gamedev thread

When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?

Schizophrenic Conspiracy Theorist Shirt $21.68

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Schizophrenic Conspiracy Theorist Shirt $21.68

  1. 2 years ago
    Anonymous

    >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

    • 2 years ago
      Anonymous

      >soulless
      Uh anon, you're thinking of triple A studios, not indie devs that put their heart and soul into their ip

      • 2 years ago
        Anonymous

        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.

        • 2 years ago
          Anonymous

          >he thinks it's about getting sales
          nodevs, when will they learn

          • 2 years ago
            Anonymous

            It's not about what I think that matters, it's about the disappointment of these devs when their game doesn't sell

      • 2 years ago
        Anonymous

        Indie devs make soulless games all the time

      • 2 years ago
        Anonymous

        you mean their fascist leftism in their work and ugly ass graphics

      • 2 years ago
        Anonymous

        >hay guise i put my heart and soul into this shitty art project that has no real function to it, i am an indiedev

      • 2 years ago
        Anonymous

        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.

    • 2 years ago
      Anonymous

      For every actual sovlful game that doesn't sell, I could just make six unity asset flips and make all that spent money back

    • 2 years ago
      Anonymous

      Im wagecucking dishwashy, if i can make that same amount doing shit games instead, it works for me.

      • 2 years ago
        Anonymous

        Does dishwashy really suck that bad? Sounds like a fun game to make.

        • 2 years ago
          Anonymous

          Not as soulcrippling as warehouse slave and free food, but you end up wet and covered in filth.

        • 2 years ago
          Anonymous

          depends. some people like it and some don't like this guy

          Not as soulcrippling as warehouse slave and free food, but you end up wet and covered in filth.

          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

  2. 2 years ago
    Anonymous

    working on cutting trees mechanics

    • 2 years ago
      Anonymous

      how can you show a big thing called a GRAVITY TUNNEL and not go through it. what the frick, anon?

      • 2 years ago
        Anonymous

        last time people were sick and vomiting, it was a complete disaster

  3. 2 years ago
    Anonymous

    Ideaguy here, making prompts for my RPG's background art

    • 2 years ago
      Anonymous

      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?

      • 2 years ago
        Anonymous

        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.

        • 2 years ago
          Anonymous

          maybe this tool can work to expand one image that you like

          • 2 years ago
            Anonymous

            forgot webm

            • 2 years ago
              Anonymous

              What is the tool?

              • 2 years ago
                Anonymous

                idk, g's ai art thread can probably help you

              • 2 years ago
                Anonymous

                Why would you recommend something that you have no idea if it's even fully available?

              • 2 years ago
                Anonymous

                are you going to cry? Stable diffusion has been out for a month, cool tools will come

              • 2 years ago
                Anonymous

                You don't know what it is moron, it might not have been SD.

              • 2 years ago
                Anonymous

                does that make you cry?

              • 2 years ago
                Anonymous

                probably dall e but I don't see where you can do that

              • 2 years ago
                Anonymous

                idk, g's ai art thread can probably help you

                how do you do that? Do I have to select two pictures?

                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.

              • 2 years ago
                Anonymous

                ah thanks it was a question of timing

              • 2 years ago
                Anonymous

                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

              • 2 years ago
                Anonymous

                I still have a few credits left to try this thank you

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                >Blender overtaking Maya
                Is it happening? I sure hope so

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                First clip studio, now maya
                Shame

              • 2 years ago
                Anonymous

                What is the problem with clip studio?

              • 2 years ago
                Anonymous

                They also changed to a subscription-bases service

              • 2 years ago
                Anonymous

                Thats just evil

              • 2 years ago
                Anonymous

                >Stable Diffusion
                This... this needs some work...

            • 2 years ago
              Anonymous

              how do you do that? Do I have to select two pictures?

              • 2 years ago
                Anonymous

                dont think so, even then, just use the same picture twice

              • 2 years ago
                Anonymous

                Nvm I found it

            • 2 years ago
              Anonymous

              adobe actually have this kind of feature called Content-aware tool. but this one definitely feels a lot more advanced and consistent.

              https://i.imgur.com/1TfaLLa.png

              When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?

              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.

              • 2 years ago
                Anonymous

                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.

