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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
>>1037039 Just in case, I do hope someone plays Nortubel and gives me feedback because I want to make sure the game's finished this year. Right now, I'm doing cutscene stuff and then I'll try music on LMMS. Here's the level passwords so far: galeria, tutor1, tutor2, tutor3, c4rr13, k4tr1n, m3lv1n, osc4r0, p33tt3, ang3l4, l3300n, oott00, b0rhrr, p4m3l4, sh3lly, b3rn4d, b00k3r, r1c0t0, phn34s, st3ll4, z4r1n4, sh1hr0, h0lm3s, mcshry, jol1t4, b4rn3y, k4rl44, l13fd1, x444ng, am4l14, y13g0r, clr1ty, kl3rrr, tf00r1, zrkv1l, d3c4rd, fl3nnn, brkstn, m0nic4, ill0uu, b0nkyy, b0nk44, cl4ud1, b0nk3t, dr1l0u, j3r0ld, chrl3s, lmshtn, e1rr4c, n1rt4k, n1vl3m, n4myl3, p3bble, iv4nnn, eul0r1, uulg44, r4cs00, eet33p, al3gn4, k4luub, al1sss, b34trc, h1rdr1, kr1mbs, msgc0v, gr3klv, br1nk4, l4h1rn, h3rrk0, unt0tr, n0rtbl
>>1038775 Demo day was today? I wasn't even aware.
>>1038643 >>1038775 I'll be honest, I think we should merge the demo days with the Steam Next Fest events, since devs can ask anons to support them in the marketplace. I could always add links and shit too each sticky even if the games aren't on Steam. Please give me some feedback if you like the idea or hate the idea.
Man I need to find some more effective or alternative method of texturing my models, so far either I can make it grug tier by just slapping seamless textures on it which I have been doing for it a while or manually paint gradients on it which my other models uses this method, but painting everything manually takes too much time. Can't I just get away with some grug tier texturing method for my models? I don't feel like spending half a day on texturing process alone for a single model, I have so many models to go through and it would take me weeks to get through everything.
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>>1039606 How many models do you have? How exactly are you making your textures and putting it into models? I have no experience with texture work but still it looks really slow and a better method is in need
>>1039673 I have around 26 models, my initial process was just placing UV maps in a grid and then slapping textures on it, then mid way I used substance painter to colorize my models and with the 5 other models it got redone I used krita for it which is just a basic process of painting a brighter color over it and smudging all over it and that's it.
>>1037039 Playing Nortubel with Follow Commands as God Intended. Thoughts on Tutorial Level: >Partner Ladders Pain in the fucking ass if I'm not holding their hand, which I really shouldn't have to with a commands system. The ladders are far too wide, leading to situations where you have to very awkwardly jiggle your partner so when they dismount, they'd actually get to the platform you're actually trying to get to. This isn't helped by the partners only climbing to the height of the player, which can also make followers miss drops.. <Suggestion I would make ladders thinner and alter the ladder follower commands. I'd have the commands be far more straightforward with Climb, Stop, and Descend, rather than dealing with all the "fanciness" of Follow/Retreat and stuff. >Partner Jumping This is just unnecessarily clunky as shit and feels bad, even in a "get used to it" way. <Suggestion Either a "Special Follow" where the partner will automatically jump to try to get to the player (maybe it detects jumpable surfaces) and avoid long drops, or some other thing. Thoughts on Dialogue: I don't think I'm the person for this kind of thing. I'm not super compelled
>>1037039 Needed to break previous post to rant on a more specific aspect: Situations like these are frustrating to deal with using the Command System and borderline necessitate the character swapping commands just to more smoothly do shit like push jugs. The Steps to push this jug: >Position self such that you can smoothly order commands at the partner >Order partner to "Flee" away from your character >Order partner to Jump to get on top of the single block blocking her path >Give stop command while partner is in midiair so they don't overshoot and jump on the vase or over the vase >Reorder Partner to flee >Order partner to do basic platforming Those first 4 steps are a disproportionate amount of effort compared to manually controlling the partner yourself.
