Tell us about your game. How is your game coming along?

Tell us about your game. How is your game coming along, Ganker?

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  1. 2 years ago
    Anonymous

    Too busy playing Rimworld

  2. 2 years ago
    Anonymous

    Trying to figure out how collisions work

    • 2 years ago
      Anonymous

      I'll tell you how it doesnt work. Having an object that checks everyother object to see if it is occupying the same space as any other object every single frame does not have a good effect on performance.

    • 2 years ago
      Anonymous

      Easy, if you look at pic related you just have touhhhhhhhhhhhhhhhhhhhhhhhhh

    • 2 years ago
      Anonymous

      Just check whatever is going to be in his space in the next frame

  3. 2 years ago
    Anonymous

    My game is coming along quite well, thank you. I've been working on it for a while now and it's shaping up to be a pretty fun game. It's a 2D platformer with a bit of a twist; instead of just running and jumping, you also have to use your environment to your advantage. It's still early days yet, but I'm confident that it will be a great game when it's finished.

    • 2 years ago
      Anonymous

      Sounds exciting!

    • 2 years ago
      Anonymous

      >2D platformer
      dropped and refunded
      make better games

      • 2 years ago
        Anonymous

        2D platformer with breasts.

        • 2 years ago
          Anonymous

          >2D platformer with breasts
          aka double d's platformer

        • 2 years ago
          Anonymous

          >2D platformer with breasts
          aka double d's platformer

          We need more games in this genre. Shantae is not enough.

          • 2 years ago
            Anonymous

            Kincaid

            • 2 years ago
              Anonymous

              >furry
              miss me with that gay shit

          • 2 years ago
            Anonymous

            My idea (patent pending) is that your character can do a special high-jump by inducing a BE sequence and falling onto her massive honkers that then bounce her into the air.

  4. 2 years ago
    Anonymous

    too lazy to learn 3d plus its harder to game good 3d games.
    unfortunately i dont even know what kind of 2d game id even want to make. my art is.. eh, decent, but id probably need really good gameplay and/or story to carry it further. what the frick should i make?
    thanks for reading my shitty blogpost

  5. 2 years ago
    Anonymous

    It's shit.

    • 2 years ago
      Anonymous

      Same but piss

    • 2 years ago
      Anonymous

      Same but piss

      similarly but it's vomit-inducing

  6. 2 years ago
    Anonymous

    it's a quirky earthbound inspired jrpg with humor and made in unity

    • 2 years ago
      Anonymous

      This but godot (or rather, a framework my programmer made for me in godot)
      Anon who asked for a run button, in case you missed last thread, there's a run button now

      • 2 years ago
        Anonymous

        >running
        Finally. Based.

        • 2 years ago
          Anonymous

          Sorry it took so long for us to add

      • 2 years ago
        Anonymous

        This looks pretty cool. I like the environment and the enemy.
        But dude in a trenchcoat makes me not interested in the game. I nearly didn't click on the webm, because a dude in a trenchcoat is the most boring thing I can think of.

        • 2 years ago
          Anonymous

          he's a detective looking into a disappearance I think

        • 2 years ago
          Anonymous

          Like

          he's a detective looking into a disappearance I think

          said. He's a bumbling, out-of-practice PI

        • 2 years ago
          Anonymous

          I thought the trench coat sprite looked pretty cool imo.

  7. 2 years ago
    Anonymous

    Going well, trying to figure out a good way of doing saving/loading

    • 2 years ago
      Anonymous

      What engine/language are you using?

      • 2 years ago
        Anonymous

        Unity, C#

  8. 2 years ago
    Anonymous

    im always worried to talk about it here because it'd get made fun of.
    basically, it's a walking sim that's similar to 'lsd dream emulator' or proteus for pc
    its basic on the surface level, and would probably take 3-4ish hours to go through the whole thing
    but there's a ton of secret stuff too

    i mostly do music so thats why the game itself is simple. i liked in proteus how interacting with stuff played a bunch of ambient sounds, so i'm making the random sounds from each zone to match the key/tempo of the background music. so basically, it's a "modular" background soundtrack that gets affected by your playing.

    • 2 years ago
      Anonymous

      >im worried itd get made fun of
      >its similar to lsd
      >i'm making the random sounds from each zone to match the key/tempo of the background music

      show us, it sounds cool

      • 2 years ago
        Anonymous

        i can hopefully have enough to make a webm soon, right now its basic where i have one area with visual aspects, another area thats all cubes but is where im working on background/ambient sounds
        like, to use a bad analogy its like im a cook and i have my ingredients prepared and organized, but i haven't actually started cooking the meal.
        oh god that was dumb.

  9. 2 years ago
    Anonymous

    >tfw you come up with a new way of doing things and it makes everything much easier

  10. 2 years ago
    Anonymous

    I HATE DOING ART, IT TAKES SO MUCH TIME

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

  11. 2 years ago
    Anonymous

    i remember a game idea i had a long time ago. i wanted something like risk of rain 1 but top down instead of sidescroller. also more of a medieval fantasy setting rather than sci-fi.
    this art really has no meaning other than me saying so, but i remember trying to design some characters for it. maybe ill go through with it some day (lol, lmao even)

    • 2 years ago
      Anonymous

      Good stuff, anon. I can tell you've practiced a lot, this is basically my ideal artstyle for a game

      • 2 years ago
        Anonymous

        thanks! its kinda old. i feel like ive gotten even worse, or that ive lost a lot of the charm
        ;(

        • 2 years ago
          Anonymous

          How could it possibly get worse?

          • 2 years ago
            Anonymous

            idk i just feel like my art went sovlless compared to what it was. like im stagnating pretty badly or something. at least i still have fun doing it

  12. 2 years ago
    Anonymous

    Still working on the same pirate boss that I've been working on for a month or so now. If nothing else, I'll take this as a chance to learn, never make an asymmetrical character if you don't have to.

    • 2 years ago
      Anonymous

      >asymmetrical designs in a sprite game
      Ouch

      • 2 years ago
        Anonymous

        Like, I don't mind having asymmetrical designs if it's a tiny thing, but with Captain Hub Gutter, it'd be pretty damn noticeable if I flipped his sprite compared to an enemy's weapon jumping to the other hand.

        • 2 years ago
          Anonymous

          It's still pretty impressive, though I bet you're not gonna design any asymmetrical characters anymore.

          Looks a lot better now, the colors are fricking garish though. You should consider using someone's palette if you're not great with color choices. Lospec has a good list of them.

          After a long work of fixing the textures(mixels), and adding new things, I'm finally giving it a form. I'm going to make a top down platformer because if I'm sincere, is the type of game I want to make. I really love platformers, so here's to hope that others can enjoy it as well.

          Yeah I agree, that's really too bright. Don't use pure (or close to pure) colors.

          • 2 years ago
            Anonymous

            Depends. I'm not against having a basic enemy or a simple npc being asymmetrical, but I doubt I'll ever have a major villain who needs general cutscene animations as well as battle animations like this again.

  13. 2 years ago
    curse dev

    it's a crappy h-rpgmaker project with futa dark elves and some monster girls made by a solo dev with awful/mediocre art. But I have nothing good to show here. I ended up coming up with my 'true ending' scene yesterday, but I think I'm going to add extra text for it, to polish the end text.

    • 2 years ago
      Anonymous

      You might as well give up, because mine will be much better. How animated are your scenes?

      • 2 years ago
        Anonymous

        Not a lot. It's only certain during 'attack' skills.

        • 2 years ago
          Anonymous

          soulful, yet unfappable

        • 2 years ago
          Anonymous
        • 2 years ago
          Anonymous

          Okay. As long as you arent trying to raise people's expectations for these things, I'll allow it.

  14. 2 years ago
    Anonymous

    I would love to make an isometric turn-based strategy like HoMM or Disciples but I would like to make is to that the player can edit their units and with a good visual representation of units. Is something like that possible in 2D? Would Unity the best engine for this?

    • 2 years ago
      Anonymous

      bruh your game already came out

      • 2 years ago
        Anonymous

        🙁
        I would still like to make mine

      • 2 years ago
        Anonymous

        It looks soulless as frick, I hope that anon can make something better.

  15. 2 years ago
    Anonymous

    Just implemented shooting up and down

    • 2 years ago
      Anonymous

      looks nice. any plans on the background? i assume it wont be pitch black forever

      • 2 years ago
        Anonymous

        Not yet, though considering I'm aping Cave Story pretty hard right now I might go with the same setup that's just a single static background layer and a parallax distant background that's just a repeating pattern.
        Doesn't go overboard with parallax and looks nice.
        Pretty much everything about the graphics is subject to potential change though.

    • 2 years ago
      Anonymous

      is there somewhere I can follow this?

  16. 2 years ago
    Anonymous

    What's a good monster to put in a corn field? I feel like a scarecrow would be too obvious.

  17. 2 years ago
    Anonymous

    After a long work of fixing the textures(mixels), and adding new things, I'm finally giving it a form. I'm going to make a top down platformer because if I'm sincere, is the type of game I want to make. I really love platformers, so here's to hope that others can enjoy it as well.

    • 2 years ago
      Anonymous

      Its also a parody of old games, so it will combine some unique elements going back to Atari

    • 2 years ago
      Anonymous

      Looks a lot better now, the colors are fricking garish though. You should consider using someone's palette if you're not great with color choices. Lospec has a good list of them.

    • 2 years ago
      Anonymous

      Looks a lot better now, the colors are fricking garish though. You should consider using someone's palette if you're not great with color choices. Lospec has a good list of them.

      Color selection can be hard. Try going into paint, making a middle gray background and playing with different brightness / saturation settings on the colors you have on that pic. Once you have a palette that doesnt sting the eyes, fill it in on those assets and you'll get better results. Pastel colors may work well.

  18. 2 years ago
    Anonymous

    It's out! As in, you can buy Salaryman Shi on Steam and the Nintendo eShop right now.

    God am I glad that's over.

    • 2 years ago
      Anonymous

      >i got to see a game dev actually release something
      I'm next you fricker

      • 2 years ago
        Anonymous

        We're gonna make it, Anon

      • 2 years ago
        Anonymous

        I'm coming up with my true ending. So I'll soon release my game as well.

      • 2 years ago
        Anonymous

        >I'm next you fricker
        Post it so I'll bullshit-control you.

        • 2 years ago
          Anonymous

          I lied, I'm not next

          • 2 years ago
            Anonymous
    • 2 years ago
      Anonymous

      Congrats on the release, I may pick it up sometime soon.

