Hows your game coming along v?

you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?

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  1. 6 months ago
    Anonymous

    No, but I'm including a balconing summon.
    With audio: https://files.catbox.moe/gi0g6u.webm

    • 6 months ago
      Anonymous

      what a powerful move. i might steal it

    • 6 months ago
      Anonymous

      RIP Bazza

      • 6 months ago
        Anonymous

        Who's Bazza?

    • 6 months ago
      Anonymous

      Who's Bazza?

      I REALLY need to know more about this game.

      what's it called? Persona is taken, so maybe it could be Gentuza instead?

      • 6 months ago
        Anonymous

        >Gentuza
        Close 🙂
        Devlog: https://c3-project.itch.io/c3/devlog

        • 6 months ago
          Anonymous

          its like a porn rpg? thats cool

          • 6 months ago
            Anonymous

            >its like a porn rpg?
            No, but it's an RPG with porn.

        • 6 months ago
          Anonymous

          No, but I'm including a balconing summon.
          With audio: https://files.catbox.moe/gi0g6u.webm

          >made by cris
          I just realized you like making prototypes and that's perfectly fine as a hobby

          • 6 months ago
            Anonymous

            >made by cris
            I wish...

            • 6 months ago
              Anonymous

              is she marrying the horse or man

              • 6 months ago
                Anonymous

                That's part of the plot.

        • 6 months ago
          Anonymous

          Wait this is actually a gba homebrew? I already thought this looked well made from random webms but holy shit. You mog every other de/v/

          • 6 months ago
            Anonymous

            Bump because true and i also admired his sovl packed 2d grezzo due

  2. 6 months ago
    Anonymous

    i'm including secret dungeons

    • 6 months ago
      Anonymous

      neat, what game?

      • 6 months ago
        Anonymous

        https://store.steampowered.com/app/2633460/

        • 6 months ago
          Anonymous

          thats alot of games, how much have you made so far?

          • 6 months ago
            Anonymous

            very, very little

  3. 6 months ago
    Anonymous

    i have given up

    • 6 months ago
      Anonymous

      how far did you get

  4. 6 months ago
    Anonymous

    still going with Unity. working on a horror JRPG called Sunder with my student team. this is an example of the turn-based combat, with an AI taking the turn of the second player. doesn't do anything but take turns atm, gotta work on attacks effecting stats next

    • 6 months ago
      Anonymous

      >nooo four dudes in a row so scary I'M PISSING MYSELF NOOOooo

    • 6 months ago
      Anonymous

      dudes jacked off so much their hands fused to their wieners and they became horror enemies

  5. 6 months ago
    Anonymous

    What's the most marketable game engine and coding language? I'd ultimately want to be successful with my game, but I want to control for it not working out so I can work in the industry as a back up.

    • 6 months ago
      Anonymous

      probably unreal

    • 6 months ago
      Anonymous

      you'd be surprised how easy it is to work on the gaming industry with little to no knowledge in coding itself. Also, Unreal is the standard go-to

  6. 6 months ago
    Anonymous

    Trying to make a copy of Werewolf Tycoon, but with a wolf girl, sprites are taking forever.

    • 6 months ago
      Anonymous

      looks good though

    • 6 months ago
      Anonymous

      Are you that vore-anon who made the frog game

      • 6 months ago
        Anonymous

        Yes. I also made a Bubble Bobble themed vore game.

        Video sample: https://litter.catbox.moe/hgvskt.mp4
        le game: https://www.mediafire.com/file/27xvdwu8y3j4km5/BellyBobble.zip/file

        Doesn't even have a pause menu or option, and scrolling levels were harder to implement than I thought. I actually have all the player and enemy sprites done, but making unique tilesets, copying levels from the original, and making decent state machines is a lot to do.

        So coping with a simpler side project seems the right thing to do as it would keep me on my toes. Godot is a convenient tool over using Love2d, but understanding why certain things happen is far more difficult.

        • 6 months ago
          Anonymous

          I'm not into vore, but that looks like a good time waster.

        • 6 months ago
          Anonymous

          >I also made a Bubble Bobble themed vore game

  7. 6 months ago
    Anonymous

    My game's story is only starting to take shape, I wish ideas came to me more often.

    • 6 months ago
      Anonymous

      play games for ideas

  8. 6 months ago
    Anonymous
    • 6 months ago
      Anonymous

      That’s a child wtf

      • 6 months ago
        Anonymous

        Out of 10!

  9. 6 months ago
    Anonymous

    >have a programmer on my team who consistently complains about how shitty some of the game mechanics are, almost always they're the ones that he's responsible for
    >actively refuses to do anything about it
    >acts like a complete nerd emoji about fricking everything, but not of his own shit. Complete control freak.
    I hate working in teams, next time I'm solodevving.

    • 6 months ago
      Anonymous

      >have no programmer
      >I don't have a game
      >

      • 6 months ago
        Anonymous

        >am a programmer
        >have no drive

    • 6 months ago
      Anonymous

      art + music + programming & musician is the best dev combo

  10. 6 months ago
    Anonymous

    slowly making progress
    would you rather frick a kobold or robot?

    • 6 months ago
      Anonymous

      Kobold can mean anything from a goblin to a dog, it's a meaningless term.

