How close are you to finishing your game?

How close are you to finishing your game, Ganker?

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  1. 11 months ago
    Anonymous

    Been doing some code. And unlike last time I have nice code with not yanderedev levels of ifs.

    • 11 months ago
      Anonymous

      >camelCasingCode
      Your program sucks. Get_Good_homosexual()

      • 11 months ago
        Anonymous

        >Not knowing the difference between camelCase and PascalCase, and then tries to lecture others
        Honestly, that's embarrassing.

      • 11 months ago
        Anonymous

        Frick off with your inferior casing system. I don't even use camel case just whatever the frick I want.

      • 11 months ago
        Anonymous

        You don't even know what camelcase is. Stupid fricking Black person moron shitstain.

        • 11 months ago
          Anonymous

          You're a furtroony, your opinions are irrelevant.

          • 11 months ago
            Anonymous

            >bypassed my filter
            Thanks for the update. Now kys.

          • 11 months ago
            Anonymous

            Better get used to it if you plan on being involved in the indie scene for much longer, because more and more western indie games are becoming all about fur homosexualry.

            • 11 months ago
              Anonymous

              Why is this the case?

              • 11 months ago
                Anonymous

                Because americans are bombarded with lgbt propaganda 24/7, so it warped their minds and turned them into gigantic homosexuals

              • 11 months ago
                Anonymous

                They can't get work at big companies anymore due to being white males

              • 11 months ago
                Anonymous

                Furgays and woketards are unironically the only artists willing to put work in art for indies. Normal artists are too fricking obnoxious and have a god complex since they know they're needed. Which is why AI should get better.

            • 11 months ago
              Anonymous

              >Making a game with animal crossing style characters
              >Suddenly don't wanna post

          • 11 months ago
            Anonymous

            Why are you so obsessed with transsexuals?

      • 11 months ago
        Anonymous

        Fricking moron.

      • 11 months ago
        Anonymous

        PYC
        (post your code)

    • 11 months ago
      Anonymous

      Nice! is this going to be a colony management game?

      neat menu, if you're really worried about a save system there isnt a ton wrong with just dumping current player values like health and inventory to some json file and read later when loading in

      ive cancelled my game so i could start my game
      and if i dont finish this by october im cancelling it too

      good workflow, this one looks cool and i agree you should keep it untextured

      • 11 months ago
        Anonymous

        It's colonial management but also nomadic. sort of a mix of mount and blade and typical grand strategy

    • 11 months ago
      Anonymous

      >spend a week away from coding in order to make new animations for an improved character rig
      >forget everything, can barely even understand what this is
      Why does this happen? Why doesn't it just stick with me?

  2. 11 months ago
    Anonymous

    70% there

  3. 11 months ago
    Anonymous

    I'm in the idea phase where I dream about the game and someone giving me a hundred million dollar budget

  4. 11 months ago
    Anonymous
    • 11 months ago
      Anonymous

      >wall of text
      anon nobody wants to read all that shit except you
      make your demos and builds user friendly or you're never getting any feedback

    • 11 months ago
      Anonymous

      https://eyeballtank.itch.io/project-nortubel/devlog/545885/14jun2023
      At least the swimming is less shit.

    • 11 months ago
      Anonymous

      The font choice could be better. As it is now the tightly squeezed together letters combined with the thick border makes it hard to read. Also, nobody wants to read a wall of text the moment they click start. Shorten the core message to a more impactful disclaimer like pic related and then add something like "which is why several planned features are currently work in progress, you can access a more detailed list from the pause menu" or something along those lines. Give the player the choice to go through the full list in their own time, but don't overwhelm them with an infodump immediately.

  5. 11 months ago
    Anonymous

    I have about 50 models to make, some UI to redo. Hmm. Music to make or find. All the gameplay is done. At the current rate, 12 years from completion.

  6. 11 months ago
    Anonymous

    Ten years at least.

  7. 11 months ago
    Anonymous

    Crouch commands almost finished for the Ax
    >Fault Line, crouch+forward+heavy, sends a fracture line along the ground that launches enemies touching the ground. Charging it sends it farther
    >Rocket Vortex, crouch+heavy, a sustained attack that is free-to-miss from a combo perspective that will send enemies flying, but miss if they are already downed. Can be steered while attacking when upgraded
    >Rundown, crouch+forward+light, a sort of aerial stinger based on DMC5's Redline but you can land in a proper motorcycle run that hits enemies

    Only one left. Then I also need to decide how I want to implement the light charge attack's just release mechanic, it's meant to power up the next hit in a sort of ascending stack but that will require a hidden stock/gauge type mechanic I think. It will be an opportunity to add hitbox modifier logic though (which I needed to do eventually for a couple of other circumstances), and Axplosive will be done.

    • 11 months ago
      Anonymous

      Physics of hit looking solid!

    • 11 months ago
      Anonymous

      That wind up, crazy good
      I've also been wanting to ask you, how do you do your rigging? Auto-Rig Pro? Or manually creating your rigs?
      And what's your workflow in exporting from Blender and into UE? send2ue or Auto-Rig Pro export?

      • 11 months ago
        Anonymous

        >how do you do your rigging?
        I used the MakeHuman rig and just modified it. Since most of the components of the character are rigid armor pieces, it's trivial to weight them to single control bones. The actual "grey skin body" topology is just the free MakeHuman rig though.

        >And what's your workflow in exporting from Blender and into UE?
        File > export FBX? I don't use special tools of any kind.

        • 11 months ago
          Anonymous

          whats so special about fbx

          • 11 months ago
            Anonymous

            Epic use Maya internally (FBX is the Maya file format) so UE’s toos for handling fbx are the most robust and well documented because that’s how Epic is getting models and animations into/out of UE internally.

        • 11 months ago
          Anonymous

          Really, that's it?
          I'm surprised. I thought professional animators either manually rig themselves or use Auto-Rig Pro.
          And doesn't the default export FBX also export a lot of extra stuff/junk in the skeleton? I know the ARP cleans it up so the skeleton in UE is clean.

          • 11 months ago
            Anonymous

            >extra stuff/junk
            do you mean cameras/lights? theres an option to leave them off

            • 11 months ago
              Anonymous

              Like this.
              With normal FBX or send2ue you get a bunch of extra bones in your skeleton, like IK and other things.
              With FBX export using ARP, it cleans it up so your skeleton in UE is much cleaner.
              Both work methods but one is cleaner.

              • 11 months ago
                Anonymous

                You are not building your skeleton right if that happens, never used ARP and my skeletons always look like the right now.

                Maybe you should how to rig properly before looking into fixes for problems that don't exist.

              • 11 months ago
                Anonymous

                So you manually create your skeleton and manually rig your character meshs?

              • 11 months ago
                Anonymous

                >not manually rigging for more control.

                Lazy frick. Also if you are using an automated rigging plugin it's not parenting bones properly because it's a shit plugin, thats why your skeleton looks like that on the left.

