/v/ - MERRY CHRISTMAS

Vidya Gaems

Index Catalog Archive Bottom Refresh
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0.

Uncommon Time Winter Stream

Interboard /christmas/ Event has Begun!
Come celebrate Christmas with us here


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

Reminder that 8chan.se exists, and feel free to check out our friends at: Animanga ES, Traditional Games, Comics, Anime, Weekly Shonen Jump, /b/ but with /v/ elements Official 8chan server: mumble.8ch.moe:64738

(352.58 KB 480x270 samurai.webm)

Amateur Game Development General: Be Kind To Beginners Edition Anonymous 09/02/2024 (Mon) 23:41:26 Id: 67de55 No. 1008893
(2.34 KB 100x100 com.png)

Is it better to slowly build community and devlogs, or to release finished game? Is it better to make devlogs and show what are you adding to game when developing it, or is it better to develop game quietly and then release it and trailer? If community building is better, then why all big game companies release finished game first? They only sometimes release trailer before releasing game. Only indie developers publish devlogs and build community when developing game. I was also thinking of making "fake devlog" - first making finished game, then releasing devlog every week with big updates and pretend that I am developing the game. In the old times, game developers didn't even release trailers, but fully finished game plus demo. If you slowly develop game and release devlogs, it has following effects: * someone can steal your idea, make a copycat and release it before you because he has bigger team * someone can steal your assets and put into his game, what are you going to do? Do you have a money to sue them? How will you prove they were your assets? * you can get feedback about game and improve it, before releasing it * you can build fans and popularity before release * if you develop game slowly, people might lose interest and you will not gain anything from the devlogs * you have to spend time and money to make devlogs and to market them What is better and why: * develop game quietly then release the game and trailer, promote the game * develop game quietly but show few trailers during development (this is what Rockstar North is doing with GTA) * develop game in open way, have devlogs, regular posts about things added to game, then after few years release game or release in early access Also is it good to use early access or better to finish game?
Depends on your business model.
>release game out of nowhere >nobody heard of it, no wishlist, no purchases, forgotten >release game after building a community/doing devlogs >someone might actually play it You do your guess
Depends, incidents like the darkest dungeon corpses show that communal game building isn't always good. Sharing little interesting bits often is only interesting for other devs rather than players, the only interesting devlogs to me are for things that wouldn't be possible in a simple asset flip, like hytale's proc gen biomes or an n64 rendering engine on pc. So for other games if you don't have a working prototype for gameplay it's probably far too soon for players to care, and algos will bury your dev logs because of the poor reception. As for asset theft, just use placeholders for characters if it's 3d, and if it's 2d the art is probably not the focus of the game and you can use a placeholder $5 asset from itch.io.
>>985864 Helldivers 2 was all over sony announcements and nobody heard of it either :^)
>>985875 Or lethal company, or among us, both were already out before getting attention, although the attention was because of the multiplayer nature of needing other players, usually friends.
>>985858 If you constantly upload your dev process on youtube you'll get a lot more engagement than just releasing the game but it will be about people who watched your videos and not one person more.
>>985858 If you are an indie and can't afford paying for marketing, then building a community and growing by word of mouth is a good plan. I've seen it work for others many times. Just be careful about what kind of community you end up building. I've seen devs get completely fucked by horrible/retarded communities. >If community building is better, then why all big game companies release finished game first? Because advertising money helps skip the above step. >someone can steal your idea, make a copycat and release it before you because he has bigger team True that is always a risk. I had a student project that my teacher from many years ago posted on the college's website. It was made using sprites from an old game series I liked (though the game itself was an original idea). I actually got to speak with some of the ex-devs from that series at one point because of this. It was a pretty cool experience. They must have told someone about it because a year later, my student project was now a fucking mobile game. It was a surreal moment for me.
>>985864 Or alternative scenario: >release many trailers, screens, devlogs during development >people steal your sprites, assets and use in their games >people steal your idea and design and release clone of your game before you release it >you have no money to sue >you have to buy a gun and kill them
>I was also thinking of making "fake devlog" - first making finished game, then releasing devlog every week with big updates and pretend that I am developing the game. This sound pretty good to be honest, plan a couple of devlogs with your already finished product. This way you can focus solely on finishing your game.
>>985864 >Release alpha >Community give you money >Just make video about reading email and complaining you don't have time to code >Stream yourself playing other video game >Gets embroiled with CIA agents >>985858 IMO, make the game and have some trailers when you are nearing release. Tag your videos well so that people can stumble upon it. Then when it's released, just hope for the best and start the next project. I'm still devving when I have time, but as soon as I release my game, I'll continue to the next one while waiting for feedback. Then I'll see what happen next.
>>985890 >that word filter
>>985885 Sounds like a shit premise if it's so easily stolen.
>>985880 >I've seen devs get completely fucked by horrible/retarded communities. Like who?
>>985925 Not him but allowing hype to build up and then being disappointed by the release is pretty common, and I don't mean just bad games like starfield. Absolver got lots of hype as a dark souls fighting game when it was more like a move-builder for soul calibur, and people got filtered when the 3 hours of fun gameplay ended abruptly to the endgame being traditional fighting pvp.
>>985939 Yeah you definitely have to strike a balance between hyping people up and making sure they know exactly what they're getting.
(1.04 MB 640x640 avatar.jpg)

>>985858 Depends on what kind of dev you are. If you have assburgers don't, but if you don't then go for it. Hell, FUCKING YANDEV devblogged on 8chan prime and built up a following before backstabbing us with his stock meme images he stole off 4chan so he can later be outed as a pedo. Since normalfags don't give a shit unless your game is super gimmicky the next best thing is to network with fellow creatives which will amplify coverage among those willing to get invested. It worked for the guys who made VA-HALL-A, Rain World and Cross Code. The dev behind Road to Vostok got a ton of coverage when he blogged about converting his game to Godot. Just stay focused on documenting your game, don't insert random politics, and be a decent human being.
At the beginning its good to build that stuff for a community, but then there should be a period of time where its just you working silently on it before release, you don't want to spoil everything about your game.
(12.23 KB 236x176 serveimage(2).jpg)

>>985858 By building a "community" you don't mean having a discord and blogposting every update there? That kind of model brings ideafags, circlejerks and forever devving trying to satisfy your discord's wishes. A better way to use discord is purely for beta testing, after you have made a somewhat functional game. Use people to find bugs and ways to improve existing functionality rather than ask them for ideas. You don't NEED a discord to advertise your game, learn from Peripeteia's mistakes. Use discord as a tool, as a gamedev platform, as a way to get people to try your stuff. Don't worry about "building a community" you're not a community manager
>>985878 Let's not pretend Among Us didn't have a devteam that did a bunch of games prior and hasn't built an audience from this. You might want to say "it came from nowhere", but every small user counts, you build a small audience at the start and this will end up doing the marketing on its own. >>985885 Bunch of excuses >>985875 AAAslop is non-existent to me.
>>986112 >By building a "community" you don't mean having a discord and blogposting every update there? That kind of model brings ideafags, circlejerks and forever devving trying to satisfy your discord's wishes. I want to post videos and blog posts just to promote the game, make people follow it and want to buy. And so they send info about the game to other people. I don't want to listen to player ideas. I only listen to my ideas. I want best game for me, not for others.
I've wanted to develop a game for years, started several times, lost progress several times, and lost all motivation to continue. I'd feel worse if I had actually built a community to support me because then I'd have let down more than just myself. While it might have helped to have that support and a patreon or equivalent to get me going through the rough patches, my pride absolutely will not allow me take a penny before I can complete my project.
>>986249 That pressure should motivate you to work harder and not give up.
>>985925 Probably the Pizza Time guy
(427.68 KB 937x900 sachivsdrarin.jpg)

The thing most industry vets advise for indie devs is that they have to start building hype and demand for their product immediately, even if the product is years away. Multiple examples have proven this to be true so it is indeed in most dev's best interests to start talking about their game early and getting people interested early. Pic unrelated :^)
>>986292 I've actually read the opposite, it's best to get eyes on your game when it's close to being shipped, because otherwise what you have to showcase is just barebones as hell and only other gamedevs may be interested on it
>>986112 Nobody brought up Discuck. Maybe it's just me being old fashioned but I can't even fathom how a Discuck can market your game. A blog can host videos and comments, how in the everliving fuck will a shitty data mining chatroom market your game? The entire point is outreach whereas Discuck is insular. Is it just sociopathic media being so fucking shit in these times it won't allow you to link to your devblog?
>>986316 People will always have discuck open so just firing an @everyone will alert them more than an rss feed would.
>>986310 Even if you don't have a lot done on your game it's important to build hype, such as through showing other things related to the game. Artwork, concepts, characters, lore, music, game design ideas, it doesn't have to be gameplay. All of these things are devwork of some form and helps get attention to your game.
>>986292 >The thing most industry vets advise for indie devs is that they have to start building hype and demand for their product immediately, even if the product is years away. Multiple examples have proven this to be true so it is indeed in most dev's best interests to start talking about their game early and getting people interested early. Do you have evidence? Marketing early gives you nothing. Even if people are interested they will not be able to buy. And if the game is released after few years, people who were interested might lose interest or forget about the game.
We're all niggas posting in a bot thread
>>986372 even me?
>>986372 Judging from the broken English, it's probably this guy: >>>/vb/3710
point me to a way to "learn" to code for hardcore gamers ex-retail wow glad, ex 18 hour classic wow rank14 poopsocker multiple servers, league challenger quit s5, SMT:I endgame grinder, gunz:the duel bf style top 10 players, chess 2k, i can play all these fucking games at a strong level, im not looking for a job, i'm not retarded, i'm looking to hash out my own shit for whatever the fuck i wanna do, i don't need to learn to do things well, i just need to pick things up to the point where i can just sloppily write some absolute hackjob that gets things done, idgaf about getting a job, i just wanna make my own shit and dont much care for the properness of it, i managed to do some things with LLMs/AI and get some pythonslop going but it felt like a slog especially since AI sucks ass at anything that's actually useful and debugging the garbage whats the most efficient way of just making things that "just work" with an abhorrant set of code that'd make someone cringe, i dont care about that i'll optimize/get better later, i just wanna get my feet on the ground, asking here before i ask in /g/ because i imagine theres major overlap and they're extra faggy in /g/ and would suggest i go read a book on C++ and spend 2 years doing fuckwott udemy courses just to make a calculator app >but OP there are tons of newbie courses and shit yea but they're all for midwit retard fags and made for you to understand the fundamentals on shit, i don't need fundamentals, crash course put me in a foreign car and tell me where the gaspedal is i'll figure out the rest, if you fags don't have anything i'll see if /g/ has anything, otherwise i'll just go back to some turbogarbage AI/LLM and suffer through it pic unrel
You should really study the fundamen... >i don't need fundamentals, crash course put me in a foreign car and tell me where the gaspedal is i'll figure out the rest, Alright faggot, install Unreal Engine 5, and make a game, that is where the pedal is, now go figure out the rest.
(999.11 KB 360x449 1421900014545.gif)

>>988356 Well if you're such a fucking smart ass and books are below you, then start at the deep end with C++ and make your own 3D engine with Vulkan as your first project. https://vkguide.dev/ Follow this guide and comprehend everything to completion, if you can do so and then continue building on your project from there, you will have learnt everything there's to know about programming in C++ and computer graphics. After that you may start with building a game around your shitty monolithic spaghetti engine. >but this is too difficult Well you asked for it, and everything you'd learn from making your own VK engine in C++ far out shines anything you'd learn from starting at a simpler language like Python or Lua. You will be forced to learn about important data structures, proper control flow, memory management, how math is expressed in programming langs, and more excitingly how 3D games are rendered from small triangles.
>>988356 Read learn python the hard way and then read a bunch of algotithm books, only after that can you specialize into doing whatever you want to make. boot.dev has all courses visible but no interactivity without paypigging if you want a more comprehensive course.
(612.41 KB 946x467 Screenshot_12.png)

>>988357 >>988358 listen here fa/g/s, this is counterintuitive but i am INTENTIONALLY asking to learn to write bad code, not good code, the type of shit that guy in your project tries to push to prod and makes you wanna grab a chair and smash it over his head >>988359 skimmed the hard way, looks good, will report back in a month
>>988362 >but i am INTENTIONALLY asking to learn to write bad code Oh so you're a midwit retard fag, probably best to start with the fundamentals then
>>988362 Easy: Have sex with women and have a good social life.
(23.13 KB 319x320 i (1).jpeg)

