How's your game development going?

How's your game development going?

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  1. 5 months ago
    Anonymous

    Haven't touched it since February
    Tomorrow I'll

    • 5 months ago
      Anonymous

      Same

    • 5 months ago
      Anonymous

      >Tomorrow I'll
      Make those blueprints!

      • 5 months ago
        Anonymous

        Invent A PINGAS

      • 5 months ago
        Anonymous

        No. Don't say you'll "invent schlemmer in the cooler tomorrow". Do it now.

  2. 5 months ago
    Anonymous

    Are these actual engines?

    • 5 months ago
      Anonymous

      or frameworks, yes.

      • 5 months ago
        Anonymous

        Why don't we ever talk about them? I'm using vx ace ffs.

        • 5 months ago
          Anonymous

          for the same reason we don't talk about 1981's vodel's dungeon released for ibm pc 2500

        • 5 months ago
          Anonymous

          most people can't handle non-unreal/unity style engines and unironically call the kind of work you have to do to use them enginedev (it's not, stop being proud of yourself for not knowing how to program)
          although some of them aren't anymore
          xenko went open source and rebranded, forget what it's called now
          lumberyard is just a cryengine fork and became o3de after Amazon donated it to open source

          not entirely sure why gamebyro is there lol, you can't even use the version todd uses on modern systems (i have a copy of their source code & sdk, someone posted it on Ganker along with some other engines)
          >VX ACE
          oof
          you can actually do more than people think with that but you really have to basically abandon the editor and you really have to know how to program

    • 5 months ago
      Anonymous

      Yes, but some of them like Turd and Corona changed names in the recent years.

  3. 5 months ago
    Anonymous

    We have safe for work mode up and running .

    • 5 months ago
      Anonymous

      Why do ff2 psx sprites look way better than anything on any rpgm version?

      • 5 months ago
        Anonymous

        Dunno, never seen that port

        • 5 months ago
          Anonymous

          Or any other pixel ff really

          • 5 months ago
            Anonymous

            To be honest i never played a FF game, the only classic JRPG i played was Lufia but if i had to guess it's because FF is supposed to be sold to game enthusiasts while RPGM is more of a tool you're supposed to mod to make it stand out.

            • 5 months ago
              Anonymous

              Yeah, can be certainly modded. I just can't pinpoint it. IMHO lufia has slightly better sprites, too.

      • 5 months ago
        Anonymous

        >rpgm
        limited frames of animation

  4. 5 months ago
    Anonymous

    I'm waiting for inspiration to strike

  5. 5 months ago
    Anonymous

    >https://false-harbor.itch.io/nitl

    Trying to figure out where to hire someone to do good audio. Then design a boss and continue with the rest of development.

    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        Fixing bugs and making environment destruction better. At this exact moment, I'm taking a break from work and designing a costume for the cheekiest companion in my game.

        For some reason, Metroid Fusion is one of my favorite games (probably because it was the first Metroid I completed). If your game plays like it, I'd pick it up. I can hook you up with a really good indie music guy. Add me on Discord if you want his info: milesytc

        I work on it randomly every few days. Debating if I should give the dragon enemy a flight mode. I'll try it with placeholder graphics.

        She is very cute, gameplay looks solid, but is there anything unique about the game?

        What engine would you recommend for making something like Rance01? Besides Renpy, of course

        Unity with Naninovel. I use it and can easily shid out a VN with extra gameplay within a day. Documentation is great and it is easy to use.

        • 5 months ago
          Anonymous

          >is there anything unique about the game?
          As in immediately noticeable gimmick? None. I might have some unusual ideas but nothing that could be considered a selling point.

          huh? didn't you post a higher res sprite at /agdg/ and start another project?

          No, my other project is 3d.

        • 5 months ago
          Anonymous

          CUTE! anymore?

          • 5 months ago
            Anonymous

            Yeah, here she is in full

            why would you put effort into a game that major platforms won't even let you distribute

            He did it because frick the world, we make what we want.

            she's an adult vampire you sicko
            [...]
            just give the dragon girl an air slam

            more games need adult vampires and spirit girls. He's doing God's work

            • 5 months ago
              Anonymous
              • 5 months ago
                Anonymous

                Rape

                give them details now Black person

                Thanks, you can just google the name and find the site. No other details for now, next year there will be a demo, so keep the site bookmarked if you are interested.

                Christ, man, you are an amazing artist. Is art your main trade, or just something you taught yourself causally?

                I'm working with an established art studio to produce these pieces.

                Here is Rune with Vivienne, both are romanceable companions.

              • 5 months ago
                Anonymous

                Your site's broke bro. First result on google is a blank page

              • 5 months ago
                Anonymous

                Weird, google is linking to old pages. The main page is there and will be updated in January with some art and a news roll. Sorry for the inconvenience.

                https://ytcgame.com/

                This is significantly less sexy
                >Has terrain destruction
                Ok nevermind, I'm rock hard

                Custom models are coming later, need art established for them first. The destruction will also be part of some 'puzzles'

                >https://castle-engine.io/
                Wow, that looks like shit.
                >I only know how to use Pascal
                Then learn a language people actually use. And I'm not just jeering you, I'm being very serious.

                [...]
                >I'm working with an established art studio to produce these pieces.
                Can you elaborate on what this means? Are you a part of that studio or did you commission a studio? If it's the latter, then god damn, that can't be cheap.

                I received funding and I contracted a triple-A art studio. I'm a solo developer and I do not have a publisher. It is not that expensive, I worked out a good deal. Also, they are not westerners.

                minecraft ripoff

                frick he found out

                More gameplay (outdated but a decent example)

              • 5 months ago
                Anonymous

                >I received funding
                From whom? Were they that impressed by your gameplay demo? Either way, godspeed.

              • 5 months ago
                Anonymous

                NTA but he said in another thread that he got the funding from the government after showing his beta

              • 5 months ago
                Anonymous

                oh, what's the art studio? looking for one myself.

              • 5 months ago
                Anonymous

                Awesome job so far anon, I look forward to playing your game

              • 5 months ago
                Anonymous

                neat

            • 5 months ago
              Anonymous

              Rape

            • 5 months ago
              Anonymous

              give them details now Black person

              • 5 months ago
                Anonymous

                [...]
                [...]
                Thanks, you can just google the name and find the site. No other details for now, next year there will be a demo, so keep the site bookmarked if you are interested.

                [...]
                I'm working with an established art studio to produce these pieces.

                Here is Rune with Vivienne, both are romanceable companions.

                Here is some gameplay to go with the art

              • 5 months ago
                Anonymous

                This is significantly less sexy
                >Has terrain destruction
                Ok nevermind, I'm rock hard

              • 5 months ago
                Anonymous

                minecraft ripoff

              • 5 months ago
                Anonymous

                >Destructible environment
                I am now erect

            • 5 months ago
              Anonymous

              Christ, man, you are an amazing artist. Is art your main trade, or just something you taught yourself causally?

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous

      Good shit. Use ai

      https://i.imgur.com/8uKHTgq.jpg

      How's your game development going?

      It's over, every single person that's demoed my tcg compares it to everything else despite the fact I tooled it to be so different from the big ones over years of development and idea farming so I'm scraping it

    • 5 months ago
      Anonymous

      Add some randomness in your tiles anon.

    • 5 months ago
      Anonymous

      Good shit. Use ai
      [...]
      It's over, every single person that's demoed my tcg compares it to everything else despite the fact I tooled it to be so different from the big ones over years of development and idea farming so I'm scraping it

      Thanks, as for AI it's honestly not that good. Can't say it's up to a level that's helpful, at least to me.

      Add some randomness in your tiles anon.

      I'd love to but I'm working on a budget and very limited free time, the tilesets are actually asset packs that I was very careful with to make sure they don't clash.

      • 5 months ago
        Anonymous

        >as for AI it's honestly not that good
        You're right it's not but it's a good starting point and you can at least get an idea for the sounds you want

    • 5 months ago
      Anonymous

      I'm not gonna post my game anymore here. All of you are mean-spirited people and only want to bait, and not discuss games. Screw all of you.

      There's some good ones as well, just rare. What I do is just look at it like as something to figure out and see whether or not it's a valid criticism of my game. I used to have a lot of people shitting on the physics and controls, but not anymore, now it's just "oh this is just a Metroid clone" without realizing how rare that actually is.

      Good. Only people who should post here are people with finished games, everyone else should be working.

      >Finished games
      >"How's your game development going?"
      Pick one and only one

      >as for AI it's honestly not that good
      You're right it's not but it's a good starting point and you can at least get an idea for the sounds you want

      You can use AI for SFX? I thought you meant code/art

      • 5 months ago
        Anonymous

        Engine? It's pretty much 1:1 super metroid, huh?

      • 5 months ago
        Anonymous

        >You can use AI for SFX? I thought you meant code/art
        Yeah, not gonna spoon feed right now because I'm not at my desktop but yes. You will get questionable stuff but it's good for figuring out what you want and ai voice gets better every month. Ai music is the only thing that really sucks shit at the moment

      • 5 months ago
        Anonymous

        Less clone and more literal re-skin.

    • 5 months ago
      Anonymous

      Sound production freelance. 500 for the the game is doable.

    • 5 months ago
      Anonymous

      I really need to figure out a proper name for this game.

      Sound production freelance. 500 for the the game is doable.

      Was thinking of contacting David Wise for the audio, recently found out he does contract work. Previously hired a guy based in Japan but he took roughly 270 times longer than expected and failed to deliver a single usage SFX so I'm kinda wary now.

      Engine? It's pretty much 1:1 super metroid, huh?

      Unity, less Super Metroid and more Metroid Fusion / Zero Mission but with AM2R's controls if that makes sense.

      >You can use AI for SFX? I thought you meant code/art
      Yeah, not gonna spoon feed right now because I'm not at my desktop but yes. You will get questionable stuff but it's good for figuring out what you want and ai voice gets better every month. Ai music is the only thing that really sucks shit at the moment

      >ai voice
      Ah I'm not planning on any dialogue, at least voiced. Thanks for the info though, might check it out for another project.

      Less clone and more literal re-skin.

      If that's the worst you have to say about the art then that's actually pretty big praise, thanks.

      • 5 months ago
        FygoonFag

        >David Wise does contract work
        If I had some cash, I’d hire him to do the soundtrack for my game (among other hires for voice work including, but not limited to, Matt Hill, Paul Dobson, T.C. Carson, Dee Bradley Baker, Scott McNeil, Veronica Taylor, Timothy Brummond, and, if God wills it, most definitely the incomparable voice acting legend that is Chris Seavor).
        Oh well, one can dream. My shitty vices will have to do in the interim.

    • 5 months ago
      Anonymous

      I think this project needs a unique feature so it doesn't feel like a copy of a Metroid game. It looks good, though.

    • 5 months ago
      Anonymous

      finally finished a proper demo, so now I'm struggling with bugs born out of my terrible code

      that artwork is very impressive

      Getting extremely blackpilled about marketing, where literal scams like The Day Before get thousands of wishlists and even when they release their fake broken """game""", every YouTuber buys it anyway to show how broken it is which leads to car crash consumers buying it to see how bad it is.
      Meanwhile, actual games get buried and nobody ever knows they exist.

      don't get too discouraged. There's always going to be a few wishlist-bomb titles with faked gameplay on top, but there's still room if you've got a unique niche and/or build up an audience over time.

    • 5 months ago
      Anonymous

      For SFX use a free audio library
      For music use royalty free or free music

  6. 5 months ago
    Anonymous

    I'm not gonna post my game anymore here. All of you are mean-spirited people and only want to bait, and not discuss games. Screw all of you.