        • 2 years ago
          Anonymous

          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

          • 2 years ago
            Anonymous

            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 :^)

      • 2 years ago
        Anonymous

        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.

        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.

    • 2 years ago
      Anonymous

      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.

      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.

    • 2 years ago
      Anonymous

      What prompts are you using to get this?

      • 2 years ago
        Anonymous

        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.

        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.

    • 2 years ago
      Anonymous

      anon, pls teach us:
      what software and etc?

    • 2 years ago
      Anonymous

      Are you using Stable Diffusion? What was your prompt? I have trouble getting ti to keep things in a proper perspective.

  4. 2 years ago
    Anonymous

    Why haven't you made your very own gta like game? According to half of Gankertards this is achievable by 1 person

    • 2 years ago
      Anonymous

      There's one guy who was making a GTA-style game on /agdg/, haven't seen progress in a while though

      • 2 years ago
        Anonymous

        I played the web version of this. the car controls were really troubled.

      • 2 years ago
        Anonymous

        he should make driving over people simulator

      • 2 years ago
        Anonymous

        >gta but in europe
        underrated idea

        • 2 years ago
          Anonymous

          >gta but in europe
          >underrated idea
          It already exists and it's called "The Getaway"

        • 2 years ago
          Anonymous

          >>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

    • 2 years ago
      Anonymous

      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

    • 2 years ago
      Anonymous

      I like making games thats fun

  5. 2 years ago
    Anonymous

    >spend time making game
    >realise the core gameplay just isn't very fun
    Back to the drawing board

    • 2 years ago
      Anonymous

      story of my life

    • 2 years ago
      Anonymous

      I guess this is why people do jams and prototypes. Tboi and hollow knight was made like that.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      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.

  6. 2 years ago
    Anonymous

    I made a Plant girl

    • 2 years ago
      Anonymous

      cute

    • 2 years ago
      Anonymous

      Change the timing of the frames to rest on the hips for longer, will instantly boost sex appeal.

      • 2 years ago
        Anonymous

        Sounds like a good idea, I gonna see later how that looks in the engine.

  7. 2 years ago
    Anonymous

    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.

  8. 2 years ago
    Anonymous

    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

  9. 2 years ago
    Anonymous

    This is why gamers do not deserve good games.

    • 2 years ago
      Anonymous

      Amazing everything trapped in a ~~*(multiplayer*~~) game. Online gaming is the cancer of gaming.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      gamers don't deserve good anything because they will buy anything that has a brand attached.
      Example: Steam Deck

      • 2 years ago
        Anonymous

        >Example: Steam Deck
        Not their fault it's literally the first x86 handheld that's not dogshit

        • 2 years ago
          Anonymous

          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.

          • 2 years ago
            Anonymous

            What does buying hardware have to do with buying games?

            • 2 years ago
              Anonymous

              >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

              • 2 years ago
                Anonymous

                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.

  10. 2 years ago
    Anonymous

    How to handle real world human races in a fantasy world that puts a focus on fantasy races?

    • 2 years ago
      Anonymous

      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.

  11. 2 years ago
    Anonymous

    >programming is ezpz
    >can't do literally anything else
    I'm destined to be a means to an end, bros...

    • 2 years ago
      Anonymous

      Teach me your programming secrets

    • 2 years ago
      Anonymous

      >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

    • 2 years ago
      Anonymous

      be my programming b***h

  12. 2 years ago
    Anonymous

    I haven't even finished the intro yet lol. And it's been months. I really need to speed up the pace.

  13. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      >Also started reading rim world devs book.
      Is it any good?

      • 2 years ago
        Anonymous

        I like it so far. Less flowery and gets right to business.

        • 2 years ago
          Anonymous

          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.

          • 2 years ago
            Anonymous

            Game devs books are only useful if you're knowledgeable enough to understand it, at which point you don't need it

            • 2 years ago
              Anonymous

              I think they're interesting for just seeing thr mind set behind working on games and not necessarily to make your games better.

              • 2 years ago
                Anonymous

                Yea they're like art books, neat to look at but you won't get anything out of it

              • 2 years ago
                Anonymous

                Yeah. For entertainment purposes, maybe inspiration if they're written well.

          • 2 years ago
            Anonymous

            I think it actually predates rimworld.

