Instead of complaining about video games 24/7 why don't you just make your own game?
DMT Has Friends For Me Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
Instead of complaining about video games 24/7 why don't you just make your own game?
DMT Has Friends For Me Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
It would be shit too. Frick video games.
I have no talent.
this. i want to die why did god make me so worthless
takes a lot of planning and trial of error if you want to make a really huge ambitious game
you could always make quick arcadelikes to play for a bit and get free money by making it for android and ios
i hope your game turns out how you envision it and at least makes someone smile and cherish that memory for years
>no talent
Then learn a skill instead. Talent will only make the growth quicker, but anyone can still learn the skill if they give enough fricks.
You don't need talent, you just need money and have others make a game for you.
What for?
I have talent and my game still didn't appear out of thin air
>Instead of complaining about not having a girlfriend why don't you must become your girlfriend?
what type of shitty grooming argument is that lmao
No. Complaining is more fun.
i am making a game, but i'm not using any of the trash in your image. Just C++ as God intended
Can making a game itself be considered "playing" a game, like an adult version of minecraft, but with more options?
Isn't that what Roblox is like?
t. Never played Roblox
roblox is still far too limited for adults to lose themselves into
i mean i guess level design is kind of like that but for the most part its extremely tedious and frustrating
I've come around on making custom tech.
Unity and Unreal are solid, but I realised it slowed down my workflow to about half of what it was before.
The tradeoff is of course taking months to implement something like Lumen or Nanite, Platform SDKs and versatility for larger teams, but on your own, I'd almost recommend eventually making the engine for the game yourself if you're a programmer, even more so if it's 2D.
Yeah. Building tools is cool.
I don't think you can implement Lumen and Nanite in months by yourself bro
If you go over their Siggraph papers, you can do it too.
The tooling is the difference. UE5 has all the nice viewport visualisers and mesh import integration. That's the difference.
>If you go over their Siggraph papers, you can do it too.
I have gone over them, they're massively complicated pieces of technology that require intimate knowledge of the hardware you're working on, and there's some serious math in there that even the UE guys outsourced
You're going to match it somehow after 6 months of 9-5 work, be it hardware tessellation, mesh splitting, that thing frostbite does with the culling, auto mesh generation.
There's always an approach to what Nanite is trying to do.
>You're going to match it somehow after 6 months of 9-5 work
Maybe if you're very experienced in the domain, talking decades here
>Lumen or Nanite
It's just a shitty implementation of Nvidia's RTX and Meshlets. If you're gonna use Nvidia SDK (And there's no reason not to, unless you also want to create your own physics engine), you already have this tech by default
>and Meshlets
I thought it was more like 'LOD Tesselation'. I know that some engines cull meshlets that are out of sight.
>Lumen
Personally I think Global Illumination implementations are overblown. None of them mesh well with normal rasterization and the best implementation would use hardware raytracing where forward lighting occlusion and shadow is accounted for properly in the shaders themselves. Hopefully mesh shaders offer that later.
>I know that some engines cull meshlets that are out of sight.
Yes, it's much more than just LOD and culling, which makes Epic shit even more pathetic.
Epic are smart. They know Mesh Shaders won't be ready for another 5 years so they did their own thing to reap the benefits from AAA teams asking "when?".
Lumen is nothing like RTX, it’s closer to real-time lightmaps.
>Literally have the same functionality: reflections and RT-based lighting
>Same bugs as RTX (Fixed in 5.1: Abrupt ray cut in semi-transparent reflections)
>RT graphics card required for anything above 10 fps
>Changes occur smoothly over several frames as in RT
It's literally RT but with SDF shit on top for the "muh open world"-meme, it even looks exactly the same.
My dude, UE5 won't be ready for x years either for everyone who isn't Epic themselves.
RTX is production ready, Meshlets is just unnecessary in the current gen.
They will not be able to outrun the entire Nvidia dev-staff (which is measured in thousands) with their pitiful ~350 devs.
What a strange decision. I think they're just in a quarrel with Nvidia or something.
Lumen uses surface caches, which make it entirely different.
Anon, adding shit on top doesn't really change how the tech works at a basic level
>come up with game ideas every couple of weeks or so
>never even start them
My game is 80% complete, has a Steam Store page, has 60k impressions.
But only 400 wishlists, and no outside marketing, aka it has not been posted on Twitter or reddit.
Am I gonna make it?
Yeah that's good enough.
Post it
>Am I gonna make it?