    • 5 months ago
      Anonymous

      We’re sorry Anon 🙁

    • 5 months ago
      Anonymous

      Good. Only people who should post here are people with finished games, everyone else should be working.

  7. 5 months ago
    Anonymous

    Busy as frick, maybe I'll resume next year

  8. 5 months ago
    FygoonFag

    Apparently, it is very easy to give characters the ability to talk with programmatically-based lip-syncing.
    Once I’m done with finals week, I’ll see if I can roll out something.

  9. 5 months ago
    Anonymous

    should i go back to unity or am i good with godot?

    • 5 months ago
      Anonymous

      you are good with godot
      and things are going to get even better

  10. 5 months ago
    Anonymous

    Getting extremely blackpilled about marketing, where literal scams like The Day Before get thousands of wishlists and even when they release their fake broken """game""", every YouTuber buys it anyway to show how broken it is which leads to car crash consumers buying it to see how bad it is.
    Meanwhile, actual games get buried and nobody ever knows they exist.

    • 5 months ago
      Anonymous

      "marketing" in games is not a thing outside the AAA space, you can't spend money to get people to like your game as an indie, either it catches on or it doesn't

      • 5 months ago
        Anonymous

        Strongly disagree.

        • 5 months ago
          Anonymous

          Tell me about your experience with indie marketing

          • 5 months ago
            Anonymous

            You can increase exposure with marketing. This holds true for any product. People play everything. Another reason for marketing is the feedback you get. Some ytbers even make a video for like 80 bucks.

            • 5 months ago
              Anonymous

              >You can increase exposure with marketing
              My point is you can't, not really, everything is controlled by "geninue" human interest via social media algorithms

              • 5 months ago
                Anonymous

                Then we disagree. I followed some projects that had like 3 loyal followers and after multi channel marketing started, they have deep three, resp. four digit followers that are active on social media.

              • 5 months ago
                Anonymous

                Having social media is the bare minimum. That is free. You can't spend money to market your game. Like you can't buy banner ads to drive traffic like it's the 90s

              • 5 months ago
                Anonymous

                Technically you could, but it's likely burning money. Interactive marketing is clearly the future.

              • 5 months ago
                Anonymous

                It's "post your shit on social media and hope people like it"

              • 5 months ago
                Anonymous

                Essentially

      • 5 months ago
        Anonymous

        Do not listen to this /agdg/ crab, anyone who tells you to not market or show your game is trying to set you up for failure.

        • 5 months ago
          Anonymous

          Did I say don't show your game?
          Get the word out there, just don't expect that you can spend money to generate interest, or that once you've put your game out there and nobody is interested that you can turn things around with a marketing push

          • 5 months ago
            Anonymous

            >once you've put your game out there and nobody is interested that you can turn things around with a marketing push
            That is often the case. Has nothing to do with marketing, but with the product.

  11. 5 months ago
    Anonymous

    realized without assets there's no point even working on the game so all I do is draw shit every day now and hope I can stitch it all together into a coherent game... sometime

    • 5 months ago
      Anonymous

      Why not make assets? I mostly draw too but 3D isn't as hard as I thought it'd be.

  12. 5 months ago
    Anonymous

    I'm going to make a jrpg. Give me some tips.

    • 5 months ago
      Anonymous

      Five (5) homies in a row.

    • 5 months ago
      Anonymous

      Three homies in a row

    • 5 months ago
      Anonymous

      Like what? Just clone ff3 and then move on from there.

    • 5 months ago
      Anonymous

      use DQ framework and go from there

    • 5 months ago
      Anonymous

      More reptiles, less mammals. I’m sick of seeing mammals everywhere in my vidya.

      • 5 months ago
        Anonymous

        Go eat a fly and get back to hibernating you stinky lizard

    • 5 months ago
      Anonymous

      Think of the theme/vibe or atmosphere you want it to have.
      Now anchor and design the gameplay around that experience.

    • 5 months ago
      Anonymous

      No gold system. FF8 draw system

    • 5 months ago
      Anonymous

      Make less fights but make them more meaningful in terms of strategy or resource management

  13. 5 months ago
    Anonymous

    Finished this character a bit back, doing work on godot.

    • 5 months ago
      Anonymous

      Do you sculpt or polymodel things like these?

      • 5 months ago
        Anonymous

        sculpt

        • 5 months ago
          Anonymous

          Ok thanks, you got some cool characters going.

          • 5 months ago
            Anonymous

            Thank you anon, I'm currently here at the gameplay-stage.

            • 5 months ago
              Anonymous

              Finished this character a bit back, doing work on godot.

              >jumping furry girl
              you're stealing my idea...

              • 5 months ago
                Anonymous

                You are both stealing from Pseudoregalia.

    • 5 months ago
      Anonymous

      How do you go about coloring?

    • 5 months ago
      Anonymous

      where's the download?

    • 5 months ago
      Anonymous

      >That crop top
      If you don't add physics to it I'll be really displeased

    • 5 months ago
      Anonymous

      I follow you on the x-twitter, great work bro. Will you be animating your own work or getting someone else to?

      • 5 months ago
        Anonymous

        Will definitely be doing that myself anon! And thank you for the follow!

        >That crop top
        If you don't add physics to it I'll be really displeased

        Don't know how to in Godot

        How do you go about coloring?

        Substance.

        Currently blocking this out atm for said character.

        • 5 months ago
          Anonymous

          ?si=0Kd45d0YMSPjfdDq
          Dunno how applicable it is, didn't watch the video.
          You could always just bake some cloth physics into your animations too, I suppose.

        • 5 months ago
          Anonymous

          What's your Twitter?

    • 5 months ago
      Anonymous

      This has the uncanny ability to make my dick hard despite looking utterly grotesque

  14. 5 months ago
    Anonymous

    How come everyone defaults to unity and unreal despite there being barely any good games made with those two? Genuine question, not a troll. It's like when you're talking about playing games those two engines are universally reviled but then when it comes to making them they're always the first two names to come up

    • 5 months ago
      Anonymous

      >despite there being barely any good games made with those two
      Name an engine with more good games on it than Unity or Unreal

    • 5 months ago
      Anonymous

      Good documentation or at the very least lots of people using it to troubleshoot problems.
      Encounter a bug in a more obscure engine? You're fricked.

    • 5 months ago
      Anonymous

      >How come everyone defaults to unity and unreal despite there being barely any good games made with those two?

      ah yes we are going to have the "oh my GOD i didnt know <game> was made in unity" discussion for the 1000th time in these threads

    • 5 months ago
      Anonymous

      >Unity
      Unity has been amazing at marketing to devs. They literally make more money off of you using their engine than actually being successful or even publishing with it. They treat you like suckers and you really are if you still consider Unity in 2020+3.

      >Unreal
      Epic makes this super convenient for use, publishing and even getting grant $$.
      Free assets, actual promoted tutorials by the creators of the engine, not 3rd party tards on YT from poopooland.
      Given all this, you'd be a fool to disregard unreal, especially if you're an indie or solo dev.

      • 5 months ago
        Anonymous

        unreal's monetization deal is way better and the free assets are nice, but ultimately the engine still blows dick in a lot of indie-dev related respects. prototyping, debugging and actually getting shit done feels so much faster in unity compared to unreal. it's hard to put it into a marketing slogan though

        • 5 months ago
          Anonymous

          >prototyping, debugging and actually getting shit done feels so much faster in unity compared to unreal.
          ?????
          In Unity, you have to program everything from scratch. In Unreal, a lot of it already works out of the box, you just focus on making a game.
          I didn't join the game dev scene to study quaternion theory to make a pawn rotate, I just want it to rotate.

          • 5 months ago
            Anonymous

            >I didn't join the game dev scene to study
            I get what you mean but this sort of thinking might bite you in the ass in the long run. Plus, Unreal can get really fricky if you stray too far from the usual first/3rd person action gameplay and you don't understand how stuff works in theory.

            • 5 months ago
              Anonymous

              been working with unreal for several years, never had issues. When was the last time you used it?
              I also used unity for the last 4 years, it's been unstable af since 2017.

              Does unreal have scriptable objects?
              Aslong as they don't have it Unity is superior because if you know what you're doing you can create entire questlines in a matter of minutes without needing to even open an editor

              Also being able to spam ctr-s every few seconds and not needing to wait half a minute for Unreal to compile makes it hard to justify it over Unity

              yeah?
              You can do progressive compiling as well.
              Everything Unity can do, Unreal can do also, if not more, better and faster.
              Are people criticizing Unreal never used it before or something??

              >I joined the game dev scene to not be a dev
              i.e.
              >I don't want to work, give me money
              Tell me the name of your game so I won't even look at it

              I'll throw back the same thing I tell every other moronic elitist: why aren't you building your computer from scratch, mining rare minerals and making a clay forge in a forest?
              I want to make games as per my vision, I'm not here to reinvent the wheel to "prove I'm a real dev" like you tards.

              • 5 months ago
                Anonymous

                Or maybe he has a gamedev dream and wants it realized as quick as possible.
                My main job is healthcare related, I have zero schooling in coding and yet I use my free time to gamedev.
                Not that anon, just my personal situation and I also prefer Unreal because “it just works”. Literally a single node “set rotation” and you can control its rotation speed. Takes seconds to do.

                This would be an argument if I wasn't a dev, but I know exactly what it takes to make a game, and using the standard functions can only take you so far. Playing victim doesn't work either, I have not a single reason to spend my time on something that wasn't worth the time to the creator, if you don't feel like working on it, I don't feel like caring about it.
                It's a transaction, do your part

              • 5 months ago
                Anonymous

                >why aren't you building your computer from scratch, mining rare minerals and making a clay forge in a forest?
                Would make sense if you were actually coding in assembly and manually doing all of the networking for your servers but you're being intentionally obtuse because you haven't hit a wall yet where you have to educate yourself on these concepts or else it will add up. You can use lazy implementations but if you do it too much they will all add up and make your product look unpolished and user unfriendly. Plus you likely won't have the documentation to save your ass when it happens.

                Never fricking cut corners if you can prevent it.

              • 5 months ago
                Anonymous

                Funny, ive always heard the opposite

                >"Give 100% when necessary but ALWAYS cut corners if you can afford it"

          • 5 months ago
            Anonymous

            Does unreal have scriptable objects?
            Aslong as they don't have it Unity is superior because if you know what you're doing you can create entire questlines in a matter of minutes without needing to even open an editor

            Also being able to spam ctr-s every few seconds and not needing to wait half a minute for Unreal to compile makes it hard to justify it over Unity

            • 5 months ago
              Anonymous

              >Also being able to spam ctr-s every few seconds and not needing to wait half a minute for Unreal to compile makes it hard to justify it over Unity
              Huh? I’m using UE 5.3 and it takes <1 sec to save my project, and my project is rather large/complex at 22gb already.

              • 5 months ago
                Anonymous

                When compiling scripts?
                I distinctly remember that being a massive pain in the ass if you were used to working in Unity

                After Unity spend the last couple of years rebuilding their foundations from the ground up and finally turning their .NET/C++ Chimera into something that actual works it's hard to justify switching to Unreal which lacks so much QoL and performs worse if you don't rewrite half the engine tbh

                been working with unreal for several years, never had issues. When was the last time you used it?
                I also used unity for the last 4 years, it's been unstable af since 2017.

                [...]
                yeah?
                You can do progressive compiling as well.
                Everything Unity can do, Unreal can do also, if not more, better and faster.
                Are people criticizing Unreal never used it before or something??