>>988356 Did an actual good thread die for this cuckchan summer spergout? If you want to skip learning shit traditionally I suggest getting into reverse engineering. Look up open source games on their repos and ogle their code and brute force associations that way. Decompile and take apart pirated games like a chink. It's going to be "faster" but you will make a lot of mistakes on the way if you want to be forged by fire. Also just steal config vars from the Engineini subretarddit if you want to come across as more accomplished than triple gAAAy devs, and learn file compression.
>>988367 I have learned a great deal of how to think about this shit in LUA making my own addons for WoW and tinkering with existing ones for years, but never felt like "real" coding fucking around manipulating information thats specifically tailored to be used like that, never felt like i was doing anything new just shit that people are too fucking lazy to do themselves, like people would coom over the gladius addon when it was so barebone also im not looking to make games, fuck that, i have no passion for that
>>988362 If you want to be a shithead just make sure to never switch jobs, and work at a medium sized company, everyone better than you will hire up while you will be the only one senior enough to lead new ones.
>>988369 >also im not looking to make games, fuck that, i have no passion for that You're on a videogame board you inane pretentious retard. What the fuck are you planning on using your shit code for then. Outside of videogames Lua is used for scripting Neovim and thats pretty much it. If you want to write shitty spaghetti code, then at the very least the shitty spaghetti code has to serve a single fucking purpose
>>988362 >but i am INTENTIONALLY asking to learn to write bad code Yeah, as I said just install Unreal Engine 5 and start making your game. When you encounter an obstacle go on Stack Overflow copy and paste the solution, don't try to comprehend anything, just treat the code like lego blocks, and without even trying you will make horrendous code, don't worry. Now if you really want to intentionally make Clean Code Foul Code, put all your code in one single file, name the variables a1, a2, a3, a4, and so on, name every function f1, f2, f3 and every class as c1, c2, c3, oh and make sure you never ever put any comments into your code, if the code you copy and pasted from stack overflow has comments, just delete them. Hard mode: Don't create functions or classes, put everything in the int main() loop. So what is your endgame plan OP?
>>988374 likely what he said, enough knowledge to be an easy hire
>>988376 OP said specifically >idgaf about getting a job He's obviously a bored NEET with too much time, who's getting anxious over still being a know-nothing shitwipe at 30.
(958.26 KB 3456x1944 Programming Challanges.jpg)

>>988376 >likely what he said, enough knowledge to be an easy hire If that is the case, then he should do most of these coding challenges, put them on his github and and link it on his CV. Whoever can do most of these is an instant hire in my opinion. t. Software Engineer
>>988376 no, i don't care for working with this shit ever, i have a comfy job in a mega insurance company and enough networking to stay in this circle for the rest of my life purpose is literally for anything i want to do, heres the most recent one: theres some script extender for BG3 that requires you to have the most recent version of BG3 installed, when i first downloaded bg3 i pirated because fuck buying games without giving them a try, pirated versions lag behind by a version a few days/week maybe depending on crack source i for the life of me couldn't find where in the code stated game version requirements/dependencies to remove that cocksucking requirement the oldtwitter addon gets you de-authenticated and flagged as a bot a shitton lately, i imagine its because query rate is too high, but I dont know where i would fuck around with this to make it work I need a better base of programming knowledge to get around my minor annoyances, not massive, just enough
>>988378 Waste of fucking time, make a 3D computer graphics engine instead. You'll learn more than all of these popcorn challenges combined, and you'll have something actually impressive to show off, and something that be constantly improved and utilized to create further projects like videogames, offline rendering or a custom DCC tool. t. professional graphics programmer
>>988380 Too inefficient, learn to make microchips and code your own arcade machines, using PCBs you designed and manufactured in your garage, with coin cell drm that wipes the contents so nobody can duplicate them. t. electrical engineer
>>988379 You are never, and I mean absolutely never, going to get enough of a baseline understanding of programming without falling down the rabbit hole completely. It's a myth. You don't spend enough time learning something to the point where you can use it for the majority of inconveniences and sporadic ideas you encounter, without having real purpose or motivation. If your motivation is "I want to find the digit in a script so I can change it" then you're doomed to a life of script kiddie insignificance and you will never learn anything. Better to just give up now.
>>988379 Honestly I think you are better off paying a script kiddie from India to do those things for you, rather than learning them. You want to do very specific high level stuff, where the knowledge of doing one thing does not transfer to another and everything will probably be written in a different programming language anyway, worst case scenario binary decompiled into assembly. Again, just hire a script kiddie from India or Eastern Europe.
(454.86 KB 640x480 thumbsup.png)

Started getting into gaymdev this week because I'm tired of my support tech role for retarded engineers who can't even connect a docking station properly. Thanks to all the fags giving good advice that OP's ignoring, at least I can make good use of it.
>>988386 my ego is too big for that, also fuck not being able to form my own ideas, fuck contractors/consultants , and fuck the nonbelievers, not knowing how to code in 2024 is like being a fucking serf >look you just HAVE to know every aspect i'll just reverse engineer like this >>988367 and take side doors till i see it's holding me back, then i'll have sufficient knowledge of what i lack to know where to proceed in the rabbit hole >thats being a script kiddy so what fag, good lot of you started out with cheat engine and poorly built trainers on random forums back in the day
>>988362 >but i am INTENTIONALLY asking to learn to write bad code Learn Java You're welcome
>>988390 Your ego and lack of proper punctuation are bigger problems than your lack of coding knowledge. All I can say is, just do it. You see a problem you want to fix with coding, then smash your head against a wall trying to reverse engineer and barely understand stuff, eventually you will solve it. <but I don't know where to look Then google it, if that fails take the code line by line until you find where it happens or reverse engineer everything.
So where can i start learning kindergarten level c++ ?
>>988396 If you want kindergarten programming then you learn with Scratch or Python if you want an actual programming language. If it's C++, then easy, you write C code in C++ learn if statements, while and for loops, then how to determine if a number odd or even, if it's prime or not, if it's equal to it's reverse(ex 1221), and if it's a perfect number(equal to the sum of it's divisors minus itself so 6 because 6==1+2+3), though I guess that requires second grade math so it's a bit too advanced for "kindergarten" level, as such stick with Scratch.
>>988398 Long story short: dropped out of high school to work, now after 15 years i'm able to have some leisure time and i was thinking in educating myself with something i think will come in handy nowadays and in the future. I'm not trying to make a career out of it or anything. Just interested in the subject. Do you think after i can proficient in scratch and python i can safely move on to C++ or should i start learning math as well?
>>988406 scratch will just teach you "logic", i'd skip that shit unless you want to bore yourself, you dont need math...depending on what you want to do
>>988407 Gotcha. So just stick to python move to c++ once i'm comfortable enough with it. Thanks, anon.
(2.51 MB 1624x9454 Game Programmer.jpg)

>>988406 I initially thought you meant actual kindergarten level, if you are an adult you can safely skip to Python or even C++. There are fields that require a lot of math knowledge such as Graphics or Wave Interpretation(Fourier and all that), but for the most part second grade math is what you need, with the addition of knowing floating point numbers. As for starting points, last month I started doing the 100 Days of Code: The Complete Python Pro Bootcamp for shits and giggles, and I do think it's a good course in that each day you make some popcorn application such as a password manager, Snake and bootleg Anki. Every course takes between 1 and 2 hours so it's not a huge time investment. Most of the stuff I have already done previously in College, but I do like the way the course is structured and presented, so if I were to ever teach Python I would steal copy most of that stuff. You will have to find yourself where to pirate the course. Of course there are also plenty of free video courses on Jewtube, then there is this pic. >>988409 >So just stick to python move to c++ once i'm comfortable enough with it. It's not that one language is superior to the other. There are plenty of applications written in python, and plenty of senior developers who work with Python at a professional level, it is by no means a kid's programming language like Scratch. Now if you want to work closer to hardware or write a game engine you are better off working with C++, but Python is good enough to make a 2D game or other simple applications. t. C++ Developer
>>988411 >for the most part second grade math is what you need If you get into games you're going to need geometry at a minimum. I regularly dip into calculus as well, but I do realtime GI.
>>988414 I did say Graphics require higher level math.
(288.35 KB 1462x1462 Cu.jpg)

>>988411 >first substep of step 1 >SICP
OP has an ego too big for his own smarts, because if he actually had the smarts he would have realized (trivially) that he should just straight up open a random engine and just start flinging shit and googling if that's what he wants to do. Undertale was done like that, Balatro, etc, and these devs do not seem particularly sharp. Smarter people than him just got the right software and started writing shit without trying to act like a smartass.
>>988421 there are pathways and optimizations even the most clever people dont realize when under guided mentorship, i come to 8chan, the last bastion of *chan culture to seek wisdom on the opening steps and have found some
>>988411 That Computer Science step is not a beginner approach after the game programming. All of those books are for those who have a good foundation. To even approach the algorithm books you need to have taken a discrete mathematics course along with some calculus and the computer systems and architecture book come after some digital design and C programming course. I know OP is being an arrogant teenager but this is going overboard.
>>988379 >i have a comfy job in a mega insurance company and enough networking to stay in this circle for the rest of my life Implying that this whole thread and post isn't bait, this absolute schizo and autists are the ones who are making (and helped Made) the World an absolute shit If My manager at the company was an absolute freak who was Challenger in league, and also a mega autist in wow, i would kms asap
(52.44 KB 512x384 sicp.jpg)

>>988419 >>988485 >All of those books are for those who have a good foundation SICP is an entry level textbook.
>>988513 SICP is for MIT students who were probably already programming before they entered university. But I do agree with the fact that it's probably the most accessible book on there/
>>988358 >Well if you're such a fucking smart ass >>988365 >Oh so you're a midwit retard fag >>988372 >you inane pretentious retard >>988377 >he's getting anxious over still being a know-nothing shitwipe at 30 >>988382 >you're doomed to a life of script kiddie insignificance and you will never learn anything >>988394 >Your ego and lack of proper punctuation are bigger problems >>988421 >OP has an ego too big for his own smarts, because if he actually had the smarts he would have realized (trivially) that he should just straight up open a random engine and just start flinging shit >>988485 >I know OP is being an arrogant teenager but this is going overboard. >>988499 >Implying that this whole thread and post isn't bait, this absolute schizo If he's actually Challenger in League, 2K in chess, and his other grand assertions, he's about 150 IQ, smarter than anyone on /v/ by miles. He gave zero proof, so rubs me as an midwitted and insecure ego accustomed to masking mediocrity with bullshit. Someone not even half as smart wouldn't need counsel from NEET "inferiors" and he'd foresee his reception.
>>988378 >>988380 >>988381 ur gay t. John Carmack
I'm not in OP's situation, but I'd like to be a translator. I've already manually extracted and translated ~50% of the text of a game I'd like to reverse-engineer and insert English text into. Haven't dived into the technical side of it at all. If I learn the target game's programming language (68K assembly), how much C++ should I have under my belt? How much computer architecture would I need to know from there, or how far would I have to get into something like SICP? Would knowing modern assembly assist in learning assembly for older game consoles, or would it be useful for something else during the translation process? What are some good sources for learning the programming languages of older consoles? What else should I know?
>>988846 I think you are better off asking other translator groups, especially those that already did a translation for a similar game, since they will probably know the solutions to most problems you will encounter. Not everyone is on Discord, I am sure some still respond to email. Good luck to you translator-kun, what game are you working on by the way?
>>988879 >I think you are better off asking other translator groups I'll keep that in mind. I forgot to include that I am also interested in doing PC ports of older titles similar to Sonic 3 A.I.R. and Super Mario 64 Plus. >what game are you working on by the way? Mainly Popful Mail for Sega CD, but I've also been working on the PC-98 and SFC versions in between. I'd eventually like to translate all four versions of the game, the audio dramas, and the manga.
>>988356 if you just want to make a game the RPGMaker guys are apparently making what amounts to a visual scripting engine built using godot. you can use that as a way to dip your toe in before diving headfirst into code. https://www.youtube.com/watch?v=HvVJ2ouS3o8 There's also a good amount of tools that will give you guardrails to start coding that will let you learn as you go, like Stencyl. If you want to learn real coding, suck it up and make the faggy calculator app. then make some small projects. the thing that'll make it hardcore is how much time you put into it.
>>988768 retarded to think you have to be a genius to be good at games, especially games that just ask for you to sink a ton of time into, anyone can reach 2k without talent in chess as long as you're not retarded you'll never go above 2200 FIDE without talent though, the best players i've ever played alongside in all games were all NEETs and didn't have a wife/family so just did one thing over and over all day, you don't have to be a genius to be good at stuff, people who have done stuff before you have an experience edge and learned experience from time is wisdom, fuck yourself nigger >>988985 I've started with >>988359 this guy's book suggestion, it's good, setting up development enviroment on windows is aids so i've just booted up virtualbox and did it through linux, i should burn through the book by end of month and be less retarded in this, also sage
>>988406 >>988411 I've been searching for a couple courses on python and decided for this one https://yewtu.be/watch?v=XKHEtdqhLK8 >>988513 Is this a good book for a novice?
(148.20 KB 658x1002 Screenshot_20240715_223236.png)

(144.70 KB 636x759 Screenshot_20240715_223251.png)

