>>566663960 you can see in the corner it was made with inkarnate which is a popular fantasy map program, which explains why it looks familiar as for the content it just looks like truly meaningless word salad that states nothing
>>566664260 >>566664660 Avoid doing state swaps outside of the currently active state. Put more things into functions. Make your states smaller and more specific.
>only ever made mobile slop >now gives advice for a living on how to make games where do these guys think they have any authority to give this advice? He can't code well, has made zero good games. What makes him think he knows any more than the average gamer?
>>566666171 if he wasn't an "authority" he wouldn't be making videos and thus money, right? don't tell me you think people with authority as a whole have earned or deserve it
>>566666171 The game he's working on right now looks pretty good. It's not a mobile game. So has in fact worked on non-mobile games.
>where do these guys think they have any authority to give this advice? He has taught game design in college. Do you also need to have had cancer to teach medicine? Why do you think that the value of someone's statement is based on their "authority"? Do you have criticisms of anything he has actually said?
>What makes him think he knows any more than the average gamer? A combination of education, experience and positive feedback (people report that they have learned valuable information from him, and his YouTube channel is very successful)
>>566667938 how do you know its me unless the herb opened your third eye >>566667987 not my nephew i heard from my sister he's still blazin it good family tradition i smoked it look at me and it made me hot
>>566668002 >Why do you think that the value of someone's statement is based on their "authority"? Low-IQs love appeal from authority. It's the only thing they can understand.
>>566669241 ai doesn't teach discipline or proper form, and on top of that will not help you think in code and requires subscriptions to learn more than a page a day while retaining past information >inb4 local llms are incredibly resource intensive
the only real devs are the programmers artists and musicians are just doing their own thing it's not gamedev it's more like be a musician or a art person fake
>>566671297 dude you should really take a month or so and just focus on learning to do good animations, like really study it, it will help you a lot.
you have to add more movement than just pitching, add some roll to the center body when that side leg is up, make the body go up and down when the feet hits the ground, look at videos and animations of velociraptors for reference.
>>566672008 >>566671835 hes actually getting tunnel vision with just 1 monster better animations wont help as much as more enemy types unless his whole game is fighting costco chickens
>>566672040 Anon I intentionally avoided doing that because birds are gyroscopically stable >>566671835 Hip swap? >>566672128 Actually this is a separate monster from the usual chicken. It's the upgraded form. Also I have multiple enemy types already.
How do you guys think gamedev is going to adapt to the fact that AI means you can steal people's memetics before they've even been externalized? Or that they can echo your flame and lawyers don't know what the fuck that means yet?
>>566672089 if you intend for the head to stay in position as it walks, you have to move the body more the main body should go up and down as the knees bend, have it sway a little like anon said with hip swap an interesting choice would be to have the neck scrunch and stretch, but the head remains smooth, almost inversely to how a bird moves. this could be especially good for effect when turning as it would pivot where its head is I can't really explain that last point properly so you'll just have to imagine it
>>566674138 But I don't trust my own judgement on anything. How can I know if I'm doing something right if someone else, who's opinion is inherently more valuable than my own, doesn't say so? I know it sounds like I'm baiting, but this is how I genuinely think, and I'm not sure if it's a bad mindset
>>566674607 bruh your real problem is anxiety and the only fix is to work on a smaller game first to up your confidence you are in way over your head, don't take it as an insult you just aren't ready yet
>>566674607 how are you ever gonna make any art if you can't commit? you just gonna rely on other peoples opinions? you have to be able to judge whether or not something looks good
>>566674607 >How can I know if I'm doing something right if someone else, who's opinion is inherently more valuable than my own, doesn't say so? False assumption unless you consider yourself an incompetent retard. Thing is if you keep asking and chasing feedback without understanding what the goal is (yourself) you'll only upset the people trying to help you.
>>566674998 I mean, they're more valuable than my own It's why I absolutely hate it, and in fact reject it as valid, when my friends or family say something I did is "Good" because they KNOW me. Strangers opinions are the ONLY opinions that matter to me because they're untainted by previous knowledge of me. >>566675304 I DO consider myself an incompetent retard because that's what I'm treated as around here. Thus, it's the truth.
