Haven't devved in a while since I got a job
have the itch again
already frustrated in the ideaguy phase
I've made so many prototypes of almost every genre, I don't know what I should do to stick with until I release it. Something simple because releasing something is now my #1 goal, if I do make a game again
But everything practical to release seems boring. I can't help overscope
Spend an afternoon thinking of an idea (lol) then spend the next day (Saturday Sunday idk) making it. Do NOT spend a day longer making it. Your goal is simply to make something, anything, and put it out there. You NEED to feel that sense of accomplishment otherwise you're gonna keep making "prototypes" and getting nowhere.
it seems strange to try and end the post on an uptick when Shi is basically a failure. even the NES bootleg had a more interesting art style and theme IMO
>>it seems strange to try and end the post on an uptick when Shi is basically a failure
A failure according to whom, exactly? I was satisfied with how the game came out, it had some flaws but on the whole I had fun developing and playing it. It sold more than I expected and, after splitting the profit with the programmer, it still made me enough money to buy a brand-new computer. I can't complain.
Ah yeah, I have seen the /agdg/ posts mocking the game for only having a few Steam reviews. Why do other people even care about how *my* game sold? I would've been happy with the game even if it only sold 50 copies. I make indie games for fun, if I wanted to get rich I would do anything else.
If you make yourself or your game known here you can attract wierd haters who act like everything you do is some sort of affront to god, I've seen people hating on your game for no apparent reason several times
If you make yourself or your game known here you can attract wierd haters who act like everything you do is some sort of affront to god, I've seen people hating on your game for no apparent reason several times
I've noticed an uptick in harsh comments on /agdg/ after Paperball released. Oh well, crabs gotta crab.
Granted it could also be that one guy who got butthurt I wanted to make a Mario clone instead of making his game idea for him. I think that guy still seethes about how I can't accept criticism sometimes.
almost done, put store page up last week.
https://store.steampowered.com/app/2611280/Eternal_King/
i got 2 more stages left to do then menus, soundtrack and last bits of functionality + polish
im done with unreal after this game, switching to 2d games in godot. shit was supposed to be a quickie done in a month or two, but it took 4 and had to cut content. can't do any ambitious projects in a reasonable time frame in 3d.
>>rpg maker is kind of limited, isnt it?
It is. If you're smart enough to mutilate the engine in what you want it to do, you might as well use another engine.
not plugins for the shit i wanted to do. dont you need to pay out the ass for plugins these days too?
8 months ago
Anonymous
Only dlcs cost money. Like 10 usd.
What do you want to do?
8 months ago
Anonymous
M&L combat
8 months ago
Anonymous
Ml?
8 months ago
Anonymous
Mario & Luigi man, Superstar Saga and what not.
8 months ago
Anonymous
There are certainly plug ins for that. I saw a few of games like that. I'm confident to say that rpg maker is the best 2D engine there is, if you go for retro games.
Yes and no. Technically you can make a 3d adventure with it. Why would you though?
I've seen games like hexxen, mega man, smash bros and even arcade flying shooters (the jetpack guy). If you aim for retro look, rpg maker us the way togo. Godot, ue4 and unity arent optimal for that.
In rpg maker mv and mz you can have decent 3d effects, too.
NTA but I don’t think the argument from Turing Completeness applies when talking about real-time applications, it’s also required that it at least TECHNICALLY be possible to write the instructions such that they perform at a given speed. I don’t think Excel even permits enough operations per second to make this feasible even if you could technically write code that would be functional.
Also turing completeness only applies to mathematical/logical operations, games also require hardware interfacing. A game must at minimum be able to color pixels (Excel can do this) AND accept real time user input (Excel cannot do this AFAIK)
8 months ago
Anonymous
Where's that definition coming from?
I learned a different one and that one is similiar/equivalent to the wiki entry. Not saying yours I wrong, just curious about the real time aspect. Esp as the latter is a somewhat new term and TC isn't.
AFAIK excel is TC. According to a quick search MS agrees.
Games do require that, but that has nothing to do with what I wrote earlier. I said you could code a game in excel, not that you can run that game on any computer. Some guy even draws HD pictures in excel (like wtf).
Pretty sure one could find a workaround for the realtime input. Look it up, there are plenty of excel games.
8 months ago
Anonymous
Being able to operate in real time is not required to be Turing Complete, I’m just saying a TC program that cannot execute an arbitrary instruction IN a sufficiently short span of time cannot develop a real time application.
TC only means the software can produce any arbitrary logical instruction, that isn’t actually sufficient to enable “any kind of software”
8 months ago
Anonymous
Both statements are obviously true.
8 months ago
Anonymous
And obviously I understood the original point (“just because a tool CAN do something doesn’t mean it’s the best tool for the job”) but it’s an interesting point. Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.
Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.
So software being Turing Complete (which isn’t even special, basically anything that can produce an arbitrary arrangement of NAND gates satisfies) is a novelty but it doesn’t imply in principle the ability to develop any software, since presumably only some development environments are able to access relevant hardware inputs and outputs. I can reproduce every line of code required to write Notepad in Baba Is You (presuming a sufficiently large map) but the game fundamentally cannot accept all keyboard inputs and render arbitrary pixels so I couldn’t actually use it to create a word processor. The TC meme is a weird pop-culture presumption about programming.
8 months ago
Anonymous
>Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.
Clearly its not true. Imaging coding modern warfare 2 in rpg maker 2k3. Kek.
>Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.
I wish more people knew that.
I agree, Turing Complete is nice to have, but in practice means shit or as you put it: TC is a meme.
this is part of the reason why I tell people to roll their own tech.
Engines have become these black boxes where people actually act as if they have authority on the subject saying "this engine can do that look, this one can't do this look."
Learn the fundamentals, code whatever you want. Ignore the gatekeepers. They were most likely gate keeped in the past, so they pass on the tradition.
rpg maker is kind of limited, isnt it?
even the RPGs i wanna make would be limited by that engine, nevermind other genres
guy who uses rpg maker here
yes it is very, very limited
guy who uses rpg maker out
>>rpg maker is kind of limited, isnt it?
It is. If you're smart enough to mutilate the engine in what you want it to do, you might as well use another engine.
Yes and no. Technically you can make a 3d adventure with it. Why would you though?
I've seen games like hexxen, mega man, smash bros and even arcade flying shooters (the jetpack guy). If you aim for retro look, rpg maker us the way togo. Godot, ue4 and unity arent optimal for that.
In rpg maker mv and mz you can have decent 3d effects, too.
[...]
Technically you could code any game in excel.
>Over the age of 14 and still using RPGM
Nobody will play your game. Use Unity, Godot, Game Maker or Unreal. RPGM was literally designed for children as an introduction to game development. It wasn’t meant to actually be used as a game engine. That’s why even the “successful” RPGM games switched engines after release.
It isn’t hard to learn to code if you’re not a brain dead idiot.
I used it with like 7y. It much better than 20y ago. I wouldn't know why "all" switched engines. Esp having a hard time to see why unity is superior to rpgm, at least if we talk 2D retro.
too late to do much about that now. i think it looks fine except for the stages, which are pretty barren.
its part of why im switching. 3d is just so tedious to translate the 2d art ideas i make.
Looks like you cobbled together AI assets in an hour.
the entire thing just looks incredibly cheap and low effort. Everything from "E" in the logo down to empty arenas and static copypasted enemy poses. Screenshots are boring with nothing going on, the overall composition is off too.
cheap, yes. because im a solodev with no budget. a lot of compromises have to be made.
regardless of how you think it looks i can promise you it wasn't low effort. i put in as much effort as i could within the timeframe. the game even switched from 1st to 3rd person because the combat just wasn't clicking in 1st, and it basically added 2 weeks of development to concept, model and animate the player character.
maybe it looks better to you in motion. forgive the cheesy metal music on the other gameplay videos.
either way, im personally fine with the results for a 4 month dev time, and its only supposed to be a small, low-priced game focused on gameplay anyway. this things gonna be $4 tops
For four months with no budget it doesn't look that bad I think, it at least looks playable, but you could've done something more clever with those limitations even so. You could've made it look like those old RPGs with pre-rendered graphics like Daggerfall or Virtual Hydlide.
8 months ago
Anonymous
yeah i've actually done something like that before, one of the levels in a previous game was a sort of parody of daggerfall/might and magic and had those prerendered npcs and monsters, with the 2d scrolling skybox and low draw distance.
you're right that it would have been wiser within the limitations. but at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts, and not fall back on retro stuff. i definitely overestimated with this game, hence it took 4x longer than expected.
8 months ago
Anonymous
>at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts
Ah, that's understandable. Sometimes you bite off more than you can chew. I'll say this: you're actually finishing a game, and it does look fun at least. That's something.
>not fall back on retro stuff
Retro stuff for most devs, myself included, really is the "I don't actually know how to fricking draw" option. It works though. If you're even slightly competent you can still make it look nice.
8 months ago
Anonymous
retro really is easy mode in comparison
i did this as a test and it took like <20 min, compared to the hours for modelling and texturing
>i can promise you it wasn't low effort.
anon, remember that wacky circus or however it was called soulslike metroidvania? That guy dropped out of college and spent 2 years working on that. 2 years later he was told by everyone it looks like dogshit and nobody wants to play it.
Was it low effort? No, it had bosses and different stages and all sorts of shit. Except it looked like 8-hour mspaint trash animated by a burmese child soldier.
Don't become that guy.
i aint that guy. you'd catch me dead spending 2 years on a shitty le dream game. longest dev cycle to my name is 9 months
>i can promise you it wasn't low effort.
anon, remember that wacky circus or however it was called soulslike metroidvania? That guy dropped out of college and spent 2 years working on that. 2 years later he was told by everyone it looks like dogshit and nobody wants to play it.
Was it low effort? No, it had bosses and different stages and all sorts of shit. Except it looked like 8-hour mspaint trash animated by a burmese child soldier.
Don't become that guy.
8 months ago
Anonymous
I remember that, wasn't it on Reddit? It looked like fricking shit
Friendly reminder that OP is a covid shitposter and actual pedo from ruggarell's discord, do not bump his threads or save any images he posts.
