It's time to post progress or to fight over which engine is the best if you have not started making a game yet.
Nothing Ever Happens Shirt $21.68 |
It's time to post progress or to fight over which engine is the best if you have not started making a game yet.
Nothing Ever Happens Shirt $21.68 |
Made 0 progress on the past few days, so once again it's rat posting time.
I've been very busy with IRL stuff, hope to be able to work on the game during the weekend.
makin' assets
wishing i was makin' scripts instead
nice rat, when will you add not-skaven-ratmen?
>nice rat, when will you add not-skaven-ratmen?
The demo level I have think of starts at a sewer, so chances of ratmen are quite high. It'll also have fly people.
>fly people
based
there's sound indication on missing/hitting attacks. enemies also turn more bloodied the lower health they have, although you can't see it if you slow them with cold damage as is the case in the webm
personally i think damage numbers detract from a game's atmosphere, so i'm choosing to not have them
it's fine if they're not numbers but you could at least use a blood splash or something. that first dude shows absolutely no indication he's being murdered
yeah - he doesn't have blood vfx on-hit enabled
most of the early game enemies do since that's what's publically playable, i didn't remember to turn his on and didn't even notice it.
i'll do that now, thanks for pointing it out anon
can you add some damage indicators? You bonk that mantis dude 3 times before he keels over and I'm not sure which ones even landed
Why would I play your game over diablo? Whats it do different?
it's free and has some cool things and QOLs that I wish D1 had
this is a project aimed at someone who played a shitton of 90s iso-arpgs and wanted more of the same
the target audience would be myself and a small group of autists who think D3 and 4 are going the opposite direction of what we found fun
For free? It looks good enough that you could sell this.
From some youtube views, it seemed like Diablo likes were in demand, but looking now they dont command the same sort of attention.
Still, i think you could sell it for a few bucks easily enough
i'll probably sell it for like $5-10 once i'm satisfied with the quality. i'm not really in it for the money, if i was i wouldn't be making a diabloclone. i think making games is fun, and the feedback i'm getting helps me make it better.
right now it takes about 3-4 hours to beat it and i think that's about 5 hours too short to monetize something like this, and really only about 80% of what i have is in a polished state.
once that's all done by the year's end i'll look into putting it on steam
>months
time flies. i think i started posting in there threads 3 years or so ago.
anyway, it's Tower Of Kalemonvo on itch or @kalemonvo on twitter
i'd recommend waiting for the end of the month for another update, since loading after dying is half-broken in the current one
>it's free
I've seen your game around for months and commented but I don't actually know what it's actually called or where to get it
Based Osur, god of yesdev Orblikes!
Finishing all the initial elemental special moves for my Shrimp Arena game. This one is for the Ground element
looks like an orbital strike to me
as shrimple as that
are you the mapgen anon? your game looks cool
>are you the mapgen anon?
Maybe! I've posted a few times about map generation.
If anyone reading this is interested, here's a cool article about how to do it:
http://anderoonies.github.io/2020/03/17/brogue-generation.html
>your game looks cool
thanks bro
I've spent some time end of 2021 researching a bunch of different methods and one that was used to generate indoor locations in path of exile stuck out to me so I'll detail it. this is not really for rogue-like games since they'll like to use something way more procedual like the method you linked:
1. define a set of rooms with sizes based on a fixed unit. so smallest room is a 1x1, there are some 1x2, 2x2, 2x3 variations, or bends if you want a headache later.
2. define a NxM grid that houses the rooms, like 20x30
3. randomly expand a set amount of cells vertically/horizontally to create space for bigger rooms based on your predefined set
4. give each room a randomized positive cost
5. define a start and end point. let's say the level is supposed to go from top left to bottom right
6. do dijkstra to calculate the shortest path of rooms.
you'll now have a chain of slots you can put your rooms into. you can also add connections to adjacent rooms not along the main path. or you could modify pathfinding to go from A to B to C. I've used this in a limited scope before and it was pretty nice. gotta tweak around with the values a bit tho.
Another method I've used for a roguelike is to repeatedly cut the level in half and basically build a binary spanning tree. then you can place rooms in each leaf and connect them up via backtracking on the tree. that's how picrel was made.
Thanks for sharing bro, very interesting.
I have yet to check more methods. Saw the "drunk dude walking" but that's one too basic, although maybe it could be used for forests or caves.
Started working on a choose your own adventure sandbox game in Tauri. I find just straight HTML and Javascript works great for those types of games.
>post in thread
>thread dies
>don't post in thread
>thread reaches bump limit
YOU DOOMED US ALL YOU DICK
are you me?
Any modern engines / game creators that a total no-code brainlett could use to cook up something like pic related?
Just mod the original game.