              • 11 months ago
                Anonymous

                You're bullshitting me.
                Lots of people recommend using Auto-Rig Pro. Us hobby gamedevs don't have time to manually rig everything. ARP should be good enough to rig things.

              • 11 months ago
                Anonymous

                while ARP has plenty of issues it's not the problem here, you're just a bit stupid

              • 11 months ago
                Anonymous

                And why's that?

              • 11 months ago
                Anonymous

                if I wanted to explain I would've done so in the first post, I'm just enjoying being rude

              • 11 months ago
                Anonymous

                So ARP is fine to use?

              • 11 months ago
                Anonymous

                If you plan on never improving sure.

              • 11 months ago
                Anonymous

                anything is fine to use if it gets the job done

              • 11 months ago
                Anonymous

                If you plan on never improving sure.

                automatic programs are used a lot in even professional level games, go download a couple free models and you will start to notice UV's being packed in an almost nonsensical fashion with automatic tools, rigs looking extremely similar, etc.

                That's good to hear.
                I'm just a hobby gamedev. I know programming (my real job), but I'm starting to learn Blender/animating now.
                I just want to be able to create animations with as little pain as possible so I can go back to implementing other stuff.
                There's a lot of things I don't understand about animating and a lot of people recommend ARP, so that's why I got it.

              • 11 months ago
                Anonymous

                automatic programs are used a lot in even professional level games, go download a couple free models and you will start to notice UV's being packed in an almost nonsensical fashion with automatic tools, rigs looking extremely similar, etc.

              • 11 months ago
                Anonymous

                This, you never actually learn how to Seam,unwrap,weight paint and rig properly if you never learn how to do it by hand.

              • 11 months ago
                Anonymous

                I bet you steal mixamo animations too.

              • 11 months ago
                Anonymous

                All you have to do in Blender is uncheck “add leaf bones”, Maya includes dummy bones at the end of chains. It doesn’t matter really to include them though, apart from visual clutter.

          • 11 months ago
            Anonymous

            >I thought professional animators either manually rig themselves or use Auto-Rig Pro.
            And maybe they do, I can’t speak for professional animators, I’m a jackass hobbyist with a copy of Blender and a copy of UE and some time to kill after work

  8. 11 months ago
    Anonymous

    Animating pr0n takes so loooong.
    I don't know if I can finish this shit... And I don't think my b***hes are attractive enough. What a waste of time. Futa was a mistake too.
    Tonight I give up, br0s. Sorry..

    • 11 months ago
      Anonymous

      its easy, do rpgm porn so you only have 4 frames on repeat to deal with.

      • 11 months ago
        Anonymous

        Unfortunately it's a 3D ego shooter..

        • 11 months ago
          Anonymous

          send a pic of the naked girls atleast if youre gonna quit

        • 11 months ago
          Anonymous

          >ego shooter
          huh?

  9. 11 months ago
    Anonymous

    Not even.

  10. 11 months ago
    Anonymous

    Uh, I only have systems in place but no *functioning* enemies yet.

    >finish boss
    >figure out audio and add some
    >finish fight scene setup
    I can get there within 4-6 days if I work slowly, then I finally have the first 1-3 minutes of content in my game.

    I plan to have a lot of humor in my game, stuff like swapped sfx or unpredictability like say monkey riding a rocket, playing some pranks on the player too.
    stuff that goes beyond the normal extents of humor into experimental, perhaps off putting to some. suppose making the player think the game bugged out.
    would this be better as a toggle or a different game mode, or shown to everyone?
    (the reason I would limit this feature and the 'director's cut' is for financial success)

  11. 11 months ago
    Anonymous

    Are text adventures and visual novels a good "beginner" game to do for game devs?

  12. 11 months ago
    Anonymous

    Only starting. Trying to ponder what I could do instead of darkest dungeon combat that's more fun. Also whether I could do something more interesting than "head to center of lowest level of dungeon to find wish fulfilling mcguffin".
    Perhaps something with corporate war, and your two MCs ending in an infamous 2 bad ending resolution where they both have good reasons to live, but by doing so the other has to die and there is just no way around it.

  13. 11 months ago
    Anonymous

    6ish months.
    I could get it done way faster but rushing it will only frick me over in the long run. Plus I work full time at a big boy job.

  14. 11 months ago
    Anonymous

    Not quite sure, yet. Started a new project earlier today. It's going good so far.

  15. 11 months ago
    Anonymous

    >tinkering with idea for 4+ years now
    >find out guy made two rpgs in rpgmaker in that time span that are both unique/different and are huge hits
    >mfw

    • 11 months ago
      Anonymous

      what guy

      • 11 months ago
        Anonymous

        Miro Haverinen, made fear & hunger and termina.

    • 11 months ago
      Anonymous

      Miro Haverinen, made fear & hunger and termina.

      >unique/different
      >fear and hunger
      bro, I've got terrible news for you if you earnestly think those are "unique" or "different"

      • 11 months ago
        Anonymous

        ok now post your game

        • 11 months ago
          Anonymous

          My game? Don't have one!

      • 11 months ago
        Anonymous

        They are. There really isnt anything that plays like them, and doesn't use any kind of stat upgrades or leveling.

  16. 11 months ago
    Anonymous

    How does one look at code from games to learn? I want to make some star maps but got no clue how.

  17. 11 months ago
    Anonymous

    canceled

    • 11 months ago
      Anonymous

      Why'd you cancel it? I thought you were doing really well?

      • 11 months ago
        Anonymous

        She started taking estrogen and no longer needs this game as an escape

        • 11 months ago
          Anonymous

          epic

        • 11 months ago
          Anonymous

          Dev was a she?

          • 11 months ago
            Anonymous

            keyword was

            • 11 months ago
              Anonymous
    • 11 months ago
      Anonymous

      are you the codemonkey or the artiste

  18. 11 months ago
    Anonymous

    >How close are you to finishing your game, Ganker?
    a few years... at least
    currently working on implementing a heat bar of sorts for Paco's Quest
    >what?
    that blue bar on the bottom, right above the health bar.
    It's separated in three segments, each segment representing an unit of "heat".
    For example, some skills might require one segment, while others would require 2, 3 or none.
    >why?
    during DD, some players where able to easily cheese some enemies, specially 1v1 fights, by blocking attacks.
    This made me think that some skills would need more than just AP to be used, in order to avoid abusing said skills.
    >how?
    I want the player to be engaging with the enemy, so the heat bar will increase each time the player lands a hit by using a normal attack on an enemy.
    I guess it would also make sense to increase it when the hit is landed through a skill, but skills like dashing or shield blocking wont increase the hit.
    Probably should increase whenever the player is hit.
    >that's it
    what do you think? I hope this helps with balancing the game out without making things too complicated.
    btw, there's a demo if you wanna try the game.
    >https://tintoconcasera.itch.io/pacos-quest-tbd
    just make sure to read the how to play on the page because I'm a hack and haven't coded a playable tutorial yet

    • 11 months ago
      Anonymous

      isn't that just mana?

      what's your day job Ganker

      I quit it, NEET life is GOAT so far. I hope I can stay productive and finish my game.