>>1039689 That Stella episode and piloting multiple men had me ready to commit murder. Maybe I'm partially retarded, but fatfingering orders for the shota when I meant to order around the negress was very irritating, especially when I actually ended up missing the Tutorial Popup for her controls as I was a bit preoccupied. If there's one thing to commend here though, it's the attempts at cinematography with those cutscenes. Although alot of them were boring static shots, the Black and White gritty world scenes had some cool stuff going on with the cut ins and shit, like I'm watching you get more ambitious in real time. Also, there was a glitch where if I get point blank with the mobsters, I take 0 damage, but the bullets don't come out either
>>1039453 It feels like as I get further and further into the game, the partner mechanic and partner puzzles feel less and less impactful, hell, there weren't as many partner related switch puzzles as I was expecting. Soon it just became a game of me clearing the map with the teen, then sending the loli/shota to rally to me.
>>1039689 Not sure how I can change the ladders themselves because they're these invisible collisions where the Player simply enters climb states if pressing jump while touching them and quits if leaving said collisions. And the kid requiring a button to jump is because the alternative would be "automatic" jumps and I assume that would lead to scenarios where they'd jump when you didn't want them to. Though the idea of "Just go up/down" instead of "follow/avoid me" in ladders could be better, but it depends on the current level design and I guess the existing tutorial texts/images/video to go with the changes. At the very least, I could try that ladder control change and I'd have to test it on some levels. I'm also aware of the writing being weak as shit. Specially because in my mind, a lot of stuff is better (It's how imagination works, of course). >>1039720 Some cutscenes do get a bit more experimental even if the presentation is still basic at times and there's lazier art. The ambition also comes from the "fake crossover" aspect, specially by putting a Sin City/Punisher inspired setting after both a clown girl and cute robot world. What you bring up about the mobsters could just be the placement of their raycast (Which detects when they attack).
>>1039824 >Writing I wouldn't personally sweat it, I'm just not a lorefag for games like that >Ladders Make ladders thinner and adjust level design accordingly. If possible, have characters actually snap to the center of the ladders for maximum control over platforming fuckery. One real kooky quality of life change I'd like is the ability to have jump and climb on separate keys, so I have more control over dismounting, though current level design correctly accounts for ladder traversal good enough. Speaking of Quality of Life: >Soccer Ball It'd be cool if you could recycle the same ball (like, recollecting it or something)
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>>1034101 >>1034673 I have added an erratic movement to the ants here. Basically it switches between walking straight towards you, and then walking towards a random point states, every 2 secs. Its primarily to remove the bunching up of ants into a tight ball like you see here, but it has unlocked few other benefits too. Now it looks as if ants are fucking around crawling everywhere rather than beeline straight to you like a machine. The ants aren't that bunched up together you have to watch where you're going. This also mean they aren't forming a wall of 0 gaps between them like they used to do, which earlier would force you to circle around them to go there. Now there's small gaps where you can slip through. Ironically this has increased hits taken as you take risk to slip past them unsuccessfully. Another benefit is I can safely increase number of enemies on screen and not immediately die, so in turn I can increased my speed, ants's speed, and so on. >Instead of having the bullets go towards the cursor, have the bullets go in the direction The gun spread and cursor will be fixed, it was a cheap hack and cobble I did for a while. Actual directional aiming will be implemented correctly. >I've found my character on the very edge of the screen, and I was semi-paranoid about getting suckerpunched by an offscreen ant I did wanted to have an offset camera so offscreen threats be an everpresent threat. And to make players want to stay near middle of the screen and not constantly circlestrafe enemies. I'll make the camera movement tighter and limit player within the viewbox in mean time. >Movement felt slow as shit to me Yeah its just how default values are, I haven't thought about balance and shit. Increase speed will probably be a part of levelling system or powerups something. >Enemy Threat Variety I have a jumping spider enemy (which basically was the ants fucking around but in a lerping motion). And bigger, badder enemies are on the block but Im focusing on fundamentals right now >what roles enemies could play in the sandbox, such as space control (whether it be poison spit or being a really big scary guy that does insane damage Geez those are some higher level shit, I hope I can one day make those units and custom AI. Right now im following Survivors and EDF kinds of enemies - Swarms of mob enemies with occasional boss enemy that hits hard. Nothing fancy, but I hope it'll be "EPIC TIMEKILLER STATUS" like the flash games of yore level soon.