His goal is to ruin gamedev threads by creeping out every devs posting here with his obsession about 9 year olds and snot/shit or by spamming threads every day (sometimes multiples times a day) to have the mods permanently move them to /vg/.
The way he shitposts doesn't have any real category you can pick to report his posts that's why he's so annoying.
Sorry for mistaking you, now he uses this pic https://arch.b4k.co/v/search/image/Jjy4R_AHGq9eH9eosbIqCw/ with unity scratched in red.
He usually posts every single day when there's no active gamedev thread and when he doesn't I suspect it's because he got temporarily banned for another reason.
made some basic posture broken hitstun and recover animations
if you get hit with your posture broken (which only happens if you block too much without parrying, so basically if you keep holding guard) you get blown out, but you get a chance to recover if you jump fast enough
if you don't, you need to go through the whole land and get up animations, and you're weaker to attacks as well (maybe will give the player some iframes during the get up animations)
i'm not entirely sure how to handle getting hit while on ground, because i don't want to lock the player in hitstun
also got a basic directional hit react animation going
eventually i'm just going to copy the same keyframes and change the direction to make her react to directional hits
It’s gonna have as much story as vampire survivors.
I’m wondering if it’ll even have a main menu or if it’ll just take you to the game
It’s my first game and I want to deliver something fast, I can’t waste time on story I’d much rather work on gameplay
Eventually if I design a fighting system that feels solid and people like, and I make another game, I may be able to add a little story since I won’t have to think so much about the combat but for now it’s just gameplay I don’t have time for anything else
>idle animation
kek
where did you get the reference from?
Anime in general and fighting games
Also a mirror, but that’s kind of embarrassing so forget I said that also im not a troony or a woman so yeah
Sounds a bit generic no? I'd much rather have nothing than something cliche
Besides, I don't think people give a shit about story. If, and that's a big if, the game becomes popular people will just fill in the gaps and they will come up with reasons why a ditzy girl like her is fighting jin roh looking motherfrickers in a futuristic edo japan
>I'd much rather have nothing than something cliche
You have to learn a lot. It's as generic as it gets, and, that's not necessarily a bad thing. Your call.
I don't like games that fail to draw you in, and looking at steam data, 90% of gamers agree with me. There's a reason almost all games get like skipped in the first 10 minutes. Book iirc even faster.
>I don't think people give a shit about story
Dark souls would be trash without it's fragmented lore.
8 months ago
Anonymous
I'm not trying to make motherfricking dark souls you think I have the time to build a whole fricking world full of lore? In order to make a game with fragmented lore in your own head you need to know what's going on, important people, important things that happened, it's a huge deal
i'm trying to make fricking halls of torment not one of the greatest games of all time
>I'd much rather have nothing than something cliche
You have to learn a lot. It's as generic as it gets, and, that's not necessarily a bad thing. Your call.
I don't like games that fail to draw you in, and looking at steam data, 90% of gamers agree with me. There's a reason almost all games get like skipped in the first 10 minutes. Book iirc even faster.
too bad
8 months ago
Anonymous
I'm saying an intro is nice, even if it's like 2 sentences.
8 months ago
Anonymous
but why
i'm the kind of person who skips cutscenes, doesn't read quest text, mutes dialogue and beats games without knowing what the frick is even going on
the only games that i cared about the story/lore were >final fantasy >dmc >dark souls/sekiro/bb/er >resident evil >warcraft 3 >warhammer
maybe I'm forgetting one but you get the idea
I feel like to have a story, the story has to be good. I believe I can make something that looks nice, plays nice and is fun. I truly do. But I don't believe I can make a good story, so I'm not planning on adding even an intro.
8 months ago
Anonymous
Your game, your decision. I told you what I like.
Pretty sure dmc has an intro as well. I do agree that game play >> story.
8 months ago
Anonymous
Yes and it also had a team of people working on it.
8 months ago
Anonymous
You remind me the polack who lives as a sex slave in the cellar of some weird couple. He used to post here regularly and has beautiful hands.
8 months ago
Anonymous
What
8 months ago
Anonymous
I think your approach is based, anon. Can't guarantee you mainstream success but I agree with the mindset still.
8 months ago
Anonymous
Might as well show a new anim kek this time the posture broken one that puts you in a vulnerable state where you can get blown out
Thanks bro. In the end nothing is guaranteed, it's not like adding a story will make you succeed anyway. I'm just trying to stack the odds in my favor by spending the most limited resource that I have (time) on the things that I'm the most confident on (gameplay). Trying to stack the odds and running with it you know. It's like football if you're into sports, you don't know what play your opponents called, all you know is you're running the one most likely to succeed so just focus on doing your job. My job is not making stories and I believe enough games focused purely on gameplay with 0 plot succeeded to make it worth a try.
Looks cool. What's the gameplay like?
It's an action RPG with fighting game elements where items are replaced by customizable WoW style spells.
The combat revolves around: >canceling moves into other moves >parrying as an defensive/offensive mechanic to eat up the enemy's posture and to open them up for stronger attacks >managing your super meter which is used to power up moves and to cast spells
The game is probably going to be like HoT, survive for 20 minutes while getting upgrades, then fight the stage boss.
That knockdown doesn’t look great to me. I know you’re currently just blocking out keyposes but the timing on them feels wrong, it looks like someone lightly pushed her and she tripped over a rock, not like she got hit hard enough to fall. The basic hitreact is nice, the knockdown needs that level of initial snap
Noted. You're absolutely right and I'll have to fix it but right now I'm just going as fast as I can. Actually most anims are fricked in some way or another, but I think trying to correct those things without an NPC attacking you (or to attack) is a waste of time anyway
8 months ago
Anonymous
It’s not about story as in narrative, it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT (you are trying to rescue a princess from a monster who has taken over her kingdom). You don’t necessarily need heroes and villains and lore and an act 2 cliffhanger and whatever else, but you need SOME sort of context. Otherwise, you may as well give up having characters entirely and just make boxes collide with boxes.
To paraphrase action game great Tomonobu Itagaki, what makes video games unique is the “video”. If all you want is interaction with rules, go play Backgammon, no video game ever made can hold a candle to the game design of Backgammon. Video games show you something. They are there to look cool and show you identifiable things, they tell a story and they show you art and they play you music because they are what happens when you take the idea of Backgammon and apply it to a TV show or movie.
Your game does not have to look stunning or tell a gripping tale or anything else but it at least needs to use the medium it’s a part of to its advantage, otherwise why make it a video game at all. It’s not a series of abstract rules, that’s a little person there on the screen. People do things for REASONS, what are her (and by extension, the player’s) REASONS?
8 months ago
Anonymous
>it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT >it at least needs to use the medium it’s a part of to its advantage
Well said. Every game doesn't need a huge story, but what (little) story there is needs to be good enough for what you're trying to do. Otherwise we might as well go back to making nothing but Pong clones.
oh and i almost forgot, there was also a belle delphine webm i had where she was swinging her hips with a baseball bat
i would post it but i don't have it here
Might as well take a break from animating and explain a bit more of the combat.
As far as the gameplay, I'd love to do something like Mythic+ in WoW. Keep the same enemies but give them new affixes that change them in some ways, like making them stronger or giving them new abilities, now that I think about it it's a bit like chalice dungeons as well.
Timed and challenge runs are other things I have in mind.
The problem is coming up with cool rewards for the player, maybe skins, or maybe just levels to make their character stronger.
When I mentioned customizable WoW style spells, this is a bit what I had in mind. All these things in blue are like WoW talents that you can buy before you start playing. Depending on which ones you pick, you can play in different ways. This is a build that would work by pooling your meters (which would have you using just normals until you're ready), and then spending it all into a massive combo if you do it right. Other builds may not work by pooling meters, instead letting you use your specials and super more often. Yet another build could be about using your meters to cast healing spells, and fighting with your normals.
I really like this approach because I like WoW talent builds, and because it lets me change the gameplay without having to add new weapons and movesets. With this approach I can do just one moveset for one weapon and modify it through builds.
It’s not about story as in narrative, it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT (you are trying to rescue a princess from a monster who has taken over her kingdom). You don’t necessarily need heroes and villains and lore and an act 2 cliffhanger and whatever else, but you need SOME sort of context. Otherwise, you may as well give up having characters entirely and just make boxes collide with boxes.
To paraphrase action game great Tomonobu Itagaki, what makes video games unique is the “video”. If all you want is interaction with rules, go play Backgammon, no video game ever made can hold a candle to the game design of Backgammon. Video games show you something. They are there to look cool and show you identifiable things, they tell a story and they show you art and they play you music because they are what happens when you take the idea of Backgammon and apply it to a TV show or movie.
Your game does not have to look stunning or tell a gripping tale or anything else but it at least needs to use the medium it’s a part of to its advantage, otherwise why make it a video game at all. It’s not a series of abstract rules, that’s a little person there on the screen. People do things for REASONS, what are her (and by extension, the player’s) REASONS?
I know what you mean, it's just that I simply refuse to add a shitty generic cliche story. If by some divine inspiration I wake up one day with a nice story for the game, I'm including it for sure. But it has to be good, or at least I have to like it.
>I simply refuse to add a shitty generic cliche story
who even cares if the story is generic and cliche as long as the story is minimal and it motivates the player? you don't need to write shakespeare, as long as it's more competent than bubsy's writing you'll be fine
idk man but in either case it's not a priority
if the gameplay doesn't work, some shitty story isn't going to carry the game
if the gameplay works, then i may have some time to think about it
or i'll just tell them they're on a quest to burn the blossoms without elaborating further, who knows maybe someone will make a full video essay
>that I simply refuse to add a shitty generic cliche story
John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there.
I don’t think a cliche story is bad. I think a cliche story is just fine. I mean you wouldn’t say “if I can’t come up with an inspired health bar, I’m just not implementing one”. Sure, inspired > uninspired, but it needs to be there either way.
>>John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there
I think John was a bit wrong on this one. A game with a bad story will always be worse than the same game with a good story. Mind you, as long as the writing can actually engage you into you giving a shit about what's happening beyond simply wanting to engage more with the gameplay, it's done its job.