    • 2 years ago
      Anonymous

      >Windows only
      miss me with that shit

      • 2 years ago
        Anonymous

        I can't play it because it's windows only. can you release for mac or linux?

        It should work in Proton.

        Congrats on the release, I may pick it up sometime soon.

        Thanks Anon

        • 2 years ago
          Anonymous

          My policy is to only buy native ports though

          • 2 years ago
            Anonymous

            Ah, understandable. We don't know anyone who uses Linux though so we don't really have a way to test the game.

            I assume you don't have a Switch either?

            • 2 years ago
              Anonymous

              is it also $5 on the switch? if so I will buy it

              • 2 years ago
                Anonymous

                Yep!

                >God am I glad that's over.

                heh I had the same feeling when I released my first game and Im already wanting my current game to be over and done with even though Im only 40% done.

                Understandable.

                >I assume you don't have a Switch either?
                Of course not.

                Sorry then, not much I can do. If I knew some people who could test on Linux, maybe...

              • 2 years ago
                Anonymous

                >If I knew some people who could test on Linux
                My friend...Linux is free. You can install it on the machine with which you develop! Don't let anyone tell you otherwise!

            • 2 years ago
              Anonymous

              >I assume you don't have a Switch either?
              Of course not.

            • 2 years ago
              Anonymous

              >We don't know anyone who uses Linux though so we don't really have a way to test the game
              You don't know anyone with a Steam Deck? I mean that's the only real valid test case for Linux builds anyway, see if Linux native works on the Deck.

    • 2 years ago
      Anonymous

      I can't play it because it's windows only. can you release for mac or linux?

    • 2 years ago
      Anonymous

      >God am I glad that's over.

      heh I had the same feeling when I released my first game and Im already wanting my current game to be over and done with even though Im only 40% done.

    • 2 years ago
      Anonymous

      Congrats!

      • 2 years ago
        Anonymous

        Thanks!

        just bought your game on switch today anon, will play it later once battery charges.

        Hope you'll enjoy it!

    • 2 years ago
      Anonymous

      just bought your game on switch today anon, will play it later once battery charges.

    • 2 years ago
      Anonymous

      Holy based releaser chad. I'll get there at some point!

      • 2 years ago
        Anonymous

        We're gonna make it

    • 2 years ago
      Anonymous

      >this kind of unself-aware bootlicking asset flipper that shitposts in these threads without taking any feedback that isn't a compliment is the person that makes shovelware

      makes sense when you think about it

      • 2 years ago
        Anonymous

        >being jealous of a 2d pixel platformer
        ngmi

      • 2 years ago
        Anonymous

        frick off homosexual

      • 2 years ago
        Anonymous

        Show us your game.

    • 2 years ago
      Anonymous

      Just noticed when lurking the eShop. Also has a demo. Downloading right now.

    • 2 years ago
      Anonymous

      It's going in my Steam cart tonight

      Pat yourself on the back and buy yourself a beer, anon, you did it!

  19. 2 years ago
    Anonymous

    I'm submitting mine to the next demo day, it was in a previous one but you wouldn't be able to tell which one it was.

    I wish I was better at making scenes look good. I tried for a brutalist approach but it still feels subpar. I will continue to polish it to understand what I am missing. Once I find someone to make the levels I will be a lot happier with it all

    • 2 years ago
      Anonymous

      I like your sense of scale. Good shit here.

      Just implemented shooting up and down

      Reminds me a lot of the little projects you'd see on TIGSource, classic.

  20. 2 years ago
    Anonymous

    I’m tired

  21. 2 years ago
    Anonymous

    Godot is made for Paizuri!

  22. 2 years ago
    Anonymous

    It's coming along quite bad.
    My game is just quake + deus ex in space.

    • 2 years ago
      Anonymous

      but that sounds cool anon.

  23. 2 years ago
    Anonymous

    In the process of trying to code a turn based RPG battle system in Construct 3.

    • 2 years ago
      Anonymous

      Looks neat so far. Honestly, this is making me imagine an RPG where you dodge/counter attacks Punch Out style

      • 2 years ago
        Anonymous

        its called Deltarune

        • 2 years ago
          Anonymous

          Thats true, I forgot there was a battle that used that idea

  24. 2 years ago
    Anonymous

    Crouch neutral heavy in place... this works a bit like Nero's High Roller, if instead of holding the input to continue into the air with the enemy, holding the input charged up your exceed levels for release. This one took a bit longer to implement not because of the animations themselves, but because having a grounded launcher in place was revealing a lot of annoying quirks of the lock-on targeting system, so I went and cleaned that up.

    >soft lock implemented as an option; the camera will now temporarily behave as if locked on to the soft lock target, optionally using a different lock-on logic from the hard lock one. By default, soft-lock uses distance-based lock tracking, and hard-lock uses angle-based lock tracking
    >angle tracking now no longer stutters in special cases, both when using gun lock on offset and using regular melee pitch tracking, and pitch tracking now works correctly to re-zero your pitch when the enemy falls back into range unless you manually adjust the camera during the pitch track
    >FOV-based bounding box tracking now independently respects horizontal and vertical aspect ratio of the camera; objects track based on their separate component vertical and horizontal distance from the player in the camera plane.

    Also, fixed up some bugs in the juggle/launch logic; an enemy can now be properly "downed" in midair and this will cause it to stay downed even if struck by a non-downing attack. This fix also fixed a bug where quick-fire gunshots would not always re-zero enemy fall speed if they hit the same bone twice in succession.

    • 2 years ago
      Anonymous

      All you have to do is make the enemies fight back and you've out done dmc 5

      • 2 years ago
        Anonymous

        MUCH later. I need to implement a basic attack so I can implement player blocking, though. But ultimately enemy attacks will likely recycle a lot of player attack animation assets.

        • 2 years ago
          Anonymous

          Nothing wrong with that, as long as they actually use those attacks. Enemies in platinum games arent very complex at all, but the fact that they actually attack and give the player a chance to pull off counters makes them a step above the punching bags in dmc 5.

          • 2 years ago
            Anonymous

            My model for enemy behavior is TFD. Enemies have a really wide array of behaviors with minimal development work because they just recycle huge chunks of the player animation set. I probably won’t go that far (enemy weapons aren’t identical to player ones in all respects so there will need to be some unique stuff) but it will let me flesh out enemy behaviors a lot.

            I have given some consideration to the “punching bag problem” and I think I have some solutions to it, though it will take testing and iteration to make sure they feel right in practice

          • 2 years ago
            Anonymous

            We get it you didn't play dmc 5

          • 2 years ago
            Anonymous

            >punching bags in dmc 5.
            I feel like this meme has overstepped into just being disinformation now

    • 2 years ago
      Anonymous

      Nice smear marks bro, also I love the camera pulse on the charge attack
      Also nice touch on how the lock on camera keeps both the player and enemy evenly in the screen.

      • 2 years ago
        Anonymous

        >Nice smear marks bro
        thank you, I worked far harder than was reasonable just to make that possible
        >also I love the camera pulse on the charge attack
        This I did as a little fill-in but I actually liked it. It uses the same logic as sliding uses, where I "dolly zoom" (pull the camera back while increasing the FOV to give a sense of speed) but it gave me the sort of vibe, if not the look, of anime "the outline of the character pulses outward in an overlay" so I'm probably gonna keep it. Originally the lightbar was meant to be a stronger indicator of your charge state but I don't think it reads as cleanly as I'd like, it probably needs some particle effect glints or something to sell the color change better

        >Also nice touch on how the lock on camera keeps both the player and enemy evenly in the screen.
        This was remarkably more difficult than you'd think to accomplish. A planar vector projection, 2 dot products and an arctan are all involved in making that effect work. Seriously it's a nightmare, and that's not including the fact that the camera can be rotated, AND rotating the camera affects its zoom distance (rotating up zooms it out, Mario-style), AND the lock-on can adjust the rotation of the camera as well, AND the rotation versus zoom ratio is affected by player-controlled settings.

        Frick lock on camera. I'm still not thrilled with it, to be perfectly honest. I feel like it jitters a little too much on the way out. It lerps back in okay but it works so hard to keep the enemy bounded that snapping into it can cause it to behave weird on startup. This is fine when engaging a hard lock-on but for soft lock, that enables and disables itself, I find it a bit distracting.

  25. 2 years ago
    Anonymous

    Do I really want to spend money on Ayato Create Sound to add more music to my RPGm project?
    There is a music pack at 50% on steam, but I'm not sure if it's worth buying when I might not even use more than 2 or 3 soundfont. It's still 14,50 before taxes.

    • 2 years ago
      Anonymous

      >spend money
      >on RPGM game
      ????

      • 2 years ago
        Anonymous

        yeah, because by default MV when creating a new project MV has only have 4 or 5 music sound and it get annoying only hearing the same ones over and over.
        I had bought RPGmaker XP resmastered ost and Ancient Dungeons: Forgotten Depths DLCs. music pack to add extra soundfiles, but I might spend even more. Just bought a new dlc Tiles Pack. (MT Terrains) for the summer Steam sales.

        • 2 years ago
          Anonymous

          >get audacity
          >pull up satisfying asmr videos on youtube. People cutting vegetables, running over water balloons, etc.
          >Use audacity to rip asmr sounds from youtube, drop them in a more flexible sound editor and frick with filters until it sounds like vidya.
          Funner, more creative, better product and its free.

    • 2 years ago
      Anonymous

      If you don't want to pay just find free shit. There are a lot of free music.

      • 2 years ago
        Anonymous

        Wingless Seraph is the shit. If somebody recognizes your soundtrack from some porn game that's on them

  26. 2 years ago
    Anonymous

    >Tell us about your game.
    Lewd.
    >How is your game coming along, Ganker?
    Ok, but I've been too busy jerking off for the past week or so, to actually get to work on my game.

  27. 2 years ago
    Anonymous

    I call it Isekai Quest as a running name. I need a better one. Basically its sort of a open world nethack(except not roguelike) where you have to deal with shit like cover and environmental factors and combat and each school of magic and martial art style is its own class. And shit like crafting is a combat class too because you become "one" with your creation. I can't draw and it would take a decade doing this project solo so I am biting the bullet and sticking to text descriptions on EVERYTHING. The idea is that you got dead and now your being reincarnated in a new life with new families and the ability to romance various waifu types. also I am making the PC male only to filter the people who wouldn't play the game but complain about me making loving girl love interests and cool manly themes like battle and brutality and the nature of being man. Whether as a provider or a king or a mage or a warrior or a craftsman. Its actually really daunting. I have a frickton of work to do and to be honest I may have to bite the bullet and go to school.