                [...]
                I'll throw back the same thing I tell every other moronic elitist: why aren't you building your computer from scratch, mining rare minerals and making a clay forge in a forest?
                I want to make games as per my vision, I'm not here to reinvent the wheel to "prove I'm a real dev" like you tards.

                >When was the last time you used it?
                I'm not sure but like 2015?

                >Everything Unity can do, Unreal can do also, if not more, better and faster.
                The problem is that Unreal can only do that in theory, Unity just works (tbf mostly because of paid plugins) while you have to wrestle with Unreal to make it do simple things

                Do they still force you to use their blueprint garbage? I might give it another shot if you are actually allowed to just write pure C++ rather than that garbage

              • 5 months ago
                Anonymous

                At no point did Unreal force you to use blueprints over C++? Seems like you’re complaining about Unreal to justify your own decision to use Unity more than anything. Use what works for you, but your complaints are weird or straight up wrong. There have been a million YouTube dev lots of gamedevs swapping from Unity to Unreal ever since the fiasco and they were all surprised at how easy it was, and usually their game ran much more efficiently as well.

              • 5 months ago
                Anonymous

                >At no point did Unreal force you to use blueprints over C++?
                Yeah now you're just lying, the engine is build around blueprints, because of that there is basically zero encapsulation making it a mess to figure out what exactly you're supposed to do
                Well you technically don't have to use them but in the same way you don't have to eat a burger when going to McDonalds
                The poor documentation doesn't help in that regard

                >I'm not sure but like 2015?
                Are you for real? Almost a decade ago?
                I know that Unity evolved in that time, but did you really think Unreal is the same as it was 9 years ago???

                >The problem is that Unreal can only do that in theory, Unity just works (tbf mostly because of paid plugins) while you have to wrestle with Unreal to make it do simple things
                >Do they still force you to use their blueprint garbage? I might give it another shot if you are actually allowed to just write pure C++ rather than that garbage
                You've never used Unreal engine then.

                It's probably more like 2016-2017, but yeah, once I'm done with my current project I'll spend some time with Unreal
                Seeing the dogshit performance of Unreal games and how they all have that some slop look might've created some unfair bias lol

              • 5 months ago
                Anonymous

                >Seeing the dogshit performance of Unreal games and how they all have that some slop look might've created some unfair bias lol
                If you prioritize performance and know good performance practices, you can easily reduce a game below 1 gb in size.
                I made a 60 lvl 3d platformer that is 400 mb in size and less than 200 RAM. You can technically run this on a potato.
                It's not even low poly, it's stylized, it's heavily optimized and Unreal gives you the tools to do it, most people don't do it at all. For instance, texture take massive amounts of space but there is a maximum level of detail visible depending on distance. A lot of 4K textures are shown the same as if they were 256x256 but newbies and tards don't optimize it down to that size. Instead they keep it 4k and load 50 of them at once.

              • 5 months ago
                Anonymous

                Why does everyone think performance has something to do with filesize now?

              • 5 months ago
                Anonymous

                It does to some extent. You have to load it in and make draw calls.
                I can't recall the last time I had a CPU related performance issue as opposed to GPU or draw calls.

              • 5 months ago
                Anonymous

                it's just the total size of the game
                not all of that is in memory at once

              • 5 months ago
                Anonymous

                >I'm not sure but like 2015?
                Are you for real? Almost a decade ago?
                I know that Unity evolved in that time, but did you really think Unreal is the same as it was 9 years ago???

                >The problem is that Unreal can only do that in theory, Unity just works (tbf mostly because of paid plugins) while you have to wrestle with Unreal to make it do simple things
                >Do they still force you to use their blueprint garbage? I might give it another shot if you are actually allowed to just write pure C++ rather than that garbage
                You've never used Unreal engine then.

          • 5 months ago
            Anonymous

            >I joined the game dev scene to not be a dev
            i.e.
            >I don't want to work, give me money
            Tell me the name of your game so I won't even look at it

            • 5 months ago
              Anonymous

              Or maybe he has a gamedev dream and wants it realized as quick as possible.
              My main job is healthcare related, I have zero schooling in coding and yet I use my free time to gamedev.
              Not that anon, just my personal situation and I also prefer Unreal because “it just works”. Literally a single node “set rotation” and you can control its rotation speed. Takes seconds to do.

              • 5 months ago
                Anonymous

                Is browsing your phone while sitting in front of your PC a real thing people do?

              • 5 months ago
                Anonymous

                If browsed on my work PC then the company might steal my porn.

          • 5 months ago
            Anonymous

            core game logic functionality being pre-made in unreal is exactly why it can be such a nightmare to work with sometimes. everything has like 6 layers of abstraction and a lot of the functionality is hard-coded into those inner layers, so you either waste tons of time debugging and trying to work around it, or you just do it yourself from scratch, at which point you run into more issues because unreal really doesn't like it when you do that. plus c++ compile times lmao.

            unity offers better tools and is more generally receptive to you pivoting and prototyping random shit, which is what makes it good for indie dev. unreal is better tuned towards delivering different branches of ShooterGame.exe, which is what dev teams usually use it for

            • 5 months ago
              Anonymous

              “Ive never used Unreal but let me tell you my opinion anyways”
              Yeah ok bro. When was the last relevant Unity update anyways? Years since they updated the engine in a relevant way, when every Unreal version adds some crazy new feature. I’d hate to use Unity if only because it’s obvious the devs of their own engine don’t give a shit about it anymore.

              • 5 months ago
                Anonymous

                >Yeah ok bro. When was the last relevant Unity update anyways? Years since they updated the engine in a relevant way, when every Unreal version adds some crazy new feature.
                do you think game engines need regular content updates like they're fortnite or something? what "crazy new features" do you think unity devs need for their games? personally i'm not impressed with unreal chasing after more and more features without paying any attention to the existing engine bloat. you're welcome to develop whatever you want in it though

            • 5 months ago
              Anonymous

              What are you on about??

              >core game logic functionality being pre-made in unreal is exactly why it can be such a nightmare to work with sometimes
              What are you trying to make???
              Engine works fine and there are premade objects you can use for ease. If you don't want to, just create it from scratch.
              If I need a 3rd person character, it's in there, it works fine. Unity doesn't have that.

              >plus c++ compile times lmao.
              You do know you can prototype an entire game in BP and you'll have comparable performance to C++ and still be ahead of unity in terms of performance, right?
              Right???

              >unity offers better tools and is more generally receptive to you pivoting and prototyping random shit
              lol
              lmao even
              do you even know where the unity tutorial hell meme comes from?

              >which is what makes it good for indie dev. unreal is better tuned towards delivering different branches of ShooterGame.exe, which is what dev teams usually use it for
              Yeah except for the million "templates" on the unity store front that people asset flip on mobile. Keep talking out of your ass.

              • 5 months ago
                Anonymous

                >You do know you can prototype an entire game in BP and you'll have comparable performance to C++ and still be ahead of unity in terms of performance, right?
                i can also write my whole game on a napkin using boogers and lipstick but it's not exactly something you want to do as a serious dev. i don't think i've ever met a serious programmer that preferred blueprints over text script. usually the people who prefer blueprints are asset flippers who can't wrap their minds around text script or something. the fact that you said
                >If I need a 3rd person character, it's in there, it works fine. Unity doesn't have that.
                makes me think you are a member of this group.

                unreal offers you 2 shitty options for scripting that both suck in their own way, and they are too high on their marketing memes to try to rectify that. again, it's not a bad engine if you are an AAA dev experiencing talent loss and you just want to pivot to something where you can make ShooterGame unrealslop for a few years until your stock value craters. it's just a bad engine for indie devs that aren't looking to asset flip with Lumene and raytracing or whatever.

                i do not consider it a valuable use of my time to explain why your other points are moronic especially since i have good reason to believe that you are, in fact, way out of your depth. assume i made a racist remark towards you. i will not be replying again.

              • 5 months ago
                Anonymous

                why are you even in this thread?
                If you're a full time dev, go back to your wagie cage.
                If you're not, you're just a gloating elitist. Got something to show for it?
                I have met tons of you "too good at something, yet achieved nothing" types.

  15. 5 months ago
    Anonymous

    Made so much progress on my 2d platformer recently. I'm finally getting to the point where I can come up with my own ideas and program them instead of watching videos on how to do it.
    Going back to school at the age of 29 for a CS degree soon though so I doubt it will get worked on much in the near future. Still, feels so good to be learning again

  16. 5 months ago
    Anonymous

    what should I learn if I want to make a simplistic 3d game?

    • 5 months ago
      Anonymous

      Unity or Godot

    • 5 months ago
      Anonymous

      I'm really glad you asked.

      You shouldn't.

    • 5 months ago
      Anonymous

      Unity

  17. 5 months ago
    Anonymous

    can I make a "career" out of making romhacks? or am I gonna get sued by nintendo?

    • 5 months ago
      Anonymous

      where's the money in it?

      • 5 months ago
        Anonymous

        patreon

        • 5 months ago
          Anonymous

          Are people going to pay you to make romhacks?

    • 5 months ago
      Anonymous

      Yes, hack away, completely legal. No one will pay though.

      Are people going to pay you to make romhacks?

      No.

  18. 5 months ago
    Anonymous

    Haven’t touched it aside from doing more art and scripting, so not great.

  19. 5 months ago
    Anonymous

    Why aren't you making games for kids?

  20. 5 months ago
    Anonymous

    Trying to figure out optimal workflow for VN in UE5 when using textures for characters.
    I'm using an RGBA texture and I thought the alpha channel == 0 would reduce texture size but it really doesn't.
    The best workflow seems to be to reduce texture size entirely so cropping...
    Researching if power of 2 compression is affected.

    • 5 months ago
      Anonymous

      >VN in UE5
      why

      • 5 months ago
        Anonymous

        >more control
        >easier to customize
        >easier to process save data between versions
        >better compression of audio and textures

        I'm not aiming to make a 4k texture hyper rendered 20 gb garbage game. Aiming under 1 gb.

    • 5 months ago
      Anonymous

      Sounds like a simple solution Photoshop could fix by clicking the “do not use transparency” when exporting as a png if you’re trying to save space by not using transparency.
      Unreal has quite a few VN tutorials, and with its simple save system using save slots UE5 sounds fine to use for that purpose.

      >Unity
      Unity has been amazing at marketing to devs. They literally make more money off of you using their engine than actually being successful or even publishing with it. They treat you like suckers and you really are if you still consider Unity in 2020+3.

      >Unreal
      Epic makes this super convenient for use, publishing and even getting grant $$.
      Free assets, actual promoted tutorials by the creators of the engine, not 3rd party tards on YT from poopooland.
      Given all this, you'd be a fool to disregard unreal, especially if you're an indie or solo dev.

      I prefer UE5 for blueprints and Ryan Leyley’s straightforward tutorials. Also a million times more efficient using nanite and virtual shadowmaps.
      Seems like every 3 months Unreal introduces some amazing new technology and updates, whereas Unity is stagnant and filled with cancelled projects.

      • 5 months ago
        Anonymous

        Doesn't matter it seems. Since the alpha channel is additive to the RGB, it doesn't remove data, it's just a set of 0s.
        The best solution seems to crop empty space. I used Trim in PS and it did reduce the size by half.

  21. 5 months ago
    Anonymous

    can't get shit done due to lack of artistic skill.
    Can't make good models.
    Can't animate good models.
    Without these 2 nobody gives a frick about my game 🙁

  22. 5 months ago
    Anonymous

    Blog time: I've just finished the first month/chapter of the game.

