you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?
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you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?
Ape Out Shirt $21.68 |
No, but I'm including a balconing summon.
With audio: https://files.catbox.moe/gi0g6u.webm
what a powerful move. i might steal it
RIP Bazza
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?
>Gentuza
Close 🙂
Devlog: https://c3-project.itch.io/c3/devlog
its like a porn rpg? thats cool
>its like a porn rpg?
No, but it's an RPG with porn.
>made by cris
I just realized you like making prototypes and that's perfectly fine as a hobby
>made by cris
I wish...
is she marrying the horse or man
That's part of the plot.
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/
Bump because true and i also admired his sovl packed 2d grezzo due
i'm including secret dungeons
neat, what game?
https://store.steampowered.com/app/2633460/
thats alot of games, how much have you made so far?
very, very little
i have given up
how far did you get
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
>nooo four dudes in a row so scary I'M PISSING MYSELF NOOOooo
dudes jacked off so much their hands fused to their wieners and they became horror enemies
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.
probably unreal
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
Trying to make a copy of Werewolf Tycoon, but with a wolf girl, sprites are taking forever.
looks good though
Are you that vore-anon who made the frog game
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.
I'm not into vore, but that looks like a good time waster.
>I also made a Bubble Bobble themed vore game
My game's story is only starting to take shape, I wish ideas came to me more often.
play games for ideas
That’s a child wtf
Out of 10!
>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.
>have no programmer
>I don't have a game
>
>am a programmer
>have no drive
art + music + programming & musician is the best dev combo
slowly making progress
would you rather frick a kobold or robot?
Kobold can mean anything from a goblin to a dog, it's a meaningless term.
kobold it is, thanks
kobold
>cris making progress
KINO
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.
is that the commission or boss?
The merchant.
>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.
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.
Reminds me of those bots from Prey (2017)
More progress, working on finally getting the character accessories onto the various unique characters for the campaign worked out.
Play it while demo is still up
https://panic-ok.itch.io/panic-floor
alot of very good games in production this year. is this dare i say, the year of the indie game?
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.
>Iron Ghetto
>main enemy is violent pittie people
what did he mean by this?
You think that’s bad, wait until you see the script I have when you encounter Viceroy Brutus Canor for the boss fight.
I tried it, not much to say. Handles fine, kept crashing, wasn't much to do, and the meme shit is really not funny.
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.
Works, feels jank, too much shit happening visually, gave me a headache.
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
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.
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.
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
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.
It’s my game, dawg. Pretty cool, huh?
You write and sound like underage or someone who is incredibly slow
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.
hello SAR
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
this is why I don't bother posting here at this point. This shit reeks of teenager angst and supreme autism.
What the flying frick is this schizo nightmare bullshit.
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.
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
i have a new demo out. top down roman soulslike
https://vita-brevis.itch.io/roman-rpg
>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
Cancelled after the negative reception at v3, trying to figure out what to do instead
Well, what was the negative reception exactly?
Depending on the exact complaints the projects might still be salvageable.
there was negative reception at v3?
you should do it anyway
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.
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.
Hypothetically, a 3D game enviroment built in Java
Wouldn't be a set of bo staff animations without at least a small nod to Wukong.
Delay on the enemy hit reactions looks weird.
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.
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.
A basic test room and a bunch of art is the most I have.
This except I have some crumbs of story and no test room.
I hate coding, which is easier between renpy and rpg maker?
Depends on what kind of game you want to make
Were there any good talks at the Godot conference?
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.
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.
Wrong board
Go make the Rise of Skywalker review already.
You'll get through this, underspace-dev
I'm more of a cat person.
Pim, can I, uh, talk to you for a second
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.
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.
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.
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.
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.
>Godot has no ga- ACK!
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
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.
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)
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".
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.
>whats the difference
Barely anything. Review the games here then go browse agdg, it's all the same devs.
>/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.
I'll give you props for using Godot
can I port a game made in godot to mobile? does godot has tools like Unity to do that?
Yes, it's literally in the default builds option.