No, marketing is everything, good graphics can maybe save it
I am aware. But the only offers I got are from literal who companies that seem to go quantity over quality, with barely any reach.
i bet one of them was team 17
Team 17 is a giant compared to them, anon.
just post on reddit and twitter, if you post in the good communities, using the good # you'll gain some tractions. assuming your game looks good
>Reddit and twitter
>Good communities
Lol
by good communities I meant subreddits that allow you to post clips/screens of your game and where you can gain followers/wishlists
Have you considered monthly updates showing your progress? Consistency is key in order to build a regular following
My roguelite sold roughly 2K copies on the first month and i had 100 wishlist. You're fine if you dm some youtubers Did you participate in a steamfest? please do if you havent.
what's the game? its price? time invested in making it?
5€ on release if you count the game launch sale, invested 3-4 months making it, early access and what i did is that i dm'd alot of youtubers that plays roguelites and card drafting games close to the game i was making a few of them made a video on it.
6600 euros +/- with steam's cut ain't too bad for that, good job anon and good luck for your future endeavors
Thanks ! yeah it's not bad and i'm pretty happy about it, mind showing a screenshot of your game or saying what it's about?
https://store.steampowered.com/app/1141550/KEKOLD_SIMULATOR_Life_as_a_Beta_Male_Cuck/
I don't have much to show, I'm programming an engine of my own to develop better programming skills (I'm a programmer). Still a lot to go to complete the engine, but I can render basic objects and textures for now.
For the game, it's not very original, but I want to make an RPG like Paper Mario but with a slightly tweaked battle system closer to a traditional RPG where party members position matters and with a turn order mechanic.
That's pretty good, my game is quite niche, but I definitely will send to some of the tubers who enjoy these kind of games.
My only problem is that I've been making it for nearly two years... So maybe time to profit ratio would not be good. But it's my first true "commercial" project, so who knows.
I'll tell you something:
One of my games had 156,857 impressions BEFORE launch, but a 1.45% click rate. I realized I fricked up the header images and it didn't sell that well. It now has 832,446 impressions with a better click rate (don't even ask outside the summer sale(s) gave it a lot of impressions).
Some tips:
>Heavily focus on your header images and trailer with he description. They matter so much more than anything else for people to take a five second glance to see if a game is worth looking at. Sometimes you only have three seconds.
>Make the screenshots look really good, mainly stuff from the trailer, since you want the trailer to be really good looking
>Make sure you tag your game well for people to naturally find your game. Discovery queue clicks are small, but they are really good. with your 20 tags, be heavily specific.
>If you are going to market a game, being specific to your target audience aka people who want to play what you have. So with stuff like youtube ads, pay ads on channels for stuff like your game and you can do 20-50 dollars. Tik Tok ads are good if you have the money.
>Most impressions are from the first week of launch. After that other games are show off by steam more.
>Use the visability boost for major updates since you get placed right at the top for a bit for new impressions and clicks
Just learned Editor Utility Scripting for UE so I could convert all of my attack animation hitbox animnotifies from a stack of individual variables to a new struct-based system as part of a damage system refactor/overhaul
Honestly Editor Scripting is great I wish I had learned this shit ages ago. It took a 3-day job of data reentry and turned it into 6 seconds of context-menu clicking, and I didn’t even bother writing an editor widget for it
>Editor Scripting
>mfw Slate
What on earth is that c++
I never used Slate. You can write editor widgets directly in UMG these days
Humorously, I am a published author and I was in talks with a major studio to write a game but they opted to go in-house because the publisher said they weren't willing to pay me. So what they did was hire some of their interns to write the game, which the publisher was cool with. I can't code for shit, but I have thought about "making" the game we were gonna make in RPG maker just for a laugh. The problem is that it would be boring to play since I know jack shit about making a fun game to play.
As a failed writer myself I can tell you that coding a game it's another world of endeavor. Also I don't know if you have a gaming background to even try to approach it.
Best case scenario I can think for a writer is to make a vn (with maybe some gameplay).
Gameplay isn't that difficult to come up with IMO. Make a game you'd like to play.
>I am a published author
>they opted to go in-house because the publisher said they weren't willing to pay me
AAA publishers spend millions on their games but nothing on writing and then wonder why their emotionally hollow stories and characters aren't resonating with people.
That's why I'm going to look for a narrative designer. I want something interesting to hook people. My dream is to have people still debate my game decades from now like New Vegas.
Hiring a "real" writer doesn't mean your game is going to have a good story
Yeah I know, but it'll definitely help.
I don't think so. Just because you're good at writing a book or whatever, doesn't mean you're going to understand what makes a good game story
Many games have real writers working on them and it doesn't really help a ton, inspiration is what matters
Oh, that's what you meant. No, I'm want someone who knows how to write for a game, obviously.
