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Amateur Game Development General: Be Kind To Beginners Edition Anonymous 09/02/2024 (Mon) 23:41:26 Id: 67de55 No. 1008893
>>1042313 >Knockback I can see why that would be a potential issue, but you've already stated the potential solution too. I'd also say one "cheaty" way to make that Newton's Cradle less purely beneficial to the player is having the Ant Pushing be "perpendicular" to the player direction >Ant Spread Implementation I have some potential ideas of how that'd play out, though I'm also not entirely sure how it would mesh with your set-up. For Ants that are in "Flanker" mode, they'd take one of 3 Paths <Intercept: Going Ahead of where the player is going (May be moot sometimes) <Backstab: Going Behind the direction the player is going, sometimes identical to chase to be honest, may actually be redundant, oh well, drew it up anyway <Flank: Targeting locations parallel to the player to decrease the player's range of movement And of course, when they reach a certain distance or something, they just revert to Pursuit/Follow to close for the kill. All that being said, I think with the current movement speed of the ants, all three of these alternative "follow" modes might just amount to Pursuit but with extra effort, rather than a more "natural" way to get the surround >Cone Angle I don't know what your code looks like, but I think there should be an easy way in Unity to set a range of degrees in the "random" variance (i.e. instead of "direction = random(360)", it'd be "direction = direction + (random(90))", with probably a second coinflip in that random direction to see if it'd be positive or negative. >Gameplay ideas idk man, you seem to have some good ideas baking of your own. Happy hunting.
>>1042207 That's great anon! Thank you so much. It will work perfectly for sprites. Now I need to find a way to do it with larger full screen backgrounds. >>1042214 I tried doing something similar in Aseprite but didn't like the results. I'll try it in GIMP and so how it goes. Thanks.
>>1042333 Probably what a blob squad's movement would look like actually, though that's also why positioning of certain Agents is important too (i.e. having "Interceptors" be in ahead of the player), though I imagine it'd be kind of expensive periodically changing the AI behavior of all ants every few seconds based on their relative position to the player. . .
>>1042174 How about ImageMagick? You can resize easily, and probably change the palette, too. If there's no function for the latter, you can iterate over the pixels and simplify the colors from their RGB values
>>1042338 >>1042333 Hm, I don't know man. I'll see what I can implement and put it onto a new enemy. Do you feel the game is more like Vampire survivors or EDF or like an old school run and gun shooter? I mean if I show this to a random normalfag will he immediately associate this with Vampire Survivors and other survivor games? As a way to judge potential audience and appeal In your opinion what genre of fans will like it?
>>1042349 Regarding Audience Appeal, it's a bit hard to say. Its pace is kind of slow, but you're also not deploying tactical stuff or dealing with tactical enemies or environments. There's a kill/combo scoring system and incentives to kill as much as possible, but not really too many tools to express your skill, on either your end or the enemy end. I'd imagine if someone was familiar with the Survivors series or Old School Twin Stick Shooters, they'd probably make that kind of association As for audience appeal, it really all depends on what direction you take your project in, because as it stands, its able to be molded in so many different directions [i.e. Objective based "survival" game, Arcade style Extermination game, Procedural "Gear/Loot" game] I know the current mass market just fucking loves being told what to do and being able to grow stronger, having a commitment to a single character or playstyle and building that the fuck up.
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>>1042342 I verified the formula for fun, looks like I messed up and it's not that direct. But it's feasible
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>>1036453 backgrounds, get yer backgrounds here how many levels is good enough, anyways?
>>1043328 >How many levels is good enough Enough to demonstrate every ability/gameplay mechanic or puzzle you have ready, so either 1 big ass level, or several miniature tutorials
>>1043336 i have 10 tutorial levels already made to teach the player 1 thing each (they're short, being 5-15 seconds each) so now this is just more of actual game levels, of which i already have concepts in place which i design the level around. that attached level in particular is using the mechanics of enemy bounce height + air control skill
>>1042342 >>1042815 You'd probably benefit from quantizing to nearest value in palette, instead of always rounding down. Adding in some dither is also always good if you want to approximate the original image better.
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I reanimated the AK-47M today
I'm giving up on Pygame. At first, it seems like a good idea to not have an engine and have a language that is easy to understand and a single module to help build the game. The first problem is that Pygame hides too much from the programmer, so there's a lot of things going on that I don't know even though I was the one that typed the code. The second problem is that Pygame is not as versatile as it seems, as much of the module seems to imply the use of OOP by the programmer, which limits my options and I don't like that. At this point I'm considering learning C and making my own game with no other resource. At least I'll know whats happening in the background. Thankfully I already have a C book. I'll start tomorrow.
>>1043629 If you're not interested in OOP why were you using python in the first place?
>>1043587 Looking smoother. Wrist on the uhh, foward thingy still looks kind of awkward, but I can't tell if that's a limitation of the model/skeleton you're working with. One thing I remember when I was taught about firearms handling is that you always want that "Gun/Trigger" hand on that grip at all times for maximum control over your weapon, but tbh, it's a video game, and your current reload animation still leaves a good view of the map. I will say, gun still feels kind of weightless during the reload, but that's kind of an intangible thing I can't give meaningful advice on.