      • 11 months ago
        Anonymous

        >isn't that just mana?
        nope, mana wouldn't regen when you attack nor would be needed to perform a shield block, for example

    • 11 months ago
      Anonymous

      >during DD, some players where able to easily cheese some enemies, specially 1v1 fights, by blocking attacks.
      yeah, it was fun finding a sequence of actions that works indefinitely. not anymore I guess

  19. 11 months ago
    Anonymous

    No.
    >keep making gameplay prototypes for game ideas I wanna work on
    >can't decide on which one to focus on and finalize
    Probably just gonna take the smallest scope idea and work on it now.

  20. 11 months ago
    Anonymous

    How do I find an anon that needs tunes but won't ghost me? =(

    • 11 months ago
      Anonymous

      post tune

      • 11 months ago
        Anonymous

        >post tune
        https://on.soundcloud.com/6cWBk

        https://on.soundcloud.com/dYt28

        • 11 months ago
          Anonymous

          first one is nice until the strings at 2:20, no dynamics and stinky samples. I like the second one

          • 11 months ago
            Anonymous

            Thanks for giving it a listen even if you didn't like the string library. Sometimes with kontakt libraries I feel like they don't have any presence unless the velocity is high, which is annoying.

        • 11 months ago
          Anonymous

          can you do big scifi "orchestral" bigger than life tunes?

          • 11 months ago
            Anonymous

            I don't know if that's especially my forte, I tend to write more intimately because with big bombastic libraries it's harder to make them sound realistic.

            This is probably my best attempt at a sweeping orchestral track:
            >https://ec2151.bandcamp.com/track/deadly-wave-yoshihara-fishing-fleet

            Though I should probably accept that what I'm actually known for is chiptune, because that's the stuff that actually makes it to finished games
            https://www.youtube.com/watch?v=5IDcREDLlR4

            • 11 months ago
              Anonymous

              you did that? its great

              • 11 months ago
                Anonymous

                Thanks, I'm glad it's finally coming together and releasing since the pandemic screwed up the development schedule quite a bit.

            • 11 months ago
              Anonymous

              how much would you cost me

              • 11 months ago
                Anonymous

                depends on how much music you need, i'm open for offers ;^*~~

                depending on the game I either just charge a flat per-song price or a per-minute thing if it spirals into something huge. one game had a dev basically pay for a few tracks every couple months as he scraped some cash here and there. Another said "I need 8 tracks in 2 weeks, I'll pay X" (I'll never do this again).

                I almost was writing for a roblox game before it all blew up into smoke, mirrors, and scams...

        • 11 months ago
          Anonymous

          My friend said "that first one is honestly so fresh and crispy" and "it's weird but the weirder it got the more I liked it".
          I can't pay you yet, but I could show you my project privately and see if you're into it. Leave a contact if you'd like.

        • 11 months ago
          Anonymous

          you are pretty good bro

  21. 11 months ago
    Anonymous

    Converting from platformer to top down was surprisingly easy. Combat code even got to stay. Next to add rock crabs.

  22. 11 months ago
    Anonymous

    Roughly 70-80% depends on how much content i want to add but i cannot release it this year or i'll pay taxes

  23. 11 months ago
    Anonymous

    I was doing this tutorial for using godot today and there was this line of code that was giving me issues, I had to try it with different versions and finally found a comment on the youtube video saying how to make it work on the latest version. I think I lost 30 minutes doing that. I hope it gets easier once I know how to get started

    • 11 months ago
      Anonymous

      it doesnt get any easier
      the longer the tutorials are the more likely a mistake pops up in their video and they forget to edit it out
      the worst ive had was spending on a week debugging a multipart tutorial i saw and it ended up that there was a not conditional that wasnt supposed to be there and yet the video had it on there

  24. 11 months ago
    Anonymous

    I have nearly started.

  25. 11 months ago
    Anonymous

    its coming along nicely, im hoping to have it live on steam by early to mid august so i can be part of the 2023 shoot 'em up festival.

    • 11 months ago
      Anonymous

      Good luck anon.
      Got anything to share?

    • 11 months ago
      Anonymous

      I do love me a shmup. Brave enough to show a screenshot?

  26. 11 months ago
    Anonymous

    I will start tomorrow.

  27. 11 months ago
    Anonymous

    No art.
    Pointless to make a game.
    Stop asking.

  28. 11 months ago
    Anonymous

    >try to learn 3D to possibly work professionally
    >there's like s bunch of different types of jobs in the pipeline and it seems like people usually only do one thing, maybe two
    >modeler, texturer, rigger, animator, etc.
    which one do I learn

  29. 11 months ago
    Anonymous

    No

  30. 11 months ago
    Anonymous

    ive cancelled my game so i could start my game
    and if i dont finish this by october im cancelling it too

    • 11 months ago
      Anonymous

      It would be good if you would finish some projects, it is good for learning.

      • 11 months ago
        Anonymous

        ive finished my share of projects already, that last one was just too big, I spent 4 years on it and still had done only 1/5th of it, i wont be wasting more than 9 months on a game again

        alot of games during the shovelware era of the 90s looked like this. i think it'd be cool if you kept everything untextured

        Nice! is this going to be a colony management game?
        [...]
        neat menu, if you're really worried about a save system there isnt a ton wrong with just dumping current player values like health and inventory to some json file and read later when loading in
        [...]
        good workflow, this one looks cool and i agree you should keep it untextured

        im still very unsure about how im gonna approach visuals in this, ivebeen thinking of just slapping color-crunched textures on these cubes

        I'm canceling my game after working on it for 3.5ish years because the gameplay is just a worse version of other games, the story/characters are terrible, and all the assets either look like they were made by a toddler, or were literally just stolen with enough layers of obfuscation that nobody actually noticed.
        I keep trying to spin up new projects but I can't get any off the ground because when I have to rely on my own skills without plagiarizing I can't actually get anything done.

        unless your only goal with gamedev is to make novel games that havent been done before id stop wasting time trying to be original, stealing is just the reality of every art form out there

        • 11 months ago
          Anonymous

          >unless your only goal with gamedev is to make novel games that havent been done before id stop wasting time trying to be original, stealing is just the reality of every art form out there
          By "plagiarize" I don't mean stolen ideas or gameplay mechanics I mean traced art and ripped 3d models with heavy modifications.

    • 11 months ago
      Anonymous

      alot of games during the shovelware era of the 90s looked like this. i think it'd be cool if you kept everything untextured

    • 11 months ago
      Anonymous

      Wait a sec. Were all nazis casting fireball when they were saluting?

  31. 11 months ago
    Anonymous

    >animator
    >texturer
    these are the big ones for triple A
    >modeler
    this is the big one for indie
    >rigger
    this is underappreciated in both, yet is very important. you should learn it either way but dont expect to be appreciated for it.

  32. 11 months ago
    Anonymous

    Launched my game last night, what do you think?

    https://npckc.itch.io/one-night-hot-springs

    • 11 months ago
      Anonymous

      The illustration is cute, but don't care about it due to the premise.

