You are working on it right anoon?

You are working on it right anoon?

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  1. 3 weeks ago
    Anonymous

    No I gave up but at least learned enough /3/shit to keep picking side gigs, I'm so close to being able to quit my fricking main job. Maybe after that I'll be able to return to it if things keep ramping up as they have been.

  2. 3 weeks ago
    Anonymous

    i added girl touching mechanics in addition to girl inspection mechanics

    • 3 weeks ago
      Anonymous

      can you add a mechanic where you lift her skirt flap and inspect her camel toe?

      • 3 weeks ago
        Anonymous

        the skirt will be flippable. also im adding a mechanic where if you abuse her too much she kills you (unless u married her) and you get a game over.

        • 3 weeks ago
          Anonymous

          Kino

    • 3 weeks ago
      Anonymous

      What engine do you use anon? Unity?

      • 3 weeks ago
        Anonymous

        unreal

        • 3 weeks ago
          Anonymous

          Un-fricking-real

          What engine is this?

          Looks like unity based on the pawns.

    • 3 weeks ago
      Anonymous

      Same, except I added a way to drag and strip the clothes off

      • 3 weeks ago
        Anonymous

        I thought I was going mad when I saw your game and asked myself “Is that fricking Codename: Kids Next Door?”

        • 3 weeks ago
          Anonymous

          What if it was?

          • 3 weeks ago
            Anonymous

            I liked the show when it aired and I wasn’t expecting someone to make a fan game based on it.

      • 3 weeks ago
        Anonymous

        I hadn't seen you in a while.
        Then again, I usually post oon /agdg/

      • 3 weeks ago
        Anonymous

        you have no idea how hard i have to fight to keep myself to core tasks that move me towards a viable finished game and not spend weeks going off to make elaborate rigs and cloth simulations (it's a lot of work to do undressing in 3d) to make it so you can undress my girls like this lol.

        • 3 weeks ago
          Anonymous

          I just do whatever makes me happy at the time and work on moronic shit that doesn't matter and never release instead

          Yes, I could work on my core, but I could also make a little funny slot machine that goes br br br and makes a funny noise and gives you an item

      • 3 weeks ago
        Anonymous

        Nice. See you in 3 days, brave soul.

        Very cute.

        Thanks!

      • 3 weeks ago
        Anonymous

        I will now play your game.

    • 3 weeks ago
      Anonymous

      Same, except I added a way to drag and strip the clothes off

      God's work.

  3. 3 weeks ago
    Anonymous

    Yeah, working on my dialogue system.

  4. 3 weeks ago
    Anonymous

    learning my 3d asset workflow, trying to evolve my art style to be something unique and not just realism slop by baking 3mil tris into 100k.

    Any anons got any ideas for a comfy but unique art style for games?

    • 3 weeks ago
      Anonymous

      Honestly, as much as I am against AI slop, I think generating random images and kind of brainstorming an artstyle is a really good way to explore exactly what you're asking for.

      • 3 weeks ago
        Anonymous

        Achieving a consistent and unique artstyle that's viable for a videogame is next to impossible
        it's a very advance stage

        My approach to it is just experiment with diff approaches, I strongly factor in stuff like time constraints and resources/skills since i am a solo generalist

        currently preparing a UV unwrap hero char to test ps1 style images with some sort of pixelation techniques to make a hybrid image-ps1 style with handpainting. Plug those b***hes into my engine and apply post processing, lighting/shadows to build atmosphere

        Once im done my main character I will animate him and go forward creating guns/tools and other items/mechanics on a testbed level. using those pieces to further evolve an art style that should (weirdly) coincide with the feel of the actual gameplay.

        Im autistic and artistic, what can go wrong

        I like
        anons idea with AI images and using that, interesting idea

    • 3 weeks ago
      Anonymous

      Achieving a consistent and unique artstyle that's viable for a videogame is next to impossible
      it's a very advance stage

  5. 3 weeks ago
    Anonymous

    I’m pretty much done with Minister Shen’s AI and he has become my most favorite character to fight. Now I just need to finish the rest of the tutorial: I have a preliminary script going and have made a design for the animated training dummies.
    More updates to follow.

  6. 3 weeks ago
    Anonymous

    What is the best free or cheap software for good old-school texture painting? I don't want to paint on flat UV, I want to paint directly on models, but I hate Blender's projection from camera. I have Armory Paint but there's a weird stutter between strokes I can't fix when using custom brushes.

  7. 3 weeks ago
    Anonymous

    Coming out this summer

    • 3 weeks ago
      Anonymous

      what do you do before publishing?

  8. 3 weeks ago
    Anonymous

    still drawing the character's model sheet to begin modeling s-soon haha

  9. 3 weeks ago
    Anonymous

    yep. got it alll in my head

  10. 3 weeks ago
    Anonymous

    I don't have one I'm working on but I started doing tutorials this year. I have an idea for a game I hope to start working on by at least September but I still have some reading to do and want to make some very simple games just for the experience of making something first.

  11. 3 weeks ago
    Anonymous

    I'm mostly going to make assets and write some stuff up today so I don't have to deal with it later. Afterwards I'm probably going to have to add some stuff to one thing, and then figuring out a good way to use some graphical assets I bought to make a game around them.

  12. 3 weeks ago
    Anonymous

    trying to redraw the Elf Queen again...
    (Only sketching)

    • 3 weeks ago
      Anonymous

      >troonyslop
      not interested in your game

      • 3 weeks ago
        Anonymous

        I'm pretty sure that's a futa, not a troony.

      • 3 weeks ago
        Anonymous

        >troonykino
        interested in your game

        Not a troony. The Elf was born a woman, she's just cursed with magic.

    • 3 weeks ago
      Anonymous

      >troonykino
      interested in your game

    • 3 weeks ago
      Anonymous

      you will never look like this

      • 3 weeks ago
        Anonymous

        and I have no desire to change my gender. I'm a man and I'll stay a man.

    • 3 weeks ago
      Anonymous

      you should give it more detail

      • 3 weeks ago
        Anonymous

        only the detail to tongue it.
        https://files.catbox.moe/leqgyn.png

      • 3 weeks ago
        Anonymous
      • 3 weeks ago
        Anonymous

        have a nice day troony

    • 3 weeks ago
      Anonymous
    • 3 weeks ago
      Anonymous

      MARICÓN AMUJERAO POCO HOMBRE

    • 3 weeks ago
      Anonymous

      I've made another attack animation.