>>1043629 Learn SDL too.
>>1043629 C is pretty fun to use once you get the basics. but also >python
>>1043686 Python's clean but abstract, slow too.
>>1043629 Just know you won't have a fun time making everything for the engine from scratch, and it will take a long time to do so. But it will have everything you want since you made it
>>1043677 (checked) >Wrist on the uhh, foward thingy still looks kind of awkward, but I can't tell if that's a limitation of the model/skeleton you're working with. Yeah it goes bonkers because I have to rotate a part of the bone which controls the wrist and if I don't then the "neck" part of the hand looks crooked up, I downloaded the arm model off game banana >I will say, gun still feels kind of weightless during the reload, but that's kind of an intangible thing I can't give meaningful advice on. I have major issue with Blender constantly fucking me over with the child of constraint where the influence value keeps resetting itself which is really annoying I didn't spend that much time for the animation because I am a noob at it anyway and I have lot of weapons to go through to redo the part, I need to fix the issue the part where the casing ejector is at the left side despite it should be at the right side. Oh man that's what I get for going for the CS 1.6 route
Any blender infographics for boobs?
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Crop and Claw dev here. I'd been busy with a number of things including rewriting stuff. We ended up going full 2D again so I could focus on the data management more. Still stuck with Godot but I'm currently writing a custom editor (Godot is a very good editor maker, given its own editor is a game) which is a separate program from the game runtime. For now, a Godot game runtime complements it, but I've been writing custom zip packing for making all the game assets and scripts engine agnostic. A custom implementation could be made in the future, akin to how OpenMW or GZDoom use original game assets but as its own runtime instead of the original. PCK files and a single project with everything together gets too wildly bloated, but making a custom hyper-specialized RPG Maker has been far more fun and interesting. I may even release CnC2 with the editor if I feel generous enough for the sake of custom campaigns and mods being possible.
>>1043705 Really loved your first game, I should get back into it. I'm making my own RPG at the moment too, but as a solodev using RPG Maker MZ.
>>1043720 I got my start with RPG Maker back before it even had native scripting support... or native English. I don't look down too hard on those using the engine. I almost switched gears to RPG Maker XP or something just because Ruby's kind of a cool language to mess with and I could've probably worked with it, but the database editor is too limiting. It was what gave me the idea to just write a custom editor and data structures separate from the game and build it up that way.
>>1043328 sorry to say anons, but i think i'm going to have to scrap demos. right now they're plagued by desync issues that refuse to be solved in spite of my best efforts. am i just bad at code, or is the physics engine just not deterministic?
>>1043857 here's a public playtest for you lads. feedback would be nice. the UI is subject to change, especially the level entry due to the loss of demo space needed now. https://dgs-game-studio.com/games/conformer/playtest.html
Ahh, feeling feelings of despair. . . Maybe I should stop working on [shitproject] and work on something more easier and enjoyable. . . or just do artfaggotry. Had more fun being frustrated at Perspective Drawing and copying that over poring over engine documentation and actual math
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Gave it a try. Forgive poor gameplay in clip <Movement: >Tight as fuck >Meat-boy esque, but more weighty(?) >Momentum stuff feels good, and free-form, all mistakes are my own fault >Baseline movement, even without powerups is satisfying <though Powerups still crazy >Jetpack boosted Walljjumps <Caveats >Performance dips + Delta time in precision game leads to untimely and unfortunate deaths
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>>1044006 I want to fuck your picture
I found out something new today. When you're using unity's scriptable objects, use it as data containers and put working code if you have only one object running it. Otherwise just copy the values it holds and do all the processing away in another script. If you have functions on it that will be used on multiple GameObjects, you'll need to use 'new' keyword to initialize it for that gameobject. Except unity tells you to use 'CreateInstance' for creating a new instance for that gameobject. Mind you, it will work using 'new' keyword, but its better to use that. I spent 2 hours figuring out why my shit wasn't working, when everything was working fine earlier. Turns out script was executing flawlessly, but there was only one instance of that scriptable object that was working for teh entire level, so whenever a new enemy spawned in the script will work upon that 1 new enemy and turn off for others before it. AND since scriptable objects are persistent even after turning game off, it would resume with the earlier saved values. If the enemy took 1 damage and has 9 health remaining, it will have 9 health saved in that scriptable object. And next time the enemy will start with 9 health. Keep this in mind. >>1043982 I'll play it and give you feedback soon.
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>>1044006 >>1044018 Yeah I agree. As long as that's female anyway.
>>1044012 >Performance dips yeah i ought to make a profiler to find out why they randomly happen >Delta time the game uses a fixed tickrate for enemy logic + physics at 100tps that being said, sometimes the physics engine has a nasty habit of fucking you over (eg, killing momentum when landing sometimes), for reasons i don't know.
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Project Nortubel: Think I did ok with this cutscene so far, now I wanna review some stuff and then I'll try music on LMMS. If anyone knows any good places to get sound/instrument samples, let me know. Will also post some of my music "plans" from here https://unknown.spam/nortubel-story-plans#music-plans
>>1044097 huh, kind of assumed because during the frame dips, I'd just straight teleport instead of like, moving at "molasses" speeds


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