      • 6 months ago
        Anonymous

        kobold

        kobold it is, thanks

    • 6 months ago
      Anonymous

      kobold

  11. 6 months ago
    Anonymous

    >cris making progress
    KINO

  12. 6 months ago
    Anonymous

    Finished a boss, made some art, now doing a commission, hope i get called from one of the jobs i applied to because i'm not cut out for doing other people's art for a living, i truly envy those who can do it.

    • 6 months ago
      Anonymous

      is that the commission or boss?

      • 6 months ago
        Anonymous

        The merchant.

  13. 6 months ago
    Anonymous

    >you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?
    I'm including anime schoogirls in cosplay fighting each others, with cloth ripping acting as the main damage indicator.
    So yes to all of those.

    That aside, anyone has a good tutorial/documentation on how to optimize the frick out of Burst in Unity?
    I know 99% of it's power come from SIMD, and the documentation give like one or two examples, but I will need a ton of high-performance multi-threading so something less vague than one do and one don't would help. Even if it's a 4 hours video or something.

  14. 6 months ago
    Anonymous

    I'm moving onto the final draft of the main campaign, and doing stuff like adjusting camera angles or having description popups of npcs the first time you meet them.

    • 6 months ago
      Anonymous

      Reminds me of those bots from Prey (2017)

    • 6 months ago
      Anonymous

      More progress, working on finally getting the character accessories onto the various unique characters for the campaign worked out.

  15. 6 months ago
    Anonymous

    Play it while demo is still up

    https://panic-ok.itch.io/panic-floor

    • 6 months ago
      Anonymous

      Finished a boss, made some art, now doing a commission, hope i get called from one of the jobs i applied to because i'm not cut out for doing other people's art for a living, i truly envy those who can do it.

      That's part of the plot.

      alot of very good games in production this year. is this dare i say, the year of the indie game?

  16. 6 months ago
    FygoonFag

    Unlike most of you nodevs, here’s a prototype of my game:
    https://nrasko.itch.io/the-frydarian-tale

    Still early in development, will change things as needed.

    • 6 months ago
      Anonymous

      >Iron Ghetto
      >main enemy is violent pittie people

      what did he mean by this?

      • 6 months ago
        FygoonFag

        You think that’s bad, wait until you see the script I have when you encounter Viceroy Brutus Canor for the boss fight.

    • 6 months ago
      Anonymous

      I tried it, not much to say. Handles fine, kept crashing, wasn't much to do, and the meme shit is really not funny.

      i have a new demo out. top down roman soulslike
      https://vita-brevis.itch.io/roman-rpg

      Played it for a bit. Seems like it's generally there but it's kind of boring, like there is no game design implemented yet.

      Play it while demo is still up

      https://panic-ok.itch.io/panic-floor

      Works, feels jank, too much shit happening visually, gave me a headache.

      • 6 months ago
        Anonymous

        thanks for playing
        i'm sorry you found it boring. the starting portion is deliberately slow.
        i realize the slow start isn't for everyone and was thinking about adding an action packed tutorial level to keep players interested.
        i only started this project 2 months ago but there's quite a bit of content so far. just added a new boss last night

        • 6 months ago
          Anonymous

          Never slow start your demo. Slow starts are okay but a demo needs to be a showcase of what the game is going to be about and you need to get right to it.

        • 6 months ago
          Anonymous

          Never slow start your demo. Slow starts are okay but a demo needs to be a showcase of what the game is going to be about and you need to get right to it.

          I think slow stats are fine if you include proper QOL, and design for the level. I get in, I have to read the weird controls then I have to aimlessly walk around the camp checking everything when none of it really does much. I'd just make a small arena to play with all the stuff rather than some boring campaign that has no game design behind it.

      • 6 months ago
        FygoonFag

        My game really has nothing meme-worthy (or any comedy in general), especially since it’s a really early prototype. I’m not good at writing anything funny and the only humor one can really get out of my game is how overly serious everyone is in a world populated by talking animals and mythical creatures.
        Nonetheless, thanks for checking the game out. If you could, tell me more about how the game crashed. I’ll see if I can roll out a fix soon.

        • 6 months ago
          Anonymous

          It looks and feels like it's made by some dude avatar gayging and trying to fit into le Ganker culture. That's the vibe I get

          • 6 months ago
            FygoonFag

            All Ganker did was finally give me an excuse to go after my dream (/v/3 gang where u at?) that I had since elementary school. I used to say “I’ll get my game done,” without having anything to show for it; but with Ganker3, I finally got a concrete deadline for me to crunch through and I finally got something out there (in record time too, considering my least effort was shat out after six years of development).
            Speaking of elementary school, I originally wrote the Bulldogs (yes, they’re bulldogs, not pitbulls) to be a bunch of Nazis who attempted a genocide against the Dragons before getting their asses handed to them. Then, when I grew older, I realized that was a shit idea and I rewrote the story. The Iron Ghetto was made because I found the concept of RuptureFarms, a meatpacking plant the size of a city, to be really cool and I decided to plop the already existing Bulldogs there just so I wouldn’t have to make another contrived race to populate the area.

            What the flying frick is this schizo nightmare bullshit.

            It’s my game, dawg. Pretty cool, huh?

            • 6 months ago
              Anonymous

              You write and sound like underage or someone who is incredibly slow

              • 6 months ago
                FygoonFag

                Considering your proficiency (or lack thereof) in the English language on full display in your message, you sound either like someone who never had a formal education or someone who hails from a third-world country.
                Do us all a favor and have a loved one forcibly place a bullet into your occiput.