      I do like how you draw the expressions on your character but I'm prob not gonna play your game since I dislike futa

      Same, except I added a way to drag and strip the clothes off

      Godspeed man, the interactions add a lot and it looks pretty intuitive.

      • 3 weeks ago
        Anonymous

        Didn't realize you browsed these threads. The game was pretty lacking last time I played but thought those attack animations were dope and so is this new one.

    • 3 weeks ago
      Anonymous

      no, I'm decided to rewatch Initial D first stage again instead of working on it.

  13. 3 weeks ago
    Anonymous

    You think using png assets on 3d environment looks lazy? You know, the ones that are always facing towards the camera. Doing 3d models seems like too much work.

    • 3 weeks ago
      Anonymous

      I'm redoing some part of my physics engine that I have been ignoring for too long.
      It's doing relatively for now, which mean shit probably gonna start exploding at random and I will have to rollback everything.
      Again.

      Populous 3 and a bunch of old 3D games where doing - alongside a lot of modern game for very far LOD (called literally "impostors").
      If it's done well it's perfectly fine.

      • 3 weeks ago
        Anonymous

        Are you making your own rts engine?

        • 3 weeks ago
          Anonymous

          Sorta.
          It's Unity, but using an obscure API and many layers of autism over it for rendering, with a fully homemade physics engine because the available ones either don't handle 30k+ soldiers too well or refuse to be bound on non-unity objects.
          I'm currently doing a bottom-to-top pass over everything to get it a bit more clean and presentable. Video related is a semi-old one.

          • 3 weeks ago
            Anonymous

            Damn. Last time I tried making RTS, I was struggling with 30 units... my goal was about 100-200 though. Tried making Dawn of War 2 clone. Biggest bottle neck was pathfinding. How does this work? Flowfields? That's the answer I always see people mention.

            • 3 weeks ago
              Anonymous

              >Tried making Dawn of War 2 clone
              My project is roughly "Dawn of War 1 but with Total War's squad size, and silly instead of grimdark".

              >Flowfields?
              Yeah, pretty much the only possible answer with that many paths to process.
              Right now it's only a static flowfield map telling them which cardinal direction are allowed, and a basic "if you encounter something hard, walk perpendicular to it" - which is 3/4 of ol' PacMan's pathfinding. Tempted to fully finish it, but I'm probably just gonna upgrade straight to dynamic flowfield maps, since I already have a working prototype for it on another project.

              First I need to solve my physics engine's tendency to let stuff nudge itself in between 2 "perfectly joined" colliders tho.

              • 3 weeks ago
                Anonymous

                Mine game was Dawn of War 2 campaign to be exact.

                How does one go about doing flowfields?
                I get that you do breadth-first search algorithm but how do you make it work for when you need multiple paths? In my head, it immediately breaks if you have two groups moving to different places.

              • 3 weeks ago
                Anonymous

                >In my head, it immediately breaks if you have two groups moving to different places.
                It does.
                You need to save each generated flowfield separately, and have your squad/unit keep track of which one is "their" map.

              • 3 weeks ago
                Anonymous

                Hmm. So I would have to generate new flowfield layer per target location? Do I have to pre-calculate the whole map everytime?

              • 3 weeks ago
                Anonymous

                >So I would have to generate new flowfield layer per target location?
                Yep.
                >Do I have to pre-calculate the whole map everytime?
                Haven't checked that for now. Half the point of flowfields is that you calculate them once and then never have to worry about that position again for anyone (unless you need to make space in RAM).
                Not processing the entire map would severely limit re-usage, or require a way to "restart" the processing in a specific direction. Probably a bunch of heuristic on the net that do exactly that with various degree of performance savings, but I won't look into it unless calculating new flowfields happen often enough and slow enough that complexifying the thing for performance become worth the headache.
                The dynamic flowfield prototype I made long ago had no performance impact IIRC, although I do am on much tighter CPU budget with this one so who know.

              • 3 weeks ago
                Anonymous

                I have one big advantage that my game is singleplayer so I can approach this asymmetrically.

                Flowields are just so daunting to me but perhaps I may be able to get away with just 4 cpu calculated flowfields since player controls 4 squads and the enemy really only needs to target those. player units can be on classic Astar.

              • 3 weeks ago
                Anonymous

                >Flowields are just so daunting to me
                Anon, Micromachine on the NES was using flowfields to keep its AI cars on the track.
                The technique isn't some dark magic, although it can look like it from the outside: https://www.youtube.com/watch?v=1R7W8LVvegk

              • 3 weeks ago
                Anonymous

                Well, the dynamic flow maps are scary to me. Static ones are trivial. You just make a normal map pic of the level and drive the npcs by sampling that texture. You can make that in photoshop.

    • 3 weeks ago
      Anonymous

      Good enough for Pillars of Eternity and Kingmaker? Good enough for you. Big boi studios can do it, so can small fry like us. Just make it look good.

  14. 3 weeks ago
    Anonymous

    The training room as it stands. Here you can see the metallic training dummies used by the Dragons. With the help of energy, the Minister can bring life into the dummies and make them serve as somewhat unintelligent sparring partners for newcomers to engage.

    • 3 weeks ago
      Anonymous

      You really nailed that "early 90's gaming magazine screenshot" filter.
      Neat.

      • 3 weeks ago
        Anonymous

        Filter? I just took a picture of the screen with a camera.
        Also here’s a gif of the Minister in action.

        • 3 weeks ago
          Anonymous

          > I just took a picture of the screen with a camera.
          Well, that's how they were doing it back then too, and it showed hard sometimes.
          Some game reviews had screenshots that were impossible to make sense of, either from over or underexposure - with the average being what you posted, including the weird-ass outline artifacts.

          • 3 weeks ago
            Anonymous

            Huh, neat. I wasn’t even trying to replicate that whole thing; it’s just annoying for me to grab a high quality screenshot and transfer it to my posting medium of choice, especially since Windows loves to wash out the colors.

  15. 3 weeks ago
    Anonymous

    I've been spending so much time in these threads, I thought you wrote 'You are working on it, right fygoons?'

    I made the sound effects for one of the levels last night, and I'm setting them up in Unity tonight.

    Do any of you Unity anons know if there's a native way in Unity to have audio loop with an internal crossfade? As far as I can tell, Unity itself does not do any kind of automatic crossfade on loop, so I have these annoying pops/clicks when tracks loop and it pisses me off.