    • 2 years ago
      Anonymous

      Also writing original lore is fricking insane. EVERYTHING has been done. I am just filtering ideas to my ideal specifications. No male elves. They are a female only species and either give birth to male humans or elves. No homosexualy male elves. Dwarves are literally made of stone and based and are drunken smiths and warriors who revolve their society around honor and courage. Instead of reproducing they carve new Dwarves from stone. Considering Kemono as a race. Maybe.

      • 2 years ago
        Anonymous

        >Also writing original lore is fricking insane. EVERYTHING has been done.
        This is false. The thing about original stuff is that it's very unappealing. Well, there's no real "originality" but there is a spectrum. And the more original it is the less appealing it is, because people only like what they're familiar with. So basically any unique ideas you come up with will be repulsive/cringe/etc and you're drawn more towards generic shit like elves and dwarves. The only way forward is to embrace cringe and do completely unhinged things, and use your skills to bring it back down to earth and make it appealing for the masses.

        • 2 years ago
          Anonymous

          I can do that at least. I know what sells. And its lovey dovey waifu shit with a variety of girls with different personalities. And not having a named single character who isn't romancable despite that obviously being something people would want.
          *cough*Rune Factory*cough*
          Thankfully romance is easy to do as long as I don't make any of the character irredeemable b***hes who frick with the protagonists karma free. I never understood that shit. Especially in anime.

          • 2 years ago
            Anonymous

            I think as long as you're thinking in terms of "what sells" you're making it a lot harder for yourself as a beginner. Neutering your art so that it sells is something that comes way after you've built the necessary skills and know what you're doing. By all means follow your heart and if you like that stuff then do it. Passion is your foundation and the only reason why you will complete anything. But also get your priorities in order.

            • 2 years ago
              Anonymous

              Appreciate the advice. I meant it more metaphorically. Its been a long time since we got a game FOCUSED on escapism so thats what I am really aiming for.

              • 2 years ago
                Anonymous

                No problem. Good luck.

  28. 2 years ago
    Anonymous

    genuine question despite being dumb as frick, i use a pirated copy of photoshop cs6 which i use to draw the art for my game. is there anyway i can get punished for this if i release a game?

    • 2 years ago
      Anonymous

      No. Nobody will know.

      • 2 years ago
        Anonymous

        no one will know or care. countless games have already done this and you never hear about it.

        cheers boys, ill probably make $2 but better to be safe than sorry. maybe i should be insane and do

        >printscreen your photoshop asset
        >paste it in paint and save it
        >they now think that you made this asset in paint
        >???
        >profit

        as well

        • 2 years ago
          Anonymous

          Unless you are extensively using things in PS that others dont have, like the AI fill/remove and AI autoselect stuff, just download Gimp it's literally free and just as good if all you are doing is drawing or using the basic tools.
          Also check out Clip Studio it's only like $40 or whatever and it's what a lot of pro mangaka and weeb artists use.

    • 2 years ago
      Anonymous

      no one will know or care. countless games have already done this and you never hear about it.

    • 2 years ago
      Anonymous

      >printscreen your photoshop asset
      >paste it in paint and save it
      >they now think that you made this asset in paint
      >???
      >profit

  29. 2 years ago
    Anonymous

    Its taking a while, but its going well. Here's a submarine stage.

    • 2 years ago
      Anonymous

      >sharp wobbly 1px outlines on everything, even the background sand
      yamete kudasai

      • 2 years ago
        Anonymous

        There's a distortion filter ontop of the sprite art that gives the illusion of being underwater.

        • 2 years ago
          Anonymous

          Oh. Consider making a webm so we can see how that looks. Also maybe making the sand less flat, it looks like just a flat texture with a 1px dark boundary.

          I can do that at least. I know what sells. And its lovey dovey waifu shit with a variety of girls with different personalities. And not having a named single character who isn't romancable despite that obviously being something people would want.
          *cough*Rune Factory*cough*
          Thankfully romance is easy to do as long as I don't make any of the character irredeemable b***hes who frick with the protagonists karma free. I never understood that shit. Especially in anime.

          >don't make any of the character irredeemable b***hes who frick with the protagonists karma free
          That karma bit is a good distinction, one of my favorite parts of Azure Dreams is when Fur goes too far and instantly crumbles afterward

          • 2 years ago
            Anonymous
            • 2 years ago
              Anonymous

              I would get rid of that white flash when you destroy a naval mine before you give someone a seizure. I like it besides that.

              • 2 years ago
                Anonymous

                Nah I'd probably just do a seizure warning at the beginning of the game

              • 2 years ago
                Anonymous

                >muh seizures
                PURGE THE WEAK, PURGE THE FRICK OUT OF THEM.

            • 2 years ago
              Anonymous

              I would get rid of that white flash when you destroy a naval mine before you give someone a seizure. I like it besides that.

              full-screen flash effects are not just a problem for people who have seizures at flashing lights (why the frick are you using a computer?) it also makes your game more difficult to read the action. for one or more frames, there is no information except "blank screen" and yet enemies are still moving around. you basically flash-banged your player and can result in them dying from it.

              if you have to have a full-screen explosion effect, use an expanding white ring representing a pressure wave in the water.

            • 2 years ago
              Anonymous

              Wait, the filter didn't have anything to do with the 1px outlines. That's just how things are drawn. It's a little MS Paint-esque, especially the pure black lines on the inside of objects like the treasure chest or clam ridges.

              That said, everything does look a lot nicer in motion.

            • 2 years ago
              Anonymous

              yike that's a textbook euroshmup
              add more and bigger enemies, larger and brighter projectiles, make the hitbox small and visible
              add two figures to the score, make the enemy sprites drop score numbers when you kill them
              add a homing missile attack to counter grounded enemies

  30. 2 years ago
    Anonymous

    it's a political rpg that takes place in the fnaf universe
    and no it's never coming out i'm just an ideas guy

    • 2 years ago
      Anonymous

      >>it's a political rpg that takes place in the fnaf universe
      why

      • 2 years ago
        Anonymous

        this generation was literally raised by youtube by homosexual millenials

      • 2 years ago
        Anonymous

        because fnaf lore is already a convoluted mess so i wanted to make it even more convoluted by adding political conflicts and secret animatronic black ops

    • 2 years ago
      Anonymous

      kys even if it's shitpost

  31. 2 years ago
    Anonymous

    They laughed at my model

  32. 2 years ago
    Anonymous

    Some kind of tank driving and shooting action game
    Right now trying to figure out a "port" themed level, here's a mockup with some free textures

    • 2 years ago
      Anonymous

      looks like Synthetik

      • 2 years ago
        Anonymous

        yeah well it's definitely one of the inspirations

  33. 2 years ago
    Anonymous

    Finally got around rigging the face. Still have to do the eyebrows, but man, it is so nice to finally see how everything works out.

    • 2 years ago
      Anonymous

      looks good!

  34. 2 years ago
    Anonymous

    Almost finished working with boring-ass localization files and finally getting to work on new content
    Currently working on implementation of ballistic physics

    • 2 years ago
      Anonymous

      kino piss lord

    • 2 years ago
      Anonymous

      That looks nice, do you have a twitter or something so I can follow the project?

  35. 2 years ago
    Anonymous

    What's the best trick to animating humans?

  36. 2 years ago
    Anonymous

    Been working on graphics,
    adding flowers that react to the bal,
    adding a bouncy / stomping ability
    and a switch that can activate other things, like open gates.

    • 2 years ago
      Anonymous

      Nicely done? UE4?

      • 2 years ago
        Anonymous

        Thanks, it's UE5

    • 2 years ago
      Anonymous

      Gloverchads we goin home!

      • 2 years ago
        Anonymous

        without the glove though.
        But I kind of plan to do more explorable levels like glover had instead of those typical marble game levels made of ceramic tiles.

  37. 2 years ago
    Anonymous

    I want to make a game but I don't know if there's a market for it
    It's an adventure game inspired by the old Blade Runner one, basically, it would be like playing the connor sections of DBH, detective work and puzzles, narrative choices and so on.

    • 2 years ago
      Anonymous

      Anyone?

  38. 2 years ago
    Anonymous

    Trying to come up with a model/design for a VR Vampire Survivors. Got nothing so far.

  39. 2 years ago
    Anonymous

    How the frick do you properly size a non-pixel art spritesheet?
    because my reatrded ass drew every frame on 1000 by 1000 canvas. And there is a lot of frames.

    • 2 years ago
      Anonymous

      get texturepacker

      • 2 years ago
        Anonymous

        >Can't buy the full version because I'm in r*ssia
        >There is no cracked full version on the internet
        I'm going to kill myself.
        Still, it IS a great program, thanks for the tip

  40. 2 years ago
    Anonymous

    I was making a little pet simulator game where you take care of an egg and it grows into a pet (never settled on if you would get anime monster grills as pets or cute animals) but I had a basic system made in unity and shared it with a few anons on discord and they said it looked stupid and weird so I stopped working on it

  41. 2 years ago
    Anonymous

    camera, zoom, entity glowing
    the bouncy thing took forever to get just right, as another anon said, collision can be hard, especially when implementing momentum-changing stuff

    • 2 years ago
      Anonymous

      When you propelled youself with your own recoil that looked like it felt really nice

  42. 2 years ago
    Anonymous

    My game is so good it'll take 3 lifetimes to complete and you'll need a 250 IQ to comprehend the mechanics, so I'm not even gonna bother making it. Mankind isn't worthy of playing it, anyway.

  43. 2 years ago
    Anonymous

    Getting there!

    • 2 years ago
      Anonymous

      Anyone got feedback?

      • 2 years ago
        Anonymous

        missile launcher needs more juice

      • 2 years ago
        Anonymous

        looks generic as frick, is there anything unique in there?

        • 2 years ago
          Anonymous

          Well so far I wanted to get the game play going. The strength will be the story and levels. I just wanted to focus on the fps experience first to make it feel as good as possible.

      • 2 years ago
        Anonymous

        There is not much to say. Its working. Everything looks and sounds like placeholder.

  44. 2 years ago
    Anonymous

    fixed that for you

    • 2 years ago
      Anonymous

      >game maker in 2022
      Come on now.
      Maybe if you still have a perpetual license it's excusable.