    • 5 months ago
      Anonymous

      Why is he AAanGEryRED

  23. 5 months ago
    Anonymous

    Back from vacation and added a new, highly judgmental creature

  24. 5 months ago
    Anonymous

    >almost fricking done with my game
    >barely work on it anymore
    why am I like this?

    • 5 months ago
      Anonymous

      You feel like you've done enough to warrant a break not knowing that you have to finish it out the gate first so the anxiety of it being unfinished doesn't hang above your head during your rest. It's one of the final lessons in becoming a true professional in a certain craft. To be able to finish your damn work.

  25. 5 months ago
    Anonymous

    s&box pain day hit, this is gonna take some time to figure out and migrate my entire codebase

  26. 5 months ago
    Anonymous

    What are the typical page visits/demo plays on a brand new game with little to no marketing?

    • 5 months ago
      Anonymous

      itch.io?

      • 5 months ago
        Anonymous

        Steam but Itch.io may still be relevant results wise

    • 5 months ago
      Anonymous

      zero

      • 5 months ago
        Anonymous

        >Have more than zero
        Guess I'm fine then

  27. 5 months ago
    Anonymous

    where do you go to hire some bgm composers for your game

    • 5 months ago
      Anonymous

      fiverr or discord.
      Ask for pricing.

  28. 5 months ago
    Anonymous

    how DO you market a game with no budget?

    • 5 months ago
      Anonymous

      That's the thing, you don't

    • 5 months ago
      Anonymous

      Friends and subtle Ganker posts.

    • 5 months ago
      Anonymous

      twitter hashtags, reddit, give a demo copy to a youtuber that plays your genre of game

      • 5 months ago
        Anonymous

        >reddit
        How do I advertise on reddit without getting banned or downvoted?
        Other than meme games, I rarely see games succeed with this method

        • 5 months ago
          Anonymous

          Sub reddit and maybe something like itch reddit. Reddit is for community building. You will need good moderation and tbf a good chunk of content to keep people engaged.

  29. 5 months ago
    Anonymous

    didn't get around to adding physics damage to enemies until now, that's next task up
    sure you could rewind them through time or erase them from the timeline but what about just throwing a boulder at them

    • 5 months ago
      Anonymous

      soul

    • 5 months ago
      Anonymous

      does this have a name and please tell me it´s not a roguelite

    • 5 months ago
      Anonymous

      I get that the time reverse thing is cool to look at, but is seems like it drains all tension and danger from the game. What's the reasoning for including it?

    • 5 months ago
      Anonymous

      Been seeing this game for a couple years now. Gotta link to a demo or anything?

      I work on it randomly every few days. Debating if I should give the dragon enemy a flight mode. I'll try it with placeholder graphics.

      I hate this but the animations are nice

      I know it's fashionable to dunk on Final Fantasy XV but it had at least one really, really cool idea.

      I'm debating whether or not to remove the ability to "warp early" if the javelin is still in range, it feels very abusable but (like the grappling hook) is just such a fun way to get around it's hard to exclude it.

      Huge progress dude

      Is this too much hit squish?

      • 5 months ago
        Anonymous

        >Huge progress dude
        Thanks!

        >Is this too much hit squish?
        "too much" is art style contextual but for your specific aesthetic, I don't think so. Personally if I were you I wouldn't do a single squish, I'd do a sort of jelly-wobble where they get short and fat, tall and thin, short and fat, and sort of oscillate back to normal quickly, rather than just a single smoosh.

        For context, here's someone with far greater authority than my hack ass showing how HE did hit wobble/squish

        ?t=49
        I think yours is fine, in terms of "extremity of scale"

  30. 5 months ago
    Anonymous

    I can't decide if I should roll with 2D or 3D as an artform to learn. Although I like 2D quite a bit and I'm enjoying making sprites since a lot of drawing carries over, it does seem more labor intensive than 3D, and I wonder if that would cause a game to take significantly more time to actually come out.

    • 5 months ago
      Anonymous

      a 2D game will be easier to make than a 3D game 99% of the time

      • 5 months ago
        Anonymous

        I guess I just thought that once you get used to 3D things, it'd be easier to model them and sculpt them out. I don't know what I'm talking about really, I'm just getting started with Aseprite, so I don't know what the workflow is for sprite making once you have experience.

        • 5 months ago
          Anonymous

          Some parts about 3D are easier, for example animation, but overall 3D is much more time consuming
          Making a good 3D model is way harder than a sprite

          • 5 months ago
            Anonymous

            But once a 3D model is done, it is done, you can do anything you want with it, a sprite is just a sprite, if you want it to do something else you need another sprite.

            • 5 months ago
              Anonymous

              NTA, but this is the exact reason I want(ed) to get into 3D before 2D. But unfortunately, I keep hearing that you need to be able to draw concept art if you want to make anything original.

            • 5 months ago
              Anonymous

              Yes, but sprites tend to be much easier to draw

  31. 5 months ago
    Anonymous

    60% done

  32. 5 months ago
    Anonymous

    Make your own game engine anons

    • 5 months ago
      Anonymous

      You make one for us.

      • 5 months ago
        Anonymous

        I might if I have the proper knowledge and time. But I have neither, sorry for failing you anons.

        • 5 months ago
          Anonymous

          >I might if I have the proper knowledge and time. But I have neither.
          Would you look at that, neither do we.

    • 5 months ago
      Anonymous

      Does using a framework count?

      • 5 months ago
        Anonymous

        Well, building a game engine from scratch is insane.

        • 5 months ago
          Anonymous

          Guess I'm an enginedev then

    • 5 months ago
      Anonymous

      >not mining your own silicon
      NGMI

  33. 5 months ago
    Anonymous

    my game is nearly finished

  34. 5 months ago
    Anonymous

    I'm trying to animate a bare-hand perfect parry against sword strikes. But I can't think of something that looks fancy.
    Anyone have any examples?

    • 5 months ago
      Anonymous

      Just a slap.
      What makes it cool is what pose the character ends up in after it happens.

  35. 5 months ago
    Anonymous

    I'm probably nearing the end of my motivation that strikes every few months to actually do something productive outside my job. With all the documentation and tooling research, I think I should be able to build a proof of concept next time motivation hits, which should illustrate the next batch of workflow issues to tackle.

  36. 5 months ago
    Anonymous

    I suck at playing bullet hell so I'm probably dropping this soon

    • 5 months ago
      Anonymous

      Just make a good shmup like Tyrian instead8npkt

    • 5 months ago
      Anonymous

      why drop it when you already done the majority of the work

      • 5 months ago
        Anonymous

        >the majority of the work
        majority of the work in a shmup/bullet hell is content, setting it all up didn't take more than a couple days

      • 5 months ago
        Anonymous

        >the majority of the work
        the gap between one sprite and https://store.steampowered.com/app/1975360/DRAINUS/
        is 2+ years of work.
        No, it's not even at 10%.

        • 5 months ago
          Anonymous

          Just reduce the scope of your project until you can make it

        • 5 months ago
          Anonymous

          I agree with you.
          Though my scope wouldn't be as big in terms of content/assets (think Touhou instead, so way fewer sprites and just simple moving BGs)
          It's still at less than 10%

          • 5 months ago
            Anonymous

            people who don't have the slightest clue piss me off now after I've been in gamedev for a while. I know how time consuming it is.

    • 5 months ago
      Anonymous

      That looks really great. Always room for more shmups

    • 5 months ago
      Anonymous

      how'd you learn to do this?
      please share

      • 5 months ago
        Anonymous

        I figured it out on my own like a grown up
        it's just godot + basic programming stuff

        • 5 months ago
          Anonymous

          How do I do that?
          The API docs are incomprehensible trash

          • 5 months ago
            Anonymous

            homie go to youtube and "how to bullet hell godot", are you braindead?

      • 5 months ago
        Anonymous

        Bro, come on, that's not even something particularly complicated. You could figure how to make it yourself with some effort.

        how to learn bevy without taking hrt

        That's an interesting way to say "lacking in features".

        >Data oriented design
        Isn't that completely different from how programming is typically done. That's basically asking to have a non-existant modding community.

        • 5 months ago
          Anonymous

          >Data oriented design
          I remember that homosexual had a "BLM" banner in his page and suddenly lost interest in the book

          • 5 months ago
            Anonymous

            What guy? DOD isn't something made by one guy.

            • 5 months ago
              Anonymous

              https://www.dataorienteddesign.com/

              • 5 months ago
                Anonymous

                I see. Either way, one guy being a massive homosexual isn't a good reason to ignore a whole programming paradigm.

  37. 5 months ago
    Anonymous

    Is Game Maker okay?
    I heard it shit the bed when management changed a year or two ago
    I also know people are still shilling Godot but every few things have been made on it (honestly indie game dev seems to have stopped the past 5 years or at least nothing is getting noticed)

    • 5 months ago
      Anonymous

      >honestly indie game dev seems to have stopped the past 5 years or at least nothing is getting noticed
      are you serious right now

    • 5 months ago
      Anonymous

      Game maker is fine for 2D stuff, it's easy to learn because you can just press F1 on any function or built-in variable to get a comprehensive example of how it's used with the manual.
      Just make sure to disable Feather, that shit is annoying.

      • 5 months ago
        Anonymous

        Thanks anon

        • 5 months ago
          Anonymous

          Make sure to find a video tutorial on a simple starter project like a platformer or shmup.
          Don't try to make your big dream project right away otherwise you'll have to rewrite things once you learn how to do them more efficiently/bugfree.

          • 5 months ago
            Anonymous

            >Don't try to make your big dream project right away
            I won't anon

          • 5 months ago
            Anonymous

            Your "Dream" game is that, a dream. Do like Nintendo or Valve, have a clear goal and build the foundation for it, then fill it up with your concepts, one by one, game concepts will pop out, take a small detour and work on those, it will solidify the base, continue shedding concepts.
            Not only you'll get experience, your dream game will become even clearer.

    • 5 months ago
      Anonymous

      >honestly indie game dev seems to have stopped the past 5 years or at least nothing is getting noticed

  38. 5 months ago
    Anonymous

    i only know how to make music and i havent been doing that for the game im helping with lately.

  39. 5 months ago
    Anonymous

    >have idea for coop game
    >now have to figure out how to make the experience also work for friendless losers(me)

  40. 5 months ago
    Anonymous

    Terrible, I'm ready to kill myself.

  41. 5 months ago
    Anonymous

    every game posted in this thread looks unplayably bad
    at least pizza tower had unique artwork

    • 5 months ago
      Anonymous
  42. 5 months ago
    Anonymous

    I work on it randomly every few days. Debating if I should give the dragon enemy a flight mode. I'll try it with placeholder graphics.

    • 5 months ago
      Anonymous

      why would you put effort into a game that major platforms won't even let you distribute

      • 5 months ago
        Anonymous

        There's worse stuff on steam and it's hard for a random solodev to get a console release anyway.

      • 5 months ago
        Anonymous

        she's an adult vampire you sicko

        I work on it randomly every few days. Debating if I should give the dragon enemy a flight mode. I'll try it with placeholder graphics.

        just give the dragon girl an air slam

        • 5 months ago
          Anonymous

          >its not pedophilia, she's actually a 1000 year old vampire stuck in the body of an 11 year old!!!

          this is why nobody wants to even associate with this board let alone post their game in this thread

          • 5 months ago
            Anonymous

            she's clearly 17 + 1/2 + 1/4 + 1/8 + 1/16 + 1/32 + 1/64 +... years old

            • 5 months ago
              Anonymous

              dont you ever dare posting the geometric series unprompted ever again, I fricking hate series and harmonics so fricking much

              • 5 months ago
                Anonymous

                >I fricking hate series and harmonics so fricking much
                Discord chaos cultist found.