Story and gameplay can be mutually exclusive
A story won't always improve a game, a game can be better without a story because it leaves the focus on the gameplay
8 months ago
Anonymous
>Story and gameplay can be mutually exclusive
why would you do that though? you're working in a medium that has so many possibilities to tell the story only to ignore them. my favorite games at least try to integrate the story into the gameplay. and again, these stories dont have to be brilliant, or epic tales, or anything like that. it just needs to do its job
idk this is just the kind of stuff that i personally love seeing in games. im pretty sure most people do, weve all just been taught not to give a shit about most games' stories because theyre awful slop.
8 months ago
Anonymous
Yes, you can tell a story, or you can not tell a story and focus on the gameplay instead
In some games a story would be completely superfluous, like imagine Tetris with a story. And most multiplayer games, although they try to force "lore" into them these days, it's stupid as hell
Alright so, she's the goddess of colors. It fits with all her moves being named around colors, and I wanted to make the FX very colorful anyway
>white screen, fade to a poem in black letters >In the void of swirling shadows a goddess was born >A goddess of colors from darkness torn >The spectrum danced, a vivid dream >Each hue a world, a vibrant stream >fade to black >Mother... forgive me >I painted my promise in the bittersweet hues of a fleeting sunset >I will set things right, and burn the blossoms...
Happy now, homosexual? happy now?
That's fricking it, god damn it I'm pissed
8 months ago
Anonymous
Better than dark souls 3 and their idiot link to bloodborne with the soul blood or whatever it was.
8 months ago
Anonymous
If the enemies are greyscale and they “bleed” random colors when hit this is actually fricking cool. Would definitely lend itself to a striking artstyle as well. I know that you’re being sarcastic but this is a cool idea
8 months ago
Anonymous
My main inspo for enemies is this
with a samurai inspired helmet
You know what, dark/grayscale enemies bleeding colors is a cool idea
give me 5 minutes
8 months ago
Anonymous
And I forgot the picture i'm such a moron
8 months ago
Anonymous
If the enemies are greyscale and they “bleed” random colors when hit this is actually fricking cool. Would definitely lend itself to a striking artstyle as well. I know that you’re being sarcastic but this is a cool idea
In fact given how ditzy you’re making her, I’d almost play this like Panty and Stocking, and make her an angel of colors who just sorta sucks at it.
Like, name her baseball bat “paintbrush” and the whole gag is she’s supposed to be bringing color the world but she just beats the everloving color out of people and thinks she’s helping because she’s a total ditz.
You could tell that story entirely environmentally and get some laughs. No cutscenes, minimal expository text, not much in the way of dialogue even. Just a unique environmental artstyle and color palette choices.
I’m actually kind of loving this idea. Shoot off sarcastic first thoughts more often.
8 months ago
Anonymous
lmao that's pretty good
look, I had this fluid sim I exported it as a VAT and I added a glossy shader
it's a mix between paint and blood
8 months ago
Anonymous
I'm not entirely sure why it's flickering, I think I screwed up the VAT settings but well you get the idea
[...]
In fact given how ditzy you’re making her, I’d almost play this like Panty and Stocking, and make her an angel of colors who just sorta sucks at it.
Like, name her baseball bat “paintbrush” and the whole gag is she’s supposed to be bringing color the world but she just beats the everloving color out of people and thinks she’s helping because she’s a total ditz.
You could tell that story entirely environmentally and get some laughs. No cutscenes, minimal expository text, not much in the way of dialogue even. Just a unique environmental artstyle and color palette choices.
I’m actually kind of loving this idea. Shoot off sarcastic first thoughts more often.
I'm not sure if I'm skilled enough as a storyteller to make the gag work, but shit I could try
8 months ago
Anonymous
Solid.
Also, maybe a set of decal shaders that take a large splatter texture as an alpha mask, and write to a postprocess that recolors the environment beneath them (I could show you how to set this up) to either be desaturated or hue shifted. So after you set your level up, you can just place these patches of >oops! Forgot to paint that tee hee
Or >oops! The color’s wrong on that tee hee
Mix it with some deliberately wrong materials like a tree with a green trunk and brown leaves or a yellow water fountain out of nowhere.
Now your game has an immediatey distinctive art style that supports the narrative for pennies on the dollar, effort wise. And you can do relevancy painting (i.e. if you want the player to go somewhere, coat it in recolor decals to draw the eye).
8 months ago
Anonymous
Do you need a postprocess to do that? I'm pretty sure that can be done using vanilla deferred decals
8 months ago
Anonymous
DBuffer and GBuffer only support a fixed set of blending modes, so no. Much as I wish UE could use decals like Photoshop layers, I don’t think it can do hue shifting. Reason being the DBuffer is layered over the BaseColor buffer, it can’t “see” it. Postprocess can, you’d just need to write the decals to a couple of custom stencil channels and use those to shift basecolor around.
8 months ago
Anonymous
So use the decal alpha to write to a stencil channel, and read that stencil channel from the postprocess? sounds pretty straightforward, thanks
Pink, white, light blue.
Where have I seen these colors before? I can't quite put my finger on it...
you're a mindbroken chronically online moron if you think there's any political message behind the colors
i just think they look pretty
8 months ago
Anonymous
I think that could work. I'd do that.
8 months ago
Anonymous
Alright so, the goal of the game isn't to burn the blossoms, it's to bring colors into the world by vandalizing everything with graffities a bit like jet set radio
give her a spray can, which fits with the urban baseball bat look anyway
the enemies are just guards doing their job, but she thinks they're evil because their uniforms are grey and dark
how's that sounds?
8 months ago
Anonymous
Fund it. And honestly it’s a great elevator pitch. It catches the imagination and then goes “stylish action and colorful visuals” to finish the sale. A bit like Sakuna: of Rice And Ruin. It’s a concept that demands a double-take and gives the mechanics a chance to impress the player.
8 months ago
Anonymous
Pink, white, light blue.
Where have I seen these colors before? I can't quite put my finger on it...
I take what Carmak says with a grain of salt because hs specialty is writing code and shit and if he isnt talking about code he's talking out of his ass.
What are you looking for an underaged date , you Black person?
8 months ago
Anonymous
Your arguing seems off... To me.
8 months ago
Anonymous
Yeah you go take advice from the guy who sold oculus to facebook.
8 months ago
Anonymous
Never heard of him before and I still think vr is a meme. Selling to f was moronic nevertheless.
Don't get me wrong, no hard feelings if you skp the into. I like getting a intro, all I'm saying.
Story and gameplay can be mutually exclusive
A story won't always improve a game, a game can be better without a story because it leaves the focus on the gameplay
Sure. You can also bore pepe to death with filler. Not sure if bg3 needs 170h of recorded text, nor if mgs v needs 10h of cutscenes.
8 months ago
Anonymous
>Never heard of him
And now that you've heard of him here's another reason to not take advice from him beyond his coding knowledge at face value: he listened to Tim Willits, which ended up with talent that founded ID Software to leave the company.
8 months ago
Anonymous
A story of failure, it seems.
8 months ago
Anonymous
The guy is successful monetarily and a genius when it comes from his field of expertise, i'm just saying dont hear from things he knows jackshit about.
That's completely false today. It might have been true long time ago when videogames were primarily games, but these days people buy completely garbage excuses of video"games" for no reason other than the fact that they have good graphics and a story.
>that I simply refuse to add a shitty generic cliche story
John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there.
I don’t think a cliche story is bad. I think a cliche story is just fine. I mean you wouldn’t say “if I can’t come up with an inspired health bar, I’m just not implementing one”. Sure, inspired > uninspired, but it needs to be there either way.
If this was true, all the FNAF inspired children horror "lore" games with barely a semblance of gameplay wouldn't be as big as they.
That knockdown doesn’t look great to me. I know you’re currently just blocking out keyposes but the timing on them feels wrong, it looks like someone lightly pushed her and she tripped over a rock, not like she got hit hard enough to fall. The basic hitreact is nice, the knockdown needs that level of initial snap
Im stuck in this kind of hell when you know just enough about gamedev that even thinking about making a simple game means you know how much you have to dedicate of your time to make everything. Im envying those who just open an engine for the first time and try to make next gta.
I wasted this weekend on just one character skeleton and ik and a basic state machine to control it. Haven't even touched enemy ai and animations are a timesink as well.
If you don't enjoy spending time making your game then you literally got filtered and should instead look for an indie studio to work in so people can give you instructions and plan time for you.
Got a full ranged AOE line of sight attack cycle in, with most things working as intended. Ignore the animations on the bird, they're not set correctly yet
Don't mind the old trailer and screenshots, they're from before I decided to make it more like a crpg&colorize the graphics, still have to update the page when I have enough content to do so.
Just a little rant here, but I fricking hate it when game engines default to a capsule collision for characters. Especially when I can't change it.
I remember years ago trying to implement crawling/prone to my UE4 game, and I had to resort to doing a ton of line traces per tick which didn't seem performant. And now I'm here creating my own cuboid one in C++.
If I was more skilled at coding I'd love to create my own engine just so I don't have to deal with my gripes in others. I know capsules have advantages but I want to be able to choose which disadvantages I have.
i want to use maya instead of blender but im obviously not paying 3 grand for a license
whats the oldest maya version i can use thats still relevant for modern game dev
Not sure what you're talking about, but 3D artist girls are missing out if they don't serve me.
>Being attached to a programmer with grand ambition. Benefit from being instrumental part of future cult classic games. >Don't have to think, just do early 2000's style low poly art. >Get provided for.
Isn't that a 3D artist girl's dream anyways?
-shrug-. Offer is open until I learn 3D art myself or build an AI gf who can do it for me.
Don't want to be doxxed, but I have a strong jawline, Italian male face, and am currently growing a twirly moustache with goatee like a steampunk dude.
Why hide such a jawline?
8 months ago
Anonymous
No, post face or frickoff, you started this.
8 months ago
Anonymous
provide burner discord so these guys won't spam you, we do a safe transfer from burner discord to real discord, then I'll see if we have some chemistry.
Stride seems to be quite similar to Unity and it's completely open-source. And it's not a weak engine either.
Although its editor is Windows only and the community is really small so basically everything will be self-taught, but apart from that it's good.
I'm hoping that Unity dies and all of these other engines grow, even questionable ones like Fyrox.