>>990238 >I've been searching for a couple courses on python and decided for this one Great job anon, hope you enjoy programming. >Is this a good book for a novice? Looking at the content of the book(pics related), I would say no. https://web.mit.edu/6.001/6.037/sicp.pdf I know I am the one who posted the picture with all the books, but honestly if you just want to make some small applications, like a Python program that sends you an SMS whenever it's about to rain in that day, or a Tetris game, you don't need to know Computer Science. If you want to make a 3D engine from scratch or a C compiler, then yes, you would need to know some Computer Science. At this point you are better off being a codemonkey that can make simple programs, even if they are inefficient and cobbled together from StackOverflow, than to spend weeks or months reading theory and not code much of anything.
>>990246 >At this point you are better off being a codemonkey that can make simple programs I've been wondering what's my goal with this as well. I decided to just stick with that python tutorial. I'll just repeat the exercises one time after the other until i can memorize this shit and get comfortable with it.
>>990255 It:s much better to understand how a program works than to memorize instructions or how to write an if statement. You will naturally learn how to write a for loop, just by making all sorts of programs. >I've been wondering what's my goal with this as well. Well if you just want to make some simple programs in Python, here are some good ideas as a starting point. After that you can learn how to make programs with a GUI using TkInter or PySide2/PyQt5 if you want something more advanced. https://www.veritasai.com/veritasaiblog/20-python-projects-for-beginners-in-high-school Being able to do even half of these simple applications, is more useful than redoing some exercises over and over so that you can memorize shit. Also, don't worry, take your time, hopefully nobody is rushing you and have fun. If you want to make a habit out of it, then it's better to do 10 minutes a day of coding/learning, than 70 minutes of learning.coding one day per week. Start out with how much you are comfortable with and keep at it.
>>990276 >https://www.veritasai.com/veritasaiblog/20-python-projects-for-beginners-in-high-school That's fucking neat, anon. This is exactly what i was looking for and didn't know. >it's better to do 10 minutes a day of coding/learning, than 70 minutes of learning I'll take my time and won't force myself. I'll take this as learning another language or guitar. Eventually it will click and i'm going to be able to play with it. Thanks for all the help.
No matter how good you get you have to come to terms with the fact that you only have one body and there are limits to how much you can do on your own.
>>990335 That's poppycock. I'm going to become the next codemaster, believe it!
you're like me. well, except you're competent in games or whatever. Here's real best way if it hasn't already been said. Get into some actual code from some games or whatever, and start ripping that shit apart. Fucking change shit up, start reverse engineering, fuck all those fundamentals and shit, other fuckers did the fundamentals for you already. then learn from your mistakes years later and regret not learning fundies as you're a decade too late
Now that I think of it, isn't there some kind of faggy new age "Gamified" course for learning coding? Get points for correctly making this for loop, or making this ship fire at the correct interval!
>>990386 Wouldn't that be any coding website that offered challenges and gamified them with XP/level system, or leaderboards, or even completionism? I'd have to check which sites offer that and whether they're effective but searching "gamified programming" turns up a few lists >CodeGym.cc >Screeps >CheckiO >VIM adventures >Cyber-Dojo >Ruby warrior
>>990386 Yes, there's even things like that forever. But gamification is gay, you will forever remain a "dabbler" and the only thing you'll be able to do is make a Fahrenheit to Celsius converter in C#. If you study like a normal person, by the time you leave the realm of beginner, you will have surpassed those kinds of websites and services. This goes for all "gamification" rackets, like language. If Duolingo actually got you good at Spanish or Nipponese, then nobody would want to use it after they got good. They are okay for seeing if you're interested in the subject, though.
>>990238 >Is this a good book for a novice? Depends on your math inclinations, but probably not. It's more about being a good programmer than building things which is what you should aim to do at the start. That's why the MIT-niggers retired it.
(207.26 KB 353x431 1393220451825.png)

The only way to properly learn pogramming is by doing a shit ton of programming. No amount of books or JewTube videos or spoonfeeding will make you a good programmer. The bitter truth is if you cant get into programming on your own, you were never meant to be a programmer.
Is this the same deranged retard who kept making nonsensical rambling threads on /loomis/ and /co/ asking for "successful numbers" and shit, or is there just a surplus of legitimate retards who've been posting lately? Myself included obviously.
>>988362 >but i am INTENTIONALLY asking to learn to write bad code, not good code Get a chat GPT subscription, tell it what you want the code to do and then paste in the code. Its been working well for me, though, I'm using it to reverse engineer and port code from one language I don't know to another language that I don't know. You will need some basic understanding of how coding works. Maybe try scratch. Its a very good visual system for children and is wonderful for people who know nothing about coding.
>>990978 That explains why I wake up completely Blacked every time I try to learn how to code
>>990980 A surplus of legitimate retards took over this site since the third world boards
I can code and live nowhere important. How to job?
>>992623 Remotely
>>992624 But how? I have no education and literally live in my parents' basement.
>>992633 Go to some coding company and work for free to prove you're worth :^) Or code for me, I'm a poor ideasfag artist who needs programmers to make his dream game!!!
>>992633 Do you have a portfolio? I suppose you can put what you code on github or something to prove to employers that you can code
>>992642 Shalom
>>990386 OP here this was clearly clever sales slop, i avoid this entirely, i can smell salesfaggotry a mile away, i was just looking for optimal start the truly best thing i could've done was pay someone experienced to personally tutor me, but i couldn't stand just meeting up once a week, and i don't have the pocket to stomache paying someone who knows their shit what their time is worth to actually teach me, i might cave if i hit some roadblock >>988359 once again, this book is great >>990319 keeping tabs on this shit for when im done with book to see how retarded i still am
>>990980 >on /loomis/ and /co/ He was fucking everywhere, if we're thinking of the same guy. He was on /animu/, he was on multiple boards on smug, and I think he was on anon.cafe while it still existed.
>>988768 >2K in chess 2000 rating in online chess is not equivalent in rarity to an IQ of 150
>>985885 Release trailers and screenshots too shortly before release for someone to actually make a competing game before you release, but long enough for people to begin talking about it. It's a tough line to walk but that's probably the best way
>>985858 If you release a finished game, then you have a finished game. It can't be vaporware if it is done. Also, the less community that you build, the less the player base is entitled to it meeting their expectations: you can release a bad game while incurring less fan hate. You could make The Room or Night of the Living Dead and you have not built expectations for either. Then again: a community is a great way to fund a game. Look at Minecraft or Scam Citizen. Community means a better game, but a game that you are less in control of: you now have invested fans who will try to force decisions upon you. It will be designed by committee.
>>985858 >is it better to slowly build community and devlogs, or to release finished game? Make a full game you fucking faggot. >What is better and why: Make the fucking game. Just fucking make it. What the fuck are you doing. Make the goddamn game you double nigger. Stop asking for permission and approval and make the game. You don't need the cleanest code. You don't need the most perfect graphics. Just make the FUCKING GAME you fucking faggot nigger. YOU DON'T EVEN NEED A PERFECT MARKETING PLAN JUST FINISH THE FUCKING GAME YOU FUCKING NIGGERFAGGOT. Marketing is important based on what i've seen from people like codemonkey/jason story, but you need to make the motherfucking game you doublenigger. Make your first game and learn from it- both from the process of idea to release as well as the technical skills- but MAKE THE FUCKING THING FIRST YOU FUCKING NIGGER AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Its a shame Sakurai is ending making videos soon (or maybe ending his channel entirely). He had some great advice and insights.
Where are the posts? Are the amateur game developers just gone?
>>1009136 Probably too busy making their game :^D
benis
>>1009136 >Where are the posts I ate them (burp)
>>1009150 they are "bussy" alright
>>1009136 busy drawing furnigger porn instead of making game
>>1008997 When?
>>1009136 I finished a new track for rogue. https://youtu.be/X5TgvFosiH8
>>1009809 betty nice :DDDDDDDDDDDDDDDD
>>1009208 Sometime this year. He said that it was always intended to be a stop gap between projects.
>>1010045 He's probably waiting for the next Smash or Kid Icarus announcement to happen.
>>1010052 His video where he showed off his portfolio implies that he has been working on some project for a while. It could be Smash given the he is often the first person outside of Nintendo to have insight on their next hardware, but I really feel like he wants to move on from Smash especially since it would be really difficult to top Ultimate, but he has openly stated that he can't find anyone else to do the series justice. Imagine him passing the torch to Toby Fox. https://youchu.be/watch?v=frNXwWqZpkI
>>1010058 >Imagine him passing the torch to Toby Fox. That would probably be the biggest "fuck you" in the history of video games.
(78.66 KB 800x1057 AGDG BEFORE NODEV.png)

remember to practice a lot and get comfortable with your tools
>>1010098 Benis
>>1010098 Bonus for cookie clicker clone should be someone makes a wiki for it.
>>1010098 I've done a few simple games in GaymeMaker Studio the past month and I'm surprised at how fast I've been able to just learn how to make things work in GML without any prior experience in any computer programming stuff. But I noticed hit a point where I just run out of ideas and I struggle to find some way to make it more interesting beyond just a simple brickbreaker or sliding puzzle or something. I'm like, at a canyon of suck on the super noob side. I guess I gotta keep doing simple projects and building on them until I find some inspiration and some way to keep making a bigger game.
we need. a game jam. maybe.
(1.05 MB 480x384 Homer Jackin in.gif)

>>1011057 How about a Game where I Jam my dick up your ass?
(515.83 KB 1048x1155 trash.png)

>>1011069 Ok, but you're coding
(17.26 KB 300x212 Morshu desire.png)

>>1011076 I'm coding my semen into the mainframe!
>>1010098 I have done >pong >a bare minimum asteroids >brick breaker though you could say it was space invaders more since the projectile didn't bounce off bricks and the bricks moved left to right >tetris >and a mario clone Tetris was the hardest because I was following a shitty "pure programming" tutorial and didn't realize I could just physically move the blocks and check if it was in a straight line in Gamemaker.
(10.69 MB 1280x720 shooty5_.webm)

I've done some progress on a bullethell/survivors/run and gun game that's based on edf. How does it look? Does the gunplay feel punchy in this video?
>>1011315 Needs more animation, better hit detection and a score counter.
>>1011315 The Obnoxious screenshake and sound effects certainly makes it feel punchy. Good taste in musics. I'd say turn down on the obnoxious screen shake and make the killed or shot enemies knocked back. If you don't want shot enemies knocked backward, definitely have the killed enemy corpses flying based on damage dealt.
>>1011315 Punchy to me implies some level of speed and spikes, this looks more steady than punchy.
>>1011727 Good. How long have you been working on it anon?
>>1011346 I have tried to improve hit detection, see if it looks better now. More animations will be added to both players and enemies, what kinds of crazy and cool stuff would you like to see? >>1011615 The enemies do get knockback from bullets, heres one with more pronounced effect. The screen shake does get a bit annoying so it will be used sparingly. Glad you like the music. >>1011749 Can you describe more on how you see a game as punchy, level of speed and spikes. Cuz that sounds more like how a gameplay flows, fast movement, move in kill a lot and then slip away. I think i get what you're saying with steady - that enemies fall in at a steady speed, you keep shooting them while circling them, killing them at a set rate, damage is fairly minimal etc.
>>1011857 Your post made me spend almost an hour searching for an old-ass game I played in my childhood in one of those "200 demos" CD-ROMs they sold with game magazines. https://www.youtube.com/watch?v=HUcIR1JetGk
>>1011803 >Good. How long have you been working on it anon? Kinda complicated. >Finished a game dev tutorial >Felt doing starting game dev >Started a game by copying a tutorial video but the project went to shit, so I just restarted by copying another tutorial/demo game >Some shit related to GitHub like me trying to individually upload each file and shit before using the actual desktop program Some of these points explaind why the game has "2" in its name even though it's not a sequel and how "main-ish" is a result of it being reuploaded to GitHub like 3 times and also why the actual day when the game officially started development is not properly documented. There's also some shit about me getting a new computer and not being able to do much in 2022 but by 2023, I managed to implement a lot of features required to have a "base" and got 2 chapters done. This year things went forward as I've managed to come up with things even before their respective chapters like illustrations, enemies or even specific features like how Uulga companion was done a few updates before Herrko levels. It took a series of tutorials and help from other people but most ideas I wanted to add got added even with some changes or setbacks and whatever.
did lolisim dev vanish?
>>1011864 >Can you describe more on how you see a game as punchy, level of speed and spikes. Cuz that sounds more like how a gameplay flows, fast movement, move in kill a lot and then slip away Yep. You want your actions (or the actions/appearance of your enemies) to register a sharper feeling for more punchiness in some way. A good example of a very punchy-looking game that I feel is similar to yours is Synthetik. https://youchu.be/watch?v=r5tsEJgPn30 Some suggestions or ideas to make the spikes more impactful, maybe have a brief period of increased rate of fire or damage upon a well-timed weapon switch (if you have or decide on a method to make weapon switching as a mechanic that is), and/or an increase in player speed upon that kind of action. Even just having an increase in movement speed for a few steps upon an action can probably make the game feel very different. Different enemies should also come in and force you to make them a priority when appropriate, like say a rushing suicide bomber type enemy, or a spawner type. Stuff like critical hits/headshots/flashing-parts-of-enemies, powerups (random or otherwise), or other RNG and whatnot as mechanics can also add to spikes and general punchiness of a game. >I think i get what you're saying with steady - that enemies fall in at a steady speed, you keep shooting them while circling them, killing them at a set rate, damage is fairly minimal etc. Yep.
>>1012923 Basically, you want your players to chase for the next high between each particularly satisfying moment, and give them opportunities to do as much.* Stuff like having combo/swift-succession actions in some way can also heavily add to punchiness if done right imo. Reward the player for successfully taking risks too if possible. Like say if a weapon deals more damage at closer range or gives an increased chance of some positive random element occurring if you kill a certain number of enemies within a small timeframe. Might be a pain to program and difficult to balance for and maybe not even what you want so I'd understand if its not appropriate for your game but just an idea is all
>>1012923 >>1012926 Meant for >>1011857 obviously, dunno how that happened.
(55.94 KB 1190x524 8H7LwS2scadPu33h-1.jpg.png)

>>1012917 aare you asking about the one that made the VR Shinobu Wedding?
>>1012935 no, i'm asking about the one who made a 2d gta loli kidnapper simulator, he posted the source code of his game and i lost it
(35.75 KB 1320x960 5 skin genes 5x size.png)