>I don't think so. Just because you're good at writing a book or whatever, doesn't mean you're going to understand what makes a good game story
>Many games have real writers working on them and it doesn't really help a ton, inspiration is what matters
Most "writers" are just diversity hire slopjob morons who were friends of a friend in the company. TLOU2 had "writers" but TLOU had an uncredited Amy Henning, Yakuza 0 had a legit light novel writer and that's the best one in the series, Parasite Eve had an okay writer and that game's story is pretty goo.
RE2 original hired a hollywood script writer and that turned out amazing despite the limitation.
tl;dr you have to know what makes writing good, and have to be able to fit it into a game like a screen writer. Most companies do neither.
You'll make New Vegas in another 10 years. Forget about hooking people and just hook yourself first with a shit game.
>Forget about hooking people and just hook yourself first with a shit game
But I already worked on a few games, Anon.
Then don't listen to me, I just have a shit engine and some prototypes.
You can do it, Anon. We're all gonna make it. Just get off your ass!
Working on my custom C++ engine using opengl
See you in 4 years.
It's just going to be the bare minimum for my game to work, I'm not doing something as complex as Unity or Unreal, for obvious reasons. I can already do basic rendering. I'm building it alongside my game. I'm not sure how long it will all take, but at my rate I think 1-2 years left. It's super fun though.
The secret is even if it was Unreal or Unity, see you in four years also.
you know what they say, either build a game, or an engine... never both
>I can already do basic rendering
Biggest thing for me was serialization, in ALL aspects. Still hurts the engine to this day.
I don't know where you're at, but get that one thing down first.
How basic is your engine that serialization was the biggest problem you had
In all aspects means:
>World saving and loading
>Coming up with a format to be rid of versioning
>All widgets in editor UI to match with types in-engine
>text and binary
>Matching components to game objects on load
>pointers
>JSON vs Text vs XML
>D3D12 pipelines
>All the asset loading and streaming if you want to include that
>weighing up reflection vs static C++ declarations
I still stand by calling serialization the biggest core engine structure. Everyone focuses on graphics because of the OpenGL tutorial ease, but not getting serialization down well hurts you more than maybe even having a shit gameplay loop.
>I still stand by calling serialization the biggest core engine structure
You haven't even scratched the surface, trust me
That's the biggest one. You try match Unreal's Header Tool or get reflection working well with clang AND fit it all into the engine.
The only bigger thing is gameplay-oriented debugging and testing, but that's not foundational.
I've been working on game engines a while now, serialization was one of the first problems I had, it was peanuts compared to stuff you encounter later on down the line, definitely not the biggest problem I've worked on, I wouldn't even place it in the top 10
There's nothing that touches everything like serialization. Coupled with the Actor/Component architecture, it's almost the engine/game itself.
What's more foundational than that to get right? Light probe placement? Screen space effects? Tessellation? Node editors?
Shit like changing a prefab and propagating those changes to every single instance of that entity. That's a foundational problem.
If there are bigger foundational issues to nail down earlier on than that, say it and help the kids in the thread out.
Serialization doesn't touch everything, it only touches your game state, and ideally it's a pretty simple operation on your game state
Your overall engine architecture and your entity system are more foundational than that. If your serialization system is deeply embedded in everything, I think you're doing something wrong
I can see it being a pain in the ass if you're using a language without reflection, but there's several solutions to that
>If your serialization system is deeply embedded in everything
Of course it's embedded in everything. What do you think engines using C# editor code from C++ engine code are doing? What's network code doing? What's game state doing half the time?
>it only touches your game state
You gotta go back and rethink your serialization shit again. I can already see from these posts that it's not up to par, you're not bringing anything up.
I'm not sure we're on the same page here
What do you mean by serialization? I was talking like, saving your game, writing your game state to a file
He probably has some Black personlicious Unity/Unreal-style monstrosity of an engine that's inefficient as frick.
ive been looking into making a really basic engine to learn how it all works, do you got any recommendations on where to start? is cherno good?
Haven't started or even looked at that part yet. I've mostly done a UUID, rendering and some elemental physics.
Any tips on serialization? Any hurdles you faced? Pitfalls to avoid?
>Any tips on serialization?
I don't want to send you down rabbit holes.
For beginner/intermediate stuff, I would try and replicate the ideas from these two links.
https://gdcvault.com/play/1013462/Feeding-the-Monster-Advanced-Data
https://www.gamedeveloper.com/programming/reflection-in-c-the-simple-implementation-of-em-splinter-cell-em-
This isn't what I personally use, but the idea is you want to serialize out only what you need from Game Objects.
Because as soon as you save a world with fwrite(), add an int to a Game Object and read everything back in, it's all gone.
You want some static structure or runtime function to get what you want.
I'd recommend against doing this, because at the end all you have is a subpar engine.
>because at the end all you have is a subpar engine
Exactly like all the other engines.
Lumen.
>subpar engine
Yes, that's what public engines are. All the good engines were made in-house by companies for their own games.