Every engine is free of charge for devs that will never release a game like yourself. But open-source engines are also israelite-free because no israelite will ever contribute to something that won't give them money.
Got a full ranged AOE line of sight attack cycle in, with most things working as intended. Ignore the animations on the bird, they're not set correctly yet
Put a bit of time into my arpg today. Just added a hurt animation for the player, might add some screenshake too.
its https://tintoconcasera.itch.io/pacos-quest-tbd
but I havent seen him around for quite some time
Sup bros. I'm taking a rest from Paco's Quest since I wasn't having too much fun anymore while working on it.
I might (probably) come back to it some time, either to make it to compeltion or, at least, a scope-reduced version of it.
yeah haha, it was meant to be an open world roguelike with tons of stuff to do.
I might reduce the scope to a single dungeon dive, that'd make for a nice prequel if I ever decide to release the complete game.
It's okay, but >Can't do shit against circle strafing
Come on man, doom has come out a long time ago, and the cyberdemon was a b***h even back then. Just give him some leading on charges or something.
Looks-wise it's fine. Pretty cool even. Hakita already did the "biblically accurate angel shoots a beam down at you" thing, but the eye you added in the middle makes it look good.
>spend 80% of effort coding a new engine >spend the remaining 20% on a mediocre game using said engine >100% of effort wasted because nobody wants to play the game
>I guess enjoy scratching your autism.
I mean isn't that the only reason any of us are here ITT in the first place? It's not like any of you guys are doing this because you think it's a career path, right? You're just doing this because you love making games and love working on your game and if some other people find out about it and love playing it too, hey that's great? And if you're extraordinarily lucky enough to make some money from selling it, well that's just fricking gravy?
Because if not, I have very bad news about how you're exchanging your time for money right now.
8 months ago
Anonymous
This is a good point.
And if anything, the people who roll their own tech will have more marketable skills even if their game fails.
it's not. I'm making my own in C. You'll learn the fundamentals and you won't be scrombled by codebase specific abstractions. Only gatekeepers tell you to not write your own engine.
It's not, every day I am more convinced I want to make my own.
do it, learn, master your craft, be free from being reliant on off the shelf engines.
Same. But it fades with time and you are left with only regret over not doing anything. So you have to come up with a new daydream to escape the dread. Not sure how long I can keep this going.
Is the way I set up buffs/debuffs in Afterlife Gladiator really confusing?
The way they work is that if they affect the same attribute then they stack and if you reapply them before they run out then the duration is refreshed.
Let's say you are under a -1 STR debuff and you apply a +2 STR buff. The end result is a +1 STR buff.
I thought that was intuitive.
probably due to the trio's team title being somewhat similar in design to the game name (Afterlife - Underworld, i can see people's mistake). i'm the worst person to ask for any name advice though, seeing as how many kalamari kalenovo kalamongo's i get.
also, i think you should find more use with the team titles now that i think about it. it's only really used for save file naming, and it isn't ever actually brought up ingame or in the story again.
Perhaps I could change the default to "Afterlife Trivium".
It's brought up sometimes but it's rare for a character to refer to the team in general instead of a particular character.
Other teams have names too, but you could only find out if you pay close attention to the victory message or hover the mouse over the party in the arena map.
Peter-Inostrancevia-Ermine is called "Western Oprichnika" and Sannoval-Brunner-Mosca is called "Lost and Found".
Feeling discouraged at sound. I was going to make all of the sounds with my mouth in a sort of low bitrate way, but my game is too high fidelity for that to feel right. I have no idea to make my mouth-recorded songs sound good or coherent without bitcrushing them. And using free sounds + kevin macleod feels soulless.
Fygoongay here, back at it again with news you can’t lose.
DarkWood Forest is nearing completion, as I have finally placed all of the lock-crystals and enemy triggers. Take caution when wandering through this enchanted landscape at this time of the decade, as you’ll be sure to face heavy resistance from the patrolling Trollglodytes and their Gremling allies.
Just now, I have completed the design of the next important enemy Basileus Fygoon faces in his journey: Vicereine Iris. Like Fygoon, Iris is the last of her kind: a simian-like creature known as an Elvarian. As the Dragon-Elvarian War concluded, the Dragons’ Alliance, led by Fygoon’s ancestors, sought to ensure that the threat of the xenophobic Elvarians against the Dragons and the creatures that allied with them would forever be quelled. To achieve this, the Dragons began a campaign of genocide against the Elvarians, beginning with the total annihilation of their homeland, DarkWater Island, via firebombing. Only fifty Elvarians were deliberately saved, mostly the nobility, and the Dragons had them imported to Frydar Island. The Dragons, mainly the royal Emerald Varanusaurs of which the Fygoon clan were members of, kept these Elvarians as living mementos of their fighting prowess, for the Elvarians had instigated the brutal war that they found themselves losing. Embittered by their embarrassing fate as second-class royalty, the Elvarians sought vengeance by committing acts of terrorism against the Dragons, with the royal Emerald Varanusaurs being their main targets; thus began a brutal underground war that saw both races being reduced to two lone members: Basileus Fygoon and Vicereine Iris.
Determined to avenge her people, Iris instigates a duel against Basileus Fygoon, who just so happened to be passing through DarkWood Forest with his friend Alois Ratatosky.
It doesn’t end well for Vicereine Iris.
Now that the design and story are out of the way, I just need to give her some battle AI.
I really loved sekiros gameplay and parry/posture system. Trying to figure out if i can make it work in 2d (im a 2d artist/animator). Right now thinking between maybe trying a mario punch out style camera/placement to read moves of enemy (which i think will work great if its 1 on 1, but if you have multiple enemies then it would require them to either be one behind the front one or in a row, but you'd need to shift to select the enemy then?), or in darkst dungeon style placement, which also would be in a row kinda deal.
Alternatively also considering maybe gameplay being more like those contra mode 7 levels.
look at this game for the punchout style: https://www.youtube.com/live/8QeSv4x2nVk?feature=shared&t=120
just a random video i only know about because i follow matthewmatosis' game development channel
How did you guys get started? I'm going to have an awful lot of free time on my hands soon, and I'm thinking about making games. Probably not full projects, just little experiments.
I started by downloading the stock engines, some examples, and then messing around with everything, deleting variables, changing numbers, switching functions, break the game to see what each thing did, then try to fix it from the crazy state I left it in , if I couldn't, I continued with another example.
All engines come with templates that give you a wide idea of what you need to make a game.
I started by making stories in elementary school and realizing I wanted to tell them in the form of video games. Then I spent six years figuring out how to make games, with most of my time being wasted on a first person shooter that went nowhere and little games that were short yet fun.
I've been writing for a long time, but I think I only recently admitted to myself that my ideas are better translated through a visual medium than prose. It kinda hurts to realise I've wasted so much time.
I feel you bro. The game I’m currently developing was originally supposed to be a three-part novel. Hell, I even still have a few manuscripts laying around detailing the events that I’m programming.
Oh well, at least I have creative control over my character for an affordable price (as much as I would love for my works to be adapted as a film, I have neither the capital nor know how to make one).
Kek thank you but it’s not a “mechanic” I’m just triggering a hitreact via a debug input because the enemy AI can’t attack yet and I don’t wanna shoot the ground in front of me with grenades over and over to test
I'm in my last semester of comp sci and I'm a programmer, so yes I agree that using a game engine is actually less intuitive. I'm not into the idea of using something with such high abstraction.
Don't use an off the shelf engine. My recommendation for you if you want to go the normal no engine route, is to just use one of the Graphics APIs for your rendering, then use other libraries for the rest.
Yes
An engine can simply save you a lot of time
For pic related I coded the core gameplay in C++ and used Clickteam Fusion as a wrapper around it for the presentation
Yeah as a programmer it was actually pretty hard for me to get into unity and unreal. Now that I'm used to them it's definitely faster than writing my own engine though.
Writing my own engine was fun back when I was a student with free time but it feels pretty out of reach with a more than fulltime job. I'm also pretty much exclusively interested in the rendering part of engine dev, I care very little about making tools and input systems and whatever. Might as well just make a custom render pipeline for unity at that point, that is really fun.
Haven't devved in a while since I got a job
have the itch again
already frustrated in the ideaguy phase
I've made so many prototypes of almost every genre, I don't know what I should do to stick with until I release it. Something simple because releasing something is now my #1 goal, if I do make a game again
But everything practical to release seems boring. I can't help overscope
so current status: nodev
Spend an afternoon thinking of an idea (lol) then spend the next day (Saturday Sunday idk) making it. Do NOT spend a day longer making it. Your goal is simply to make something, anything, and put it out there. You NEED to feel that sense of accomplishment otherwise you're gonna keep making "prototypes" and getting nowhere.
Anything made in a day will be fricking trash outside of something as simplistic as pong
What’s the point
then make it in two days, genius
the point isn't to make something great
it's to make something to completion
when you complete something, it makes you feel motivated to continue to something better due to reaching a milestone/achievement
I think about making a game every day.
So do it man.
Because some people actually asked me about this, I wrote a bit about Salaryman Shi: https://vertette.github.io/post/pixelartsalarymanshi
Also for that one Anon who asked, I added RSS support. Link's in the header
it seems strange to try and end the post on an uptick when Shi is basically a failure. even the NES bootleg had a more interesting art style and theme IMO
>>it seems strange to try and end the post on an uptick when Shi is basically a failure
A failure according to whom, exactly? I was satisfied with how the game came out, it had some flaws but on the whole I had fun developing and playing it. It sold more than I expected and, after splitting the profit with the programmer, it still made me enough money to buy a brand-new computer. I can't complain.
>A failure according to whom, exactly?
seething jealous Ganker sisters
Ah yeah, I have seen the /agdg/ posts mocking the game for only having a few Steam reviews. Why do other people even care about how *my* game sold? I would've been happy with the game even if it only sold 50 copies. I make indie games for fun, if I wanted to get rich I would do anything else.
If you make yourself or your game known here you can attract wierd haters who act like everything you do is some sort of affront to god, I've seen people hating on your game for no apparent reason several times
according to the people who didn't buy it and the Steam algorithm that doesn't promote it
Oh no.