>>1012939 >>1012935 He means this game.
one or two of you niggas might find this mildly interesting https://archive.ph/HZ7OJ
>>1012950 yeah that game, do you have the source? there used to be some irc channel where the dev is active
(2.09 MB 1280x720 2024-09-11 00-40-53.mp4)

(917.69 KB 1280x720 2024-09-12 18-40-02.mp4)

I am once again trying to make puzzle game
>>1012923 thanks for the input anon. I haven't looked at synthetik since im basically making an 2d edf clone. Its way too much for my feeble programming skills, but I can make cheap imitation of some of its features.
>>1013333 wait, the game is top down 2d, but the balls are affected by gravity going downwards? Or is there a magnet pulling the metal balls?
>>1013333 Nice quads, puzzle dude.
How viable would it be to run a game studio that is solely (or mostly) funded by services like Patreon or Liberapay? Right now, it seems like the only games that are funded that way are FOSS games, but that is just for the game itself and not the actual organization working on it.
>>1013637 Theoretically it is possible, as there are some porn games that get tens of thousands of dollars every month, which could allow you to have a team of 10 or so people, depending on where they live maybe even 20, while also outsourcing some of the work, such as music(something that even big studios like Bethesda or Nexon does). Now those games started with sub 100 dollars and if just so happened to fill a niche and the money kept on pouring. It would be like asking how viable it is to use Kickstarter to fund your game, and look at the Kickstarters that got over 10 million dollars, sure it's possible but highly unlikely that (You) will be one of the lucky few. If you are serious about this, then you will have to work alone, or hire one or two guys on your own money, keep on releasing the product for free(with link on Patreon) and pray that your game magically gets picked by normalfags. https://graphtreon.com/top-patreon-creators/games https://graphtreon.com/top-patreon-creators/adult-games
>>1013637 that's like 50% of the indies games that isn't backed by publishers or government video game initiatives. Its very viable. But making an actual living? That's a bit tufff.
>>1011727 I'll be off-line until maybe 16, so Nortubel will take a break. You can still see the game in the GitHub rep and this script even shows the passwords for all levels and cutscenes so far: https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish/blob/main/screens/MainMenu.gd Feel free to give me feedback while I'm gone.
>>1013640 >If you are serious about this, then you will have to work alone Yeah, I suspected that any studio that does this would either have to at least start as a one-man endeavor or be a non-profit organization. I only ask this question because I've noticed a change of ethics regarding piracy over the years, even among normalfags (possibly due to waking up to the bullshit that comes with streaming services). The common sentiment is that if you like a game or other piece of media, pay for it. But from what I've been told by developers who have experimented with the donationware model, it's a mixed bag. So I was wondering if the Patreon-type model would be a better option. The only other option I can think of is to have physical versions for collectors (they want the official versions) as a reward for purchasing the game.
>>1013637 It's possible if you convince enough to pay your Patreon or Liberapay, but that's very hard, so it's not plausible for most.
Is Boen former AGDG?
>>1013687 By the way anon, what do you mean by "studio"? Do you just want to be a one-man studio and have a logo appear when the game boots up? Do you want to have employees? How many 3? 10? 50? The more people you have, the less codding you will do, as you will need to do management work. Are you even good at managing people, schedules, meetings and so on, or better yet do you want to manage people? Do you want to have a physical office somewhere where people will come to work, if so where are you going to hire the people from, fresh graduates from Universities? Or will it be 100% remote and you have people from all around the world India? Do you want to learn about taxes and hire a lawyer to manage the finances of your studio, especially if it's 50 people? What exactly do you want? >So I was wondering if the Patreon-type model would be a better option. Keep in mind that only a very few people actually get those tens of thousands of dollars per month. I know of devs that make decent hentai games that fill a particular niche, and they are one of the few who are in that niche, yet they only get a few hundred dollars per month. Sure it's decent as a sidegig, but not enough to support yourself(unless you live in the third world), and clearly not enough for a company. Also these are the lucky ones, there are hundreds of more patreons that get like 10 dollars or less per month. Besides kickstarter, another option would be to get a loan from a bank, but be ready to mortgage your house, something the Cuphead devs did in order to release their game, and unlike them, you might actually loose your house.
>>1013637 American Mcgee when he was making the pitch for Alice 3 was funded by patreon.
>>1013787 >What exactly do you want? I have no plans on doing any of this anytime soon. If I do start something like this it would probably be just me and I would hire a small amount of people along the way, but it would only be people I would trust. It would probably be less than 10 people. It could be remote or local depending if I find these people in person or online. I was just wondering about a possible business model and I feel like this is the best place to ask.
>>1013637 How many game Patreons have been launched? How many game Patreons made enough to solely or mostly fund a game studio?
(115.20 KB 1444x900 1c.png)

(546.80 KB 1447x900 1b.png)

Crop and Claw dev here. Finally did a public Screenshot Saturday for the first time in a while, particularly to signal the sequel is formally in works. The code base still has rush jank but is way better as I got deeper down the first-class-functions and functional programming rabbit hole. Building the core from scratch, this time instead of 2D Dragon Quest, it's more PS1/DS Dragon Quest.
>>1014259 huh. This is really good and you shouldn't change anything but man the dragonfucker-goodra-esque crowd is going to have a field day with your characters if your game takes off.
>>1014283 I believe somebody referred to this as 'fuck monster' in one thread.
>>1014286 the tongue really doesn't help lol
(1.14 MB 800x600 behemoss_demo.webm)

(377.55 KB 802x354 vineviper.gif)

(1.06 MB 800x513 druid.gif)

>>1014283 >>1014286 >>1014306 They appear in CnC1, though most the comments are about how they crit you to death and are the first real difficulty spike in it. (Certainly happened when I streamed a dev playthrough a couple weeks back.) I can't control what people like about them, but whatever subsidizes us by selling copies. They did actually get used in a test animation when the artist was messing with Blender's grease pencil tool.
(85.92 KB 575x463 consorts.png)

ehehe
>>1014310 >It's just a branch, bro
(665.02 KB 1277x715 Card_Hand_Display_System.gif)

More incremental progress on... whatever this thing is gonna be. I kinda panicked at the end of saturday cause I realized I didn't know where I wanted to go with the battle system and if I could display all the information I wanted to onscreen, I was a bit worried that I was gonna stall out on this game too, but right at the end of the day I my brain just kinda served me a way display cards while not taking up too much space. Still gotta do calculations for blackjack hands and such but I think having little mini cards slide up from behind your last played one works well enough. Only reason I'm saying all this is cause I spent a good chunk of my time this morning goofing off and I just came to a solution. So if for anyone else in here that is struggling to figure out what to do, (while it should be obvious) walking away from something is sometimes helpful if you're lost as long as you're not just procrastinating. Also, maybe having another project that you can switch to when you hit a blocker can help, not sure if anyone has any experience with that.
>>1014259 >>1014283 Anon please don't change a thing. He's perfect.
>>1014819 No reason to change it. Their design stuck since the first entry. A lot of designs were meant to project a sort of iconic look (DQ enemies did that a lot.) The specific sprite there is probably temporary because we don't know what the combat sprite style will be. CnC1 was easy because it was just 64x64 sprites. CnC2 supports 3D combat screens but we don't have the time or material for animating, and the resolution's larger which increases time per design. Behemoss are technically relevant in a small writing project on the side while CnC2's framework is being put together, but that's all I can say safely.
>>1014839 The head of Behemoss should be higher on his body, it looks like it fell off.
>>1014306 Or the nude green anthro body.
(245.52 KB 1005x614 behemoss_concept.png)

>>1015012 That's likely due to the hunch and the neck turning back to angle the head towards the camera. There's not much art of them in a neutral stance, but their old concept art when they were still being figured out show the neck more. >>1015041 They pull their design from a few places, but primarily FF's behemoth (it's right in the name) which I wouldn't really call anthropomorphic, and they're seen closer to beast than anything. That might just be projection.
>>1014259 Is the game being actively developed? Asking since I don't see an early access tag on the Steam store.
(286.41 KB 633x444 image.png)

>>1015055 Crop and Claw 1 was released Greenery Day this year on Steam and Itch. Crop and Claw 2 (those in the screenshot) are in early active development but doesn't have a public Steam page yet. Currently hacking together the turn-based loop and integrating some basic menus to get the proof of concept in place before I clean it up and stabilize it. Artist is figuring out the best way to construct zones between Blender and Godot. We're mostly trying to get some visually presentable stuff sooner than later so a trailer can be cobbled together, followed by an eventual demo that might have a single, self-contained story for the sake of public testing the core for bugs and issues.
>>1015059 Ah, understood. I hope it works out anon.
(20.45 KB 420x863 A creeper.jpg)

>>1015059 Thought that was a creeper at first.
(158.60 KB 332x551 bumblin' idiot.png)

when should I keep going with a project and when should I just pick up something else to work on? I originally decided to make a small 2d platformer "to get familiar with godot", but developing extra features for it is making me reconsider it and just grabbing something else to do. besides, i think i'm mostly learning how to work with a tileset, random generation, and other things that, ideally, wouldn't be in the game that I really want to make in the long run.
>>1015118 Go read the AMA the Fight Knight dev did.
>>1015118 If it's "to get familiar with godot," keep going with the project until you're familiar with the features it taught you, then drop it. Finishing touches are pointless if it's to get familiar.
>>1015245 this.
(4.08 MB 1550x988 follow_me_set_me_free.mp4)

Round and round. Wanted to get a follower prototype working sooner than later. Does some funny tricks to store and pass tracking around.
>>1016395 The animation's jank and I can't tell what the sprites are.
>>1016443 We'll probably have to zoom the camera a bit. I was feeling like they're too far out and things move too fast. Not much to be done with the small sprite resolutions though. PS1-esque Dragon Quest except with the pure-cardinal directions omitted to save on time.
Proceeding with Sachi model.
(131.77 KB 2222x2222 15wq34umtpa61-1431567547.jpg)

(503.86 KB 200x185 thatsapenis.gif)

>>1016474 THIGG :DDDDDD
(5.39 KB 136x440 cutscene 3 katrin 1.png)

(6.74 KB 177x442 distracted carrie 2.png)

>>1013649 Also did this shit https://eyeballspunk.itch.io/sweet-dreams just because.
(763.04 KB 1280x720 hb_c.mp4)

Yet another Yume Nikki clone under development. If I manage to implement the basics, I will consider more interesting mechanics.
(278.16 KB 480x360 Blood - I Live Again.mp4)

(922.40 KB 1920x1080 CBM2_Render.png)

(794.70 KB 960x540 M26AR_Render.png)

(244.61 KB 1680x1200 Render1.png)

(2.19 MB 1920x1080 Render2.png)

Stuff I have been redoing for the DWM mod
(1.83 MB 1280x720 2024-09-22 03-47-43.mp4)

>book a week off >progress has been good Doing this by hand in FNA, currently The pieces work together almost perfectly, I have a few rough spots to figure out, but now I can start to do a better pass on the graphics and particles
>>1017618 Looks nice anon. >>1015059 >>1014839 >>1014795 >>1014307 >>1014283 >>1014259 Good progress. I just finished now the Locust Rocket Launcher, now I need some rest...
>>1017573 >>1017755 Looking good Renafag. A little curious question though, why the green and gray color scheme? Because they complement yellow and white fur?
(30.99 KB 614x425 25790320753_3b07067095_z.jpg)

(46.94 KB 1024x768 Utenforcerki6.webp)

(37.79 KB 650x340 A-6missilelauncher.PNG.webp)

>>1017855 (checked) Thanks >A little curious question though, why the green and gray color scheme? Because they complement yellow and white fur? Well that's how the Enforcer and the Locust Rocket Launcher looked like so I just copied the color scheme, though it seems for the assault rifle that was not the case, ah hell that's what I get for not looking over the picture more but it's a easy fix.
(894.00 KB 960x540 M26AR_Render.png)

>blender saved the render as a tif Fucking hell.
(237.80 KB 720x480 2024-09-24_13-31-27.mp4)

I needed to get a transition system in sooner than later which allowed me to call either built-in animations or inject special-case ones at need. Only the former used now, but I've got a basic fade-in/out and for testing its usability, I recreated FF6's overworld -> combat transition. Stole the SFX until I get around to proper sound selection or make a different transition, but it's kind of neat to see it in motion and at least is more fun than simply fading to combat while testing.
To whom it may concern: https://indie.live-expo.games/en/entry/ Entry to be showcased in the Indie Live Expo is underway.
>>1018536 Did any good indies come out in 2024? It's been a slow year.
(29.91 KB 802x676 Untitled.png)

>>1018282 At least you have an engine you're using (Unity? from the looks of it) I have to do shit like picrel for my animations.
>>1018577 i wish to get to your level
>>1018578 I'm not sure whether that's encouraging or not, haha. I'm stuck on Windows 7 and Visual Studio 2010 is locked to C#4.5, which means I can't use things like NuGet or other distro methods. Besides that, my hardware is ancient and Godot and Unity are quite slow to load, if at all (eg, editors churn 25% cpu just trying to load shit) Honestly, a decent rig and even visual editors will go a long way, slogging through code and trying to set up basic shit that works out of the box is barely productive
(5.01 MB 704x704 2024-09-25 05-25-22.mp4)