  16. 3 weeks ago
    Anonymous

    got the foundations for trapped doors working a few days back, just started on a second pass on the enemies/combat

    • 3 weeks ago
      Anonymous

      Don't forget to ask /tg/ for moronic trap ideas.
      They love this shit.

      • 3 weeks ago
        Anonymous

        unironically might do that, as the list of trap ideas I have rn is a little uninspired

    • 3 weeks ago
      Anonymous

      damn anon thats fricking cool as frick! how does that work?

      • 3 weeks ago
        Anonymous

        if you mean how the traps work, I've only made one 'test' trap to make sure the system is working. so that was mostly just about exposing the correct systems and callbacks to the scripting/lua engine. was a b***h to get working in a multiplayer setting. they can then be attached to entities (doors, chests, etc) with a random chance of triggering (or getting discovered with a good perception check). you can then attempt to disarm it if it's discovered

    • 3 weeks ago
      Anonymous

      What engine is this?

    • 3 weeks ago
      Anonymous

      got done with the first pass on enemies/combat. You can kill them and they can kill you, so it’s a good start.

      What engine is this?

      It’s a bit ambiguous, the ‘engine’ core is a vanilla c# project with a lua based scripting backend and json/cvs metadata handling. For the first few months the rendering was just done in a console type interface (almost like an MUD) and it used SignalR for networking.

      In recent times I’ve started “porting” it to Unity as a shell, since the engine outputs hooks that I can then use in unity for rendering. (one of the reasons there is no animation when the pawns move is because I never need that for the console renderer) and ofc the more time goes on, the more invested in Unity I become, just because that’s where all the prefabs, particles, UI, etc are created. I’ve also tried switching over to their Netcode systems so that I don’t have to deal with NAT/Relay server bullshit.

      I’m not 100% sure I’m gonna stay in Unity, but as things are now the pros outweigh the cons.

      • 3 weeks ago
        Anonymous

        you know what would be super elegant?
        You open a door, the tiles fall down and then the enemies sprout upwards or are assembled.

        • 3 weeks ago
          Anonymous

          I don't I fully understand the vision you have here, but any ideas on how to spawn in the enemies in a cool/elegant way is welcome. because I have to idea how I'm gonna do it atm

          • 3 weeks ago
            Anonymous

            scale the enemies down to 0 on spawn and after the last tile is done falling, slowly lerp from 0 to 1 over a second. You can add a particle effect as well to symbolize materialization.

            Worst case, make a post process material that has a seen and unseen mode and lerp between them using the z axis with WPO going upwards from 1 to 0.

            This is in unreal but the shader math is the same in all engines including unity.

            • 3 weeks ago
              Anonymous

              interesting, I'm saving this post for when I do a pass on the visuals

  17. 3 weeks ago
    Anonymous

    Yeah, daily. I added a basic enemy, health, damage, etc. I also added tilting your character model into your turn, which gets more drastic the faster you are going. Gonna make a test level soon.

    • 3 weeks ago
      Anonymous

      looking nice dude! that movement is sick

  18. 3 weeks ago
    Anonymous

    what engine do i use to create a pokemon-like game from scratch? it will be top-down, pixel-art styled, and have grid-based movement obviously

    • 3 weeks ago
      Anonymous

      probably rpg maker, it wont be perfect though

    • 3 weeks ago
      Anonymous

      You make a romhack.

  19. 3 weeks ago
    Anonymous

    Sometimes I wish I could dedicate all of my time to Fygoon and his friends, but they don’t pay my bills.

  20. 3 weeks ago
    Anonymous

    Yes, you can play my demo here https://panic-ok.itch.io/panic-floor
    Or wishlist it on steamhttps://store.steampowered.com/app/1971670/Panic_Floor/

    • 3 weeks ago
      Anonymous

      I cant edit the files? how will i make her naked??

    • 3 weeks ago
      Anonymous

      anon, what the frick is this?

      • 3 weeks ago
        Anonymous

        ... appeal?

        • 3 weeks ago
          Anonymous

          there is no doubt you are south american

      • 3 weeks ago
        Anonymous

        It was a joke game I did for fun. I might delist it from steam if I decide to take gamedev serious though.

        • 3 weeks ago
          Anonymous
  21. 3 weeks ago
    Anonymous

    I've been playing Abiotic Factor and I find the level design fascinating. It is overwhelming at times. I got lost exploring new areas but quickly adapted to enjoying the feeling. Also going back to find where you are supposed to go or do is intuitive.

    I think it has an element a lot of games are missing and I think it can be explored and improved on.

  22. 3 weeks ago
    Anonymous

    Grinding leetcode rn.
    Not technically gamedev, but if it helps me get better at programming it should jopefully help in the long run

  23. 3 weeks ago
    Anonymous

    my wave function collapse stuff is just working
    kiddin, i haven't implemented the main algorythm yet but iwas just testing

  24. 3 weeks ago
    Anonymous

    >open world mdk but fantasy game

    • 3 weeks ago
      Anonymous

      Is this Gwimbly 3?

      • 3 weeks ago
        Anonymous

        Did they even make a Gwimbly 2?

  25. 3 weeks ago
    Anonymous

    No, I got a real job as a C++ developer instead.

  26. 3 weeks ago
    Anonymous

    Trying to model low-poly humans isn't going so well, so I might go for a Goemon 64 aesthetic instead.

    • 3 weeks ago
      Anonymous

      Buy existing low poly humans and edit them.

    • 3 weeks ago
      Anonymous

      and here it is.
      I'm quite new to 3D modelling so please don't bully.

      • 3 weeks ago
        Anonymous
  27. 3 weeks ago
    Anonymous

    Just started writing a draft for my visual novel... A long way to go.

    • 3 weeks ago
      Anonymous

      Ok

  28. 3 weeks ago
    Anonymous

    a new hand touches the beacon!

    • 3 weeks ago
      Anonymous

      The journey of a lifetime begins with but a small step.

      • 3 weeks ago
        Anonymous

        I love you, Fygoon bro

        • 3 weeks ago
          Anonymous

          Thanks, mayng. I wish you the best of luck on your endeavors.

  29. 3 weeks ago
    Anonymous

    after drawing the collage for the last agdg demo day ive started to get back into drawing and have been working on some of concept art/characters for my game

    • 3 weeks ago
      Anonymous

      >agdg
      go back there and stay there

      • 3 weeks ago
        Anonymous

        naw i need some fresh air

        these look great anon

        thanks bud, gonna start story boarding things out soon.

