Tell us about your game. How is your game coming along, Ganker?
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Tell us about your game. How is your game coming along, Ganker?
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Too busy playing Rimworld
Trying to figure out how collisions work
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.
Easy, if you look at pic related you just have touhhhhhhhhhhhhhhhhhhhhhhhhh
Just check whatever is going to be in his space in the next frame
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.
Sounds exciting!
>2D platformer
dropped and refunded
make better games
2D platformer with breasts.
>2D platformer with breasts
aka double d's platformer
We need more games in this genre. Shantae is not enough.
Kincaid
>furry
miss me with that gay shit
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.
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
It's shit.
Same but piss
similarly but it's vomit-inducing
it's a quirky earthbound inspired jrpg with humor and made in unity
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
>running
Finally. Based.
Sorry it took so long for us to add
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.
he's a detective looking into a disappearance I think
Like
said. He's a bumbling, out-of-practice PI
I thought the trench coat sprite looked pretty cool imo.
Going well, trying to figure out a good way of doing saving/loading
What engine/language are you using?
Unity, C#
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.
>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
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.
>tfw you come up with a new way of doing things and it makes everything much easier
I HATE DOING ART, IT TAKES SO MUCH TIME
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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)
Good stuff, anon. I can tell you've practiced a lot, this is basically my ideal artstyle for a game
thanks! its kinda old. i feel like ive gotten even worse, or that ive lost a lot of the charm
;(
How could it possibly get worse?
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
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.
>asymmetrical designs in a sprite game
Ouch
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.
It's still pretty impressive, though I bet you're not gonna design any asymmetrical characters anymore.
Yeah I agree, that's really too bright. Don't use pure (or close to pure) colors.
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.
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.
You might as well give up, because mine will be much better. How animated are your scenes?
Not a lot. It's only certain during 'attack' skills.
soulful, yet unfappable
Okay. As long as you arent trying to raise people's expectations for these things, I'll allow it.
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?
bruh your game already came out
🙁
I would still like to make mine
It looks soulless as frick, I hope that anon can make something better.
Just implemented shooting up and down
looks nice. any plans on the background? i assume it wont be pitch black forever
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.
is there somewhere I can follow this?
What's a good monster to put in a corn field? I feel like a scarecrow would be too obvious.
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.
Its also a parody of old games, so it will combine some unique elements going back to Atari
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.
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.
>i got to see a game dev actually release something
I'm next you fricker
We're gonna make it, Anon
I'm coming up with my true ending. So I'll soon release my game as well.
>I'm next you fricker
Post it so I'll bullshit-control you.
I lied, I'm not next
Congrats on the release, I may pick it up sometime soon.
>Windows only
miss me with that shit
It should work in Proton.
Thanks Anon
My policy is to only buy native ports though
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?
is it also $5 on the switch? if so I will buy it
Yep!
Understandable.
Sorry then, not much I can do. If I knew some people who could test on Linux, maybe...
>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!
>I assume you don't have a Switch either?
Of course not.
>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.
I can't play it because it's windows only. can you release for mac or linux?
>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.
Congrats!
Thanks!
Hope you'll enjoy it!
just bought your game on switch today anon, will play it later once battery charges.
Holy based releaser chad. I'll get there at some point!
We're gonna make it
>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
>being jealous of a 2d pixel platformer
ngmi
frick off homosexual
Show us your game.
Just noticed when lurking the eShop. Also has a demo. Downloading right now.
It's going in my Steam cart tonight
Pat yourself on the back and buy yourself a beer, anon, you did it!
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
I like your sense of scale. Good shit here.
Reminds me a lot of the little projects you'd see on TIGSource, classic.
I’m tired
Godot is made for Paizuri!
It's coming along quite bad.
My game is just quake + deus ex in space.
but that sounds cool anon.
In the process of trying to code a turn based RPG battle system in Construct 3.
Looks neat so far. Honestly, this is making me imagine an RPG where you dodge/counter attacks Punch Out style
its called Deltarune
Thats true, I forgot there was a battle that used that idea
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.
All you have to do is make the enemies fight back and you've out done dmc 5
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.
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.
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
We get it you didn't play dmc 5
>punching bags in dmc 5.
I feel like this meme has overstepped into just being disinformation now
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.
>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.
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.
>spend money
>on RPGM game
????
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.
>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.
If you don't want to pay just find free shit. There are a lot of free music.
Wingless Seraph is the shit. If somebody recognizes your soundtrack from some porn game that's on them
>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.
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.
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.
>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.
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.
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.
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.
No problem. Good luck.
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?