>>1017618 Spent a few hours just kinda tweaking things to make it look more presentable. The explosions are from Kirby and the boots are from Zelda, but the door animations were my own. Have to spend a good day or two reviewing how my interaction/signal system works so things behave the way they should (moving objects cannot trigger events, but this also means bombs don't explode correctly, and things like boxes do not trigger when they enter tiles if they were pushed)
(40.44 KB 415x730 2.png)

(137.94 KB 737x890 0.png)

>>1018577 Dumped Unity in 2018. We use Godot. But the sprite selection doesn't use any built-in animator and is done from code. We'll have so many sprite sheets for the field that if we had to manually create animators for every single one, it would clutter the filesystem and make adding new sprites really slow. Instead, I just wrote my own sprite "charset" system which can automatically calculate how many sprites per direction and whether it's two-directions + mirror or four. I also use StringName (interned strings) as symbols so I can pass and allocate arbitrary sprites (such as emotional reactions) that may not go into the base walking sprites. So while I do use an engine, I tend to code my own features instead of using built-in ones if I feel the disadvantages of the preexisting tools or plugins outweigh advantages. It's why I use a custom menuing system and textbox, rather than asset store plugins. >>1018586 Linux will make old laptops not die, although I don't know if Godot 4.x would run well in compatibility mode.
(564.75 KB 720x480 2024-09-25_19-29-57.mp4)

In other news, I ended up integrating the animation infrastructure in place. It's just the building blocks mostly, though. That and the game tends to crash after one or two attacks finish after adding the attack animation part. One day I'll fix it, probably.
>>1018801 Not bad.
(1.11 MB 1280x720 2024-09-26_18-28-03.mp4)

More animation testing. Fixed the crash and added a few variations. All players are using placeholder items, though third party member has two weapons equipped so they get two attack animations and strikes. (I wanted the options of dual-wielding for extra build customization.) Also realized it's way more interesting having more enemies on screen and I can catch multi-target issues quicker if I'm testing that way. Might throw in target selection tomorrow just to make sure that works. It's just random based on the teams at the moment.
>>1019268 I assume you aren't going to have limb-based combat like F&H
>>1019493 I don't know F&H, but I did set things up so I could in theory constrain equipment slots based on tags. Partially so I could make CnC3 have recruitable monsters akin to DQ5/Monsters. I want to save that as a possibility for 3 because we'd have to make field sprites for all recruitable creatures, and we already have a large asset count to fill for 2.
https://archive.vn/HaTP0 So what are the next best game engines?
>>1019609 No difference, Godot Engine is open source.
>>1019609 Still Godot
>>1019609 A fork of Godot, which is exactly the same except swaps all the logos with windmills of friendship
>>1019662 So true ally. Godot is almost as valid as Rust, I program pride flags in Wokot while dilating my neovagina. Love from Israel.
>>1019719 Rust is called rust because when trannies don't dilate they rust shut
(1.41 MB 1280x720 2024-09-27_19-07-17.mp4)

Internal refactoring to expand skills, improve some handling of stuff. Then on top of that comes combatant targeting menus, enemy AI, indicators when enemies attack, hit-crit distinguished animations, and probably a few other minor things. Foundation slowly coming together. Stop calling me Dave, board. I have no idea who that is.
>>1019774 >Stop calling me Dave, board. Agreed, this shit's stupid and pushes threads like this off subject, and if it stops but isn't reversed, after the fact it seems like one person namefagging.
>>1019782 Oh I didn't know some Dave meme existed these days. I thought I was somehow getting weirdness from someone using my VPN.
>>1019789 Some fag in the meta thread apparently made a retarded post about an average anon being named "Dave" in some autism post, and presumably cake kike thought it was funny and now the board is shit for a day, assuming he'll change it back by then ofc
>>1019798 Nothing retarded about that post: >The average user of /v/ (let's name him Dave), or anywhere with gaming discussion, comes for a good time discussing video games. How successful fomenters kill /v/, then, is making sure Dave has a bad time discussing video games. GCfag hounds Daves 24/7 to make sure they have a bad time discussing video games. Others hound Daves for less time. >Dave likes anything related to video games or posts anything at all? Ridicule it. Ridicule Dave for liking it so Dave won't discuss it. Ridicule others who like it so they won't discuss it. Ridicule it for many posts. Ridicule it now. Keep ridiculing it later. Ridicule it in various threads. Derail many video game discussions so they're not video games so video gamers won't like them. Bait Dave to have wearisome arguments that don't end. Wear Dave down with them. Frustrate Dave by lying about him, what he said, and what happened. Concede nothing. Defame Dave. Turn people against Dave. If you can't, pose as these people and agree Dave's awful and what Dave said is awful, so Dave feels isolated, outnumbered, and alone. Tell Dave that Dave is doing what you're doing. Make Dave have a bad time discussing video games. >Dave will have a worse time discussing gaming, on "/v/ - Video Games," than Dave would on places not for video games. Dave came to discuss video games, not for 5 hours of mental warfare. Dave won't stay to improve /v/, that's 1-sided, /v/ benefits but Dave doesn't. Dave probably won't complain here either. Dave will leave, then have a good time discussing gaming somewhere else. The hounds, more eager to foment destruction than Daves are to stop it, then attack Dave after Dave until no Dave remains. >Most Daves left. /v/ is these hounds now. GCfag hounds the most, and others hound too. When hounds make more posts than Daves, hounds run the board de facto, take over discussion, peddle fake history to conceal their wrongdoing, and fomenters gloat over /v/'s decline. You sound like the guy it's talking about. Anyway this is what I mean by "this shit's stupid and pushes threads like this off subject," Amateur Game Development General now has meta shit where it shouldn't be.
>>1019807 Ok Dave.
>>1019807 I literally do not give a shit about the post itself, autist. You literally quoted the wall of text when you could have just had a reply to the post for whatever retard actually wants to waste their time reading that shit, then you complain that the thread is going further off-topic after furthering said derail.
>>1019811 You gave enough of a shit to lie about it and you give enough of a shit now to try to stop people from reading it by telling them it's a waste of time for retards. You sound like the guy it's talking about. The thread was already derailed when I came and the derail was over before you started it again.
>>1019813 >having an opinion is now lying Nah, you have the 'tism.
>>1019827 Pretending >>1019807's a retarded autism post when it's simply explaining how forums are subverted is lying. You're doing the very derailment and shit stirring it's talking about.
>>1019609 This looks like this part: >Ridicule it. Ridicule Dave for liking it so Dave won't discuss it. Ridicule others who like it so they won't discuss it. Ridicule it for many posts. Ridicule it now. Keep ridiculing it later. Godot isn't bad because Godot's Twitter manager is bad.
>>1019835 Yeah, yeah. You're an original Dave and your shit doesn't stink. We get it.
>>1019719 This post also follows the ridicule of Godot with more ridicule. Woke managers of Twitter accounts aren't problems with Godot or Godot's developers.
(411.17 KB 590x707 lol.png)

>>1019515 Fear & Hunger! It's basically a survival/horror/dark fantasy themed game in RPG Maker. Unfortunately, it's gotten popular among the gender community >>1019609 Reminds me, I saw this today
(2.75 MB 960x704 2024-09-28 02-39-44.mp4)

(4.31 MB 960x704 2024-09-28 02-08-23.mp4)

Oh yeah and here's a bit of progress for today
(491.25 KB 498x280 help-anime-412994587.gif)

Does anyone have any links to (free) game source code so a retard like me can understand its basic functionality? I mean even simple shit like 2D platformer will work as long as its easy to understand.
>>1019964 I recommend against looking at the code of completed games/software, as it's generally extremely hard to figure out and debug code that it's hundreds if not thousands of lines of code long. You are better off searching on Jewtube something like "2D platformer Godot" as that way you get to see how it's made step by step plus receiving an explanation, as opposed to searching through functions upon functions to figure out what this function that is 10 layers deep in the call hierarchy does.
>>1019964 I'd recommend looking at some fantasy console shareware like PICO-8. Just go to the website, browse for an interesting game, and then load it up with the development tools and look at how it was put together. https://www.lexaloffle.com/pico-8.php
>>1019964 It's fairly easy to find Terraria's decompiled source code, but the problem is like >>1019966 said: it's a decade old, fairly complex, and being decompiled has generic symbol names from the compiler (eg var1, var2, var3, etc)
>>1019964 It won't ever be easy to understand completed game source code of 2D platformers.
>>1019964 For common game engines like Godot and GameMaker there's lots of demo projects provided right on the first screen, for all genres like platformers or space shooters or brick breakers. I think GameMaker also has interactive tutorials. And like other anon said, following tutorials helps the brain learn more good. This guy Heartbeast has some good tutorials for both engines (although mostly Godot these days, his GMS2 tutorials probably still work in modern GameMaker): https://www.youtube.com/@uheartbeast For something a little more nitty gritty here's a playlist of a gamedev college class on YouTube https://www.youtube.com/playlist?list=PLhQjrBD2T383Vx9-4vJYFsJbvZ_D17Qzh It uses Lua and LOVE2D, all of the source files are in a github so you don't have to literally sit through a lecture (but they are kind of helpful because he explains stuff) and Lua is used in lots of games.
>>1020286 >brick breakers My brainrot saw "buck breakers." Fuck I need to touch grass.
>>1020286 Seconding Heartbeast, his tutorials were great for learning gamedev and programming.
(3.28 MB 1795x2571 brainrot gf 12.png)

(5.06 MB 2400x3428 brainrot gf 13.png)

>>1020321 You ain't gonna make it.
(4.04 MB 640x360 please kill me.webm)

>>1019609 Fucking hell. If ever finish my game I have a feeling the Godot devs will have a seizure and will try and cancel my game
>>1020567 Not like they can do anything considering it's FOSS
(42.59 KB 980x323 Untitled.png)

>>1020321 Maybe you were thinking about US money market funds
>>1019609 I am not going to bother switching engines because using Godot itself is already enough a pain in the ass.
>>1020572 Twitter users have even less power but still dox and cancel people.
>>1020572 There's no risk to using the software due to its permissive license, but there is a risk that the software is shitty enough that it forces you to interact with the people who made it. If there are no reasonable alternatives, then using Godot is still the way to go, but ideally you'd want to position yourself so that less things can go wrong if you can help it.
>>1020620 Twitter doxes and cancels gave too much power to retards.
>>1020621 >Mark Kern Why does anybody listen to this hack, he's a such a fucking washed up loser. Oh wow dude, you worked on WoW like 20 years ago, guess we all have to listen you to make shit up and try on Twitter all day. This is AGDG, not GG. Can Godot's sudden PR swerve go there instead?
>>1020761 All that still puts him ahead on the 140-character retard curve.
>>1019609 Keep using Godot, they can't do shit. Don't support the devs in any way (pull your funding if you gave them any), keep away from their cancerous discord, and let them stew in their own shit. Thanks to the license, you could make Niggerkike Genocide Simulator 2025 and they have no choice but to let it happen. Fuck moving engines, when you can just prove they don't have power over you.
>>1020766 >difficult pete
(6.74 KB 326x43 screenshot_buffer.png)

Steam Turn-Based RPG Fest had someone post this about Crop and Claw so at least someone possibly new likes it. It's on sale if anyone was considering it or knows someone that might like it.I probably should be more aggressive about dragon marketing, though I've saved a lot of my marketing energy for the sequel when it gets closer and I've got contacts to blast to.
>>1022999 Checked. >but taking the evil route locks you out of quests and storylines, and the special reward that you can only attain in the ending you receive from being completely pure of heart all the way through. Many games already do this.
What's the tl;dr with the Godot shit?
>>1023024 And I hate it every time. I hate being locked out of questlines. It means I have to replay the game to see all the content. This is a fundamental flaw with the idea of morality systems in games. I'd much rather just have multiple completely separate stories, since that's essentially how you have to play if you want to see all the content with as little repetition as possible (but still more repetition than if you had multiple completely separate stories).
>>1023040 It would be getter to ask GG but simply >tweet goes viral for being dumb, says something like 'only woke devs use engines' >Godot makes a 'clapback', asks people what woke games they've make in wokot >culture warriors get pissy at this obvious shitpost tweet >Godot handles it terribly >mass bans, blocks, fighting with people on Twitter, refusing to take any responsibly in a board letter >people start digging up dirty on Godot people >leftist culture warriors come in and do their usual shit also >whole nothingburger situation turns into culture war shit Had they left it at their shitpost it would have been funny. It was their reaction that sparked everything.
>>1023044 their reaction sparked publicity, which they want. any publicity is good publicity
>>1023079 >any publicity is good publicity It has made Redot very popular, that's for sure.
(46.27 KB 500x384 1443945199001.jpg)

I haven't worked on shit for ages, give me some reason why I should work on shit instead of just playing games.
>>1023326 With that attitude you should just consume forever and never experience making something.
>>1023326 Play a game then? What's wrong with that? Every game is a possible avenue for research and inspiration. Its not like you're developing games as a job or something.
(34.30 KB 244x240 P4pmkD.gif)

>>1023356 eh fuck it I am gonna continue working on my minetest mod, I just need to read my older code and shieeet and see where I can go from there.
>>1023379 >makeagif.com In AGDG of all places? Learn FOSS, retard.
>>1023396 blow it out of your ass
>>1023398 I know the command line's scary, but it can't hurt you.
(2.80 MB 1024x1000 Temp.png)