      • 3 weeks ago
        Anonymous

        Please let us stay, the schizo is having hourly meltdowns about underspace and the progress doesn't exist

        • 3 weeks ago
          Anonymous

          I can attest to that: in the time I invaded, aggy daggy was a near complete shithole, save a few normal people.

          • 3 weeks ago
            Anonymous

            Two gay morons fighting. Also lel you were so outclassed by other schizos you didn't get the attention you wanted

            • 3 weeks ago
              Anonymous

              Tell me about it. It was Joever Fygoon before it even began.

    • 3 weeks ago
      Anonymous

      these look great anon

    • 3 weeks ago
      Anonymous

      Very nice.

  30. 3 weeks ago
    Anonymous

    What do you mean ?

    > custom engine ?
    yeah

    > a game ?
    somewhat

    > those picrel engines ?
    meh, depends.

  31. 3 weeks ago
    Anonymous

    My game will use AI voice acting. And if you got a problem with that, give me 500k USD and I will change it right away.

  32. 3 weeks ago
    Anonymous

    any good place to get free 3D character animations besides mixamo?
    specifically looking for rifle and handgun animations

    • 3 weeks ago
      Anonymous

      This isn't exactly what you're looking for, but if you're willing or able to edit them a bit, you can use Rokoko Studio to capture animation data off videos. I tried it, it's kind of shit but it can help skip the blocking stage of the animation otherwise.

      You could also try to steal animations from Gamebanana mods and hope nobody notices

  33. 3 weeks ago
    Anonymous

    Once the current project is done and fixing some stuff, I'll sit down and start learning some more stuff

  34. 3 weeks ago
    Anonymous

    I wonder why that one guy asked for the female vidya characters we made.

    • 3 weeks ago
      Anonymous

      Inspiration, maybe. It's also just fun to see what anons are working on.

      • 3 weeks ago
        Anonymous

        I guess. It’s just a peculiar thing to ask out of the blue.

    • 3 weeks ago
      Anonymous

      Not that guy, but post your female characters anyways.

      • 3 weeks ago
        Anonymous

        Here you go.

        • 3 weeks ago
          Anonymous

          Nice snake breasts. Anyone else wanna join in on posting girls?

          • 3 weeks ago
            Anonymous

            Belinda the Ageless One (Ms. Snake breasts) is an ancient being, whose age is only surpassed by a secret collective of primordial wizards that are rumored to remember what the world was like prior to Anno Ignistempestate. Drillzors can live for thousands of years and can even learn to speak, but their lifespan in the wild is only about 15 years due to how violent they are with one another.

    • 3 weeks ago
      Anonymous

      They outright said it was to draw porn

      • 3 weeks ago
        Anonymous

        Oh.

        • 3 weeks ago
          Anonymous

          Don't tell me you're one of those puritan zoomers

          • 3 weeks ago
            Anonymous

            I used to be back when I was in elementary school, but, as I grew older, I realized that there’s no point in stopping people from doing what they wish with my characters. What am I supposed to do, file a cease and desist? Please…

            • 3 weeks ago
              Anonymous

              Why are zoomers so puritanical?

              • 3 weeks ago
                Anonymous

                My guess sex ed teachers go a bit too hard and the message little shits get is "NO, BAD. THIS FORBIDDEN, NO!! STOP!!!" instead of "use a fricking condom"

              • 3 weeks ago
                Anonymous

                This was a thing in my days and I'm a millenial.
                The approach back then was simply
                >sex = bad
                >sex = baby
                >sex = STDs
                >baby = your life is over
                >STDs = life of pain and suffering
                The problem is that it scared some people completely off of sex and I know several girls that were traumatized into believe childbirth is deadly and massively painful. It isn't either of those.

                I guess it didn't get any better with time.
                I decided to take over teaching my kids about relationships and such so they avoid these stupid messages.

              • 3 weeks ago
                Anonymous

                Keep in mind zoomers are much more easily influenced. Plus they have all the neo-puritan white knight morons on social media sites telling them their sexuality is evil.

              • 3 weeks ago
                Anonymous

                >life of pain and suffering
                Depends on the STD i guess, one guy in my company got gonorrhea fricking a prostitute and his dick turned into a cauliflower. Dont know if it's a permanent thing but i wouldn't even want it for an hour.

              • 3 weeks ago
                Anonymous

                yeah but they didn't discriminate or explain anything.
                As a kid, I thought they would come out of thin air!
                The approach is "let's make them scared enough they will deny it until they wise up."
                the problem is a lot of them didn't wise up at all.

              • 3 weeks ago
                Anonymous

                The message they get is "troon out and be a homosexual because Christians are bad!", actually.

              • 3 weeks ago
                Anonymous

                I just said I used to be. Now I have no reservations against people making pornography especially because I made some demented drawings of my own. “Let he who is without sin cast the first stone,” Christ once said, and because of that I cast no stones.
                As for why I had those ideations when I was younger, it was because I didn’t want people to defile my work. Now, I see it as an honor: someone found my work attractive enough that they make art of it.

              • 3 weeks ago
                Anonymous

                Older zoomers were teens during drumf and wanted to be counter culture, became trad. Younger ones were taught at a young age that any attraction to women is sexual harassment during #MeToo by their millennial parents. Plus a general overcorrection from the influx of e-girl and shadman memes around 2017-18.

  35. 3 weeks ago
    Anonymous

    I make car

    • 3 weeks ago
      Anonymous

      Would drive in

      i always get so interested in learning gamemaker because of all the games i like that are made with it, but at the same time i wanna learn godot because... it just looks cool, idk even though the only game i remember was made with it was cruelty squad (high kino). game development just looks so cool i get so confused.

      Game maker is good, but it has become pretty pricey for what it is. The Original one was free and you paid to be able to export. Gamemaker 2 you have to pay monthly and pay extra to export to certain options. Godot is fully free and different versions exist for better exporting to consoles.

  36. 3 weeks ago
    Anonymous

    i always get so interested in learning gamemaker because of all the games i like that are made with it, but at the same time i wanna learn godot because... it just looks cool, idk even though the only game i remember was made with it was cruelty squad (high kino). game development just looks so cool i get so confused.

  37. 3 weeks ago
    Anonymous

    Just some rough sketching of the main character.

    • 3 weeks ago
      Anonymous

      Very cute.

  38. 3 weeks ago
    Anonymous

    What is a good field to specialize in? Coding seems to be in danger with AI so should I focus on art or modeling?