    • 2 years ago
      Anonymous

      >no unreal
      sure buddy

    • 2 years ago
      Anonymous

      >godot
      >for anything
      lol
      lmao

      • 2 years ago
        Anonymous

        Yes.

        • 2 years ago
          Anonymous

          Ah yes, the ugliest game of the decade full of le reddit humor, which also is unstable as frick and crashes after 10 minutes of playing, made by spiteful art school dropout troony. Great example of godot game, indeed.

      • 2 years ago
        Anonymous

        t. requires tutorials for every small problem and store bought assets to compensate for his lack of skills

        • 2 years ago
          Anonymous

          >godot takes more skill to use than unreal or unity
          holy fricking cope

          • 2 years ago
            Anonymous

            Unless you want realistic 3d graphics the only downside of Godot is less tutorials and no asset store. Ergo, you must depend on them if you think Godot is bad.
            And I doubt you're making a photorealistic 3d game, anon.

            • 2 years ago
              Anonymous

              there's really uncomfortable judder or stutter or something. the camera motion looks worse than 30 fps.

              • 2 years ago
                Anonymous

                >the camera motion looks worse than 30 fps.
                Anon thats a gif...what do you expect?

              • 2 years ago
                Anonymous

                at least 30 fps.

            • 2 years ago
              Anonymous

              Why aren't people selling assets like this? You'd think it'd be very popular with THOSE people.

              • 2 years ago
                Anonymous

                they are

              • 2 years ago
                Anonymous

                who are those people? twitter"devs" that just advertise cutesy pixel vaporware forever and don't make actual games?

              • 2 years ago
                Anonymous

                Exactly them, yes.

              • 2 years ago
                Anonymous

                pretty sure they're artists advertising themselves for contracting stuff. so buying somebody else's assets would be pointless.

            • 2 years ago
              Anonymous

              >less tutorials
              That's because you only need RTFM

  45. 2 years ago
    Anonymous

    It's coming along well. This boss is the prettiest one so it's the one I show often. I've been working on other ones that are simpler that I will show soon. Aiming for a demo around October as well. I've been getting a lot more confident about it which feels good but I know it needs a lot more work.

    • 2 years ago
      Anonymous

      Which one is the good guy? Looks awesome, anon.

      • 2 years ago
        Anonymous

        The candle is the hero. His family is trying to destroy the world, so he's knocking some sense into them.

        dang that looks cool

        Thanks

    • 2 years ago
      Anonymous

      dang that looks cool

    • 2 years ago
      Anonymous

      Wow, nicely done! What engine?

      • 2 years ago
        Anonymous

        https://www.monogame.net/
        No engine but I do borrow code when I can.

  46. 2 years ago
    Anonymous

    I want to make a game based on those meme xenoblade ui images. Basically the ui would be intentionally cluttered, all the systems would be deliberately obscure and the game would straight up gaslight the player about how systems work. Sort of like when people say "you arent fighting the enemies, you're fighting the camera / interface / etc.", except the game is designed to be like that. It is designed to make people insane.

  47. 2 years ago
    Anonymous

    How does FOSSoftware do it? How do they manage to look like generic crap made by amateurs every time? Who looked at this logo vs the old, already shitty on its own, logo

    • 2 years ago
      Anonymous

      o3de was made by amazon moron

      • 2 years ago
        Anonymous

        O3DE was made by Crytek, modified by Amazon and given to the Troonix Loonix Foundation homosexual. Why are you even mentioning Amazon?

        • 2 years ago
          Anonymous

          >Crytek
          Ew

    • 2 years ago
      Anonymous

      oops didn't complete my sentence
      >, logo
      and thought, "yup this looks good!"

    • 2 years ago
      Anonymous

      The only people who are making their shit are amateurs anon

      • 2 years ago
        Anonymous

        doesn't mean they need to look like amateurs
        how are you supposed to be taken seriously like that?

        • 2 years ago
          Anonymous

          because amateurs have soul. why are you in this thread full of amateurs?

          • 2 years ago
            Anonymous

            to make fun of something that was made by people who where paid to make it

            • 2 years ago
              Anonymous

              I wasn't paid shit

              silent or voiced protagonist for a third person classic RPG?

              Silent

              • 2 years ago
                Anonymous

                you made the O3DE logo?

              • 2 years ago
                Anonymous

                Oh no, I misread your post because I have too many chromosomes. My bad.

    • 2 years ago
      Anonymous

      LÖVE has nice logo

      • 2 years ago
        Anonymous

        too bad nobody fricking uses it

        • 2 years ago
          Anonymous

          I do

          • 2 years ago
            Anonymous

            show me your game

            • 2 years ago
              Anonymous

              Just implemented shooting up and down

              • 2 years ago
                Anonymous

                I kneel

              • 2 years ago
                Anonymous

                Looks cool. If you're doing a Cave Story you should make the jumping floatier though. Unless you're not, in which case it's fine.

              • 2 years ago
                Anonymous

                I'm not planning to make it too much of a clone. The jump definitely needs to be more floaty as I noticed today because shooting downward while falling quickly sucks. Gravity is actually lowered while the jump button is held but holding that while rapidly pressing the shoot button is awkward.

                is there somewhere I can follow this?

                Not yet, just been posting a few times in these threads.

              • 2 years ago
                Anonymous

                gotcha. if you do make a devlog, please PLEASE post it

              • 2 years ago
                Anonymous

                will do
                Have a meme someone made last time I posted.

              • 2 years ago
                Anonymous

                Do the downwell thing (I guess also the cave story thing) where shooting downward adds little upward recoil bumps to make you float longer.

              • 2 years ago
                Anonymous

                Does Cave Story really do that apart from the machine gun?
                Either way it does seem like an interesting solution. Might try.

              • 2 years ago
                Anonymous

                I think it’s just the machine gun in Cave Story but for you it would probably work for all guns. Could also make an interesting mechanical element for navigation too.

      • 2 years ago
        Anonymous

        it's the exception rather than the norm like this horrendous creature

        • 2 years ago
          Anonymous

          or this faux 3d abomination that looks like cheap clip art

          • 2 years ago
            Anonymous

            Since Linux is open source we can just agree to replace it with this

          • 2 years ago
            Anonymous

            That's not a logo

            • 2 years ago
              Anonymous

              no it's the mascot of the ganu loonix os

              • 2 years ago
                Anonymous

                bulled

  48. 2 years ago
    Anonymous

    silent or voiced protagonist for a third person classic RPG?

    • 2 years ago
      Anonymous

      Silent with dialogue options that always include calling someone Black person

  49. 2 years ago
    Anonymous

    No. I can't do art. Therefore I can't make a game.
    And no shit art won't work just look at the absolute shitstorm that's happening because of Monkey Island even on Ganker.

    • 2 years ago
      Anonymous

      >No. I can't do art
      Me neither but that didn't stop me!

    • 2 years ago
      Anonymous

      >No. I can't do art.

      Well if you can make music or program, someone out there might need you, plenty of artists out in the world anyway.

  50. 2 years ago
    Anonymous

    My ambitions grew beyond my hardware and my game has the framerate of a powerpoint presentation now

    • 2 years ago
      Anonymous

      you're using unreal bloatware aren't you?

      • 2 years ago
        Anonymous

        No I'm using a laptop from 2010

    • 2 years ago
      Anonymous

      Nice excuse to make people believe you weren't bamboozled into using powerpoint as engine

  51. 2 years ago
    Anonymous

    Haven't started it since my goals are loftier than my attention span and my game idea is basically just a legend of Zelda rip-off.

  52. 2 years ago
    Anonymous

    I'm a GameMaker refugee. I'd like to get back into making platformers. Any good engines that comes close to GameMaker but without the price? thanks.

  53. 2 years ago
    Anonymous

    I need to sort my life out before I make a video game.

  54. 2 years ago
    neetdev

    remade the cover art by photobashing AI generated pics

    old one was just too bad

  55. 2 years ago
    Anonymous

    doing fine, just added a system for hints pointing out things that might not be immediately obvious to players

    • 2 years ago
      Anonymous

      WTF this game looks so cool!!

      • 2 years ago
        Anonymous

        t-thanks

  56. 2 years ago
    Anonymous

    One day I shall have gameplay, but for now, here's this dog.

    • 2 years ago
      Anonymous

      god that's repulsive but it looks like you put a lot of work into it so good job.

      • 2 years ago
        Anonymous

        Unisisters... what the FRICK are we going to do now!?

    • 2 years ago
      Anonymous

      This burns my eyesockets with its hideousness, but I hate that it's good.
      post wireframe?

    • 2 years ago
      Anonymous

      Why does it have a veiny tail?

    • 2 years ago
      Anonymous

      everything you people make is utterly grotesque

    • 2 years ago
      Anonymous

      All that modelled muscle is going to frick up the fur shader

  57. 2 years ago
    Anonymous

    >Ganker thread
    >What's harder, programming or art?
    Alright bros, where does music fall in the difficulty department? I pirated FL studio and then called it a day.

    • 2 years ago
      Anonymous

      It depends on your skill set, but I'd say programming because a single frick up can have a domino effect on the whole project.

    • 2 years ago
      Anonymous

      If the only thing you can make is chiptune shit then you can just frick right off.

    • 2 years ago
      Anonymous

      Music is something you can think about while not directly working on the game, so it's not that hard, but less easy to just "go with the flow" compared to programming. Obviously it takes time to figure out what sounds good, but once you get it, you get it.

      Programming > Music >>> Art >>> Advertising

      • 2 years ago
        Anonymous

        >advertising is that easy
        Really? This is the aspect I dread the most.

        • 2 years ago
          Anonymous

          No, Advertising is the worst

    • 2 years ago
      Anonymous

      Considering I've been dicking around on FL Studio for over a decade and only recently started feeling comfortable enough to show my work, I'd say it's pretty difficult. Then again I would have probably learned more quickly if I did some proper research.
      Of course it also depends on the genre and how complex you want your music to be. Some simple chiptune loop probably won't take long to learn but something jazz or classical will take significantly longer to understand. Even EDM can be challenging from a production standpoint, granted you aren't just using presets.

    • 2 years ago
      Anonymous

      Same here, pirated FL Studio and haven't done much with it. Music seems simultaneously more structured, in the sense that there's a ton of shit to learn, and less structured, in the sense that there's no universal guideline to help you make good music and you just have to experiment.

    • 2 years ago
      Anonymous

      >I pirated FL studio and then called it a day
      Well, it's the first half, the second one is finding out where is riff generator button and then you can start spewing out half-assed loops

      That looks nice, do you have a twitter or something so I can follow the project?