              • 5 months ago
                Anonymous

                I've actually proven the harmonic series is infinite using geometric series.
                They are so fricking fun.
                Mathematics is so beautiful.

            • 5 months ago
              Anonymous

              Actually she's n + 11

    • 5 months ago
      Anonymous

      I'll play your game, Anon. Lewd games with good gameplay is where it's at.

    • 5 months ago
      Anonymous

      The skeletons could be cuter. Looks fun though

    • 5 months ago
      Anonymous

      huh? didn't you post a higher res sprite at /agdg/ and start another project?

    • 5 months ago
      Anonymous

      actually looks very fun to play with and yeah, if you can't get the clout of children's games, sex sells.
      make skeletons half-humanoid with big boobs!

    • 5 months ago
      Anonymous

      >Debating if I should give the dragon enemy a flight mode
      Enemy variety is welcome, but I think flying enemies should be easy to kill. Especially with limited aerial attacks. If you decide to go that route you should consider making them easy to knockdown. If you mean a flight mode similar to the MC, then sure.
      Keep the skeles.

      • 5 months ago
        Anonymous

        Yeah, I'll be careful, but it's funny you mention that since the air to air DPS is higher than the DPS of grounded attacks.

    • 5 months ago
      Anonymous

      The only decent one posted.

      • 5 months ago
        Anonymous

        nope that looks like shit and so do the rest, all shit

    • 5 months ago
      Anonymous

      The only bad thing about this are the enemies that ignore level geometry. They are always a bad addition and never fun to deal with

    • 5 months ago
      Anonymous

      wow that art looks very professional

    • 5 months ago
      Anonymous

      I don't like sidescrollers but the animations look clean as frick. Nice job

  43. 5 months ago
    Anonymous

    Nortubel lore stuff.

    • 5 months ago
      Anonymous

      Also in Nortubel, a rolling cheese wheel https://www.youtube.com/watch?v=tZseNSiUSgc

    • 5 months ago
      Anonymous

      Did statues props related to Nortubel lore.

  44. 5 months ago
    Anonymous

    What engine would you recommend for making something like Rance01? Besides Renpy, of course

    • 5 months ago
      Anonymous

      You could make something in that in literally anything. Don't even need an engine just grab a random framework in a language you already know

      • 5 months ago
        Anonymous

        Yeah but what about events and flags? I don't want to make the code full of if else

    • 5 months ago
      Anonymous

      >Besides Renpy, of course
      why not renpy?

      • 5 months ago
        Anonymous

        I don't like python, I'd rather code in C, C#, Javascript or C++

        • 5 months ago
          Anonymous

          What's wrong with python? If it's all about displaying images and text, you can definitely cook something up real fast with raylib.

  45. 5 months ago
    Anonymous

    Tried adjusting some tutorial stuff in Nortubel in case it makes players understand the Companion's ladder controls a bit better.

  46. 5 months ago
    Anonymous

    I am making a digimon fan game:

    I am also working on something new, but that is for the next thread.

    • 5 months ago
      Anonymous

      >FAN GAME
      NO!!!!!
      Never do that!
      Make it your own IP or ask for rights, do NOT ever make a fan game unless you want to get DMCA struck and have your dreams shattered by corporate greed.

  47. 5 months ago
    Anonymous

    >learning OpenGL
    >launch program
    >PC starts making hissing sound
    apparently a common thing called "coil whining"

    • 5 months ago
      Anonymous

      Yeah, I get it every time I move the viewport camera in Blender.

  48. 5 months ago
    Anonymous

    is gamemaker any good? fricking unity left me with no clue on engines

    • 5 months ago
      Anonymous

      no, clickteam fusion is better

      • 5 months ago
        Anonymous

        >take a look at the UI
        >looks like an excel
        it is what it is isnt it

    • 5 months ago
      Anonymous

      depends on what you wanna do
      3D? no.

      • 5 months ago
        Anonymous

        what then

        • 5 months ago
          Anonymous

          3D? unreal.

          • 5 months ago
            Anonymous

            isnt unreal a bit overkill for a psx looking game

    • 5 months ago
      Anonymous

      Just use Unity, it's perfectly fine. Don't let a bunch of bandwagoners convince you otherwise. Never attribute to malice that which can be adequately explained by neglect, ignorance, or incompetence. The company is incompetent on the business side, but that has not burned anyone.

      >is there anything unique about the game?
      As in immediately noticeable gimmick? None. I might have some unusual ideas but nothing that could be considered a selling point.
      [...]
      No, my other project is 3d.

      To each their own, you made what you wanted and that's good enough.

  49. 5 months ago
    Anonymous

    >No, my other project is 3d.
    someone impersonated you then

  50. 5 months ago
    Anonymous

    Im in the midst of trying to figure out if i can make powerstone 1s gameplay work vs several ai enemies as a beat em up but in a diorama style level, and with 2d characters/3d world.

  51. 5 months ago
    Anonymous

    How were those cool battle scenes in OMORI made?

    • 5 months ago
      Anonymous

      It's just generic rpg maker with a few sprites for "feelings" of character.

      • 5 months ago
        Anonymous

        Then how come OMOCAT was the only person to make it big? Is it just inborn talent?

        • 5 months ago
          Anonymous

          It has a good cohesive art style that people like, which hasn't been done much. That's about the whole secret. No one's stopping you from making a game like that.

        • 5 months ago
          Anonymous

          Lisa: The Painful? I haven't played OMORI because nothing that I've seen of it (against my will) appeals to me, but I assume it's popular because of the presentation and the "dealing with trauma" plot sugarcoated my humor. But really, there is no secret to hitting it big, other than maybe making it "fun with friends", quirky, and not objectively terrible. Just look at Among Us and Lethal Company. Make what you want to make. If you are in it for the money, then go work in a studio on someone else's game. Or make a Patreon WEG.

  52. 5 months ago
    Anonymous

    Worked a bit on getting seeing through obstructing walls to work for both players in split screen co-op, so they work independently of each other. It still needs a lot of work, but atleast the basics of it are working independently from each other.

    After that I'll probably work on modeling the main hallway of the space ship, and then start working on the dialogue system. Next fest is coming up awfully fast.

  53. 5 months ago
    Anonymous

    how to learn bevy without taking hrt

    • 5 months ago
      Anonymous

      Just take søy

    • 5 months ago
      Anonymous

      That's an interesting way to say "lacking in features".

      • 5 months ago
        Anonymous

        That rust has five game engines but zero games demonstrates just how useless that language actually is. Rust users don't actually make things

  54. 5 months ago
    Anonymous

    I've been fiddling around a bit with Godot, and I really like the 3d gridmap stuff. I can click together a level in minutes. The rest is pretty meh though. Should I keep going with Godot, or do any of the other game engines do 3d gridmaps as good or better?

  55. 5 months ago
    Anonymous

    I know it's fashionable to dunk on Final Fantasy XV but it had at least one really, really cool idea.

    I'm debating whether or not to remove the ability to "warp early" if the javelin is still in range, it feels very abusable but (like the grappling hook) is just such a fun way to get around it's hard to exclude it.

    • 5 months ago
      Anonymous

      How long have you been working on this? I've seen this since before the pandemic.

      • 5 months ago
        Anonymous

        This "time around" I think it's been since early 2021 or late 2020

        When's Dixie...

        Never ever. It's just too much, most of which doesn't interest me. I really care most about the moment to moment combat (and movement), all of the work involved in designing a bunch of NPCs, giving them charming personalities, developing a dialogue system, etc is the bulk of the work.

        If you're really as intrigued as I was by the idea of "N64 collectathon adventure but it's DMC combat" there's always Mameda No Bakeru to look forward to

        They're clearly doing the concept more justice than I ever could have.

    • 5 months ago
      Anonymous

      When's Dixie...

    • 5 months ago
      Anonymous

      Animations look nice, as usual.
      Do you have any cool animations for perfect parry for unarmed?

      • 5 months ago
        Anonymous

        >Do you have any cool animations for perfect parry for unarmed
        You can't be unarmed. The only time you aren't holding a weapon is when the javelin is thrown but that's actually an attack state, if you cancel it (via a dodge, or getting hit, or whatever) it treats it like the javelin flew too far and respawns it in your hand and destroys the projectile.

        The Blast Knuckles which by the way, I'm thinking of renaming to Knuckle Buster, thoughts? I feel like the Brass Knuckles pun isn't obvious enough, but I'm not sure if the whole "Buster" thing that only makes sense in the context of japanese games will translate for an arm cannon are the "unarmed" weapon, being the sort of gauntlets-and-greaves thing, but I haven't started the block and parry animations yet.

        If you're looking for inspiration for your own, I can think of no better place to start than DMC5's radial Royal Guard blends because they are just fricking fantastic looking from all angles.

        • 5 months ago
          Anonymous

          call it blaster knuckle after Black guts

          • 5 months ago
            Anonymous

            How is Blaster Knuckle a pun? All the weapon names are puns/plays on words.
            >xCaliber, a sword that's also a rifle that fires two different calibers
            >Compound Bo, a compound bow and a bo staff that is also a tri-staff
            >LongShot, an extensible whip that's a shotgun
            >Gunchaku, quad pistol nunchaku
            >Axplosive, a battle axe that fires rocket propelled grenades

            Blast Knuckles was supposed to be a play on "Blaster" and "Brass Knuckles" but I don't think it lands as readily, which is why I was considering "Knuckle Buster" (as a play on Buster Arm/Buster Cannon and Knuckleduster). I tried to find a play on "gauntlets" but that is a tough one.

        • 5 months ago
          Anonymous

          That video is really good.
          Thanks bro.

    • 5 months ago
      Anonymous

      I think to juice up the animation it should linger just a little longer on the teleport effect when you warp out and then follow the path of the javelin quickly.
      It'll give more a sense of incredible speed instead of a console command warp. Would also be less disorienting

      • 5 months ago
        Anonymous

        >then follow the path of the javelin quickly
        I did consider this. Part of the problem is that where this is really interesting is how it allows the javelin to, in a sense, move YOU like you were a projectile, rather than a body. You can send it sailing on an arc through a window, and then "catch" it inside a house. The camera is definitely buggy on teleports though, and it needs work because it's the same logic when you do reflex step (essentially, not-air-trick)

        ?t=8
        This is the sensation I'm trying to recreate. I guess you're right that there's a sort of visible "lingering" on the teleport so you can see the player disappear and then reappear, which maybe I could do more aggressively (I actually distance-limited the camera follow effect to 10 meters because outside of that it takes a while to correct, maybe I need to strengthen the camera's zoom-in time when the player is very far from it)

        • 5 months ago
          Anonymous

          If you look at all the good example of that effect it lingers on the blur while the character is simply gone before they reappear.

          • 5 months ago
            Anonymous

            In an anime, yes, but not necessarily in video games. Because any time spent "just gone" is just input waste. Observe another example:

            ?t=85
            Vergil is simply in a new location the following frame, the particle effect does most of the work of selling the "motion".

            I think the secret sauce is getting the camera to linger behind, rather than actually removing the player from the play space entirely for any duration of time. You sort of rely on the player's reaction gap (the time between seeing the character disappear and noticing where he is) to do the work of "vanishing" the character

            • 5 months ago
              Anonymous

              That's a good example, I see what you mean.

