How's that game coming along, Ganker?
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How's that game coming along, Ganker?
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It’s going good. After getting banned from here for speaking my mind in a Celeste thread, it gave me an excuse to fix a few things with my game and make a new render.
My game's birthday is approaching, so I'm working on a wallpaper for it.
I like the render, it has a nice layout
Cute brat collab when
tell your game I said happy birthday. The art is insanely good
He has an art studio working for him for his game. Or at least that's what he said in a thread once, and never mentioned again.
Appreciate it, thank you very much for the words
Your art is good (if you are the vampire e-girl one), it deserves praise
Kind of weird why you just randomly tell people that. I've explained it in full in multiple threads. It's public info that I don't hide, I'm proud to have received funding for my project because of my hard work and designs. Beautiful artwork should be celebrated and encouraged, I support everyone's work, if they are making cute girls.
Here is a pregnant version of a companion. because every game needs impregnation.
I don't mean to be mean, but it's a pretty fricked up world we live in where I have to question whether that is AI generated or not. There's not the normal errors in it so I don't think it is, though. I hope that doesn't wind up affecting you and that you do great though.
There it is, oh I love these, kino. I think you are attempting to troll but it's so painfully obvious you are jealous. You do the same thing every time lol. I appreciate you a lot, your seething brings a smile to my face.
Here do this one too
Why would you think I'm attempting to troll you? Do you just not like to talk about it? I literally said that I didn't think it was AI but I had to look closely at it. I don't like that we live in a world that all that hard work gets thrown into question. I take it you've been getting that a lot?
kek, I actually told him his art looked like AI in a /vg/ thread a while back and I guess it mind broke him, now he thinks anyone who thinks it might be AI is me. It's just sadly a world we live in where we can't be certain if something is AI or not. In the very least his artist is good enough to fix any mistakes the AI makes and that's good enough I guess, more effort than a AIshill would do so I think it's fine, AI or not.
>hes still going on about this
rent free
Actually after reading the rest of his posts he seems like a c**t, and he's probably being so defensive because it is AI, lmao.
jealous-kun you need new material badly, you are boring me
Gun looks cool, like the hairstyle too
Very true, racing your ghost is a cool concept as well
Yep. Definitely would smash. Especially with the bored expression.
samegay
>samegay
I'm not, but I've clearly found the most butthurt ai dev here lmao
You are a true gift, you just keep giving. Hours of seething later he's still going. He's acting on instinct, he hears the call.
ftfy
That means nothing moronic ai newbie
You made her cry anon, with all this time you spend shit posting you could be making a game that receives funding so you can get your own artists.
Here you go
where did you receive funding from? Kickstarter?
Feels like you are samegayging
>Beautiful artwork should be celebrated and encouraged
I agree, there is absolutely nothing wrong with what you are doing. Hell, getting funding is something probably every dev ITT wishes for, good for you. It's just that anons thought that you were the one drawing that art which, from what I understand, isn't the case. Feel free to correct me if I'm wrong.
Nope, I don't draw it, I've never claimed to and I've said my artists have done it. I just direct the art which still requires a lot of work sadly. Drawing something like that takes DAYS and I'd rather be making a game, not drawing pictures.
jealous-kun you need to do better than that.
My brother in Zalgo I have no idea why you're so overly defensive but I apologize as I didn't mean to come off like that.
Hans bubby
Thanks, it means a lot to me when someone with admittedly superior art tells me something like that.
a post where you said your opinion about celeste got you banned?
i doubt it
See, it wasn’t so much my opinions on Celeste gameplay wise (the only pixel-art game I will ever bother to play is the Robot Wants games); it was more like my opinions on certain plot elements and what its creator stands for were what got me banned.
Let’s just say I pulled a move J. K. Rowling would definitely approve.
Based
I’n glad someone else feels the same way.
I don't recall seeing anyone get banned for that kind of behavior. Unless you posted ugly soijaks, in which case, your timeout what well earned.
Here you go.
they hate you because you told them the truth and janny troony homosexuals hate that, also frick agdg discord mods
You got a link to the Discord? I think I might join.
https://discord.gg/5a7Y3YmD
My Black person. I remember calling out a troony pedophile on /vp/ once cause the idiot reused usernames everywhere and I got banned too. Frick troons.
I'm sorry I ever doubted you.
I'm looking forward to seeing more of your game. I like the art style you are going for.
Thanks dude, I’ll definitely have it out by the end of the year. I’ll use this upcoming weekend to finish Snowfall Plains (and hopefully get a good amount of Golem Rock and the later Crystal Palace and Jet Sled sections done since there aren’t many enemies to implement). The only real hurdle is enemy design, since I have to model how they look, design their behavior, and, worst of all, make a bunch of animations for their actions (death animations are the worst since, for most enemies, I make two separate animations for whether or not they are killed normally or immolated).
The parts I’m most hyped to make are the Battle of Stargazer Hill, where Fygoon must face against the three viceroys from the areas he previously wreaked havoc in, and the Throne Room Duel, where the overarching mastermind, the Warlord (who will be referenced via cutscenes but not really seen in full), will finally be revealed in his full glory to fight against you for control of the island. Then I’ll get my best friends to help me with the cutscene voice acting and go through the lame ass endeavor of animating cutscenes.
It looks like a 3rd person rpg. Or is it a adventure game?
good luck on it anon. Is the game title in your previous post filename?
My game is called The Frydarian Tale and it’s a small adventure game taking gameplay inspiration mainly from Dinosaur Planet and a bit from Prince of Persia: The Sands of Time.
Here’s a download link for the incomplete demo:
https://nrasko.itch.io/the-frydarian-tale
so are you ever gonna post actual gameplay or is your game just you avatargayging while jacking off?
Here’s a gif. Also currently working on a new character too so expect some more updates.
Honestly I would shrink the wings when not used. A lot of games do that when stuff isn't relevant and scale it up after.
I don't know 80% of the engines on picrel
There is not even Gamemaker
>Flash
>CS6
>In the year 2024
Holy shit no wonder no one uses their engine any more. Have they not changed anything since Crysis 1 ?
Team has been working on a game for over 5 years but despite having a very strong demo (in our opinion) and being in the top 1000 upcoming games on Steam Wishlist we have been unable to secure a publisher. Since we can't afford to go full time as devs without stable income for said game, we are working on another game instead that will be very quickly developed and put to market so we can use earnings to fund our other game and support ourselves.
>CAPTCHA: RANTNG
CS6 doesn't require a recurring subscription. For companies that don't want to pirate CC, stick with the old CS6 Suite.
How large is the team and what’s your burn rate? Remember that a publisher isn’t just evaluating the quality of the game, but also the financial risk of signing it. Generally speaking: large projects by large teams with long dev cycles are rarely a good fit for Indie publishers, especially if it’s your first game.
if you get the job PLEASE unfrick hunt's menu.
doubtful...
I have 10 year experience but its all in unity
sent 60 apps nov to now ghosted by everyone.
>flash
Doesnt win defender label that shit as malware
>Flash
It a shame what they did to flash.
Making an Anime game.
Purple eyes or yellow eyes? Left and right are the same character, but the right is after crash landing and staying in a desert.
I've only finished the idle pose for my catgirl witch so far.
Purple. Face looks a bit weird when shaded. Are you not using custom normals or a normalmap trick?
I love that your health bar is animated with a little character portrait.
Ehh, I disabled most dynamic lighting in that shot, I think. I might also have forgot to set a normal map. I'll check.
Somebody has to, might as well be me. 😉
Man that looks clean
RIXELS!!!!! AIEEEEEEEEEEEEE
There are no rixels at all. I precisely drew the tail (and other rotating objects) at twice the resolution to avoid undersampling associated with rixels.
I'll post another when I make the kitty attack and move.
Yeah, I got some of my math backwards, but the webm was a bit old.
Oh, nice. Were you the person that asked for the character sheet before? It's funny because I also drew your character when you asked here. Her tentative name I came up for a single cutscene was Saturnina. I might go for a more over the top fictional name.
>Were you the person that asked for the character sheet before?
Yes I was, today I saw you in the thread so I post the drawing.
>I also drew your character when you asked here
You mean this one? at that moment I didn't know it was you, thank you, it's cute.
