Thou does't work on thine game, is it not so, Anon?

Thou does't work on thine game, is it not so, Anon?

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  1. 2 years ago
    Anonymous

    Frick off.

    • 2 years ago
      Anonymous

      no u.

    • 2 years ago
      Anonymous

      Frick thee.

  2. 2 years ago
    Anonymous

    Verily? It comes out in two days. I was looking up what the Japanese thought of the demo that just came out and they really like it. It ended up being more popular than I was hoping!

    • 2 years ago
      Anonymous

      Did you guys fix the bug where whenever you restart, you lose lives for no reason?

      • 2 years ago
        Anonymous

        That's not a bug though

        • 2 years ago
          Anonymous

          Oh come on.
          >"Ah frick, I made a mistake in the beginning of the game and don't want to lose a life, better restart"
          >Lose a life anyway
          Like really? Who thought this was a good idea?

          • 2 years ago
            Anonymous

            I genuinely have almost never played a game where restarting didn't make you lose a life. There's never really a situation where you can frick up hard enough in one of Shi's levels that it's impossible to continue too, we tested that.

            (Unless you somehow found a way to clip through the ground or softlock yourself, in which case definitely report that)

            • 2 years ago
              Anonymous

              So you haven't played any games in your life then? 99.999% don't make you use a resource to restart

            • 2 years ago
              Anonymous

              All the old platformers I played didn't have a restart function so it made sense to just keep going. Why implement a restart function if it makes you lose lives in the first place? I haven't found any clipping or softlocks, the restart thing was my only criticism for the most part.

              not him but that sounds like a good idea to stop the players restarting constantly when they make a mistake

              Restarting makes you go back at the beginning of the stage so obviously you wouldn't restart once you go past through a checkpoint.

              • 2 years ago
                Anonymous

                >Why implement a restart function if it makes you lose lives in the first place?
                Just in case players are too shit to get themselves out of a fricked situation. It's also pretty handy during missions or time trials.

                If it's really a bother you can always turn on infinite lives. That's an option, although the game mocks you for doing that.

              • 2 years ago
                Anonymous

                Sounds unnecessary honestly. Not gonna be a cuck and turn on infinite lives but I think your game is one of the few games where it has that weird feature, never seen in any other game tbqh.

              • 2 years ago
                Anonymous

                You should probably be explicit in that restarting means dying if you're not.

              • 2 years ago
                Anonymous

                Shit, that is probably a good idea. Might add that in a patch

          • 2 years ago
            Anonymous

            not him but that sounds like a good idea to stop the players restarting constantly when they make a mistake

    • 2 years ago
      Anonymous

      I can hear the Athletic theme while looking at this gif.

      • 2 years ago
        Anonymous

        Is that a good thing?

  3. 2 years ago
    Anonymous

    almost finished the 'questton' area
    added these goblins yesterday

    • 2 years ago
      Anonymous
    • 2 years ago
      Anonymous

      You've really nailed the art style

    • 2 years ago
      Anonymous

      Why do gays keep making old vintage games from time when 3D or 2D was shit? NES and this shit with bad textures and no entity models here only appeals to retrogays that have extra thick rose-tinted glasses and will pretend that every game today is shit, so why bother pandering to these people?

      • 2 years ago
        Anonymous

        its just that level that looks retro
        theres a whole bunch of different artstyles. most of the areas are semi-realistic

        You've really nailed the art style

        ty

        • 2 years ago
          Anonymous

          anons in the last thread provided some good constructive criticism so i remade this model basically from scratch. critique welcomed on the new version.

          very soulful use of lowpoly and flat textures.

          • 2 years ago
            Anonymous

            immediately came to mind

          • 2 years ago
            Anonymous

            Can you do a front and side view w/o the hair? It looks weird but it's hard to tell why.

            • 2 years ago
              Anonymous

              sure anon, here you go.
              i want him to look elvish and stylized, but not bogged/plastic surgery disaster, it's seemingly a hard line to toe

              this is using perspective projection, not isometric, clearly.

              • 2 years ago
                Anonymous

                it reminds me of Oblivion's altmers.

              • 2 years ago
                Anonymous

                Can you do a front and side view w/o the hair? It looks weird but it's hard to tell why.

                immediately came to mind

                revised proportions, any better now?

              • 2 years ago
                Anonymous

                [...]
                Alright so to unbogg him - for starters, I'd push the chin back and up. To accentuate elvish proportions it's enough to make the chin sharp and the face oval, no need for the chin to be so far out there.

                Second, to get elvish eyes, you give the eyes a slight slant, and tilt the brow line inwards (picrel). No need to extrude the cheekbones so high and forward to where they cover up the lower eyelid, it should be visible same as a normal humans'.

                Lastly, though this might be personal preference - make the nose straight. It creates a more elegant and prideful silhouette, more elf-like. Perky nose makes him look soft.

                Here's a couple of stylized elves that fit what I was trying to explain
                https://www.artstation.com/artwork/0n86KE
                https://www.artstation.com/artwork/ezqXZ
                https://www.turbosquid.com/3d-models/elf-head-3d-max/459086
                The puffy eyelids look is just bad, and I blame oblivion for putting it in anyone's subconscious.

              • 2 years ago
                Anonymous

                [...]
                Alright so to unbogg him - for starters, I'd push the chin back and up. To accentuate elvish proportions it's enough to make the chin sharp and the face oval, no need for the chin to be so far out there.

                Second, to get elvish eyes, you give the eyes a slight slant, and tilt the brow line inwards (picrel). No need to extrude the cheekbones so high and forward to where they cover up the lower eyelid, it should be visible same as a normal humans'.

                Lastly, though this might be personal preference - make the nose straight. It creates a more elegant and prideful silhouette, more elf-like. Perky nose makes him look soft.

                good stuff anon, many thanks for the feedback! back to the drawing board - will study the models you posted.
                i only started learning 3D modeling last fall so i'm pretty new at this, and i've definitely found the lips and eyelids to be the hardest part, especially when they need to deform dynamically for facial animations.

              • 2 years ago
                Anonymous

                1) google image search face edge loops
                2) copy

              • 2 years ago
                Anonymous

                elf guy now has a twin sister

              • 2 years ago
                Anonymous

                Can you do a front and side view w/o the hair? It looks weird but it's hard to tell why.

                Alright so to unbogg him - for starters, I'd push the chin back and up. To accentuate elvish proportions it's enough to make the chin sharp and the face oval, no need for the chin to be so far out there.

                Second, to get elvish eyes, you give the eyes a slight slant, and tilt the brow line inwards (picrel). No need to extrude the cheekbones so high and forward to where they cover up the lower eyelid, it should be visible same as a normal humans'.

                Lastly, though this might be personal preference - make the nose straight. It creates a more elegant and prideful silhouette, more elf-like. Perky nose makes him look soft.

      • 2 years ago
        Anonymous

        i do it because i suck at art and even semi-skilled artists think they should make aaa pay from a few passable assets for an indy game. unless you're at least a mid-sized studio with some ability to market to a wide audience graphics are a poor investment.