    • 11 months ago
      Anonymous

      very cute

    • 11 months ago
      Anonymous

      I've always wondered but why did you choose this troony game out of a thousand of troony games on itch.io?
      You've been doing this for over a year now.

    • 11 months ago
      Anonymous

      >this is the image that itch.io decides to convey for itself by putting these types of "games" on the front page

    • 11 months ago
      Anonymous

      Why do you keep shilling this game? Does the creator give you a cut of any money he makes from your shilling?

  33. 11 months ago
    Anonymous

    Is it worth it to make a nonprofit fan game if the chances of a company taking it down are high?

    • 11 months ago
      Anonymous

      Perhaps you can build some clout with it.

    • 11 months ago
      Anonymous

      what company. they took mlp porn down a couple times in 2012-2015 but never again. so you might slide.

      • 11 months ago
        Anonymous

        Like for example if I had an idea for a game using a nintendo IP
        Because we know how anal they are about those

    • 11 months ago
      Anonymous

      Probably not, unless you Shut the Frick Up about it. Even then, you're better off making a 'Spark the Electric Jester' than a Mario RPG fan-project #6000.

      • 11 months ago
        Anonymous

        I think about doing that but I feel that a fan project would give me more practice and will get recognition faster as opposed to making a new IP that will take a long time for people to wanna be infested in
        Especially in today's internet climate

        • 11 months ago
          Anonymous

          Find your audience first, don't just start something without making sure someone will witness it, shouting at vaccum is not going to net you gains, you need to do some networking first.

        • 11 months ago
          Anonymous

          Is it worth it to make a nonprofit fan game if the chances of a company taking it down are high?

          Actually, as long as you connect with people and post your stuff, you'll gain traction whether it's a fan-game or not. The difference is one will let you cater to a specific kind of people looking into the gameplay and art-style, while the other wants to consume more of said type of fan-content

          If you take a moment to look at Freedom Planet/Spark the Jester (Sonic in spirit), Pizza tower/Antonblast (Wario Land in spirit), Palword (Pokemons with gun), each of them takes inspiration/designs from said games and yet companies can't do anything about them because it's their own different designs, codes, ect. It's why they're successfully making money and racking up fans who wants to play more of said type of games

  34. 11 months ago
    Anonymous

    Here is my plan:
    >Watch anime and play vidya
    >Once I finish anime, I pick up Unity and start to learn it and C#
    It's become pretty apparent that I have to use Unity for a certain idea. But it's risky due to what the idea is. I might make another test like game before then in an engine I already know how to use. But it would get me to do more with Multiplayer which would be good.

  35. 11 months ago
    Anonymous

    Small question, but how popular are city builders still? I think that would be something simple.

  36. 11 months ago
    Anonymous

    I cannot draw proportions and I'm trying to draw a roughly childlike figure

    • 11 months ago
      Anonymous

      Ask a 9 year old to draw it.

      • 11 months ago
        Anonymous

        My 9 year old nephew keeps annoying me and using my PC and my brother refuses to communicate to him that he shouldn't do that.

        That robot design would be perfect for 9 year olds if it wasn't so retro.

        Try to get a 9 year old interested in learning Godot. He'll know more than you in less than a week, so you can ask him.

        what the frick is your problem???

        • 11 months ago
          Anonymous

          A dumbass too stupid to code, propably someone who fantasizes about being an "idea guy" for a vidya company.

        • 11 months ago
          Anonymous

          >he hasn't filtered the moron yet
          Your fault. His posting style is really easy to filter.

  37. 11 months ago
    Anonymous

    Tomorrow I'll definitely start.

  38. 11 months ago
    Anonymous

    I hate Godot so much
    what is the point of the nodes if making them communicate is impossible?
    I'll just keep struggling with it.
    Maybe once I start adding my actual game sprites I'll start feeling better.

    • 11 months ago
      Anonymous

      >making them communicate is impossible
      What problem are you having? I'll help you.

      • 11 months ago
        Anonymous

        My 9 year old nephew keeps annoying me and using my PC and my brother refuses to communicate to him that he shouldn't do that.

        • 11 months ago
          Anonymous

          Rape him (your brother)

      • 11 months ago
        Anonymous

        I'm making an event state in my player and I will have event specific information based on what kind of event it come in contact with. I have a scene called trigger which I set the event enum in.
        I use the player's collision shape to detect if it's collided with a trigger, the shape is masking on a special layer just for event objects. I get a reference to the trigger and I want to pull the event enum type from the trigger.
        some of these will be holes, poison puddles, teleports, etc.

        • 11 months ago
          Anonymous

          what are signals

          • 11 months ago
            Anonymous

            in godot signals is how nodes talk to each other
            I dunno, if I knew more about godot I wouldn't be seeking help would I?

            • 11 months ago
              Anonymous

              Try to get a 9 year old interested in learning Godot. He'll know more than you in less than a week, so you can ask him.

        • 11 months ago
          Anonymous

          I can't help you if you don't tell me specifically what you want to do.

    • 11 months ago
      Anonymous

      The solution to that is ridiculously easy:
      1. Delete Godot
      2. Install Unity

      • 11 months ago
        Anonymous

        What if you already convinced a 9 year old to learn Godot? Now you'll have to convince them to switch to Unity too!

    • 11 months ago
      Anonymous

      learn what Signal does, I mean really learn what its doing and how you need to use it

      it seems wrong at first, but not after you get an understanding of what it does

  39. 11 months ago
    Anonymous

    >decided to bite the bullet and try Unity
    >online tutorials describe things in an overly complicated way and half their scripts don’t work
    >ask ChatGPT to write the code for me instead
    >it works exactly as intended

    AI is a fricking godsend for ideas guys like me.

  40. 11 months ago
    Anonymous

    hey can someone post their concept art so I can make a 3d model of it

    • 11 months ago
      Anonymous

      here you go bro

    • 11 months ago
      Anonymous

      Here you go senpai

    • 11 months ago
      Anonymous

      do one of this pregnant rat, but give her more nipples

  41. 11 months ago
    Anonymous

    I keep changing things and going back to the past

  42. 11 months ago
    Anonymous

    Ffffffire! Fire! Fire!

    • 11 months ago
      Anonymous

      That robot design would be perfect for 9 year olds if it wasn't so retro.

  43. 11 months ago
    Anonymous

    Probably years if ever. I can't make time for it right now. But I still write down ideas for it in my spare time.

  44. 11 months ago
    Anonymous

    I'm canceling my game after working on it for 3.5ish years because the gameplay is just a worse version of other games, the story/characters are terrible, and all the assets either look like they were made by a toddler, or were literally just stolen with enough layers of obfuscation that nobody actually noticed.
    I keep trying to spin up new projects but I can't get any off the ground because when I have to rely on my own skills without plagiarizing I can't actually get anything done.