What are the best modding tools / ports nowadays? I've not touched anything since the FloEdit was the latest shit.
sorry I started modelling a PS2 I will get back to my game I promise
I did mean to reply to doom man
did not* man I need sleep haha
The logo better be rigged so that you can turn it or it's soulless.
why didn't you just normal maps it?
There are a few plugins that can make rpg maker have this look although not a good idea if you want to make a shooter. Gamemaker also has tutorials on how to make a doom clone, but I've never used GM. You don't have a lot of options for game dev if you can't code at all, I'm afraid.
Easy FPS Editor by JessicoChan
Just need to finish the sprites and make the ending cutscenes, if this works how I want it to Ill get traction and maybe more people will want to commission my art
I'm thinking of going all in making a game. I used to pursue my game idea, but I haven't been for more than a year because of fear of what may happen if it's not successful (I haven't yet been able to get past this fear with all pursuits). The possibility that I could be successful if I were to make it and my overall desire to make my game has haunted me everyday since.
My impression has been that going all in on a game would be risky, and my desire for security clashes with this; is my impression wrong? If it doesn't make me any money, would it have any utility in a portfolio or resume for a job?
>going all in on a game would be risky
you should keep a real job and do this in your spare time, anything else is just suicidal
>If it doesn't make me any money, would it have any utility in a portfolio or resume for a job?
I used Blender models screencaps in my resume to get a tech job without a degree. Granted it was not a top job but it still helped me prove I can use a computer
>you should keep a real job
What if I'm a NEET otherwise?
in that case, your first step is to get a job or at least prove that you have some kind of disability so you can get government bux. your parents will die eventually and then you'll have bigger problems than your hypothetical game not being successful.
everything is valuable in a resume if you know how to present it well. For instance instead of saying you streamed to 100 pepole everyday. You could say you ran a buisness online with hundreds of customers ect... Wich is still true. And also shows you arent a complete blank slate of a person.
Made a failed explosion attempt.
I'm not able to tell what's missing
The last frame looks like ass so i'm trying something new instead of pressing on with that one.
then im stealing it. it's mine now
Sure, may it serve you well.
switch the first and the second frame around.
omg ur sooooo goooood, holy shit ur skiiiiilllllll is unmatched. omg 50/50 do another combo. hooooolleeee fuuuuck where can I get good like you? Oh shit.
thanks for the sexual thrill :3
naisu naisu, my fave console.
Yes, I basically have a hand-fetish at this point and always start with the hand on any model.
Here's a sword I'm doing for the same project. Hope to get something out by (next week) Friday. rn, just in that perpetual asset making cycle.
>Yes, I basically have a hand-fetish
What do you think of this?
whats up with the dangle?
are you doing some sorta sonic thing or is it a minor nod/placeholder?
It is a sonic thing yes, I am unfortunately also a sonic man.
it's pretty good, but not convoluted enough
>wave with breasts, and not the european long-tailed kind
so is this porn
No, I just like my female characters sexy.
Sue me. I am a red-blooded male.
Vibing with this approach to combat anon.
>I am a red-blooded male.
I appreciate you not altering your creation purely to please other people's sensibilities. You have hot blood, and you make your females attractive without being overly coomerish
despite all the detailed sculpt on the other parts you just know the autor spent more energy on the breasts and ass
Cool hand, it musta taken you a while. Did you start with the hand, just cause theres a cube for a body.
ngmi
>https://nitl-dev.itch.io/nitl
It's one of those, how do they call them? metroidmanias?
Nah this is just a straight up Metroid clone lol
Meant reply for
>tfw I see my name in a game but not written the same
great timing and cadence to the dialogue, often overlooked in most games.
It's great that every character seems to have their own voice because most amateur writers are really bad at that. Either everyone sounds like a quipping teen or stiltedly proper like they're reading out of the dictionary. Or they try to fix it by giving everybody accents and it turns out like DQ4DS or Chrono Cross.
But seriously, learn to use commas. It feels like every third line is missing one.
Thanks!
Noted.
You play as a detective investigating a death game.
Looks based. What's the game about?
Spent a day trying to figure out mixing and I think I learned... something. Drums are finicky as frick but I think I'm getting somewhere now.
Would love if anyone can give any feedback if I've done anything right?
Mixed: https://vocaroo.com/1jYAczE5Gnu5
No mixing for comparison: https://vocaroo.com/1lYc44ijl2u5
Also would know if I should anyone likes the garbo synths I'm using, if they're good enough I can start composing for my game.
The midi I'm using is for the ending theme from Shatterhand if anyone is wondering.
>no comments
soo... no negative comments means it's not shit enough for anyone to rip into?
Shut the frick UP homosexual I"M WRITING HERE good job I like it
Your samples and synths are bad. Tell me more about what you use so I can guide you a bit better.