        • 2 years ago
          Anonymous

          This. Some fricker was asking for 600$ for a 50x50 sprite + his walk, jump, attack hurt and die animations. Like wtf dude.

          • 2 years ago
            Anonymous

            i wish i could get 6 frickin dollars from doing art let alone 600

            • 2 years ago
              Anonymous

              those are some nice skills on display bro
              That Karin looks cute and dangerous

              • 2 years ago
                Anonymous

                ty very much
                i think ive posted my art about 3-4 times here before when its been relevant, and you're actually the first reply that didnt call it shit

                Added some shit to my isometric game's overworld.
                Also fixed the camera jittering. It still jitters on the video but I guess that's because of it's compression.
                https://streamable.com/mirpx2
                Next up is the UI and day/night cycle, while also working on a mockup for the battle system. Want to check it's doable before doing anything else.

                naisu. is it like an ff tactics kinda combat

              • 2 years ago
                Anonymous

                >and you're actually the first reply that didnt call it shit
                Can't believe that. Gotta be honest I don't like that Akuma too much, but hey he's an ugly bastard anyway so I guess it's not your fault. But I really dig those Dhalsim and Karin, nicely done and instantly recognizable.
                >naisu. is it like an ff tactics kinda combat
                Nope. That's supossed to be the overworld of a JRPG, and I plan to use the same perspective for the dungeons, which will have some puzzles like Lufia 2.
                For the combat I'd like to make a mix of ATB + Valkyrie Profile, which might need a TON of art but whatever, I think I can pull out a concept demo just with free assets.

            • 2 years ago
              Anonymous

              Hell, I'd pay you well for that kinda art. Just don't got any projects that need 2D art right now.

        • 2 years ago
          Anonymous

          >even semi-skilled artists think they should make aaa pay from a few passable assets for an indy game
          Yeah, I know that feeling. That's why I just said frick it and made all the art for the game myself. Could be prettier, but it gets the job done and it didn't bankrupt me so whatever.

      • 2 years ago
        Anonymous

        >wah wah wah make game for me!!!!!
        No

  4. 2 years ago
    Anonymous

    Been working on my jungle theme world graphics.

    • 2 years ago
      Anonymous

      Damn, that's some nice atmosphere. I'd personally change that green glow to some light fog or something, but it's still real nice.

      • 2 years ago
        Anonymous

        Thanks!
        Not sure what you mean changing green glow to light fog.
        going into the depth of the scene obscuring far away trees is fog and it's light.

        • 2 years ago
          Anonymous

          That green "glow" might also be GIA at work, I dunno. It just looks a bit overdone in my opinion. As for the fog, I meant something closer to the environment itself.

          In-game it might be too distracting though so I wouldn't worry about it. Looks good all the same.

          • 2 years ago
            Anonymous

            Ah, If you mean the somewhat brigther green spot in the middle of the area, that might be a point light i put there.
            I have added some to give it a bit more of a mystical, magical, atrificial jungle feeling.
            This is also basically just a test map to try and get the tools & technique ready to then build actual levels.
            I might need to dial in some things when I have built actual levels and how it works with real level geometry / distances.

            • 2 years ago
              Anonymous

              >that might be a point light i put there
              Oh, that makes sense. Yeah it's a bit strong, but if it's just a test map it's whatever I guess.

              anons in the last thread provided some good constructive criticism so i remade this model basically from scratch. critique welcomed on the new version.

              very soulful use of lowpoly and flat textures.

              He looks like a pretentious twit. I think that's what you're going for, right? Elves are pretentious.

  5. 2 years ago
    Anonymous

    One thing per day

  6. 2 years ago
    Anonymous

    When will godot make a tileset editor that isn't torture to use, it's all that's holding me back from getting a lot of work done

    • 2 years ago
      Anonymous

      If you want to be a successful game dev, you need to be a successful tools programmer first.
      Or hire one.

    • 2 years ago
      Anonymous

      can't you just use Tiled and find an importer

    • 2 years ago
      Anonymous

      4.0
      So never ever

  7. 2 years ago
    Anonymous

    Visual studio is being an ass.
    Again.
    i can't even put a basic class in my game due to something fricky going on with the editor.

    • 2 years ago
      Anonymous
    • 2 years ago
      Anonymous

      Why? What is it doing?

  8. 2 years ago
    Anonymous

    working on my 'art' though it's awful.
    Working on a scene.

  9. 2 years ago
    Anonymous

    2D amniaton is hard :~~*

    • 2 years ago
      Anonymous

      Yeah good asthmatron is too difficult for 1ma

  10. 2 years ago
    Anonymous

    Added some shit to my isometric game's overworld.
    Also fixed the camera jittering. It still jitters on the video but I guess that's because of it's compression.
    https://streamable.com/mirpx2
    Next up is the UI and day/night cycle, while also working on a mockup for the battle system. Want to check it's doable before doing anything else.

  11. 2 years ago
    Anonymous

    a couple of morons from /agdg/ have worked on the same game for 5 or 6 years and still don't have a release date lol fricking morons

    • 2 years ago
      Anonymous

      That's why you never create something for passion

  12. 2 years ago
    Anonymous

    anon from earlier: if you're reading this, I added a run button

    • 2 years ago
      Anonymous

      addendum: what I mean by this is I asked my programmer to add it in and he complied

    • 2 years ago
      Anonymous

      Haha he zoom

  13. 2 years ago
    Anonymous

    I'm looking at making music, and it seems hard. My art is still awful too.
    So I should make something that only requires programming.

  14. 2 years ago
    Anonymous

    Doing and learning about animations now. It's tough. Getting a bit discouraged. My animations look terrible. I know you don't start creating amazing stuff at the very beginning but it's tough.

    • 2 years ago
      Anonymous

      do some stuff with a very simple style that's easy to make look decent, mixed in with the challenging stuff that ends up looking bad
      that makes it easier and gives you confidence while you're learning

      • 2 years ago
        Anonymous

        Yeah, just gotta start easy and then get more and more experience.
        Thank god for Mr Mannequins though. Lets a beginner in animation like me get straight to animating.
        I think it's fun, but I just want to get better at it soon.
        Also I have a huge list of things to do next. And there's one feature I'm really excited about but it has to come after creating all these animations.

        • 2 years ago
          Anonymous

          Speaking of the Mr Mannequin plugin, does anyone know why custom bones don't show up properly on the mesh after importing it in the engine? I followed the instructions on adding custom bones on the guy's discord but the mesh parts aren't rotated properly and points directly downward during animation.

  15. 2 years ago
    Anonymous

    Sorry, had a rush of excitement when I discovered a plugin for RPGMMV that makes making skill tress easier. I haven't gone back since but I have an idea of what I want to make at least. I should start on some concept art for characters, I have the base skills down.

  16. 2 years ago
    Anonymous

    making a game is hard
    making a good game is much harder

    • 2 years ago
      Anonymous

      Try making an animated series, you'll have something to compare.