>>566675397 >Strangers opinions are the ONLY opinions that matter to me because they're untainted by previous knowledge of me. This is valid to a point >I DO consider myself an incompetent retard because that's what I'm treated as around here. Thus, it's the truth. Grow a pair, if someone calls you retarded prove them wrong don't just agree with them
here's my workflow for pixel art >rough model what I want in blender >slap some materials on in substance painter >get a 64x64 image of it in pixelover >clean it up in aseprite there has to be an easier way
Answer honestly. If your game sold a million copies, and you made about $1.5 million after taxes. Will you still be making games? Or you will become lazy and find all kind of excuses then start & never finish projects?
>>566679671 They didn't remove Russian, it's a bug and the fact another game with a similar name did remove it. It's crazy how random rumors can fuck your launch.
>hire staff to make your next game if you get a milly That's how you turn into Jon Blow who's spent 20 million+ on a basic box pushing game. https://www.youtube.com/watch?v=llK5tk0jiN8&t=258s
>>566679671 Aren't Russians reasonable about their language? I watched a YouTuber Russian review of a game from here and they talked about how the game didn't have a Russian localization but it was a one man game so they were understanding of it not being the case
>what the heck was the hype on this game just for it to have a $25 price tag.....and all of you who say its justified, hear me out.....let me remind you Palia is 10x bigger of a game and way more story and stuff to do for longer game play and its FREE.
I can play free games, why should I pay for yours!?!!? Ripoff!!!
>>566682751 Most of Jonas's game design videos came out BEFORE he made any successful games. Was the information in his videos invalid back then because he hadn't made it yet? Does the information in the videos magically become more correct after he made it, even though the videos themselves never changed?
>>566683683 His "I was wrong" video didn't 99% of the things he's said before. It was also more like nuanced clarifications like "flow is a component of fun" -> "fun IS flow". Why don't you just admit to yourself that you're a low-IQ who loves appeal from authority?
>>566683757 You can definitely capitalize on some nostalgia, but unless you have A+ art and polish, it's gonna feel amateur and "not the same". Indie games that have that distinct "amateur 3D" always look and feel bad
>>566684245 nta, but you're probably not gonna magically make a competitive nintendo-like for your first few games. It's something you'll have to build towards and refine with atleast several shipped games of experience.
>>566684445 >It's something you'll have to build towards and refine with atleast several shipped games of experience. I'm unironically developing my games in the exact same way prime nintendo did, AKA, make a 30 second loop and spend months on that until it's perfect and then you can just copy+paste that out for a whole game and people will call it a masterpiece. I have spent the past 2 months on art style alone, it has to be perfect. and not i'm not gonna show what it looks like
>>566686370 early Xcb bindings and the start of software renderers, but they're just side-projects and nothing interesting to show off yet. i need to focus on my main game >>566686735 not really, considering current stuff still needs humans. You fundamentally can't trust a black box that can't coherently self-collect. You were desperate for this argument weren't you?
>>566665987 Honestly, I'm unsure as to how much more specific I could get My problem seems to be twofold >Movement gets locked when it shouldn't >Rotation seems to get locked when it shouldn't
>>566688447 Actually, it's less that the rotation gets locked and more that it gets desynced. Like, an enemy will just run at you ass-first for some reason
>>566689103 That's been outdated for like a year. The newer models can handle it and even across multiple images. We always hear about how good AI coding has gotten but everyone has their head in the sand when it comes to AI art. Its really funny. They're both good now.
>>566689120 I just find it very strange that I've explicitly gone out of my way to make enemy rotation as controlled and player-locked as possible, only for it to desync time and time again. It's been a problem from day fucking one.
>>566689450 yeah, it's the universe informing you that you need to fix your foundation before you move on. Chances are, you have too many "sources of truth" (in flux game state) in your design, and need to reduce them (ideally to one)
>>566689626 >DMC style bonus that means seemingly nothing in practice >retarded character portrait that makes it look like a v-tuber screenshot >John Wick ADD action modern indie games are dreadful
>>566689684 I just did some debugging with a box collider, and I realized something. It's the enemy model that's continuously desynced from the rotation of the foundational capsule, which is actually working just fine. Which I find odd because I explicitly went out of my way to program in a method that makes the enemy model and capsule 1-1 with their rotation. Maybe that's just jittery?