  14. 2 years ago
    Anonymous

    Only 2 weeks til my bottom surgery

    • 2 years ago
      Anonymous

      are you getting a bigger butt so you can dev longer?

      • 2 years ago
        Anonymous

        I wish a big butt helped with deving, instead it just makes most chairs uncomfortable

  15. 2 years ago
    Anonymous

    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.

  16. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      Remake projects almost always die. Just do what everyone else does and make your own IP based on the forgotten/ misused one.

      • 2 years ago
        Anonymous

        because of cease and desist? i figured it would save time having to write a new storyline or coming up with new mechanics

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        yeah but they actually did remake spyro

      • 2 years ago
        Anonymous

        ://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

  17. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        Yes, I am.

  18. 2 years ago
    Anonymous

    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?

    • 2 years ago
      Anonymous

      >B on interact

      I don't like it.

      • 2 years ago
        Anonymous

        it's on an xbox controller, for reference

  19. 2 years ago
    Anonymous
  20. 2 years ago
    Anonymous

    >Waiting until November to buy software
    Its hell
    But it'll all be 50% off

    • 2 years ago
      Anonymous

      >Paying for software
      I love being a pirate

      • 2 years ago
        Anonymous

        Its Komplete 14, which releases on the 27th

        • 2 years ago
          Anonymous

          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?

  21. 2 years ago
    Anonymous

    im making a survival crafting platformer

    • 2 years ago
      Anonymous

      what's the end goal

  22. 2 years ago
    Anonymous

    can you be a good dev if you're not good at games

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      Make types of games you're good at

    • 2 years ago
      Anonymous

      All Riot developers are platinum or below.

      • 2 years ago
        Anonymous

        That's not even true. Morello is Challenger this season moron.

        • 2 years ago
          Anonymous

          He left Riot 2 years ago

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        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.

        • 2 years ago
          Anonymous

          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.

        • 2 years ago
          Anonymous

          >if everything is op, nothing is
          yeah but if you have so little hp 1 hit kills you it works as a hard difficulty

        • 2 years ago
          Anonymous

          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.

          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.

          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.

      • 2 years ago
        Anonymous

        >GDC

    • 2 years ago
      Anonymous

      Most devs are bad at their games, which can suck for balancing at a high level, but who cares about those nerds anyway.

  23. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      Post something to see your progress.

    • 2 years ago
      Anonymous

      just remember the Halo 1 devs literally puppeteered the NPCs in real-time for the cutscenes.

  24. 2 years ago
    Anonymous

    Working on another final boss.

    • 2 years ago
      Anonymous

      Is that fish fricking a woman?

      • 2 years ago
        Anonymous

        It's a boar, but yes.

  25. 2 years ago
    Anonymous

    my progress posts didn't get (You)s in these gamedevs threads, why even bother posting again?

    • 2 years ago
      Anonymous

      You're here not for (You)s, you're supposed to post here for shit and giggles

    • 2 years ago
      Anonymous

      Your Lich looks really cool anon!

      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.

      • 2 years ago
        Anonymous

        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.

  26. 2 years ago
    Anonymous

    I suck at writing.

    • 2 years ago
      Anonymous

      Then make a game that doesn't need writing.

      • 2 years ago
        Anonymous

        But I want to

        [...]

  27. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        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.

  28. 2 years ago
    Anonymous

    >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

  29. 2 years ago
    Anonymous

    WHO WANT COLLAB!!!

    • 2 years ago
      Anonymous

      I need help on my project, what do you do?

      • 2 years ago
        Anonymous

        I've got so many great ideas, can you share your discord?

  30. 2 years ago
    Anonymous

    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.

  31. 2 years ago
    Anonymous

    Polished up my trailer this weekend. Gearing up for release on the 13th of next month.

    • 2 years ago
      Anonymous

      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

    • 2 years ago
      Anonymous

      Looking good anon!

  32. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      What is this an adventure game or a puzzle game? Anyway cool art anon

      • 2 years ago
        Anonymous

        Dunno, I'm just Lead Prompter, it's other peoples' jobs to turn my ideas into playable games :^)

    • 2 years ago
      Anonymous

      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.

  33. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      Looks good but change that font

  34. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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?