I am and i'm making progress!
Looks neat.
Thanks.
Yep same one this is before you enter the dungeon
I'm working on a context menu. That's it ha ha thanks.
Nice atmosphere, deminds me of DUSK. Is this the one with the dungeon full of graffitis?
Cool idea but to me, pointy ears + bombs = goblin. Woudln't have guessed that's an elf.
Nice color palette bro.
cute graphics
This looks awesome.
>This looks awesome.
Thanks bro, comments like yours help me keep going.
Is this DCSS with better graphics?
Not exactly. I want to give the RL gameplay a spin by making the combat use Action Points, kinda like Fallout. Aside from that it's meant to be a sandbox RL in which the player's progression is heavilty tied to items, since every piece of equipment will grant you skills.
How do you make/handle colision for the map and floor? Especially uneven terrain?
I had a great video game dream this morning, it will definitely inspire me in my daydreams of making a vidya!
I'm going to make some because there should be more decent free games for people to play and the only way that will happen is if more people make games.
Is Godot beginner friendly? how is the documentation for a complete newbie coder?
I gonna start making a new game about an Elf bomber, the idea is blow a dungeon and clear all monster. I'm getting some inspiration with Bomber king, a old game I always love to play. The game will also be connected to the universe of the last game I made.
Don't stop coming to agdg dud!
I'm sorry they destroyed your game on steam
Sure I will, anyways I gonna try Newgrounds tomorrow and see if people there like it.
I have attempted and it is awful...
Yes it is awful.
you didn't draw her pregnant
>brown girls with big breasts
BASED BASED BASED
Built for BIG WHITE wiener
>tfw two of my brown big tit followers just died in Conan Exiles
based fellow krita user. freeware beats photoshop subscriptions.
>krita
>it's literally written Clip Studio Paint Pro
>There is a PS icon on the taskbar
Anon, I...
But it's CSP
Does this thread participate in AGDG demo day? I got some good feedback for my VN. Mostly gui improvements and character size in relation to the screen,etc... Character sprites are still placeholders until I get the high def versions from the artist
Monster girls VN?
cute style
I'm drunk.
Horror is difficult to do
I got to around the half way mark to the current game I am making, it's going very quickly, 100% will finish everything up before the end of the month, mainly so I can dump a demo for the Steam Fest and release right afterwards or make any changes. I actually made more tile sprite/ tile recolors than I thought I would, but it makes everything look really nice. Anyways have turtle.
Looks pretty, reminds me a little of Zelda Oracle of Ages/Seasons
I put a focus making tiles look good with that in mind. Also making each area have it's own primary color for the tiles so everything is more unique.
Ye, that's good GBA-style pixelart of tiles. What kind of game is it?
My game is out:
https://npckc.itch.io/one-night-hot-springs
If this is real;
Based
It's not. Anon has been doing this the last couple of threads presumably to derail it into troonyshit.
Who is this made for? Why not make a transgender mage or something instead of "women don't want to see my bare wiener in a hot springs"?
working on it, almost got my first weapon ready to implement
if i can figure out mesh-bone parenting. blender why
okay got it
oh this is cool!
ty~
Your sword weapon thing looks cool too anon
next up is animating the ground attack combo, then its combat programming
cute wolfo
I'm grinding my shitty art skills in hopes I can trick some poor programmers into thinking I'm anything more than an ideas guy.
bummp
man i got into an argument with a family member and it derailed my ability to concentrate on dev for the night
guess i'll just continue tomorrow
frick yeah buddy, I know that feel. Sometimes all you can do is chill but you don't want to.
making a Jak II style action platforming game
Still prototyping rn, but eventually i need some 3d artists to help me nail that PS2 artstyle
THATS cool but you have to be careful as JaD was designed for controller and is very horizontally-oriented with gracious autoaim; if you're using WASD to turn and aim the character it would be more finnicky than analog. I cant truely judge til I see footage of controls, but playing opengoal and a godot camera prefab on KBM made me understand why a majority of games use camera-relative aim, character-relative is best used on top down and fixed angle horror games. Try dabbling with a 3d crosshair, spotlighting a general autoaim cone.
This is probably too much but I like the idea of toggling into an advanced aiming mode with full mouse aim at the cost of movement or something, with a clear distinction in more tactical or vertical areas being made for said mode. Also PLEASE emphasize scale thats my favorite thing about JaD.
If your handwriting is that bad just use your drawing program's type tool, jesus israelite-on-a-stick christ.
You don't understand, handdrawn scribbles make your design docs look authentic
His handwriting is fine you fricking homosexual
No, "his" (probably yours) handwriting is ugly unreadable garbage.