>>1013149 Have a 7z archive in a png: save as 24 bpp bmp and then strip off the bmp header and leading nul bytes. This was dated Dec 28, 2018. It's the most recent I have.
>>1023471 Wow I certainly didn't expect any answers since I tried a bunch of times. Thanks anon! What happened to the irc channel tho? was there any status update from the dev?
>>1023457 >This got updated Nice.
(58.53 KB 900x354 Eddie Puss.jpg)

(341.48 KB 1280x503 Eddie Puss 2.jpg)

>>1023457 Is there an Eddiepuss reference?
>>1023494 incest before incest was cool
(425.08 KB 565x393 Smash_Prototype_movement.gif)

>>1023044 When they tell you what they are believe them, if it was only a shitpost they wouldn't ban people and could have told it was a shitpost, even though people should know about Poe's law already. >>1023040 Main dev/CEO will never make feature complete engine since he receive money to complete it. There's extensive documentation on the whole project, how they prevented a dev to improve the engine with added feature, how they are not community driver with company financing them, etc. https://waiting-for-blue-robot.gitlab.io/ >Waiting for Godot is a play by Irish playwright Samuel Beckett in which two characters, Vladimir (Didi) and Estragon (Gogo), engage in a variety of discussions and encounters while awaiting the titular Godot, who never arrives.
>>1023482 Don't know. I just have some of the code downloaded from his posts on old 8chan. I was intrigued by how he categorized the world: NPCs have Souls.
>>1023494 Actually, that's not a bad idea. I sure will add it. >>1023527 After the whole debacle with Godot, what is a good game engine? I was learning Godot in my free time to make a couple of lewd platformers and maybe even a metroidvania. I honestly just need something 2D to make games like FoBS or Eroico, and fuck Unity and Unreal.
>>1023542 I say stick with Godot and keep an eye Redot engine news, it's going to be fork/clone of Godot. If it's not going to be abandoned and have actual support switch to that.
>>1023542 godot is still the best, don't let people behind it bother you, you can still make kike killer 2024 and they can't stop you from publishing. That's the power of foss.
(12.60 MB 1280x720 shooty7_.mp4)

After banging my head for a long time dealing with inheritance for my weapon system, I finally learned about composition and interfaces, and boy was it ever needed. I should've learned about it much sooner, it'd saved me from a lot of headache. Interface should be learned right after inheritance. Composition is just doing what you've doing before - making a variable out of other class and using that as you'd done to a parent class. Now I can make any kind of weapon, any shotgun with varying damage, firerate, number of pellets. Or add any new functionality to them - bullets don't destroy itself on impact so it pierces through enemies, shotgun fires twice on single click etc.
>>1023542 The problem is that many people stand with the abusive Twatter manager. Forks like these generally don't survive.
>>1023534 Same, the NPC schedule was cool too, there's a lot to learn from the code.
I've got a working boomstick on Minetest, now I can finally have proper guns. Though I am not a math wiz so it will be just simple projectile based weaponry, even though the idea of a flamethrower or a lightning weapon would be cool. I need to get off my ass and work more but I have no idea what else I should add for my mod which I just named after my profile name for now because I am unoriginal.
>>1023610 What were the most impressive games made in Godot and what were the most impressive games made in other engines?
>>1023499 I didn't think writing code to catch smash inputs would be this hard but here we are. I keep either making something that catches fake inputs or something that misses inputs.
>>1024185 nevermind I just figured it out. I think
>>1023527 >https://waiting-for-blue-robot.gitlab.io/ What a read. Guess I'll stick to something else for now. By the way, I made a small autoscrolling platformer in godot a while back, to try and get some of the basics of gamedeving down, but out out of the several hours I spent on the project, the majority of it was spent on fixing a problem where changing the properties of one object also changed the properties of all similar but separate objects with no indication why. Turns out there a bug in the engine when it came to duplicating objects in the editor, where the internal ID stayed the same with no indication it was happening and no easy way to see the internal IDs either. I guess that's part of the approach of hiding the gritty details behind a clean UI that godot espouses.
>>1024491 Well is he working on redot now or what?
>>1024491 Oh also that's not a bug that's just how resources have always worked. It's so the engine doesn't have to generate a new one for each instance of a node. They just all reference the one original resource.
>>1024527 No, it was a documented bug that was fixed in a later release. I'm not talking about instances.
(468.01 KB 498x716 whatever.png)

>>1023776 Out of the stuff on the Godot's website showcase, I liked Cruelty Squad, Brotato, and Halls of Torment. I've also been following this 3D Quake-looking-runny-jumpy thing made in Godot: https://inv.nadeko.net/watch?v=BtexfEcmdts I can't think of any super-big scope games on Godot but the engine was very niche until a few years ago. Personally I feel like I gotta stick to my morals and just not use Godot, which sucks because I put like 50 hours into fucking around with it the weeks before the debacle and I really like it better than GameMaker. The twitter joke I was just about to overlook but the whole can of worms it opened really soured me on it. Hopefully if Redot has legs that will be good but for the time being I'm probably going to stick to the GaymeMaker Studio mines or see what other FOSS engines are out there
>>1024823 morals? what, is Godot using telemetry to shut down the IPs of people doing "badong" things with their engine?
Is O3DE a meme?
>>1026750 Isn't it the cryengine but sublicensed twice through a few companies? It's probably fine if you can self-support.
Instead of distro-hopping, you should research the problem in depth. Redot is obviously a still born child, owned by some jeet? who doesn't code for shit and doesn't accept patches. Laught it up, but why Lolidot seems to be a more viable alternative. On the other hand you may bring your sorry ass back to Unity and swallow you pride, or.. Try other engines where devs actually tried to emulate Unity and knew what they were doing, f.e. Flax Engine. There is a talk on a forum from an actual dev who tried to port his GBs of assets over there. Surprisingly it was a much smoother experience than Godot, in the end he returned to UE4. Just google "$ENGINE_NAME $PROBLEM_LIST" that you have encountered devving. If you did study API and such, you will get heaps of relevant results with users reporting errors and so on. I was researching reaplacement for 2D dev and Defold seems to fit the bill, with very few and much less significant problems than the ones I have encountered with Godot. For devving in O3DE, or any other engine for that matter, you would start with reading the documentation, only after that you should download a minimal test project and start digging it. Personally i was put off a bit by an UE brain damage with Raycast being called something else, rather than the lack of released games. Popular engines are like popular programming languages from the words of Straustrupe: either everyone hates it or nobody uses it. Look up how many new games are released on itch io, Unity still takes the top spot, next is Godot. In the end it is just a TOOL, remember that. If that tool does not fit the bill, you use an another tool. Godot forces you to learn their own language instead of sticking to the industry standard of Lua/Java/C#(MSJava). Yes, you can write C++ code, but there are quite a few caveats and problems that you simply can't overcome. Using LLM you can rewrite your code in any other _established_ programming language with minimal changes, but trying to rewrite established C#/C++ code to GDScript is quite painful. Primarily because LLM will halucinate some features that are not there, or will try to use older invalid code on a newer version of an engine. `God, Juan, you argentian jew, why couldn't you keep it to your fucking self and keep getting a cut from that thing of yours?` Judging by his recently wildly changing political compass I would take a wild guess and say that he have accepted a money from a certain noir stone investment company.
>>985925 I was going to say Notch, but he's a billionaire now. Then I remembered Yandev, and he's just such a massive fuckup that even if he didn't run away to his echo chamber on reddit after getting butthurt over criticism on halfchan, he would've fucked everything up anyways. I don't remember any other dev that got fucked by online communities.
(378.57 KB 1920x1080 Gem Domination_0104.png)

(391.22 KB 1920x1080 Gem Domination_0105.png)

(444.72 KB 1920x1080 Gem Domination_0106.png)

(453.17 KB 1920x1080 Gem Domination_0107.png)

(391.33 KB 1920x1080 Gem Domination_0113.png)

Redesigns.
>>1026917 >Chest sized buffed Now this is the kind of update I like.
Give me suggestion for my weapon mod to make it better
>>1027014 digital weapons mod nigga?
>>1027014 What sort of weapons are you modding? I just thought of a magnetic hammer that collects other melee weapons from enemies (like the Katamari thing kinda) and powers up the weapon that way. Could you make a sticky hammer that ends up collecting swords and axes and maces?
>>1027014 damage +1 durability -1
https://blendergpl.com/ Open source addon repository.
(170.19 KB 960x720 boss_of_this_minecon.jpg)

>>1027016 das right nigga >>1027018 uhhhh not really, besides that would be a bit specific since there is no monster mod that drops melee weapons. >>1027028 Harvard School Graduate >>1027031 I'm too IQ89 to make giga nigga quality of models
(544.15 KB 762x932 kasha-bustshot.png)

>>1018536 Kasha's games are currently too small for that.
>>1027014 Renamon gun.
>>1027073 Now you are just silly
>>1027099 whats the most infamous game gun?, give that one a shot
(147.34 KB 1280x720 silencer.jpg)

>>1027099 Renamon silencer?
>>1027165 This comic's why soyjaks are stupid. The soyjak opposes the poster's beliefs with their entire being, so he's drawn like a silly lunatic.
(134.19 KB 448x449 naicu.png)

>>1026917 Nice Any planned content for the two "parts" of garnet?
(7.07 KB 163x310 images (1).jpg)

Also I was asking what I should make to make my weapons feel more "juicier" like fuck idk better particle effects, sounds, animations or some other shit. I wasn't exactly asking for a weapon idea.
>>1027536 If it's just a blunderbuss in not-minecraft there isn't much to want out of it, I guess a reload similar to cocking the crossbow.
>>1027536 Mirror polish your guns.
>>1027536 More of a UI thing: <Make the shop pause the world <Make the shop UI fullscreen and sexy <Let me change viewmodel fov I normally play with 120 fov, it looks fucking disgusting, so i have to play with 90 fov >Add subtle (hard stress on subtle) screenpunch and recoil to the guns, since we're not doing traditional doom anyway >If enforcer is free, let me start with it I think I've already told you this, but go to an actual firing range, or study people firing guns to get an actual feel for how guns should recoil. Some of the guns have 0 snapback or feel like you're just miming the recoil, rather than actually trying to tame a bucking beast. The S&W is easily the worst offender, looks more like you're massaging the air, when your arm should be kicked back.
>>1027570 Unrelated, but what product can I use to polish my stainless steel guns with?
>>1027584 ><Make the shop pause the world Can do ><Make the shop UI fullscreen and sexy I am not a graphic artist ><Let me change viewmodel fov No idea if it can be done >Recoil I'll look into it >Starter weapon Already done. >I think I've already told you this, but go to an actual firing range, or study people firing guns to get an actual feel for how guns should recoil. I live in a no guns allowed country.
(331.21 KB 1920x1080 Gem Domination_0124.png)

(349.06 KB 1920x1080 Gem Domination_0001.png)

(320.75 KB 1920x1080 Gem Domination_0005.png)

(448.97 KB 1920x1080 Gem Domination_0007.png)

>>1027495 Ye, they are in the game. Last pic related, but they have not been redesigned yet. Each redesign is pretty expensive, but it is well worth it imo. Also, more stuff.
Level 2 of KVK is a bathroom. Rats will soon have a new behavior, which is climbing the background wall. Also, new enemy soon...
(3.30 MB 960x704 2024-10-15 03-38-41.mp4)

Don't really have much new to show off but it feels like its coming along nicely. Mostly doing backend stuff, like defining animations and such
>>1027921 >Each redesign is pretty expensive, but it is well worth it imo. I can agree. They look great. yes even curry cunnie
>>1016506 Doing cutscene work.
>>1027928 Kind of a Chip's Challenge or Lolo kind of thing? I like it.
>>1027613 Generally mirror polished guns are nickel plated.
>>1027674 >live in a no guns country <study people firing guns uhuh. https://yewtu.be/playlist?list=PLcQZIdph1ZXdN8OYpl-pAtQxziObO8Ghh
>>1028018 Specifically a game from 2003 called Subterra, which itself takes inspiration from Chips, Supaplex and Boulderdash
(16.40 MB 1067x600 shooty8_.mp4)