A bunch of hand picked instruments on Dexed (DX7 emulator), and a drum kit called Drum Pro.
Thanks, if it's good enough I have one less thing to worry about. I can finally concentrate on making a metric tonne of assets and compose music.
Go for LMMS, and download this:
https://wavbvkery.com/free-drum-kits/
https://soundpacks.com/free-sound-packs/house-essentials-vol-1/
And learn to use Watsyn + ZynAddSubFx. You will have great results.
That's what I'm using.
I'm using Dexed because I actually want that Sega Genesis type sound.
Oh my bad, then it sounds good for what you're aiming for.
I just thought he was a noob with electronic music and ended up sounding like a genesis song by accident.
>I just thought he was a noob with electronic music and ended up sounding like a genesis song by accident.
Kek that's me, how do I fix this?
Practice, but also check for tutorials on youtube. How to make DNB, how to make house music, how to make good synths, jazz, metal, rock, bossa nova drumming tutorials. Also a bit of music theory can't hurt, noobs sometimes just line up notes that mostly fit but it doesn't have a phrasing so it sounds random.
I understand the fundamentals, but my issue is that my sound is often retro game sounding, and I'm not sure the bridge between that and EDM sound. For reference,
are my songs
On the first song, it's because of your lead that it sounds like a game at 1:10 especially. The second song, it's the claps and the wub wub bass. And for the third it's also the lead and the bass. That's my opinion at least. You should go rip off other people's song until you get better, that's what I did.
I noticed you clipped the high end all the way, why?
I noticed that in sub there there's an arping pattern. I like to have the sub bass be a constant note, and fiter filter
Overall, you did a great job.
>Also would know if I should anyone likes the garbo synths I'm using, if they're good enough I can start composing for my game.
I like them
>The midi I'm using is for the ending theme from Shatterhand if anyone is wondering.
Based thief.
What's wrong with them?
It all feels really cheap, kind of like the music from the sega megadrive games. I like the song otherwise, but you could polish it greatly, what software do you use?
Isn't that the point? The intent seems like a retro style genesis song, and as such he succeed.
>Thanks, if it's good enough I have one less thing to worry about. I can finally concentrate on making a metric tonne of assets and compose music.
I like LMMS but it's a separate DAW that doesn't address what's wrong with the sound (at least from your standpoint). Not only that you didn't define his problem, just said it's shit. You can't say it's shit and expect results, especially if the point of the track is going over your head
>dexed
>lmms
I kneel you're too based for this world. I pray you have many babies to spread the based gene
You just need to use a dirty little trick to pull it off.
>I noticed you clipped the high end all the way, why?
Didn't notice this comment.
I'm just messing with the Stereo Matrix and the ReverbSC (which I discovered yesterday), and listening while trying to figure out if I like the changes, beyond that I don't actually know anything about mixing.
I am almost finishing the first map of my Megaman X clone.
I am at 85%, i will post results soon.
Don't spend too long on the first level, by the time you've done the other levels, you'll need to redo the first level or two updating it with things you learned and newly added abilities
would frankenstaining a video game with loose looking female androids, "I'm 12 and this is deep" philosophical shlock from popular cult classics, nonsensical, nonlinear plot from different ambiguous perspectives, holes in character's memory filled with conjecture and straight up lies be a good idea for a project?
Only one way to know for sure.
>would X be a successful idea for a game?
>I think I'll just make a <fotm> clone. Is this a good idea?
>which engine should I choose?
what are some other telltale signs of someone who will never, ever make it and just hypotheticalposts all year round?
>guys will i get cancelled if i post my game on Ganker????
What are some other ways to demoralize others considering independent game development?
>What are some other ways to demoralize others considering independent game development?
I know one.
Post game
that's a high bar, because every absolute loser working in retail, a warehouse or factory can do it in their free time, and if they have no family, zero or few friends, they sure as shit have some time for it unless they are bogged down by addictions, poor habits and brain fog, so if you want to sabotage this effort, you reinforce those last 3 things I mentioned. this makes you a literal Hitler, btw.
I don't have any desire to demoralize others; my reply's point was that it's demoralizing to and erroneous to frame a question asker, who's obviously concerned with success, as someone who's never going to make it.
bump
>Using Renpy
>Have cutscene
>For some reason at the very end of the video, the last background shown flashes on screen for 1 frame
>No clue why
>Try out several things but nothing works
>Have to define my video as an image then define that image as a movie then include an image that plays if the video doesn't work
>Understood? Me neither but it works now
>Wuh oh fricko now the video shows on screen for 1 frame
>moronic problems need equally moronic solutions to cancel out each other
>Drop in a simple "pause for 9 seconds" line with the video plays
>mfw it fricking works
Renpy is such a fricking cesspit of spaghetti code holy shit
Are you making a visual novel? When I heard how much of a clusterfrick renpy was, I decided to make my own visual novel "engine" in Unity so I wouldn't have to deal with bullshit like this. Glad I made the right choice.