      Unfortunately I'm not devlogging

    • 2 years ago
      Anonymous

      It's easier to steal your answers with music than it is with programming or art. Look at the DOOM soundtrack.

    • 2 years ago
      Anonymous

      Music is easy, start with using pre made sequences to figure out what you want to make and to learn stuff like chords. Then expand from there. Toxic Biohazard is a good place to start and go look up free VSTs after you get to know the bare basics of FL studio and to make stuff with the stuff it comes with to expand on what you have.

  58. 2 years ago
    Anonymous

    I made plenty of progress in Game Maker but I'm switching to Unity. GMS is just too limiting, and I don't feel like paying for a GMS2 subscription.
    However, my computer is 12+ years old so it struggles with even loading the IDE into memory.

    I'm going to upgrade, but in the meantime I'm just going to read Unity tutorials just so I can have a basic fricking understanding of how it even works. So far I don't even know how sprites work, how objects work, how animations work, nada.

    • 2 years ago
      Anonymous

      GMS2 is free unless you release the game

  59. 2 years ago
    Anonymous

    Made a topdown shooter game with ZX Spectrum visuals. Published it on steam and now working on a new game.
    Making money with indie games is pretty hard

  60. 2 years ago
    Anonymous

    are mech games an underserved genre?

    • 2 years ago
      Anonymous

      Mech games are not functionally different than any other games

    • 2 years ago
      Anonymous

      i want to make an armored core like after i'm done with my main game. but i think fromsoft will beat me to that.
      there's an anon here making a soulful mech game set on mars i think.

  61. 2 years ago
    Anonymous

    Everything is going smoothly. Game will come and so will I.
    The AI is going well too. I want to keep working on it for a few more years, but it is already looking like a shape I've wanted to see.
    It is the one place where I wanted to be. If I know I will either be there someday or I was there, it doesn't matter. It is there. The game is almost opening itself to me.

  62. 2 years ago
    Anonymous

    First, learn to draw, then learn to program.

    Either is impossible let alone both.

  63. 2 years ago
    Anonymous

    I keep getting distracting with shaders.

    • 2 years ago
      Anonymous

      Good evening

      • 2 years ago
        Anonymous

        Good evening, I forgot how to words in my post apparently.

  64. 2 years ago
    Anonymous

    do you guys use any additional software for organizing/managing your project related tasks?
    I spent all of 5 seconds looking for them but they were premium or wanted me to make an account which seemed gay

    • 2 years ago
      Anonymous

      Yes, Excel spreadsheet.

    • 2 years ago
      Anonymous

      I would recommend using flowcharts to figure out AI logic but I don't know of any good software

  65. 2 years ago
    Anonymous

    Not liking Godot is pretty much admitting your game is overscoped garbaged

  66. 2 years ago
    Anonymous

    Liking godot is pretty much admitting you are israeli troony that has no game and never will.

    • 2 years ago
      Anonymous

      trannies make more games than chuds do

      • 2 years ago
        Anonymous

        true, but none of their games are good

        • 2 years ago
          Anonymous

          name a good game

  67. 2 years ago
    Anonymous

    frick I have a have an headache now and I barely made any progress.

  68. 2 years ago
    Anonymous

    Coming along

    • 2 years ago
      Anonymous

      I really like the character, and the background looks great, but they don't match and it looks disconnected. Can't you just put a low res filter over the environment so we can have some coherency with the art design?

      • 2 years ago
        Anonymous

        juxtaposition is good, its unironically very readable

      • 2 years ago
        Anonymous

        This looks like ass to me

        • 2 years ago
          Anonymous

          There's a lot going on, idk what to think of it, maybe it's the pixel character juxtaposed with the 3D/2.5D? Elements. They look so out of place

        • 2 years ago
          Anonymous

          Both of pictures look like ass and 100% believe it's due to that shitty sprite.

        • 2 years ago
          Anonymous

          I agree that looks terrible, but it's because the background is shaded and the character has almost no shading. You'd have to do low res textures and match the shadow strength on the character to make the background match. Not impossible but you'd be working against the progress you made so far.

        • 2 years ago
          Anonymous

          The original picture literally looked fine and novel, quit falling for pointless nitpicking. People are trying too hard to find constructive criticism

  69. 2 years ago
    Anonymous

    Soon.

    • 2 years ago
      Anonymous

      bro, please get more contrast in your collor pallet

    • 2 years ago
      Anonymous

      >3 homies in a row with "menus opening menus opening menus: the GUI"
      *yawn*

      • 2 years ago
        Anonymous

        can't beat the classics

    • 2 years ago
      Anonymous

      I'd frick Katherine

  70. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      >rpgmaker anon is happy tho stupid
      god I wish that were me

      • 2 years ago
        Anonymous

        Pygame is happi too

    • 2 years ago
      Anonymous

      >enginedevs

      • 2 years ago
        Anonymous

        I don't save any of these images but it would actually be the one with the top half of his face melting sand turning into a skeleton while screaming

        • 2 years ago
          Anonymous

          Enginedeving is easy and actually pretty fricking comfy if you're already experienced programmer. But yes, I imagine it must be a face melting nightmare if you're just starting to learn programming.

          • 2 years ago
            Anonymous

            its easy because you're not making anything

            • 2 years ago
              Anonymous

              nice projection homosexual, I have two successful games on Steam
              >inb4 post them
              frick off, not doxxing myself

              • 2 years ago
                Anonymous

                >I have two successful games
                don't you mean two successful engines?

              • 2 years ago
                Anonymous

                I mean games I made using my engine.

              • 2 years ago
                Anonymous

                thats right, because no one actually gives a shit about engines, not even you

              • 2 years ago
                Anonymous

                >not even you
                yea I don't give a frick about all the underlying systems, architecture and renderer I wrote that made it possible to create my games...
                either you're fricking dumb or baiting
                so just frick off, moron

              • 2 years ago
                Anonymous

                If you post your two games I will buy both right now and kneel to enginedevs forever

              • 2 years ago
                Anonymous

                >both my games combined have over 100k sales in total
                >some homosexual thinks I'll doxx myself on this shithole website just for two extra sales
                lol
                lmao even

              • 2 years ago
                Anonymous

                recommend me two good games to play that were enginedevved and have over 100k sales combined that could have been made by anyone ( for plausible deniability )

              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous

                Okay now the second good game?

              • 2 years ago
                Anonymous

                I feel like minecraft takes away the strength of the other 3

              • 2 years ago
                Anonymous

                these were all made by the same person?

              • 2 years ago
                Anonymous

                Uh-huh, unbelievable, isn't it?

              • 2 years ago
                Anonymous

                all me 😉

              • 2 years ago
                Anonymous

                >engine devs can only make survival craftting early access games
                OHNONONONO

              • 2 years ago
                Anonymous

                How the frick is using Java or XNA "enginedev"

              • 2 years ago
                Anonymous

                What do you think enginedeving is then? Not using any high level language/libraries and writing your own GPU instructions in assembler?

              • 2 years ago
                Anonymous

                >What do you think enginedeving is then?
                Making a game engine
                Making a 2D game in XNA is only one step removed from using Unity

              • 2 years ago
                Anonymous

                XNA was just one level of abstraction above using SDL/OpenGL, it wasn't even close to what Unity gives you. It was (and still is, but renamed to Monogame) a framework that helped you with boilerplate stuff, but you had to program most of the engine yourself.

              • 2 years ago
                Anonymous

                XNA/MonoGame and .NET does most of the "engine" work for you

              • 2 years ago
                Anonymous

                how would you define "engine" work?

              • 2 years ago
                Anonymous

                Data structures / memory management, rendering, resource management, audio, input, physics, animation, embedded scripting languages, entity systems / architecture
                Stuff that isn't game specific
                If you're making a 2D game, MonoGame does pretty much all of those things for you aside from providing an architecture, which is why it's called a "framework" instead of an "engine"

              • 2 years ago
                Anonymous

                >Data structures / memory management, rendering, resource management, audio, input, physics, animation, embedded scripting languages, entity systems / architecture
                so according to you if I want to make game engine I need to code all those things myself from scratch? lmao

              • 2 years ago
                Anonymous

                That's what a game engine is, if those things are made for you, you haven't made a game engine

              • 2 years ago
                Anonymous

                >if you haven't wrote your own operating system you haven't made a game engine
                ok Terry

              • 2 years ago
                Anonymous

                What is this response supposed to mean

              • 2 years ago
                Anonymous

                lurk more newbie

              • 2 years ago
                Anonymous

                I know who he is, he has nothing to do with game engines

              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous

                There is no "engine" present there

              • 2 years ago
                Anonymous

                >There is no "engine" present there
                You're just contradicting yourself. In order to create that game he had to make data structures / memory management, rendering, resource management, audio, input, physics, animation, embedded scripting languages, entity systems / architecture. Why isn't that an engine all of sudden?

              • 2 years ago
                Anonymous

                An engine is a generic resuable piece of system software that powers a game ontop
                These games are so simple they don't need engines
                Writing a game from scratch is not "enginedev"

              • 2 years ago
                Anonymous

                So how are all those things not reusable? You think he wrote data structures, rendering and memory management from scratch for every of those little games?

              • 2 years ago
                Anonymous

                Those games are so simple they don't require a dedicated codebase to do those things specfically, they don't require an engine

              • 2 years ago
                Anonymous

                You're talking to a moron that hasn't made a game.

              • 2 years ago
                Anonymous

                I've been making games for 25 years

              • 2 years ago
                Anonymous

                Yeah, and I've been making games for 93 years

              • 2 years ago
                Anonymous

                my dad works at nintendogs

              • 2 years ago
                Anonymous

                literally all he used TempleOS for was to make some shitty games

              • 2 years ago
                Anonymous

                >you haven't made a game engine if you haven't wrote your own rendered
                >you haven't made a game engine if you haven't wrote your own programming language
                >you haven't made a game engine if you haven't wrote your own OS
                >you haven't made a game engine if you haven't build your own computer
                >you haven't made a game engine if you haven't designed your own CPU
                >you haven't made a game engine if you haven't mined minerals to build your own graphics card
                >you haven't made a game engine if you haven't produced your own electricity

              • 2 years ago
                Anonymous

                Only the top item on your list has anything to do with game engines

              • 2 years ago
                Anonymous

                >your own rendered
                rendard

              • 2 years ago
                Anonymous

                You do mine the coal needed to produce electricity yourself, right anon?