      • 2 years ago
        Anonymous

        >all cutscenes with no gameplay
        yeah much harder, fr fr

        • 2 years ago
          Anonymous

          >making cutscenes is easy
          I can easily tell you've never made one

          • 2 years ago
            Anonymous

            making cutscenes is fricking hard, i'm struggling with one right now actually
            but making cutscenes integrated with interactive gameplay and player driven story progression is objectively much fricking harder than making an animated series which consists of nothing but noninteractive animated sequences.

            • 2 years ago
              Anonymous

              >i'm struggling with one right now actually
              Godspeed, I fricking hate coding these things

  17. 2 years ago
    Anonymous

    Recently swapped by game from HDRP to URP in order to get some of that sweet sweet performance. I also figured out how to actually have good looking baked lights, and now my graphics have improved significantly.

    I still need to get someone to design music for my game before I can release it, been tryna get a job so I can pay someone.

    • 2 years ago
      Anonymous

      go on indiedb and put up a listing for composer
      theres loads of people who are willing to do it for just the promise of revenue share. theyre the most common people to find for some reason

      • 2 years ago
        Anonymous

        Good idea anon, I should totally try that

        what kind of music are you looking for? I might be able to help you out

        Here is a slightly older video of my game, it has the placeholder music I've been using recently to give you a feel for it https://youtu.be/Pmo6qkEjM_8

    • 2 years ago
      Anonymous

      what kind of music are you looking for? I might be able to help you out

  18. 2 years ago
    Anonymous

    What do you think are some good generas to make decent sized indie game with 5 people now/2 years in future?
    My current ideas:
    - 3D platformer with combat, not souls-like meme where you have potions, stamina, sword and dodgeroll
    - Boomer shooter about /misc/ conspiracies, but tamed down with lizards instead of israelites to make it marketable
    - Survival game where you constantly suffer, there are enemies that cant be killed and will just pose as scary environment hazards you run away from, no complex base planning or other stuff that would make you regret losing lot of progress

    • 2 years ago
      Anonymous

      >Boomer shooter about /misc/ conspiracies, but tamed down with lizards instead of israelites to make it marketable
      i would buy this game

    • 2 years ago
      Anonymous

      Boomer shooter idea, but with 4 multiplayers, like L4D2.

  19. 2 years ago
    Anonymous

    how many people do I face to sacrifice to make something like morrowind?

    • 2 years ago
      Anonymous

      Three

      • 2 years ago
        Anonymous

        thats a lot less than I anticipated

  20. 2 years ago
    Anonymous

    I want to make an adventure game, think people will play it?

    • 2 years ago
      Anonymous

      >think people will play it?
      I dunno, will you?

      • 2 years ago
        Anonymous

        People don't like adventure games

        sonic adveture is a very popular game people have been wanting another addition to the franchise for a long time, I say go for it.

        make a game you'd play, not a game you think people would play

        But I dont want my effort to be useless, its something like LSD Dream Emulator and Disco Elysium, but I guess people dont like Point and Click games.

        • 2 years ago
          Anonymous

          Hey, are you that guy who spent a week on his horror game?

        • 2 years ago
          Anonymous

          >something like LSD Dream Emulator
          >people dont like Point and Click games

          pretty sure those kinda games get at least 50 to 100 reviews on steam which is pretty good considering the density of games

          also just make it gay

          • 2 years ago
            Anonymous

            >just make it gay
            this should be included in the OP for each and every of those threads

        • 2 years ago
          Anonymous

          Look bud you asking moronic questions like this means you will literally never be able to make something anyone would want to play

    • 2 years ago
      Anonymous

      no

    • 2 years ago
      Anonymous

      People don't like adventure games

    • 2 years ago
      Anonymous

      sonic adveture is a very popular game people have been wanting another addition to the franchise for a long time, I say go for it.

    • 2 years ago
      Anonymous

      make a game you'd play, not a game you think people would play

    • 2 years ago
      Anonymous

      there is so much more that detemines if people will play something or not, other than genre.

    • 2 years ago
      Anonymous

      Just because you slap "adventure" on it doesn't tell me anything

    • 2 years ago
      Anonymous

      I'm in the same boat as you. I wish there were more games centered around conversation, politicking, etc, especially in a politics-driven medieval setting. I'm making it now even though I know the audience is going to be fricking tiny

  21. 2 years ago
    Anonymous

    a boomer shooter, but you're shooting boomers

  22. 2 years ago
    Anonymous

    yeah, went to work on all the visual indicators cards could possibly have in my shitpostin game
    current version has
    >frames to tell apart cards with persistent in-game effects from fire and forget, yours vs opponent
    >icons to mark ongoing, triggered, timeout effects
    and the latest test is
    >actual colors associated with emoji-mana

  23. 2 years ago
    Anonymous

    bump

  24. 2 years ago
    Anonymous

    >spend months learning unity, c# and object oriented programming
    >now if you want performant code unity are telling you to spend months learning data oriented programming, DOTS, ECS, burst compiler etc instead

    shit homie all i want is 250 enemies on screen and get above 60fps

  25. 2 years ago
    Anonymous

    When I'm not working I'm sleeping, unless I'm cooking, eating, or playing a few hours of video games. When am I supposed to have time to make my games?

    • 2 years ago
      Anonymous

      I know it may sound though but sacrifice your Ganker time

      • 2 years ago
        Anonymous

        I'm only on Ganker right before bed, though. Best I can do is some work during weekends, but then I never have time to meet my friends...

        • 2 years ago
          Anonymous

          Anyway, 30 minutes per day is enough to get something done in 2 months so try to substract some time from your usual activities

    • 2 years ago
      Anonymous

      >playing a few hours of video games.
      Here

    • 2 years ago
      Anonymous

      >playing a few hours of video games
      Why would you even do such a self-sabotaging thing? except to study their mechanics and design for your own game.

  26. 2 years ago
    Anonymous

    Alright bros, what's the magic for creating logos?
    Where do I get fonts that don't set off copyrights?

    • 2 years ago
      Anonymous

      Make your own.

    • 2 years ago
      Anonymous

      >Where do I get fonts that don't set off copyrights?
      You should be able to get some at opengameart.org or itch.io

    • 2 years ago
      Anonymous

      >fonts
      idk, best make your own
      >creating logos
      highly suggest studying up on color theory
      picking colors that look nice together and proportioned in a pleasing manner is more important than it seems

  27. 2 years ago
    Anonymous

    No, why would I?
    Even if I am making it as a fun project and gonna distribute it for free, you mean homosexuals will pick on it like hungry vultures with an african nigglet.

    • 2 years ago
      Anonymous

      >dhe peopwe on dhe intewnet might be mean towawds my pwoduct 🙁

    • 2 years ago
      Anonymous

      >you mean homosexuals will pick on it like hungry vultures with an african nigglet
      Just to clarify, we actually will just ignore it

  28. 2 years ago
    Anonymous

    yeath

    • 2 years ago
      Anonymous

      Stat increases are a little boring, maybe try having passives that change what happens when you cast the spell.