I am. Renpy's not bad if you're a codelet who just wants to dump in sprites + music + dialogue and call it a day. Anymore than that is pure hell and just one giant learning process involving sifting through decade old forum posts and getting called an idiot on their fruity little Discord. You certainly made the right choice anon.
the only way to win is not to play
Nothing much, have just been playing around with a menu for an RPG.
Loser pedo bastard.
>post on Ganker
>doesn't even know who Veronica is
Fricking moron
>work a shitty warehouse job during uni holidays to get by, go absolutely insane by the sheer lack of thought the job requires, merely logistics that run on autopilot. running around the warehouse all day, brain going at 100km/h working out design and implementation details of game systems. get home and work 5 more hours writing all that shit down for weeks on end without getting mentally tired.
>work a well-paying comfy software engineering job for internship/thesis, requires full concentration, technical challenges and frustrating hurdles. reading papers/books/scrolling through thousands of lines of code. get home at the end of the day mentally drained, not even wanting to play a videogame.
it's not fair man.
>2d8vg
It's working in shitty jobs that made me realize I don't want to be using a single brain cell for others at work ever no matter the amount of money.
Fricking this
I'm quitting my 100k a year job and switching to working on a gamedev career. I'd rather die than work another minute purely for money
why don’t people use the unreal engine more, they literally have pre made things for free that you can edit with free programs.
Is there a real 2d game engine (not like unreal where it's actually 2d on a 3d plane) that can export to switch without having to ask a company to do the port for you?
If you are asking this, you are never putting your game on a console
>where it's actually 2d on a 3d plane)
this doesn't matter
just use unity.
It matters to me.
why
Old computer + I like when my stuff is well optimized.
I know, but for Defold, it's all you have to do, where as for Godot, you have to resort to Ariel Manzur's company.
>I like when my stuff is well optimized.
that's up to you, an empty unity scene literally runs at 300+ fps on my shit laptop.
Just pick godot or unity it doesn't really matter.
I'll probably just stick to Godot, it just werks.
You can't develop for Switch without being registered with Nintendo or working with a company that is. I guess you could pirate the devkits and stuff but good luck selling that
Any performant 2d engine is gonna be 3d under the hood since that's how HW accelerated graphics work. Just use godot.
I'm still busy working on writing dialogs, so there's no visual progress. But the majority of the dialogs are finished, so at least I now know I'll need 27 icons (times four for each meguca) for my dialog icons.
Isn't 2D godot completely separate from 3D godot?
Godot is still the best choice though
>Godot is still the best choice though
It's been too long since I tried unity, but I remember everything felt a bit too abstract. As in, making a platformer in Unity relied more on me looking up how to make it then I like. Godot, after I learned signals, was really straight forward, and for that I like it more
Also my computer cannot run Unity kek. It's too intensive. And I tried Unity years ago. I have no idea if this stuff applies.
Yeah, I had the same experience. Tried to download Unity on Linux a couple of years ago. It just felt clunky and unusable.
Then tried Godot and everything just worked.
I'd advise to go with godot instead, the pythonlike GDScript will be easier to learn than C#. GDQuest has a free tutorial for complete beginners to coding I think.
This is the app I was talking about https://gdquest.itch.io/learn-godot-gdscript btw
>I'd advise to go with godot instead, the pythonlike GDScript will be easier to learn than C#.
I'll look into that, thanks
I want to impregnate Mami
Who or what doesn't.
working through Gamedev.tv's Skillbuilder course made me realise I'm creatively bankrupt and can only work on things if I'm provided a checklist of things to fix/do
oh well
It's ok to be autistic anon
You just need to work with someone creative who can give you instructions
solution:
make yourself a checklist
>Hit's pipe
I cannot think or comprehend of anything more cucked than making music. Honestly, think about it rationally. You are composing, producing, mixing and mastering a track for at least a week solely so it can go and get ravaged by another's ears. All the hard work you put into your beautiful little track- tuning the drums, polyrhythms, making sure it has a healthy level LUFS -14, EQing her, compressing with her. All of it has one simple result: it's sounds is more enjoyable for the men that will eventually listen to her in every hole. Raised the perfect track? Great. Who benefits? If you're lucky, a random man who had nothing to do with the way it grew up, who buys it. He gets to listen her tight snare every night. He gets the benefits of it's kind and sweet personality that came from the way you raised her. As a man who has a song, you are LITERALLY dedicating at least 20 years of your life simply to raise a track for another man to enjoy. It is the ULTIMATE AND FINAL cuck. Think about it logically.
https://vocaroo.com/16r8O7WNtDbp
https://vocaroo.com/1nHS7OPhXzB2
https://vocaroo.com/1lrmmbgS9E2R
Worked some more on sliding down steep terrain. Finally works, took way longer than expected.
