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
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.
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.
>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?
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.
6 months ago
Anonymous
Your site's broke bro. First result on google is a blank page
6 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)
6 months ago
Anonymous
>I received funding
From whom? Were they that impressed by your gameplay demo? Either way, godspeed.
6 months ago
Anonymous
NTA but he said in another thread that he got the funding from the government after showing his beta
6 months ago
Anonymous
oh, what's the art studio? looking for one myself.
6 months ago
Anonymous
Awesome job so far anon, I look forward to playing your game
[...]
[...]
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
6 months ago
Anonymous
This is significantly less sexy >Has terrain destruction
Ok nevermind, I'm rock hard
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
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.
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
>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
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.
>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.
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.
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.
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.
"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
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.
>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
6 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.
6 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
6 months ago
Anonymous
Technically you could, but it's likely burning money. Interactive marketing is clearly the future.
6 months ago
Anonymous
It's "post your shit on social media and hope people like it"
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
>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.
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
?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.
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
>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.
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
>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.
>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.
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.
6 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
6 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.
6 months ago
Anonymous
Funny, ive always heard the opposite
>"Give 100% when necessary but ALWAYS cut corners if you can afford it"
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
>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.
6 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
6 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.
6 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
6 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.
6 months ago
Anonymous
Why does everyone think performance has something to do with filesize now?
6 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.
6 months ago
Anonymous
it's just the total size of the game
not all of that is in memory at once
6 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.
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.
6 months ago
Anonymous
Is browsing your phone while sitting in front of your PC a real thing people do?
6 months ago
Anonymous
If browsed on my work PC then the company might steal my porn.
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
“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.
6 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
>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.
6 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.
6 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.
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
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.
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.
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.
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 🙁
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.
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.
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
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?
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.
>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"
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.
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.
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.
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.
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.
>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%.
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%
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.
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)
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.
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.
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.
>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.
>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.
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.
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.
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.
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.
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.
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?
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.
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.
>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.
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.
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
>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)
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
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.
6 months ago
Anonymous
Glad I could be helpful, really looking forward to you game
6 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.
6 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.
6 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.
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.
>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.
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.
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
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.
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
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.
>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.
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
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).
I was imagining something like looking more and more hype as you combo or wincing if you frick up
6 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.
How do i learn to make 2d art?
Every time I ask everyone just calls me a moron
6 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.
6 months ago
Anonymous
Is this video fine by itself or should I shell out for his course and is it in english?
6 months ago
Anonymous
The video by itself is fine. Activate the subtitles.
6 months ago
Anonymous
I already spent like 200 dollars on a wacom tablet, I don't want read books to learn to draw pictures.
6 months ago
Anonymous
just draw then.
6 months ago
Anonymous
Yeah but what do I do after this step?
This is where I'm stuck
6 months ago
Anonymous
Now draw a hand.
6 months ago
Anonymous
now what?
6 months ago
Anonymous
make a sprite sheet
6 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.
6 months ago
Anonymous
you still have to make a sprite sheet, its just going to look something like this
6 months ago
Anonymous
I would frick the dog keep up the good work
6 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.
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 :^)
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.
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.
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.
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.
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.
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.
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.
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.
>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.
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.
>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.
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
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.
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
>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?
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.
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.
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.
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
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.
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.
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.
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)
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?
>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".
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
>Give a few copies to streamers >Doesn't specify any names
WWWWWWWWWWWWWWWWWWWWWWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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?
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?
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
Haven't touched it since February
Tomorrow I'll
Same
>Tomorrow I'll
Make those blueprints!
Invent A PINGAS
No. Don't say you'll "invent schlemmer in the cooler tomorrow". Do it now.
Are these actual engines?
or frameworks, yes.
Why don't we ever talk about them? I'm using vx ace ffs.
for the same reason we don't talk about 1981's vodel's dungeon released for ibm pc 2500
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
Yes, but some of them like Turd and Corona changed names in the recent years.
We have safe for work mode up and running .
Why do ff2 psx sprites look way better than anything on any rpgm version?
Dunno, never seen that port
Or any other pixel ff really
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.
Yeah, can be certainly modded. I just can't pinpoint it. IMHO lufia has slightly better sprites, too.
>rpgm
limited frames of animation
I'm waiting for inspiration to strike
>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.
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
She is very cute, gameplay looks solid, but is there anything unique about the game?
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.
>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.
CUTE! anymore?
Yeah, here she is in full
He did it because frick the world, we make what we want.
more games need adult vampires and spirit girls. He's doing God's work
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.