    • 11 months ago
      Anonymous

      post art

    • 11 months ago
      Anonymous

      Random advice from an anon, but I think you should hastily finish it, turn it into a semi-shitpost of a game and just slather on the charm. Not every game needs to be extremely well-tailored. There's a reason Ganker is getting tired of cookie-cutter AAA slop. I'd rather play a rough game that doesn't take itself seriously than one that tries to and falls flat. Maybe all you need to do is tweak things in a slightly different direction and it will fall into place better. I've also heard that you should never do a big project for your first game/book/album/etc;. Get your feet wet with smaller, unimportant releases to see what works for you and what doesn't. Hell, maybe give yourself 6 months to crank out a totally unrelated project then return to your previous one with some lessons learned.

      • 11 months ago
        Anonymous

        I have a demo (no I will not post it here) that is a vertical slice of the first 3 levels of the game and for now I'm content to leave that as its own little thing and move on. I'd rather that than shit out the game as a semi-shitpost.

  45. 11 months ago
    Anonymous

    moronic first timer here trying to find more information around engines.
    Has anyone tried that one in early access, the Bakin RPG whatever? If so, is it good?
    I want to make an RPG but I will admit that my skills aren't necessarily up to snuff, so I'm still learning shit.

    • 11 months ago
      Anonymous

      looks decent. sort of like a 3d rpg maker.

      • 11 months ago
        Anonymous

        yeah, it looked interesting because it reminded me of shit like Octopath Traveler, but since it was in Early Access and I didn't hear great things about the company itself, I wasn't sure if it was a good idea to try my hand this early with the engine.

  46. 11 months ago
    Anonymous

    Just got out of early access and the verdict is still "very positive". Feels good and borderline surreal since most of us are friends and acquitances from uni.

  47. 11 months ago
    Anonymous

    I haven't started yet
    Maybe I'll be able to begin working towards achieving my dreams one of these decades

  48. 11 months ago
    Anonymous

    I’ve started taking Vyvanse on Monday and this already has been the most productive week in my entire life holy fricking shit. Is this how normal people feel all the time? I can actually see my game being finished

    • 11 months ago
      Anonymous

      Make the most of it anon, many people wish they could experience that for even a fleeting moment

      • 11 months ago
        Anonymous

        Thanks anon. I just keep kicking myself for not trying to find help earlier.

        What’s that

        ADHD medicine

        • 11 months ago
          Anonymous

          ADHD isn’t real homosexual

    • 11 months ago
      Anonymous

      What’s that

    • 11 months ago
      Anonymous

      How do you even get an ADHD diagnosis? How do you even describe your procrastinator self?

      • 11 months ago
        Anonymous

        Go to a neurologist, they make you go through a bunch of tests and shit. Just say that you can’t focus on shit and so on

    • 11 months ago
      Anonymous

      I think I need that, I literally can't focus on jack shit and the brain fog is massive

      • 11 months ago
        Anonymous

        Try to find help seriously. I'm 30 years old and I lost so many jobs and shit because of my ADHD it's a wonder I haven't offed myself earlier

  49. 11 months ago
    Anonymous

    i'm close to being able to start working on my game

  50. 11 months ago
    Anonymous

    how the frick do I make vector math work

    • 11 months ago
      Anonymous

      What kind of math

      • 11 months ago
        Anonymous

        I have an object flying around the screen, I want to draw a line from that object that sits at arbitrary spots in the screen to the mouse whenever I click, but the stupid thing draws a line as if the object were placed in the 0,0 coordinate, if that makes sense
        I don't know how to calculate the actual position of the mouse taking into consideration that the object is not placed in the 0,0 coordinate

        • 11 months ago
          Anonymous

          nevermind, just had to do to_local(get_global_mouse_position()), fricking hate vector math

          • 11 months ago
            Anonymous

            That's not even math

            • 11 months ago
              Anonymous

              no, it's vector math

              • 11 months ago
                Anonymous

                Using the wrong engine function isn't a reason to hate math, nor is it even the vectors fault.

              • 11 months ago
                Anonymous

                it's neither the engine's nor the math's fault, it's me for being fricking moronic, how is that not obvious?

              • 11 months ago
                Anonymous

                Stop blaming vector math

              • 11 months ago
                Anonymous

                okay I'll blame you for my failures instead

    • 11 months ago
      Anonymous

      probably the most surefire way is to just sit down with a notebook and do a whole course.

  51. 11 months ago
    Anonymous

    im coping

    • 11 months ago
      Anonymous

      lookin good!

    • 11 months ago
      Anonymous

      looks like aooni

    • 11 months ago
      Anonymous

      Call it horror simulator and drown in money

  52. 11 months ago
    Anonymous

    Not close at all, hopefully today I'll finish the video commission, it's due to the 16 and I am very close to finishing it.

  53. 11 months ago
    Anonymous

    >try to think of new units and weapons for the "evil vampire scientists" faction in my online strategy game thing
    >basically throwing shit at the wall based on what the faction should thematically have
    >create unintended synergies and combos in the process
    game design kino

    • 11 months ago
      Anonymous

      >unintended synergies and combos
      such as?

      • 11 months ago
        Anonymous

        >faction can spawn a very durable but mindless monstrosity that homes in on enemies automatically, and also immobilizes foes it hits, and deals damage in an area whenever it is damaged
        >add a sniper unit that inflicts a contagion that spreads back and forth as long as there are units nearby, which is very disruptive, but can be hard to land since the unit needs 1 turn to aim before taking a shot (meant for sieging)
        >if your opponent is evading the sniper too much and not damaging your monstrosity, you can pre-aim and shoot at your own monstrosities to guarantee them spreading their rot and the sniper's contagion triggering
        it doesn't seem like a must-do combo since you are still basically shooting at your own units, but it seems like something neat you could do in a pinch

  54. 11 months ago
    Anonymous

    Ideasman stage: a traditional roguelike but instead of getting to the bottom of a dungeon and back, you have to escape an island full of dinosaurs. The cause of the dinosaurs is generated with the island. Some of them include: classic cloned dinosaur park gone wrong; a lost world scenario; modern day site transported back in time; or even, get this, magic bullshit. You would made your character and select your profession depending on the scenario generated. For example: park repair tech; explorer; useless civilian; or, of course, apprentice wizard. You character would have a list of attributes and skills like any other traditional roguelike (including magic if you wanted to turn it on in non-magical scenarios for shits and giggles). One thing I would very much to implement would be semi-realistic animal behavior, injury, and death. I dislike that most time video games display animals are uncaring murderous robots or brain-dead docile robots. The dinosaurs would be given agency according, roughly, to their type of animal. That is to say predators try to sneak up on you rather than engage in a fair fight, and they only want to attack you because they think you're prey. If you make enough noise or injury them enough, they'll flee and leave you alone. Likewise herbivores will leave you alone unless provoked. And I would like to avoid having a boring HP system. I rather want to track injuries and bloodloss for how death works. This would be more dynamic than seeing a dinosaur's HP bar get chipped away. Creatures, you included, only die when the heart stops or brain functions cease. This can be from bleeding out and shock or from direct trauma like bullets or melee weapons.