>added weapon ammo and reloading >game immediately becomes harder It does increase the stakes of survival now, You have to manage your movement and kite the crowd around while your weapon reloads. But it sucks to switch to another weapon only to have it out of ammo too and basically twiddle your thumbs waiting for it to reload. I guess its adds an ebb and flow to combat.
>>1028764 >Sucks to switch to a dry weapon There is the funny "Casualization" of Unequipped weapons reloading. Common for some of the single shot weapons in Team Fortress 2 like the Flare Gun or Crusader's Crossbow. Could also have that just be a special attribute of certain weapons. Sidenote: Will you add bonus damage to attacks with the muzzle flare? Those flashes are looking mighty juicy, and would reward extra aggressive play.
>>1028769 passive reloading, that could be implemented (with some extra effort). Could be applied to weapons that are sidearms, so it could be quickly switched back to and from. However Im leaning towards managing your ammo so you aren't caught in no ammo situations when overwhelmed. This mechanic adds a sort of "tension factor" in the gameplay, Look at my previous gameplay vids, its easy and hardly exciting to spam 80 bullets + switch to shotgun when it runs out. Passive reloading would be very advantageous to players. I could make reloads longer so passive reloading makes sense. Or I could just increase mag size so when you do successfully reload you're greeted with 120 hails of fire, making it a satisfying risk vs reward thing. What do you think? >Will you add bonus damage to attacks with the muzzle flare I haven't thought about that but now Im intrigued. Extra damage so players will try to kite as close to enemies as possible.
>>1027926 that tiger looks awfully russian
>>1028785 I'll never forget that one Russiaball comic where they're bragging about a spaceport that's actually in fucking Kazakhstan
>>1028824 take a guess who built it there during USSR reign >Kazakhstan Officially it's a Russian enclave, just like Kaliningrad (former Konigsberg)
>>1026697 I have a couple of principles that I'd like to stick to. As we know Godot went apeshit on criticism and banned contributors from their git, even people who were regular donators. They basically made argument to be against CoCs and goes against the spirit of Free Software. While I do use software made by people who disagree with me it hits a bit closer when they acted like they did. And especially after reading the Blue Robot articles, I really don't want to make use of their tools. I am balancing the need for good tools to create games with my personal inner peace and self-worth. Despite what little effect I will have in this world, despite never making anything anybody will ever see, it's important to me to make the choices that I think are right. If Godot were a person they would be a very bad friend, and so I will not be friends with the Godot engine. I don't care if they give me free shit no questions asked.
>>1028956 >Officially it's a Russian enclave, just like Kaliningrad (former Konigsberg) Technically it's an exclave.
>>1029000 It's not a part of Russia at all, I don't know what he's talking about. It's like saying the Czech Republic is Russian.
>>1029003 Kazakhstan borders Russia and used to be Russian, not the same.
(1.42 MB 1920x1080 2024-10-17 19-45-57.mp4)

do people still like platformers?
>>1029038 I do.
>>1029038 how the fuck did you make wall jumping look so smooth? How did you make it slow down while clinging to walls? Tell me your secrets senpai
>>1029059 well, the inputs currently only detect if you're holding them, so you can be pretty sloppy with your timing and still do the walljumps (or even hold down both keys at the same time if you're a real lazy fucker at the cost of being slower) really i'll have to mess with the physics system a bunch, since the player keeps getting stuck in the invisible gaps between tiles randomly despite my best efforts
>>1028785 I don't know what that means Anon
>>1029086 Long story short, some russians start making a webcomic based on poland ball but it's really shitty. Eventually /int/ gets tired of it and just draw poland ball raping the russian ball.
THREAD THEME what do you listen to while coding for the nth time? Im listening to electronic music inspired by ps1 games soundtrack, or say they're inspired by them
>>1029098 I've been listening to a lot of synthwave lately. Check out Chillboy Beats on YouTube via your preferred mirror for vidya-related synth. Switching over to Vikas for some eurobeat when I need some energy.
Is it wrong that I want to take people who put Rock Paper Scissors balancing at the pedestal of Balancing Design and shove them in a meat grinder? Soft counters are cool and all that, but to always have the brain in the design space of X beats Y beats Z beats X is limiting as shit and can leads not only to "solved" gameplay, but perpetuates this retarded "Holy Trinity" game design
>>1029098 Oh, didn't see this. Enjoy the Street Fighter OSTs and Darkstalkers OST since they're pretty much what I look to for that spirit of fresh inspiration and pioneering in "Just Cool Shit"
(2.36 MB 1920x1080 2024-10-19 16-59-15.mp4)

>>1029038 i made the physics less janky which required quite the internal changes. i also added some particle effects when doing things for a bit of visual flair
>>1029355 I think the exception is when theres like a dozen rps triangles and characters can swap weapons but not their vulnerabilities or something like that.
>>1029355 What if there's more complexity and nuance to it like this game of Rock Paper Scissors Fire Surfer Donut Unicorn over here? Better or worse?
>Factorio expansion tomorrow Fuck I'm NGMI for a few weeks >>1029767 >AOM >human units counter via melee, archer, cavalry >myth units kill humans >heroes kill myth units but die to humans Then you get shit like cavalry that counters cavalry
>>1029783 >>1029767 No. See: Doom Eternal. I can always just pump lead into a Caco, but the most effective tactic is always pumping a grenade into caco and glory killing., making it a binary interaction. Similarly, Plasma Shieldmen, if you're too lazy or incompetent to position yourself, it's a binary Plasma Check. Even though these aren't interactions that exist in a vacuum, the optimal response is always fucking binary, the only decision is what order to engage targets in, rather than how you engage with the target >>1030054 What a shitpost, I like its spirit
>>1030071 What would the scissors be if that's the rock and paper? Using the super shotgun bounces the bullets back at you?
>>1030080 Using anything but the prescribed Grenade or Instakill buttons (be it berserk fists, chainsaw, or what have you) is effectively scissors as you're wasting valuable time and ammo. Granted, these are forgiving scissors until you get to higher level combat encounters
>>1030080 Secondary example, and King of the Trinity Design mindset: >Modern Fighting Games: Throw > Block > Strike > Throw (unless it's like, a 1 frame grab game, which doesn't exist anymore) Of course, Jumping Strikes beat throws (since Jumps beat throws), and of course of course, most of the gameplay of a fighter comes to countering or punishing, BUT players expect the consistency of the trinity as they've been trained and hardwired for that kind of shit >MMOs This one isn't exactly RPS, but it is "Holy Trinity" in players expecting MMOs to follow the Blizzcucked standard of "Tank, Healer, DPS," which also extends into Blizzshit products and bad ASSFAGGOTs that think support is Healing and not epic Crowd Control
>>1030083 I would see that as rock meets rock, it is the base case. >>1030085 I don't really see team composition as a rock paper scissors, since in some games it's effective to have a pure aggression team while another might focus on corralling players into killzones. This kind of upsetting the meta ends up getging a lot of attention until it becomes the new meta or countered into a diaspora of compositions until a new meta forms.
(127.99 KB 546x469 DubiousCole.PNG)

>>1024199 I recently worked on a state machine implementation that doesn't fill up the scene tree with a bunch of nodes, and am currently working on implementing it. Other than that I got obsessed with an idea I have for my game and decided to draw a bunch of art for it while I had the energy. >>1030121
https://inv.nadeko.net/watch?v=0Pyrb6hireU&listen=false Remember to look at bad games to learn from the few things they manage to pull off right (and learn from their mistakes).
(7.07 MB 960x704 2024-10-18 21-41-09.mp4)

(2.83 MB 960x704 2024-10-18 21-45-22.mp4)

(5.21 MB 960x704 2024-10-20 23-44-55.mp4)

>>1028214 >>1027928 Added some expanding walls and portals
(2.49 MB 960x704 2024-10-21 01-33-46.mp4)

(3.21 MB 960x704 2024-10-21 01-48-00.mp4)

>>1030195 Added some carnivorous plant trap tiles >Will capture any object that enters it (rocks, keys, gems, creature) >When destroyed, it will release the object The idea is that it can act as a soft barrier, pushable item, or be used to transport things a certain distance
(2.80 MB 1920x1080 2024-10-21 00-05-51.mp4)

>>1029758 i got the level editor functional, so now i don't have to use a hex editor to make maps. behold, a completely original level! some physics jank still exists, but moving around is still pretty fun in itself, so i think that means i'm doing it right
Added switches! >>1030229 My level for >>1027928 looks like picrel
(10.98 KB 599x323 Capture.PNG)

(35.07 KB 180x180 just works.jpg)

>>1030233 interesting way to store a map, but a simple solution is a good one they say. one fun aspect of using a binary format is being able to load in non-map files to see what happens. this is what todd "the godd" howards looks like in map form
>>1030236 Well, one drawback to what I'm doing is that it's great for debugging, but I can't store state. If I want to have objects facing different directions, or say, a rock starting on ice, it simply won't work. Though even a basic binary format where each int represents (actor)(dir)(tile)(dir) would do wonders
>>1030239 well i'm just using a really basic format where each tile is a char representing a tile ID, and directions are their own tiles. It's not the best for storage, but i don't plan to make things too complicated in terms of tile variety as of yet.
>>1030233 you store each block of your map as a character in the text file and the map loader reads each line and converts each character into its corresponding block? Sounds good for your project but do you write that text file manually?
>>1030244 Yeah, because right now I'm just hacking shit together and this is an easy way to change things without having to build an in-game editor or toolchain. One letter is one tile and I just pop it open when I need to
>>1030098 >>1030085 >>1029098 Ambient Psytrance Electronica I don't care about genre names they're throwing names around but the music is good.
>>1029355 >>1029783 >>1029767 >>1030071 You as a designer shouldn't immediately start planning your gameplay based on rps system because 1. You don't know if it works on your particular game 2. You don't know if its even fun to put it on your game 3. You are artificially limiting yourself by putting Guard Rails up before the meat of the gameplay is formed. The "counters" should come up naturally during adding mechanics, but if you've already decided that THIS UNIT WILL COUNTER THAT UNIT its narrowing the neck the start. 4. Players will minmax the fun out of it, if its too effective. They will ONLY use X mechanic for Y enemy and then complain its "not fun" to fight against and they need a new Z enemy. See the doom eternal one. RPS system, like any other system, is just a guideline. You don't have to follow it to the letter.
>>1029355 Rock Paper Scissors balance fucking sucks, especially in tactical and/or turn based games. Fire Emblem being the prime offender of this garbage system. RPS + RNG + perma death + long fucking missions.
(1.44 MB 1920x1080 2024-10-22 04-21-55.mp4)

>>1030236 now with demo file recording and playback (kind of)!
>>1030548 i fucing love demos. epic
>>1030045 Did another "4 characters" summer art but with a male focus and Clarity just because. It's a sequel to this other one with 4 girls. Also, can anyone see if the first level lags the game because of the ingame videos? Specially if you test around different versions of the game (Browser vs downloaded) and specially in different browsers.
(21.84 MB 1280x720 Demo_.mp4)

I have managed to create a playable level for this game. You've to destroy towers that spawn in enemy ants, kinda like EDF missions. Here's a demo build where you can download and play - https://files.catbox.moe/kgxhox.7z Controls are basic 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, Please play and see how you like it. It has no optimization and placeholder mspaint sprites. Critique about how the guns feel, how fun is the gameplay, how fun is it to destroy towers while navigating enemies, should I increase the number of enemies onscreen, what else do you wanna see more? Dont hold back
Low poly titties WIP
(34.81 KB 962x676 Capture.PNG)

>>1030548 i made the map editor more functional, and easier to use.
I'm broke rn so I have to be my own composer. My first time trying to compose music, literally just googled the basics of music composition last night and spent all day on this. No bully pls
>>1032545 I'm not musically trained but I know what I like, and that sounds like a decent BGM. Not too catchy, but then it doesn't have to be if it's just atmosphere background noise.
>>1032555 (checked) what kind of atmosphere comes to mind when you hear it?
>>1032585 Definitely dungeon vibes, somewhat spooky. Good for a cave or innawoods labyrinth.
(24.12 KB 749x449 brink art bonka dancing.png)

(25.70 KB 612x370 carrie katrin kiss.png)

(27.75 KB 907x481 oscar katrin lunch.png)

>>1032545 add a trap beat and it's a nigger mix tbqh
(3.22 MB 1920x1080 2024-10-30 17-24-24.mp4)

>>1032278 i still need to implement some other things like the upgrade selection, as well as quitting from in a level, and demo playback selection, but it's going pretty well so far.
>>1033345 Then, it's over.
(39.63 KB 993x679 Capture.PNG)

(21.21 KB 976x679 Capture2.PNG)