Show us your handwriting you pedantic c**t, his writing was 100% elegible you're just a homosexual that wants to shit on anything
am i misunderstanding scriptableObjects?
I have a scriptable objects that holds starting points and nodes for an AI to follow a path
the scriptable object is referenced in the AI class.
when playing through the editor, everything works fine, the AI follows the path of the nodes.
but when i build, the AI wouldn't move at all. After debugging i found that all the values in the scriptableObject were null. the values were all set in the editor outside of runtime, so why is it not working on a build?
because I did
K0LCY-Q663Z-[tee]CP3J
EGABY-[2 Ks]ADK-E[ex]C0Y
9ZA5[two]-JHBZF-0RHA[seven]
B438Y-[nine]PWWA-Q7IE[arrr]
>K0LCY-Q663Z-[tee]CP3J (claimed this one)
ty anon ill try it out
np hope you like it
Congrats man. My backlog is already too big but good on you
>why don't you just make your own game?
because we're in great depression 2.0 and I don't wanna live in a cardboard box
Finishing up the basic stuff still. First I'm gonna tackle chatting and e-mails, then generating levels. That's gonna be tricky.
I was making my own game but got distracted by home automation and didn't touch it in weeks
Ganker does make their own games and they get taken off of sites like steam because of controversial content, although steam is a bit more tolerant than that one site that took down the mod of the spooderman game that replaced flaggotry with the US flag.
i like video games like i enjoy music and movies: like to consoom them, don't want to make them. although i am taking CAD this semester...
also i'm a consolegay casual.
Anon this is a dev thread. Anytime you see that thumbnail it's Ganker's daily thread for game devs, doesn't matter what OP wrote. That being said there's a severe lack of actual game development happening in this thread for some reason, cause it's been highly productive these last few days.
But who will pay my bills? I barely have time outside of work, do you expect me to burn that little time with a creation that will ultimately go nowhere?
Why not?
What else are you doing with your pathetic life?
2 hours of this game and only 2 images of Carol posted... Sad!
i was thinking about making an eroge about level draining, but that type of game seems like it'd be a grindfest, and i hate having to grind in rpgs, someone give me an idea for how i can make level draining a mechanic without it being a chore.
Don't link levels to stats. Instead link it to sexual prowess.
>a sex rpg where experience is replaced with sexual prowess
>unlock and upgrade moves as you gain levels, like how to eat out properly or how to stimulate the clit without overdoing it
There's potential in this idea
Not really. Eroge games are mostly smut and only the visual novels pass because of their length and character building.
Man frick this engine cuh
bro your 5950X?
Oh yeah let me just bring the double Threadripper out.
but I am
I might sideproject and start devvin' a Bangai-O ripoff.
>Bangai-O ripoff
Good stuff.
Been thinking about it for a while. Shouldn't be too hard to code, except for implementing some kind of map editor and letting users share their stuff for others to download. That'd be complicated but also kinda kino I think.
Hardest thing will be the bullets. Get that down and you're gold.
You mean, the feedback and all that? Because their hitboxes and trajectories shouldn't be too hard to implement. Unless you mean the rockets, which should behave in a rocket-y way.
The main gun in Bandai reflects a few times off surfaces right?
Oh right. I think one of the two main guns did that yeah, while the other exploded I think. Still, shouldn't be too hard to code some bouncing in a 2D plane.
Wise anon. I'd probably just make every bullet an object, having at least a pool of objects to avoid constant creation/destruction.
Pooled objects work fine and you're unlikely to hit any sort of performance issues in most cases. However, there's not really much point in it if they are mostly the same type. Why spawn 100+50+75 objects for 3 different types of bullets, when you can just store 3 references to the default class object (or a uint8 for type, if you really want to be light on memory) and get the data from there?
Different types will need different logic. However if we're talking about purely reflecting, that's not something that needs storing in each projectile instance. A projectile simply traces a line from its last position to its current position and checks for collisions, what happens when a collision is found depends on the collision, and if you have a reference to the projectile default object you can probably use that (e.g. if(hit) projCDO->HandleCollision(CollisionDataStruct& Data)).
Rockets, beams, and other things like that will need their own system, but really all this is very dependent on your specific case. All I'm saying is, most of the time there's no reason to use an object for each simple bullet, since instances usually only differ in position and velocity.
From a purely programming perspective, bullets are piss easy. A bullet in a 2D game is just 2 floats for position and 2 for velocity (2 2D vectors). You can then add an unsigned 8 or 16 bit integer for type for any other data you might need. If you can identify a pattern in your projectiles, you can even get away with less, possibly even just the position in an array may be enough.
Same in 3D games by the way, just up the dimensions from 2 to 3. I cringe every time I see someone working in Unreal and making bullets objects, or worse fricking ACTORS.