      • 2 years ago
        Anonymous

        ive got those in another room

        • 2 years ago
          Anonymous

          Good shit, can't wait to see more

          • 2 years ago
            Anonymous

            wow anon this a blue board

            • 2 years ago
              Anonymous

              give me kiss

              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous
              • 2 years ago
                Anonymous
  29. 2 years ago
    Anonymous

    I worked myself sick last week taking double shifts now I can't game dev for a bit

  30. 2 years ago
    Anonymous

    >Tfw i've run out of storage AGAIN
    I'm about to kill myself, how the frick are cutscenes taking this much fricking space also how the frick am i going to compress them so my game doesn't end up being 11 terabytes what the frickkk

  31. 2 years ago
    Anonymous

    >his game has cutscenes
    >he devs without a home server

    • 2 years ago
      Anonymous

      >he devs without a home server
      I would have one if i wasn't dirt poor and living off of my savings to buy food.

    • 2 years ago
      Anonymous

      >his game has cutscenes
      The ending of your game is just "the winrar is you" screen or what?

      • 2 years ago
        Anonymous

        your end credits are causing storage issues?

        • 2 years ago
          Anonymous

          I don't have credits.

    • 2 years ago
      Anonymous

      Adding one more character in the last moment...waiting translator for the final script

      What does cutscene have to do with home server?

      • 2 years ago
        Anonymous

        the guy mentioned storage issues, which is solved by having a dedicated storage device in your house that you can expand as you need

      • 2 years ago
        Anonymous
      • 2 years ago
        Anonymous

        You can't feasibly store all 670TB of cutscenes on your work computer

        • 2 years ago
          Anonymous

          Then don't use prerendered cutscenes ffs.

          • 2 years ago
            Anonymous

            You want to render them all out while the game is also running? Do you intend to only target the high end user market?

            • 2 years ago
              Anonymous

              >Do you intend to only target the high end user market?
              Sounds like you do with your game if it has troubles with rt cutscenes

        • 2 years ago
          Anonymous

          Cutscenes are for gays

    • 2 years ago
      Anonymous

      >he devs without a home server
      you mean dropbox

      • 2 years ago
        Anonymous

        >he doesn't know

  32. 2 years ago
    Anonymous

    attempting to, though I'm mostly a modeler and animator. I barely know what I'm doing so I'm just following basic unity tutorials, made a main menu

  33. 2 years ago
    Anonymous

    I need an idea guy

  34. 2 years ago
    Anonymous

    Havent touched it for almost 2 months, my life has been so shit lately I don't think in anything but playing games.

  35. 2 years ago
    Anonymous

    I will NEVER make a game.

    • 2 years ago
      Anonymous

      Well, not likely now but some day maybe

  36. 2 years ago
    Anonymous

    Modeling and animating 3d models is fricking time consuming. At this rate, I'll finish my game in 2030.

    • 2 years ago
      Anonymous

      >At this rate, I'll finish my game in 2030
      I'm in no hurry, anon

      • 2 years ago
        Anonymous

        I'm not giving up. But it will take time.

  37. 2 years ago
    Anonymous

    Swapped alot of these plants out for my own custom low poly models so I can get some actual foilage going without blowing up someone's GPU.

    • 2 years ago
      Anonymous

      bags of sand

  38. 2 years ago
    Anonymous

    Sorry my dudes. I'm too much of a brainlet for C++ and Unreal.
    I'm going to switch to C# and make android games instead.

    • 2 years ago
      Anonymous

      What are you having trouble with?

    • 2 years ago
      Anonymous

      wtf I love C now

  39. 2 years ago
    Anonymous

    Here's your protag bro

  40. 2 years ago
    Anonymous

    I spent a bunch of time implementing all the game's ambient bosses and now I finished that and feeling strangely aimless. I should probably get back to work on quests but I kind of just want to lay down in some sand.

    • 2 years ago
      Anonymous

      Also coded a huge amount of internal changes to fit various bosses, and I'm mostly waiting now for the backer-designed bosses to a-okay their designs so I don't have to redo anything.
      Also gave a talk to a bunch of gamedev students so that was nice.

      • 2 years ago
        Anonymous

        And then added a small cutscene when you open up the train travel menu.

      • 2 years ago
        Anonymous

        >backer bosses
        How many of them are fetish fuel?

        • 2 years ago
          Anonymous

          None. I don't think space fans outside of Star Citizen loving furries care enough to insert it in that way. Unless someone's got a Sinistar fetish.

    • 2 years ago
      Anonymous

      Make it a sim baka

      • 2 years ago
        Anonymous

        Gross, no.

        • 2 years ago
          Anonymous

          cringe

          • 2 years ago
            Anonymous
        • 2 years ago
          Anonymous

          Third person space games are a dime a dozen and just too easy to make. Not particularly interesting

          • 2 years ago
            Anonymous

            None of them have ever really approached Freelancer after all these years. So long as that niche goes unfilled, I shall continue.

            • 2 years ago
              Anonymous

              Yeah, cause Freelancer is shit

              • 2 years ago
                Anonymous

                Why?

              • 2 years ago
                Anonymous

                Bad story, bad gameplay, can't get anything right.

              • 2 years ago
                Anonymous

                holy frick, unfathomably based. BTFO'd space gay

  41. 2 years ago
    Anonymous

    [...]

    >man, you are just waiting for these threads so you can keep posting this
    I got these threads highlighted so I usually spot them right away. I don't always post my games though, sometimes I just give feedback and shit.

    >The best part is your game is bad
    Sad!

  42. 2 years ago
    Anonymous

    [...]

    How can someone be so based?

    • 2 years ago
      Anonymous

      By being /agdg/er

  43. 2 years ago
    Anonymous

    [...]

    How 'bout you post your game for once?

    • 2 years ago
      Anonymous

      Literally what someone from AGDG would say. Hopefully, jannies clean up this leak from the containment thread.

  44. 2 years ago
    Anonymous

    I'm hoping to make a spiritual successor to games like Bully. What do anons recommend for map making? I've got an idea in my head based on some combinations of the towns I live around, have a very rough sketch from moving around Google maps on Paint.

    • 2 years ago
      Anonymous

      >I'm hoping to make a spiritual successor to games like Bully
      Fricking based.

      Use Blender?

      • 2 years ago
        Anonymous

        I mean the actual map, not the environment. The environment I'll start on once I have a good general layout

    • 2 years ago
      Anonymous

      Just use any decent game engine

  45. 2 years ago
    Anonymous

    made a cheap block easily flamable so you can use it as building scaffolding then burn it away
    (weird framerate is a recording issue)

  46. 2 years ago
    Anonymous

    [...]

    im not anyone you're replying to but your feedback is useless
    either explain why its bad or shut the frick up. all you're doing is discouraging people

    • 2 years ago
      Anonymous

      >falling for it

    • 2 years ago
      Anonymous

      you sound like a giant gay

    • 2 years ago
      Anonymous

      Good, they should be discouraged by their shit games

  47. 2 years ago
    Anonymous

    I made a gun but i think i ripped off the nu BFG9000. Also im in an existential crisis today thinking about my games story sucking

  48. 2 years ago
    Anonymous

    Even in gamedev I can't get away from stocking shelves.