Also touched up some of the animations. This one is still kinda janky, but I am getting there.
Nice! Animations are hard.
One thing I see a lot when people start animating is that they get about as far as setting up their key poses, and then they just let blender interpolate between those key poses and call it a day.
I look at your character standing up, for instance. If I were to reduce that animation to 4 frames, it would look great; there's a landing, a push up, a lean-over, and an upright. But in full motion it looks janky, and the reason is it lacks momentum.
When your character stands up, HOW does she do that? The force seems to come from an invisible string hoisting her torso. That's not how a person stands up. Her hand would be in contact with the ground as long as it could be, extending her arm, and then she'd PULL her torso back, probably over-extending it a bit and correcting her balance on the way up. Her arm would follow that motion. For that reason, her back would also likely not remain straight, it would bend as she pushed her pelvis up while her arm supported her weight, before her back muscles kicked in.
Think the motion through. Pay attention to where the FORCE is coming from in the kinetic chain, and where the MASS it's acting on in that chain is located. What is doing the pushing against the ground? What is being pushed? How does that lead to a character going from grounded to standing?
Webm related I made for a different context but comparing the "first cut" to the "final cut" you can see what I mean. The animation is okay as a string of poses, but it's all of the additional considerations of "how would this hand's momentum be affected" or "how would the shoulderblades be dragged along by this spinal motion" that make it look "finished"
>Feels bad man
This is too advanced. I'm wondering if I will ever make anything close to as good as this.
I’m telling you, though, it isn’t hard. None of what I did is far from what you did; just spent a bit of time tweaking curves and in-between poses to add weight. It’s a moderate amount of effort for a huge payoff… the animation LOOKS way better but it didn’t take a lot more skill to make. Just patience and iteration.
Also worth noting: your character is not a 6-foot scorpion, and she’s not throwing around cars. She’s a person doing something all people can do. You have an ordinary human body: DO IT
Hop into a crouch and then stand up. Pay attention to how you ACTUALLY move your arms, wrists, shoulders, spine, toes, knees, etc. use that as reference. You’d be amazed how far that gets you; a few simple tweaks will do wonders for an animation that looks stiff and weightless, trust me. ALL my animations look exactly like yours before I do polish passes on them.
Making a game with javascript.
>B-b-but Unreal! Unity! All these engines made for extreme graphics and no optimization!
I’m making a text adventure/RPG and don’t need all the bloat. It’s gonna have a neat and cool simultaneous battle system I made. Oh what’s that? You’re making a shooter? Cute.
>text adventure/RPG
That's literally what an RPG is, especially older ones. The adventure/crawling is half the point of an RPG
im making a multiplayer shooter. the genre as a whole is stale as frick since all the ideaguys have no idea what makes casual and competitive fun, the little boom of non AAA multiplayer shooters now basically dead in the water
frick I phrased that super awfully
I'm an artgay that realized I need to learn some coding if I want to autistically tune my mechanics with any sense of efficiency. I guess I'm going with Unity since I'd be focusing mostly on 2d with some 3d and there seems to be a lot of resources for Unity. Where do I start with coding?
My favorite one is "a matter of some gravity".
>wrong thread on the wrong board
How
It's not the wrong board. There's a not-Duck Tales thread.
>It's not the wrong board
Wait this isn't /agdg/, I don't even have it open. I guess that's why I mixed up browser tabs.
Is there any game like this? Game where you can change gravity.
Gravity Rush probably. Idk haven't played it. One of those concepts that seem cool irl (like flying) but is boring in vidya. Basically match the shape in the hole. Oh this plane is vertical? Well rotate it until it's horizontal. Easier than a regular platformer cuz you practically float everywhere.
Monument valley
Manifold garden
I'm tired
today I'm gonna make progress
I haven't made progress in 6 months. Now I just look at the mess of a code I have and I don't understand a thing, so it demotivates me to keep going.
Damage Taking subsystem refactor is complete. All of the logic for hit reacts, effects, etc., has been lifted out of the enemies and attacks and is handled by the Damage Taking Component itself (originally just a simple messenger-conduit thing for allowing hitboxes to detect specific actors and send a damage report), and all attack properties for projectiles, melee attacks, explosions, etc., have been reduced to a single struct.
This makes the system more robust and expandable and, thanks to the refactor, everything looks EXACTLY the same before as after so it's not interesting to show.
So here's a webm of some GUI updates and the Damage Ball (which, I guess, benefits from the DTC refactor since all of the work done on enemy hit reacts can be parsed automatically by it, including tracking poise breaks, attacks that "launch" vs "stun" etc)
I've done enough side stuff now and I need to go back to doing melee attack animations for the next weapon.
frick that artstyle is ugly. game looks good tho. t. crab
can you elaborate? I'm curious whether it's the environment style, the character style, the UI/effects, or some combination of all 3.