  55. 11 months ago
    Anonymous

    what's your day job Ganker

    • 11 months ago
      Anonymous

      System maintenance. LOT of free time to work on my game

      • 11 months ago
        Anonymous

        I know most of us are software dev. I'm WFH too though
        We just do gamedev as a hobby

        wtf does this job even entail I see my friends basically playing games on discord during the workday and they make high 80k each

        • 11 months ago
          Anonymous

          Only 80k? They must be newly graduated and working in a fly-over state.
          We basically just get assigned tasks and we work on it. Look through code, make modifications, test that it works. If you finish early then you can goof off.

        • 11 months ago
          Anonymous

          I hate smooth shading so much it's unreal.

          Most IT jobs pay too much for nothing ngl. I'm just starring at numbers from time to time

          • 11 months ago
            Anonymous

            What do you need and what do you need to know to get an IT job?

            • 11 months ago
              Anonymous

              Most common way is college degree. But you can climb up small companies by proving you have the necessary skills. Like you get a handler job in a start-up and you mention your geeky hobbies around the IT team

              • 11 months ago
                Anonymous

                So if I learn something like Python from YouTube videos I could get a job doing that?

          • 11 months ago
            Anonymous

            I love smooth shading.
            It so fricking shitty.
            It reeks of Crash Bandicoot.

          • 11 months ago
            Anonymous

            use creases
            select an edge then ctrl+e i think. then "mark crease" or "marksharp" or something like that.
            alternatively dont smooth the model and make it your art style.

            • 11 months ago
              Anonymous

              I tried mark sharp but looks like it does nothing. I need to adjust normals manually it seems

              • 11 months ago
                Anonymous

                TOPOLOGY DUDE
                FRICK
                BOOLEANS THIS
                SCULPTING THAT
                Literally every moron on the planet is going miles out of their way to not learn proper topology when it literally the single most important thing you can learn to make your models better.
                Not a single motherfricker on planet earth has ever made a 3d model worth his shit without knowing good topology.
                FRICKING LEARN IT.

              • 11 months ago
                Anonymous

                >adjusting topology for shading
                lol

              • 11 months ago
                Anonymous

                You are the dumbest monkey Black person.
                What the frick do you think a 3D model is? It's a mathematical shell that is defined by the STRUCTURE OF IT'S VERTICES.
                THAT'S TOPOLOGY.
                Topology IS shading you dumb shithead.
                He could be making some expert level models just by following a couple simple hard surface rules.

              • 11 months ago
                Anonymous

                if you're using blender, enable auto-smooth on the object under normals and set it to whatever angle produces the effect you want
                all it does is let you use mark sharp to split up groups of smoothed faces, or alternatively use that auto-smooth angle to do the same thing automatically
                i find it helps a lot when trying to make smoothed faces not look like shit

          • 11 months ago
            Anonymous

            Is this you?

            ?t=388

            • 11 months ago
              Anonymous

              Kino

          • 11 months ago
            Anonymous

            I didn't make this mesh but it's a good example of what I want to explain to you.
            #1
            You're mesh isn't dense enough. Add more loops. Keep each individual quad as close to a square as possible since that helps with good density, and helps when you need to add and extrude shit. Having giant rectangular polys doesn't help you when you need to add shit.
            #2
            Work with loops. Loops are everywhere.
            Loops around the eyes, the toes, even in weird spots like the back of the knee.
            #3
            Don't use subdiv when working it doesn't help.

            • 11 months ago
              Anonymous

              The thing is I'm working with models with an average of 4000 tris. If I get roughly get the shape I wanted I prefer spending time optimizing normals direction than adding geometry

    • 11 months ago
      Anonymous

      I know most of us are software dev. I'm WFH too though
      We just do gamedev as a hobby

    • 11 months ago
      Anonymous

      Being a NEET looking for a day job.

    • 11 months ago
      Anonymous

      Unemployed, currently on my 4th attempt to get a job...

    • 11 months ago
      Anonymous

      Tard wrangling Indians on the support lines for a company that went from 80% white employees to 60% indian over a year

      • 11 months ago
        Anonymous

        i hear the helpline girls are always looking for men. any offers?

    • 11 months ago
      Anonymous

      counseling psychologist, it's "WFH" meaning clients just drive to my house

    • 11 months ago
      Anonymous

      Gamedev.
      I work at a Canadian AAA company.

      • 11 months ago
        Anonymous

        I used to work at Ubisoft but was fired because of my ADHD

        • 11 months ago
          Anonymous

          ADHD, boy, sounds like a story.
          I don't know about it firsthand, but I hear Ubisoft is a really nasty company to work at. Part of it has to do with those 'game design schools' they fund, that teach potential hires how to do things 'the Ubisoft way'. Engenders a churn and burn culture where they're eager to fire because they always have new hires ready to come aboard.

          • 11 months ago
            Anonymous

            not too surprising how Ubisoft would do the twist and turn on every kids they get, low wage labor over quality

          • 11 months ago
            Anonymous

            Eh to be honest they did give me a shitload of chances. Not many companies would try to keep someone after they didn't submit one line of code for 5 months. I was just way too burnt out that it was impossible to focus. Especially working from home, I'd log in remotely, lie on my bed and waste the entire day. I sincerely don't have anything against them, my coworkers were nice.
            I was an international hire though, so it's possible they tried to keep me because of sunk cost or something.

            • 11 months ago
              Anonymous

              Jesus. Put the effort in or you'll never make it otherwise.
              That said, I do get it. Work from home can be kinda miserable. You can be perfectly productive if you're in the office, if you just aren't motivated for the project, it can be hard to stay on-task. I remember pulling some effectively 4 hour days on a project just because I knew the project was utterly doomed and I knew there wasn't a damn thing I could do to fix it.

              • 11 months ago
                Anonymous

                I wish it was just the work. My life living in Canada was a hell of my own making. I didn't have the energy to do anything, my apartment was a disgusting mess, I'd spend most of on my money on uber eats because I didn't have the energy to cook and so on. I also had a bunch of family problems that I could do nothing about because of fricking COVID so that didn't help my brain. Things are going a little better now that I'm back home, hopefully I can still make it.

              • 11 months ago
                Anonymous

                Best of luck, anon. There's a lot of HRhomosexualry about mental health these days, but it really is important to take care of yourself. Everything is harder if you're feeling sick and burned out. To say nothing about being productive at work / on your projects.

              • 11 months ago
                Anonymous

                thanks anon. I've been basically a NEET since I came back home but I've started interviewing again last week and it's going kinda well. I just fumble a bit when they ask me what I've done since I left Ubisoft

              • 11 months ago
                Anonymous

                I don't think there's a lot of shame if you give an answer along the lines of "I've been working on some indie game projects in the background and trying to refine my skills". Most people will see through it, but even if it's a half truth, you can give it a good spin and productive with it.

              • 11 months ago
                Anonymous

                >game
                Never mention games on a work related interview, you know how games are made, they don't, they will immediately think of you as some sort of childish individual. You could always say you spent the days learning programming and 3D topology.