  49. 2 years ago
    Anonymous

    Who let the /agdg/ crabs loose

    • 2 years ago
      Anonymous

      Let him stay, I love this shit-eating bastard

      • 2 years ago
        Anonymous

        Frick that, the mentally moronic shouldn't be allowed on the internet.

        • 2 years ago
          Anonymous

          thats this whole thread, I mean look at this

          [...]
          good stuff anon, many thanks for the feedback! back to the drawing board - will study the models you posted.
          i only started learning 3D modeling last fall so i'm pretty new at this, and i've definitely found the lips and eyelids to be the hardest part, especially when they need to deform dynamically for facial animations.

          Only a moron could produce something like this

          • 2 years ago
            Anonymous

            his art is pure soul

            • 2 years ago
              Anonymous

              >being this much of a reddit circle jerk gay

              • 2 years ago
                Anonymous

                >stop liking things i don't like

        • 2 years ago
          Anonymous

          Then you wouldn't be allowed on the internet

        • 2 years ago
          Anonymous

          *the mentally moronic should be the only ones allowed on the internet
          ftfy

        • 2 years ago
          Anonymous

          the mentally moronic shouldn't be allowed to make games

    • 2 years ago
      Anonymous
  50. 2 years ago
    Anonymous

    Making a VN with renpy. I figured this was the easiest way to make a game and I suppose it is but shits still super time consuming and takes me a ton of troubleshooting. Everything is fun though except writing dialogue gets tedious.

    • 2 years ago
      Anonymous

      VNs are cringe, who still plays VNs?

      • 2 years ago
        Anonymous

        [...]

        My vn is going to be awesome. I am putting so much polish into it and I think the story is fascinating. dgaf if nerds with adhd cant play a game without button mashing.

        • 2 years ago
          Anonymous

          Don't worry bro, I'm also making a VN, the first of 4 characters (Originally 6 but decided to cut down on them to ease up work) are almost done. Good luck to you too!

          • 2 years ago
            Anonymous

            breasts too small

            • 2 years ago
              Anonymous

              She's not the one with the megabreasts, each girl has a different body-type, so big ol' titty girl will be designed last once I figure out just how big to make them.

              • 2 years ago
                Anonymous

                Proper amount of milf droop, please and thanks.

              • 2 years ago
                Anonymous

                What would a "Proper amount" be?

              • 2 years ago
                Anonymous

                breasts so big they reach the bellybutton

  51. 2 years ago
    Anonymous

    what the actual frick happened to this thread

    • 2 years ago
      Anonymous

      It looks like two posters, more than likely one, is flipping out.

    • 2 years ago
      Anonymous

      Space "vampire survivors" dev is wrecking havoc, just as usual.

    • 2 years ago
      Anonymous

      crabs fishing for (you)s

  52. 2 years ago
    Anonymous

    Would you play a game that looked like this?

    • 2 years ago
      Anonymous

      no

    • 2 years ago
      Anonymous

      absolutely

    • 2 years ago
      Anonymous

      Depends on the kind of game it is.

    • 2 years ago
      Anonymous

      If its got proper Humongous Entertainment energy then yes.

      • 2 years ago
        Anonymous

        I like you.

  53. 2 years ago
    Anonymous

    What programs and languages to learn?

    • 2 years ago
      Anonymous

      Cobol and Fortran

    • 2 years ago
      Anonymous

      Figure out which engine would best suit the game you want to make first

  54. 2 years ago
    Anonymous

    Help
    All drivers up to date, card is fine but after a factory reset Im getting pic related and missing textures (black) in both scene and game views, plus a weird afterimage on objects

  55. 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

    • 2 years ago
      Anonymous

      wtf is this the new forza motorsport engine sound?

  56. 2 years ago
    Anonymous

    How do you guys think 21k mods that Path of Exile has is implemented?
    https://pathofexile.fandom.com/wiki/Category:Mods

    • 2 years ago
      Anonymous

      Dictionary/hashtable. Having the best lookup time would be what you're going for.

      • 2 years ago
        Anonymous

        That would be for lookup, but what about things like actually implementing the effects?
        There are so many of them, just to name a few:
        >"Adds (1-4) to (33-35) Lightning Damage to Dagger Attacks"
        >"Adds 3 to 4 Physical Damage to Staff Attacks"
        >"Regenerate (1.1-2) Mana per second"
        >"Adds (12-14) to (15-17) Chaos Damage to Spells while Dual Wielding"
        They seem so specific. I can't imagine it'd be simply a bunch of if and else statements everywhere. There needs to be something more flexible.

        • 2 years ago
          Anonymous

          Sounds like it consists of a magic effect that has a list of requirements archetypes and then a list of effect archetypes, and those archetypes are the ones that were coded in. Same thing TES does.

          • 2 years ago
            Anonymous

            I guess if I were to implement it, I'd have a bunch of these Stat IDs in a lookup table:
            >attack_minimum_added_lightning_damage_with_bows
            >attack_maximum_added_lightning_damage_with_bows
            >attack_minimum_added_physical_damage_with_maces
            >attack_maximum_added_physical_damage_with_maces
            >energy_shield_regeneration_rate_per_second
            >spell_minimum_added_cold_damage
            >spell_maximum_added_cold_damage
            Along with a value for each Stat ID and requirements.
            Then each item will have a list of Stat IDs. Effectively, each item will have a bunch of mods.
            Then during calculation, I guess... it'll have to check each modifier and apply the effect.

    • 2 years ago
      Anonymous

      It's "mods" as in "modifiers" to items and what random numbers is rolled. Not game "mods".

  57. 2 years ago
    Anonymous

    >stuck in the hell of engine vs own engine
    HOW DO I GET OUT ANONS

    • 2 years ago
      Anonymous

      Decide whether you want to program a game or program an engine.

  58. 2 years ago
    Anonymous

    Pointless text add-on that serve no purpose, it's like a door event that you can't go through. I could add a scene where the MC's mom try to enter the hole and get stuck but I'm not sure if I really want to waste my time on it.

  59. 2 years ago
    Anonymous

    I want to make a game about witches

    • 2 years ago
      Anonymous

      What kind of witches? Blair witches? Salem Witches? Wicked witches?

      • 2 years ago
        Anonymous

        big titty witches

      • 2 years ago
        Anonymous

        True Detective style

        big titty witches

        i guess some do have big breasts, yes.

    • 2 years ago
      Anonymous

      big titty witches

      go ahead.

  60. 2 years ago
    Anonymous

    If I wanted to do custom graphics for a world-builder/simulation game, somewhat like Black & White and Banished, what software would I need?