Your site's broke bro. First result on google is a blank page
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/
Custom models are coming later, need art established for them first. The destruction will also be part of some 'puzzles'
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.
frick he found out
More gameplay (outdated but a decent example)
>I received funding
From whom? Were they that impressed by your gameplay demo? Either way, godspeed.
NTA but he said in another thread that he got the funding from the government after showing his beta
oh, what's the art studio? looking for one myself.
Awesome job so far anon, I look forward to playing your game
neat
Rape
give them details now Black person
Here is some gameplay to go with the art
This is significantly less sexy
>Has terrain destruction
Ok nevermind, I'm rock hard
minecraft ripoff
>Destructible environment
I am now erect
Christ, man, you are an amazing artist. Is art your main trade, or just something you taught yourself causally?
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
Add some randomness in your tiles anon.
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.
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.
>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
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.
>Finished games
>"How's your game development going?"
Pick one and only one
You can use AI for SFX? I thought you meant code/art
Engine? It's pretty much 1:1 super metroid, huh?
>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
Less clone and more literal re-skin.
Sound production freelance. 500 for the the game is doable.
I really need to figure out a proper name for this game.
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.
Unity, less Super Metroid and more Metroid Fusion / Zero Mission but with AM2R's controls if that makes sense.
>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.
If that's the worst you have to say about the art then that's actually pretty big praise, thanks.
>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.
I think this project needs a unique feature so it doesn't feel like a copy of a Metroid game. It looks good, though.
finally finished a proper demo, so now I'm struggling with bugs born out of my terrible code
that artwork is very impressive
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.
For SFX use a free audio library
For music use royalty free or free music
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.
We’re sorry Anon 🙁
Good. Only people who should post here are people with finished games, everyone else should be working.
Busy as frick, maybe I'll resume next year
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.
should i go back to unity or am i good with godot?
you are good with godot
and things are going to get even better
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.
"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
Strongly disagree.
Tell me about your experience with indie marketing
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.
>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
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.
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
Technically you could, but it's likely burning money. Interactive marketing is clearly the future.
It's "post your shit on social media and hope people like it"
Essentially
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.
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
>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.
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
Why not make assets? I mostly draw too but 3D isn't as hard as I thought it'd be.
I'm going to make a jrpg. Give me some tips.
Five (5) homies in a row.
Three homies in a row
Like what? Just clone ff3 and then move on from there.
use DQ framework and go from there
More reptiles, less mammals. I’m sick of seeing mammals everywhere in my vidya.
Go eat a fly and get back to hibernating you stinky lizard
Think of the theme/vibe or atmosphere you want it to have.
Now anchor and design the gameplay around that experience.
No gold system. FF8 draw system
Make less fights but make them more meaningful in terms of strategy or resource management
Finished this character a bit back, doing work on godot.
Do you sculpt or polymodel things like these?
sculpt
Ok thanks, you got some cool characters going.
Thank you anon, I'm currently here at the gameplay-stage.
>jumping furry girl
you're stealing my idea...
You are both stealing from Pseudoregalia.
How do you go about coloring?
where's the download?
>That crop top
If you don't add physics to it I'll be really displeased
I follow you on the x-twitter, great work bro. Will you be animating your own work or getting someone else to?
Will definitely be doing that myself anon! And thank you for the follow!
Don't know how to in Godot
Substance.
Currently blocking this out atm for said character.
?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.
What's your Twitter?
This has the uncanny ability to make my dick hard despite looking utterly grotesque
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
>despite there being barely any good games made with those two
Name an engine with more good games on it than Unity or Unreal
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.
>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
>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.
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
>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.
>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.
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.
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
>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.
Funny, ive always heard the opposite
>"Give 100% when necessary but ALWAYS cut corners if you can afford it"
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
>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.
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
>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
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.
>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
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
>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.
Why does everyone think performance has something to do with filesize now?
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.
it's just the total size of the game
not all of that is in memory at once
>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.
>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
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.
Is browsing your phone while sitting in front of your PC a real thing people do?
If browsed on my work PC then the company might steal my porn.
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
“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.
>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
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.
>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.
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.
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
what should I learn if I want to make a simplistic 3d game?
Unity or Godot
I'm really glad you asked.
You shouldn't.
Unity
can I make a "career" out of making romhacks? or am I gonna get sued by nintendo?
where's the money in it?
patreon
Are people going to pay you to make romhacks?
Yes, hack away, completely legal. No one will pay though.
No.
Haven’t touched it aside from doing more art and scripting, so not great.
Why aren't you making games for kids?
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.
>VN in UE5
why
>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.
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.
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.
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.
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 🙁
Blog time: I've just finished the first month/chapter of the game.