If we look at how Bingo is working the lasers, they're reflecting them off of either a real tight 'bounds' or per pixel.
Rockets are hard too, but if you got either one working well in a prototype, you'd be good to go.
Finally understand how to properly make seamless looping animations in blender
I having hard time finding motivation considering all dev skills I'll learn will be irrelevant in 10 years or even sooner due to "AI" generation.
no game dev thread is complete without it's resident doom poster
Well it's just I don't have another life to live so it's rational to be pragmatic about where you want to invest a given time.
Inkcel cope
I enjoy complaining about video games.
I'm working on a game inspired by the TV show 24
Unfortunately still waiting on godot 4. However I have a ton of assets, maps, weapons, gear, enimies, and animations to create. At this rate godot 4 will be stable before I'm anywhere near done with all of that.
In the next week I will be a little busy to the point of having only like 3-4 hours for myself
So today I'm speedrunning some mobile game for fun, hopefully I'll finish it before monday
How do I get good at art
please
What are you struggling with?
Literally everything
I'm a beginner
Drawing takes time to master, and requires you to build intuition. Starting with fundamentals you should learn to draw basic 3d shapes. Get familiar with drawing convincing boxes and cylinders in 3d space, then you can breakdown complex objects down into simple shapes. Once your at a point you are comfortable with try copying other artists or work that insires you. Keep going and look up resources for understanding human proportions and whatever else you want to learn
Also avoid bad habits like chicken scratching (multiple harry lines) it will impare your learning, and takes dicipline for newbies to break. Also it is better not to just grind boxes or fundamentals aimlessly, approach fundamentals with a goal to improve in something specific, or to copy/capture something specific from your mental image or reference
Anyone here making a VN?
>can't code
>can't draw
>can't write
>can't compose
>can't sprite
What do
Just do it. You always start shit, and you improve as you go. You won't get good within the time of one game, but get it done anyways.
>Can't do X what do
Just go learn it. Go to YouTube and type in "X tutorial". Done.
Today I will start game deving again after spending the entire week playing and talking about DD. I even made a collage of all entries to conmemorate the event. I recommend people to go and try the demos out, I'm sure a lot of devs are still are happy to receive feedback and comments..
Any stand outs?
my game
Ya can't blue balls me like that.
That walls have eyes game puzzle game for me. Good shit.
It sucks that people only make the group photos at the DDs I don't show up to.
thanks again for making this work of art king! love my skelly guy
my demo’s out. this started as a quick side project but it’s grown into something i want to develop into a full game.
made all the character models in one 12-hour stint and threw the whole thing together in a month. it’s pretty rough but i’m pretty pleased with how it came together.
>buddhist diablo with tank controls
https://vita-brevis.itch.io/samsara-wheel-of-extinction
sorry for the double post ugh phoneposting
>bokube and blue haired girl in pajamas with a rifle in dd48 collage
lmao I made the collage for dd9 7 years ago and those two were there as well
bokube just got delayed for another 3 years, i'm not even joking
kek, back then I thought it was done and he just needed to finish the levels.
I should try to visit /agdg/ again, I just hope the source schizo poster is gone.
;_;
he is gone. unfortunately one schizo leaves and another takes his spot
No fricking way that was 7 years ago
that's the funniest and saddest thing in that general
the blue haired girl is a meme side-project so that one gets a pass, but frickin boku is STILL not close to release
Amazing work! It's nice to see the old guard still hanging around in these threads from time to time.
I gave up after a month or two
I am waiting for responses from the music labels if and under what conditions I may use certain music tracks. This one guy has 800.000 followers on Youtube and I used his track to make a gameplay trailer. I hope they don't charge any money, because otherwise I probably have to make the gameplay trailer from scratch, because my whole trailer is synched to the music.
As a music person myself, don't do it. Don't use that track.
Copyright law in music is fricked up and if anything big happens to your project in terms of blowing up in popularity, they'll come after you.
Yeah, I am a bit afraid of this. The problem is that I made a fan game. I have approval from the ip holder to make a Youtube channel to showcase the fan game, as long as I do not release the fan game. Quite frankly, I am surprised I even got this far lol. My hopes is that this blows up so that my project cannot be ignored. I also already have written approval that I can use music from the main entries to the franchise. There are two songs however that everyone knows that is a fan of the franchise, but are in the hands of publishers. And I want to use those two songs for the trailers....
>I asked for permission to release a fangame
Why would you even ask, you asshat?
Because I do not want to get sued and I like to have my name attached to the project and not damage the franchise I love in any way and use this project as a springboard for other opportunities and have some fun in the process and show my love for the franchise?
Everytime it is the same response from people like you who say 'why don't you just release it lol' and 'why make a fan game' and 'you're fricking stupid for doing the right thing, i.e. following the law'. Juvenile shit 16 year olds say.