Yeah, that one.
Oh I see, I always like when post some progress because your pixel art is very nice and smooth, keep up the good work,
>I didn't use rixels I just used rixels
You don't know what rixels are
Like tetraxels but not quite like pentaxels?
not him but can you post the references again? (if you did)
Post more webms
the cat tail needs a rework, the tip is controlling the rest of the tail and that is not how tails work, it looks like a tentacle
unless that's what you're going for but i doubt it
Cute character and nice animations, I like her so I drew her.
Does the character have a name?
>Left and right are the same character, but the right is after crash landing and staying in a desert.
Thats hot
>whatsapp image
>Community managers earn 27€ an hour on average in germany
Haha no lol. Where the frick did they get those numbers from?
Whats their definition for a community manager?
Germany doesnt even have anything bigger than like 3 AA eurojank studios and none of them make live service titles.
This looks super cute
Peak female character design
Man this is like the 20th time you have posted that image
Did you miss the part where I posted like 5 others? No, you didn't, you saw them. Don't make it so obvious
You did spam a few others too yeah
Here is some more art for you lil jealous boi. Keep up the seething, it is worth more than the funding
>>why do you keep spaming this one image for weeks
>LMAO SEETHE troony
do you have any idea how important likability is as an up an comer? clearly you dont or else you wouldn't be shooting yourself in the foot by being an uppity aloof c**t like this. get wise.
Anon, you're gonna be yandev 0.2 soon if you keep taking every comment personally.
naw, I'm enjoying them, they show up every time I post, my lil crew of jealous bois. I've been on Ganker for a long time, I have a thick skin and enjoy the bantz. Plus I have more than them, so I don't mind, it's harmless.
see, look at them go off, now he's just copying what I say, poor lil guy ran out of material.
Its kind of like this
Its painfully obvious this poster has no game or something to be proud of, so he takes his lil baby rage out on other people. It's clinical at this point. If my work induces such a response, I've made it.
I've had my share of seething and coping on /agdg/ so I'm speaking from experience here: either laugh it off or just ignore it, because this way you both come across as a b***h fighting monkey.
I usually miss it, but I wanted to enjoy them seething a bit this time. It feels good man, I mean look at all this, just for me. I'm like the tard at the park feeding the birds, look at em flock and go.
Why would I want autistic baby bois to like me? I've been around long enough to know they are the worst people to have in a community.
Why do you pick only my posts out? Lots of people post the same things, kinda sussy anon. I've posted plenty of gameplay and tech. I'm mostly working on art and writing now, so thats what I have to post.
>Than an awful lot of projection.
projecting what, I have a game, beautiful art and funding. You don't simple as.
They do it because they are autistic, its a fun little game
>projecting what, I have a game, beautiful art and funding. You don't simple as.
doesnt seem to be going that great if you feel the need to insist on it over and over
that makes so little sense, god damn, impressive
No problemo. I've posted a lot of gameplay and screenshots from in-game before. Mainly tools, UI, UI customization, combat, spell casting, animation testing, platforming, etc. Whenever someone asks I post something.
I also make it a habit to respond to a few other games and provide any encouragement or info I might have. Plus I've helped a handful of devs from these threads.
Here is some UI from my game, it's currently being redesigned by a former League of Legends artist.
Unity is more optimized than ever and it isn't 'bloated' at all. Its package based. I'm sure there are still performance issues and a bit of extra space wastage but it's not an issue whatsoever.
Very true, game design is almost always never taken seriously.
>it's currently being redesigned by a former League of Legends artist.
That must be why it looks so soulless and "professional."
mate that pic isn't the redesign. That's my 5-minute 'coder-art' mockup. The artist is only helping with colour palette and making the elements. I'm designing them and I want to 100% avoid anything 'modern'. I think pathfinder's interface is in the right direction, it's nice and ornate, a bit busy but easy to read.
>that makes so little sense, god damn, impressive
Anybody questioning anything about your project immediately prompts you to have a schizophrenic episode
NO IM DOING FINE MY GAME IS GOOD KEEP MALDING I LIKE IT HAHA LOL
I was going to write a fun little response but I feel bad at this point, it feels like picking on a 90 iq moron. Go get some sleep, touch a bit of grass, or better yet lay off the grass
Your insecurities are showing bad
take a chill pill and relax, enjoy some cute art. Do you like cheeky spirit companions? or maybe you are a haughty elf fan
You are the one getting heated throwing a fit out of nowhere
source on this image?
That's Rune, the cheeky spirit companion from my game.
do a lot of playtesting and see what feedback you get. playtesting is a devs best friend. hell, i dont mind helping provide feedback if you want.
Put spats on her to appeal to modern audiences.
great idea for a sports/summer outfit
The game's name is yours to conquer and you won't find much since I haven't release publically yet
>Rune
Quite difficult to find your game with such a generic name, tried googling it and found nothing.
frick, so well made, did you made it yourself or was it a commission?
Drawn by a senior artist, my art direction/style, was corrected by another senior artist.
check here for
Vivienne pregnant (unfinished)
Rune vs Vivienne wallpaper concept
all 3 companions lined up (unfinished art)
I have more art but its for the spicy discord
>Why do you pick only my posts out?
I just noticed it. I don't recall this being as obvious with any other game. But I easily might be wrong, I'm not flawless.
>I've posted plenty of gameplay and tech
I only recall one, but again, my memory isn't particularly trustworthy.
>I'm mostly working on art and writing now, so thats what I have to post.
Alright, that makes sense. Thank you for addressing my concerns.
I really hope your attitude is like that on Ganker only and you don't act like a typical Ganker autist in your official sms
Here enjoy these cheeky spirit girl pictures.
Are you gonna post any gameplay?
No one asked, I can if you want. Here is some tech testing for environmental destruction in the test scene.
pretty cool animation, fits the style
Wait what? How is the art we've seen going to mesh with this?
Thats obviously almost entirely placeholder blocks
>tech testing
>test scene
This anon got it
Indeed that is placeholder art. Models cost a lot of money and take a lot of time. The girls are what got funding so they come first.
I agree, thanks or the input. Testing is god tier for improving the feel of things. 3 years soon. The game is massive
Projectiles could be a tad faster, but Pretty cool nonetheless, How long you've been working on it?
Still working on Balthazar Lux’s AI. I tell you what, making his logic work around his ability to go invisible is a real pain in the ass. How it should work is that he will always engage enemies if he has the ability to go invisible and will decide whether or not he should if his Lynxstone is recharging; what I have instead is that Lux is a complete pussy and he hides from enemies with the Lynxstone while only maybe attacking every now and then.
Thanks. I slowed down the Arctic Spawns’ rising animation so they don’t just randomly appear out of thin air and actually look like they’re rising out of the ground.
Interesting idea. I do admit and agree that the wings get in the way, and I’ll look into how I can mitigate this issue without making Fygoon look like a tyrant lizard king.
I (none of the anons you quoted) like the art for your game and I hope you succeed, but I kinda see where they are coming from. You mostly post a series of the same images (I'm not saying that new ones are never added, there was one right in this thread) and only one gameplay video.
Than an awful lot of projection.
Last time I ever replied to you was a few weeks ago when I asked if you actually had a game cause I only saw you post the concept art.
You getting mad at nothing one time doesn't mean I ran out of material it just means you are special .
I’ve been told to get hit by a bus and die. (Shoutout to red_cvnt for the picture)
I've told nobody cares about my game and that I paid off people to play it. Then they made fun of my other game for "flopping". /agdg/ is a magical place eh?
Gunchaku light strings are all done. At the point where the light pause combo loops back around to the start of the chain, added a "check" strike with higher poise to actually open an enemy up to stagger lock. I think it's kind of fun how balance considerations have made it so the weapons with a poor kinetic chain (nunchaku, tri-staff, whip) are balanced by an inability to knock people off their feet. Accidental realism!
Time to try and figure out how to incorporate dual-wielded nunchaku strikes into this combo chain without fricking up all the connecting poses.
Neat. I like it.
i think its neat, but i find it rather slow, like my brain its telling me that it need to be fastest, could you test the attacks to be faster
Sure how's this
why does the enemy stop hitreacting at the end?