Why is he AAanGEryRED
Back from vacation and added a new, highly judgmental creature
>almost fricking done with my game
>barely work on it anymore
why am I like this?
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.
s&box pain day hit, this is gonna take some time to figure out and migrate my entire codebase
What are the typical page visits/demo plays on a brand new game with little to no marketing?
itch.io?
Steam but Itch.io may still be relevant results wise
zero
>Have more than zero
Guess I'm fine then
where do you go to hire some bgm composers for your game
fiverr or discord.
Ask for pricing.
how DO you market a game with no budget?
That's the thing, you don't
Friends and subtle Ganker posts.
twitter hashtags, reddit, give a demo copy to a youtuber that plays your genre of game
>reddit
How do I advertise on reddit without getting banned or downvoted?
Other than meme games, I rarely see games succeed with this method
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.
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
soul
does this have a name and please tell me it´s not a roguelite
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?
Been seeing this game for a couple years now. Gotta link to a demo or anything?
I hate this but the animations are nice
Huge progress dude
Is this too much hit squish?
>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"
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.
a 2D game will be easier to make than a 3D game 99% of the time
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.
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
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.
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.
Yes, but sprites tend to be much easier to draw
60% done
Make your own game engine anons
You make one for us.
I might if I have the proper knowledge and time. But I have neither, sorry for failing you anons.
>I might if I have the proper knowledge and time. But I have neither.
Would you look at that, neither do we.
Does using a framework count?
Well, building a game engine from scratch is insane.
Guess I'm an enginedev then
>not mining your own silicon
NGMI
my game is nearly finished
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?
Just a slap.
What makes it cool is what pose the character ends up in after it happens.
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.
I suck at playing bullet hell so I'm probably dropping this soon
Just make a good shmup like Tyrian instead8npkt
why drop it when you already done the majority of the work
>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
>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%.
Just reduce the scope of your project until you can make it
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%
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.
That looks really great. Always room for more shmups
how'd you learn to do this?
please share
I figured it out on my own like a grown up
it's just godot + basic programming stuff
How do I do that?
The API docs are incomprehensible trash
homie go to youtube and "how to bullet hell godot", are you braindead?
Bro, come on, that's not even something particularly complicated. You could figure how to make it yourself with some effort.
>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.
>Data oriented design
I remember that homosexual had a "BLM" banner in his page and suddenly lost interest in the book
What guy? DOD isn't something made by one guy.
https://www.dataorienteddesign.com/
I see. Either way, one guy being a massive homosexual isn't a good reason to ignore a whole programming paradigm.
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)
>honestly indie game dev seems to have stopped the past 5 years or at least nothing is getting noticed
are you serious right now
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.
Thanks anon
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.
>Don't try to make your big dream project right away
I won't anon
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.
>honestly indie game dev seems to have stopped the past 5 years or at least nothing is getting noticed
i only know how to make music and i havent been doing that for the game im helping with lately.
>have idea for coop game
>now have to figure out how to make the experience also work for friendless losers(me)
Terrible, I'm ready to kill myself.
every game posted in this thread looks unplayably bad
at least pizza tower had unique artwork
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.
why would you put effort into a game that major platforms won't even let you distribute
There's worse stuff on steam and it's hard for a random solodev to get a console release anyway.
she's an adult vampire you sicko
just give the dragon girl an air slam
>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
she's clearly 17 + 1/2 + 1/4 + 1/8 + 1/16 + 1/32 + 1/64 +... years old
dont you ever dare posting the geometric series unprompted ever again, I fricking hate series and harmonics so fricking much
>I fricking hate series and harmonics so fricking much
Discord chaos cultist found.
I've actually proven the harmonic series is infinite using geometric series.
They are so fricking fun.
Mathematics is so beautiful.
Actually she's n + 11
I'll play your game, Anon. Lewd games with good gameplay is where it's at.
The skeletons could be cuter. Looks fun though
huh? didn't you post a higher res sprite at /agdg/ and start another project?
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!
>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.
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.
The only decent one posted.
nope that looks like shit and so do the rest, all shit
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
wow that art looks very professional
I don't like sidescrollers but the animations look clean as frick. Nice job
Nortubel lore stuff.
Also in Nortubel, a rolling cheese wheel https://www.youtube.com/watch?v=tZseNSiUSgc
Did statues props related to Nortubel lore.
What engine would you recommend for making something like Rance01? Besides Renpy, of course
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
Yeah but what about events and flags? I don't want to make the code full of if else
>Besides Renpy, of course
why not renpy?
