias, arachne boss, slime girl miniboss, ugly mermaids, not ugly mermaid lady npc that gives you sword, moth lady npc that gives you moth summoning thingy, and a ghost girl tho idk if that counts as a monster girl
ofc I forgot to mention fairies that I literally posted the webm of
Webdev with 6 years experience and now a C# .net developer with 1 year experience. Where should I begin with?
Going to learn pixel art for real this time, bros.
How do you decide how big to make a sprite?
>How do you decide how big to make a sprite?
What's resolution of your game?
There isn't a game. I haven't got that far.
It's difficult to tell beforehand. For example this sprite you posted would look good in 224p platformer or 360p top-down rpg
made a reload and a clip ammo system
Something is wrong with your animation when you shoot.
any good music comp tutorial?
Does anyone know how you figure out the right size for your game resolution/window/camera from your character sprites? Pic related in question have very large character art and not a whole lot of screen to fully see your entire surrounding. Is there any guide or tip for this sort of thing any one can offer?
that's not the only issue with that game, it needs an inventory system so bad
Game has weird things mixed in, I've only played it for a bit but there's a fetch quest where you collect items to give to the right npc.
thanks for the thoughts & suggestions, guess it's just seeing other examples and use those to decipher what's best, I only have art assets right now but just comparing size of my sprites with other games and using their screen resolution for my own.
the best way to do that is examine other games and see what sprite sizes they used. X4 and beyond have bigger sprite sizes than X3 and before. How does that change feel? was it good or bad?
I guess in a lot of ways it depends on the game, right? In a shoot em up, you want lots of space to see your surroundings, but in a fighting game, you're going to want big characters front and center.
I think its a feeling and subjective thing. The smaller you make the sprites relative to the screen size the less you have on the screen at a time.
this actually impacts platformers a lot and requires adjustments to level design because you might not want to force leaps of faiths into something that might or might not be a bottomless pit.
It also has an effect on reaction times. Like when your guy moves fast and he takes up most of the screen because the camera is zoomed in you will not see much of whats ahead and you are more likely to run into something at full speed.
Thats why many complain about Megadrive Sonics fricking you over when you go too fast. Sonics sprite is rather big and the screen is zoomed in so you cant see far ahead.
Inversely zooming too far out might make certain obstacles too easy to react to, especially when its something like an autoscroller stage. Thats ok if you want them to be like that of course, just something to consider.
I struggled with this for a while, but it's gonna depend on your game. Play it at different resolutions until it feels right.
The most important part is having enough space to adequately react to dangers, so it depends on the kind of game you're making. Is it going to be about action or exploration? Is the primary method of combat melee based or projectile based? Do you have free range movement or is it restricted by gravity?
I could draw or I could mod Skyrim further...
OR you could make a Skyrim mod, foolish thing.
I don't know how to do that.
Then learn.
I don't think I'm able to.
Anyone is.
is this morrowind in space
It's clearly underwater.
As cheesy as it sounds: if you put hard work into it and don't give up, you can do.. a lot of things, definitely not "anything" but almost anything you see on the internet, at least.
mod skyrim
Oh boy, can't wait for two half-baked models to poorly and inaccurately attempt to collide with each other!
>realize I've spent 2 years on a single game and I'm just halfway done
>realize I've completely lost the vision I had 2 years ago
>realize that if I stop now I'll have nothing
>realize that neither the gameplay, graphics, or writing is remotely noteworthy and on the whole the game just sucks
>realize that I dislike every other idea I had that are now core parts of the game
>realize that if I do release the game it will be immediately buried under 100 other newly released games within 2 seconds
>realize at most 3 people will play my game
>realize none of those 3 people will finish it
RIGGABLE SEXY CATTOOOO
https://rosechenik.itch.io/adoreneko
Also here's this cool SMT-Asset I made but I'm not going to use. Also if you need a 3D modeler please hmu.
Make it 4
Looks like you need a 3D modeler. https://twitter.com/black_rosemary0
Also, where are the furgay anons ITT?
>where are the furgay anons ITT?
If we're lucky they are being set on fire inside their fursuits.
>Also, where are the furgay anons ITT?
I put my furry game on hold and I'm working on a normal game. You got a nice model there, you should put your Amy model for sale too.
This? My ass will get sued.
Just give it away for free then.
Ken Penders?
Dicking around a bit between comic work~
I miss him...
>when you realize it'll never ever be done
It's a porn game. Being finished is an exception, not the norm
Ain't no porn in this game.
It's not? Coulda sworn there is one looking just like this. I mean, there's literally a little cum squiggle on the right there
I put out a demo that had porn in it to rile people up years ago. The "cum squiggle" is actually a reference to an old game nobody knows of.
Because I like working on games and not working on porn.
So it's an unfinished game, instead of an unfinished porn game. Could have at least abandoned it with some dignity by keeping the porn in, now it's just another shitstain in a sea of shit
Oh well~
>removed the porn
for what purpose
Games where you lose to fairies?
https://files.catbox.moe/511mo2.jpg
Got back from visiting family a couple of hours ago, did some progress to calm down and relax. You can now use the information tab to view your progress with chapters (syndicates, basically) and information on them. Chapters can also have much more complex level up requirements to allow for multiple avenues of progress. Finally, NPC factions that are friendly enough towards you will come to your aid and attack factions that are hostile to you but that they are, normally, neutral
Anything to make me not have to work on the main quest...
>Spoiler
Whats wrong with the main quest?
Absolutely nothing I just have to work myself into working on it.
That dramatic reveal of the ship isn't working. Too fast to be breathtaking and too direct to be startling.
name of the middle top logo
Installing Godot. What am I in for?
Awkward UI.
Thinking of bunkers.
Careful, this is what happens when you screw up the horse summoning spell.
heh
You need to summon the hol horse.
Here is the rest.
where do i find good historical outfit archives. old school slavic cloaks and shit.
anime protag amalgamation, kino.
never mind, i suck wieners, i just realized my mistake
That's fine, I often come up with a solution while talking about a problem with someone.
animation is a useless in videogames
Isn't your "force" going into the AddForce() function supposed to be multiplied by the speed? Like how you have it in Serve()
it gets multiplied by the bounceStrength variable in the call, the mistake was i accidentally wrote OnCollision2dEnter2D when it's OnCollisionEnter2D
also, multiplying the vector is just to control its magnitude, AddForce only needs a vector to work, with an optional overload for choosing the ForceMode.
Still finalizing the player update loop and movement
3 mb isn't enough for 30s webms with scrolling, probably should keep it shorter so these don't look like potato
Does metroidmania have a beard?
>let me read that again.gif
>yep, it says you're a homosexual.
>geriatric alucard
How do I get as good as you at sprites?
I hope I'm never as bad as you at sprites!
I neither hope nor fear that I shall be as average as you at sprites
not sure if its the webm quality but the camera doesnt seem very stable. its a bit jittery
trying to figure out if there's a way to convert blender shader setups to godot