The way it works is that each hitbox has a value called "poise", and the enemy also has a current poise. If the attack poise > enemy poise, it triggers a hitreact (if not, it stuns; if poise > enemy poise+1, it enables a launch if the attack can launch)
By default, enemies that are currently IN hitstun have lower poise, to make it so that you can combo them more easily after a break. For this enemy, his poise is 1, and when he's in hitstun it's reduced to 0.5; the chaku hitboxes are mostly 0.9. The only exception are the "kinetic chain" ones like the very first thrust of the heavy combo, which opens him up. So as long as I can keep the flurry going before he recovers from his hitstun, he stays stunlocked. As soon as I drop the hits for too long (I let L5 play out, which has recovery frames and ends the combo) he gets his poise back and I can no longer interrupt him. Under normal circumstances, his AI would resume there and he'd start attacking.
Interestingly, tweaking this balance lets me make certain enemies behave uniquely. For example, the primary boss enemy has a default poise of like 3 or 4 I think, but his poise reduction takes him all the way down to 0.5, so he can basically facetank anything you throw at him UNLESS you hit him with a super heavy strike, parry him, etc., and once that happens, you can juggle him as easily as a low-level enemy, but only until you drop the combo. If you drop it long enough to let him recover, he goes back to being a wall. Meanwhile the ultraheavy enemies have a default poise of 3, but their hitreact reduction only takes them down to 2, so you have to CONTINUE to hit them with meaty attacks to juggle them.
I'm actually giving some thought to how to tutorialize this concept because inconsistent hitstun can be very frustrating.
I am also busy with AI chatbots.
Here, have an AI Rebecca. Love to know what you guys think.
thank you for doing what CDPR refuses to do
>troonycolor pony as your logo
>EN VA
Another design. Thoughts?
Cool, looks like something from GFL. What kind of game is it?
It starts on a space station where the cyber military attack, forcing you to crash land on the desert planet. Not long before they chase you.
UI looks like it belongs to a mobile game.
It remind me of a old movie from madhouse with a Vampire.
Vampire Hunter D Bloodlust. Yeah, that is one of my inspirations.
Definitely agree with the other anon some GFL vibes for sure. Looks great though.
Nice work fellow writinganon. What is all that? Dialogue?
Even looks cool while it's generating.
Been working on the art style, been thinking about using a similar filter to Skyward Sword
Okay, so I got this idea for a game.
You play as a girl, right? In a Japanese High School, right?
And you gotta kill the other female students so they don't take this guy you got a crush on!
Ok, I like where this is going. Keep us posted on when you make a Patreon to milk your idea for the next decade.
Pretty original idea!
You could also use this asset here, just to speed things up haha
This thread seems more alive, so I'll re-ask here:
What do you mean "discipline", like sitting there and doing things?
Go to twitter, you'll see plenty of "devs" making bank by posting their low effort crap, why not get some of that?
That's motivation, not discipline.
Oh...then, use that motivation to model something new everyday
Discipline is just working on something each day. Making a list is really easy, make a list of 1-5 items you need to do and then just work on the easiest one first and if it was short do the next one. I do this and leave a date in wordpad for myself so I know what I did each day and what I am going to be doing tomorrow. Sometimes shit happens so don't feel bad about only doing 1 thing, at the very least 1 thing got done, even if took you two hours or 15 minutes to make it work. With this you'll be working each day since you know what to do and can tackle things on that list from easiest to most difficult.
For godot play with labels, make your whole game with labels and buttons at first. It's not actually a detriment if you're doing 2d because almost all 2d games are just logic with a visual layer.
I call this the shitty prototype phase. Literally implement all the game but with ZERO the fun, you will have lots of successful debugging without dealing with tertiary visual bullshit.
Discipline is a habit, so all you need to do is increase your positive frequencies of discipline: comment your code if you don't feel like debugging, draw flow charts and diagrams if you don't feel like implementing actual code, practice sketching if you don't want to do actual game ready rendering. Small habits increased will lead to a big habit of virtue
Got one game launching soon, and I've already started working on the next one. If nothing else, I hope it'll at least be a little bit better than the previous.
Post link
s.team/a/2801620
Implemented new bosses and got a release date finally out.
Also adding some smaller things like moving boats on planets.
It's the little things.
Maybe add some slowly blinking "signal lights" into the far off buildings and docks?
Yeah I probably should do that, I have it on some other planets.
More progress. Redid some of the textures for the mushroom forests and also greatly, greatly optimized the entire thing. Gonna have to optimize another space forest or two, and prep for the steam next fest...
Comfy.
daily(?) reminder
>download working version
>never look back at the company itself again
Open source is great
KinitoPET was made in Godot. This engine may not be the greatest, but I see to reason to completely handwave it.
i wrote a lot but i can't code
what should i do with it?
Publish, probably. To AO3 or to the book stores? That's up to you.
a monster collecting book? i thought about a manga maybe
last Boss tower ideas
>vllt
Do you really use abbreviations in your script?
Use RenPy or something.
Man, writing is so cringe.
I have some thoughts about my next project I was thinking of starting soon, and was hoping for some thought/feedback based just off the premise. I'll try to keep it high-level and not go into specifics much.
In short, a 2D action game about lassoing/tethering to objects. Depending on the object you can either pull it to yourself, pull yourself to it, or spin around in and utilize angular momentum. Some actions will combo into others, like closing the distance between you and an enemy with a push/pull will allow you to combo into your attacks. Many environmental objects would have contextual interactions for puzzle solving and exploration.
This can be utilized in combat by pulling off enemy defenses, quickly closing in on an enemy, spinning around them to quickly get to their backside, etc. You could potentially tether onto the body of a large defeated enemy to quickly move into cover, or pull in a small enemy's body and combo into an improvised throw. Dropped weapons/objects in the environment would be encouraged to be tethered onto in combat. I think trying to quickly swing between targets can also make maneuvering around the environments quick and fun. It should definitely feel somewhat speedy, looking for the same pace as Hyper Light Drifter.
There would be upgrades such as elemental enhancements (for example, maybe with a metallic upgrade you could connect to some electric energy source to transfer energy and solve a puzzle), and upgrades to the length/durability.
Already have a lot of thoughts on story and characters, but I kind of want to focus on the mechanics first with this one. Probably going to be using Unity on this one?
Your description gives off Astortion vibes. I think it's a cool core loop concept, gives a lot of movement freedom for those who likes to fly around the map with smart inputs.
https://chillygamesworld.itch.io/monkey-demo
Password is fatboy123
Neat, but:
1) You desperately need more moves
2) The player still respawns after running out of lives, you can see him drop down while the screen fades to black
pretty okay, gotta pick up the momentum again
Cool. I'd play that
Klasky-Csupo styled FPS game?
Looks really fun.
Weapons look way better than they used to months ago when I was here. Good shit. Cool looking enemies too.
they banned my ip range (unfairly) for like 3 months. I've made a little progress.
Good, working on my interior system.
looks cool
are the visuals done with post processing?
Yes, its a post-processing shader.
looks like my game idea visually
Doing Nortubel cutscene art, still.
Bro, if you want to draw porn then just draw porn... but your game is honestly at it's peak, you need to finish it within a few months because it's just NOT that good. It's a waste of time on something that's profoundly subpart, you won't increase in talent either due to the threshold of having to match the shit (as in poopoo doodoo) already in place.
This is literally not crabs either, I'm trying to halp you out. You need to do something that will continue to improve, you can take the best from this project as a nice reference, but at this point the only thing this can give you is experience finishing a game, so do that. Finish the game, bud.
New tumblr troony characters isn't progress, I'm sorry but I'm putting my foot down and it's just not progress.
Nah.
somebody actually telling you the truth instead of indiscriminately saying "yeah looks nice" is a rare thing to be treasured and you've just spat on it. shameful, honestly.
What exactly even is your game?
To me it looks like that one TORNADO game Joel played.
I don't really like your games that much, I don't care for your art that much, and I think you sometimes post too frequently, but your artwork has actually gotten a lot better compared to what it used to be. Godspeed, anon.
imagine if the black chick gets a futawiener and the boy gets a huge ass with freckles
I did some blinking animation today and started work on some ai code so that they can take some more complex shots
thats really good
I doubt it's a final texture, but I would make the gutters (or whatever they're called) a darker/different color than the normal playing space, they look the same once you get past the first ~3rd of it or so going towards your opponent.
correct, but I agree with what you say. I'm not decided on the dimensions of the board so I haven't textured it yet.