  56. 11 months ago
    Anonymous

    only have to implement one more feature to finish a system prototype for one of my core gameplay drafts but ive been stuck on it for weeks

  57. 11 months ago
    Anonymous

    damn i wish i could just make game. me personally? i'd probably save the tower defense genre

  58. 11 months ago
    Anonymous

    I'll be real with you fellas.
    It's probably never happening.

  59. 11 months ago
    Anonymous

    Watch people play games you've played before, especially those inspiring your project.
    >but I don't wanna
    You will thank me later, even if it's painful. It will give you ideas, set more realistic expectations for how players will play your game, and give you real time examples of player reactions to game design, good or bad.

  60. 11 months ago
    Anonymous

    tfw forgot to save after working for 3 hours

  61. 11 months ago
    Anonymous

    how do I make a game with this

    • 11 months ago
      Anonymous

      Make a game where you control a giant, but you so huge you can only see his feet, and you go around crushing frog/smurf people and smearing their frog goo on the ground.

    • 11 months ago
      Anonymous

      Like Pikmin but your little fellas get stomped on by big goblin foots. monty python'esq.

  62. 11 months ago
    Anonymous

    My combat plan is simple:
    Undertale but replace all the stupid friendship actions with playing Donkey Kong Jungle Beat

    • 11 months ago
      Anonymous

      Oh so when you get into a battle you impress the monster so much with your Bongo skills they just let you frick them?

      • 11 months ago
        Anonymous

        No I mean you slam into the buttons and beat the ever loving shit out of them

        • 11 months ago
          Anonymous

          Why not just make bongo punch out then?

          • 11 months ago
            Anonymous

            Because it's funny to have an RPGmaker horror game where the combat is incredibly visceral despite the fact you're controlling an ordinary 10 year old fighting nearly 7 foot tall crimes against nature.

          • 11 months ago
            Anonymous

            Actually, the best way to describe it is that I'm making God Hand as an RPG.

  63. 11 months ago
    Anonymous

    I made it so that untranslated text could scramble itself. Gonna make it so that it can also be alien font instead tomorrow, once my headache dies down.

  64. 11 months ago
    Anonymous

    I'm currently designing maps, writing a shit ton, already drawn enemies and bosses. My moronic ass thought it was a good idea to take Goombario/Goombella's tattle on every fricking thing and I'm having a fun time

  65. 11 months ago
    Anonymous

    where do i start?

    • 11 months ago
      Anonymous

      You write down the idea and everything you wanna put in it

    • 11 months ago
      Anonymous

      download Unreal or Unity and make pong
      then start tweaking it in ways that make it better

    • 11 months ago
      Anonymous

      Pick an engine.
      One that uses a coding language you are interested in learning.
      Frick around until you get an idea of what you could make with it.
      Then just keep trying different things to learn more.
      That's how I learned C# and C++.

    • 11 months ago
      Anonymous

      Do you have an idea of what you want to do?
      >yes
      Start by writing, drawing and putting together your ideas. You'll have a much better time when it will come to making your game
      >no
      Test different engines and see what works best for you

  66. 11 months ago
    Anonymous

    I make wegs. where tf is daz

    • 11 months ago
      Anonymous

      ????
      Daz 3D?
      That's not a game program.
      That barely qualifies as a modeling program.

      • 11 months ago
        Anonymous

        It's not a modeling program, it's a rendering program for making homestuck pregnancy porn

        • 11 months ago
          Anonymous

          Oh, okay.
          My mistake.
          :^)

  67. 11 months ago
    Anonymous

    what even is the difference between RPG Maker MV and MZ?

  68. 11 months ago
    Anonymous

    I've been making and recycling animals for alien planets.

    • 11 months ago
      Anonymous

      a shame you're doing that instead of actually learning to draw
      ngl I'm a little bit jealous of people like you that are not only incompetent at everything attempt but feel self assured enough to share such terrible things

      • 11 months ago
        Anonymous

        cool beans, do you want something from me?

        • 11 months ago
          Anonymous

          you putting a warning on every post of yours
          WARNING: EYE SEARING GARBAGE CONTENT ATTACHED
          would be nice, thanks pal

          • 11 months ago
            Anonymous

            cool beans, do you want something from me?

            I've been making and recycling animals for alien planets.

            keep posting more of your stuff just to spite this anon

            • 11 months ago
              Anonymous

              hey if it keeps him from learning to draw I'm all for it
              shit's hilariously bad

          • 11 months ago
            Anonymous

            I mean, no, I won't do anything for you. But I wanted to make sure your were just who you are, and not communicating in earnest.

            • 11 months ago
              Anonymous

              much like how you aren't posting progress in earnest
              has to be a shitpost with graphics like that

              has to be

              • 11 months ago
                Anonymous

                you think that's bad? just wait until you see the code!

              • 11 months ago
                Anonymous

                [[[[[[[[[[[[[[[concern]]]]]]]]]]]]]]]]]]]
                well at least you're learning and keeping track of things to improve next time
                right

              • 11 months ago
                Anonymous

                Why is it in comic Sans?

              • 11 months ago
                Anonymous

                I have nerve damage in my eyes, it's the easiest font for me to read.

              • 11 months ago
                Anonymous

                Oh...Ok I'm sorry to hear that I hope you're ok.

              • 11 months ago
                Anonymous

                it's fine, I'm used to it. It's from an accident when I was a kid. I made a font that helps differentiate similar characters.

              • 11 months ago
                Anonymous

                rpg maker tier shit, wasn't here a general for this?

              • 11 months ago
                Anonymous

                yeah, here is fine. good point.

      • 11 months ago
        Anonymous

        i like people that got this determination, people here could use it more.

  69. 11 months ago
    Anonymous

    got linux version to compile
    turns out on linux you can't do

    std::vector<int> whatever(5);
    int * p = &whatever[5];

    even if you do nothing with p
    so that took me all day to find.

    • 11 months ago
      Anonymous

      Bizarre. What engine are you working with?

    • 11 months ago
      Anonymous

      >&whatever[5]
      I've never seen that before, what does this even mean?

      • 11 months ago
        Anonymous

        That's C++, for you.
        "int * p" is defining an int pointer.
        Pointers store the internal memory address (location) of a variable.

        The '&' sign in "&whatever[5]" means, point to the memory address of the sixth element of the array "whatever".

    • 11 months ago
      Anonymous

      No shit, that’s an out of bounds access, and has nothing to do with the OS, it just so happens that one compiler was placing some other allocation behind the vector.

  70. 11 months ago
    Anonymous

    what if gaem but you make your own spells

    • 11 months ago
      Anonymous

      Like research methods to make spells?

      • 11 months ago
        Anonymous

        noita

        but 3d and like say you want to make a fire tornado spell you add element of fire to a spell and customize the animation so it's a tornado and you also customize casting animation and cost and shit

    • 11 months ago
      Anonymous

      noita

  71. 11 months ago
    Anonymous

    I chose my hecking engine, the game's practically finished.