              • 5 months ago
                Anonymous

                Your note was still a good note, and it led to me re-writing the camera code for teleports. I think this looks much nicer. The only issue I'm having with it is that when you teleport from a location where your camera is unobstructed to one where the camera IS obstructed (say, throwing the javelin up onto a ledge while looking upward at that ledge) you can get some weird hiccups as the camera boom moves back in toward the player. Because eventually it will sort of "clip through" the geometry, causing the boom arm to jump into the corrected location meant to keep the camera out of a wall (which you can see at the very end). Actually in general the camera's behavior seems least stable when it's aiming upward and a teleport occurs.

                I could try disabling camera boom operation entirely during the teleport sweep and letting the camera just ghost through walls until it gets where it's meant to go but that's for another day, I'm tired of debugging camera offsets.

              • 5 months ago
                Anonymous

                Glad I could be helpful, really looking forward to you game

              • 5 months ago
                Anonymous

                I'm not sure what DMC4 does for Vergil's teleport but it seems to work well. I've never seen it clip.
                just don't reference DMC5 Vergil's warp, that is complete trash.

              • 5 months ago
                Anonymous

                DMC4 has the advantage of an extremely controlled camera and an extremely forgiving environment. Vergil's teleport in 4 never has to deal with boom arm clipping because Vergil can't use it to get on top of a ledge except in scripted circumstances where the camera's behavior can be explicitly specified rather than procedurally computed. Part of the reason 5 has camera issues is that the camera is freer and the level geometry more obtrusive than in past DMC games, which basically fell back on fixed cams any time there was anything that the camera might reasonably bump into.

              • 5 months ago
                Anonymous

                vergils warp in DMC5 is also far slower and more delayed. probably because they couldn't program the collision casting well so they just slowly move him towards the enemy and check collision each frame like it's not even a warp. he gets caught on walls when he does this too.
                probably the best example of how not to code a teleport.

  56. 5 months ago
    Anonymous

    How come this engine isn't popular? Seems like a great engine.

    • 5 months ago
      Anonymous

      qrd?

      • 5 months ago
        Anonymous

        Here you go, lazy anon.
        https://defold.com/

    • 5 months ago
      Anonymous

      >Defold dev: "NO YOU DON'T NEED THIS BASIC FEATURE, JUST WORK AROUND IT INSTEAD"

      • 5 months ago
        Anonymous

        Isn't this true for basically every engine that isn't Unity or Unreal?

  57. 5 months ago
    Anonymous

    [...]

    Okay homosexual you can frick off to twitter if you are this moronic.

  58. 5 months ago
    Anonymous

    I'm making a rogue-lite where you play as a healer. I added speed boots to the world.

    • 5 months ago
      Anonymous

      looks worse than evolution 2: far off promise
      and i dont say that lightly
      "mmo play as healer" games are mostly untapped and there's a bunch of gays out there who would love it.

    • 5 months ago
      Anonymous

      if you add meta progression or meta unlocks I will crucify you
      your motherfricking ip is logged buster

    • 5 months ago
      Anonymous

      will there be any verticallity to the dungeons or will it all be flat.

  59. 5 months ago
    Anonymous

    good progress

    • 5 months ago
      Anonymous

      what is this some ftl knockoff?

      • 5 months ago
        Anonymous

        yeah
        https://pricklypeargames.itch.io/wodopom

  60. 5 months ago
    Anonymous

    >one of my scripts is broken and now the entire Godot project crashes when I try to save
    Well. That's that then time to start fresh I guess and steal what little code I can salvage.

    • 5 months ago
      Anonymous

      Can't you just remove that script?

      • 5 months ago
        Anonymous

        It would be extremely painful

      • 5 months ago
        Anonymous

        I tried that the project seems to be corrupted or something. Attempting a save makes the whole thing shit the bed. My game was fairly hacked together and I've learned better ways to do most of it by now anyway.

        • 5 months ago
          Anonymous

          And it why you should use a version control system.

  61. 5 months ago
    Anonymous

    Added a new trailing white box effect to the healthbar to make damage done more visible. Small improvement, but it helps.

    • 5 months ago
      Anonymous

      The white is nice but you need fixed segments or indicators of some sort to help gauge remaining health proportional to max, especially if you're gonna burn the health bar at both ends

    • 5 months ago
      Anonymous

      I personally despise centered healthbars like that.
      Either make it directional or add hearts or thresholds to know how much is left.

  62. 5 months ago
    Anonymous

    For a first game, is it better to make something unique or just refine a gameplay system to where it's fun? I don't really have anything unique I want to make yet, all the games I'd like to make are just my own versions of things I like.

    • 5 months ago
      Anonymous

      No right answer here. I say do whatever motivates you the most, but keep it simple enough to actually finish it.

    • 5 months ago
      Anonymous

      it's better to make something mediocre that you'll actually finish and then repeat the process until it becomes trivial to refine things and make them fun

    • 5 months ago
      Anonymous

      A Hat in Time is how you do a derivative game right, Yooka-Laylee is how you do a derivative game wrong. Keep that in mind as a case study for balancing out your creativity.

  63. 5 months ago
    Anonymous

    Good I'm making a game called don't frick dad where you have to try not to frick your dad

  64. 5 months ago
    Anonymous

    I downloaded the game engine. That counts as progress, right?

    • 5 months ago
      Anonymous

      What game engine?

      • 5 months ago
        Anonymous

        https://castle-engine.io/
        I only know how to use Pascal

        • 5 months ago
          Anonymous

          >https://castle-engine.io/
          Wow, that looks like shit.
          >I only know how to use Pascal
          Then learn a language people actually use. And I'm not just jeering you, I'm being very serious.

          [...]
          [...]
          Thanks, you can just google the name and find the site. No other details for now, next year there will be a demo, so keep the site bookmarked if you are interested.

          [...]
          I'm working with an established art studio to produce these pieces.

          Here is Rune with Vivienne, both are romanceable companions.

          >I'm working with an established art studio to produce these pieces.
          Can you elaborate on what this means? Are you a part of that studio or did you commission a studio? If it's the latter, then god damn, that can't be cheap.

          • 5 months ago
            Anonymous

            >Wow, that looks like shit.
            NTA but it doesn't, looks like an alright game engine just from the website

  65. 5 months ago
    Anonymous

    like this

    • 5 months ago
      Anonymous

      Finally, a game for premature ejaculators

    • 5 months ago
      Anonymous

      her ass is way too big

  66. 5 months ago
    Anonymous

    yesterday I posted that I had a game idea for a sprite based game about a little green alien working at a discotech thats owned by a sleazeball on a lunar hub planet thats basically a giant truck stop in space. your boss is a moron and owes mad money to the alien mob whos coming to collect. the only main quest of the game is to get enough money to pay off the mob, or deal with them another way (kill them, side with them etc.) the rest of the game would have content all throughout the game world to interact with, but none of it is mandatory and all of it is just based on what you want to do. someone replied and said thats not a game thats a setting. gay

  67. 5 months ago
    Anonymous

    It's going fine. Working the "juice" and backgrounds at the moment. Let's keep at it lads.

    • 5 months ago
      Anonymous

      Very cute. What does the purple dog do?

      • 5 months ago
        Anonymous

        Thank you anon!
        Oh that's my avatar and my "company"s logo so to speak, "Sleey Dog".

        • 5 months ago
          Anonymous

          Ah I see. I thought he was maybe part of the gameplay and would wake up if you got a perfect combo or made a mistake or something like that.

    • 5 months ago
      Anonymous

      >no brown tomboy
      gross, white women need to go extinct

      • 5 months ago
        Anonymous

        lol brown tomboys are in, ojou-samas are nice too tho

        • 5 months ago
          Anonymous

          I like this simple artsyle. Are you going to give them different expressions in the HUD?

          • 5 months ago
            Anonymous

            Thank you anon!
            In the future I would like to add those type of expressions, especially for the multiplayer modes I have in mind. I'm super slow at drawing myself, but that is part of the keikaku at least (keikaku means plan btw).

            Here's some more artwork.

            • 5 months ago
              Anonymous

              I was imagining something like looking more and more hype as you combo or wincing if you frick up

              • 5 months ago
                Anonymous

                Yeah, that would definitely work super well. For now I'm focusing on juicing up all the effects and adding more backgrounds. It took me a long time to design all the characters, but I will definitely add those expressions in the future.

            • 5 months ago
              Anonymous

              How do i learn to make 2d art?
              Every time I ask everyone just calls me a moron

              • 5 months ago
                Anonymous

                What worked for me was:
                - Reading "Keys to Drawing" by Bert Dodson, doing all the exercises (at least all the exercises involving human characters).
                - In case of anime style, you have to copy copy copy and copy A LOT. That's the japanese way at least, 80% copies, 20% originals.
                - And finally, use the Saito Naoki method on how to improve your drawings: https://www.youtube.com/watch?v=8jsZGeaWkhE
                Probably the best method there is out there.

                You can do it.

              • 5 months ago
                Anonymous

                Is this video fine by itself or should I shell out for his course and is it in english?

              • 5 months ago
                Anonymous

                The video by itself is fine. Activate the subtitles.

              • 5 months ago
                Anonymous

                I already spent like 200 dollars on a wacom tablet, I don't want read books to learn to draw pictures.

              • 5 months ago
                Anonymous

                just draw then.

              • 5 months ago
                Anonymous

                Yeah but what do I do after this step?
                This is where I'm stuck

              • 5 months ago
                Anonymous

                Now draw a hand.

              • 5 months ago
                Anonymous

                now what?

              • 5 months ago
                Anonymous

                make a sprite sheet

              • 5 months ago
                Anonymous

                I've tried pixelslop but /agdg/ told me I'm shit and need to learn anatomy so I gave up and decided to learn normal 2d digital art for a coomer game.

              • 5 months ago
                Anonymous

                you still have to make a sprite sheet, its just going to look something like this

              • 5 months ago
                Anonymous

                I would frick the dog keep up the good work

              • 5 months ago
                Anonymous

                Yeah but no one is going to buy a game with just a sketch, that was just a quick sketch I did in a few seconds, that's all I do just quick sketches because I don't know what to do afterwards.
                Obviously in my coom game I'll have other poses.

      • 5 months ago
        Anonymous

        frick this gay, make them all white

        • 5 months ago
          Anonymous

          And girly not tomboy for extra spite.

        • 5 months ago
          Anonymous

          >t. seething starbucks rat

    • 5 months ago
      Anonymous

      Nice! It feels like the earth should explode from a perfect clear

      • 5 months ago
        Anonymous

        Kek, that is an interesting idea. Thank you anon!

    • 5 months ago
      Anonymous

      much better than last time, looks more exciting 🙂

      • 5 months ago
        Anonymous

        thank you so much anon!

  68. 5 months ago
    Anonymous

    I know the entire plot and I know how to incorporate most of the shit I want to into the game, but I haven't made any progress on my game in months because I'm a lazy moron.

    Spending time on my phone is just so much more fun than working on code :^)

  69. 5 months ago
    Anonymous

    modelling stuff
    my friend is working on AI (it's the hardest thing and we are struggling)

  70. 5 months ago
    Anonymous

    I just need to draw the sprites and write flavor text like item descriptions, dialogue etc.

  71. 5 months ago
    Anonymous

    >oh hey another progress post with a webm attached, let's see what anons are working on
    >2D sidescroller
    >*closes browser*

  72. 5 months ago
    FygoonFag

    [...]

    Bro’s really fishing for poon on a gamedev thread. Unbelievable.

    • 5 months ago
      Anonymous

      girls dont like gamedeving, they only do rpgmaker stuff

  73. 5 months ago
    Anonymous

    made enough levels for now i just need to populate them

    • 5 months ago
      Anonymous

      gato sexo

    • 5 months ago
      Anonymous

      reminds me of autists walking in high school. Stiff and swift, with purpose but blind.