I've noticed an uptick in harsh comments on /agdg/ after Paperball released. Oh well, crabs gotta crab.
Granted it could also be that one guy who got butthurt I wanted to make a Mario clone instead of making his game idea for him. I think that guy still seethes about how I can't accept criticism sometimes.
almost done, put store page up last week.
https://store.steampowered.com/app/2611280/Eternal_King/
i got 2 more stages left to do then menus, soundtrack and last bits of functionality + polish
im done with unreal after this game, switching to 2d games in godot. shit was supposed to be a quickie done in a month or two, but it took 4 and had to cut content. can't do any ambitious projects in a reasonable time frame in 3d.
Why godot and not rpg maker?
I started a anachronic western rpg on rpg maker. Still in preparation. Struggling most with music and game feel. Watching one western every day.
rpg maker is kind of limited, isnt it?
even the RPGs i wanna make would be limited by that engine, nevermind other genres
guy who uses rpg maker here
yes it is very, very limited
guy who uses rpg maker out
>>rpg maker is kind of limited, isnt it?
It is. If you're smart enough to mutilate the engine in what you want it to do, you might as well use another engine.
No need to. All plug ins and, add ons are IMHO already made. Best engine for 2D, by far.
not plugins for the shit i wanted to do. dont you need to pay out the ass for plugins these days too?
Only dlcs cost money. Like 10 usd.
What do you want to do?
M&L combat
Ml?
Mario & Luigi man, Superstar Saga and what not.
There are certainly plug ins for that. I saw a few of games like that. I'm confident to say that rpg maker is the best 2D engine there is, if you go for retro games.
Yes and no. Technically you can make a 3d adventure with it. Why would you though?
I've seen games like hexxen, mega man, smash bros and even arcade flying shooters (the jetpack guy). If you aim for retro look, rpg maker us the way togo. Godot, ue4 and unity arent optimal for that.
In rpg maker mv and mz you can have decent 3d effects, too.
Technically you could code any game in excel.
are you actually autistic?
Look it up. It's called Turing Completeness.
NTA but I don’t think the argument from Turing Completeness applies when talking about real-time applications, it’s also required that it at least TECHNICALLY be possible to write the instructions such that they perform at a given speed. I don’t think Excel even permits enough operations per second to make this feasible even if you could technically write code that would be functional.
Also turing completeness only applies to mathematical/logical operations, games also require hardware interfacing. A game must at minimum be able to color pixels (Excel can do this) AND accept real time user input (Excel cannot do this AFAIK)
Where's that definition coming from?
I learned a different one and that one is similiar/equivalent to the wiki entry. Not saying yours I wrong, just curious about the real time aspect. Esp as the latter is a somewhat new term and TC isn't.
AFAIK excel is TC. According to a quick search MS agrees.
Games do require that, but that has nothing to do with what I wrote earlier. I said you could code a game in excel, not that you can run that game on any computer. Some guy even draws HD pictures in excel (like wtf).
Pretty sure one could find a workaround for the realtime input. Look it up, there are plenty of excel games.
Being able to operate in real time is not required to be Turing Complete, I’m just saying a TC program that cannot execute an arbitrary instruction IN a sufficiently short span of time cannot develop a real time application.
TC only means the software can produce any arbitrary logical instruction, that isn’t actually sufficient to enable “any kind of software”
Both statements are obviously true.
And obviously I understood the original point (“just because a tool CAN do something doesn’t mean it’s the best tool for the job”) but it’s an interesting point. Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.
Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.
So software being Turing Complete (which isn’t even special, basically anything that can produce an arbitrary arrangement of NAND gates satisfies) is a novelty but it doesn’t imply in principle the ability to develop any software, since presumably only some development environments are able to access relevant hardware inputs and outputs. I can reproduce every line of code required to write Notepad in Baba Is You (presuming a sufficiently large map) but the game fundamentally cannot accept all keyboard inputs and render arbitrary pixels so I couldn’t actually use it to create a word processor. The TC meme is a weird pop-culture presumption about programming.
>Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.
Clearly its not true. Imaging coding modern warfare 2 in rpg maker 2k3. Kek.
>Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.
I wish more people knew that.
I agree, Turing Complete is nice to have, but in practice means shit or as you put it: TC is a meme.
>if you aim for retro look
>what are shaders
>what is post process
You're an idiot
this is part of the reason why I tell people to roll their own tech.
Engines have become these black boxes where people actually act as if they have authority on the subject saying "this engine can do that look, this one can't do this look."
Learn the fundamentals, code whatever you want. Ignore the gatekeepers. They were most likely gate keeped in the past, so they pass on the tradition.
>Over the age of 14 and still using RPGM
Nobody will play your game. Use Unity, Godot, Game Maker or Unreal. RPGM was literally designed for children as an introduction to game development. It wasn’t meant to actually be used as a game engine. That’s why even the “successful” RPGM games switched engines after release.
It isn’t hard to learn to code if you’re not a brain dead idiot.
why did you reply to me to insult rpgm when i was saying you shouldn't use it
I used it with like 7y. It much better than 20y ago. I wouldn't know why "all" switched engines. Esp having a hard time to see why unity is superior to rpgm, at least if we talk 2D retro.
Did you have a stroke as you typed that out?
No. Did you lick the toilet while writing that?
>https://store.steampowered.com/app/2611280/Eternal_King/
oof, looks rough
how do you mean? rough as in visually, or rough as in it looked difficult to make
Visually, likely.
too late to do much about that now. i think it looks fine except for the stages, which are pretty barren.
its part of why im switching. 3d is just so tedious to translate the 2d art ideas i make.
no AI.
link because im range banned
Looks like you cobbled together AI assets in an hour.
the entire thing just looks incredibly cheap and low effort. Everything from "E" in the logo down to empty arenas and static copypasted enemy poses. Screenshots are boring with nothing going on, the overall composition is off too.
cheap, yes. because im a solodev with no budget. a lot of compromises have to be made.
regardless of how you think it looks i can promise you it wasn't low effort. i put in as much effort as i could within the timeframe. the game even switched from 1st to 3rd person because the combat just wasn't clicking in 1st, and it basically added 2 weeks of development to concept, model and animate the player character.
maybe it looks better to you in motion. forgive the cheesy metal music on the other gameplay videos.
either way, im personally fine with the results for a 4 month dev time, and its only supposed to be a small, low-priced game focused on gameplay anyway. this things gonna be $4 tops
For four months with no budget it doesn't look that bad I think, it at least looks playable, but you could've done something more clever with those limitations even so. You could've made it look like those old RPGs with pre-rendered graphics like Daggerfall or Virtual Hydlide.
yeah i've actually done something like that before, one of the levels in a previous game was a sort of parody of daggerfall/might and magic and had those prerendered npcs and monsters, with the 2d scrolling skybox and low draw distance.
you're right that it would have been wiser within the limitations. but at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts, and not fall back on retro stuff. i definitely overestimated with this game, hence it took 4x longer than expected.
>at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts
Ah, that's understandable. Sometimes you bite off more than you can chew. I'll say this: you're actually finishing a game, and it does look fun at least. That's something.
>not fall back on retro stuff
Retro stuff for most devs, myself included, really is the "I don't actually know how to fricking draw" option. It works though. If you're even slightly competent you can still make it look nice.
retro really is easy mode in comparison
i did this as a test and it took like <20 min, compared to the hours for modelling and texturing
i aint that guy. you'd catch me dead spending 2 years on a shitty le dream game. longest dev cycle to my name is 9 months
It's fine. Keep up the good work. Make a name and gather a crowd.
>i can promise you it wasn't low effort.
anon, remember that wacky circus or however it was called soulslike metroidvania? That guy dropped out of college and spent 2 years working on that. 2 years later he was told by everyone it looks like dogshit and nobody wants to play it.
Was it low effort? No, it had bosses and different stages and all sorts of shit. Except it looked like 8-hour mspaint trash animated by a burmese child soldier.
Don't become that guy.
I remember that, wasn't it on Reddit? It looked like fricking shit
Friendly reminder that OP is a covid shitposter and actual pedo from ruggarell's discord, do not bump his threads or save any images he posts.
His goal is to ruin gamedev threads by creeping out every devs posting here with his obsession about 9 year olds and snot/shit or by spamming threads every day (sometimes multiples times a day) to have the mods permanently move them to /vg/.
https://arch.b4k.co/v/search/image/Jjy4R_AHGq9eH9eosbIqCw/
https://arch.b4k.co/v/search/image/ywwQMxq0AG0p4VT8kt8J0w/
You got the wrong guy mate, I just got lazy and looked up the image on b4k
Please do not repost pozzed images, and even if the embed links don't work anymore you don't know what kind of shit that pedo could sneak in his pics.
OK, my bad. How has that "muh 9 year olds" guy not gotten banned yet anyway?
The way he shitposts doesn't have any real category you can pick to report his posts that's why he's so annoying.
Sorry for mistaking you, now he uses this pic https://arch.b4k.co/v/search/image/Jjy4R_AHGq9eH9eosbIqCw/ with unity scratched in red.
He usually posts every single day when there's no active gamedev thread and when he doesn't I suspect it's because he got temporarily banned for another reason.
FTFY
New AI from bing.
Based
We did a little shrimp playtest last night
Gotta fix some balance issues but otherwise I'm very happy with the feedback so far
Kino shrimp game. Frick modern photo realistic games. They look like slop.
Op is proven to be homosexual once more.
>edelhomosexual is an actual bbc cuck
jesus christ edeltards, you can't even behave yourselves off the clock
Aw schweet a shitpost thread
I gave up because it's too late for me to learn art.
try /agdg/, it's more your style
I wany to make game, i can draw and model but don't know anything about coding, how a absolute noob learn coding for games
Are you moronic? It's 2023, you can search of ~~*google*~~, look for tutorials on ~~*youtube*~~. Hell, you can even ask ~~*chatgpt*~~ or ~~*bard*~~.
made some basic posture broken hitstun and recover animations
if you get hit with your posture broken (which only happens if you block too much without parrying, so basically if you keep holding guard) you get blown out, but you get a chance to recover if you jump fast enough
if you don't, you need to go through the whole land and get up animations, and you're weaker to attacks as well (maybe will give the player some iframes during the get up animations)
i'm not entirely sure how to handle getting hit while on ground, because i don't want to lock the player in hitstun
also got a basic directional hit react animation going
eventually i'm just going to copy the same keyframes and change the direction to make her react to directional hits
Decent. Have you finished the story?