              • 2 years ago
                Anonymous

                Why would I? I simply create the coal without the need for a mine.

              • 2 years ago
                Anonymous

                Oh sorry, I didn't realize I was talking to a PATRICIAN coal creator.
                Myself I just transmute stuff in my living room in enriched uranium to power up my rig when I need it.

              • 2 years ago
                Anonymous

                >using coal for electricity

              • 2 years ago
                Anonymous

                how'd you get a photo of me

              • 2 years ago
                Anonymous

                >he doesn't have his own power plant

              • 2 years ago
                Anonymous

                You're not making a real game engine if the energy is renewable.
                That's playing on easy mode.

              • 2 years ago
                Anonymous

                >Data structures
                u wot m8
                literally every single modern programming language gives you that by default, how the frick do you want this to be written specifically for a game engine?

              • 2 years ago
                Anonymous

                There's some data structures that don't come with programming languages, and the ones that come with programming languages aren't neccessarily right for your needs
                Many if not most game developers don't use the C++ STL for multiple reasons

              • 2 years ago
                Anonymous

                >Data structures
                u wot m8
                literally every single modern programming language gives you that by default, how the frick do you want this to be written specifically for a game engine?

                Read homies
                https://gameprogrammingpatterns.com/

              • 2 years ago
                Anonymous

                Does xna handle physics, animation, lighting and post processing effects for you?

              • 2 years ago
                Anonymous

                You're confusing engine with renderer.

          • 2 years ago
            Anonymous

            I only know how to code in Python and by proxy GDscript...

            • 2 years ago
              Anonymous

              If you know Python that's already good start (although python is shit language for game dev). You can easily spend few weeks and learn new programming language more suited for enginedeving, like C++, or even C#.

          • 2 years ago
            Anonymous

            >Not fit
            Opinions discarded. A true dev lifts and is muscular

    • 2 years ago
      Anonymous
      • 2 years ago
        Anonymous

        Godot's not a language

        • 2 years ago
          Anonymous
      • 2 years ago
        Anonymous

        RPGM is literally me
        .

      • 2 years ago
        Anonymous

        my game is made in both C++ and javascript. what does that make me?

    • 2 years ago
      Anonymous

      i'm happy to be a brainlet wojak so long as i'm not a pink wojak

    • 2 years ago
      Anonymous

      >ue4
      correct, I recently fixed a 8+ year old bug in the engine

  71. 2 years ago
    Anonymous

    its going somewhere

    • 2 years ago
      Anonymous

      All that time learning a skill to make something so unoriginal.

  72. 2 years ago
    Anonymous

    Who here solodev with no money?

    • 2 years ago
      Anonymous

      army of two with no money reporting in

    • 2 years ago
      Anonymous

      how much money should i have saved up before i quit my dead end job and try to dev full time? i'm at $72K cash now and a retro vidya collection easily worth $15-20K.

      • 2 years ago
        Anonymous

        How much money do you need to live for 3 years?

    • 2 years ago
      Anonymous

      here. thinking of doing kickstarter this year but the rewards seem daunting. might keep it simple and do stickers, pins, and posters with lots of virtual rewards.

    • 2 years ago
      Anonymous

      I'm solo deving with no money and I spent money to buy quite pricey RPGm dlcs.even if they were on sale.

    • 2 years ago
      Anonymous

      ye

    • 2 years ago
      Anonymous

      Solodev in the evenings after a full time job

      • 2 years ago
        Anonymous

        Same. When work is slow I just write down ideas or watch videos that might be useful later. And definitely not create assets or write code.

      • 2 years ago
        Anonymous

        Same married too luckily wife let me dev

        • 2 years ago
          Anonymous

          >let
          cuck

          • 2 years ago
            Anonymous

            He clearly means that she is supporting instead of complaining he has no time for her, a completely reasonable complaint in a relationship.

          • 2 years ago
            Anonymous

            This

            He clearly means that she is supporting instead of complaining he has no time for her, a completely reasonable complaint in a relationship.

            She let me play vidya too

  73. 2 years ago
    Anonymous

    >engine devs have shit like this saved on their PCs
    yikes

  74. 2 years ago
    Anonymous

    I finished planning, at least for now. I figured out what I generally want to do and I have to make some assets before I can start working on it. But my next project is going to be bigger than my past projects which is going to be fun, but it will take a bit more time to complete.

  75. 2 years ago
    Anonymous

    Remember, enginedevs are literally just ideaguys but for functions instead of game mechanics

    • 2 years ago
      Anonymous

      that doesn't make sense. an enginedev writes actual functions. an ideaguy doesn't create actual game mechanics, he just imagines them.

      • 2 years ago
        Anonymous

        But unlike ideaguys, enginedevs actually create something.

        ideaguys can write GDD's, thats still not a video game

        • 2 years ago
          Anonymous

          most ideaguys just imagine stuff, writing GDDs is done by actual game designers

          • 2 years ago
            Anonymous

            still, tinkering on your engine for 10 years with nothing to show for it isn't game dev

            • 2 years ago
              Anonymous

              True, making engine for the sake of making engine is moronic.
              I started making my engine when I had pretty clear vision for my game and created it for that purpose, so I could program everything to serve my ideas better than any available engine.

              • 2 years ago
                Anonymous

                The point I'm getting at is that people make different assumptions
                >idea guy
                Oh there's no way he's a good project manager, he probably just tweets game dev shower thoughts all day and calls himself a dev
                >enginedev
                Oh me must be rigorously testing all his features and creative intuitive editors for himself and the designer, surely we all all kneel in the face of his novel system mechanics

                when in reality both can be equally nodev

    • 2 years ago
      Anonymous

      But unlike ideaguys, enginedevs actually create something.

  76. 2 years ago
    Anonymous

    Godot makes me want to take up smoking so I die faster.
    So much shit has bugs, garbage performance, zero documentation, or all of the above.

    Better than Unity though.

    • 2 years ago
      Anonymous

      Better than- oh yeah you got it.

  77. 2 years ago
    Anonymous

    >get approached by fellow dev to make similar to mine
    >we concept it out, sounds good
    >tells me im in charge of player mechanics for now while they do more concepting including art, then they will do all the stuff related to level programming and such
    >i see their art
    >child scribbles tier
    >we talk more about how movement should be
    >they want low-quality feeling ultrakill clone
    >lose interest instantly
    >havent even started yet

    • 2 years ago
      Anonymous

      I know that feeling. Here is a tummy for your troubles.

      I wish I could find a level designer who was chill to work with.

      • 2 years ago
        Anonymous

        Good level designers are a treasure.
        I actually found one on /vr/, some anon was posting his custom maps to old ass game, we exchanged discords and I talked him into collaboration on my game. He made some amazing levels for me and we are now working on another game together.

    • 2 years ago
      Anonymous

      honestly its best that you decide to drop a project early on rather than wasting months on it

  78. 2 years ago
    Anonymous


    Godot is so comfy, bros

    • 2 years ago
      Anonymous

      I agree. I dunno what else to say.

    • 2 years ago
      Anonymous

      Frick, those are some nice shadows.
      I wanna hold it, and I don't even know what I mean by that.

  79. 2 years ago
    Anonymous

    [...]

    Please hire an artist or grind fundies for a decade.

    • 2 years ago
      Anonymous

      do you think this looks good?

      RPGM is literally me
      .

      • 2 years ago
        Anonymous

        Not at all

      • 2 years ago
        Anonymous

        Not really, no. Go to /ic/'s artbook thread and find a copy of Anatomy For Sculptors, should be in the first misc link. It'll do you wonders.

        • 2 years ago
          Anonymous

          Not the right person you're responding to anon, but I'll take your advice anyway, then again, I think anatomy is the last thing people are looking for in their porn games.

          • 2 years ago
            Anonymous

            It doesn't have to be accurate but things do need to be in the right place.

            • 2 years ago
              Anonymous

              virgins will cry if you show them what a real vegana looks like, and where your semen actually goes when you cum

              • 2 years ago
                Anonymous

                They wouldn't be a virgin if human women weren't disgusting

          • 2 years ago
            Anonymous

            >then again, I think anatomy is the last thing people are looking for in their porn games.
            What? If you don't know anatomy you cannot draw porn well. You cannot exaggerate proportions and features without even knowing how they look in a realistic style. To master anatomy is to master top tier hentai.

      • 2 years ago
        Anonymous

        I'm a hobbist artist, but I don't have the money to go to an art school...

        • 2 years ago
          Anonymous

          So don't and just get the book

          • 2 years ago
            Anonymous

            I'm sure I picked up and downloaded it somewhere but I don't remember where I saved it. If it was on my old laptop or on one of my external hard drive.

  80. 2 years ago
    Anonymous

    What makes good level designer?

    • 2 years ago
      Anonymous

      The ability to design good levels.

      • 2 years ago
        Anonymous
    • 2 years ago
      Anonymous

      Level design isn't a skill, what is required from a level design differs between games

      • 2 years ago
        Anonymous

        While this is true, level design is still a broad skillset regarding understanding space, translating space into real-world geometry (making a series of walls and floors in desired positions into a believable building or structure), and understanding the psychology of attention (how a player determines where to go and where to avoid, what’s important and what isn’t, and how people maintain their bearings in a space)

        • 2 years ago
          Anonymous

          I think knowing how to do environmental storytelling is very important "skill" for level designer. Some small details on the level can do wonders for worldbuilding.

        • 2 years ago
          Anonymous

          yeah what what's a level? In some games it's almost 3D modelling, in some games it's just a group of abstract things scattered around, so you can't really say there's "level design" skills any more than there are general game design skills
          Making a Half-Life map is a skill, making an RPG Maker map isn't

          • 2 years ago
            Anonymous

            I mean you’re right, but that’s kind of just playing words with language. A “level” is just part of a game. A “level designer” in a puzzle game is actually a puzzle designer. I think there’s a spectrum from the abstract to the utterly realistic, but when we talk about “level designers” we’re generally talking about someone who is creating a space which is at least in SOME way a simulacra of a real environment that the player character will move around in. What it means to be good at this is as genre-contingent as what it means to be a good “combat designer” or “character designer” but that doesn’t make it so abstract as to be meaningless.

            • 2 years ago
              Anonymous

              I think the term level designer is pretty meaningless. If someone is a good level designer for one game it won't mean they're going to be a good level designer for another, different game. A character designer is an actual job, I hope to god there's nobody with the job title "combat designer" anywhere

              • 2 years ago
                Anonymous

                >I hope to god there's nobody with the job title "combat designer" anywhere
                It’s a role on a project, not a job title. Same as character designer or level designer or game designer or any other “designer” title. Hell Platinum projects will have a “Lead Combat Designer” and 3 subsidiary “Combat Designer” credits on some games.