              • 6 months ago
                Anonymous

                hello SAR

              • 6 months ago
                Anonymous

                You write and sound like underage or someone who is incredibly slow

                my favorite part about this kid is that he's been seething over a literal who for "bullying" him for months by posting his shit and making webpages about him
                https://nonnamedarchive.github.io/
                who does this shit? for someone calling other people nodevs you sure like to spend time not working on your game
                work on your game

              • 6 months ago
                Anonymous

                this is why I don't bother posting here at this point. This shit reeks of teenager angst and supreme autism.

    • 6 months ago
      Anonymous

      What the flying frick is this schizo nightmare bullshit.

    • 6 months ago
      Anonymous

      Shit game. Super laggy. Giant walking maze simulator.

      I didn't even fight the last "boss". I just hopped past him to the end and got the end screen.

    • 6 months ago
      Anonymous

      alright im gonna give you some actual criticism
      you certainly having overdraw issues and yet this mostly empty map has too much crap in it because its killing the framerate
      not everyone has a i9 RTX 4090 to overcome unitys shit single threaded performance so at least try at all decrease the render load

      the level landscape you have is just totally unacceptable dude, try even a little bit to at least not be equated to bubsy 3d

      the controls are terrible due to the sheer delay and floatiness and theres issues with the combat since you arent finding the most basic of logic errors
      i dont know how you havent caught the issue that you can merely spam mouse 1 and mouse 2 and get 1 frame attacks to instantly shred enemies since theres nothing to stop you at all from doing this

      i genuinely dont how you found this appalling game design worthwhile to keep working on, 99 or 100% of your playerbase will press escape and never touch it again within minutes of playing this

  17. 6 months ago
    Anonymous

    i have a new demo out. top down roman soulslike
    https://vita-brevis.itch.io/roman-rpg

    • 6 months ago
      Anonymous

      >dark souls UI on left side
      Is it legal to have that in your game or is it copyrighted? I really want that in my game too but I feel like it might get me copyright striked

  18. 6 months ago
    Anonymous

    Cancelled after the negative reception at v3, trying to figure out what to do instead

    • 6 months ago
      Anonymous

      Well, what was the negative reception exactly?
      Depending on the exact complaints the projects might still be salvageable.

    • 6 months ago
      Anonymous

      there was negative reception at v3?
      you should do it anyway

  19. 6 months ago
    Anonymous

    At what point do I start building levels?

    So far, I’m working in a test room just making sure all the mechanics actually work and I’ve added in every feature I want to add.

    • 6 months ago
      Anonymous

      Whenever you want.
      Just remember the first area of the game should be done last (to be sure it will 100% designed around every thing else and benefit from everything your learned building the other levels), and the first few levels you make are better used as some bonus-level / optional area because they by definition won't be your best ones.

  20. 6 months ago
    Anonymous

    Hypothetically, a 3D game enviroment built in Java

  21. 6 months ago
    Anonymous

    Wouldn't be a set of bo staff animations without at least a small nod to Wukong.

    • 6 months ago
      Anonymous

      Delay on the enemy hit reactions looks weird.

      • 6 months ago
        Anonymous

        It's a meaty, i.e. it fires two hitboxes. I can bring the latter of the two in a little bit time-wise, the issue I was running into was that the double "chunk, chunk" effect was a little too fast when both hitboxes connected on a strike, they needed to be spaced out more in time.

        Unfortunately (well, fortunately for gameplay, but unfortunately for visual impact) hitboxes trace their entire shape in a single pass, they aren't actually doing physics collision, which also means the timing on the hitbox needs to make sense for the entire span of the attack; with the extending bo, the challenge is getting the timing to feel right regardless of where the bo is in its extension phase, because if an enemy is closer it will make visual contact with the enemy mesh much sooner than if the enemy is at the far end of the range. I decided that it looked better to have the hit be a bit late than to have the hit be a bit early. It looks a little off if the bo is being pulled away from an enemy when the hit connects but it looks much weirder if the enemy is in a a hitreact before the bo even makes first contact.

        I'll try to retune the timing a bit and see if I can make it feel a little smoother.

    • 6 months ago
      Anonymous

      Cleaning out my dropbox I found a webm from 2014. I know I haven't actually been working on the game for the entire last decade but it makes me feel so old.

  22. 6 months ago
    Anonymous

    A basic test room and a bunch of art is the most I have.

    • 6 months ago
      Anonymous

      This except I have some crumbs of story and no test room.

  23. 6 months ago
    Anonymous

    I hate coding, which is easier between renpy and rpg maker?

    • 6 months ago
      Anonymous

      Depends on what kind of game you want to make

  24. 6 months ago
    Anonymous

    Were there any good talks at the Godot conference?

  25. 6 months ago
    Anonymous

    Man trying to write a game but keep scope down i hard. It just seems like adding one or two small idea would improve game so much, and then a few revisions later you got like so much new shit you have to make it's almost unreal.

    Also while I know that personal conflict is always the most interesting, i keep writing a story that one way or another kinda becomes too grandd of a "save the world" type scenario, and then I have to revise it and try to force it back to something more realistic. In terms of characters as well, I write someone whos a downright MC with crazy issues out the wazoo, decide its too extreme, trim/rewrite some of that and then one I read it back i have the most boring safest vanilla MC possible.
    It's like in some ways im writing against my own mind somehow.