It’s gonna have as much story as vampire survivors.
I’m wondering if it’ll even have a main menu or if it’ll just take you to the game
It’s my first game and I want to deliver something fast, I can’t waste time on story I’d much rather work on gameplay
Eventually if I design a fighting system that feels solid and people like, and I make another game, I may be able to add a little story since I won’t have to think so much about the combat but for now it’s just gameplay I don’t have time for anything else
Anime in general and fighting games
Also a mirror, but that’s kind of embarrassing so forget I said that also im not a troony or a woman so yeah
Then just make a short intro: before civilization can bloom, one must impose order over chaos...
Sounds a bit generic no? I'd much rather have nothing than something cliche
Besides, I don't think people give a shit about story. If, and that's a big if, the game becomes popular people will just fill in the gaps and they will come up with reasons why a ditzy girl like her is fighting jin roh looking motherfrickers in a futuristic edo japan
>I'd much rather have nothing than something cliche
You have to learn a lot. It's as generic as it gets, and, that's not necessarily a bad thing. Your call.
I don't like games that fail to draw you in, and looking at steam data, 90% of gamers agree with me. There's a reason almost all games get like skipped in the first 10 minutes. Book iirc even faster.
>I don't think people give a shit about story
Dark souls would be trash without it's fragmented lore.
I'm not trying to make motherfricking dark souls you think I have the time to build a whole fricking world full of lore? In order to make a game with fragmented lore in your own head you need to know what's going on, important people, important things that happened, it's a huge deal
i'm trying to make fricking halls of torment not one of the greatest games of all time
too bad
I'm saying an intro is nice, even if it's like 2 sentences.
but why
i'm the kind of person who skips cutscenes, doesn't read quest text, mutes dialogue and beats games without knowing what the frick is even going on
the only games that i cared about the story/lore were
>final fantasy
>dmc
>dark souls/sekiro/bb/er
>resident evil
>warcraft 3
>warhammer
maybe I'm forgetting one but you get the idea
I feel like to have a story, the story has to be good. I believe I can make something that looks nice, plays nice and is fun. I truly do. But I don't believe I can make a good story, so I'm not planning on adding even an intro.
Your game, your decision. I told you what I like.
Pretty sure dmc has an intro as well. I do agree that game play >> story.
Yes and it also had a team of people working on it.
You remind me the polack who lives as a sex slave in the cellar of some weird couple. He used to post here regularly and has beautiful hands.
What
I think your approach is based, anon. Can't guarantee you mainstream success but I agree with the mindset still.
Might as well show a new anim kek this time the posture broken one that puts you in a vulnerable state where you can get blown out
Thanks bro. In the end nothing is guaranteed, it's not like adding a story will make you succeed anyway. I'm just trying to stack the odds in my favor by spending the most limited resource that I have (time) on the things that I'm the most confident on (gameplay). Trying to stack the odds and running with it you know. It's like football if you're into sports, you don't know what play your opponents called, all you know is you're running the one most likely to succeed so just focus on doing your job. My job is not making stories and I believe enough games focused purely on gameplay with 0 plot succeeded to make it worth a try.
It's an action RPG with fighting game elements where items are replaced by customizable WoW style spells.
The combat revolves around:
>canceling moves into other moves
>parrying as an defensive/offensive mechanic to eat up the enemy's posture and to open them up for stronger attacks
>managing your super meter which is used to power up moves and to cast spells
The game is probably going to be like HoT, survive for 20 minutes while getting upgrades, then fight the stage boss.
Noted. You're absolutely right and I'll have to fix it but right now I'm just going as fast as I can. Actually most anims are fricked in some way or another, but I think trying to correct those things without an NPC attacking you (or to attack) is a waste of time anyway
It’s not about story as in narrative, it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT (you are trying to rescue a princess from a monster who has taken over her kingdom). You don’t necessarily need heroes and villains and lore and an act 2 cliffhanger and whatever else, but you need SOME sort of context. Otherwise, you may as well give up having characters entirely and just make boxes collide with boxes.
To paraphrase action game great Tomonobu Itagaki, what makes video games unique is the “video”. If all you want is interaction with rules, go play Backgammon, no video game ever made can hold a candle to the game design of Backgammon. Video games show you something. They are there to look cool and show you identifiable things, they tell a story and they show you art and they play you music because they are what happens when you take the idea of Backgammon and apply it to a TV show or movie.
Your game does not have to look stunning or tell a gripping tale or anything else but it at least needs to use the medium it’s a part of to its advantage, otherwise why make it a video game at all. It’s not a series of abstract rules, that’s a little person there on the screen. People do things for REASONS, what are her (and by extension, the player’s) REASONS?
>it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT
>it at least needs to use the medium it’s a part of to its advantage
Well said. Every game doesn't need a huge story, but what (little) story there is needs to be good enough for what you're trying to do. Otherwise we might as well go back to making nothing but Pong clones.
>idle animation
kek
where did you get the reference from?
also kpop
oh and i almost forgot, there was also a belle delphine webm i had where she was swinging her hips with a baseball bat
i would post it but i don't have it here
Looks cool. What's the gameplay like?
Might as well take a break from animating and explain a bit more of the combat.
As far as the gameplay, I'd love to do something like Mythic+ in WoW. Keep the same enemies but give them new affixes that change them in some ways, like making them stronger or giving them new abilities, now that I think about it it's a bit like chalice dungeons as well.
Timed and challenge runs are other things I have in mind.
The problem is coming up with cool rewards for the player, maybe skins, or maybe just levels to make their character stronger.
When I mentioned customizable WoW style spells, this is a bit what I had in mind. All these things in blue are like WoW talents that you can buy before you start playing. Depending on which ones you pick, you can play in different ways. This is a build that would work by pooling your meters (which would have you using just normals until you're ready), and then spending it all into a massive combo if you do it right. Other builds may not work by pooling meters, instead letting you use your specials and super more often. Yet another build could be about using your meters to cast healing spells, and fighting with your normals.
I really like this approach because I like WoW talent builds, and because it lets me change the gameplay without having to add new weapons and movesets. With this approach I can do just one moveset for one weapon and modify it through builds.
I know what you mean, it's just that I simply refuse to add a shitty generic cliche story. If by some divine inspiration I wake up one day with a nice story for the game, I'm including it for sure. But it has to be good, or at least I have to like it.
>I simply refuse to add a shitty generic cliche story
who even cares if the story is generic and cliche as long as the story is minimal and it motivates the player? you don't need to write shakespeare, as long as it's more competent than bubsy's writing you'll be fine
idk man but in either case it's not a priority
if the gameplay doesn't work, some shitty story isn't going to carry the game
if the gameplay works, then i may have some time to think about it
or i'll just tell them they're on a quest to burn the blossoms without elaborating further, who knows maybe someone will make a full video essay
>that I simply refuse to add a shitty generic cliche story
John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there.
I don’t think a cliche story is bad. I think a cliche story is just fine. I mean you wouldn’t say “if I can’t come up with an inspired health bar, I’m just not implementing one”. Sure, inspired > uninspired, but it needs to be there either way.
>>John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there
I think John was a bit wrong on this one. A game with a bad story will always be worse than the same game with a good story. Mind you, as long as the writing can actually engage you into you giving a shit about what's happening beyond simply wanting to engage more with the gameplay, it's done its job.
Story and gameplay can be mutually exclusive
A story won't always improve a game, a game can be better without a story because it leaves the focus on the gameplay
>Story and gameplay can be mutually exclusive
why would you do that though? you're working in a medium that has so many possibilities to tell the story only to ignore them. my favorite games at least try to integrate the story into the gameplay. and again, these stories dont have to be brilliant, or epic tales, or anything like that. it just needs to do its job
idk this is just the kind of stuff that i personally love seeing in games. im pretty sure most people do, weve all just been taught not to give a shit about most games' stories because theyre awful slop.
Yes, you can tell a story, or you can not tell a story and focus on the gameplay instead
In some games a story would be completely superfluous, like imagine Tetris with a story. And most multiplayer games, although they try to force "lore" into them these days, it's stupid as hell
I tried to explain this to him.
Alright so, she's the goddess of colors. It fits with all her moves being named around colors, and I wanted to make the FX very colorful anyway
>white screen, fade to a poem in black letters
>In the void of swirling shadows a goddess was born
>A goddess of colors from darkness torn
>The spectrum danced, a vivid dream
>Each hue a world, a vibrant stream
>fade to black
>Mother... forgive me
>I painted my promise in the bittersweet hues of a fleeting sunset
>I will set things right, and burn the blossoms...
Happy now, homosexual? happy now?
That's fricking it, god damn it I'm pissed
Better than dark souls 3 and their idiot link to bloodborne with the soul blood or whatever it was.
If the enemies are greyscale and they “bleed” random colors when hit this is actually fricking cool. Would definitely lend itself to a striking artstyle as well. I know that you’re being sarcastic but this is a cool idea
My main inspo for enemies is this
with a samurai inspired helmet
You know what, dark/grayscale enemies bleeding colors is a cool idea
give me 5 minutes
And I forgot the picture i'm such a moron
In fact given how ditzy you’re making her, I’d almost play this like Panty and Stocking, and make her an angel of colors who just sorta sucks at it.
Like, name her baseball bat “paintbrush” and the whole gag is she’s supposed to be bringing color the world but she just beats the everloving color out of people and thinks she’s helping because she’s a total ditz.
You could tell that story entirely environmentally and get some laughs. No cutscenes, minimal expository text, not much in the way of dialogue even. Just a unique environmental artstyle and color palette choices.
I’m actually kind of loving this idea. Shoot off sarcastic first thoughts more often.
lmao that's pretty good
look, I had this fluid sim I exported it as a VAT and I added a glossy shader
it's a mix between paint and blood
I'm not entirely sure why it's flickering, I think I screwed up the VAT settings but well you get the idea
I'm not sure if I'm skilled enough as a storyteller to make the gag work, but shit I could try
Solid.