  61. 2 years ago
    Anonymous

    I sincerely regret using Gamemaker. I did not think attempting to make something like Terranigma would be so annoying. This fricking program does literally nothing to help with such a game.

    • 2 years ago
      Anonymous

      Are you serious? GM is just perfect for making JRPG-esque games, if you can't make it with this engine you won't make it with any other.

      • 2 years ago
        Anonymous

        >No concept of z axis, have to make your own
        >No grid collision built in, make your own
        >No depth rendering without making your own
        >No slopes, learn2trig
        >No multidirectional sprite support in the sprite editor you effectively have to make your own animation system
        >You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess

        Gamemaker is built for flat 2d games.

        • 2 years ago
          Anonymous

          >No concept of z axis, have to make your own
          Just add -z to your y's?
          >No grid collision built in, make your own
          mp grids
          >No depth rendering without making your own
          depth=-y
          >No multidirectional sprite support in the sprite editor you effectively have to make your own animation system
          >No slopes, learn2trig
          Shitton of examples and tutorials
          >You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess
          image_speed=0

          Learn your engine, moron.

          • 2 years ago
            Anonymous

            >>No concept of z axis, have to make your own
            >Just add -z to your y's?
            Not than anon but you just saved my game from having horrible and messy jump code (don't even ask me how shit it is right now)

          • 2 years ago
            Anonymous

            >depth=-y
            Doesn't work with the layering system and does not work with tiles if they have depth you need to create a custom renderer object to handle this. This solution only works on the absolutely most basic b***h setups and even then it does it poorly.

            >No slopes, learn2trig
            >Shitton of examples and tutorials
            There are zero (0) tutorials on slopes in a non 2d space. None.

            >You can't even fricking put hold frames in your sprites, you need to manually add the same frame multiple times making viewing it a fricking mess
            >image_speed=0
            Learn to read, dumbass. Freezing the sprite's playspeed at runtime is not the same as holding a frame in the sprite editor. The sprite editor is lacking the basic ability to punch in numbers for holding a frame so you can time things better without shitting up the entire timeline of the sprite, it's basic functionality and even shit as stupid as the BYOND engine has it.

            • 2 years ago
              Anonymous

              >Doesn't work with the layering system
              Why's that? Layers have depths as well.
              >and does not work with tiles if they have depth you need to create a custom renderer object to handle this
              Once again, layers have depths, make a tile layer and assign a needed depth to it.
              >slopes in a non 2d space
              Show me an example of what you're trying to accomplish.
              >Freezing the sprite's playspeed at runtime is not the same as holding a frame in the sprite editor
              I get it but there's no issue for writing a function for pausing frames.

              >>No concept of z axis, have to make your own
              >Just add -z to your y's?
              Not than anon but you just saved my game from having horrible and messy jump code (don't even ask me how shit it is right now)

              Glad to be useful though it's pretty obvious option of faking 3D.

              • 2 years ago
                Anonymous

                >Glad to be useful though it's pretty obvious option of faking 3D.
                I'm very willing to admit I'm moronic. I was tinkering with the idea of like "height offset" which I only now realize is literally adding a z axis, but I psyched myself out before pursuing it, and instead used some shitty Animator hack

              • 2 years ago
                Anonymous

                Then gonna give you another piece of advice to draw some shadow at x;y position and the main sprite at x;y;z so you won't get confused in heights.

              • 2 years ago
                Anonymous

                Ah yeah, shadow is already there in latest version. Thanks anon.

              • 2 years ago
                Anonymous

                I have already figured out how to do this nonsense, but here is an example from Alundra. You're correct that tile layers can have depth, but because an object can be on top of and behind a given tile due to their x, y and z coordinates you need to render the depth of each tile, or rather row of tiles. This isn't supported by gamemaker at all, and you need to have an object sort this out for you. There's also an example of a small slope in a non 2d space.

                The point I'm making isn't that you can't build this shit, it's that you're better off making it in Unity or some other 3d engine.

              • 2 years ago
                Anonymous

                Ah yeah, you should drop Game Maker then because making height maps in it is a pain in the ass.
                You should pick up Unity and make 3D game faked as 2D one instead of trying making a 2D one with faux-3D.

              • 2 years ago
                Anonymous

                I'm really considering it but the thought of swapping to another engine to try and relearn and recreate it all is giving me a migraine.

              • 2 years ago
                Anonymous

                Just like

                Honestly, once you start getting into the weeds of GameMaker, you're probably proficient enough to use literally anything else.

                said. There's nothing scary about learning a new engine and with your current skills it will be much easier.
                You'll learn it by matching analogies with your past engine.

              • 2 years ago
                Anonymous

                why do you need and engine to do everything for you?
                I'm in the same boat with a 2D game. GMS1 can't render parallax background layers with animated decals.
                so I wrote my own versatile system to do that.

                there's nothing wrong with writing your own systems. perfect them, make them easy to use and they'll speed up the rest of your dev time.

              • 2 years ago
                Anonymous

                If I wanted to engine dev I'd build my own engine. There's no point in reinventing the wheel, the game engine is supposed to do that for you so that you can handle the game itself. Spending time programming is time spent not making content.

              • 2 years ago
                Anonymous

                >writing subroutines is an enginedevving
                Gosh...

        • 2 years ago
          Anonymous

          Yeah that's why I dropped it too. You have to build a lot of shit up from scratch when other engines already have a lot of this shit built in. Should have used Unity instead.

        • 2 years ago
          Anonymous

          I stopped deving my FPS game in GMS because of growing frustrations with the engine. Simulating physics took me a week while doing so in Unity would take like 30 minutes to implement + fine tune.

          • 2 years ago
            Anonymous

            Was working on a game once that had a lot of blood in it. We had to make the blood an object because particles in GMS don't have support for collisions (at least last I checked). This completely ruined the framerate on a decent computer after playing through the first half of one level, so we had to silently get rid of all the blood between transitions instead of being able to keep it around. Fricking Doom could handle this shit on a shitty 90s PC, but it's too much for GMS1 on my PC that can run Crysis or GTAV without problems. Fricking surreal.

            Friend of mine was working on a professional game in GMS2 once but the iOS export was broken. Literally did not want to work. He e-mailed support a few times but they quit responding when their easy fixes did not work. He ended up porting the game to GMS1. That company did not work with GMS again.

            • 2 years ago
              Anonymous

              The one and only time I touched particles in GMS my fps went from 500+ to 25. For fricking bonfire smoke. ONE bonfire smoke. Let's no even get started about dot matrixes or audio frickery or Mac exports or D3D texture bullshitery

              • 2 years ago
                Anonymous

                Frick me. God I wish someone else took the place of "easy as shit engine" already.

              • 2 years ago
                Anonymous

                What about Clickteam Fusion? I havent tried out their stuff in a decade or so, so no idea if its actually any good now...