              • 2 years ago
                Anonymous

                Character designer is a real job where you do the same thing from project to project

              • 2 years ago
                Anonymous

                that’s only true insofar as you’re comparing games which have the same kind of character. Which, admittedly, IS most games (since they tend to be about human beings wearing clothes). Being a “combat designer” is similarly consistent if you only work on action games, and being a “level designer” is similarly consistent if you only work on platformers, or shooters, or whatever. Sure, a level designer does a radically different job working on Doom Eternal or Mega Man 11… but then a character designer does a radically different job working on The Last of Us or Baba Is You.

              • 2 years ago
                Anonymous

                The only time "level designer" was an actual job was during the FPS days where everyone was using the Quake engine and so they all had the same type of maps and you could transfer your skills across
                Character designer is an actual job because having characters is something universal

              • 2 years ago
                Anonymous

                >Character designer is an actual job because having characters is something universal
                They aren’t designed the same way though. The considerations are different. All games have levels, too, just like they all have characters.

              • 2 years ago
                Anonymous

                >All games have levels
                They don't
                Some games have levels, and the requirements for building them vary greatly between games
                A character designer for The Last of Us can go design characters for Gears or War or Uncharted or whatever else

              • 2 years ago
                Anonymous

                >A character designer for The Last of Us can go design characters for Gears or War or Uncharted or whatever else
                Uncharted sure. Gears of War, maybe. Guilty Gear? Almost certainly not. Terraria? Guess again. As you slide down the stylization line the requirements change. Sure, a character designer with a talent for realistic humans COULD also design Koopa Troopas, but only in the sense that a person with a talent for playing guitar can also have a talent for cooking eggplant parmesan.

              • 2 years ago
                Anonymous

                Imagine thinking artists only know how to produce art in one style

              • 2 years ago
                Anonymous

                Imagine thinking level designers only know how to produce levels in one genre.

                Artists with good draftsmanship and fundies tend to be able to be good at everything else because they already know the rules and can adjust/break them to fit the style. It's usually not the other way around. You could have a decent art style and do cartoony stuff, but not knowing anatomy means you'll never be able to do the more realistic stuff.

                I’m not arguing about the importance of fundamentals, I’m arguing that Keiji Inafune having made a career out of designing robot characters for Mega Man does not qualify him to design suits for Mechwarrior titles. What it takes to be a (competent) character designer changes based on the source material, and that doesn’t make “character designer” a non-role, in the same way “level designer” is not a non-role just because the needs change between a realistic milsim FPS and a retro pixel platformer.

              • 2 years ago
                Anonymous

                >Imagine thinking level designers only know how to produce levels in one genre.
                They often do. Because level design is not a "real" skill. There's loads of people who are great at making maps for one specific game or engine but they can't do it for anything else. You can't really nail level design down as a coherent skill. You can say it's about object placement and designing spaces, well that's art. Level design is a broad mix of art and design

              • 2 years ago
                Anonymous

                >They often do. Because level design is not a "real" skill. There's loads of people who are great at making maps for one specific game or engine but they can't do it for anything else
                There are loads of people who are great at designing anime tiddy but couldn’t even half-ass a competent character for a Battlefield title.

                You act like every in project utilizes the exact same skills in designing characters (and presumably many other things) while overstating dramatically the specificity of level design skills.

              • 2 years ago
                Anonymous

                If you can design anime characters, that can be your job. You can be a "character designer" and you can work on thousands of different games
                If you can design levels for Battlefield, you can't really make "level designer" your job. Your skillset is too narrow to even transfer smoothly to making maps for another FPS game because it might work differently

              • 2 years ago
                Anonymous

                >Your skillset is too narrow to even transfer smoothly to making maps for another FPS game because it might work differently
                Yeah son I’m sure the fact that the people making maps in those games are the same people who came up in the industry making Quake maps for mods and shit is just a coincidence. Because the fundamentals of FPS map design aren’t a thing. They’re so incredibly tool- and context-specific they’re utterly untranslateable. Like how a character designer is unable to design characters if someone takes away his pencil and hands him a pen.

              • 2 years ago
                Anonymous

                It's not black and white
                There are transferrable skills, but they're pretty weak. You can be great at making Quake maps but still struggle to break into the game industry because your skills are too specific, I've seen it happen

              • 2 years ago
                Anonymous

                You can be great at anything and struggle to break into an industry for that reason. Being good at making quake maps doesn’t necessarily make you good at making maps. Being good at drawing anime girls doesn’t necessarily make you good at designing characters. Some people take away from their specific area of practice a broad set of skills that are useful, some don’t.

                My point here was to argue not that “level designer” is a meaningful career aspiration. It was to argue that it IS a skillset and it IS transferable between projects, it DOES have fundamentals and it IS reasonable to seek someone with talent and experience to help you do it if you suck at it.

              • 2 years ago
                Anonymous

                There are no level design fundamentals because there is no fundamental idea of what a level even is. It's different from game to game. When you start hitting a point that your skills are general enough to apply across games, you are not a "level designer", you are just a designer.

              • 2 years ago
                Anonymous

                >There are no level design fundamentals
                brainlet

              • 2 years ago
                Anonymous

                Please tell me some, and then I can tell you how they're not applicable to most games

              • 2 years ago
                Anonymous

                Whenever you explain fundamentals to someone the response is always
                >well thats obvious so it doesn't count as a real discipline
                despite any expert in anything adamantly trying to convince people otherwise

              • 2 years ago
                Anonymous

                The closest thing you could say is a level design fundamental is taking premade art assets and placing them together in a way that's visually appealing and interesting, and plays well. But the "plays well" part is iffy because it changes from game to game. And nowadays a lot of maps are made by just blocking things out and then then artist does a pass over it and brings to life what the designer has laid out, so there goes your fundamental level design skills. There ARE some fundamentals there, they're just pretty weak

                Only after you tell me some character design fundamentals so I can do the same.

                DOn't ask me I'm not a character designer

              • 2 years ago
                Anonymous

                As I’ve stated, there’s more to it. There’s understanding sight lines and the psychology of them to keep the player focused in the right way (e.g. using assets to indicate “this is the way forward”). There’s using key distinctions in silhouette, color and symmetry to make similar environments look distinct to help a player maintain their bearings in a space. There’s breaking up sight lines in space to prevent too much of the level from being seen, to help avoid overloading the player mentally (not really relevant in games with fixed camera perspectives, but true in all 3D games whether platformers, shooters, RPGs, etc) There’s translating desired mechanical elements into diegetic components (this isn’t true for highly surreal games, but any game aspiring to any sort of believability or realism needs someone with the ability to justify a series of boxes as elements of a real, cohesive scene)

                Etc. sure there are also genre-specific considerations… FPS games use choke points, the distinction between points that can be moved between and shot between, etc and those skills are common. Platformers ofte use path branching based on conditional performance (momentum, challenging jump sequences) or abilities (metroidvania design), where a path needs to be visible in a small screen space while not QUITE being accessible.

                I could go on but you’re not interested in being convinced.

              • 2 years ago
                Anonymous

                It's pretty telling that most of what you said is just taken from a Valve dev commentary
                Most of those are just general art skills and not specific to level design
                a LEVEL is more than just art. A level is a play space. What makes a good play space is different depending on the game

              • 2 years ago
                Anonymous

                This is mostly shit quake map designers have been saying since forever, IDK what valve documentary you mean.

                Another example which is less art-focused (though levels ARE mostly art composition) is the backtracking problem: it is common across many genres to need to design a play space which is interesting in two contexts, one “initial” and one “final”. Whether this be the hub area in a metroidvania which is technically navigable with no abilities but also feels good to navigate repeatedly with many abilities, or a zelda-type dungeon where you constantly open “paths back” as you progress through the winding linear path, or an FPS multiplayer map (or single player arena) where multiple paths are advantageous depending on ability loadout or enemy concentration. Hell even RPGs rely on this (Pokemon springs to mind with one-way ledges and HM barriers).

                Being a designer who understands how to utilize differential altitude, one-way paths, speed chokes (paths which take longer to traverse), etc and who understands how to think about a specific game’s mechanics in categorical terms (like how a rocket launcher, a double jump upgrade, and a silver key can all be fundamentally the same sort of thing for a player in an environment, in that they’re tools which allow access to an area that could be seen but not accessed) will be better at this.

                Of course it’s true there aren’t really any “rock star level designers” getting paid Akihiko Yoshida money to throw maps and projects and frick off. It’s not a career. It’s also not something you literally learn from scratch for every new game. It’s a skillset that can be developed and which can translate (if not perfectly) between projects.

              • 2 years ago
                Anonymous

                >This is mostly shit quake map designers have been saying since forever
                No it's stuff specifically brought up in the Half Life 2 dev commentaries and people on the internet has been reciting them like they're fundamentals ever since. Definitely not something a Quake designer ever cared about

                Everything you're talking about is just design. It's not seperable from level design in any meaningful way. Design is a skill, but it's kind of a soft skill, you can have experience in design, but you can also be good at design right out of the gate without much practice

              • 2 years ago
                Anonymous

                Only after you tell me some character design fundamentals so I can do the same.

              • 2 years ago
                Anonymous

                I’m not saying you’re wrong, I’m saying the exact same thing is true of character design. Or any aspect of game design.

              • 2 years ago
                Anonymous

                Well you're fricking stupid because people literally get jobs as character designers and work on hundreds of games or anime, there is no equivalent for level design

              • 2 years ago
                Anonymous

                You gonna make me go thru game credits and pull up every example of “level designer” that pops up in them? Because I’m going to bed soon and we both know I’m gonna succeed in making you look like a moron, don’t make me put in the leg work.

              • 2 years ago
                Anonymous

                Level designer is a role not a job
                Transferring your level design skills from one place to another is difficult. Being a contract level designer is absolutely unheard of

              • 2 years ago
                Anonymous

                Artists with good draftsmanship and fundies tend to be able to be good at everything else because they already know the rules and can adjust/break them to fit the style. It's usually not the other way around. You could have a decent art style and do cartoony stuff, but not knowing anatomy means you'll never be able to do the more realistic stuff.

  81. 2 years ago
    Anonymous

    I looked at a tutorial but it's just not working. It just doesn't restart, even though the debug is being shown so I know something is being sent out and received.