I don't like python, I'd rather code in C, C#, Javascript or C++
What's wrong with python? If it's all about displaying images and text, you can definitely cook something up real fast with raylib.
Tried adjusting some tutorial stuff in Nortubel in case it makes players understand the Companion's ladder controls a bit better.
I am making a digimon fan game:
I am also working on something new, but that is for the next thread.
>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.
>learning OpenGL
>launch program
>PC starts making hissing sound
apparently a common thing called "coil whining"
Yeah, I get it every time I move the viewport camera in Blender.
is gamemaker any good? fricking unity left me with no clue on engines
no, clickteam fusion is better
>take a look at the UI
>looks like an excel
it is what it is isnt it
depends on what you wanna do
3D? no.
what then
3D? unreal.
isnt unreal a bit overkill for a psx looking game
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.
To each their own, you made what you wanted and that's good enough.
>No, my other project is 3d.
someone impersonated you then
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.
How were those cool battle scenes in OMORI made?
It's just generic rpg maker with a few sprites for "feelings" of character.
Then how come OMOCAT was the only person to make it big? Is it just inborn talent?
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.
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.
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.
how to learn bevy without taking hrt
Just take søy
That's an interesting way to say "lacking in features".
That rust has five game engines but zero games demonstrates just how useless that language actually is. Rust users don't actually make things
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?
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.
How long have you been working on this? I've seen this since before the pandemic.
This "time around" I think it's been since early 2021 or late 2020
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.
When's Dixie...
Animations look nice, as usual.
Do you have any cool animations for perfect parry for unarmed?
>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.
call it blaster knuckle after Black guts
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.
That video is really good.
Thanks bro.
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
>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)
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.
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
That's a good example, I see what you mean.
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.
Glad I could be helpful, really looking forward to you game
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.
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.
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.
How come this engine isn't popular? Seems like a great engine.
qrd?
Here you go, lazy anon.
https://defold.com/
>Defold dev: "NO YOU DON'T NEED THIS BASIC FEATURE, JUST WORK AROUND IT INSTEAD"
Isn't this true for basically every engine that isn't Unity or Unreal?
Okay homosexual you can frick off to twitter if you are this moronic.
I'm making a rogue-lite where you play as a healer. I added speed boots to the world.
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.
if you add meta progression or meta unlocks I will crucify you
your motherfricking ip is logged buster
will there be any verticallity to the dungeons or will it all be flat.
good progress
what is this some ftl knockoff?
yeah
https://pricklypeargames.itch.io/wodopom
>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.
Can't you just remove that script?
It would be extremely painful
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.
And it why you should use a version control system.
Added a new trailing white box effect to the healthbar to make damage done more visible. Small improvement, but it helps.
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
I personally despise centered healthbars like that.
Either make it directional or add hearts or thresholds to know how much is left.
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.
No right answer here. I say do whatever motivates you the most, but keep it simple enough to actually finish it.
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
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.
Good I'm making a game called don't frick dad where you have to try not to frick your dad
I downloaded the game engine. That counts as progress, right?
What game engine?
https://castle-engine.io/
I only know how to use Pascal
>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.
>Wow, that looks like shit.
NTA but it doesn't, looks like an alright game engine just from the website
like this
Finally, a game for premature ejaculators
her ass is way too big
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
It's going fine. Working the "juice" and backgrounds at the moment. Let's keep at it lads.
Very cute. What does the purple dog do?
Thank you anon!
Oh that's my avatar and my "company"s logo so to speak, "Sleey Dog".
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.
>no brown tomboy
gross, white women need to go extinct
lol brown tomboys are in, ojou-samas are nice too tho
I like this simple artsyle. Are you going to give them different expressions in the HUD?
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.
I was imagining something like looking more and more hype as you combo or wincing if you frick up
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.
How do i learn to make 2d art?
Every time I ask everyone just calls me a moron
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.
Is this video fine by itself or should I shell out for his course and is it in english?
The video by itself is fine. Activate the subtitles.
I already spent like 200 dollars on a wacom tablet, I don't want read books to learn to draw pictures.
just draw then.
Yeah but what do I do after this step?
This is where I'm stuck
Now draw a hand.
now what?
make a sprite sheet
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.
you still have to make a sprite sheet, its just going to look something like this
I would frick the dog keep up the good work
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.
frick this gay, make them all white
And girly not tomboy for extra spite.
>t. seething starbucks rat
Nice! It feels like the earth should explode from a perfect clear
Kek, that is an interesting idea. Thank you anon!
much better than last time, looks more exciting 🙂
thank you so much anon!