Not him, your game looks great but if you're looking for criticism I would argue the environment. This is from the asset store right? It doesn't match the stylistic direction of the character and UI imo.
Eh... the art isn't "from the asset store" in its entirety. Most of the level in that webm is "bespoke" (I mean it's basically just ramps, I know how to make fricking ramps in Blender), the only thing that's asset-store-pulled is the modular trellis structure, I took a couple of parts from that and sort of smashed them together.
All of the environment art is shaded differently from the characters, though. The environment art uses flat coloration and no textures. I did that for a few reasons... people have told me I should do more texture work on the environment but I'm reluctant to do so, it exponentially increases the time required to put together environments.
I might try something like a world-aligned normal map texture that changes by physical material (i.e. wood, concrete, metal) to give some surface detail, but IDK if all that detailed lighting information will sell given how fake all of the lighting information in the game actually is.
what is your game about? that's my biggest criticism... is it tony hawk's robot beater?
>is it tony hawk's robot beater?
Yes. Ganker once called it "Tony Stark's Pro Skater" and I also like that. I also sometimes summarize it as Tony Hawk's Pro Slayer.
It's sort of like, imagine if Bloody Palace was a Tony Hawk level. That's basically the idea. The maps are all open-ended (there's no "beginning" and no "end"), you run around and kill all the enemies, then optionally more wave(s) of enemies spawn, and then the mission ends. You have a time limit, and killing enemies extends the time limit.
Each level has objectives, which are like THPS objectives, but for killing (kill 6 enemies with a headshot, knock an enemy into the molten furnace, SICK COMBO: 125,000 points, etc). Killing all the enemies is always one objective, and unlocks the next map, up to the circuit boss. Clearing enough total objectives across all maps in a circuit (and beating the boss, which is the last map of the circuit) unlocks the next circuit.
That's essentially the essence of it. Open-ended killing floor challenge, except the tricks and stylish performance and scoring is the POINT, it's tied to progress, rather than simply being an optional "A B A S S S" on your mission summary screen.
>It's time to post progress
Can't, drawing breasts.
done some bugfixing lately
i think all the edge cases of spinner tiles are now covered and it should be very difficult if possible to get stuck in a loop
If your character only has a fixed range of angles it can progress through it should be mathematically provable whether nor not any given shape produces a loop.
Even without knowing the formula you could probably run some sort of parametric test that checks every angle's reflections with line traces and verify it.
Or just edge-handle it by saying that after, say, 16 reflections, the 17th reflection sends the character back to the last non-spinner tile.
that is true, however with the ability to jump on the spinner tiles diagonally or in chess knight manner it was too easy to get stuck, so i needed to favor the diagonal movement directions in such cases as these are way more likely to get the character out of it
I mean, whatever works works, but you could also have it so that if the player "jumps" into a loop, after a few loops he sort of "stumbles" back to home.
I mean the way you're showing works, I just don't know if it fricks up the flow of any levels you've designed
i just time the player out if the spinning is too long, with the made adjustments it should be difficult to get that to happen
there are parts where long bouncing is required, but not long enough to run the check
It might be better if instead of a duration check you ran a tile check… like once the same tile has been crossed X times in the same spin, call it. That way very long spins never run afoul of the timer check if they’re making progress, and short loops don’t have to wait a long time and frustrate the player before they reset.
Or just give the player a reset button and if they get stuck they can just press it to “die” in any situation. Given the nature of your game that might not be a bad inclusion anyway, it seems like the kind of game players are likely to drill down to specific runs and will spend a lot of time resetting when they mess up those runs slightly, at least at higher levels.
>It might be better if instead of a duration check you ran a tile check… like once the same tile has been crossed X times in the same spin, call it. That way very long spins never run afoul of the timer check if they’re making progress, and short loops don’t have to wait a long time and frustrate the player before they reset.
that sounds better, i'll look into that, thanks
>Or just give the player a reset button and if they get stuck they can just press it to “die” in any situation. Given the nature of your game that might not be a bad inclusion anyway, it seems like the kind of game players are likely to drill down to specific runs and will spend a lot of time resetting when they mess up those runs slightly, at least at higher levels.
stage restart is already an option
consider just letting the player walk it off if they end up stuck instead of suddenly killing them off
Fixed bugs with the dynamic economy and made it all pull from a common code source, which should fix price mix-matches. Also added the missing cargo container equipment slot to freighters (so you can better play as a smuggler or trader).