Also, maybe a set of decal shaders that take a large splatter texture as an alpha mask, and write to a postprocess that recolors the environment beneath them (I could show you how to set this up) to either be desaturated or hue shifted. So after you set your level up, you can just place these patches of
>oops! Forgot to paint that tee hee
Or
>oops! The color’s wrong on that tee hee
Mix it with some deliberately wrong materials like a tree with a green trunk and brown leaves or a yellow water fountain out of nowhere.
Now your game has an immediatey distinctive art style that supports the narrative for pennies on the dollar, effort wise. And you can do relevancy painting (i.e. if you want the player to go somewhere, coat it in recolor decals to draw the eye).
Do you need a postprocess to do that? I'm pretty sure that can be done using vanilla deferred decals
DBuffer and GBuffer only support a fixed set of blending modes, so no. Much as I wish UE could use decals like Photoshop layers, I don’t think it can do hue shifting. Reason being the DBuffer is layered over the BaseColor buffer, it can’t “see” it. Postprocess can, you’d just need to write the decals to a couple of custom stencil channels and use those to shift basecolor around.
So use the decal alpha to write to a stencil channel, and read that stencil channel from the postprocess? sounds pretty straightforward, thanks
you're a mindbroken chronically online moron if you think there's any political message behind the colors
i just think they look pretty
I think that could work. I'd do that.
Alright so, the goal of the game isn't to burn the blossoms, it's to bring colors into the world by vandalizing everything with graffities a bit like jet set radio
give her a spray can, which fits with the urban baseball bat look anyway
the enemies are just guards doing their job, but she thinks they're evil because their uniforms are grey and dark
how's that sounds?
Fund it. And honestly it’s a great elevator pitch. It catches the imagination and then goes “stylish action and colorful visuals” to finish the sale. A bit like Sakuna: of Rice And Ruin. It’s a concept that demands a double-take and gives the mechanics a chance to impress the player.
Pink, white, light blue.
Where have I seen these colors before? I can't quite put my finger on it...
ME EYES! YOU FOCKING HORR!!
I take what Carmak says with a grain of salt because hs specialty is writing code and shit and if he isnt talking about code he's talking out of his ass.
Are you like 14 or from etruandala?
What are you looking for an underaged date , you Black person?
Your arguing seems off... To me.
Yeah you go take advice from the guy who sold oculus to facebook.
Never heard of him before and I still think vr is a meme. Selling to f was moronic nevertheless.
Don't get me wrong, no hard feelings if you skp the into. I like getting a intro, all I'm saying.
Sure. You can also bore pepe to death with filler. Not sure if bg3 needs 170h of recorded text, nor if mgs v needs 10h of cutscenes.
>Never heard of him
And now that you've heard of him here's another reason to not take advice from him beyond his coding knowledge at face value: he listened to Tim Willits, which ended up with talent that founded ID Software to leave the company.
A story of failure, it seems.
The guy is successful monetarily and a genius when it comes from his field of expertise, i'm just saying dont hear from things he knows jackshit about.
That's completely false today. It might have been true long time ago when videogames were primarily games, but these days people buy completely garbage excuses of video"games" for no reason other than the fact that they have good graphics and a story.
If this was true, all the FNAF inspired children horror "lore" games with barely a semblance of gameplay wouldn't be as big as they.
That knockdown doesn’t look great to me. I know you’re currently just blocking out keyposes but the timing on them feels wrong, it looks like someone lightly pushed her and she tripped over a rock, not like she got hit hard enough to fall. The basic hitreact is nice, the knockdown needs that level of initial snap
I’m tired man
Im stuck in this kind of hell when you know just enough about gamedev that even thinking about making a simple game means you know how much you have to dedicate of your time to make everything. Im envying those who just open an engine for the first time and try to make next gta.
I wasted this weekend on just one character skeleton and ik and a basic state machine to control it. Haven't even touched enemy ai and animations are a timesink as well.
Enemy ai or script should come last. Don't forget balance and pacing takes ages.
If you don't enjoy spending time making your game then you literally got filtered and should instead look for an indie studio to work in so people can give you instructions and plan time for you.
Speaking from experience? Already did that, we even got published in steam.
I got my first trailer done so now it's on to polishing up the game for a public demo
Chilly looks like sans from undertail.
Good work.
twitters?
Dont have a personal Twitter yet but heres the steam page
https://store.steampowered.com/app/2486140/Dbumon/
Don't mind the old trailer and screenshots, they're from before I decided to make it more like a crpg&colorize the graphics, still have to update the page when I have enough content to do so.
added to my wishlist
Thanks!
@chillymegacd
nice. The animation style reminds me of those older Ganker animations that were made on flash.
Did some more skill icons last night.
I think the type of tilesets that I'm trying to find don't exist
t. RPG Maker dev
did this today
This looks like a WarioWare minigame
Oh yeah it does, that's kinda neat. i wonder what it's for
Looks interesting, keep us posted!
thx
uh, it's my boss rush-action game with humor inspired by m.u.g.e.n, thunderbolt fantasy, jap absurdity and xavier
I'm ready to graduate from 2D to 3D. What kind of game do I make?
one you can feasibly make by yourself
how did you get a fake mockup this interesting? i'm out of touch with which AIs are good
Pick a theme and start there. I'd like a good cyberpunk game, but a priori it's a lot of work, then again, what isn't?
>I'd like a good cyberpunk game
you and me both.
Maybe one day. This one Indie cyberpunk bounty hunter game doesn't look to bad.
>Gatman
Pacman but you find a Glock and you begin busting caps into the ghosts' asses and it goes from Pacman into Doom.
3D billiards vs a cute anime girl. That's all I want. Every game is better with anime girls.
but she's got to do this
Sry, that's a man.
Just a little rant here, but I fricking hate it when game engines default to a capsule collision for characters. Especially when I can't change it.
I remember years ago trying to implement crawling/prone to my UE4 game, and I had to resort to doing a ton of line traces per tick which didn't seem performant. And now I'm here creating my own cuboid one in C++.
If I was more skilled at coding I'd love to create my own engine just so I don't have to deal with my gripes in others. I know capsules have advantages but I want to be able to choose which disadvantages I have.
anchor post, post progress here:
pls not don’t turn these into generals
? what I did wrong?
i want to use maya instead of blender but im obviously not paying 3 grand for a license
whats the oldest maya version i can use thats still relevant for modern game dev
LF loyal 3D artist gf (who is AFAB) to be my loyal wife slave 3D artist who will provide 3D models and sex.
You must also be open to me being able to have multiple wives. You are to be exlusively loyal to me sexually and in terms of 3D models.
That sounds like the worst deal since the Treaty of Versailles
women have different minds. They'd probably be attracted to such assertiveness.
virgin
>AI poster
I'll save myself for a traditional CHAD.
I am a C programmer, I don't know how to make 3D art.
If you accepted my proposal, I wouldn't have to use AI art. Lol.
Think, woman.
You're already tainted by the prostitute of calcuta .
Not sure what you're talking about, but 3D artist girls are missing out if they don't serve me.
>Being attached to a programmer with grand ambition. Benefit from being instrumental part of future cult classic games.
>Don't have to think, just do early 2000's style low poly art.
>Get provided for.
Isn't that a 3D artist girl's dream anyways?
-shrug-. Offer is open until I learn 3D art myself or build an AI gf who can do it for me.
Also forgot to mention the benefit of being able to obsess over similar themes like fantasy RPGs together. And brainstorm cool ideas together.
>Not sure what you're talking about
About AI, sirs . It was a reference to the prostitute of babylon.
Oh, I believe that stuff has already passed and we're living in Revelation 20. So, I don't have it on the mind a lot.
Is what it is.
Post face
Don't want to be doxxed, but I have a strong jawline, Italian male face, and am currently growing a twirly moustache with goatee like a steampunk dude.
Why hide such a jawline?
No, post face or frickoff, you started this.
provide burner discord so these guys won't spam you, we do a safe transfer from burner discord to real discord, then I'll see if we have some chemistry.
Can't someone just make Godot good?
Or make Unity israelite-free?
I'm just tired of never having nice things.
use goldsrc/source/source 2 engine
Just use C.
Stride seems to be quite similar to Unity and it's completely open-source. And it's not a weak engine either.
Although its editor is Windows only and the community is really small so basically everything will be self-taught, but apart from that it's good.
I'm hoping that Unity dies and all of these other engines grow, even questionable ones like Fyrox.
>freetards
Every engine is free of charge for devs that will never release a game like yourself. But open-source engines are also israelite-free because no israelite will ever contribute to something that won't give them money.
RMS is a israelite
i made a bad animation and i feel bad
make good animation and feel good
Godot 4 doesn't support HDR bloom, so the only way to have any bloom is to manually adjust all your colors down and lower the HDR threshold below 1.
Got a full ranged AOE line of sight attack cycle in, with most things working as intended. Ignore the animations on the bird, they're not set correctly yet
I'm mapping
I wonder how this dev is doing. Forgot the name of the game, so can't even check the itch page
its https://tintoconcasera.itch.io/pacos-quest-tbd
but I havent seen him around for quite some time
thanks for the name
hope he's still devving
Put a bit of time into my arpg today. Just added a hurt animation for the player, might add some screenshake too.
Sup bros. I'm taking a rest from Paco's Quest since I wasn't having too much fun anymore while working on it.
I might (probably) come back to it some time, either to make it to compeltion or, at least, a scope-reduced version of it.
Sad, but understandable. Wasn't your original scope for paco absolutely insane? I'd take a normal downwards dungeon dive.
yeah haha, it was meant to be an open world roguelike with tons of stuff to do.
I might reduce the scope to a single dungeon dive, that'd make for a nice prequel if I ever decide to release the complete game.
how do you like my boss bros
Does it lunge at you? It should, like Kracko.
It's okay, but
>Can't do shit against circle strafing
Come on man, doom has come out a long time ago, and the cyberdemon was a b***h even back then. Just give him some leading on charges or something.