    • 3 weeks ago
      Anonymous

      Anon, art & modeling are way closer to being replaced by AIs.
      Despite the online meme, ChatGPT only shit out pajeet-tier code that still need a human who know the "correct" answer to tard-wrangle it into shitting something that actually compile.

      • 3 weeks ago
        Anonymous

        What is a good field to specialize in? Coding seems to be in danger with AI so should I focus on art or modeling?

        neither coding nor art/modeling are in any "danger".
        AI can make guesses that are statistically close but they cannot realize your entire vision.
        Try out any image generator. Imagine something specific. See if it can ever do it to a tee based on what you are thinking of. It cannot. It can only approximate.
        AI is good for automation or for some things in particular but it cannot replace an entire field.
        If you really want big $$, get into animations (2d and 3d).

        • 3 weeks ago
          Anonymous

          >If you really want big $$, get into animations (2d and 3d).
          I am looking to join an indie team in the future so this is the way to go?

  39. 3 weeks ago
    Anonymous

    making a pause menu; thinking of animating it to have a scroll go up and then opening and then change the alpha of the text from 0 to 1 over a second.

  40. 3 weeks ago
    Anonymous

    Would anyone have any recommendations on literature concerning how to design medieval interiors? I want the interiors of Fortress Fygoon to look a little less empty but I don’t know where to begin aside from Dune and whatever’s available on Wikipedia.

  41. 3 weeks ago
    Anonymous

    Yeah; the game is coming together on its own. I designed the achievements and I think I am getting a Rockstar game.

  42. 3 weeks ago
    Anonymous

    Implemented the status screen as well as the side bar inspired by Baldur's Gate 1 & 2.

  43. 3 weeks ago
    Anonymous

    deliberately making my placeholders ugly so I want to replace them ASAP

    • 3 weeks ago
      Anonymous

      how do you do your bullets? Bullet Hell bullets have always perplexed me

      • 3 weeks ago
        Anonymous

        The better optimized way of doing it is to use object pooling
        I just go through a manager that handles spawning, and only deletes N bullets/frame, which is enough to not tank the performance

        The behavior of the bullets is a mix between functions in the bullet node (speed, acceleration, rotation), optional nodes added to the bullets (bouncing on edges,homing), or further scripting in the node that spawns the bullets (popping the big bullets into smaller ones)

      • 3 weeks ago
        Anonymous

        The better optimized way of doing it is to use object pooling
        I just go through a manager that handles spawning, and only deletes N bullets/frame, which is enough to not tank the performance

        The behavior of the bullets is a mix between functions in the bullet node (speed, acceleration, rotation), optional nodes added to the bullets (bouncing on edges,homing), or further scripting in the node that spawns the bullets (popping the big bullets into smaller ones)

        the best way is to use instancing and tags and in your player character when it overlaps or hits one of the instances with the tag, perform damage event and delete instance.
        This is by far the most CPU and GPU efficient way there is.

        • 3 weeks ago
          Anonymous

          Not him, but are you implying you're not pooling your bullets? Or was that what you were referring to by instancing? Godot has all these special snowflake names for normal stuff you see everywhere so I can't tell. But yeah if you're not pooling and reusing bullet objects, you definitely should be.

          • 3 weeks ago
            Anonymous

            I am not using Godot, I'm using Unreal and it has auto-instancing for meshes.
            Pooling means you have a pool of objects with a set limit and you typically produce them as separate calls for both CPU and GPU on the screen. When you reach the max limit, it recycles and attempts at avoiding destruction to prevent garbage collection.
            This is super outdated by many standards.

            In unreal, you can go about it in a few ways: make a bullet class and spam it and hope you don't reach a hard limit.
            You can also pool it like you described.
            Or you can do something called instancing which just has 1 class creating several thousand objects without impacting either CPU or GPU. By doing so you can have as many meshes or even sprites on screen and it will only have an impact based on the texture load. Add a tag and let your main character do the job.

            This gets away from classes and more into metadata and tags. Have 1 class deal with it instead of 1 class dealing with several hundreds.

            • 3 weeks ago
              Anonymous

              Ahh, I misunderstood, my bad. Yeah that technique is definitely the fastest way to get it done. You replied to someone using Godot and I assumed you were still talking about it. I'm not sure if Godot has a good setup for that currently. Unity's setup for it is kinda lol, frankly unfinished.

          • 3 weeks ago
            Anonymous

            Yeah I was thinking about pooling when I started but I got lazy and my current method works ok

            I double checked the perf hit from spawning and it seems like it's mostly because of the large amount of colliders in one spot as the framerate goes back up once they spread out, I'll have to see if I can deal with that in one way or another

            But so far, my stupid method works good enough for me to not have any issues making normal gameplay, so I'd rather focus on the rest of the game

            [...]
            the best way is to use instancing and tags and in your player character when it overlaps or hits one of the instances with the tag, perform damage event and delete instance.
            This is by far the most CPU and GPU efficient way there is.

            I am not using Godot, I'm using Unreal and it has auto-instancing for meshes.
            Pooling means you have a pool of objects with a set limit and you typically produce them as separate calls for both CPU and GPU on the screen. When you reach the max limit, it recycles and attempts at avoiding destruction to prevent garbage collection.
            This is super outdated by many standards.

            In unreal, you can go about it in a few ways: make a bullet class and spam it and hope you don't reach a hard limit.
            You can also pool it like you described.
            Or you can do something called instancing which just has 1 class creating several thousand objects without impacting either CPU or GPU. By doing so you can have as many meshes or even sprites on screen and it will only have an impact based on the texture load. Add a tag and let your main character do the job.

            This gets away from classes and more into metadata and tags. Have 1 class deal with it instead of 1 class dealing with several hundreds.

            I don't think godot has anything like that natively

            • 3 weeks ago
              Anonymous

              Are the bullets area colliders? Did you turn off monitoring on the bullets so the only thing checking for collision with them is the player?

              • 3 weeks ago
                Anonymous

                No they're kinematic bodies, and using move and collide which just performs terribly (dont ask me why i did that)
                If I disable the kinematic collider, just add to the position, add an area2D and set it only to monitorable, I get a fraction of the perf hit in the same conditions

                I'll need to rewrite it properly but this sets me on the right track, thanks anon

            • 3 weeks ago
              Anonymous

              Pulling is pretty trivial. The main reason you would do it is so that you can move memory allocations/deallocations to someplace better for it, like a loading screen. Of course, doing it the way that the other anon suggested is way better, but support for it is also less common.