  26. 6 months ago
    Anonymous

    Not going so well. My wife left me, my kids left me, my dog died of a broken heart last fall. So I don't know. Probably just going to end it all or something.

    • 6 months ago
      Anonymous

      Wrong board

      [...]

    • 6 months ago
      Anonymous

      Go make the Rise of Skywalker review already.

    • 6 months ago
      Anonymous

      You'll get through this, underspace-dev

      • 6 months ago
        Anonymous

        I'm more of a cat person.

    • 6 months ago
      Anonymous

      Pim, can I, uh, talk to you for a second

  27. 6 months ago
    Anonymous

    I think it would be nice to have a game like Uma Musume where you train parameters such as bladder capacity, sphincter, and antidiuretic hormone to train people to use the toilet. I won't make one because it's out of line with my tendencies, but I'll just put the idea in there. Please feel free to use it as you wish.

    • 6 months ago
      Anonymous

      I'm pretty sure i saw a game with this and more at the eroge general thread, you gotta ask them, they'll show ya.

  28. 6 months ago
    Anonymous
    • 6 months ago
      Anonymous

      This gives me an idea: a video game where you have all of your abilities unlocked from the beginning, but as you progress you unlock better animations, particle effects, mesh designs, and other things to go with those abilities So the gameplay doesn't change at all, and you are exclusively rewarded with it looking less janky and moronic.

      • 6 months ago
        Anonymous

        Evoland was sorta like that, I guess.
        If you mean specifically animations, the MLP G5 "Leaked" game had a chest with a million gold pieces in it, but taking its content would force the game to sold your character's animations to offset the monetary loss. Made your character move like a statue for the rest of the game, complete with stone-on-stone grinding sound.

  29. 6 months ago
    Anonymous

    I'm currently reworking some core systems to add more personality to the random adventurers in your guild.
    I guess the storytelling is very emergent.

    • 6 months ago
      Anonymous

      >Godot has no ga- ACK!

    • 6 months ago
      Anonymous

      Just out of curiosity, what's the point of having an /agdg/ thread outside of /agdg/? Do you think this is a good way to advertise? lol

      • 6 months ago
        Anonymous

        You're a fool if you think advertising on Ganker is going to matter. Most porngame players are going to come from Itch or F95. This thread consists mostly of devs or people otherwise interested in making games.
        It's just fun to share stuff.

        • 6 months ago
          Anonymous

          Yeah I'm just curious about the dynamic is all, like what's the difference between this and /agdg/, and do you not like the other posters there so you come here instead (the reason I ask is because you have references to agdg posters in your screenshot)

          • 6 months ago
            Anonymous

            NTA but the problem with /agdg/ is that by being a general, it becomes a "community", and by being a community, it becomes something to do instead of working on your fricking game. What it is about is just some group of asshats who live in the fricking thread and are more interested in it than they are in game development, and their constant "thread culture" moronation overshadows any actual discussion of video game development.

            I like Ganker game dev threads because they come and go. I see one, I go "oh, I should make a webm of whatever I last accomplished". After I do, I periodically refresh to see any feedback I get, and if in the process I see another interesting webm (or a question I can answer or something), I respond. And then once the thread dies, that's it.

            And if I don't see a Ganker dev thread, I carry on making my game. That's the secret sauce. Because it's not always there, it's not ever able to become significant. Its largest presence in my mind whenever it isn't up is something like "I should probably try to finish this bit today because it'd be cool to make a webm of that, thread might pop up".

          • 6 months ago
            Anonymous

            I just saw the thread in the catalog, there's no further meaning behind it,. There's more background noise and ritual posting in agdg, as is typical in generals, so you need some filters to make it work. The v-threads have more concentrated progress, and a couple people that only post here.

            The agdg demo days are vital though to get some feedback on early stages of your game. And I found the composer for my game's music there.

          • 6 months ago
            Anonymous

            >whats the difference
            Barely anything. Review the games here then go browse agdg, it's all the same devs.

      • 6 months ago
        Anonymous

        >/agdg/ thread outside of /agdg/?
        mostly new blood here, people who toy with the idea of gamedev but havent set anything into stone. its a different environment completely.

    • 6 months ago
      Anonymous

      I'll give you props for using Godot

      • 6 months ago
        Anonymous

        can I port a game made in godot to mobile? does godot has tools like Unity to do that?

        • 6 months ago
          Anonymous

          Yes, it's literally in the default builds option.
          Unless you picked the .NET version - that one doesn't support mobile for now.

  30. 6 months ago
    Anonymous

    I just need to redraw 2 or 3 rooms more, then some animations and some scripting, and the new demo should be ready.

    • 6 months ago
      Anonymous

      >m*le protagonist

      • 6 months ago
        Anonymous

        You'll also play as the girl, but not in the demo.

  31. 6 months ago
    Anonymous

    Prototyped my game with physical cards like a tabletop game and realized the mechanics aren’t that fun! So now I understand my game better before I had to waste time writing a single line of code.

  32. 6 months ago
    Anonymous

    What's an easy to use engine for non-programmers? Bonus points if it works on Linux, is Unity the only thing that meets that criteria?