>>566690496 that's normal eye behaviour when showing emotion, artlet you should have shown her hat instead, where the flower mysteriously vanishes for only 1 panel
>>566690094 In all honesty, the thing at the back of my mind that's bugging me on a game design level is the moveset of the player. Here's how it actually works: There is one attack button, no more. Your combos are determined entirely by if you tap, pause or hold your button down. It means I have no dedicated launcher or heavy attack button. More importantly, the actual attacks in of themselves. Look at this attack. This is performed via attack-pause-attack. The animation is crude, yes, but that's besides the point. Problem is, should I even be using an attack such as this for such an input? https://youtu.be/q6oWXg3ylwk?t=19 I look at DMC3 and they do a similar sort of thing on a base level for the same input, but I'm just not feeling it. Like, even if the animation was better, would it even be a worthwhile move?
>>566692108 for cris, there's always a chance he can keep going and overflow the QUALITY to divine kino. But then he'll just throw it away and remake pong in a random framework again
>>566691393 Define "made" I guess. I started experimenting with vibe coding a game idea I have to see whats its like and to prototype the idea. Been too scared to look at the actual code, I assume its a spaghetti nightmare
I'm a programmer and I'm working with an artist but I'm also somewhat of an artist its just that our artstyles are not compatible. I like doing art stuff so I'm making two games at the same time with the same mechanics but radically different settings. Is this retarded?
>>566694664 I will list 10 things for (You), The game is lacking multiple weapons, hard bosses, a main badguy, original move names, competent voice acting, your MC being competent in cutscenes, optional side missions, enemy variety, castles, and your super form.
>>566695249 >artstyles are not compatible Skill issue. Any good artist can adapt to any art style, just like how any good programmer can program in any language/architecture.
Been updating how damage works, and now I've changed up the damage numbers. It will have a little star next to it if it's crit damage. Crit damage will be specific to tactics used in combat, like strikes from behind.
does anybody else hate the >dude just make small games to start off with piece of advice? i literally cannot come up with any idea for a "small project" that actually interests me because small simple games are boring.
>>566698898 that's never the kind of game those people mean though, they mean "make and ship an actual small game" pong isn't fun anyway >>566698960 >just force yourself to spend months/years making a game you actually despise
>>566698928 people who write reviews like validation and feel their opinion is important enough to share. That's also why valve added upvotes for them. Twxtter (You)s are inflated and not worth much these days.
>>566699147 >Learn to enjoy small games how does one learn to enjoy something? >If you only want to make bigger games, you should be trying to find a way to get a job at a studio. well, no, because i don't want to be a cog in a machine working to make some corporate asswipe's "vision" a reality. i want to make my OWN shit. and i'm not saying i want to make something AAA, just more complicated than mobileslop or the typical 2d indie platformer. i like strategy and simulation.
>>566699325 >how does one learn to enjoy something? By trying them out. As this anon points out >>566699194, you can't think of smaller games you want to make because you don't play them. There are plenty of small strategy and simulation games.
>>566699181 i have plenty of ideas, but the problem with all of them is the same: the scope is too big >>566699194 yeah i don't play small games. i'm too autistic to enjoy bing bing wahooing, i need something more mentally stimulating. like i said in my other post, strategy and simulation are my favourite elements in games. >>566699483 i did that like 15 years ago with game maker
>>566699632 >i need something more mentally stimulating. like i said in my other post, strategy and simulation are my favourite elements in games. play Thronefall
>>566698838 >>566699079 A "small game" idea could literally just be whatever game you care about but the scope trimmed way down. Demon's Souls is a small game when you take into account that it eventually became Elden Ring.
>>566699603 >There are plenty of small strategy and simulation games are there actually? i've never heard of any >>566699638 most of them are "simulations" in the same way that stardew valley is a "simulation" i.e. they are not actually simulations when i say "simulation" i mean something like victoria 2 or dwarf fortress. numbers and shit.