  74. 5 months ago
    Anonymous

    Still early days. Developing for VR so taking my time and optimising everything from ground up. I'm an art generalist so no functionality. Hoping to make a vertical slice when I found a decent Unity programmer.

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous

      I don't know if you want visual feedback yet but if you do: those reflections are worse than if there weren't any. the misalignment means it's probably a cubemap, so then why is the resolution so low? if you used planar reflection you wouldn't have the misalignment problem and if you used SSR you'd have other artifacts. there are tradeoffs with every method but this current approach has no future. it actively detracts from the scene as it's all I can look at. I haven't even parsed what the scene is about, all I can do is wonder wtf is going on with the water.

      • 5 months ago
        Anonymous

        Thanks, water is absolutely place holder. Water will need careful consideration and stress testing with VR. Plan is to use SSR, I think it should be fine but if it starts hammering performance I may have to take a more abstract approach to water or make it more muddy. Worth noting its very early doors with this scene, most of this is establishing mood and lighting.

        • 5 months ago
          Anonymous

          Does SSR work for VR? I wonder if the inconsistencies between the two eyes would by off-putting for the user. have never used VR though.

          Forgot to mention the premise of the game is water centric and involves you navigating wetlands by motorboat so this is why eventually I will need to find a good solution.

          damn. I mean if you stick to simple geometry and a fog-constrained draw distance you should really consider planar reflections. they're known for being heavy on performance but that's only true if you're drawing a lot of objects (draw calls). if your environment is mostly static you can combine meshes and make planar reflection fairly cheap.
          also if this is Unity you could buy CREST which comes with planar reflections on 3D waves working perfectly.

          • 5 months ago
            Anonymous

            >fog constrained planar reflections

            Thats a good shout, anon, thanks. I never thought of that. As far as SSR with VR goes I used it last year when I was freelancing for a VR Metaverse place and I *think* it worked OK but I can't remember for sure.

            • 5 months ago
              Anonymous

              you should check if CREST is VR compatible. if it is, just get that and you can worry about gameplay again.

      • 5 months ago
        Anonymous

        Forgot to mention the premise of the game is water centric and involves you navigating wetlands by motorboat so this is why eventually I will need to find a good solution.

    • 5 months ago
      Anonymous

      Looks good my guy, maybe we will be frenemies.

      You've nailed the swamp atmosphere, now you just need anomalies and some bolts to throw.

  75. 5 months ago
    Anonymous

    Possible to gamedev at 30? Was broke and didn't have alot of time in my late 20's taking care of sick parents.

    • 5 months ago
      Anonymous

      I started learning gamedev at 33

    • 5 months ago
      Anonymous

      I don't see why not

    • 5 months ago
      Anonymous

      Sure it's possible, if you're willing to actually put time into learning anything

    • 5 months ago
      Anonymous

      I'm 35 and I game dev every day.

    • 5 months ago
      Anonymous

      I started learning gamedev at 33

      I don't see why not

      Cheer's anon have some very novice coding experience but the lack of art skills was rather discouraging. I'll give it an honest shot.

      • 5 months ago
        Anonymous

        I also started to learn how to draw at 33...
        You can do it.

        • 5 months ago
          Anonymous

          Thank you again this is a very encouraging post.

          • 5 months ago
            Anonymous

            This is how I draw now...
            Apologies for over-shilling, but learning new stuff is possible in your 30s.

    • 5 months ago
      Anonymous

      Lmao no have you ever seen a 30yo? they're old as shit

    • 5 months ago
      Anonymous

      No.

  76. 5 months ago
    Anonymous

    I'm stalled by physics.

    Need to make my own physics engine because autism and also nothing work great for large scale RTS.
    No documentation either, most discussion about physics shit try to solve problem for hundreds of objects, I'm at several thousands.
    Past few day my engine started doing the equivalent of nuclear fusion, was funny but also not funny because this wasn't what it's supposed to do.
    Revamped a few things, now it's stable-ish but still allow soldiers to get way too close no matter how hard I tweak the collider values, which clog the collisions detection since everyone ended in a single partition.
    Spend days reading shit about boids (since it's all soft collision in there), most people are apparently happy with like 300 of them and don't care about overlap. I have literally 10k and do.

    Help.
    I need a genius in physics engine design to tell me how the frick I solve this problem.

    • 5 months ago
      Anonymous

      I don't understand what your problem is exactly

      • 5 months ago
        Anonymous

        The center of the blob get too dense, even if I crank up the repelling strength to 11.
        Units being able to reach density like this make the engine slow down because nearly every unit get within distance-check of hundred of others.
        I had to crank up the spatial grid's capacity to 2048 inhabitant per cell, and those are 10x10m. That's way above "reasonable" packed crowd density.

        I think I've talked to you about this before but use a Reciprocal Velocity Obstacles avoidance algorithm.

        Here's a walkthrough of an efficient RVO algorithm called "ClearPath"

        ?t=109
        the first bit of the video explains the math involved, coming up with a very efficient detection method I leave to your coding because it's engine context dependent.

        The advantage to RVO is you avoid a lot of the bugginess that comes with depenetration because all agents choose their velocity based on the intent to avoid collision in the first place

        Not sure that was me, I don't remember this. But will check, thanks.

        Clump your objects, if 10 characters are near each other, treat them like 1 for example. Just change their collider to be a single one and move them as a group in an animation. There's no way there's a realistic use case for needing control of 10000 different units independently like that.

        >There's no way there's a realistic use case for needing control of 10000 different units independently like that.
        Total War is on the same scale. And plenty of "battle simulator" janks are too.

        oh no you cant have over 10000 objects colliding with each other at the same time. its over.

        I already do tho. I just want it to work nicely even in the worst-case scenario where all troops of all players get ordered to move on the same pot.
        Realistically it *should* never happen because once I start working on actual combat they will just stop to shoot/bitch-slap each other, but still, I know some dumbasses are going to try everything possible to stack troops into each others and since I want to have multiplayer I need make sure there isn't an easy way to slow down everyone.

        • 5 months ago
          Anonymous

          >I already do tho. I just want it to work nicely even in the worst-case scenario where all troops of all players get ordered to move on the same pot.
          >Realistically it *should* never happen because once I start working on actual combat they will just stop to shoot/bitch-slap each other, but still, I know some dumbasses are going to try everything possible to stack troops into each others and since I want to have multiplayer I need make sure there isn't an easy way to slow down everyone.
          you're worrying about imaginary scenarios instead of working on your game, a recipe for ngmi.

        • 5 months ago
          Anonymous

          the problem you're having is that agents will attempt to depenetrate during collision, and in tightly-packed clusters, a depenetration from one agent will shove it into another, on and on down the line, which creates a chain of instability that makes every object heavily dependent on the precise location and velocity of every other object in the clump.

          By contrast, RVO (or any detour algorithm, if it's only for character pathing and not literal physics) lets agents act locally to choose paths that avoid collision in the first place, so no depenetration is necessary. this helps because if agents get "smooshed" it doesn't create actual collisions, it just causes the spacing between agents to fluctuate, which is normal.

          >Total War is on the same scale. And plenty of "battle simulator" janks are too.
          I'm pretty sure Total War doesn't manage agents independently though. Don't quote me on it but I'm fairly confident that large scale troop movements DO group agents together into single pathfinding proxies that just move a couple dozen troops as a single unit, and troops only devolve into individual units in "last mile" type circumstances.

          • 5 months ago
            Anonymous

            >RVO
            Yeah I'm going down the rabbit hole of videos about crowd simulations right now.
            I'm 90% sure my problem will go away if just add the ability for agents to stop pushing (or at least slow down / try another another direction) when there shit in front of them.
            ... which I had planned to add at some point but only to allow some primitive navigation when there is no pathfinding available - guess that just got promoted to the top of the ToDo list.
            Thanks Anon, don't think I will implement a proper RVO-style algorithm and replace everything I have, but you probably still unstuck me.

        • 5 months ago
          Anonymous

          >The center of the blob get too dense, even if I crank up the repelling strength to 11.
          try bigger colliders?

    • 5 months ago
      Anonymous

      I think I've talked to you about this before but use a Reciprocal Velocity Obstacles avoidance algorithm.

      Here's a walkthrough of an efficient RVO algorithm called "ClearPath"

      ?t=109
      the first bit of the video explains the math involved, coming up with a very efficient detection method I leave to your coding because it's engine context dependent.

      The advantage to RVO is you avoid a lot of the bugginess that comes with depenetration because all agents choose their velocity based on the intent to avoid collision in the first place

    • 5 months ago
      Anonymous

      Clump your objects, if 10 characters are near each other, treat them like 1 for example. Just change their collider to be a single one and move them as a group in an animation. There's no way there's a realistic use case for needing control of 10000 different units independently like that.

    • 5 months ago
      Anonymous

      oh no you cant have over 10000 objects colliding with each other at the same time. its over.

  77. 5 months ago
    Anonymous

    https://chillygamesworld.itch.io/monkey-vs-gator
    I finally finished off the gator enemy I think, here's my final demo until demo day. Password is fatboy123

    • 5 months ago
      Anonymous

      I played it, it definitely feels more challenging and more fun because of that. I like the desing of the gator guy.

  78. 5 months ago
    Anonymous

    >there's a list of every asset The Day Before used
    What are the odds that this is going to ruin the reputation of most indies outside of roguelikes, boomer shooters and 2D platformers, that don't have the resources to create every asset and mechanic themselves?

    • 5 months ago
      Anonymous

      The hatred on asset use by some people is actually insane in my opinion. Just because low effort shovelware exclusively uses them doesn't mean they don't have a place in speeding up development and lowering the barrier to entry for people who actually want to put their heart into it. Nobody would sell assets if they didn't have an actual use case, and shovelware/scam garbage is always going to exist regardless of how assets are used.

      • 5 months ago
        Anonymous

        Time for my 300th
        >there’s a difference between a “hero prop” and a “background prop”
        post, because yes, it’s insane to handcraft every asset for a game. Frick me Ocarina of Time borrowed assets from SM64, this is a practice as old as assets themselves.

  79. 5 months ago
    Anonymous

    My current plan is to use a framework for third-person RPGs, change the UI layout a bit, add custom mechanics like controllable party members, and use VFX/SFX from the store as well. As for models, I'm having trouble deciding between making everything from scratch [or from a base that become unrecognizable afterwards] in a lower-fidelity style like Mega Man Legends, Valheim, Signalis, or Tales of the Abyss, or use more store stuff, but make the character models [and some key props] as detailed as I can, on par with something out of Xenoblade 2, Genshin, or Borderlands 3.

    • 5 months ago
      Anonymous

      Good luck anon. RPGs are hard not because of the tech behind them but because they require so much content to fill it out. Figure out a good workflow with whatever artstyle you're going with

    • 5 months ago
      Anonymous

      I'm seeing a screaming face in the ground

  80. 5 months ago
    Anonymous

    Open Source Trannies that are NEVER EVER going to make a game are telling you to use Godot. Where are the games? Actual devs that make games use Unity. Think about this before choosing your engine.

    • 5 months ago
      Anonymous

      Yeah Godot suffers of bad leadership and cultists riding the "open source" train.
      It's never gonna be a competitive engine, even with the millions donated, they will just run with the money.

    • 5 months ago
      Anonymous

      Yeah Godot suffers of bad leadership and cultists riding the "open source" train.
      It's never gonna be a competitive engine, even with the millions donated, they will just run with the money.

      unity LOST

      • 5 months ago
        Anonymous

        Everyone already moved back to Unity. I haven't even seen any sort of uptick on Godot progress posts. It's over, Juan.