I've decided to rip off palworld, but in Godot so it's twice as buggy
made a new playermodel.
Cute girl. What is your engine? You might want to have a screen-wide outline effect if you go for the cartoony look.
Thanks. I'm using Unity, and yeah I should put the outline on more stuff. I was looking for some fitting cartoony textures first and didn't find any IoI.
Not for sex
tbh I have no idea what makes animations better, I know they need to look less stiff but have no experience with like, what changes in blender keyframing that actually translates to
It can be hard to tell what's actually better given all the conflicting opinions, whatever choice you make, please ignore anyone who gets argumentative about it, they don't actually make games they're just here to argue just like consolewars.
My preference is heavily in favour of Unity but I could probably do okay with Godot (tho I'd really miss my fav assets)
Grab a random character controller asset that someone else made, use Trenchbroom (if Godot) or ProBuilder (if Unity) to make an environment, search "texture assets" on itch.io and texture your level geometry with those, at least as placeholders.
Now you have a walking sim. Make a simple pickup system if you want to make an exporation game with items or whatever, I promise you that you really don't need to be good at all those things.
I'm terrible at math but I literally just google "unity how to calculate direction from one vector to another" and then copypaste the code whenever I need to do something mathy that I don't understand
Make the animations less stiff and she’ll definitely reach the frickable range. You got this.
Slowly working on assets.
What kind of game?
VR stalkerlike.
Chapter 3 should be done, most feedback is all implemented now.
This looks pretty damn good. Keep us posted.
Thanks, I will
What game engine are you using?
Unity
godot or unity for a 3d rpg with 2d sprites?
>3d
unity
ok
what should I use then?
Unreal. Best documentation, all necessary tools are complete, They literally give you the whole system on a platter so that you can understand how the whole thing works. Extremely easy to get into.
>un*ty
>for anything other than mobile
NGMI
show me your games then anon
You tell em.
read the thread, I already posted mine
Unity is still fine even after the dust settled here depending on what your goals are for both the game and yourself are in the future.
Being able to crank out relatively performant games comfortably using URP and C# is much better in certain scenarios than Unreal + Spaghetti/ C++.
Although I might be talking out of my ass a little, since using Unity is easier for me right now because A) I have bought assets that replaced Unity's broken/ unfinished features and B) I am too much of an elitist to use visual coding and not autistic enough to use C++.
If you dont plan on monetizing your game you are doing it wrong. Hence, frick shittity.
stalling because i want to ground the game concepts before making all the content i have planned
Neat! Looks like it might be some anime styled game?
haven't settled on an art style yet, but characters are definitely going to be stylized
>i want to ground the game concepts before making all the content i have planned
I feel you, bro. It has been 2 years ffs
What's the best engine for making a VN?
i am just polishing shit up and missed the fricking steam demo fest deadline :o)
Name of the game?
Is there an engine or framework that has deterministic physics out-of-the-box? I've only found The Forge so far, and it's source code hasn't been updated in nearly two years.
I've never seen a deterministic physics engine
I have to connect an API to a godot TCG template as a final assignment for college, i have 5 days left
will i make it Gankerros?
I've gotten pretty comfy programming so I think I'm gonna start learning Blender so I can start making my own assets instead of hacking random shit together.
I'm in dialogue hell
Honest question
I'm working on a game that basically a crossover fanfiction-tier bullshit
would I get in copyright troubles even if it's completely free?
I'm doing it all for fun and because I really want to do it, I do not seek to make a profit out of it
maybe if it's nintendo
just keep it under wraps and shadow drop it depending on how aggressively the ip holder enforces copyright.
I'm taking it isn't tou-hou tier where the original creator straight up encourages and gives permission for people to make even commercial works with his material so veer on the side of caution and keep it down low.
If you don't own the characters and someone else still does (not public domain), then if it ever gets attention you can be liable for breaking copyright. There's genuinely no such thing as "fair use", that only exists up to a copyright holder seeking to punish someone for using their copyright.
If you're fine with your project theoretically dying out of nowhere, or being small enough to be finished and dumped somewhere beforehand, then go for it.
I did this
on my list
>stylize level transitions
>wrap up lvl1
>optional boss dialogue segment
Nice. Got anymore clips?
not really but I have a demo if you wanna check it out. https://zerochance.itch.io/tricksterchaos
Will do once I’m outta da baffroom.
Already digging the Cheetahmen music.
kek
got this reply before, sadly it's the only thing from the game I have to replace. It was in IWBT boshy which is free, so probably fine under fair use there. I plan to monetize and I don't own the remix or the original track.
Yeah I saw the comment on the AGDG Demo Day saying that, a real shame. But hey, I’m sure you’ll make something better.
I left a review on your game, hope it helps you. Best of luck to you.
Thanks, hope ya liked it.
I fell out of the boss select screen and my character disappeared. I defeated the Killer Whale though. Will keep you posted.
Thoughts are being thunk, that's for sure.
Good start. Did you decide on an engine yet?
Last webm I made was for the layer generation, mostly just getting the foundations of my item + enemy system in place so I can start making a bunch
pretty cool
How does this whole procedural generation thing works? Kind like picking random nodes of a specific type and making its way up the scene's hierarchy like in Godot, repeating the process every step?
It's just a hacky combination of generation methods and there's probably ways to make it more efficient but it takes less than 2 seconds to generate for a 800^2 grid, and I intend to only use it for like 200^2 at most.
>create an X * Y grid
>modified noise generation algorithm which tends towards emptiness when going towards 0,0 (center in this case and not top left)
>slightly modified cellular automaton algorithm in regards to cell death
>start from 0,0, then begin traversing outwards marking cells that are reachable using a stack
>place down 8 drunken walkers that explode and go towards (0,0), stopping when they reach reachable space
>rerun the reachable space check
>collapse walls (pic related)
>generate walls
TL:DR Modified cellular automaton + drunken walkers that explode
This needs more stuff. This can work as part of cave map type generator, but open floor plans all feels the same. You need more connectors and bendy passages.
reminds me of QuadTrees
Planning out the demo. Prototype went pretty well. Now we actually have to start looking into greater detail how we want to achieve our sounds/music and graphical fidelity.
Keep us in the loop
refactoring, again
Pretty good
EITHER BRING ME BACK ME MISSING COGS OR FRICK OFF!!!
Finalization of some stuff. Then either taking a break to watch anime or starting something new
Just drawing girls in crystals.
tying a resource system to my movement because leaving it as is would break the small tiny portion of my brain that understands basic level design
numbers aren't final but it's a start
also messing with an air dash, it does not feel good right now, might not even keep it in idk
Please don't use stamina for movement, especially if the cool movement is the focus. Having to stop every 15 seconds to recharge won't be fun at all. Two alternatives:
1. Let players break the game
2. Have a stamina but only when you are in the air, as you touch ground it refills immediately
You could make it so that certain actions/combos etc fills up a gauge instead, so like building up & maintaining momentum instead of having to stop & wait for a bar to refill
listen to
If your game is about movement, put a lot of time designing it
I did put a lot of thought into designing it, which is why an energy resource needs to be implemented.
I can not make interesting levels if my player can just dash everywhere, glide constantly, spam the air dash, etc. It's already pretty lenient as it is, but like I said, numbers aren't final.
"Let players break the game" is a good concept, but not constantly. You're suggesting a nightmare scenario for level design.
I have systems in place to add nuance. For example, there will be "paths" which will keep your energy filled while you stay on them, but they aren't very long and generally only follow a main route. This is just to get to places you want to faster.
I added a new enemy and the ability of spawn in groups.
I don't want to post my game here anymore because you all will pirate it.
Just started learning Godot
Godot? more like Go-schlop-schlop-schlop-schlop-schlop-schlop-schlop-schlop-schlop
do people really use square collision for things that looks dynamic? I only use it for actual squares, everything else looks junky
Makin assets
>learn an engine
>Actually learn to code, a masters in CS is required
>actually learn physics so you can understand electricity
>and also learn math including geometry trig linear alegbra calculus
>etc etc ...
when do you get to making a game instead of this bullshit?
it's all coming together
Smoking joints with the priest in his secret stash: https://files.catbox.moe/hdw1sp.webm
Your pixel art?