          • 3 weeks ago
            Anonymous

            godot's developers specifically say you should never use pooling with godot.

            • 3 weeks ago
              Anonymous

              That seems strange. Why is that?

              • 3 weeks ago
                Anonymous
              • 3 weeks ago
                Anonymous

                what if I use c#?

              • 3 weeks ago
                Anonymous

                idk i use c# too but I don't pool

              • 3 weeks ago
                Anonymous

                >allocating/freeing scenes/classes is fast
                >there is no garbage collector

                Considering that even Unreal uses garbage collection, this is complete bullshit and settles my doubts about Godot even more.

              • 3 weeks ago
                Anonymous

                That still sounds strange even without the garbage collector thing, as one of the main reasons to do it is to control when you're loading and unloading memory regardless of if there's a garbage collector or not. "It's fast so don't worry about it" sounds very irresponsible.

              • 3 weeks ago
                Anonymous

                >no garbage collector
                the frick? is GDScript not a memory managed language?

  44. 3 weeks ago
    Anonymous

    >Biggest thing I've tackled is code base
    >Only have a few set pieces and a script together
    >Can't explain it without going 'it's like x but x' or making the thing. (It's like the weird part of Twin Peaks but generic walking sim 9000)
    I need to stop playing Hunt: Showdown and put the demo together

    • 3 weeks ago
      Anonymous

      >the weird part of Twin Peaks but generic walking sim 9000
      sovl

  45. 3 weeks ago
    Anonymous

    >decide to implement a side system for short text adventures
    >"I should probably write a parser and have the adventures in jsons or something"
    >naaah, frick it, I'll just hardcode it, quicker and easier
    >but it should be at least somewhat reusable, I guess
    >fast forward a day and I now have a massive plate of overcomplicated spaghetti signaling back and forth
    I am moronic.

  46. 3 weeks ago
    Anonymous

    After 10 years of coding, I seem to be getting worse at it instead of better. I'm trying to make an engine that allows people to SPECIFICALLY only make 2d topdown massively multiplayer games. If you've heard of BYOND, basically BYOND 2.0, but fixes all the problems they have and you code your game in real javascript. In fact the engine (actually a library) is an NPM Package.

    • 3 weeks ago
      Anonymous

      I'm still surprised to this day there is no engine other than BYOND that allows people to make multiplayer games identically to making a single player game and it all "just works".

  47. 3 weeks ago
    Anonymous

    I'm working on the map editor for my game, and then I'll work on the game itself.

  48. 3 weeks ago
    Anonymous

    ye

    • 3 weeks ago
      Anonymous

      The thigh jiggle wasn't necessary but it's greatly appreciated.

      • 3 weeks ago
        Anonymous

        i like the light flicker on the shine

        Thanks!

    • 3 weeks ago
      Anonymous

      i like the light flicker on the shine

  49. 3 weeks ago
    Anonymous

    Meet Kith and Kin. I love them.

  50. 3 weeks ago
    Anonymous

    not right now
    two more weeks
    (literally - I am shifting to working part-time so I have some time to pursue this and other projects)

  51. 3 weeks ago
    Anonymous

    Made the Minister’s theme. Now I want to end it all.

  52. 3 weeks ago
    Anonymous

    Hey for the anons planning on making commercial games, can we talk about legal processes? (I'm a moron)
    Is this the right idea for the steps to go through when dealing with legal stuff while game devving as a very generalized plan
    >Be solo proprietor or create LLC. LLC is required if you ever want to publish on Sony consoles (Not Nintendo and Microsoft who both accept solo) and try going through the approval process
    >Create business bank account, use this account for all transactions relating to game dev like purchasing a sound effect library, buying a steam app ID, hiring artists as contractors etc. Also useful for accounting and makes that much easier
    >Get a DBA if solo proprietor. Maybe get business insurance if LLC
    >Register for two trademarks for company/studio name + game name
    >Create Kickstarter for funding. Also start doing all the marketing and advertising
    >Finish the game then publish on steam. If hiring people to work on your game, you have them sign Work-for-hire and NDA contracts (hire a lawyer that works in videogames to make the contracts for you, money for this comes from own savings or kickstarter fund) so all the stuff they make belongs to the business to avoid any issues down the line related to monetization and ownership
    Anything big I'm missing here?

    • 3 weeks ago
      Anonymous

      Make an LLC no matter what. It's not just for scams or actual liability, it saves you paperwork and expense. Incorporate in Delaware. If you want to remain Anonymous (except to the feds), appoint your lawyer the representative or executive agent or whatever the hell they call it (just ask the lawyer about this and pay their extra fee for it and don't be making a pedo or racist game or something).
      Spot on with business account, create it through your LLC.
      DBA is a good idea if not already rolled into your LLC.
      I don't know if business insurance is needed/worth or not, so can't advise.
      Trademarks may also be used if you have a unique character name/appearance or something you think will be big/attract publicity.
      Personally I would never Kickstarter but you can if you want.
      I don't know anything about marketing or advertising and will probably just buy a few ads on Ganker and hope they're not all ignored, I hate advertising and will never actually make real money as a result. I hate advertisers too much to hire one or hire a service even.
      I won't work with anyone else so I will just publish on Steam and not have to worry about any fight over dividends, profits, or IP.

      • 3 weeks ago
        Anonymous

        Your post makes sense and I get what you're saying but what about the guys that make commercial games but have no money to support an LLC or money to fund the gamedev so they rely on kickstarter?
        Like the examples I listed here

        Also how much can you get away with as a solo proprietor and still be fine?
        Like say if you have a gigantic hit like Minecraft, Pizza Tower, or even Undertale just to use extreme examples, these games were primarily made by one guy (with one extra person helping out but the business entity for these games is not listed as a partnership or LLC) but isn't there a big risk of being a solo proprietor in that situation due to the lack of protection it has especially when compared to making an LLC?

        Or can you just start out as a sole proprietor, get funding from kickstarter (that let's say succeeds so you can actually make a game), make a pateron for extra funding, release a game on steam and then if your game's a good enough success to support the decision, you just make a LLC as you'll already have a good amount of money made to be able to deal with the extra tax paymaents and likely hiring an accountant for that and a vidya lawyer to deal with business deals like hiring freelancers/contractors, working with publishers, etc and making good contracts for that.