No. Nobody will know.
cheers boys, ill probably make $2 but better to be safe than sorry. maybe i should be insane and do
as well
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.
no one will know or care. countless games have already done this and you never hear about it.
>printscreen your photoshop asset
>paste it in paint and save it
>they now think that you made this asset in paint
>???
>profit
Its taking a while, but its going well. Here's a submarine stage.
>sharp wobbly 1px outlines on everything, even the background sand
yamete kudasai
There's a distortion filter ontop of the sprite art that gives the illusion of being underwater.
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.
>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
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.
Nah I'd probably just do a seizure warning at the beginning of the game
>muh seizures
PURGE THE WEAK, PURGE THE FRICK OUT OF THEM.
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.
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.
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
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
>>it's a political rpg that takes place in the fnaf universe
why
this generation was literally raised by youtube by homosexual millenials
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
kys even if it's shitpost
They laughed at my model
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
looks like Synthetik
yeah well it's definitely one of the inspirations
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.
looks good!
Almost finished working with boring-ass localization files and finally getting to work on new content
Currently working on implementation of ballistic physics
kino piss lord
That looks nice, do you have a twitter or something so I can follow the project?
What's the best trick to animating humans?
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.
Nicely done? UE4?
Thanks, it's UE5
Gloverchads we goin home!
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.
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.
Anyone?
Trying to come up with a model/design for a VR Vampire Survivors. Got nothing so far.
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.
get texturepacker
>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
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
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
When you propelled youself with your own recoil that looked like it felt really nice
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.
Getting there!
Anyone got feedback?
missile launcher needs more juice
looks generic as frick, is there anything unique in there?
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.
There is not much to say. Its working. Everything looks and sounds like placeholder.
fixed that for you
>game maker in 2022
Come on now.
Maybe if you still have a perpetual license it's excusable.
>no unreal
sure buddy
>godot
>for anything
lol
lmao
Yes.
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.
t. requires tutorials for every small problem and store bought assets to compensate for his lack of skills
>godot takes more skill to use than unreal or unity
holy fricking cope
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.
there's really uncomfortable judder or stutter or something. the camera motion looks worse than 30 fps.
>the camera motion looks worse than 30 fps.
Anon thats a gif...what do you expect?
at least 30 fps.
Why aren't people selling assets like this? You'd think it'd be very popular with THOSE people.
they are
who are those people? twitter"devs" that just advertise cutesy pixel vaporware forever and don't make actual games?
Exactly them, yes.
pretty sure they're artists advertising themselves for contracting stuff. so buying somebody else's assets would be pointless.
>less tutorials
That's because you only need RTFM
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.
Which one is the good guy? Looks awesome, anon.
The candle is the hero. His family is trying to destroy the world, so he's knocking some sense into them.
Thanks
dang that looks cool
Wow, nicely done! What engine?
https://www.monogame.net/
No engine but I do borrow code when I can.
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.
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
o3de was made by amazon moron
O3DE was made by Crytek, modified by Amazon and given to the Troonix Loonix Foundation homosexual. Why are you even mentioning Amazon?
>Crytek
Ew
oops didn't complete my sentence
>, logo
and thought, "yup this looks good!"
The only people who are making their shit are amateurs anon
doesn't mean they need to look like amateurs
how are you supposed to be taken seriously like that?
because amateurs have soul. why are you in this thread full of amateurs?
to make fun of something that was made by people who where paid to make it
I wasn't paid shit
Silent
you made the O3DE logo?
Oh no, I misread your post because I have too many chromosomes. My bad.
LÖVE has nice logo
too bad nobody fricking uses it
I do
show me your game
I kneel
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.
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.
Not yet, just been posting a few times in these threads.
gotcha. if you do make a devlog, please PLEASE post it
will do
Have a meme someone made last time I posted.
Do the downwell thing (I guess also the cave story thing) where shooting downward adds little upward recoil bumps to make you float longer.
Does Cave Story really do that apart from the machine gun?
Either way it does seem like an interesting solution. Might try.
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.
it's the exception rather than the norm like this horrendous creature
or this faux 3d abomination that looks like cheap clip art
Since Linux is open source we can just agree to replace it with this
That's not a logo
no it's the mascot of the ganu loonix os
bulled
silent or voiced protagonist for a third person classic RPG?
Silent with dialogue options that always include calling someone Black person
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.
>No. I can't do art
Me neither but that didn't stop me!
>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.
My ambitions grew beyond my hardware and my game has the framerate of a powerpoint presentation now
you're using unreal bloatware aren't you?
No I'm using a laptop from 2010
Nice excuse to make people believe you weren't bamboozled into using powerpoint as engine
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.
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.