I know a whole bunch of fangame creators who didn't ask for permission under their regular name and didn't get sued. Nintendo fangames even. You're being paranoid.
Making fangames is fun but just fricking release it you bozo.
>Go into gamejam
>The top entries are obviously people 'cheating' by using assets and code snippets they've had in development for months to years
Only thing I can do is make characters I'm too moronic to learn coding
I worked at a mental hospital where someone with like 10 IQ who wore diapers and constantly shit themselves coded circles around me. You're not too moronic, you're a wimpy piece of shit that gave up on yourself. There's generally no one who CAN'T do it, it's those that WON'T. So step it the frick up, you can do it.
Okay maybe I can do it but what's the point there's a billion indieshit game out there
I'll definely make my dream game one day though just gotta sort some stuff out first
>just gotta-
WRONG
YOu start now homie
My point wasn't that you should learn how to program, it was that you can learn it and you have given up on yourself. If you've given up on yourself at this point, you're never going to make a game anyways, even if you got a full ass team. You can do it if you step up, but remember that things are never going to be "the perfect time to start", so if you're waiting on that it's not going to happen. It's also okay if you never make a game, but the point here is that you are your problem with making games.
>if you don't like the food at McDonald's why don't you start your own restaurant that makes good food for McDonald's prices
I am working with a small team on an open world game.
Graphics are minimalist, similar to Daggerfall (with unity mod)
Gameplay is Basically Morrowind-light, in a huge, mostly empty open world, like Daggerfall - but there is a twist: The game world is actually a huge RTS Map that you view in 1st person and all the NPCs are actually units controlled by AI players, represented by the individual kingdoms - and the kingdoms are constantly trading with each other or fighting each other in real time, while you explore the world.
Huge inspiration was taken from X3 Terran conflict. You can build your own towns, start trading with the AI players and in the endgame, you have hundreds of trading caravans all over the map, doing work for you.
You can also get yourself a huge army and conquer the world.
The game doesn't have much of a story, it's more of an open world sandbox.
you had me until "sandbox"
It's the good kind of "sandbox" tho.
What is your problem with that word?
Also, will maybe add a story - but due to the nature of the game (every NPC being a unit controlled in real time) that might be hard to do.
was meant for
my problem is that every time I play a game described as being sandboxy I lose interest after a few hours because expecting me to make my own fun is just another way of saying there's no content. even with minecraft I boot it up, make a simple house, then get bored.
Cancel the project. Restart it.
Remove the huge map, remove the AI player NPCs, remove the kingdoms, remove town building, remove trading, remove endgame, remove caravans.
Just do Daggerfall, add ONE single gameplay twist, and add in a balance between procedural and handcrafted in-level content. Don't do any more than that.
But I wanted to mix Daggerfall, Anno 1404 and X3 Terran conflict.
Just like in a strategy game, the towns and cities - and the AI players who manage them - require resources.
You can sneak in at night, burn down their crops - then have a caravan filled with crops go in the next day and sell it for 4x the market value. There are all kinds of stuff you can do BECAUSE of the structure of the game.
You don't want that, trust me. You're thinking too big. I know this is one of your first/early game ideas.
Just go watch Daggerfall videos, and build that first.
>tfw ADHD depressed zoomie with no drive to do anything
Yeah, complaining is more fun and easy.
too busy learning japanese to be able to learn to code
I'm doing both and hate myself, but one day I'll release my game in japanese and get fanart made from my favorite jap porn artists.
>get decent sales in japan
>no japanese fanart of secretary character
feels sad man
The limit of my coding ability (Python) allows me to make a descriptive text-based adventure. I've made an inventory system for it and have been working on a combat system for it. It plays in command prompt and has no UI because I don't know how to do that.
That is why I won't make my own game.
I think of all the neo-professions we have, such as youtuber, influencer, onlyfans-er, streamer etc indie dev is the best possible route one can take
at worst you can stay anon and find a good job, best case scenario you become a millionaire by the end of 30
if I could advise a 23 yo techy lad with a safety net (wealthy parents, supporting partner, part time job with nice pay etc) I would strongly suggest dabbling in vidya creation
dont if you're a first worlder and well off unless you want to starve
yes if you're a third worlder since you only require 300$ to survive (if you're living in your parents house)
If I ever make any sort of decent money from gamedev I'm moving to South America (also safe in case nukes fly), Russia (definitely not safe in case nukes fly), or some other cheap place. I'm not sitting around in the first world getting raped by taxes and insane costs of living. Especially since my income isn't scaled down like it would be if I got a job locally.
fish gotta swim.
birds gotta eat.
*sobs* Gankerros I work for the feds now, I can't work on my gaem.