        It's weird because it feels there's no point in making an LLC before you've even made a game because if it's a flop then you're just stuck having to pay the extra bills that come with an LLC which would just make it harder for you to develop another game

        what does the legal situation even look like for those guys that have massive successes but they're still solo proprietors?
        I'm just trying to find more info about how legal stuff works in gamedev because for some reason it feels like there's very little info about this compared to many other areas, even marketing has more info than legal
        Feels like legal is underdeveloped especially with how you need to look for lawyers that work in videogames and those guys are already working for AAA/AA studios so I doubt they'll be cheap

    • 3 weeks ago
      Anonymous

      You're missing a lawyer well versed in in LLC shit anon. I too am moron, get a israeli lawyer to give you some advice and a contract.

      • 3 weeks ago
        Anonymous

        Yeah good point I didn't note an LLC lawyer

        [...]
        I'll give you my journey as an example because I went ahead and incorporated in Canada for various reasons.
        >#1: asking for funding makes you look more serious than a basement dweller
        If you are part of a corporation or even an LLC, you start looking more serious for investment. This is also more imposing for contracts and licenses.
        >#2: lower taxation on earnings if separate entity from yourself
        So I own a corporation and I have no salary. At the end of the year I report my earnings.
        They are taxed at a rate of 19%. If I were a sole proprietor, it would be between 25% to 39% depending on my earnings. If I wanted to reuse the earnings to fund future projects, I'd be using my own money.
        >#3: business expenses can be claimed in your taxes
        This includes contractors meaning you save some of the money spent.
        You can also use this to waiver taxes on expenses such as a video card or PC.
        >#4: ownership can be transferred and this can also be a backup job if you lose your real job
        I have kids, when they get to working age, I will employ them for tax reduction purposes. If they end up being losers, I'll give them the company to run it into the ground and use all the funding for themselves.

        A pointer:
        a lot of "grants" are actually "grants + loans". they give you 1000$ and make you sign for a loan for 100k with 5% interest or more. Not worth it. Inquire first before applying, it affects credit scores.

        For the points you mentioned:
        >Create business bank account
        yes, easy as pie.
        >business insurance
        for what? the tools we use are digital, the insurance will do nothing
        >register for trademarks
        you don't need to trademark before you sell, you might as well test the waters and see. if it fails, don't bother. if it works, trademark right away
        >kickstarter
        unless you got something playable, don't bother
        >patreon
        unless it's a weg or porn, don't bother
        >start doing marketing
        I have not managed to figure this one out. I tried mind you and failed.

        >#1
        Yeah that's a good point, especially if you want to try and publish on consoles too
        >#2
        Good point
        >#3
        Oh yeah I forgot about expenses like that because that's still an essential purchase for game dev
        >#4
        I don't think I'd ever transfer ownership but that's a nice thing yea
        >Grants
        Yeah I looked at those and from what I saw they don't seem to be a good option which is why I was thinking kickstarter
        >business insurance
        Yeah I was thinking this isn't needed based on research but I just included it in the post just in case someone is more knowledgeable about that than me
        >trademark
        good point
        >kickstarter + pateron
        Honestly I was thinking to just work on a demo and try posting clips on various social medias to gauge interest and if it's favorable, was thinking to use a kickstarter as a way to get funding because if the kickstarter goes well and gets funded that means I know for sure there's a good idea there and it helps a lot with having money to hire people as contractors
        pateron is just for a couple extra $ and it helps remain interest in game as a marketing/advertisement thing

    • 3 weeks ago
      Anonymous

      Make an LLC no matter what. It's not just for scams or actual liability, it saves you paperwork and expense. Incorporate in Delaware. If you want to remain Anonymous (except to the feds), appoint your lawyer the representative or executive agent or whatever the hell they call it (just ask the lawyer about this and pay their extra fee for it and don't be making a pedo or racist game or something).
      Spot on with business account, create it through your LLC.
      DBA is a good idea if not already rolled into your LLC.
      I don't know if business insurance is needed/worth or not, so can't advise.
      Trademarks may also be used if you have a unique character name/appearance or something you think will be big/attract publicity.
      Personally I would never Kickstarter but you can if you want.
      I don't know anything about marketing or advertising and will probably just buy a few ads on Ganker and hope they're not all ignored, I hate advertising and will never actually make real money as a result. I hate advertisers too much to hire one or hire a service even.
      I won't work with anyone else so I will just publish on Steam and not have to worry about any fight over dividends, profits, or IP.

      I'll give you my journey as an example because I went ahead and incorporated in Canada for various reasons.
      >#1: asking for funding makes you look more serious than a basement dweller
      If you are part of a corporation or even an LLC, you start looking more serious for investment. This is also more imposing for contracts and licenses.
      >#2: lower taxation on earnings if separate entity from yourself
      So I own a corporation and I have no salary. At the end of the year I report my earnings.
      They are taxed at a rate of 19%. If I were a sole proprietor, it would be between 25% to 39% depending on my earnings. If I wanted to reuse the earnings to fund future projects, I'd be using my own money.
      >#3: business expenses can be claimed in your taxes
      This includes contractors meaning you save some of the money spent.
      You can also use this to waiver taxes on expenses such as a video card or PC.
      >#4: ownership can be transferred and this can also be a backup job if you lose your real job
      I have kids, when they get to working age, I will employ them for tax reduction purposes. If they end up being losers, I'll give them the company to run it into the ground and use all the funding for themselves.

      A pointer:
      a lot of "grants" are actually "grants + loans". they give you 1000$ and make you sign for a loan for 100k with 5% interest or more. Not worth it. Inquire first before applying, it affects credit scores.

      For the points you mentioned:
      >Create business bank account
      yes, easy as pie.
      >business insurance
      for what? the tools we use are digital, the insurance will do nothing
      >register for trademarks
      you don't need to trademark before you sell, you might as well test the waters and see. if it fails, don't bother. if it works, trademark right away
      >kickstarter
      unless you got something playable, don't bother
      >patreon
      unless it's a weg or porn, don't bother
      >start doing marketing
      I have not managed to figure this one out. I tried mind you and failed.

  53. 3 weeks ago
    Anonymous

    Also how much can you get away with as a solo proprietor and still be fine?
    Like say if you have a gigantic hit like Minecraft, Pizza Tower, or even Undertale just to use extreme examples, these games were primarily made by one guy (with one extra person helping out but the business entity for these games is not listed as a partnership or LLC) but isn't there a big risk of being a solo proprietor in that situation due to the lack of protection it has especially when compared to making an LLC?