>>1039970 i await your next build
Turns out an issue with changing the kid climbing controls is what happens when they exit or even enter the climb states to begin with. Because that also depends on the situation too. In general, a lot of good ideas for Nortubel should've been thought out much sooner, since the whole game is technically a Frankenstein's monster structure-wise. Partially because it's also an excuse for me to show off a bunch of characters I came up with. And I'm still on wanting to finish it as soon as possible. At the very least, my next game will be a platformer with no companion thing. I dunno, maybe I should pretend it's meant to be a challenging game where you need both hands and can't finish it in a single run. Though the idea of picking the ball back could work: I could make it so the ball flashes green for a while before it still vanishes. In that part, the collision that damages enemies could also be turned off.
>>1040391 So what you are saying that your game has too many situations to handle, or should have been simplified first to a playable state and then branched off to add more mechanics?
Eh I will just stick to my grug tier method of texturing a model, I don't care and I suck at making good lucking textures anyway, besides I don't understand how a 2D painting tool would let me create seamless textures for a 3D model. I have the issue now that blender bone child of constraint causes for me a major headache, for some stupid reason when I set the value to 0 the bone gets its position offset instead of staying where it was before which is really annoying and prevents me to continue working on my weapon mod, I couldn't find any solutions online how to fix this.
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>>1035429 if you just want a job, do this: >know how to start up a server and basic admin/network knowledge (DNS, VPS, SSH&using the cli, etc) >know about client & server-side scripting, javascript, php/ruby/aids/node/etc. >know how to decorate & design a website, ie html+css, general website ux design >able to interact with a payment processor, ie: stripe, paypal >read&write information to a database with correct permissions set up & setting up multiple users within the database >know a thing or two about encryption, and basic security practices (salting & hashing) basically you're just making a dropshipping/merch/product website, make it look & function pro there's some cheating you can do like using wordpress and following pajeet tutorials 1:1 To get good at programming requires absorbing layers of knowledge and flying a very good needle through it all to find a specific outcome, just recently I had to apply collision detection, writing a shader (as usual with rendering) and familiarity with camera projections to figure out a very specific rendering solution. That being said another important thing is that even if you do solo programming, being organized & consistent is important, so take that advice to heart
Older screenshot. A lot of boring backend stuff to figure out before anything fun again. Right now the figure models are placeholders, not sure if I want better looking static figure models or something animated, either human or furry bait. Maybe anime girl bait figures. Not really sure. Probably should figure out the rest of the backend mess before that.
This might be out of the scope of he thread but does anybody know of a good course or similar that will teach how to learn Kotlin in Android Studio?
>>1041110 >that will teach how to learn Fuck I'm tired, feel free to bully
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>>1041110 >Read pic >That quote >Gandalf <Trying to contain my autism
>>1041125 Then you're gonna love this pic.
>>1041110 There's no one course that fits all, unfortunately. With android you'll have to hop between pajeet tutorials, trawl through 6 hour marathon tutorials to find one single instance where it talks about your problem. Good thing is that there MILLIONS of android guides available for free, both in websites similar to leetcode and even smaller channels with <1000 subs have pretty sweet knowledge to extract from. Start with searching how to make a simple app, make some cookie clicker shit, make a shitty hotel app, make a e-store app, ways to handle years old backend database etc. like >>1041040 >>1041110 >blackmanprogramming that's fucking 50cent
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>>1041071 just add overtly sexualized femoids to appease the coomer market.