  72. 11 months ago
    Anonymous

    How good is Godot's documentation? Will this teach me everything I need to know to make a 2D game? I have no programming experience.

    • 11 months ago
      Anonymous

      yes, making a 2d game is the least hassle possible on godot
      just dont use godot for 3d

    • 11 months ago
      Anonymous

      >Will this teach me everything I need to know to make a 2D game?
      Yeah, Godot is a engine for 2D, especially because Unity uses 3D coordinates for sprites (because it's mainly a 3D engine), while Godot uses 2D coordinates.

    • 11 months ago
      Anonymous

      >How good is Godot's documentation?
      hahahahaha

  73. 11 months ago
    Anonymous

    trying to find a new artstyle/redesign the characters. what do you giys think of pic related?

    • 11 months ago
      Anonymous

      I like him. He's got very broad, wide looking masculine shoulders. He looks like he can throw a nice punch.

    • 11 months ago
      Anonymous

      what game

  74. 11 months ago
    Anonymous

    What would be the best way to go with unlocks? (In this case stuff like weapons and friendly NPCs)
    >everything is loaded but is only active if their unlock boolean is true
    >only load and activate what you have unlocked
    I feel like the former would make the game smoother because things won't have to load, just be toggled on/off.

    • 11 months ago
      Anonymous

      Do the former until you run into issues.

  75. 11 months ago
    Anonymous

    Fricking finally, the animation is done, I just need to populate it with sound effects and assets

  76. 11 months ago
    Anonymous

    should be done by the end of the year or Q1 2024, depending on how much time i devote to it

  77. 11 months ago
    Anonymous

    3 years

  78. 11 months ago
    Anonymous

    I need infos about how to make FPS melee feel not like complete shit (think King's Field and other Lunacid).
    Mostly looking about non-obvious cheat-y tricks devs use for this. Like, jumps have tricks like coyote timer, input buffering and having gravity be asymetrical, bunch of shit that's completely nonsensical but does make the game feel a lot better to play. Is there any equivalent to know for melee in first person?

    Tried to find article about that on the net but can't find anything technical.
    Right now my only solution was to give the player a fricking 3 meter reach (roughly 40 burgers), but that can't possibly be the right approach.

  79. 11 months ago
    Anonymous

    Not very. I can't figure out how to export an animated fbx from Blender with a gun attached that moves with the character's armature properly. It just hovers in mid-air or gets locked to some other point in space.

    • 11 months ago
      Anonymous

      Even though it's not supposed to happen if you rig properly another solution is to make a second identical gun directly in the character's hand and hide it's texture when the character is supposed to drop it

      • 11 months ago
        Anonymous

        It's rigged 'properly' (I think) in Blender itself. Moves with the animations etc. Then I export it to an fbx, and I get this instead.

        You are supposed to handle attaching things to bones in engine.

        See, what I want to do is take a 3D animated model, load it into a program that turns 3D into stylised 2D (little bit like Dead Cells), then make sprite sheets from there. This is why the model's so low-poly and shit, you're only going to see it from 'above' for a sort-of Hotline Miami feel. So for that, I need it to have the gun actually attached to the thing.

        • 11 months ago
          Anonymous

          Is it all a single object ? Is the gun bone part of your character squeleton ? And is his parent the hand bone or the root bone ?

          >game
          Never mention games on a work related interview, you know how games are made, they don't, they will immediately think of you as some sort of childish individual. You could always say you spent the days learning programming and 3D topology.

          I got my current job by showing screenshot of my game, and I was not working at fricking ubisoft before. I think you're confusing mindlessly playing games and deving them. The later is a proof that you're not wasting time while at home.

          • 11 months ago
            Anonymous

            >Is it all a single object?
            No. Frick. Should it be?
            >Is the gun bone part of your character squeleton ?
            Also no. Frick. Should it be?
            >And is his parent the hand bone or the root bone ?
            Parent is the hand bone.

            • 11 months ago
              Anonymous

              >Should it be?
              For UE yes. I don't know which engine you're using but in UE if you import a single fbx with multiple object they will appear separated in engine, and animations are played based on a single object

              • 11 months ago
                Anonymous

                One thing I want to note that I just confirmed/tested it out: Auto-Rig Pro plugin allows for multiple objects in Blender and exported to UE it is one object.
                1. Blender: Belts, Body, Face, Hair, Weapon, etc
                2. Exported as FBX using ARP
                3. Imported to UE: One mesh, one skeleton
                In addition, the skeleton is clean similar to the screenshot on the right:

                Like this.
                With normal FBX or send2ue you get a bunch of extra bones in your skeleton, like IK and other things.
                With FBX export using ARP, it cleans it up so your skeleton in UE is much cleaner.
                Both work methods but one is cleaner.

              • 11 months ago
                Anonymous

                I never used ARP and never tried to keyframe a single animation with 2 different skeletons so I can't help you on that

          • 11 months ago
            Anonymous

            >You
            No, moron, others do, did you even read? And I seriously doubt that was the reason, but you got hired in despite of that. Like I continue being hired despite being a drug addict, my skills are worth more than my addiction.

        • 11 months ago
          Anonymous

          If you are doing the rendering of these sprites offline, then do it in Blender rather than in Unreal (you can set an object to be parented to a bone of a skeleton in Blender). If these sprites are rendered as the game is running, then you should implement it the same way as if the 3D models themselves were to be shown.

    • 11 months ago
      Anonymous

      You are supposed to handle attaching things to bones in engine.

  80. 11 months ago
    Anonymous

    I am already rendering the animation, had to remove soft body physics, now I just need music, it's for a non commercial use so I might just sample some songs.

  81. 11 months ago
    Anonymous

    What is the best Engine for a begginer with a warcraft 3 alike idea in mind?

    • 11 months ago
      Anonymous

      >What is the best Engine for a begginer
      Unity.
      Simply because it has way more documentation, samples, tutorials and assets available.
      >with a warcraft 3 alike idea in mind?
      All 3 big engines (Unity/Unreal/Godot) can reasonably do any type of game nowadays.

      If you go Unity for your RTS, do give a thought about learning Dots/Burst&Jobs.
      It's particularly good for handling large amount of units, although for a WarIII game you probably won't *need* it - if you want to stretch it to Total War level of battle it will be invaluable however.
      Don't bother with ECS tho, it's janky&heavy as frick to use and only add minor performances gain over code that's already running on Burst.
      Dunno if Unreal and Godot have an equivalent, probably.

      • 11 months ago
        Anonymous

        >Dunno if Unreal and Godot have an equivalent, probably.
        Unreal and Godot expose more than C# to developers, so don't need those hacks.

    • 11 months ago
      Anonymous

      >a warcraft 3 alike idea
      super ambitious if solo

  82. 11 months ago
    Anonymous

    working on some enviro art in a corner of a level. little indoor vegetation station to soothe you amidst the bleakness of space.

    • 11 months ago
      Anonymous

      really hope you can press F to sit on the bench on listen to the birds chirp

      • 11 months ago
        Anonymous

        on the to-do list :0)

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