      • 2 years ago
        Anonymous

        Why not, y'know, just have sex?

        • 2 years ago
          Anonymous

          Okay, brb

          • 2 years ago
            Anonymous

            W-wait for me.

  35. 2 years ago
    Anonymous

    >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

  36. 2 years ago
    Anonymous

    This year, it's much easier than I thought it would be too, the programming part anyway

  37. 2 years ago
    Anonymous

    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?

    • 2 years ago
      Anonymous

      >I’ve been an enterprise dev for the last 5 years
      How are the suicidal thoughts doing?

      • 2 years ago
        Anonymous

        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.

  38. 2 years ago
    Anonymous

    >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

    • 2 years ago
      Anonymous

      I mean it’s basically startup vs corpo but with less money and job security

    • 2 years ago
      Anonymous

      you forgot the option where your job is not trash and you have enough free time to work on your game as a hobby

      • 2 years ago
        Anonymous

        which is not among op's mentioned options

  39. 2 years ago
    Anonymous

    Hello

  40. 2 years ago
    Anonymous

    Is it me you're looking for?

  41. 2 years ago
    Anonymous

    Buy my fricking game, Ganker.
    https://store.steampowered.com/app/1960890/Jishogi/

    • 2 years ago
      Anonymous

      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

  42. 2 years ago
    Anonymous

    Been working on this enemy AI and i'm starting to get something descent, thoughts?

    • 2 years ago
      Anonymous

      i like it a lot Anon

      • 2 years ago
        Anonymous

        Thanks, physics based stuff is such a pain in the ass to get right

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        That could actually work, some sort of gagball and bdsm outfit instead of his mask. thanks.

        cool as frick

        Thanks anon!

    • 2 years ago
      Anonymous

      cool as frick

    • 2 years ago
      Anonymous

      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

  43. 2 years ago
    Anonymous

    where can i find crack for RPG Maker VX?

  44. 2 years ago
    Anonymous

    Making fish gorl race

    • 2 years ago
      Anonymous

      me likey

    • 2 years ago
      Anonymous

      Cute fish gorl. Like her eyes and tentaclehairs.

  45. 2 years ago
    Anonymous

    I just work on my mech game in my free time
    Nobody's going to buy it, I just like making it

    • 2 years ago
      Anonymous

      that's really cool anon but surely a mech would have a canopy

      • 2 years ago
        Anonymous

        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

  46. 2 years ago
    Anonymous

    >get into market full of super experienced and skillful white men
    >my skills are ideasguy, poor drawing skills and writing
    how about no

    • 2 years ago
      Anonymous

      >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

    • 2 years ago
      Anonymous

      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.

  47. 2 years ago
    Anonymous

    AEHHHHHHHHHH

  48. 2 years ago
    Anonymous

    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.

  49. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      I hear the new standard for modern games is $70, so would probably price it at at least that much

    • 2 years ago
      Anonymous

      >one tile size roof
      what are you doing?

    • 2 years ago
      Anonymous

      Looks like the tent on the upper left took a bit of damage

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        Gonna sale mine for 9.99 please buy

  50. 2 years ago
    Anonymous

    Frick game dev I'm making my own programming language.

    • 2 years ago
      Anonymous

      good luck

    • 2 years ago
      Anonymous

      what for?

  51. 2 years ago
    Anonymous

    Is it worth investing into making a Gacha as long as it looks like an actual game?

  52. 2 years ago
    Anonymous

    /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

  53. 2 years ago
    Anonymous

    >anons post progress
    >gets ignored because no one in this thread care about video games
    >shitposting ensue
    I'm shocked

  54. 2 years ago
    Anonymous

    Anyone know how to handle network stuff in C#?

  55. 2 years ago
    Anonymous

    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?

    • 2 years ago
      Anonymous

      Maybe add flowers or other stuff that people know the size to make them understand the fairy is small
      I like it either way

      • 2 years ago
        Anonymous

        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

        • 2 years ago
          Anonymous

          Blessed, now that's something I'd play

  56. 2 years ago
    Anonymous

    anyone fricking losing it recently?

    • 2 years ago
      Anonymous

      Losing what?

      • 2 years ago
        Anonymous

        like physically and mentally deteriorating

  57. 2 years ago
    Anonymous

    How many of you are working on soulslikes? Please neck yourselves if so.