Looks-wise it's fine. Pretty cool even. Hakita already did the "biblically accurate angel shoots a beam down at you" thing, but the eye you added in the middle makes it look good.
i get your worries but he has other attacks, one of them is sweeping the floor left to right with his laser, made specially for anti strafing kek
Looks neat, are you the Shrine/Vomitorium dev?
>im getting recognized
yes
wait no im moronic im not him, im just making something similar kek
Reminder that every "just write your own engine" post is trolling
It's not, every day I am more convinced I want to make my own.
>spend 80% of effort coding a new engine
>spend the remaining 20% on a mediocre game using said engine
>100% of effort wasted because nobody wants to play the game
I just want to make the engine, as close to the metal as possible. For me, because I want to make it.
Unless you're adding a new feature that no other engine does, it's basically pointless. but I guess enjoy scratching your autism.
>I guess enjoy scratching your autism.
I mean isn't that the only reason any of us are here ITT in the first place? It's not like any of you guys are doing this because you think it's a career path, right? You're just doing this because you love making games and love working on your game and if some other people find out about it and love playing it too, hey that's great? And if you're extraordinarily lucky enough to make some money from selling it, well that's just fricking gravy?
Because if not, I have very bad news about how you're exchanging your time for money right now.
This is a good point.
And if anything, the people who roll their own tech will have more marketable skills even if their game fails.
Don't be intimidated. You'll know far more about the fundamentals, it won't take as long as people hype it up to take.
Don't think of it as; "I'm making a general purpose engine to make every sort of game with."
think of it as "I'm making my specific game. And I'll reuse some code for my next game if possible."
Do not let the gatekeepers dissuade you from knowing your game inside and out.
>as close to the metal as possible
so what you want to write it in assembly? moronic
it's not. I'm making my own in C. You'll learn the fundamentals and you won't be scrombled by codebase specific abstractions. Only gatekeepers tell you to not write your own engine.
do it, learn, master your craft, be free from being reliant on off the shelf engines.
Isn't using Love 2d kind of like making your own engine?
Is the Unity thing over now? Is it actually worth returning to it?
reactionary redditor morons
>be me
>think of idea for game
>think of the game mechanics
>get brain feel good juices out of imagination
>no longer have to make game
Same. But it fades with time and you are left with only regret over not doing anything. So you have to come up with a new daydream to escape the dread. Not sure how long I can keep this going.
embrace frameworks (but no ECS) https://blood.church/posts/2022-07-14-making-your-own-engine-a-survey-of-the-landscape (2022)
https://blood.church/posts/2023-09-14-whatistobedone (post unity stuff)
made a helmet that casts a circle of ice spikes when you complete a charge move. it ended up being very fun to use
pretty cool as always
Big congrats on landing the publisher, we're all super happy for ya!
thank you anon! i hope to do you proud
Is the way I set up buffs/debuffs in Afterlife Gladiator really confusing?
The way they work is that if they affect the same attribute then they stack and if you reapply them before they run out then the duration is refreshed.
Let's say you are under a -1 STR debuff and you apply a +2 STR buff. The end result is a +1 STR buff.
I thought that was intuitive.
funny you would be here, the helmet in question here
is the underworld helm unique!
to answer your question, that makes perfect sense to me. don't think anyone will interpret that differently
thank you kind anon
Neat. Also, is it just my idea or do people keep mistaking "Afterlife" for "Underworld"?
Anyways, you would be surprised.
probably due to the trio's team title being somewhat similar in design to the game name (Afterlife - Underworld, i can see people's mistake). i'm the worst person to ask for any name advice though, seeing as how many kalamari kalenovo kalamongo's i get.
also, i think you should find more use with the team titles now that i think about it. it's only really used for save file naming, and it isn't ever actually brought up ingame or in the story again.
Perhaps I could change the default to "Afterlife Trivium".
It's brought up sometimes but it's rare for a character to refer to the team in general instead of a particular character.
Other teams have names too, but you could only find out if you pay close attention to the victory message or hover the mouse over the party in the arena map.
Peter-Inostrancevia-Ermine is called "Western Oprichnika" and Sannoval-Brunner-Mosca is called "Lost and Found".
You got cute girls in your game?
Lemme see them. I like drawing cute girls
depends on your definition of cute. i think these ones are cute, even if they're cannibals
I know she's a witch but she looks like a Viking / barbarian which is still sexy
they're basically celtic druid girls, which is a trope i really, really like. i couldn't not have some in my game.
same as before, just with some screen shake.
I think I have the most basic stuff sorted out, so next up I'll work on the UI.
Doing some QoL stuff by having waypoint markers center over the part of the laneline it wants you to go through instead of the actual solar body.
Just working on more art.
one more sketch fun
Feeling discouraged at sound. I was going to make all of the sounds with my mouth in a sort of low bitrate way, but my game is too high fidelity for that to feel right. I have no idea to make my mouth-recorded songs sound good or coherent without bitcrushing them. And using free sounds + kevin macleod feels soulless.
Fygoongay here, back at it again with news you can’t lose.
DarkWood Forest is nearing completion, as I have finally placed all of the lock-crystals and enemy triggers. Take caution when wandering through this enchanted landscape at this time of the decade, as you’ll be sure to face heavy resistance from the patrolling Trollglodytes and their Gremling allies.
Just now, I have completed the design of the next important enemy Basileus Fygoon faces in his journey: Vicereine Iris. Like Fygoon, Iris is the last of her kind: a simian-like creature known as an Elvarian. As the Dragon-Elvarian War concluded, the Dragons’ Alliance, led by Fygoon’s ancestors, sought to ensure that the threat of the xenophobic Elvarians against the Dragons and the creatures that allied with them would forever be quelled. To achieve this, the Dragons began a campaign of genocide against the Elvarians, beginning with the total annihilation of their homeland, DarkWater Island, via firebombing. Only fifty Elvarians were deliberately saved, mostly the nobility, and the Dragons had them imported to Frydar Island. The Dragons, mainly the royal Emerald Varanusaurs of which the Fygoon clan were members of, kept these Elvarians as living mementos of their fighting prowess, for the Elvarians had instigated the brutal war that they found themselves losing. Embittered by their embarrassing fate as second-class royalty, the Elvarians sought vengeance by committing acts of terrorism against the Dragons, with the royal Emerald Varanusaurs being their main targets; thus began a brutal underground war that saw both races being reduced to two lone members: Basileus Fygoon and Vicereine Iris.
Determined to avenge her people, Iris instigates a duel against Basileus Fygoon, who just so happened to be passing through DarkWood Forest with his friend Alois Ratatosky.
It doesn’t end well for Vicereine Iris.
Now that the design and story are out of the way, I just need to give her some battle AI.
i made a new background
https://streamable.com/k27f74
Oh, here’s Vicereine Iris in her formal dress.
I really loved sekiros gameplay and parry/posture system. Trying to figure out if i can make it work in 2d (im a 2d artist/animator). Right now thinking between maybe trying a mario punch out style camera/placement to read moves of enemy (which i think will work great if its 1 on 1, but if you have multiple enemies then it would require them to either be one behind the front one or in a row, but you'd need to shift to select the enemy then?), or in darkst dungeon style placement, which also would be in a row kinda deal.
Alternatively also considering maybe gameplay being more like those contra mode 7 levels.
look at this game for the punchout style: https://www.youtube.com/live/8QeSv4x2nVk?feature=shared&t=120
just a random video i only know about because i follow matthewmatosis' game development channel
Neat, thank you!
How did you guys get started? I'm going to have an awful lot of free time on my hands soon, and I'm thinking about making games. Probably not full projects, just little experiments.
I started by downloading the stock engines, some examples, and then messing around with everything, deleting variables, changing numbers, switching functions, break the game to see what each thing did, then try to fix it from the crazy state I left it in , if I couldn't, I continued with another example.
All engines come with templates that give you a wide idea of what you need to make a game.
I started by making stories in elementary school and realizing I wanted to tell them in the form of video games. Then I spent six years figuring out how to make games, with most of my time being wasted on a first person shooter that went nowhere and little games that were short yet fun.
I've been writing for a long time, but I think I only recently admitted to myself that my ideas are better translated through a visual medium than prose. It kinda hurts to realise I've wasted so much time.
I feel you bro. The game I’m currently developing was originally supposed to be a three-part novel. Hell, I even still have a few manuscripts laying around detailing the events that I’m programming.
Oh well, at least I have creative control over my character for an affordable price (as much as I would love for my works to be adapted as a film, I have neither the capital nor know how to make one).
You are living my dream
-C tutorial
-DS && Algos Tutorial
-Start building what you want.
I realized I had two hours free for lunch at college so I decided to use that time to learn how to use Godot
Interesting games this thread:
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LOL, post your game then, almighty “gamedev”. Maybe we can learn a thing or two.
I have given up.
Juiced up player death/auto-reset a little bit.
That toss mechanic looks fun anon. I'm interested to see what comes of this.
Kek thank you but it’s not a “mechanic” I’m just triggering a hitreact via a debug input because the enemy AI can’t attack yet and I don’t wanna shoot the ground in front of me with grenades over and over to test
Do people who know what they're fricking doing even use engines? This shit is so different from actual coding it's giving me a stroke.
I'm making my game in C from scratch.
I'm in my last semester of comp sci and I'm a programmer, so yes I agree that using a game engine is actually less intuitive. I'm not into the idea of using something with such high abstraction.
Don't use an off the shelf engine. My recommendation for you if you want to go the normal no engine route, is to just use one of the Graphics APIs for your rendering, then use other libraries for the rest.
>use one of the Graphics APIs
you didn't make the game
Yes
An engine can simply save you a lot of time
For pic related I coded the core gameplay in C++ and used Clickteam Fusion as a wrapper around it for the presentation
Yeah as a programmer it was actually pretty hard for me to get into unity and unreal. Now that I'm used to them it's definitely faster than writing my own engine though.
Writing my own engine was fun back when I was a student with free time but it feels pretty out of reach with a more than fulltime job. I'm also pretty much exclusively interested in the rendering part of engine dev, I care very little about making tools and input systems and whatever. Might as well just make a custom render pipeline for unity at that point, that is really fun.
Tryin to think of a way to make a story driven game like undertale/deltarune, but the combat phase to be action based. This is tough honestly.