    Or can you just start out as a sole proprietor, get funding from kickstarter (that let's say succeeds so you can actually make a game), make a pateron for extra funding, release a game on steam and then if your game's a good enough success to support the decision, you just make a LLC as you'll already have a good amount of money made to be able to deal with the extra tax paymaents and likely hiring an accountant for that and a vidya lawyer to deal with business deals like hiring freelancers/contractors, working with publishers, etc and making good contracts for that.

    It's weird because it feels there's no point in making an LLC before you've even made a game because if it's a flop then you're just stuck having to pay the extra bills that come with an LLC which would just make it harder for you to develop another game

  54. 3 weeks ago
    Anonymous

    I think it's over for me.

    • 3 weeks ago
      Anonymous

      The dev has fallen, it's over.
      Well, time to make a tasty sandwich and start a new, simpler project to work on for now just to develop coding skills.

  55. 3 weeks ago
    Anonymous

    Reviewing 2 y/o code written by someone else on the project. Showing as much restraint as I can to just NOT rewrite it from scratch.

  56. 3 weeks ago
    Anonymous

    not enough productive waking hours in my day to actually finish all the stuff I need done
    all I can do is what my brain wants to do I guess
    I need drugs, drugs would help probably I think

  57. 3 weeks ago
    Anonymous

    My game is gonna take more than months to develop.
    I'm not sure if I'm ready for such commitment when it will take away my time from playing video games.

    • 3 weeks ago
      Anonymous

      If you still have desire to play modern games you are not gonna make it. The gamedev drive comes from the fact all modern games are trash. Also
      >months
      lmao

  58. 3 weeks ago
    Anonymous

    I'm years away from doing anything, but I'm practicing my art and plan on going to school for it soon. Once I've improved, I just gotta hire a code monkey to help me make the h-games of my dreams.

    My goal is to appeal to the "intense vanilla" market that I feel is so utter underserved. Too vanilla can admittedly be boring and play more as a feelgood story with some lewd scenes. But too far on the other end and you're just left with rape, netorare, moral deg, etc. And it's a total bummer. In my ideal h-games, you'll get that same, deliciously lewd flavor, with zero of the "bad end" calories.

    I know shemale/futa isn't to everyone's tastes, but I have a broad palette, so I'd be doing a bit of everything. This is just the last finished sketch I have to share.

    https://files.catbox.moe/kyrh7c.png

    • 3 weeks ago
      Anonymous

      Based. You can use RPG maker for most porn related games

    • 3 weeks ago
      Anonymous

      I keep being told I should make a porn game. I'm not exactly surprised as I had my origins in making porn mods for games, but I don't really have a plan for how to sell the thing so I'm not really doing anything about it. You got a plan?

      • 3 weeks ago
        Anonymous

        Your only real options are selling it on your own site or, depending on the nature of your game, you could set up a Patreon/Subscribestar and offer people the chance to donate to your projects.

        The second option is way more lucrative if you actually make a good game and update it regularly. But that's apparently damn near impossible.

        • 3 weeks ago
          Anonymous

          Yeah it doesn't really seem all that reasonable. Would be a full time job and I don't want to take that much time away from my SFW game.

  59. 3 weeks ago
    Anonymous

    >game development thread
    >look inside
    >porn
    hate this shit

    • 3 weeks ago
      Anonymous

      90% of gamedev is porn

    • 3 weeks ago
      Anonymous

      >complaining about porn on Ganker
      you're in the wrong neighborhood, homosexual

    • 3 weeks ago
      Anonymous

      oof yikes the gooners found the mother fn Ganker thread.......................................

    • 3 weeks ago
      Anonymous

      I feel the same but for the whole website. I'm not even that old but seeing all this horny posting makes me feel like I'm surrounded by teenagers.

      • 3 weeks ago
        Anonymous

        go back to twitter

        • 3 weeks ago
          Anonymous

          have sex

      • 3 weeks ago
        Anonymous

        >seeing all this horny posting makes me feel like I'm surrounded by teenagers
        Have I got news for you

        go back to twitter

        That would be good advice if Twitter wasn't also filled with people constantly slobbering over the most basic of e-prostitutes. At least here you have people mainly keeping it 2D.

        • 3 weeks ago
          Anonymous

          twitter is full of prudish anti-sex zoomers screaming and whining about "gooners" and "coomers," like yourself.

          • 3 weeks ago
            Anonymous

            That's nice and all but where's your game?

          • 3 weeks ago
            Anonymous

            >i think maybe you should limit masturbation to once every 10-14 days so as to not chronically depress your testosterone, and make sure you don't watch porn because it fricks your brain chemistry worse than heroin
            >WOOOW HERE COME THE CHRISTKEK PRUDE SQUAD HERE TO RUIN EVERYONE'S FUN
            really homie? grow up

    • 3 weeks ago
      Anonymous

      I feel the same but for the whole website. I'm not even that old but seeing all this horny posting makes me feel like I'm surrounded by teenagers.

      You gay Black folk got yourselves into this site out of your own free will.

      have sex

      Bend over

    • 3 weeks ago
      Anonymous

      Honestly, I'm not even interested in any game that doesn't have boobo in it

      It's why Baldurs gate sold so well
      The simple fact that you can undress all of the characters turns it from a mediocre rpg to 10/10 goty

    • 3 weeks ago
      Anonymous

      Thought of to do regular games at first, but then I switched over to make a porn game first as my first project. Sex sells and I need to proof my girlfriend that this isn't a dead end before being able to dedicate more to it.

  60. 3 weeks ago
    Anonymous

    I kind of gave up.
    My ideal game is so big for one person only to develop, thus I don't have money to pay others to help me.

  61. 3 weeks ago
    Anonymous

    How do I make a game that kids would enjoy?

    • 3 weeks ago
      Anonymous

      That depends, do you mean kids would enjoy in the Mario sense, or kids would enjoy in the FNAF Amogus FOTM sense?

  62. 3 weeks ago
    Anonymous

    Do you start with asset creation or with code writing?

    • 3 weeks ago
      Anonymous

      Depends on your skillset, whether you plan to find someone to work with, whether you plan to get a publisher, and whether or not you're making porn

  63. 3 weeks ago
    Anonymous

    I've got my game pumping out HTML documents at the end of a playthrough of all the player's stats. Can anyone think of a way I can easily aggregate them together and find averages, etc? I was thinking about Excel or an alternative, but I'm not sure how good those are for bulk data. I can generate accurate logs pretty easily, and could readily feed something 1000 logs of good data if I left the game running overnight.

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