No, I have stolen everything.
>Arrr
Hero we need
I've seen a lot of people talking about how easy it was to transfer their skills from Unity to Godot. But what about vice-versa?
If you used GDScript for code instead of C#, you are fricked.
I'm already familiar with C#, I'm just wondering if there's any difference in the workflow for Unity
Unity = Windows
Godot = Linux
how often do you see people talk about transferring their skills from Linux to Windows?
most of the people who get into godot were only ever going to dev using a FOSS engine. I know a lot of FOSSy arch linux autists with programmer jobs who always talk about wanting to get into gamedev who always take it as a given that godot would be the only choice.
Thinking back to all the Godot users I've known, I genuinely can't imagine a single one of them moving to Unity even if there was a feature they really really wanted that Juan said Godot was never ever going to have.
>Thinking back to all the Godot users I've known, I genuinely can't imagine a single one of them moving to Unity even if there was a feature they really really wanted that Juan said Godot was never ever going to have
Yeah, Godot's userbase is more like a cult at this point. Their obsession with the engine can be quite intense.
Mind you, whenever someone asked "why don't you use Godot" or something along the lines, whatever flaws I brought up like console support, bad performance and a lack of a proper level editor would get dismissed as being unimportant anyway (what do you need console support for you're not gonna release a game on console anyway hurrr), which says it all really. If Master Juan deems it unnecessary the rest will fall in line it seems.
Is it dumb to try and make a 2d game in Unreal? I kinda just want to make a shitty vampire survivors clone.
If it's going to be 100% 2D, why do you want to waste time with Unreal?
If it makes no real difference, I would prefer to make my first full project in the engine I want to expand into. I don't want a huge ass project as my first fully playable game. So I would prefer to stick to 2d since it will let me skip a lot of learning when it comes to making 3d assets.
NTA, why do you want an exclusively 2D game? Unreal has only tools to work in 3D, you can make it look like 2D, but it will never be truly 2D.
Gotcha. Was thinking 2d because I know how to make my 2d assets, and I don't feel like learning 3d asset generation at this point. I would rather work on the basis of the game, especially a top down one.
>have to make a female 3D model and multiple types of heels for my game
>spending way too long to make feet perfect even though I never had a fetish
Haha...
Feet can easy look off, I don't blame you. Why not have her wear shoes?
I can't post pictures because I'm rangebanned but basically I'm making succubuses, they are all wearing heels because... that's sexy
Yesterday, I have panicked for the first time since I've started to develop. I realized I'll need to make a shitload of custom sprites and I can't decide between 16x16, 24x24 and 32x32. I want a tactical RPG with violence, but 16x16 looks so much like Stardew Valley, which is silly to mix with ultraviolence. 32x32 on the other hand would be a b***h for a noob like me to animate. I also need to learn to code. GDScript still looks like sorcery to me even though I've been learning since Wednesday.
On the bright side, I made a god tier cherry tree sprite.
Always do powers of 2 for mild performance gains on the GPU.
Shouldn't 2d games without physics be able to run on potatoes by default?
Congratulatuons. I can't imagine how annoying it is to mod RimWorld. It's one of the most annoying games I love playing. Who knows how messy it is in the code and assets department. I'd like every playable character to have his own sprites like in Fire Emblem, albeit only their heads are actually unique. I don't know how to combine different heads with bodies yet. I'm not an artist or a programmer, I'm just a DM adapting my oc world to a game.
>I can't imagine how annoying it is to mod RimWorld
It's not that bad, actually. Replacing a sprite is just putting the new one into the correct folder structure. As for functionality, you can do a lot just with XML without ever touching C#. But if you do need to change the game's code, it can be annoying. It seems that Tynan wrote the rendering process for his game near a black hole, I don't see any other ways of explaining its spaghettification.
I get it. Tynan was so inspired by Dwarf Fortress he had to make his game in spaghetti code 😀
RimWorld would seriously benefit from a tech rework. The game starts lagging like hell after a few years - just like DF.
>I realized I'll need to make a shitload of custom sprites
Just take it one sprite at a time. Set small goals and approach your goal incrementally. Make a list of the sprites you need to make and remove an item from it every time you finish one. That's how I made all 219 sprites for my RimWorld mod. Although you are making a whole game, so you I'll probably need to make more. But the same applies either way.
Here's some valuable advice that nobody else is going to give you: if you can't code, stop worrying about art assets.
You're trying to run when you can't even crawl. Just use programmer art.
Thanks. You're obviously right. My fixation on art comes from avoiding the programming.
Thoughts on 'soft' time limit systems like RoR's difficulty timer, or Spelunky's ghost?
Better and more creative than hard time limits.
However, time limits themselves are a game design crutch.
wdym by crutch?
Is there any other reason to put a timer on something other than "it's too easy without"? Does a timer ever make something more fun just by existing?
Instead of making the gameplay challenging or balanced in creative ways, designers love to slap these "solutions" like timers on their games to not have to put in the effort of properly balancing their shit.
You're wrong. Everything in games has a timer.
the duration between your dodges.
recovery time on your attack. time between the hitboxes of your attacks are active.
how fast menus pop up.
maybe you need to rephrase that to "level ends countdown" if that's what you meant. I really don't know.
Why did you cut the Covid Engine?
Just a few sprites, the heat is driving me nuts.
Conceptually, I have basically everything set in stone other than the actual layout of the map/dungeons and the sprites, but I haven’t actually started coding anything because I want to do the art first. I’m stuck on making sprites because I want them to look good, but I’m struggling to get the proper detail in low resolution. Maybe you can tell me if I’m stressing too much. Here’s an example of my moronic original attempt on the right and the updated version on the left after learning how to shade things in a non-moronic way. What concerns me is whether or not this actually looks normal for a top-down game, and whether there’s clear definition between the head/body/legs. On this particular character model, I don’t want to use an outline for the head because he/she is wearing a hood. For others, I should be able to use the same shading technique without a problem, but I’m just hung up on this one. Someone tell me that it looks good so I can move on.
They both look good, but the left one looks like its getting illumination from the left side and the right one looks like it gets illumination from behind. Just pick the one that you want and youre done.
raylib sounds so good but i can't get it to build on mingw32 (for windows 98 support) with its dumbass cmake shit and i am terrible at learning existing codebases so i can't port it to psp
>for windows 98 support
I can probably do anything I want to with opengl 2.1/directx9
I'm trying to make a small game using libGDX, writing my own physics and such, learning how games work.
But why is Java so fricking bad?
So many basic limitations you have to work around, and even when I track down issues on some libGDX feature, turns out it's because they had to spaghetti code the thing around fricking Java bullshit
Any geniuses know of a good 2d rendering library (c++)? People often recommend SDL2 but it's very basic (which can be a good thing I guess). It doesn't include any abstraction for shaders or camera or batching or atlases. Stuff that every 2d game uses. I don't want to write all that. I specifically just want rendering so I can choose my own physics and music libraries and game loop. Don't need a whole engine.
if you cant figure out how to use a shader with sdl2 maybe you should download something like unity/godot and follow a tutorial instead
I'm not going to abuse nostalgia.
I'm not going to name-drop popular old games
to make basedatards gape their mouths in an attempt to get more attention.
I'm going to present my game standalone, even if it's concept is a rip-off.
I'll let people experience my game free from any pre-conceived notions of the games they already know.
I am not going to cheap out when "marketing" my game.
I'm going to describe my game as "the next undertale" even though its nothing like undertale.
I only describe my game as something similar gameplay-wise to Dinosaur Planet with an art style similar to Ecstatica because the alternative doesn’t give a good frame of reference. Tell me, can you tell what kind of game I’m making and get excited for it if I described it as “A third-person, linear, action-adventure video game using the Ico-Art* character design style.”?