    • 2 years ago
      Anonymous

      solodeving soulslike sounds like a pain for the animations alone

    • 2 years ago
      Anonymous

      Why?
      What's wrong with soulslike?

    • 2 years ago
      Anonymous

      Making a dead rising like.

    • 2 years ago
      Anonymous

      Frick you, soulslikes are great and I will be the next successful one.

    • 2 years ago
      Anonymous

      a better question is how many are working on pokemonlikes

    • 2 years ago
      Anonymous

      I'm making a sonic-like

    • 2 years ago
      Anonymous

      Go back to your thread about the woke crab fricker
      Also I'm making a 3d Metroidvania. Kill me.

    • 2 years ago
      Anonymous

      Not a soulslike
      a 3D Terraria-like

  58. 2 years ago
    Anonymous

    Alright de/v/s, sell me on your game. Give me a simple and dirty explanation of your gameplay and your game's plot

    • 2 years ago
      Anonymous

      a 2D tactical RPG, turns out no one like turn based shit

    • 2 years ago
      Anonymous

      Building sandbox with simulated ecology.

      >plot
      I thought you asked about videogames, not movies.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      No deep plots here, my characters mostly keep quiet and only express themselves when it's lunchtime or they're exhausted from running.

      • 2 years ago
        Anonymous

        gaem?

        • 2 years ago
          Anonymous

          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.

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        Got gameplay webm?

        • 2 years ago
          Anonymous

          Not yet, I haven't been working on this project very long.

    • 2 years ago
      Anonymous

      >gameplay
      SMT Devil Summoner but every monster has unique dialogue
      >plot
      Detective shenanigans

      • 2 years ago
        Anonymous

        Pitch is so flawless I instantly recognized the MSdev

        • 2 years ago
          Anonymous
    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      Not like the others 🙂

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        >tfw you know what game this is and that it's real

  59. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      Pitifully easy. Learn state machines so you don't have dozens of if statements everywhere.

      • 2 years ago
        Anonymous

        https://en.wikipedia.org/wiki/Finite-state_machine

        Thanks Anon(s). I have a good handle on finite state machines. I'm gonna hop in and give this a go tonight.

        • 2 years ago
          Anonymous

          Another tip from S8d Meier. Copy other games especially basic games form the 80s.

    • 2 years ago
      Anonymous

      https://en.wikipedia.org/wiki/Finite-state_machine

  60. 2 years ago
    Anonymous

    when i realized i could make money off it

  61. 2 years ago
    Anonymous

    >do a sketch for my game's cover
    >realize that cyberpunk 2077 has nearly the same cover

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        yeah.. thankfully it's not 100% the same and like you said it'll have a different color palette

        Same but half-life

        at least it released a very long time ago

        • 2 years ago
          Anonymous

          >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

          • 2 years ago
            Anonymous

            nah it's absolutely not but I was also trying to reassure the half life guy

    • 2 years ago
      Anonymous

      Same but half-life

  62. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      >business
      Good thing it's a hobby and I'm not paying anyone for making a crap for my own amusement

  63. 2 years ago
    Anonymous

    I pitched the tent.

    • 2 years ago
      Anonymous

      looks great

      • 2 years ago
        Anonymous

        Thankyou!

  64. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      Just like make the platfoms not collide with objects underneath bro lmao

    • 2 years ago
      Anonymous

      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

    • 2 years ago
      Anonymous

      Just like make the platfoms not collide with objects underneath bro lmao

      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.

    • 2 years ago
      Anonymous

      >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

  65. 2 years ago
    Anonymous

    I want to make a rape game but I don't know who to rape ;_;

  66. 2 years ago
    Anonymous

    i will never learn to code

    • 2 years ago
      Anonymous

      RPG maker's your saving grace, anon. Try it.

      • 2 years ago
        Anonymous

        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

        • 2 years ago
          Anonymous

          >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?

          • 2 years ago
            Anonymous

            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

        • 2 years ago
          Anonymous

          Read personal mba in a weekend so you have basic business knowledge.

  67. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        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.

        • 2 years ago
          Anonymous

          >I honestly think that Stable Diffusion is a nothing burger and not really a game changer.
          lol

          • 2 years ago
            Anonymous

            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.