    • 2 years ago
      Anonymous

      Honestly, once you start getting into the weeds of GameMaker, you're probably proficient enough to use literally anything else.

    • 2 years ago
      Anonymous

      Game maker hasn't been relevant since like a decade ago. Why did you even pick it in the first place?

      What programs and languages to learn?

      Get a solid foundation on programming in c# and then you can start learning Unity.

      • 2 years ago
        Anonymous

        I bought a GM2 license forever ago and it worked for Hyper Light Drifter and Undertale, and I was making a sprite based game so it seemed to make sense at the time.

        • 2 years ago
          Anonymous

          HLD got massively shit on for being 30fps and having various other GM related problems though. Undertale could've been made in literally anything.

          • 2 years ago
            Anonymous

            Shcizo post incoming, but HLD is the fakest "real game" I've ever played. The combat looks like it should be cool but it's very shallow cus shitty enemies. The story looks deep and interesting but it's literally just random disconnected imagery before dark souls made that popular. It seems like a very sincere try to make a game by someone that has never played one.

            • 2 years ago
              Anonymous

              I never played it but honestly it doesn't surprise me. It always seemed like a fake ass game with zero substance.

              • 2 years ago
                Anonymous

                Yeah zero substance is probably the way anyone else would put it. It's fun it just... Has nothing going on for it just le vague story telling. Can't belive this shit launched a series

  62. 2 years ago
    Anonymous

    >Entire thread is porn and low-tier games
    this is just sad

    • 2 years ago
      Anonymous

      >Entire thread is porn
      You wish, I wish

  63. 2 years ago
    Anonymous

    Pokemon like game where instead of collecting pokemon, you build up a team to fight at dojo's. I got all the movesets done and I'm just working on the effects for each of those movesets now (the one you see in the vid is the only one done so I just used it as a placeholder). Also working on the status ailment system.

    I want to remake the entire attack system since I thought of a better way to do it last night...but I already put so much work into the current one I just wanna say frick it.

  64. 2 years ago
    Anonymous

    Finally added slide animations. Makes everything feel much smoother. I need to add interaction delay.

    • 2 years ago
      Anonymous

      what happens when you rapidly tap a series of directions before the slide animation completes?

      • 2 years ago
        Anonymous

        Nothing, no interaction is possible until the animation completes.

        • 2 years ago
          Anonymous

          shit games drop inputs
          your game is shit

          • 2 years ago
            Anonymous

            Anon, it's grid based.

            • 2 years ago
              Anonymous

              I'd agree with that mean anon, lack of input buffer is irritating.

            • 2 years ago
              Anonymous

              watch this:

  65. 2 years ago
    Anonymous

    Wew fricked up the frame rate
    Better get some practice for the trailer
    This is the bug

  66. 2 years ago
    Anonymous

    >it's another jblow dick rider episode

  67. 2 years ago
    Anonymous

    >his inputs are dropped

  68. 2 years ago
    Anonymous

    Sneed.

  69. 2 years ago
    Anonymous

    I'll look into input buffers. It's turn based, so the idea is you'll be tapping way more than holding. We'll see how it feels.

  70. 2 years ago
    Anonymous

    If you're making an mp game, is it better to send out data in singular chunks with a byte telling the server how to process the payload, or seperate them?
    Pros of singular chunks:
    >no race conditions
    >faster
    Cons of singular chunks:
    >end up sending a lot of junk data if you end up sending 4 bytes of some data instead of a standardized set amount
    Pros of seperate chunks:
    >save bandwith
    Cons of seperate chunks:
    >have to worry about race conditions (one play might send a command byte but before they can send the payload another player might try sending a command byte, completely tripping up the server)

  71. 2 years ago
    Anonymous

    Hello anyone?
    Whats this bug?

    • 2 years ago
      Anonymous

      UV bug? Shader bug? I don't know.

    • 2 years ago
      Anonymous

      Are the normals inverted

  72. 2 years ago
    Anonymous

    today i'm finishing up rigging and hopefully can get an idle animation done. once i've got idle, run, and jump animations i can start work on the unity side of things. looking forward to actually getting the game going ahhhhh

  73. 2 years ago
    Anonymous

    worked on a parser for level data
    need to keep on working on room transitions so my rooms can be different sizes and still scroll properly

  74. 2 years ago
    Anonymous

    bumping the game development thread

    • 2 years ago
      Anonymous

      >game "development" thread
      >anytime anyone has an actual technical issue or discussion it goes nowhere
      >instead people just spam, shill and dump their Unity project screenshots
      Yup lots of game "development" going on in these threads.

      • 2 years ago
        Anonymous

        Idiot.
        1. Solving technical issues are difficult, even gamedev Discords rarely people help out
        2. Discussions do get responses, plenty of my general questions/designs get responses
        3. Seeing other people's progress is what this thread IS about
        4. Not everyone is a nodev like you, don't project

        • 2 years ago
          Anonymous

          Don't feed the crab.

          • 2 years ago
            Anonymous

            Oh yeah, I forgot. My bad.
            Some people are bitter at other's skills and just like to troll out of resentment.
            Accidentally gave a (you) to him.

            • 2 years ago
              Anonymous

              >dropping assets (most likely not your) own into an editor (that someone else made) and hitting a button to make le indie game
              >skill

              • 2 years ago
                Anonymous

                Where's your proof that it's an asset flip? Can you give me some asset store links to prove your point about the lack of skill?

              • 2 years ago
                Anonymous

                Crab is just being a butthurt Black person because he has no game and nothing to live for. Stop replying to him.

              • 2 years ago
                Anonymous

                just let him stay mad

              • 2 years ago
                Anonymous

                I'm not even mad, I just find it funny that it's called the "game 'development' thread" when it should really be called the "I dump screenshots from a game I'm making then get mad when people point out the lack of skill of some of the posters thread".

              • 2 years ago
                Anonymous

                It's a place to share the woes of devving and offer suggestions, criticism or encouragement. Posting a pic of what you're working on is a way to invite any of that. Sometimes an invitation won't be answered.

                Of course some devs just like to flex, advertise or act moronic, and those people will always exist, but how does that make the thread not about game development?

              • 2 years ago
                Anonymous

                Development implies a certain level of technical finesse that is sorely absent from within these generals.

              • 2 years ago
                Anonymous

                >Development implies a certain level of technical finesse that is sorely absent from within these generals.

              • 2 years ago
                Anonymous

                I'm sure you're one to judge that.

              • 2 years ago
                Anonymous

                It doesn't take a cook to know when a burger is burnt and has rat shit on it.

              • 2 years ago
                Anonymous

                Post specific examples of games in this thread you think are bad and why, Mr. Ebert.

              • 2 years ago
                Anonymous

                >I'm not even mad, I just find it funny that it's called the "game 'development' thread" when it should really be called the "I dump screenshots from a game I'm making then get mad when people point out the lack of skill of some of the posters thread".

          • 2 years ago
            Anonymous

            Nice PSX boomer shooter look.
            What's the game concept?