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 :^)
modelling stuff
my friend is working on AI (it's the hardest thing and we are struggling)
I just need to draw the sprites and write flavor text like item descriptions, dialogue etc.
>oh hey another progress post with a webm attached, let's see what anons are working on
>2D sidescroller
>*closes browser*
Bro’s really fishing for poon on a gamedev thread. Unbelievable.
girls dont like gamedeving, they only do rpgmaker stuff
made enough levels for now i just need to populate them
gato sexo
reminds me of autists walking in high school. Stiff and swift, with purpose but blind.
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.
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.
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.
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.
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.
>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.
you should check if CREST is VR compatible. if it is, just get that and you can worry about gameplay again.
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.
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.
Possible to gamedev at 30? Was broke and didn't have alot of time in my late 20's taking care of sick parents.
I started learning gamedev at 33
I don't see why not
Sure it's possible, if you're willing to actually put time into learning anything
I'm 35 and I game dev every day.
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.
I also started to learn how to draw at 33...
You can do it.
Thank you again this is a very encouraging post.
This is how I draw now...
Apologies for over-shilling, but learning new stuff is possible in your 30s.
Lmao no have you ever seen a 30yo? they're old as shit
No.
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.
I don't understand what your problem is exactly
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.
Not sure that was me, I don't remember this. But will check, thanks.
>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.
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.
>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.
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.
>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.
>The center of the blob get too dense, even if I crank up the repelling strength to 11.
try bigger colliders?
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
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.
oh no you cant have over 10000 objects colliding with each other at the same time. its over.
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
I played it, it definitely feels more challenging and more fun because of that. I like the desing of the gator guy.
>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?
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.
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.
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.
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
I'm seeing a screaming face in the ground
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.
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
Everyone already moved back to Unity. I haven't even seen any sort of uptick on Godot progress posts. It's over, Juan.
>had to redo the rigging 4 times until i got it to work
can i just go back to sculpting wieners...
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)
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?
Wtf, why didn't my webm upload?
>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".
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.
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.
offtopic and if you fall for this shit you're an obligate consumer and I pray for your death.
Still dreaming about it boss
>tfw playtesting own game and having alot of fun
i will NEVER make a game and i will kill myself because of it
good
no one cares, cris
Don't talk about yourself like that man I
>possibly cris
Oh. Never mind.
Congrats, it always feels nice to actual release something, it's a barrier so many refuse to cross.
it's going well. entering the final stretch. it's looking like we'll be able to launch in march or april.
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
Roek.
I don't know what to make
I know what to make but I'm too unskilled to make it
You guys are using AI tools to help produce your games? You aren't being left in the dust, right?
?si=fkClIRKZ152AS8t7
Nice way to get kicked off steam
hope they ban all 3rd world countries from publishing games
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.
Everything PixelLab has shown looks like unfinished turbo trash.
Yeah doesn't look like anything worth throwing 9 bucks on monthly.
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.
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
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.
Nope.
mirrored soul?
i'm polishing the way battles start in my game
cool
thanks bros
I would frick the dog keep up the good work
I like the little shuffle very soulful.
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.
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.
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.
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.
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.
I haven't looked at my game projects in months, but I'm thinking of writing a 3D renderer for my upcoming capstone project.
Nice drawing
did you use references when drawing weapons, looks good
Is hoverbike in the desert dev around? did you get a demo out?
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
>Dude just, make game
>Anons proceed to have no marketing ideas to turn a finished game into a success
Uh huh
>12 reviews in less than 24 hours
nice. you just have to make a good game
>Devlog/Post your progress
>Press Kit
>Give a few copies to streamers
>Give a few copies to streamers
>Doesn't specify any names
WWWWWWWWWWWWWWWWWWWWWWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
do your research moron
theres litertally thousands of them and they all hold different niches.
the ones you need to sell to are yours to find
>5 more reviews already.
Damn, thats like 51 sales, if the review to sales conversion is still correct.
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?
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?
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
my game came out today
Ok cool.
Congrats anon, I just bought a copy and I'll drop a review later
Unironically try shilling it to a youtuber who plays these kind of games, like Ludwig. No idea if he plays things for free.
Congrats anon!
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
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.
Gonna drop some keys for us?
bretty good
>actual Ganker ludo dropped in the thread
To the hall of fame with you.
Was there ever a single complete good game made by Ganker?
I jumped down after lowering the water and hit a checkpoint so I have to do it all again frick you
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
I'll do it after AOC.
Bros why are puzzle games so easy to make but so fricking boring to play? Literally monkey paw
Come on, just a bit more.
Month 9 of 2 weeks worth of work
Kill me
good but I would never ever post progress here