*A note about Ico-Art: it’s a style I developed that makes heavy use of Icospheres (hence the Ico- prefix) and only uses specifically made polygons for more complex shapes (mainly heads); it has nothing to do with the game Ico (if it was, then my game would’ve been a boring slog in an empty building with stereotypically Japanese-y looking characters)
I'm going to use every underhanded trick in the book and the few underhanded tricks that were written on a napkin to achieve my goals.
mostly finished with the scythe animations, still gotta add some trails and vfx but I'm liking how it feels so far
>push a single button
>10 second attack animation
>Heckin epic combo bro!
You think your Kickstarter failure would have been a wake up call
This, I could never understand why people enjoy DMC
Aside from some arbitrary style scoring, why should I care about CUHRAYZEEE combos and shit? It's not fun when every enemy is just a punching bag
>anon finds out different people enjoy different things
The enemies in DMC are not punching bags after you get past the tutorial.
Have you played those games? People like to post videos of them clowning on basic b***h enemies, but I assure you they ARE challenging as hell. I had to retry bosses over and over again in DMC1/3 and what little I played of 4. Don't make the mistake of thinking some BMX prostitute going nuts on tricks on some basic b***h half pipe means the challenge downhill track isn't a backbreaking ordeal.
link to kickstarter?
https://www.kickstarter.com/
You didn't forget us?! Wonderful progress and wonderful seeing you in the threads again.
eh, I still post here, as often as I did before, which is not a whole lot, I tend to miss these threads or when I see em I got nothing to post
HAD to make a rank Fortissimo because of the music theme
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game
here you go
>SS rank name starts with F
Oh shit homie what are you doing
But hey, more spectacle fighters is always great. Wonder how that robot cop game is doing.
meant for
>solo game dev in 2024
standards for indies are rising every year and the effort per dollar is the most atrocious of all crafts
I've tried looking for indie devs who could use my skills but all I ever find are reddit threads with hundreds of homosexuals posting resumes and website portfolios like they're trying to get hired by EA
What are your skills?
>progress 1
making quite a bit of inroads on my blood meridian dark fantasy musou ARPG. hip, cool and savvy anons may take note of a certain helmet design...
Is it the sun helmet the bad guys wear in the Diabloclone game from /agdg/?
>progress 2
directional and charged melee attacks for my vermintide-like FPS side project.
>progress 3
ragdolls for the musuo-like. stack 'em high boys
Another weekend spent playing video games instead of finishing my shitpost game
I'm making a game that will be exclusive to the vita and will not be shared on the open web.
Got a ways to go but I'm making great progress. It's already fun to play just needs more content, lots of polish, actual graphics, music and sound effects, a UI that isn't just boxes and text, and I need to get all the Vita specific images made.
Lots of stuff but foundation is really good and I'm really happy with what I have.
>Vita
My boy developing for the N.O.V.A./The Oblongs viewing machine. Keep us posted, my guy.
Would Unity work well for a Minecraft/Valheim clone? Lots of procedurally generated destructible terrain, far draw distance, simplistic assets etc
Out of all the big engines that's probably your best option yeah
Any modern 3D engine is good for any 3D game and any modern 2D engine is good for any 2D game. If you have to ask: you’re nowhere near the point where an engine will be the bottleneck of what you’ll be able to create, so pick just pick one and start working.
I just hear a ton about how Unity is bloated and unoptimized and don't want to make a game that looks like something for the N64 yet requires a $2k PC to run
Unity is fine, so is Unreal and Godot. Don’t overthink it.
So learn to optimize your game
Unity is a bit bloated yeah, it's a very general engine so that's bound to happen. Contrast that with Godot which is smaller but makes you develop a lot of important crap yourself. Its performance is fine though, it gets regularly used for console and mobile games, it's just morons like Yanderedev giving the engine a bad name
Daniel Mullins made Sacrifices Must Be Made (i.e. the best part of Inscryption) in 48 hours for Ludum Dare
WITH A BOX OF SCRAPS
Game dev and design is 100% a creative problem, no amount of code and assets and polish will fix an uninteresting idea
True. On one man workforce you can only get something good with either insane time commitment (Stardew valley, Kenshi) Or a fun idea.
I finished my first game but I have nobidea how to advertise it... tried to apply to some grants to get some money but they all come with debt or loans...
Anyone got tips? Thinking kickstarter...
Working on second game ATM and also trying out fortnite and uefn.
>I finished my first game but I have nobidea how to advertise it
Get ads on Twitter and Reddit, show it off on a few Subreddits (but check the rules for them first cause they can be huge b***hes about those), contact some streamers. The usual stuff.
that's an idea, thx.
yeah but after speaking with others, apparently kickstarter is also a good way to get wishlistings and such ahead of time and promoting the game on steam.
No problem.
To elaborate a tiny bit on that last part: you should probably contact a mix of bigger and smaller streamers/YouTubers. Smaller ones are more likely to respond and try your game out, and a whole bunch of small ones can help get the name out fairly well. Bigger ones are less likely to respond, and sometimes they ask for cash, but it doesn't hurt to try. (And especially look for people who you know are interested in your kind of game, that ups the chances by a ton and makes your e-mail more personal which helps a ton in that decision to get them to respond)
>I finished my first game but I have nobidea how to advertise it...
>Thinking kickstarter...
Isn't that for financing games? But you've already finished yours.
Implementing the second computer-controlled helper character: Balthazar Lux. What’s cool about him is that the Lynxstone in the center of his armor attracts light waves from the surrounding area, creating a magical cloak of invisibility and allowing him to assassinate anyone with his poisonous knife. Unfortunately, this cloak is temporary, and once its powers fade away, Lux must resort to using a dull scimitar to hack at his foes.
This’ll be a fun character to implement.
Playtesting this monday with open access, terrified tbh
how much will you charge
15bux probably when we launch
it's very multiplayer focused so can steer to f2p if it looks like we don't get a consistent playerbase
Is this a parkour game? Got any clips?
Nvm I guessed from the logo inside the pic that it's called "SuperMoves". Looks like slop but I won't doubt some people will enjoy it. The animations in particular look really bad. You'd think you'd spend more time on the running animation in a game about running. The artstyle also screams asset-store models.
I guess I'm being a bit too harsh, especially if you're a solo dev. But it really seems like nobody can do proper 3d animations these days even though rigging and animating is the easiest part of 3d im0. But you probably got everything from Maximo or whatever.
>slop
>indie
Anon... you are part of the problem...
The only slop around is AAA charging 70 for a rehash. That's slop.
>indies cant be slop
Delusional
It's not slop. That's the problem. People like you throw around words and generalize everything. So everything is slop, or asset flips, or AI or whatever.
Indies can make bad games, or uninspired games or walking sims. That's fine. But that's not what "slop" means.
Slop is recycled garbage that is made by corporate suits. Just because an indie redoes a game, doesn't make it slop, just a copy.
I remember when asset flipping meant taking an already made project and just changing the aesthetics and trying to repackage it until it works. That's what asset flipping has ALWAYS been. Until last year when normies, youtubers and other idiots claimed every single game that was low quality or budget was an "asset flip". Suddenly using premade VFX or sounds is "asset flipping" instead of, you know, farting at a microphone. You people are insane and part of the problem.
>arguing about the meaning of a buzzword when the significance gets eroded further each time it's used
You are arguing with a dude who has nothing, thats why he drags others down
>Slop is recycled garbage
I agree
>made ONLY by corporate suits
Wrong. I don't know why it has to be AAA to be slop. Is shit only shit when a rich person shits? Pretty sure only you think that way.
>Just because an indie redoes a game, doesn't make it slop, just a copy
That's just using nicer connotation because you feel bad for indies. Both are slop. You clearly have a bias for indies. I don't understand why you can't simply judge the content instead of how it was made or who made it.
>...asset flipping
That's a different issue. An asset-flip can still be good, like Majora's Mask. Typically a sequel made by the original creator. Of course it still depends on how much is reused. But in this case, anon is clearly using public assets and poorly implementing them.
And you guys are missing the point entirely.
I'm 1 guy in my basement with a job working on making a game and so are most of us, or a small team.
AAA have a shit ton of budget, people, departments and can easily acquire something if needed. We don't have that. And when they throw recycled garbage, then it's slop because that's what apparently 100+ employees and million dollar budgets dish out VS 1 guy or 5 guys in their basements.
It's not even comparable. You guys are totally missing the issue here which is scale. You cannot possibly equate an indie dev making a small bad game as making slop to corporations and that's what's insane about you.