    • 6 months ago
      Anonymous

      Money. Just pay some indian to make the game.

  33. 6 months ago
    Anonymous

    [...]

    it is kind of sad that 2 games out of the whole list look decent. The majority are porn and pixelshit

    • 6 months ago
      Anonymous

      Look at the catalogue sometime. Ganker is basically just an anime porn board now.

    • 6 months ago
      Anonymous

      And that's a good thing!

  34. 6 months ago
    Anonymous

    anyone have experience with 3D character models in Unity?
    I'm trying to make a customizable character where you can switch out their head or arms for different premade meshes.
    so for example I downloaded a man and woman fbx model from mixamo and imported them in unity, and i want to swap the male characters head onto the female body. but when i try to do this, the head just turns invisible.

    • 6 months ago
      Anonymous

      1) That can only be done if the models are actually designed for it
      2) "but when i try to do this, the head just turns invisible" what are you doing *exactly*? Link code.

      • 6 months ago
        Anonymous

        i have worked a lot in unity but not 3d stuff

        i could be wrong but i'm not sure that's possible out of the box. i'd look into separating the character models' body parts into different prefab assets, and then destroying/instantiating those body parts on top of the skeleton. i could be totally talking out of my ass but that's how i'd try doing it.

        [...]
        this solution doesn't really scale well with a lot of different models

        im only doing things through the inspector right now.
        here I would have hoped that it would be as easy as dropping in the mesh into the mesh field of the skin mesh renderer component. but when i do that, it just turns invisible.

        should i have the fbx file contain all the meshes within the file, and then turn them on and off at run time? will that not cause problems if the fbx file is massive from so many different meshes

        • 6 months ago
          Anonymous

          Unlike regular MeshRenderers, SkinnedMeshRenderers are an unholy amalgamation of different data tied together, so just swapping the mesh half of it will leave the whole thing broken.
          I'm doing this kind of shit a lot when I need to animate optional lingerie in my pony porn VR app, and the required scripts are a mess: you need to manually rewrite the bone list inside the skinnedmeshrenderer so that it correspond perfectly in size and order to what the mesh expect.

          >should i have the fbx file contain all the meshes within the file, and then turn them on and off at run time? will that not cause problems if the fbx file is massive from so many different meshes
          That would be by far the simplest solution.
          One big FBX isn't much better/worse than spreading it over several files, especially if all those mesh option will be used and loaded by NPCs in the same scene anyway.

    • 6 months ago
      Anonymous

      I would have both in one model and an animation tree that shrinks one and enlarges the other.

    • 6 months ago
      Anonymous

      i have worked a lot in unity but not 3d stuff

      i could be wrong but i'm not sure that's possible out of the box. i'd look into separating the character models' body parts into different prefab assets, and then destroying/instantiating those body parts on top of the skeleton. i could be totally talking out of my ass but that's how i'd try doing it.

      I would have both in one model and an animation tree that shrinks one and enlarges the other.

      this solution doesn't really scale well with a lot of different models

  35. 6 months ago
    Anonymous

    Video game?

    • 6 months ago
      Anonymous

      Video gays

  36. 6 months ago
    Anonymous

    Just started a new project. Will attempt to create a spaceship-focused coop game similar to sea of thieves but with a lot of ship customization, reputation, etc.

    • 6 months ago
      Anonymous

      https://store.steampowered.com/app/1063420/Void_Crew/

      • 6 months ago
        Anonymous

        fricking

  37. 6 months ago
    Anonymous

    Im gonna make a moronic slavjank shooter full of goofy shit and nobody can stop me. Its going to be about killing a bear, and the bear will be dragonball fricking style fight, and you'll have to go through fantastic adventure full of e-girls, nazis, libs, terrorists, homies organized into minutemen-esque militias, and other weird abominations.

    • 6 months ago
      Anonymous

      Godspeed anon

  38. 6 months ago
    Anonymous

    https://store.steampowered.com/app/2625970/Necromorphosis/
    made a demo for the spooky game, go play it

  39. 6 months ago
    Anonymous

    >This shows up in your recommended feed
    Well anon, would (You) play it?

    • 6 months ago
      Anonymous

      how much $$

    • 6 months ago
      Anonymous

      Looks like a game that probably has shit gameplay and relies entirely on emotion-based appeal.

    • 6 months ago
      Anonymous

      Looks like a game that probably has shit gameplay and relies entirely on emotion-based appeal.

      Bros, this wasn’t the plot based Omori clone I expected…

      • 6 months ago
        Anonymous

        "XDD omgggg sooo nostalgia bomb just like my emulator games!" is still emotion-based appeal.

  40. 6 months ago
    Anonymous

    give me ideas of what the setting of my umihara kawase clone should be bros
    my brain is empty

    • 6 months ago
      Anonymous

      from the look of it its just stock photos with level blocks in front of it?
      just get interesting stock photos, like this

      • 6 months ago
        Anonymous

        i dont want a 1:1 clone
        i wanna make a game with the same basic gameplay but in a different setting.....

  41. 6 months ago
    Anonymous

    One level in Nortubel will have an additional companion character.

    • 6 months ago
      Anonymous

      who are the Black folk?

    • 6 months ago
      Anonymous

      Even cris makes stuff that looks better than this. Are hispanics literally just moronic?