I also adjusted a few internal values for the economy. Generally higher value items take longer to produce and longer to consume, with a few exceptions. Also if you sell those items to a station they'll drive their prices back down. Post-release I might have some more dynamic options here too (like having stations put out special requests or have commodities have items they consume to produce goods, meaning you can do more X4 style trading shit). For now, it's how I want it to be.
I thought this was more an arcade fighty monster game
It's a big ole RPG
Working tooltips + mails. Hover over an element for a second, tooltip appears. Move the mouse, leave the element with your mouse or click the element and it disappears
What's a good name for a game? Something in the vein of Signalis or Scorn in the sense that it's a vague one-word title that's really ominous sounding
Sneed
Talion
Knockback
Fall
Rise
Ending
Para Bellum
Glow
Clouds
Maybe try to translate some words into Latin, that almost always works.
Feed
and Seeds
>
My game takes place in an industrial apocalyptic nightmare surrealist hellscape. The main character is an ambiguously human gas-mask clad guy covered in dust, dirt, and patches of root-like growths all over his all-encompassing leather uniform.
I need to think of a weird FPS melee weapon for him to use that fits both him and the setting.
A monster's spine that's used as a sword.
rectangular sword that can expand slightly to have chainsaw blades pop out
rusted to shit, most of the blades missing, sparks flying everywhere when chain mode activated, some kind of writing on the face of the blade but too marred to see what it was anymore
Check this shit out:
I'm picturing this shit on steroids. A gigantic battle-axe sort of thing fashioned from iron and scrap metal. Instead of 50AE blanks, it takes 50BMG blanks, and they're fed via magazine. Every time an attack connects, there's a muzzle flash, a bang, gunsmoke, and an ejected shell as the 50BMG blank drives the axe head forward into what it just touched.
At the end of the melee combo, your character can eject the empty magazine and insert a new one.
This is a survival horror game
What are the survival mechanics? hunger, thirst, sleep?
Survival in that the enemies are ruthless and environment is hostile, along with limited supplies.
So a horror shooter like RE instead of survival
This is all about managing your resources. Your only meters are your health and stamina.
So any game with ammo
All the more reason to include a melee weapon with a (justified) ammo supply
A pointy piece of scrap metal
finally started learning C++ cause i hit a wall with blueprint for systems stuff
feels like the wall to actually finishing a prototype just gets taller and taller but i'll keep smashing my face against it
Only a matter of time before you're reading Vulkan tutorials and making your own engine and sinking into deeper despair than you have ever known.
Does anyone else feel like animation blending is stupid?
?
Would you prefer for the animations to suddenly clip into place?
I mean at a code level.
1 line of code in unity :^)
Even in Unity and Unreal I don't feel it's good.
The idea of animation trees being linked to transitionary state is weird.
I'm looking for a more fire and forget model that's linear.
Let me introduce you to crossfade.
https://docs.unity3d.com/ScriptReference/Animation.CrossFade.html
Set up a trigger? In unity you can set up triggers to fire once and just go back to a default state?
In UE, see
>Play Slot animation as Dynamic Montage
This is fire-and-forget with automatic blending, you can send it to any slot node (a pass-through node that accepts overriding animation calls) at runtime. I use these extensively. Pass in an animation, set the blend and loop parameters, call and forget.
I'm sure Unity has something similar, though it probably has a different name.
Does anyone here use VMs to circumvent trial software?
For example Marvelous Designer has a 30-day trial. If you re-image the VM to a previous checkpoint can you just use Marvelous Designer for free forever in the VM?
I made a game recently
https://pricklypeargames.itch.io/polyfission
you make a new game every week
mad man
I'm a bit confused, what does it mean when I get a 103% score? Shouldn't 100% be perfect?
it means you beat the algorithm. At the start of each level it tries to solve it so it can give the 100% indicator, but it's got limited degrees of freedom, and sometimes you can beat it. The highest I've seen is 108%, maybe I should just round things over 100 to 100.
That makes sense. Maybe a little pop up thing to acknowledge you beat the algorithm instead of just rounding down to 100% would be more satisfying?
It's a fun game, I went from medium to expert and kept playing. Literally all it needs is two sets of controls. WASD for your main movement, and maybe Q and E for fine rotation control, so players aren't stuck jumping left and right over their target.
it has Q/E mini-rotations, I put it in the description but not the game itself. There's also a secret super-expert mode if you hold 'g' in any mode.
We decided to use Haxe instead of Unity. My artists are working diligently but I haven't been able to figure out the fricking orthogonal projection and composition of a 5 layer FBO group for the sprites and backgrounds. Physics is almost done though, we will use Box2D
>i will learn some programming to do that game i dream making!