So no, you're wrong, indies don't make "slop", they simply cannot.
>So no, you're wrong, indies don't make "slop", they simply cannot.
Insane levels of cope. Solo devs can and have made good indie games, devoid of slop. There is no excuse. A mindset of excuses is not a mindset of a champ. I am not going to spend years of my own time making a product that doesn't come out self evident of passion and soul. A dev who cannot distinguish indie slop cannot be trusted to make a product devoid of slop
>I'm 1 guy in my basement with a job working on making a game
So am I but I don’t have a battle pass, and when I post progress in Ganker dev threads I don’t overlay “not indicative of final product” text over the bottom
i think you're arguing with another person, there's two
for the record, those captures are from in-game as hud overlays, removing them would be a pain in the ass in photoshop.
I'm not this guys
Based
Arguing semantics when the point is clear is based? Go back and stay there jesus
bump
Slop does not necessarily imply that it is mass produced. Slop/ Goyslop makes implications of the quality and the consumer. As with dog food, Slop implies a low quality product of consumption, that implies it is not fit for people. The Goy or the consumer of slop is implied to lack taste or dignity which is why they consume the product.
While something like dog food is mass produced, say a farmer has excess corn or other crop, he throws it into the pig's slop.
Just because it wasn't mass produced didn't suddenly make the product not slop.
Asset flipping doesn't necessarily always imply that a game is slop, but it certainly is a hallmark of indieslop.
If your concern of slop describing low quality indie games causes you to get this defensive and distressed you should consider improving the quality of your game.
>Quirky EarthBound Inspired RPG
Non-Namedsisters, how will we ever recover?!
I want to make an RPG in the future, it will have a somewhat dark and silly sense of humor so I'm dreading the Mother comparisons already
When I’m done making the Frydarian and Impulsehazard sagas, let it be known that I’ll make the biggest antithesis to the Mother series yet: it’ll be in 3D, it’ll have bad voice acting, it’ll have no sense of humor, and the story will be played so straight you’d think I was writing a melodrama.
To top it all off, I’ll see if I can make it either a point-and-click game or one you can play on a telephone, just to piss off the Mother fans even more.
baka
So is Neff, like, the Great Value Ness?
nah neff is the purple creature, it's short for "neffiria" or some shit
december 12
12
Nice, can't wait
Release when Mirrordev
I meant what I said
>Give me money so you have the privilege of fomo logging in daily to grind for garbage
Just sell me the shit directly jesus
that's how you make money anon and keep servers running - people keep logging back in and maybe buy a beanie or two, we keep churning out free content as long as peeps keep coming back
is it the parkour multiplayer game?
yeah, here's an image that will ruin it for you but not for my wallet
I'm not against battlepasses if they're free/if they give you the amount of money you paid for them when you you finish them
they'll be free, but maybe you can buy a cheap tier of it to get some extras like cosmetics for the level editor too
we'll try to be fair
we'll probably only sell the hats but you can get swag for the levels too
>they'll be free
that's what I saw, would be kind of nonsense to buy a game and you also have to buy the battlepass 😉 call of duty 😉
people malding at battle passes when they're fair is weird I feel like they just want to follow the group because fomo aside what's wrong with unlocking things by playing?
yeah, it's an alternate progression system, just trying to also gauge engagement and retention - if it helps to bring a stable playerbase it's worth it, if it doesn't work we can really easily adjust it (faster xp, lower rewards, more emphasis on singleplayer, more mp gamemodes, etc)
not paid
ty
Supermoves
>just trying to also gauge engagement and retention
I hope you have next seasons ready because I feel like if you don't release content soon after release the playerbase will drop
by the way I was watching a gamedev on twitch the other day and someone in his chat talked about your game so he watched the trailer, was it you?
>I just wanna buy the game and play it when I feel like it
There you said it, why would you care if you miss some time of shoes that you wanted? if you play here and there sometimes you'll unlock shit and you'll unlock something that you want by just playing, fomo is obviously bad, but for small game it's the only warranty they have to make a "long" lasting game, you don't realize that most players get tired when they play a game and there are no constraints ""forcing"" you to play to unlock the tiny cosmetic that you like or premium points depending on the game.
>fomo is obviously bad, but for small game it's the only warranty they have to make a "long" lasting game
There’s also “making a good game that’s fun and people want to play” but I realize that route isn’t available to everyone
>There’s also “making a good game that’s fun and people want to play” but I realize that route isn’t available to everyone
Still not enough to carry a game nowadays, especially if it's in a niche and not streamer friendly. What you have to understand is that since every online game features fomo and heavily relies on it, brain gets accustomed by it and playing a fun game without any of this but which is really fun isn't enough. I've witnessed it with one of my friend, if the game doesn't have rankeds (to win points after each game) and a battle pass with challenges to do daily he'll stop playing after a few days even if it's the most fun game he has ever played. Now think about how global it is nowadays. It's sad but if you have no fund as an indie game and you're not delusional about the market, it's the only way to survive
you get it, multiplayer indie is dead unless you get a solid playerbase to fill the servers up (or you won't be able to matchmake), or go multiplatform from the get go (basically win the lottery by getting into xbox game pass).
it needs to have a stickiness to it like fortnite to bring in the retention, the grinding gamers and streamers, and they're used to dailies, weeklies and a pass to grind.
hoping to break the pattern a bit by having a lot of user made content in the mix. all levels can be played by anyone, it's like super mario maker, you can make stuff with just your controller. so at least we won't have the fall guys "maybe 3 good maps" problem.
maybe you'll lose on a few recolorings of a sneaker model in there by not logging in often, but as long as some peeps keep getting back to it, to the fun gameplay, you'll always have people to play with.
I wish failure on you. Maybe through failure you will learn the cost of disrespecting the intelligence and time of your playerbase
if you want to play dumb, then so be it, but I hope you won't ever complain if a fun indie multiplayer game shuts down because fun wasn't enough to make people stick
>I wish failure on you. Maybe through failure you will learn the cost of disrespecting the intelligence and time of your playerbase
Wish me failure if you want, the games I want to make are solo or coop only without predatory practices anyway.
pic rel is a really fricking fun multiplayer game that died because they thought about ways to make players stay too late (they included a FREE battlepass with NO FOMO) and players even post negative reviews saying they loved the game but it's dead now. They don't know that making the free won't save it anyway because there's no real progression
this. you need something to keep players coming back. that includes events for paying players, free weekend players, new maps, new content and new cosmetics, all the time.
we're not doing mp-only, we're gonna have a career mode and all levels can be played without online - that's one way to combat the "dead game" reviews. the servers are there to verify your leaderboard scores to matchmake, make sure you didn't cheat (rollback netcode) and store your progression. if they're offline, you can still play the game.
if you're doing multiplayer-only in this market without these mechanics, you're shooting yourself in the foot.
someone in that chat compared your game to fall guys, is there some kind of mode which makes you play different maps and eliminates the worst players like a battle royale? Or more like trials where you run through one level between few players?
yes, we have both. Tournaments are point-based, the more points you get you win (in each of 8 gamemodes) and Royale where we eliminate 30-50% each match based on player count, you can put any level into any playlist and play it through just like fall guys
we're running a steam playtest and you can sign up for it on the steam page, if you want to check it out yourself.
neat, I'm gonna try to hype my friends up to try this soon then
>we're not doing mp-only, we're gonna have a career mode and all levels can be played without online
But what if I just buy the game, play single player, and stop? How will you psychologically abuse me into participating in your dying multiplayer mode to keep your numbers up?
why would we? you'll get the content you want (new singleplayer levels, level kits etc.) for free. let the multiplayer players pay for yours.
>why would we?
Games of that kind always do. If you’re prepared to disrespect and abuse your playerbase to keep them playing multiplayer, it’s not a very large leap to doing the same to your single player playerbase.
no, but really great to hear people are talking about it, we don't really have a marketing budget so we slapped the game to steam with some stuff still really rough (animations), now we're waiting to sign on a publisher deal hopefully maybe very soon
there'll be plenty of content, i'm just sticking some sneakers and hoodie recolors to an event pass to keep peeps coming back, i'll tell you when i'm ready to vampire your wallet.
the game's gonna be about 15bux and we'll need a solid playerbase to come back daily, so something to do for them to grind. you can also make your own levels from scratch so there's stuff to do on that front
>fomo aside what's wrong with unlocking things by playing?