I need to sort my life out before I make a video game.
remade the cover art by photobashing AI generated pics
old one was just too bad
doing fine, just added a system for hints pointing out things that might not be immediately obvious to players
WTF this game looks so cool!!
t-thanks
One day I shall have gameplay, but for now, here's this dog.
god that's repulsive but it looks like you put a lot of work into it so good job.
Unisisters... what the FRICK are we going to do now!?
This burns my eyesockets with its hideousness, but I hate that it's good.
post wireframe?
Why does it have a veiny tail?
everything you people make is utterly grotesque
All that modelled muscle is going to frick up the fur shader
>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.
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.
If the only thing you can make is chiptune shit then you can just frick right off.
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
>advertising is that easy
Really? This is the aspect I dread the most.
No, Advertising is the worst
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.
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.
>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
Unfortunately I'm not devlogging
It's easier to steal your answers with music than it is with programming or art. Look at the DOOM soundtrack.
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.
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.
GMS2 is free unless you release the game
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
are mech games an underserved genre?
Mech games are not functionally different than any other games
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.
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.
First, learn to draw, then learn to program.
Either is impossible let alone both.
I keep getting distracting with shaders.
Good evening
Good evening, I forgot how to words in my post apparently.
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
Yes, Excel spreadsheet.
I would recommend using flowcharts to figure out AI logic but I don't know of any good software
Not liking Godot is pretty much admitting your game is overscoped garbaged
Liking godot is pretty much admitting you are israeli troony that has no game and never will.
trannies make more games than chuds do
true, but none of their games are good
name a good game
frick I have a have an headache now and I barely made any progress.
Coming along
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?
juxtaposition is good, its unironically very readable
This looks like ass to me
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
Both of pictures look like ass and 100% believe it's due to that shitty sprite.
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.
The original picture literally looked fine and novel, quit falling for pointless nitpicking. People are trying too hard to find constructive criticism
Soon.
bro, please get more contrast in your collor pallet
>3 homies in a row with "menus opening menus opening menus: the GUI"
*yawn*
can't beat the classics
I'd frick Katherine
>rpgmaker anon is happy tho stupid
god I wish that were me
Pygame is happi too
>enginedevs
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
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.
its easy because you're not making anything
nice projection homosexual, I have two successful games on Steam
>inb4 post them
frick off, not doxxing myself
>I have two successful games
don't you mean two successful engines?
I mean games I made using my engine.
thats right, because no one actually gives a shit about engines, not even you
>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
If you post your two games I will buy both right now and kneel to enginedevs forever
>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
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 )
Okay now the second good game?
I feel like minecraft takes away the strength of the other 3
these were all made by the same person?
Uh-huh, unbelievable, isn't it?
all me 😉
>engine devs can only make survival craftting early access games
OHNONONONO
How the frick is using Java or XNA "enginedev"
What do you think enginedeving is then? Not using any high level language/libraries and writing your own GPU instructions in assembler?
>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
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.
XNA/MonoGame and .NET does most of the "engine" work for you
how would you define "engine" work?
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"
>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
That's what a game engine is, if those things are made for you, you haven't made a game engine
>if you haven't wrote your own operating system you haven't made a game engine
ok Terry
What is this response supposed to mean
lurk more newbie
I know who he is, he has nothing to do with game engines
There is no "engine" present there
>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?
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"
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?
Those games are so simple they don't require a dedicated codebase to do those things specfically, they don't require an engine
You're talking to a moron that hasn't made a game.
I've been making games for 25 years
Yeah, and I've been making games for 93 years
my dad works at nintendogs
literally all he used TempleOS for was to make some shitty games
>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
Only the top item on your list has anything to do with game engines
>your own rendered
rendard
You do mine the coal needed to produce electricity yourself, right anon?
Why would I? I simply create the coal without the need for a mine.
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.
>using coal for electricity
how'd you get a photo of me
>he doesn't have his own power plant
You're not making a real game engine if the energy is renewable.
That's playing on easy mode.
>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?
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
Read homies
https://gameprogrammingpatterns.com/
Does xna handle physics, animation, lighting and post processing effects for you?
You're confusing engine with renderer.
I only know how to code in Python and by proxy GDscript...
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#.
>Not fit
Opinions discarded. A true dev lifts and is muscular
Godot's not a language
RPGM is literally me
.
my game is made in both C++ and javascript. what does that make me?
i'm happy to be a brainlet wojak so long as i'm not a pink wojak
>ue4
correct, I recently fixed a 8+ year old bug in the engine
its going somewhere
All that time learning a skill to make something so unoriginal.
Who here solodev with no money?
army of two with no money reporting in
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.