Unless you picked the .NET version - that one doesn't support mobile for now.
I just need to redraw 2 or 3 rooms more, then some animations and some scripting, and the new demo should be ready.
>m*le protagonist
You'll also play as the girl, but not in the demo.
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.
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?
Money. Just pay some indian to make the game.
it is kind of sad that 2 games out of the whole list look decent. The majority are porn and pixelshit
Look at the catalogue sometime. Ganker is basically just an anime porn board now.
And that's a good thing!
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.
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.
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
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.
I would have both in one model and an animation tree that shrinks one and enlarges the other.
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
Video game?
Video gays
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.
https://store.steampowered.com/app/1063420/Void_Crew/
fricking
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.
Godspeed anon
https://store.steampowered.com/app/2625970/Necromorphosis/
made a demo for the spooky game, go play it
>This shows up in your recommended feed
Well anon, would (You) play it?
how much $$
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…
"XDD omgggg sooo nostalgia bomb just like my emulator games!" is still emotion-based appeal.
give me ideas of what the setting of my umihara kawase clone should be bros
my brain is empty
from the look of it its just stock photos with level blocks in front of it?
just get interesting stock photos, like this
i dont want a 1:1 clone
i wanna make a game with the same basic gameplay but in a different setting.....
One level in Nortubel will have an additional companion character.
who are the Black folk?
Even cris makes stuff that looks better than this. Are hispanics literally just moronic?
I think the majority of games posted are by spics
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)
working on this slop
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.
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.
i have no longer given up
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.
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.
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
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.
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
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
Is Godot fine as well?
sure
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.
>working as a toll collector
make it stop motion
go anime if you want your game to sell
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.
>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).
>Sebastian Sylvan
>microsoft graphics division
>kinect sports
oooo im laffing
IDK what he does, I only know he wrote Perils of Future Coding which is one of the best game design ethos statements ever
Maybe you shouldn't listen to a moron with 0 tenure and only failures on his record
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"
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.
GBStudio does 90% of the job for you already
Oh thanks. I'll make it like Links Awakening.
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.
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
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.
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.
>"small niceties"
like what?
i think its fine, how many months in are you
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.
that is why making a GDD before making a project is important so you won't get sidetracked
Is there a way to port or make a game rom for 3ds?
I HATE DESIGNING MENUS
I HATE DESIGNING MENUS
I HATE DESIGNING MENUS
I HATE DESIGNING MENUS
I HATE DESIGNING MENUS
i wish i could design menus, rpg maker doesnt let you
You can with plugins, look up some random dude RPG Maker
use mog hunter?
i might have to use plugins, though i wish rpgm let you do it normally
While you all were circlejerking, I made an update to my epic game. Check it out.
did you make the combat better and made walking faster?
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.
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
I’ll put that in my to-do list.
Good to note. I’ll see what I can do.
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
what if hes a hot girl
You should go die in a war, bootboy
No, I've been researching games, it's fascinating how each new thing I learn, makes me appreciate games more.
>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
Just like use deepDL bro lmao
there are certain terms that I need to stay consistent across the game. Blindly automatically translating line by line won't guarantee that
Japs dont care about engrish when they do their own translations, give them a taste of eihongo as payback.
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.
>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.
I gave up because FromSlop does everything better than me anyways.
Man, this thread sucks. Only that space game guy posted something decent. The rest is meh or just shit.
It inspires me to surpass their shit
Yeah but not show it here unfortunately. Sometimes there are cool people here and it's a shame.
>you are including emergent storytelling, player driven narrative, and ludonarriative dissonance in your videogame arent you?
Any games with ludonarrative harmony?
Finally finished remaking the sprite and VFX for my knight character. (ignore the bugged out enemy projectile)
This is how it looked like before, for reference.
Looks really promising. Took me a second to parse what was going on with the new sprite, but it's not bad.
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.
If I may, make the shield a different color so it's easier to keep track of the knight. Maybe a reddish brown.
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.
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.
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.
Awww, little guy 🙂
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?