>Endgame: working in vidya
>TRUE endgame: Working for NSA
But I WANT to work on my game ):
Sure the TRUE endgame is nice, but I still want to work on the endgame
Say I have a kinda large outdoor scene with a landscape in UE4, and a huge amount of dense foliage. How should I go about my lighting? Mesh distance fields?
Have you tried turning it on and off?
Frick UE4, upgrade your project to UE5. The lighting is 10000x better.
I want to make a game but I don't know programming at all. I was thinking about learning C# for Unity but I don't have enough money for HRT or programmer socks.
C# and Unity are the best start.
In my opinion, it's better to go through a C# book first. Go with the 'C# Yellow Book'.
It's a pain in the ass to read through dry C# books, but it'll give you a better base for Unity, else you'll just be following average Unity tutorials on YouTube and forget everything the next day.
I decided to become a gimmick game
>gimmick ui (your ui attacks you)
>gimmick control scheme (rotate sticks both to jump)
>gimmick save system (press any 5 buttons at once to save)
>gimmick magic system (dying refills your mana)
>gimmick dialogue system (you spell your responses with your controller, for example B A B Y)
>gimmick music system (it changes songs every time you hit an enemy)
Theses are some great ideas anon you but what type of game is it?
kururin squash ripoff
I've been worldbuilding for years and I'm thinking about turning a world that's just on paper into a game
does this give me a good headstart since I won't need to worry about characters/designs/story/items/creatures much? or would I basically be starting from 0?
>would I basically be starting from 0?
Yes because your scope will blow out and then you'll put the lore on the backburner.
Take a subset of that world, make a side story and build a game around a single event in the side story.
Think of it like an anime OVA instead of an entire season.
> why don't you just make your own game?
I hate coding.
The game that I want can be done by a single person and it's from an existent IP.
can't I meant
>from an existent IP
Pokemon?
Digimon?
Doraemon?
ooh, I'm engamulating
interesting, now explain
you rotate the rings to minimize distance between groups by color, it's the sister game to Polyfusion.
https://pricklypeargames.itch.io/polyfusion
If I can get an algorithm to solve them I'll set up interesting levels as a marathon mode, otherwise I'll just make them by hand and have a few.
I can see this being a very good android game if you polish it.
yeah, pretty nice
still polishing the map so no new cool webms to show
I think I'll be able to finish the demo level this weekend
Havent done anything lately but my friend has been doing interesting stuff with the assets.
You should consider having a slow movement button and a semi visible hitbox
It has a slowdown button, you can see it at the 6 second mark. I thought for the hitbox to be the little proppeller pod at her back but considering now to be the gun so it aligns with the shots.
homie that's like a 5% reduction in speed and with a Castlevania Alucard shader over top.
It's enough.
is there a way to make a box collider line up better with this particle system? the simulation space is in world which gives it this nice effect but means the collider is completely off when rotated, it's okay in local simulation space but doesn't look as good
Made an empty GO with a collider, place the particle system as its child
I don't listen to furgays.
Alright, then don't do it
post your game
>sent a demo of the first level of my game to a friend for feedback
>am anxious to hear said feedback
Is there any point continuing to work on my game until I get that feedback?
i made a knife throwing animation recently which is good since i was in a rut for a while
I don't have enough money to make a proper one.
you dont need a lot of money to make a game
coomdev
>let me think (lewdness < 58)
So you are implying she cannot think if she is too lewd?
Also this softlocks on lewdness 58, vice 9 (unless the first option can be unlocked with any of the requirements). There is an extra ")" in the last option
Yeah noticed I accidentally used the old shot.
>So you are implying she cannot think if she is too lewd?
Yeah, when willpower - modifiers + minimumLewdness is lower than lewdness, decline options are greyed out and lewd options turn pink.
>Also this softlocks on lewdness 58, vice 9
If your Vice is below 10, it will show you a conditionless decline condition.
>Yeah, when willpower - modifiers + minimumLewdness is lower than lewdness, decline options are greyed out and lewd options turn pink.
Neat options
>playing as a woman flirting with men
troonycore
wheredoyouthinkyouare.jpg
What exactly do I have to do to achieve the same success as Undertale?
pure RNG, just make a good game and hope you get lucky
Thought so, thanks anyway!
Workin on it
> spend two years learning coding and 3D
> feels like a never ending nightmare
> now able to do the whole 3D pipeline
> start making character
> computer too slow to simulate clothe on Marvelous Designer
> computer too slow to go past 5 million polygons on Zbrush
> Can't make complex scenes is Unreal with too many actors
Guess I'm back to wage cucking so I can buy a proper rig but frick this man...
I have to rethink how and what I'll be working on
>going for photorealistic graphics as a solo dev