>>1033387 instead of doing that i started making some maps. look at this insidious design
>>1032278 That's a penis.
Hi
>>1031279 Good jungle track. Kept me playing. Main points of criticism, in order from most to least importance: Overall Gameplay: I felt it was decent enough to turn my brain off to and circlestrafe. I don't think that's enough to enter epic timekiller status, but it's building off a good foundation, and it can definitely be cultivated into a good arcade shooter. >Gun Spread and Mouse Interaction This needs to be fixed asap. Instead of having the bullets go towards the cursor, have the bullets go in the direction that the player is aiming at. Fire the shotgun with the cursor over the player for visual demonstration. >Camera The camera lags behind the player far too much. For much of the gameplay, I've found my character on the very edge of the screen, and I was semi-paranoid about getting suckerpunched by an offscreen ant due to the nature of the game. Rather than having the camera lag behind the player, I'd have the camera move ahead of the player in the direction of either the cursor (so I can see what I'm aiming for) or in the direction of movement (so I can see what I'm about to crash headfirst into while firing at the corralled horde). Of course, when implementing this, you should be sure to make the camera only able to move a Maximum Distance away from the player, don't want to have the player go offscreen or something like that. >Movement Movement felt slow as shit to me, but I'll just chalk that up to balance or something, on top of the slow camera actually exacerbating the movement speed issue. I'm going to assume that the movement speeds are balanced around your vision though, so I won't go into any suggestions like doubling player and enemy movement speeds or something like that. >Enemy Threat Variety I understand this is a demo, but I would like more variety in enemy behavior that forces me, the player, to adjust my gameplay accordingly. Currently the strategy is just circle strafe to win. I don't really play EDF, but I do play a bit of RTS and Zelda. I'd say look to seeing 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), army buffing (healers, resurrection, puppetmasters that boost), or even simple enemy AI behaviors (i.e. a Flanking Horde that tries to move and block where the player is moving towards or where the horde isn't) >Scoring REWARD ME FOR KILLING A SHITLOAD OF ANTS IN QUICK SUCCESSION!!!! I LOVE VIOLENCE! GIVE ME MULTIPLIERS! CHECK OUT HOTLINE MIAMI FOR MORE INFORMATION. In all seriousness though, look to Arcade games and Score attack games and see what people get points for. Killing 1 ant and getting 1 point is apporopriate, especially since they're being killed by the hordes, but I would like some rewards for "risky" plays, such as "Close Call" kills or "Jackhammer Massacres" or something like that. Maybe also add some additional score items from the ants to incentivize going into the horde for those sweet points rewards. >Enemy Stacking Maybe it's just me, but I'm not a big fan of when enemies would noclip into eachother, even though it's less expensive to not have pathing and collision code (and it makes them far easier to cheese if splash weapons come into the equation). If you're going to keep the relatively simple environments, I'd advise making the monsters actually repel eachother (maybe in the direction they're moving to make them more efficient as a horde?) Audio-Visuals: >Reloading Audio If I swap to a different gun mid-reload, the reload sound should stop. When I swap back to this reloading gun, reload audio should maybe play from where it was stopped. Not sure how to handle that. I also couldn't tell if the reload timer reset or not when swapping to an empty gun. >Player Sprite Rotation Please disable this, this looks wrong as all hell, unless you plan on having the game be a top down perspective video game. The quasi isometric look is passable with the rest of the sprites though. >Game Complete State LET ME FIRE MY FUCKING GUNS IN CELEBRATION! I jest, actually, I'm able to fire all my guns but the selected one. Just a minor bug though. Feature Suggestions >Multiplayer or Controller Support These are always more fun with a friend! >Endless mode Let me kill endless waves of bugs to see how high a score I can get. Have the ant hives spawn in during rounds instead of it being round based too if you're feeling spicy.
>>1031279 >>1034101 Oh shit, I kind of missed some of the requested "critique" points, so I may as well hit them up: >Gun feel Jackhammer feels fucking baller, of course, most of that is helped by that godly firing sound and seeing the horde being chipped away greatly. The rest of the guns feel how I imagine they should, though I strongly dislike the massive spread on the Heavy Machine Gun. I think, if this were a possible knob to turn, I would alter the HMG such that it only has that massive spread while moving, or it has less spread, but kills the shit out of movement speed. >Tower destruction fun It's cool enough. Maybe it's just my imagination, but it felt after a certain point, I hit some kind of ant spawn limit, so I'm just free killing towers with a swarm of ants following me, which I kind of found boring. Actually trying to clear space and get a clean shot on the towers though, there was a certain fun factor to it. >Increase Enemy numbers Unless you plan on giving the player more access to Area of Effect weapons or increase player mobility at the cost of enemy mobility, don't. As it stands, the current antblob when it's not getting a surround (which is most of the time) is easily avoidable, even though it represents ever encroaching death, and adding more wouldn't fix that, unless you found a way to get them to go for more intelligent tactics like surrounding, or you boost ant movement speed/cut player movement speed.
>>1034101 >>1034108 Thank you anon. ANY kind of reply makes it worth putting out posts and not wonder whats the point of it. Ill digest all the points soon.
>>1031279 I've added death splatter effect. Now its become splatoon. Im sure its affecting my performance though
>>1034673 looks like crimson lands with anime girls and ants
(4.99 MB 1920x1080 2024-11-03 14-18-47.mp4)

>>1033882 platforms in a platformer. who would've thought.
I wanted to post some of where I'm currently at with the platform fighter rougelike thing I'm working on. I went in and fully implemented my state machine, which made things a LOT easier to comprehend programming wise. Right now all the state machine really does for the most part is just manipulate parameters, like acceleration, deceleration, target speed (as in, what speed is the player character trying to get to, like a soft version of max speed) ect. Also did a lot more to make jumping feel more "Smash-y" for lack of a better term, spent a lot of time with various copies of smash and a few other platform fighters trying to see what I liked. I was going to do more with dashing, but I got like 4 hours of sleep last night and my head hurts, so I think we're done for this weekend. Here's my project in its current state with code included: https://files.catbox.moe/j4tt17.zip One last thing. if you press the ~ key you can open up panku console, and run code directly in game. use "current.get_node("Player")" if you want to look at the player characters guts while you move around. You can also use "Global.change_timescale([time:float])" function to slow the game down as well.
(10.22 MB 854x480 SpiritfallTrailer.webm)

>>1034930 Also, I've been messing around with another game that tired the "Smash Bros Rougelike" genre mashup. While what I wanna do is pretty distinct from this, It's a lot better now than it was when I first played it in early access, and its giving me some perspective on how you'd approach enemy design for something like this.
>>1034934 >tired lol I mean tried.
>>1033387 It looks like you can accelerate forwards a bit while mid air. Is it intentional? I see mostly platformers have ability to slow down mid air, nice to see one where you have more control over air movement
>>1034930 Baseline running feels good. Jumpsquats and jumping feels good enough too. Is the loss of ground momentum when jumping intentional, or is that a carryover from Brawl or "Jumping + Holding Direction" actually overriding the momentum? It feels kind of bad to lose all that dashing momentum after jumping, though I can see why it would be done to balance the "platforming" and gamespeed (see Brawl and other Smashes onward that slash horizontal momentum when jumping from a dash) On that note, typically when holding a directional input while jumping in Smash, there's a base "minimum" horizontal momentum i.e. if I'm holding the stick and Stickman's moving at 1 velocity, but then I press jump, Stickman should end up moving at 500 velocity or whatever is your desired "horizontal jump" velocity
>>1035020 yeah. what's more is that air acceleration bypasses the run speed limit, too. though, you accelerate in the air at 1/3 the normal rate, or 1/10th if you are above that speed cap.
(67.34 KB 960x960 F1AejuyWIAMNO3y.jpeg.jpg)

>>1035119 >Is the loss of ground momentum when jumping intentional, a carryover from Brawl? You're right on both accounts. I pulled it from ultimate, though I'm totally not against adding momentum for dash jumps as well, it really depends on what the game ends up being. This is just going to be a prototype, and once I get something that feel accurate to my imagined "feel" of smash I can go in and start adding and tweaking things to get them how I want.
I want to get good at coding. How do i do it? Im currently thinking about contributing to open source project, getting used to using git and working with other people. Also i will do personal projects that mimic what i need for my job. Do you have other advices for me? For so long i have been directionless, and i need to find a way to break out of this cycle.
>>1035429 you get good by doing. something you could do is download a language of your choice and try to write a program to do something simple. would let you get the hang of things and hone your problem solving skills.
>>1035432 But being a dev is more than just coding. What about other aspects such as writing docs, designing databases, system design, handling conflicts and errors… i know i just have to practice those skills in my personal projects, but as someone without much experience, it can be pretty daunting.
>>1035450 depends on what project you're making. some games require different skills than others. (eg, a visual novel requires a lot more writing and art direction than something like a platformer, which requires a well tuned physics system and refined game mechanics) this is to say, make something that suits your skills, or work with people who can make up for your shortcomings
>>1035429 >>1035432 >>1035450 I think I can help a bit. >I want to get good at coding. How do i do it? If you know the basics of coding (declaring variables and class, running loops, functions and array), you can start a small personal project. You learn how to do stuff by doing stuff (and failing). A common one school kids do is "Reading & Saving text files, count number of words and sentences, Appending and deleting certain lines". You can easily search more on youtube and code sites, they even have readymade code for you to copypaste (only when you're stuck) >personal projects that mimic what i need for my job Coding for job is a different beast. If you want to clear coding job interviews, I trust Neetcode. Its a usable version of Leetcode with 90% of fluff removed. He has both youtube and website. Plus he's indian so you already know half the shit code interviewers are gonna ask. Do not pay for any "learning programmes" the ones which are free are good enough. >Im currently thinking about contributing to open source project, getting used to using git and working with other people Its not a good idea to start with oss contribution unless you're confident in fixing yours and others' code. People running bigger codebases do not respond well newbie coders "practicing" in their space. Git is a side skill you'll automatically (have to) learn when making a project, don't sweat it. >For so long i have been directionless For vidya, >>1010098 is a good point to start projects, increasing in difficulty. You don't have to complete every step, just learn enough to jump to next step. >What about other aspects such as writing docs, designing databases, system design, handling conflicts and errors Now you're talking about software architecture. Which is unironically what separates good coder from a good developer. Its an experience that cannot be learned elsewhere. A good code that's human readable and solvable months later is worth like gold. I can write entire pages of my experience with this, how I came to learn certain stuff, and what NOT to do. Speak if you want to learn more. If you're a new dev, don't sweat this part, you'll (be forced to) learn it while working on your project and learn more as your project gets bigger. Youtube videos complaining about OOPs, why singleton is better than everything, "Why you're doing it Wrong" are all clickbait personal trash that won't help (you) in your work. But if you want it, I can share my workflow and stuff I learned.
(5.93 MB 1920x1080 2024-11-06 14-51-54.mp4)

>>1034840 demo playback is fixed, and can be replayed in the level selection. very cool, yeah? i still need to refine the UI a bit, and fix some things, but whatever. it's some good progress.
>>1033335 https://eyeballtank.itch.io/project-nortubel/devlog/830079/7nov24-update >New prefab on UntoternLevel1: A basic variation of the art book scene where it's a mirror and it plays an animation of Katrin looking a bit scared while a face pops up occasiona >Lots of other level changes on: LevelTutorial1, LevelTutorial2, NortPartThree (All 3 levels), KrimbLevel3, MassagLevel1, MassagLevel2 and GrekLevel3; Some seem small but others are noticeable. >LevelTutorial3 has an extra book about the soccer ball >Tutorial level books and videos have fading red question marks. >Texts changes on a piece of lore (Text about the black chicken enemy) and some cutscene lines (Cutscenes 7 and 9). >Peeking platform kinda "nerfed" where the platform stays a bit longer.
Test.
>>1037322 Toast
(29.44 KB 650x400 tyronebiggums.jpg)

>>1037341 tyrone
>>1035540 Show me your ways master.
(25.09 KB 474x356 tyrone.jpg)

>>1037354 NORN IRON
>>1037357 >test-toast-tyrone (testosterone)
>>1035474 Something like a visual novel isn't daunting either, a visual novel is a good beginner project for someone without much experience like him.
>>1037539 vns dont need code you can make them in slides software its not good learning its just drawfags drawing
whoops, forgot my quarterly Demo Day bullying. Oh well.
>Demo Day today >No demos Here's some 90's classic to make your demos to
(40.76 KB 680x627 Gb2-ldra4AAdZ_S.jpg)

I was making Doom maps a couple of months ago while on hiatus from my RPG Maker project. I think I'll get back into it soon though. Playing Romancing Saga 2 and anticipating the Dragon Quest 3 remake has the ol' juices flowing again.
>>1038778 >ideal That's just adequate.
(111.28 KB 747x580 858.jpg)

>>1038643 bully me
(43.64 KB 600x600 faf-3908751702.jpg)

>>1038775 top tier taste
>>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
>>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.
(33.54 KB 640x631 Untitled.jpg)

>>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)
(276.61 KB 962x619 moving here and there.PNG)

>>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.
(956.62 KB 3024x3307 blackmanprogrammer.jpg)

>>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
(69.97 KB 309x638 f14952848.png)

>>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
(155.22 KB 1199x630 abe.jpg)

>>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?
(3.89 MB 1024x576 shoot10_Av1ador.webm)

>>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
(8.39 MB 1280x720 shoot11_.mp4)

>>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
(52.83 KB 720x503 N.jpg)

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.
>>1042108 The enemy blob issue is still present, that's still on me. I hadn't add collisions to ants because >the knockback from weapons would work like a newtons cradle and knock them all back. <I could make it so weapon knockbacked enemy would be its own thing and not collide with other ants, but it seemed too much work for me. Simple lazyness. I thought having a blob wouldn't matter much when ants are spawning from all directions, but yeah, they can be herded into blob and be forever outrunned due to their random movement back away from player. <Maybe a condition that says once they're certain close distance to player they revert to "follow target" state, not switch to random movements. <Just increase the ant speed so it catches up to player regardless. I don't know, i'll have to mess around the state switching again, at a later date. Actually I like and had tried your the spread around more around the player technique (poorly) and I couldn't get them to form a coherent flank shape >Most of them veered too far away from player. <Then players had to wander to find those stragglers in entire map to complete mission 2. I didn't hard code anything. Your cone angle idea is interesting, but seems too hard to implement for me. I'll try to add these elements to a new enemy and see if that works. I have another enemy planned - the spiders, which shoot webs and stepping on them slows the player down. What other ideas (gameplay or otherwise) do you have?
>>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.
(344.88 KB 529x529 rape_festival.png)

(8.06 KB 529x529 out_rape_festival.png)

>>1042342 I verified the formula for fun, looks like I messed up and it's not that direct. But it's feasible
(8.90 MB 1920x1080 2024-11-24 13-46-21.mp4)

>>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.
(4.12 MB 1920x1080 2024-11-25 20-46-16.mp4)

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?
(130.29 KB 1137x702 charset_select.gif)

(42.65 KB 747x525 mon_editor.png)

(27.77 KB 743x530 runtime.png)

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
(10.77 MB 1920x1026 2024-11-27 05-12-36.mp4)

(18.04 MB 1916x1004 2024-11-27 05-10-46.mp4)

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
(88.33 KB 627x654 I_want_to.jpg)

>>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.
(146.71 KB 449x343 1702267893388.jpg)

>>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.
(38.14 KB 627x466 so far.png)

(53.13 KB 370x290 cheerleaders.png)

(80.08 KB 1516x1211 buns and buns.png)

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


Forms
Delete
Report
Quick Reply