Another calming song to help with programming. Entire Gran Turismo's Jazz soundtrack is a gem to listen in background
>>1041110 >pic >it's actually that just to fuck with people here's an idea for some ironic (read:player-hating) game, I guess?
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>>1039970 WARNING for the loud shotgun sound. I didn't adjust its volume. I;ve added numbers popping up and some encouraging text on combos. Our single teammate also joins us in battle, with his trusty shotgun because other weapons are OP in his hands. It looks really good now. As in it looks fun just by looking at the video. Some bugs reported earlier still aren't fixed, reload sound still overlaps if there's 2 or more reloads. I'll have to individually assign each weapon its play/pause routine and at what part of audio clip should it resume. Movement is still unchanged. Scoring system is simple multiples of kills, I'll look into hotline miami for more. 'Close calls' and 'massacres' need some conditions. Sprite Rotation is a placeholder animation, I'd have some 8 way sprite sheet animation but thats way down on the priority list.
>>1041192 Not a bad idea. No idea how to do jiggle physics, but I guess there is always a good reason to learn
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>>1040055 >>1041322 >>1031279 Here's a new build to play - https://anonymfile.com/RYZ43/edf-2d-survivors-whatever.7z Same controls as before - WASD to move, mouse to aim, click to fire. Alt+F4 to quit. There are 4 guns as of now, press 1-4 keys to select them. Guns automatically reload upon emptying their magazines, there's no reload button. Esc will bring up the menu, but it doesn't pause the game. >This time I've made 2 "missions", which functions basically the same - Destroy ants and the towers spawning them. Mission 1 has spawns decreasing as you destroy towers, while mission 2 has spawns increasing, making it harder to survive. They can selected at start. >You can also adjust individual audio channels volume. >I've also added AI teammates that'll help you kill ants, but not towers. They have perfect accuracy, instant reflexes, and are non-targetable. Think of them as a inverse difficulty selection, add more to make game easier. Look at them go in vid related, all 4 of them together. As always please play and tell how you like it. Critique about everything - bugs, what you didn't like about game, features addition, visual clutter, how missions should be structured, what new guns should be added. Dont hold back
>>1041988 Camera feels better Scoring system definitely gives out bigger dopamine hits. The Partner is an interesting choice, I'd probably relegate it to being a powerup option or something like that, can otherwise just make the game play itself if you have a partner full time, unless you're going for a more Vampire Survivors style of play. The initial feeling of the enemy surround was great, until I was hit by Bug Spawn limit and just circle strafed them into one massive blob. If you're dead-set on not having ants collide with eachother/bump eachother out of the way, I'd recommend making the Ants spread when they're closer to the player (and/or each-other), rather than farther. The way they spread now, it actually takes them quite a bit of time to reach the player if they're far away, making them "non issues" for longer. If you want them to spread out while far away from the player, I'd recommend going in "another" direction like having them spread out (and not affect the "maximum bug count"), and only chase the player when they're within a certain radius Overall, game feels a bit better, but still much more room to grow, and still very "circle strafe to win exploit"
>>1042108 Actually, maybe having the ants "spread" is fine, as long as they always spread in a direction that's within a certain cone. There's many moments where the enemy could've grabbed me, but because of its random spread code, it moves away from my exact direction, which eases the tension, as opposed to the enemy moving in a direction that's still towards but "angled". Hard for me to explain with words, please consult the pictogram attached
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Does anybody know of any good "pixelation" automation tools? I've got a bunch of hi-res images that I'd like scaled down in size and with a limited colour palette and I don't really want to go in and paint them manually.
>>1042174 You could just something like GIMP to reduce their resolution by NN and then reduce and replace the palette.


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