Yeah and penetration aside what’s wrong with rape?
You can’t just “fomo aside” you dipshit, the fomo is the problem. The game trying to psychologically manipulate me into playing when I don’t want to because I’m afraid of missing out on something is fricking awful. I paid my money. Let me play at my own pace. Don’t make me phone home to the server every day to do my fricking dailies, I don’t want your “service”, I just wanna buy the game and play it when I feel like it
>The game trying to psychologically manipulate me into playing when I don’t want to
It's like a job, one that must be done now. I stay away from any game that asks for my time in a specific way, be it to play a certain day of the week like Animal Crossing, games with things like "dailys" like WOW, battle passes that last only some time like Fortnite, microtransactions which gatekeep the fun of the game and more. There's too many games that don't do shit like that so I don't "miss" games, in fact I have too big of a backlog to play.
never seen this one before. What's it called?
I wish failure on you
>time limited paid cosmetics
Dropped
2D or 3D and why?
how do you find someone to overpay just so I can get someone to mod my ideas into a game i like?
Where the frick do you find artists? Please.
I look at the mirror 😉
discords, hentai ones have been my go-to fo 2 amazing artist that work cheap
How much do you offer?
The very high amount of half thousand dollars
What do you need exactly?
A couple basic actions for the protag and some basic enemies.
A couple of tile sets
And two backgrounds.
In a pixel art style like that flying owl dude game
Aw shit, I'm no good with backgrounds.
Fiverr or asking on twitter
I've tried Twitter but i feel like I'm invisible, nobody responded any messages i sent also my account got banned 2 days after making it lol
Twitter really likes to frick with new accounts. Fiverr, depending on how many sprite sheets you need is good. You should get an art pack and using that art pack as a style, you can send it as references to Fiverr artists
I checked out fiverr, but seeing as the site have ai "art" and nft "art" as services makes me very suspicious of it
Twitter is a hugbox, you either need to pamper everyone else, spoiling them with nice comments and retweets, or act like you are the unluckiest poorest saddest person alive.
Until you create an actual fanbase, you'll need to grow that way
become your own artist
That's pretty hot
what do you use to animate/draw the sprites? i'm already using krita but i'm pretty interested cause your game looks great lol
>convection doesn't exist
old man ain't wearing a varia suit
do what i did. post game enough until they contact you. met mine in a vrpg dev thread
Got some test work done on this nigthclub part, you can walk up to this area and start dancing. I need to figure out more of the light work as having them change color and turn on/off isn't there yet. Having the other NPCs react to you when you start dancing also soon.
its a side project cause im trying to learn 3d soon maybe
Picked up Godot and Blender but I got totally sidetracked learning Blender. I can't think of a concept for a short easy small scale game to make to practice with Godot.
Avoid game. Just shit out a character and an obstacle and the game is all about avoiding the obstacle. Like say you're a little ant fellow and you have to avoid a magnifying beam
I'm trying to get back into it. Made a skill icon and now I'm coding said skill
Working on hooking everything up, hoping to have a very basic working demo by the end of month
not done much progress, been kind of down lately due to personal reasons, life kind of sucks.
haven't work much lately, been feeling pretty down due to life.
I keep going like "okay I'm going to hunker down this weekend and do X, Y, and Z" but then morning comes along and I just do a little bit of X and then can't concentrate so I just play videogames the rest of the day.
>users can host their own dedicated servers
>tools for custom maps are available
That's it, that's all you need for a multiplayer game. There may not be a consistently active playerbase, but if some group of friends or diehard regulars want to play the game, they can.
this is the way. online subsystem needs to be platform-independent and it should be able to be hosted headlessly. one server to handle progression (if toggled off, easy server-side toggle to unlock all gated content), then a dedicated server you can host on any machine at any time. unreal is great at this, thankfully
The Godot robot looks like the reddit mascot and it angers me seeing it
troony
brb gonna make a quick parkour game that kicks ass and isn't full of slop
Multiplayer indie games are actual definition of insanity.
I'm a freshman in film school. Is it too late to change my mind and be a game designer?
Ahahaha homosexual
Learn to fix plumbing.
Game designers are created by the industry. It is not something you study in school.
If you like living under a bridge eating noodles, you can join us anytime. You better like doing this.
You're fricked either way but film will help you learn cinematography, which is actually an insanely useful thing in video games as cutscenes are very nice to have. You can always learn game development on the side, it is not hard at all. Just link up with people and tell them you're an aspiring film student looking to get some video game cinematography experience.
Learning what stories are and how they are told by professionals is very good, but going to school for that is not necessary. Just download ten books and spend few months reading.
Blew my eardrums out to get you guys this gif (thank you Windows Snipping Tool). This gives an idea of how Balthazar Lux works with the player-controlled Fygoon and the computer-controlled Alois Ratatosky. For Lux’s invisibility, at first I went with a simple disabling-the-mesh method but, after it broke the animations, I went with the original idea of having everything but his shadow, weapons, and eyes (the eyes thing I got from Quake) go invisible. Another idea I threw out was that, after killing an enemy with his knife, Lux would come out of his cloak and immediately return to Fygoon; that also somehow broke the code (and I also didn’t really like it anyway) so I just had him remain in his cloak and keep killing things until it ran out.
Oh, as for the randomly phasing dead Saberwolves, that’s just me being lazy and not setting their animation to not loop after it’s completed; it’s been fixed since I made this gif.
last for musou funjank
honestly this looks fun in its own right and i would play. i love your commitment to the lore too. do you have a demo on itch or anything?
Thanks dude. Unfortunately the Snowfall Plains section has yet to be completed (still need to add the enemy spawns, the Elsara side-quest, and the “Lift Keys” the player needs to collect from the Golems to progress to Golem Rock via a gondola lift). Nevertheless, here’s a demo containing the previous sections of the Iron Ghetto and DarkWood Forest (still yet to be refined as per the suggestions given to me by ProjectZero):
https://nrasko.itch.io/the-frydarian-tale
Once this is all said and done, I’m definitely going to make a website filled with information on the world of Frydar Island and the Zmeian Archipelago as a whole including: places, races, important characters, maguffins, wildlife, and histories. Also definitely going to throw in a section on the site dedicated to the art I received from the guys in the drawthreads and the sort too, just to say thanks.
Anyway, enough rambling about my game, your game looks pretty neat too. What’s it about?
this is coming along really well! i only played for about 15 minutes but i'll come back to again another time. the fire breath rips against enemies
again i applaud your commitment to your worldbuilding and would enjoy seeing the lore wiki. would love to see more of this detail in-game in the form of maps, lorebooks, environmental storytelling through art/statues/etc. since right now the levels are fairly empty.
this game is set in a post-apocalyptic fantasy world similar to dark sun and the plot mainly concerns humanity's last ditch attempt to stop a godlike AI from activating a superweapon. but there are a lot more twists and turns along the way.
A god-like AI trying to activate a superweapon? That’s a pretty neat idea. Was the weapon created by the AI or was it some precursor race’s weapon the AI is trying to activate like in Perfect Dark? The webm is pretty neat too, is that some sort of architecture made by mankind or by the AI?
I’ll definitely need to go back and add more life to the world, but that’s more of a polish thing.
Give me some ideas for stealth game names, I don't want anyone to find my gem.
Covert Opps (Get it? It’s a zoom zoom zoomie joke, on jah frfr)
what is your game about? I found the name of the stealth game I want to make and I couldn't really have any other idea
Scifi adventure.
testing styles out today
spending all my time focusing on the art side because I'm deathly afraid of being filtered by coding, so I'll just keep doing this and avoiding it
>Common character type is a Lab Worker who needs to wear hazard protection
>Just know that people will make outdated Amogus jokes because of this especially since the style makes everyone blocky and chubby
Mostly drawing asset this week.
There is absolutely nothing wrong with time trials, but they need to be setup carefully. It should be fun learn how to get better results.
>not a single (You) for me
>need to implement either ambient occlusion or custom normals
Fug, I never wanted to reach this point