No you won't , you will try, shit will get too hard and you will give up
Now if you instead just try to program for the sake of having fun with the programming itself, to frick around and find out, you may end going somewhere
Projection.
ngmi
Not really, just what I seen over and over
Shit need experience like an jrpg, or the end result is a ball of mistakes and shit you just don't know how to make to add on top of just not having acquired a taste for programming itself
Got done with the final boss' major attack. After I wrap up his fight up, it's just polish, cutscenes and QA until release. Contract work though, so can't post much here.
I have been using UE4 and now UE5 for a few years and while it is great for many kinds of games it is really garbage and frustrating for others, many kinds of 2d games in particular. Especially if you want to do something like a tilemapbased 2d game with heavy terrain editing (doing a lot of dynamical tilemap altering sucks) or with side view which kind of goes against what the UE4 physics attempt to do. There are loads of inconsistencies in some less used or newer classes for things like some ai perception components that force you to go through the sparse documentation since they handle differently from other similar sibling classes in C++ and don't work at all using blueprints. Not a bad issue but some things feel like they have been stuck in beta for years and never got worked on or have been worked on by bunch of different people at different periods. Shit works better if you do program yourself but then it kind of negates the benefit of using UE.
Unity and Godot are good but I'm sure that they have their weird problems as well
All engines will have their weird problems, but engines are clearly designed to mainly be good at certain kinds of games over others. Unreal is definitely a lot less good at doing 2d games compared to Unity and Godot.
Exactly
All about using the right tool for the job and getting used to the right environment for what you want to do. Still, after using one for too long without dabbling with others will make you try to bend it to do something it is not good for if you don't want to go through the hurdle of learning a different one and possibly the languge.
Best tool for the best job.
You wouldn't use RPG Maker to make a 3D shooter.
You wouldn't use UE to make a 2D RPG.
UE and RPGM have their specialties.
Unity is more general purpose.
There's pros and cons for each. More specialized means more is done for you and less work doing the core infrastructure, but also you're more locked into what it specializes in. More general means you can do anything you want, but you'll have to start literally from scratch.
How necessary is root motion for a third-person action game?
If I script the movement to closely match the animation speed, you would mainly only see foot sliding while pivoting right?
Would it just be easier to change the animations and implement root motion?
Why would you not want to use root motion? It's easier to animate and you literally just tick a check box after import.
Sorry for the delay. I'm new to making webms, hopefully this works. here's my first animation. It took a while to feel satisfied with it.
My goal is to make a Monster Hunter clone mechanically similar to older generations.
but I don't know what I'm doing. I't dosn't seem like they use root motion while runing. But when locked in an attack animation, the character sometimes moves and repositions their feet. Idk if this was done with root motion or how to best approach this.
looks good
Thanks. It's harder than I thought.
After googling with certain keywords I found that games like darksouls use script motion for movement and root motion for attacks. Now I just need to figure out how to do that when the time comes lol.
It wont be in unity unfortunately. But I really appreciate the offer. And the advice.
I figure I might as well wait for memedot 4 now because of muh freedumbs licence. So for the time being I'll work on animations and assets.
Anti-root motion anon here, I still think it is a good idea to use it for some things. If attacking in your games works well with it then it is good to use. You can make a rather robust system without it but that is a huge amount of extra work.
If you are making this in Unity, I don't mind pitching in some cool stuff. Drop your discord if you are interested
Root motion is essential less so for animation quality, and more so because the character’s position being tied to the animation rather than free to control during attacks is a core part of balance
I hate root motion and I think it's a meme. You lose a proper sense of control. My game looks just fine and it feels great to move around, something root motion games can't claim.
Its easier and faster to just code the movement as you like then slap on some basic animation fades
bumap
Reworking the heroine's armor.
Working on the Library section of my game (The Ascension of Vigil).
since I finished most of the gameplay aspects I thought I would start on animating the actual scarecrows.
>It's time to post progress
i made a slug enemy today
I made a good boy.
Just got a new program to animate particles and effects in. This stuff is amazing! Im seeing how so many games do their effects now, even stuff like Octopath traveller or Hollow Knight.
2D rpg
monogame, godot, or unity?
what kind of game
SDV type village sim game, more combat focus. Likely turn-based combat.
made mouse girls
>red eye
explain this genetically
It's genetically cool.
furkino, what is your game about?
zelda like about romancing rats in a forest
it's genetically cool.
Do you have a itch page or twitter?
@FabianWillisArt
Very cool! What does your shader look like?
Working on the 2nd last scene of this world, hopefully by end of tomorrow I'll have the last scene done, then it's the week long adventure of going through the world over and over trying to find bugs/stuff to improve/take out.
As always if you're interested:
https://store.steampowered.com/app/955200/Spurdo_D/
Finally finished all my background work, designing ability progress, and the first companion's art and lore. The second companion's lore is done, design is starting.
One of the reworks includes changing the interface editor, and how window buttons work. They are no longer their own bar, now theyare something you can drag onto generic action bars