      • 6 months ago
        Anonymous

        I think the majority of games posted are by spics

  42. 6 months ago
    Anonymous

    Still working on implementing co-op controls so one can use either the mouse/keyboard or controller. Main thing to do next is try to have the 2nd player be able to join the 1st players battle if they're in one (and vice versa)

  43. 6 months ago
    Anonymous

    working on this slop

    • 6 months ago
      Anonymous

      Minor detail but I *really* hate that at one point of the bird's trajectory (when it coming from the background) he look like he stop moving and just get scaled up (starting at 0:04 3/4).
      It look unnatural as frick.

      • 6 months ago
        Anonymous

        nta but I think the problem is that the bird just stops going down really abruptly, if it kept going less and less instead it'd look smoother and nicer.

  44. 6 months ago
    Anonymous

    i have no longer given up

  45. 6 months ago
    Anonymous

    i haven't seen a gamedeGanker thread in forever, glad to see they still happen
    i've been busy for the past while so i haven't made much progress, just a few spells.
    next on the list, i gotta replace a couple of bad 3d models with better alternatives, including the player and the enemy skeleton mobs.

  46. 6 months ago
    Anonymous

    Does making a VRChat world count? It's going alright. I fricking hate it. All I'm doing is making filming sets for my "friends"' video series. I don't get compensated, but they're the closest thing I have to friends and we play video games with each other.

  47. 6 months ago
    Anonymous

    What's the first step to making a game?
    I've had thoughts for a while to make a slower/tactical mech action game akin to Heavy Gear

    • 6 months ago
      Anonymous

      1) Knowing how to code
      2) Knowing what the frick you actually *want* to create
      3) Knowing what the frick you actually *can* create, both versus your raw coding/arts/etc skills and versus the fact that if a project take too long to complete you vastly increase your chance to give up on it
      4) Picking the engine appropriate for what you will create.

      • 6 months ago
        Anonymous

        1) idk
        2) A tactical mech action game where you have open ended missions on how to achieve your goals
        3) idk
        4) I was thinking of Godot

    • 6 months ago
      Anonymous

      open unity, make an empty plane and add a few squares.
      get a character script, and an enemy script.
      make one square the character and other squares the enemies

      thats the start

      • 6 months ago
        Anonymous

        Is Godot fine as well?

        • 6 months ago
          Anonymous

          sure

    • 6 months ago
      Anonymous

      I am still planning on how to make my turn based rpg
      I am just an anon working as a toll collector, working my ass 8 hrs every 6 days. Sometimes on day shift and then sometimes at night shift.
      I have the world and characters of the game almost done and currently I am still considering between using anime artstyle or use a conventional western artstyle.
      I know the basic of how to code so I still need to work on that.

      • 6 months ago
        Anonymous

        >working as a toll collector
        make it stop motion

      • 6 months ago
        Anonymous

        go anime if you want your game to sell

    • 6 months ago
      Anonymous

      I suggest you start small if it is your first time making any game. First, learn the engine you're going to end up using for months. Create small projects like making the player move, learning how physics works, etc

      Don't worry about the spaghetti code; once you establish a good foundation, you can always come back and rework the code to make it more efficient and clean.

      • 6 months ago
        Anonymous

        >Don't worry about the spaghetti code; once you establish a good foundation, you can always come back and rework the code to make it more efficient and clean.
        This is good advice but also bad advice

        As infamously put by Sebastian Sylvan
        >Yes, I know you’ve been told that you shouldn’t worry about performance for code that isn’t in a hotspot, but the reality is that for many applications there aren’t any real hotspots anymore. It’s depressing to look at the profiler for gameplay code and see that your warmest “hotspot” takes 5% of your frame time, and has already been optimized to death. By that time it’s often too late – performance has been siphoned off by tens of thousands of small inefficiencies added over many years, all because people didn’t want to worry about minor performance hits for code that wasn’t on the mythical “hot-path”. Simple code tends to be cheaper to execute, most of the time, in addition to being better in almost every other way as well.

        Which is not to say that it's not okay to write spaghetti, but it's important to remember that it isn't that you "can" come back, it's that you "should" come back. It's always a good idea to refactor code to be cleaner once you have a better idea of what it is you want and to eliminate spaghetti (note that doesn't mean creating a whole bunch of future-proofed inheritance chains, it just means writing good code and replacing bad code).

        • 6 months ago
          Anonymous

          >Sebastian Sylvan
          >microsoft graphics division
          >kinect sports
          oooo im laffing

          • 6 months ago
            Anonymous

            IDK what he does, I only know he wrote Perils of Future Coding which is one of the best game design ethos statements ever

            • 6 months ago
              Anonymous

              Maybe you shouldn't listen to a moron with 0 tenure and only failures on his record

      • 6 months ago
        Anonymous

        >Don't worry about the spaghetti code; once you establish a good foundation, you can always come back and rework the code to make it more efficient and clean.
        This is good advice but also bad advice

        As infamously put by Sebastian Sylvan
        >Yes, I know you’ve been told that you shouldn’t worry about performance for code that isn’t in a hotspot, but the reality is that for many applications there aren’t any real hotspots anymore. It’s depressing to look at the profiler for gameplay code and see that your warmest “hotspot” takes 5% of your frame time, and has already been optimized to death. By that time it’s often too late – performance has been siphoned off by tens of thousands of small inefficiencies added over many years, all because people didn’t want to worry about minor performance hits for code that wasn’t on the mythical “hot-path”. Simple code tends to be cheaper to execute, most of the time, in addition to being better in almost every other way as well.