  82. 2 years ago
    Anonymous

    Started working in a little boxing game, for now I just want to focus on a MVP so that I can get some devkits

    • 2 years ago
      Anonymous

      soul

    • 2 years ago
      Anonymous

      Not enough obnoxious screen shake

  83. 2 years ago
    Anonymous

    I don't know if I should make early trailers showing off what I've made so far and put them on israelitetube, or if I should wait until the game is complete to try and make noise about it. Either way I can't make anything public until I remove all of the music that I made in pirated FL Studio because apparently those frickers really do go after small artists.

    • 2 years ago
      Anonymous

      damn why do moronos still fall for the "they are going to magically know I'm using a pirated version" bait

  84. 2 years ago
    Anonymous

    hold on dude im still making the engine

    • 2 years ago
      Anonymous

      ngmi

  85. 2 years ago
    Anonymous

    There’s literally no way for anyone to know whether music was made in pirated or purchased software. Relax.

    • 2 years ago
      Anonymous

      >he doesn't know about FL Studio fingreprinting

      • 2 years ago
        Anonymous

        FL doesn’t spectrum fingerprint, unless that’s very new.

    • 2 years ago
      Anonymous

      >Comment: Exported with Adobe MusicMaker

    • 2 years ago
      Anonymous

      Meant for

      I don't know if I should make early trailers showing off what I've made so far and put them on israelitetube, or if I should wait until the game is complete to try and make noise about it. Either way I can't make anything public until I remove all of the music that I made in pirated FL Studio because apparently those frickers really do go after small artists.

      Worry about using copyrighted audio as samples or something. Not pirated software.

    • 2 years ago
      Anonymous

      Actually, it's as easy as asking you to prove you have a product key. They can also search your full name in their list of product key owners and see that you don't have one. In my case, I'm worried that my game is going to reach some level of success and I'll have to eventually answer the question of what software I use, which I can't honestly say I have the licenses for. Adobe goes after up-and-coming artists and harasses them to prove they own Adobe Premiere or Photoshop as well.

      • 2 years ago
        Anonymous

        Just say you used free softwares

      • 2 years ago
        Anonymous

        >Actually, it's as easy as asking you to prove you have a product key
        tell me one (1) time that happened, even big artists use pirated stuff

      • 2 years ago
        Anonymous

        >Actually, it's as easy as asking you to prove you have a product key.
        How could anyone possibly know that you used their software to make the audio file in your trailer? They couldn’t. Even IF Image Line sent you an email and said “prove you own FL Studio” all you’d have to say is “why? I use Ableton Live. Frick off”

        • 2 years ago
          Anonymous

          How risky is using a pirated VST compared to a pirated DAW? Surely the people involved in making it can immediately recognize their own product by ear, not to mention the community of professional musicians who use it and are familiar with what it sounds like.

          • 2 years ago
            Anonymous

            Now they have to prove it to a boomer judge with failing hearing aides

          • 2 years ago
            Anonymous

            >Surely the people involved in making it can immediately recognize their own product by ear
            Ha ha. Oh wow.

            Maybe in a few REALLY unique cases. Maybe. And then they’d have to take it upon themselves to demand that you prove you are a legal owner of the program. Which you don’t have to do, because besides NOT OWING THEM A FRICKING EXPLANATION, you could trivially say that you spent some time with a producer who owned the software, or at a recording studio that licensed it. It doesn’t matter.

          • 2 years ago
            Anonymous

            Literally no risk unless you're talking about getting your pc pozzed then just don't download from a shady brazilian blog. Thinking the VST developer will start sniffing out "illegally made music" is about as dumb as believing there's audio watermarks on samples.

            • 2 years ago
              Anonymous

              >is about as dumb as believing there's audio watermarks on samples.
              it's not that far fetched, it's definitely possible and has been done before to catch pirates in art fields. Don't know about audio specfically

              • 2 years ago
                Anonymous

                I've yet to see anyone actually get caught with supposed watermarked audio and if the sample is watermarked, it will easily get drowned out from basic mixing. Even then, practically everyone in the field pirates some audio software because it's fricking expensive and musicians barely get paid. Whoever is in charge of catching pirates will have a lot of work to do.

  86. 2 years ago
    Anonymous

    I already told you I'm just going to try to become internet famous artist and trick some code monkeys into letting themselves be ruled by an ideas guy who can barely draw.

    • 2 years ago
      Anonymous

      >Idea guy thinks he has a great new idea half way through the project
      >Would effectively double the scope of the project
      >require proprietary and complicated tools to do
      >Completely fricks the balance, game flow, and core purpose of the project
      >tell them no for reasons
      >they get sulky because they got too attached and precious with their great idea
      >Do this multiple times a day because shit ideas are easy and free

      I fricking hate idea guys

      • 2 years ago
        Anonymous

        Now imagine if idea guy becomes game director and dev team HAS TO obey his whims.
        Example: cyberpunk2077.

        • 2 years ago
          Anonymous

          No Mans sky, Sean Murry should have kept his stupid fricking mouth shut

  87. 2 years ago
    Anonymous

    Anyone else get excited about some new cool feature they added, only to realize the next day, the massive amount of extra work you just gave yourself?

  88. 2 years ago
    Anonymous

    I'm sorry but I realized I can't code, so I'm going to simplify my vehicle combat game to use the ball car technique.
    https://streamable.com/7a19xe

  89. 2 years ago
    Anonymous

    guys I have a great idea for a game
    it's an mmorpg where you can go anywhere and do anything
    oh, and be anyone, that part's important
    hit me up if you want to be part of the next great game - note this is a revshare based project, no pay

    • 2 years ago
      Anonymous

      I'm in, I'll be the ideas guy and ordering you all around and taking 90% of the revshare.

  90. 2 years ago
    Anonymous

    1) Combat Armor
    2) Casual Clothes
    3) Dancer Costume
    4) Bunny Girl Uniform
    5) Naked Outfit

    This should be enough right? I imagine each costume will have maybe 5-10 expressions, so we're looking at maybe a maximum of 50 PNGs per character. Layered individual items/faces will probably be a pain to figure out (such as transitioning the portraits in and out of scenes), so will just do it the easy way and make them all on the same layer as a single image. Will also make it easy to view their CGs outside the game.

  91. 2 years ago
    Anonymous

    >Have to rewrite a chunk of the physics code
    >I've been rewriting it for months now
    help me

    • 2 years ago
      Anonymous

      which part?

      • 2 years ago
        Anonymous

        line between two points but both points can move, and the line has to wrap around terrain that can also move
        I think I have it a little better than it was, but i'm also having a fricking miserable time because I'll write it one way and then it's just wrong and I have to redo it

  92. 2 years ago
    Anonymous

    This HUD might suck wiener but at least its done.

    • 2 years ago
      Anonymous

      Hah! Semin

  93. 2 years ago
    Anonymous

    >Tell us about your game
    immersive hardcore stealth first person
    >How is your game coming along
    ...

  94. 2 years ago
    Anonymous

    Does anyone here ever diarrhea into a Ziplock bag (or TRY to - haha!) to help inspire them to make their game?

  95. 2 years ago
    Anonymous

    bros my unity lightmap bakes...

    they aren't ending...

    demo day is dead... ACK

  96. 2 years ago
    Anonymous

    Did engine work to support more texture resolutions. Next I'm going to work on camera movement and larger areas.

    • 2 years ago
      Anonymous
      • 2 years ago
        Anonymous

        ><> lvls?

        • 2 years ago
          Anonymous

          76

          • 2 years ago
            Anonymous

            Nice.

  97. 2 years ago
    Anonymous

    Why the frick are so many games rougelikes? If you're making 100 level pieces, can't you just make a fricking level? I've seen so many indie games fall for the rougelike meme where it detracts from the game.

    • 2 years ago
      Anonymous

      Procedurally generated levels makes things more replayable, it's not just about saving effort
      But roguelites are trendy now and people do it without understanding why it's good

    • 2 years ago
      Anonymous

      They make games for streamers, not you.

    • 2 years ago
      Anonymous

      without irony we're doing it to make you seethe

  98. 2 years ago
    Anonymous

    Working on a little linear, safe starting area for the player to get used to the admittedly pretty weird controls.

    • 2 years ago
      Anonymous

      Might want to pull that first camera pan out a bit. It's dangerously close to clipping which a player will likely experience.

      • 2 years ago
        Anonymous

        Yeah, I have some ideas for preventing that which I've yet to implement.
        I want to be able to make shots where the player walks over the camera and it then turns around, but right now there's a good chance of a foot just going straight on top of the camera.

        Procedural animation lookin smoother all the time, tho the knees still seem to act weird in some poses.

        Thanks! Yeah, I need to do something about the poles that the IK bends towards. They don't currently react to the ducking at all which sometimes leads to the knees going like 90 degrees in the wrong direction. Looks extremely painful.

        • 2 years ago
          Anonymous

          Are your knee poles anchored to the toe direction? They should be. At least that’s how human legs work.

          • 2 years ago
            Anonymous

            Pole direction is currently interpolated between torso direction and toe direction. I think there's quite a bit of wiggle room for toes before your knee turns, though admittedly when walking you might not use that much so maybe going for full toe direction would be fine too.
            Main problem is that with the torso going down, the poles go down as well, and I'm not lowering the step height during a duck yet so the steps are quite high. The foot ends up going above or near the pole's height which inverses the whole thing.
            It's not particularly difficult to fix but I, uh, haven't yet.

            • 2 years ago
              Anonymous

              >I think there's quite a bit of wiggle room for toes before your knee turns
              Stand with your leg bent in front of you and try to turn your toes, with your feet FLAT, without turning your knee (if you roll your feet, your knee will change orientation).

              • 2 years ago
                Anonymous

                Yeah I suppose you're right, changing that anchor.

    • 2 years ago
      Anonymous

      Procedural animation lookin smoother all the time, tho the knees still seem to act weird in some poses.

  99. 2 years ago
    Anonymous

    I gave up. Writing multiplayer with unity was a massive waste of time.

    • 2 years ago
      Anonymous

      Rust did it, so can you

    • 2 years ago
      Anonymous

      Just add bots and require and always on internet connection. Noone will ever know.

  100. 2 years ago
    Anonymous

    Anyone have some advice for balancing enemy stats with the player stats in RPGs?

    • 2 years ago
      Anonymous

      It's impossible to give an advice on this without a full picture. Like what stats do, what are player's abilities, what are enemies' abilities

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