            • 2 years ago
              Anonymous

              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.

              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.

              Then generate it in high resolution or upscale it.

              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous

                Please I beg you, spoon-feed me on how to use this for my gamedev.

              • 2 years ago
                Anonymous

                I'm just a layman and this is cutting edge stuff.

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                So it's the most computationally expensive form of Google Image Search ever conceived?

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

                So it's the most computationally expensive form of Google Image Search ever conceived?

                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.

                >why just automate tedious texture creation!!!!!

              • 2 years ago
                Anonymous

                Soul to soulless: the ai

          • 2 years ago
            Anonymous

            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.

          • 2 years ago
            Anonymous

            it's a decent prompt generator / prototype generator
            the actual job stealing shit is in the future

  68. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      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

      • 2 years ago
        Anonymous

        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.

  69. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      out of curiosity, why is it a game and not just a story?

  70. 2 years ago
    Anonymous

    What kind of genre that is fun is even feasibly made by few people?

    • 2 years ago
      Anonymous

      Top-down shooter

    • 2 years ago
      Anonymous

      Roguelite, you don't even need a game

      • 2 years ago
        Anonymous

        Explain.

        • 2 years ago
          Anonymous

          >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

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        >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.

  71. 2 years ago
    Anonymous

    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)

    • 2 years ago
      Anonymous

      Pong

      • 2 years ago
        Anonymous

        Bros...

        Not fun, and doing 2D stuff in UE is not really that ideal.

        Survival

        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).

        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.

        Sounds cool, but very complex and difficult.

        Hack-n-slash RPG

        This one does seems a little feasible. Either something like ARPG (Diablo), or action RPG like DmC (simplified combat, of course).

    • 2 years ago
      Anonymous

      Hack-n-slash RPG

    • 2 years ago
      Anonymous

      Survival

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        So, basically JSR with combat?

      • 2 years ago
        Anonymous

        So, basically JSR with combat?

        Seriously, how isn't there a game like this? JSR with combat is genius.

        • 2 years ago
          Anonymous

          God dammit am I just invisible

          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’ve been over here making Tony Stark’s Pro Skater since 2017.

  72. 2 years ago
    Anonymous

    >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...

    • 2 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        Even if I hire a good pr agency?

        • 2 years ago
          Anonymous

          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.

      • 2 years ago
        Anonymous

        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

    • 2 years ago
      Anonymous

      >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.

      • 2 years ago
        Anonymous

        Damn it all

      • 2 years ago
        Anonymous

        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

        • 2 years ago
          Anonymous

          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

          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.

          mentioned

      • 2 years ago
        Anonymous

        >not making stardew valley

    • 2 years ago
      Anonymous

      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.

      you can compromise and make a single player game with co-op multiplayer that you can play with your friends

  73. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      What is your game?

      • 2 years ago
        Anonymous

        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.

        • 2 years ago
          Anonymous

          Are you using Unity? How long have you been in development? What's the art going to look like?

          • 2 years ago
            Anonymous

            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.

  74. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      >Ganker actually mentioned Udemy
      So this place isn't completely useless afterall

      • 2 years ago
        Anonymous

        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.

      • 2 years ago
        Anonymous

        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

        • 2 years ago
          Anonymous

          Any colleges teach you how to use a game engine?

          • 2 years ago
            Anonymous

            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.

            • 2 years ago
              Anonymous

              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.

              • 2 years ago
                Anonymous

                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

  75. 2 years ago
    Anonymous

    Question: Frankenstein girl character, neck bolts or no neck bolts?

    • 2 years ago
      Anonymous

      IIRC the neck bolts are copyrighted by universal

      • 2 years ago
        Anonymous

        Really?
        I did not know that
        hmm
        What about knee bolts?
        hip bolts?

        • 2 years ago
          Anonymous

          Hip bolts should unironically be your first pic, especially if it means giving them sexy, stylish pants.

          • 2 years ago
            Anonymous

            First concept had long medical gown with leg slits
            But maybe I should look into the idea of these fancy pants you speak of

        • 2 years ago
          Anonymous

          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.

          • 2 years ago
            Anonymous

            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.

            • 2 years ago
              Anonymous

              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.