How much money do you need to live for 3 years?
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.
I'm solo deving with no money and I spent money to buy quite pricey RPGm dlcs.even if they were on sale.
ye
Solodev in the evenings after a full time job
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.
Same married too luckily wife let me dev
>let
cuck
He clearly means that she is supporting instead of complaining he has no time for her, a completely reasonable complaint in a relationship.
This
She let me play vidya too
>engine devs have shit like this saved on their PCs
yikes
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.
Remember, enginedevs are literally just ideaguys but for functions instead of game mechanics
that doesn't make sense. an enginedev writes actual functions. an ideaguy doesn't create actual game mechanics, he just imagines them.
ideaguys can write GDD's, thats still not a video game
most ideaguys just imagine stuff, writing GDDs is done by actual game designers
still, tinkering on your engine for 10 years with nothing to show for it isn't game dev
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.
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
But unlike ideaguys, enginedevs actually create something.
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.
Better than- oh yeah you got it.
>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
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.
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.
honestly its best that you decide to drop a project early on rather than wasting months on it
Godot is so comfy, bros
I agree. I dunno what else to say.
Frick, those are some nice shadows.
I wanna hold it, and I don't even know what I mean by that.
Please hire an artist or grind fundies for a decade.
do you think this looks good?
Not at all
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.
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.
It doesn't have to be accurate but things do need to be in the right place.
virgins will cry if you show them what a real vegana looks like, and where your semen actually goes when you cum
They wouldn't be a virgin if human women weren't disgusting
>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.
I'm a hobbist artist, but I don't have the money to go to an art school...
So don't and just get the book
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.
What makes good level designer?
The ability to design good levels.
Level design isn't a skill, what is required from a level design differs between games
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)
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.
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
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.
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
>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.
Character designer is a real job where you do the same thing from project to project
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.
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
>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.
>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
>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.
Imagine thinking artists only know how to produce art in one style
Imagine thinking level designers only know how to produce levels in one genre.
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.
>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
>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.
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
>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.
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
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.
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.
>There are no level design fundamentals
brainlet
Please tell me some, and then I can tell you how they're not applicable to most games
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
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
DOn't ask me I'm not a character designer
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.
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
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.
>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
Only after you tell me some character design fundamentals so I can do the same.
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.
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
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.
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
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 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.
Started working in a little boxing game, for now I just want to focus on a MVP so that I can get some devkits
soul
Not enough obnoxious screen shake
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.
damn why do moronos still fall for the "they are going to magically know I'm using a pirated version" bait
hold on dude im still making the engine
ngmi
There’s literally no way for anyone to know whether music was made in pirated or purchased software. Relax.
>he doesn't know about FL Studio fingreprinting
FL doesn’t spectrum fingerprint, unless that’s very new.
>Comment: Exported with Adobe MusicMaker
Meant for
Worry about using copyrighted audio as samples or something. Not pirated software.
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.
Just say you used free softwares
>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
>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”
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.
Now they have to prove it to a boomer judge with failing hearing aides
>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.
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.
>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
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.
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.
>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
Now imagine if idea guy becomes game director and dev team HAS TO obey his whims.
Example: cyberpunk2077.
No Mans sky, Sean Murry should have kept his stupid fricking mouth shut
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?
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
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
I'm in, I'll be the ideas guy and ordering you all around and taking 90% of the revshare.
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.
>Have to rewrite a chunk of the physics code
>I've been rewriting it for months now
help me
which part?
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
This HUD might suck wiener but at least its done.
Hah! Semin
>Tell us about your game
immersive hardcore stealth first person
>How is your game coming along
...
Does anyone here ever diarrhea into a Ziplock bag (or TRY to - haha!) to help inspire them to make their game?
bros my unity lightmap bakes...
they aren't ending...
demo day is dead... ACK
Did engine work to support more texture resolutions. Next I'm going to work on camera movement and larger areas.
><> lvls?
76
Nice.
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.
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
They make games for streamers, not you.
without irony we're doing it to make you seethe
Working on a little linear, safe starting area for the player to get used to the admittedly pretty weird controls.
Might want to pull that first camera pan out a bit. It's dangerously close to clipping which a player will likely experience.
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.
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.
Are your knee poles anchored to the toe direction? They should be. At least that’s how human legs work.
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.
>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).
Yeah I suppose you're right, changing that anchor.
Procedural animation lookin smoother all the time, tho the knees still seem to act weird in some poses.
I gave up. Writing multiplayer with unity was a massive waste of time.
Rust did it, so can you
Just add bots and require and always on internet connection. Noone will ever know.
Anyone have some advice for balancing enemy stats with the player stats in RPGs?
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