  81. 5 months ago
    Anonymous

    >had to redo the rigging 4 times until i got it to work
    can i just go back to sculpting wieners...

  82. 5 months ago
    Anonymous

    What GPU should I get?
    Doing UE dev and Blender.
    I currently have a 8 GB VRAM GPU which sucks ass.
    I've ruled out:
    RTX 4090: melts cable, is overpriced right now $2k+, and is one year old
    RTX 4080 Super: Next best thing (upcoming) only has 16 GB VRAM, not enough
    RX 7900 XTX: AMD has no CUDA (so no AI), inferior software support for Blender and video editing
    RTX 5090: Still two full years away (Fall 2025)

  83. 5 months ago
    Anonymous

    Prototyping my TD.
    Got units following 2D paths working, base health system working, etc.
    Towers partially implemented.
    Going to art dev some assets to work with, what aesthetic style should I aim for?

    • 5 months ago
      Anonymous

      Wtf, why didn't my webm upload?

    • 5 months ago
      Anonymous

      >what aesthetic style should I aim for
      >art dev
      You should aim for what you know how to do, duh.
      Joke aside, question is way too wide - unless you want Molyneux-tier meme answer like "Hyenas but pixel art" or "Minecraft but it's all octagons".

      • 5 months ago
        Anonymous

        I can do a little of everything (digital,pixel,3d,), I'm not specialized. Kinda suffering from blank canvas syndrome atm, which is why I ask. I figured TD games can get pretty cluttered, but I kind of wanted to go for something higher detail in spite of that.

        • 5 months ago
          Anonymous

          Bloon TD6 is probably the sweetspot for how far in details you can go without starting to impact visibility too hard.
          Although I also liked Sanctum 2's artstyle, although that one is pretty alien (pun intended) as far as TDs go.

  84. 5 months ago
    Anonymous

    [...]

    offtopic and if you fall for this shit you're an obligate consumer and I pray for your death.

  85. 5 months ago
    Anonymous

    Still dreaming about it boss

  86. 5 months ago
    Anonymous

    >tfw playtesting own game and having alot of fun

  87. 5 months ago
    Anonymous

    i will NEVER make a game and i will kill myself because of it

    • 5 months ago
      Anonymous

      good

    • 5 months ago
      Anonymous

      no one cares, cris

    • 5 months ago
      Anonymous

      Don't talk about yourself like that man I
      >possibly cris
      Oh. Never mind.

      it's going well. entering the final stretch. it's looking like we'll be able to launch in march or april.

      Congrats, it always feels nice to actual release something, it's a barrier so many refuse to cross.

  88. 5 months ago
    Anonymous

    it's going well. entering the final stretch. it's looking like we'll be able to launch in march or april.

  89. 5 months ago
    Anonymous

    whatever happened to the guy who was making that melee game with chess piece looking characters
    anyone remember what that game was called, i think there was a steam page for it

    • 5 months ago
      Anonymous

      Roek.

  90. 5 months ago
    Anonymous

    I don't know what to make

    • 5 months ago
      Anonymous

      I know what to make but I'm too unskilled to make it

  91. 5 months ago
    Anonymous

    You guys are using AI tools to help produce your games? You aren't being left in the dust, right?

    ?si=fkClIRKZ152AS8t7

    • 5 months ago
      Anonymous

      Nice way to get kicked off steam
      hope they ban all 3rd world countries from publishing games

    • 5 months ago
      Anonymous

      I want to make a game myself, and that includes the art and music. Even if using AI art is faster, it takes away the sense of accomplishment.

    • 5 months ago
      Anonymous

      Everything PixelLab has shown looks like unfinished turbo trash.

      • 5 months ago
        Anonymous

        Yeah doesn't look like anything worth throwing 9 bucks on monthly.

  92. 5 months ago
    Anonymous

    I signed IP transfer papers with the team yesterday, now the original coder is no longer involved, I own the IP and will attempt to recode the whole game from scratch and try to finish it with the artist. I have no idea how it's going to go, but it's still better than waiting until forever for nothing to happen.

    • 5 months ago
      Anonymous

      feels good being a solodev
      wait no it fricking doesn't i'd take another team member in an instant no matter how much they try to sabotage the project

      • 5 months ago
        Anonymous

        I would have always liked to let someone competent to handle the coding side of things, but it has always lead to various problems. Sometimes they don't get the vision, sometimes they try to hijack the project, and sometimes they don't do what they have promised despite claiming so while everyone else has to wait. There's only so much one can take, and my limit was reached last weekend. I'm not trusting anyone to join any project I'm heading anymore who isn't an actual friend I've known for years. I'd much rather take the blame for a lack of progress than have it be on soneone I can't trust.

        mirrored soul?

        Nope.

    • 5 months ago
      Anonymous

      mirrored soul?

  93. 5 months ago
    Anonymous

    i'm polishing the way battles start in my game

    • 5 months ago
      Anonymous

      cool

      • 5 months ago
        Anonymous

        I would frick the dog keep up the good work

        thanks bros

    • 5 months ago
      Anonymous

      I would frick the dog keep up the good work

    • 5 months ago
      Anonymous

      I like the little shuffle very soulful.

  94. 5 months ago
    Anonymous

    Femanons add me on discord : xrdbeat
    if you are into anime vidya e-girls artistic and creative hobbies kemono girls Fate disgaea rpgmaker pokemon fate digimon from soft souls games /m/ shows. smt yuuka meiling patchouli shion yuugii from touhou megaman monster hunter FU fire emblem final fantasy the 4 heroes of light SFM. animations Visual Novels females from the DoA series final the rwby anime and many things.

  95. 5 months ago
    Anonymous

    For my people who have fully finished a game, how do I know when I should stop adding to it?

    Every day in development that passes I think of something else to make the story cooler or flesh out the characters more, which just adds to the development time. I even had a finished story, but I keep making revisions to it because I see areas where I can improve it.

    Idk how to make the game what I envision it to be, while also not being stuck in development for 10 years.

    • 5 months ago
      Anonymous

      have a clear scope in mind of what is an acceptable final product.
      Once you have it, QA it.
      Afterwards, if you still have the spirit add something else.
      I was like that for a while but I slowly started getting sick of the game entirely. That's a good indicator you need to stop.

    • 5 months ago
      Anonymous

      There's some author's rules or something that I can't find now that say something along the lines of
      >write it once
      >do not change it unless the editor says it needs to be changed
      AKA, pick a goal and reach it, without changing that goal til you're there. Get it to a state where you can call it done, and then don't change something unless you have an outside source with a compelling reason.

    • 5 months ago
      Anonymous

      At a certain point, if you feel like you can play start to finish and it's extremely enjoyable, then it's pretty good. You should get testers to playtest, and if they like it, then you are good. Major companies playtest often when they make new stuff.

      Make a steam page early on when you have a concept good enough for it, and release a demo. A lot of people will add the demo.

  96. 5 months ago
    Anonymous

    I haven't looked at my game projects in months, but I'm thinking of writing a 3D renderer for my upcoming capstone project.

    • 5 months ago
      Anonymous

      Nice drawing

    • 5 months ago
      Anonymous

      did you use references when drawing weapons, looks good

  97. 5 months ago
    Anonymous

    Is hoverbike in the desert dev around? did you get a demo out?

  98. 5 months ago
    FygoonFag

    Aight aight, what’s happening Fygoon Squad? We finally got a new update out, with bug fixes, occlusion culling, and, for the first time ever, a friendly NPC you can get a quest from!
    Please enjoy this picture from Shamiranon from the drawthreads that inspired this new quest-giving character. Here’s a link to the game so you guys can check it out:
    https://nrasko.itch.io/the-frydarian-tale

  99. 5 months ago
    Anonymous

    >Dude just, make game
    >Anons proceed to have no marketing ideas to turn a finished game into a success
    Uh huh

    • 5 months ago
      Anonymous

      >12 reviews in less than 24 hours
      nice. you just have to make a good game

    • 5 months ago
      Anonymous

      >Devlog/Post your progress
      >Press Kit
      >Give a few copies to streamers

      • 5 months ago
        Anonymous

        >Give a few copies to streamers
        >Doesn't specify any names
        WWWWWWWWWWWWWWWWWWWWWWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

        • 5 months ago
          Anonymous

          do your research moron

        • 5 months ago
          Anonymous

          theres litertally thousands of them and they all hold different niches.
          the ones you need to sell to are yours to find

    • 5 months ago
      Anonymous

      my game came out today

      >5 more reviews already.
      Damn, thats like 51 sales, if the review to sales conversion is still correct.

  100. 5 months ago
    Anonymous

    Are you expected to tank many thousands upfront on asset store license fees (6 bucks for a passable CRT monitor 3d model, 25 bucks for an hq fuse box model set etc)? If your game sells 100-1000 copies, are you just supposed to eat those expenses? Why isn't profit sharing the norm?
    I understand everyone has to eat, but I wouldn't mind paying $50 for a paperclip model, if the game ends up making Lethal Company/Phantasmophobia numbers.
    A game like one of Chilla's Art horror games can have hundreds, if not thousands of mq/hq nonreusable assets, are you supposed to make all of them yourself?
    Extrudefricks, any thoughts?

    • 5 months ago
      Anonymous

      Because we all know that most devs buy assets and never publish anything.
      Worst yet, you play a role into something that someone else is directing. They might die, get irl problems or not hold their end of the bargain. What should I do then? Sue? With what money?

    • 5 months ago
      Anonymous

      Chilla's pumps out a game every 6 months. He has that horror kusoge workflow completely figured out. You gotta aspire to be as efficient as he is

  101. 5 months ago
    Anonymous

    my game came out today

    • 5 months ago
      FygoonFag

      Ok cool.

    • 5 months ago
      Anonymous

      Congrats anon, I just bought a copy and I'll drop a review later

    • 5 months ago
      Anonymous

      Unironically try shilling it to a youtuber who plays these kind of games, like Ludwig. No idea if he plays things for free.

    • 5 months ago
      Anonymous

      Congrats anon!

    • 5 months ago
      Anonymous

      I want you to know it's legitimately a lot of fun, and that you should maybe consider gyro controls on a phone or something. This feels like the sorta thing that I'd love to frick around with on the bus on the way to work. Congrats on makin it

    • 5 months ago
      Anonymous

      Congratulations! Also thank you for the free key in the other thread, you made a great game. I can't wait to see what you have in store next.

    • 5 months ago
      Anonymous

      Gonna drop some keys for us?

    • 5 months ago
      Anonymous

      bretty good

    • 5 months ago
      Anonymous

      >actual Ganker ludo dropped in the thread
      To the hall of fame with you.

  102. 5 months ago
    Anonymous

    Was there ever a single complete good game made by Ganker?

  103. 5 months ago
    Anonymous

    I jumped down after lowering the water and hit a checkpoint so I have to do it all again frick you

    • 5 months ago
      Anonymous

      >Dude just, make game
      >Anons proceed to have no marketing ideas to turn a finished game into a success
      Uh huh

      After 150 deaths I made it to level 2. It's a fun game. Better than the other rage bait platformers imo. I hope more people find yoru game anon

  104. 5 months ago
    Anonymous

    I'll do it after AOC.

  105. 5 months ago
    Anonymous

    Bros why are puzzle games so easy to make but so fricking boring to play? Literally monkey paw

  106. 5 months ago
    Anonymous

    Come on, just a bit more.

  107. 5 months ago
    Anonymous

    Month 9 of 2 weeks worth of work

  108. 5 months ago
    Anonymous

    Kill me

  109. 5 months ago
    Anonymous

    good but I would never ever post progress here

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