      • 2 years ago
        Anonymous

        Really?
        I did not know that
        hmm
        What about knee bolts?
        hip bolts?

        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.

        • 2 years ago
          Anonymous

          Interesting, I wonder if the bride of Frankenstein has a similar list of elements to adhere to copywrite

          Really?
          I did not know that
          hmm
          What about knee bolts?
          hip bolts?

          Just not nipple bolts, I've seen that used nearly as commonly as the neck ones

  76. 2 years ago
    Anonymous

    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 years ago
      Anonymous

      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.

      • 2 years ago
        Anonymous

        >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.

        • 2 years ago
          Anonymous

          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.

        • 2 years ago
          Anonymous

          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

          • 2 years ago
            Anonymous

            >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.

            • 2 years ago
              Anonymous

              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.

              • 2 years ago
                Anonymous

                Ah, that makes a little more sense now. Thanks. Will look into this a bit more.

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

                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.

              • 2 years ago
                Anonymous

                >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?

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

              • 2 years ago
                Anonymous

                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.

          • 2 years ago
            Anonymous

            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.

  77. 2 years ago
    Anonymous

    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.

    • 2 years ago
      Anonymous

      Man this looks genuinely fun

      • 2 years ago
        Anonymous

        Appreciate that man. its still early stages but glad that its appealing to others.

        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.

        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.

    • 2 years ago
      Anonymous

      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.

  78. 2 years ago
    Anonymous

    Im not getting into gamedev until i have amassed a real achievement or potential in skill; movement specifically.

    • 2 years ago
      Anonymous

      >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)

  79. 2 years ago
    Anonymous

    Wow fricking seppuku holy shit frick this shitty app lOl

  80. 2 years ago
    Anonymous

    >When did you realize wagecuck jobs and college was a waste of time and money, and get into gamedev?
    idk but devving is fun

    • 2 years ago
      Anonymous

      I think bug girls are quickly becoming a staple of Ganker video game development.

      • 2 years ago
        Anonymous

        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

        • 2 years ago
          Anonymous

          ofc I forgot to mention fairies that I literally posted the webm of

  81. 2 years ago
    Anonymous

    Webdev with 6 years experience and now a C# .net developer with 1 year experience. Where should I begin with?

  82. 2 years ago
    Anonymous

    Going to learn pixel art for real this time, bros.
    How do you decide how big to make a sprite?

    • 2 years ago
      Anonymous

      >How do you decide how big to make a sprite?
      What's resolution of your game?

      • 2 years ago
        Anonymous

        There isn't a game. I haven't got that far.

        • 2 years ago
          Anonymous

          It's difficult to tell beforehand. For example this sprite you posted would look good in 224p platformer or 360p top-down rpg

  83. 2 years ago
    Anonymous

    made a reload and a clip ammo system

    • 2 years ago
      Anonymous

      Something is wrong with your animation when you shoot.

  84. 2 years ago
    Anonymous

    any good music comp tutorial?

  85. 2 years ago
    Anonymous

    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?

    • 2 years ago
      Anonymous

      that's not the only issue with that game, it needs an inventory system so bad

      • 2 years ago
        Anonymous

        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.

        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.

        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.

    • 2 years ago
      Anonymous

      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?

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      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.

    • 2 years ago
      Anonymous

      I struggled with this for a while, but it's gonna depend on your game. Play it at different resolutions until it feels right.

    • 2 years ago
      Anonymous

      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?

  86. 2 years ago
    Anonymous

    I could draw or I could mod Skyrim further...

    • 2 years ago
      Anonymous

      OR you could make a Skyrim mod, foolish thing.

      • 2 years ago
        Anonymous

        I don't know how to do that.

        • 2 years ago
          Anonymous

          Then learn.

          • 2 years ago
            Anonymous

            I don't think I'm able to.

            • 2 years ago
              Anonymous

              Anyone is.

              • 2 years ago
                Anonymous

                is this morrowind in space

              • 2 years ago
                Anonymous

                It's clearly underwater.

            • 2 years ago
              Anonymous

              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.

    • 2 years ago
      Anonymous

      mod skyrim

      • 2 years ago
        Anonymous

        Oh boy, can't wait for two half-baked models to poorly and inaccurately attempt to collide with each other!