        Which is not to say that it's not okay to write spaghetti, but it's important to remember that it isn't that you "can" come back, it's that you "should" come back. It's always a good idea to refactor code to be cleaner once you have a better idea of what it is you want and to eliminate spaghetti (note that doesn't mean creating a whole bunch of future-proofed inheritance chains, it just means writing good code and replacing bad code).

        i don't think there's ever really a good reason to write spaghetti code. usually i associate spaghetti code with bad architecture than bad performance. spaghetti code is primarily bad because it is hard to rewrite, which imo is worse than writing simplistic, clear code that runs poorly (but can be rewritten if it becomes a concern)

        i think the writing readable, rewritable and encapsulated code for 99% of your stuff, and mostly concerning yourself with the hot paths when they surface is a good approach for game dev.

        >By that time it’s often too late – performance has been siphoned off by tens of thousands of small inefficiencies added over many years, all because people didn’t want to worry about minor performance hits for code that wasn’t on the mythical “hot-path”.

        imo if small inefficiencies are affecting your overall performance, then these small efficiencies are probably running every tick, and therefore they are more or less on "a hot path"

  48. 6 months ago
    Anonymous

    How do I make a GBA game? I want to make my niece a Kitty Is Not A Cat platformer she can play on her game boy.

    • 6 months ago
      Anonymous

      GBStudio does 90% of the job for you already

      • 6 months ago
        Anonymous

        Oh thanks. I'll make it like Links Awakening.

  49. 6 months ago
    Anonymous

    Back to the start. I'm rewriting the entire game with mod support in mind, as well as a few other small improvements. Development is slow and sometimes boring - because I already know what it's supposed to look like, I'm just rewriting it - but it's coming along.

  50. 6 months ago
    Anonymous

    Taking a bit of a break from the main project to make something for the holidays, it still needs a lot of polish but I'm pretty happy with the progress I've made on it in only a few hours

  51. 6 months ago
    Anonymous

    How do I focus in on what I want my game to be? I feel like whenever I try to make something, I get distracted by trying to add "small niceties" that are not built on a strong foundation because the foundation itself hasn't been built yet.

    • 6 months ago
      Anonymous

      I wouldn't worry about it. Just add whatever you like and try and move on to the "meat and potatoes" when you feel like it. If it's really an issue for you you could consider working in a team, because lots of teams would like someone to work on those little minute details.

    • 6 months ago
      Anonymous

      >"small niceties"
      like what?
      i think its fine, how many months in are you

      • 6 months ago
        Anonymous

        like 6 months? I'm making a fairly straightforward action RPG with a friend, mostly as a personal project that we'll put out for free on itch.io or something, and I'm mostly in charge of the writing and making the game while my friend does the art and assets. I keep running into this problem where I keep branching out into writing side characters and writing ongoing NPC side stories like it's a Trails game, which then sometimes interfering with the main scenario, so then I have to make rewrites to the main scenario. So then I'm stuck in a cycle of
        >Working on main scenario
        >Add little side stories
        >Need to make sure the side stories don't contradict main scenario and vice versa
        >Also need to make sure that they don't contradict OTHER side stories
        >Have to make small rewrites
        >Repeat
        It's not really interfering with my partner's work, since I'm not asking for any new assets, but I feel like I'm never making any real progress. I'm at the point where I have a half assed "character relationship map" just because I've written too much side content, all for a game that's supposed to be like 10 hours long or something.

    • 6 months ago
      Anonymous

      that is why making a GDD before making a project is important so you won't get sidetracked

  52. 6 months ago
    Anonymous

    Is there a way to port or make a game rom for 3ds?

  53. 6 months ago
    Anonymous

    I HATE DESIGNING MENUS
    I HATE DESIGNING MENUS
    I HATE DESIGNING MENUS
    I HATE DESIGNING MENUS
    I HATE DESIGNING MENUS

    • 6 months ago
      Anonymous

      i wish i could design menus, rpg maker doesnt let you

      • 6 months ago
        Anonymous

        You can with plugins, look up some random dude RPG Maker

      • 6 months ago
        Anonymous

        use mog hunter?

        • 6 months ago
          Anonymous

          i might have to use plugins, though i wish rpgm let you do it normally

  54. 6 months ago
    FygoonFag

    While you all were circlejerking, I made an update to my epic game. Check it out.

    • 6 months ago
      Anonymous

      did you make the combat better and made walking faster?

      • 6 months ago
        FygoonFag

        You can kill enemies with fire and the shield works a bit better.
        I wholeheartedly would speed up Fygoon so he can run at a faster pace than my max running speed, but I set the speed the way it is because of one nefarious thing: slopes. Simply put: if Fygoon runs up stairs too fast then quickly turns around and runs down the same set of stairs, he’ll actually trip on the steps and lock into a falling state until he reaches the bottom. This is an issue with the controller’s slope-handling function and it will require me to actually figure out how to fix this issue.
        As for the combat, I have still yet to play Dark Souls and will continue to use the Dinosaur Planet combat style of mashing the attack button until the enemy is dead.