        • 2 years ago
          Anonymous

          It's also not really development if you're just plopping assets into an editor. I would excuse people for not making their own engines as the simple truth is that most people are too dumb to do that. But most of the people in this thread aren't even making their own assets.

          • 2 years ago
            Anonymous

            >If you don't make you're own engine its because you're dumb
            Alright then

  75. 2 years ago
    Anonymous

    One must imagine the yesdev happy.

  76. 2 years ago
    Anonymous

    One thing that really helps is having a small little demo every month and record it and upload it on a YouTube gamedev channel.
    I work on my game for about a month and whatever progress I have I record and upload it. Helps me keep focus and also there's a nice history of how far I've gone.

    • 2 years ago
      Anonymous

      That's cool. I like seeing how games change during development.

      • 2 years ago
        Anonymous

        Yeah, someday I'd like to have this game completed and then it'd be nice just to see the earlier videos and see the huge amount of progress done.

  77. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      Whoa, is that a 3D RPGM game?

      • 2 years ago
        Anonymous

        Yes

    • 2 years ago
      Anonymous

      >Fatcopper
      >used to make Pigiron
      hehhh

  78. 2 years ago
    Anonymous

    I do

    • 2 years ago
      Anonymous
      • 2 years ago
        Anonymous
    • 2 years ago
      Anonymous

      >no red paint or nav markers
      h-how will i know where to go???

    • 2 years ago
      Anonymous

      Trippy, what is it

      • 2 years ago
        Anonymous

        It's my first game so not very ambitious in terms of mechanics
        The goal is to climb a super high tower by jumping in first person view, physics are similar to CS (it's inspired by KZ maps).
        There will be also lots of stuff to explore in the tower, shortcuts and subtle lore
        If you fall you have to climb again
        Not sure how the labyrinth will interact with the tower yet, the idea is that the higher you go in the tower, the highest are the chances for you to fall in the labyrinth, but I want it to be a little more than this

        • 2 years ago
          Anonymous

          Very surreal idea, gives me some Borges vibes. Interesting though.

          • 2 years ago
            Anonymous

            Have never read Borges, I'll check it out thanks

            • 2 years ago
              Anonymous

              Oh cool, I didn't think I would get anyone to read Borges here. My favorite stories by him are The Aleph and the Library of Babel.

        • 2 years ago
          Anonymous

          Reminds me of Mirror's Edge
          You can add tricks like certain areas are lighted or things are red to show the player where you want them to go next.

  79. 2 years ago
    Anonymous

    Yes, I'm working on twine game.

  80. 2 years ago
    Todd howard

    Gamebryo engine is better

  81. 2 years ago
    Anonymous

    Hey, does GameMaker only use low-rez pixel art? I haven't picked it up, yet, but I would prefer to just draw everything.

    • 2 years ago
      Anonymous

      No, what you draw is what will be on your screen.

  82. 2 years ago
    Anonymous

    Holy shit, why there is an "A" before many english words and sometimes it's "THE" and sometimes it's fricking nothing. What A moronic language.

    • 2 years ago
      Anonymous

      Plurality, dude. Woah.

    • 2 years ago
      Anonymous

      A is mostly when its a vague thing.
      "There is A dog but it's not the one we're looking for"
      and The is for more specific items
      "There is The dog we're looking for"

      • 2 years ago
        Anonymous

        It's just dealing with quantities, as well as known or unknown quantities.
        >only 1 exists: the
        >more than 1, probably: a

  83. 2 years ago
    Anonymous

    I started my autism dream project, a text based management sim set in the battletech universe. I busted out a UI and am now working on character generation.

    • 2 years ago
      Anonymous

      >sci-fi management game
      You. I like you.

      I'm doing an X-COM, but realtime with pause. Base building happens on a tactical map and units run around being whiny and demanding when they're not on a mission.
      Looking forward to working on the geoscape, but starting with tactics first.

  84. 2 years ago
    Anonymous

    >bloatreal
    >bloatity
    >gamebloater studio

    The only reason you would need any if these is if you're trying to make a complex 3D game with a small team, on which case you pick Unreal. Otherwise you make your own game from scratch which will save both on memory and performance. And no, this doesn't mean you make a whole fricking engine on scratch, you make a game and add what you need.

    • 2 years ago
      Anonymous

      >just roll your own bro
      >but not like, "your own" your own, you know?
      That's why Godot is nice. Anything you'd want to add to SDL you can turn into a Godot module or find an equivalent in some repo.

      • 2 years ago
        Anonymous

        Godot is the only good engine cause its light weight and open source so you just change what you want to change. No bloat, pure control.

        • 2 years ago
          Anonymous

          Better than just open source, it's entirely modular. If there's anything you don't like you can just yank it out and all systems are clearly labeled and distinct. One of the rare instances of free software done right.

          The only thing I don't like is that I'm having to integrate EnTT into everything myself. It's hard to decide where an ECS should begin and end in Godot's architecture, and by comparison, Unity's DOTS "just works".
          Frick dealing with everything else about Unity though.

        • 2 years ago
          Anonymous

          Better than just open source, it's entirely modular. If there's anything you don't like you can just yank it out and all systems are clearly labeled and distinct. One of the rare instances of free software done right.

          The only thing I don't like is that I'm having to integrate EnTT into everything myself. It's hard to decide where an ECS should begin and end in Godot's architecture, and by comparison, Unity's DOTS "just works".
          Frick dealing with everything else about Unity though.

          I don't really get it though. Are you hurting on hard drive space? Sure, UE is XX GB but so what? You just install it once. And SSDs are cheap. As a developer, your PC specs should be pretty damn good anyways.
          This open source crap I also don't get. Yeah you can build and edit from scratch, but would you really want to? As a hobbyist gamedev I have plenty on my plate already. I don't want to figure out that game engine stuff. Not only that, the majority of us would never ever really need to edit the game engine source anyways.

          • 2 years ago
            Anonymous

            If there's nothing about Unity or Unreal that irks you, there's no reason to use anything else, is there? No need to be frustrated about what's been said if you're happy with what's been working for you.

            But if or when at some point in future, you do happen across something both undesirable and insurmountable concerning those engines, you might see open source alternatives differently.

            Having been to that point, I've learned to work with lean platforms. I find that bloat really does get in the way when I don't need it and even imposes unwanted compromises when it's inflexible. This is probably not a universal experience between indie devs, so I'm not going to tell you to think that way, but I'm more than happy to tell anyone that Godot is a no-compromise solution.

          • 2 years ago
            Anonymous

            WTF

  85. 2 years ago
    Anonymous

    Getting there

  86. 2 years ago
    Anonymous

    How do I make music for game?

    • 2 years ago
      Anonymous

      https://1bitdragon.com/

      • 2 years ago
        Anonymous

        FruityLoops

  87. 2 years ago
    Anonymous

    I've been working on an NES game and have realized it's hard to cram art down to a 16x16 grid of pixels that use only three different colors. I hope that what I've learned will transfer over the SNES one day.

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