  87. 2 years ago
    Anonymous

    >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

    • 2 years ago
      Anonymous

      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

      >programming is ezpz
      >can't do literally anything else
      I'm destined to be a means to an end, bros...

      Looks like you need a 3D modeler. https://twitter.com/black_rosemary0

      Also, where are the furgay anons ITT?

      • 2 years ago
        Anonymous

        >where are the furgay anons ITT?
        If we're lucky they are being set on fire inside their fursuits.

      • 2 years ago
        Anonymous

        >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.

        • 2 years ago
          Anonymous

          This? My ass will get sued.

          • 2 years ago
            Anonymous

            Just give it away for free then.

          • 2 years ago
            Anonymous

            Ken Penders?

  88. 2 years ago
    Anonymous

    Dicking around a bit between comic work~

    • 2 years ago
      Anonymous

      I miss him...

      • 2 years ago
        Anonymous

        >when you realize it'll never ever be done

        • 2 years ago
          Anonymous

          It's a porn game. Being finished is an exception, not the norm

          • 2 years ago
            Anonymous

            Ain't no porn in this game.

            • 2 years ago
              Anonymous

              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

              • 2 years ago
                Anonymous

                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.

                >removed the porn
                for what purpose

                Because I like working on games and not working on porn.

              • 2 years ago
                Anonymous

                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

              • 2 years ago
                Anonymous

                Oh well~

          • 2 years ago
            Anonymous

            >removed the porn
            for what purpose

  89. 2 years ago
    Anonymous

    Games where you lose to fairies?
    https://files.catbox.moe/511mo2.jpg

  90. 2 years ago
    Anonymous

    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...

    • 2 years ago
      Anonymous

      >Spoiler
      Whats wrong with the main quest?

      • 2 years ago
        Anonymous

        Absolutely nothing I just have to work myself into working on it.

        • 2 years ago
          Anonymous

          That dramatic reveal of the ship isn't working. Too fast to be breathtaking and too direct to be startling.

  91. 2 years ago
    Anonymous

    name of the middle top logo

  92. 2 years ago
    Anonymous

    Installing Godot. What am I in for?

    • 2 years ago
      Anonymous

      Awkward UI.

  93. 2 years ago
    Anonymous

    Thinking of bunkers.

  94. 2 years ago
    Anonymous

    Careful, this is what happens when you screw up the horse summoning spell.

    • 2 years ago
      Anonymous

      heh

    • 2 years ago
      Anonymous

      You need to summon the hol horse.

      • 2 years ago
        Anonymous

        heh

        Here is the rest.

  95. 2 years ago
    Anonymous

    where do i find good historical outfit archives. old school slavic cloaks and shit.

  96. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      anime protag amalgamation, kino.

  97. 2 years ago
    Anonymous

    [...]

    never mind, i suck wieners, i just realized my mistake

    • 2 years ago
      Anonymous

      That's fine, I often come up with a solution while talking about a problem with someone.

  98. 2 years ago
    Anonymous

    animation is a useless in videogames

  99. 2 years ago
    Anonymous

    [...]

    Isn't your "force" going into the AddForce() function supposed to be multiplied by the speed? Like how you have it in Serve()

    • 2 years ago
      Anonymous

      it gets multiplied by the bounceStrength variable in the call, the mistake was i accidentally wrote OnCollision2dEnter2D when it's OnCollisionEnter2D

      • 2 years ago
        Anonymous

        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.

  100. 2 years ago
    Anonymous

    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

    • 2 years ago
      Anonymous

      Does metroidmania have a beard?

      • 2 years ago
        Anonymous
        • 2 years ago
          Anonymous

          >let me read that again.gif
          >yep, it says you're a homosexual.

        • 2 years ago
          Anonymous

          >geriatric alucard

        • 2 years ago
          Anonymous

          How do I get as good as you at sprites?

        • 2 years ago
          Anonymous

          I hope I'm never as bad as you at sprites!

        • 2 years ago
          Anonymous

          I neither hope nor fear that I shall be as average as you at sprites

    • 2 years ago
      Anonymous

      not sure if its the webm quality but the camera doesnt seem very stable. its a bit jittery

  101. 2 years ago
    Anonymous

    trying to figure out if there's a way to convert blender shader setups to godot

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