        • 6 months ago
          Anonymous

          dude. please paly dark souls. you need to learn that long spaces need to be used to give players time to think and enjoy the scenery. goodluck

          • 6 months ago
            FygoonFag

            I’ll put that in my to-do list.

            alright im gonna give you some actual criticism
            you certainly having overdraw issues and yet this mostly empty map has too much crap in it because its killing the framerate
            not everyone has a i9 RTX 4090 to overcome unitys shit single threaded performance so at least try at all decrease the render load

            the level landscape you have is just totally unacceptable dude, try even a little bit to at least not be equated to bubsy 3d

            the controls are terrible due to the sheer delay and floatiness and theres issues with the combat since you arent finding the most basic of logic errors
            i dont know how you havent caught the issue that you can merely spam mouse 1 and mouse 2 and get 1 frame attacks to instantly shred enemies since theres nothing to stop you at all from doing this

            i genuinely dont how you found this appalling game design worthwhile to keep working on, 99 or 100% of your playerbase will press escape and never touch it again within minutes of playing this

            Good to note. I’ll see what I can do.

    • 6 months ago
      Anonymous

      It's kind of fun to imagine how much of a fat loser you are in real life that you post here for attention as some avatar gay. I bet you are ugly as frick and have never gotten laid outside of a barn yard animal and hookers

      • 6 months ago
        Anonymous

        what if hes a hot girl

    • 6 months ago
      Anonymous

      You should go die in a war, bootboy

  55. 6 months ago
    Anonymous

    No, I've been researching games, it's fascinating how each new thing I learn, makes me appreciate games more.

  56. 6 months ago
    Anonymous

    >get an email advertising an english to japanese translation service
    >"neat, Out of all the non-english-countries, I've sold the most copies in Japan, and I already have all the strings in easily editable localization files"
    >"and the game isn't story based or anything, most of the text is just in the tutorial. Let me add up the word count -"
    >4500 words is $500 without proofreading, $800 with
    >japanese sales haven't even cracked $300 revenue
    damn. business decisions are hard.
    I guess I'll wait until I release out of early access and reconsider

    • 6 months ago
      Anonymous

      Just like use deepDL bro lmao

      • 6 months ago
        Anonymous

        there are certain terms that I need to stay consistent across the game. Blindly automatically translating line by line won't guarantee that

        • 6 months ago
          Anonymous

          Japs dont care about engrish when they do their own translations, give them a taste of eihongo as payback.

    • 6 months ago
      Anonymous

      Absolutely do not. Any company worth their salt is already in a steady competition with others for things like this, especially this day in age. They are waiting mouth watering for the customer to choose them. You've been had, selected, data targeted, and down right bamboozled. I quite simply do not know how to further convey that this is just an old fashioned, scam.

    • 6 months ago
      Anonymous

      >4500 words is $500 without proofreading, $800 with
      thats why I intend to release a condensed version of the game for foreigners. its going to use far less assets (foreigners cant handle large file size) and have as little dialogue as possible so translation is easy.

  57. 6 months ago
    Anonymous

    I gave up because FromSlop does everything better than me anyways.

  58. 6 months ago
    Anonymous

    Man, this thread sucks. Only that space game guy posted something decent. The rest is meh or just shit.

    • 6 months ago
      Anonymous

      It inspires me to surpass their shit

      • 6 months ago
        Anonymous

        Yeah but not show it here unfortunately. Sometimes there are cool people here and it's a shame.

  59. 6 months ago
    Anonymous

    >you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?
    Any games with ludonarrative harmony?

  60. 6 months ago
    Anonymous

    Finally finished remaking the sprite and VFX for my knight character. (ignore the bugged out enemy projectile)

    • 6 months ago
      Anonymous

      This is how it looked like before, for reference.

      • 6 months ago
        Anonymous

        Looks really promising. Took me a second to parse what was going on with the new sprite, but it's not bad.

        • 6 months ago
          Anonymous

          Thanks. Yeah I'm a bit worried about the sprites being unreadable since I have no idea how to actually properly shade them. And since I spend 2 weeks putting each pixel by hand it's hard to see it with fresh eyes.

          • 6 months ago
            Anonymous

            If I may, make the shield a different color so it's easier to keep track of the knight. Maybe a reddish brown.

    • 6 months ago
      Anonymous

      This is how it looked like before, for reference.

      Looks fun to play, which is kinda rare in those threads.
      >block/charge/throw
      Will those be the only moves and every combat will need to be solve with clever use of them, or will you had more?
      Both are fine, depending on how you design your combats/puzzles/exploration.

      • 6 months ago
        Anonymous

        You only have 4 moves but you get random upgrades for each one along the way, which can stack with each other.
        Initially I planned on making it a coop game with 8 different characters but I might have bitten more than I can chew.

        If I may, make the shield a different color so it's easier to keep track of the knight. Maybe a reddish brown.

        That actually occurred to me at some point during the drawing but I was too lazy to commit to the idea, thanks for reminding me.

    • 6 months ago
      Anonymous

      This is how it looked like before, for reference.

      Awww, little guy 🙂

  61. 6 months ago
    Anonymous

    I wish I could draw. Concepting would be much easier if I didn't have to grind my art skills every day to get to an acceptable level. Guess the best I can do so far is write my outline document and keep drawing daily. Something's gotta give eventually, right?

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