The original Binding of Isaac was made in 3 months using Flash. Part-time development too btw. Not even full-time. If you can't figure out a game idea that's small but fun to play it's best you drop gamedev.
>>566699971 Small game anon always says to make small games but also judges a games worth based on how long the average playtime. So a small game in his mind is one you can make in two months that has infinite replayability AKA an actual million dollar idea.
>>566699680 that actually looks interesting, it has a nice artstyle too >>566699757 the one i've put the most thought into (as in countless hours of maladaptive daydreaming) is a space piracy simulator. you would captain a customizable (you can swap components like engines, weapons, warp drives, etc) ship and eventually a small fleet. your crew (and enemy crews) would be simulated in a similar manner to how victoria 2's pop system works, plus procedurally generated characters who serve as your bridge crew. you would directly control your own ship and can give orders to your fleet. sort of like a mix of sid meier's pirates and eve online (but singleplayer, and actually fun) >>566700241 binding of isaac is exactly the sort of game i have 0 interest in playing, let alone developing.
>>566700814 your idea sounds pretty doable solo. since its in space you don't need to create a map or tiles. just focus on the modular system of the ships and that's it
>>566700984 a little bit actually, but i was never able to fully get into it. one major difference is in my game you wouldn't actually see the inside of your ship or your crew. the interior of the ship would be vaguely simulated for the purpose of determining weapon damage but you wouldn't be ordering crew members to go down to engineering and fix something; your engineers would just do that, if they're still alive (for example getting hit with something that penetrates into the engineering section would disproportionately kill engineers. your ship would probably just explode before you ran out of engineers though). also unlike FTL there would be no set path you have to follow, you'd be free to roam around space looking for ships to pirate and stuff. >>566701108 i think it IS doable, its just intimidating. especially because i suck fucking ass at art, so i have to learn everything related to 3d modeling AND c++ (though i at least know the basics of programming. unlike a lot of wannabe game devs i can actually write a for loop)
>1.5 million wishlists >only 240 reviews after 1 day I mean it's still good, but you'd expect more from literal millions of wishlists wtf is going on bros? are wishlists dead?
>>566701581 focus on learning 3d then and avoid making a game engine from scratch. it is not worth it. you can make your own engine once you make it and have time to develop it. just use godot.
>>566701581 >he's proud of himself for knowing how to write a for loop >and he wants to make some ship simulator I thought maybe you'd be at least be a codeslave wagie, but holy fuck lmao. Start with Pong, faggot.
>>566701831 i was planning to use unreal. i have no desire to make an engine and this game wouldn't need a custom one anyway. only ideas i've ever had that would are voxel-based ones which this is not.
>>566701095 An idea for a game that will break a mili and an idea for a game that can be made in 2 months and break a mili are two very very different things though.
>>566701838 i didn't say i was proud of myself lmao. i'm actually incredibly disappointed in myself because, had i continued to learn gamedev/programming as a kid, i would already be making my game. i was just pointing out that i'm not starting off with absolutely no knowledge of programming. i have some understanding of the basics.
>>566701939 >Most people don't review games until they're finished playing it, retard. It's a sandbox game retard, and you can still extrapolate how many reviews it will get from the first day
>>566701908 oh i see i'm trying to make it MORE autistic, or maybe just a different kind of autistic. i want to look at bar graphs showing how much my space pirate crew approves of me leaving no survivors
>>566702378 I want you to think about a solution for yourself before looking at what I propose, give yourself some time. Here's a hint: I think the problem is in the lips
I think the mouth/lips should not lead the head in the animation, the jaw can open wide downward, but no reason for the lips to bounce forward and back like that. Looks rubbery in a silly way.
Other touch ups is that from the front the mouth is open big but not wide. Maybe add some visible teeth as well. Maybe take a look at that meme with the laughing girl with the big mouth
>>566639664 Thanks for the details sis. I think I need to get better at finding the right games to make but even then it takes time to just make the game.
>>566698838 I might hated it at the time, but it's a great advice. You need to update you pov: >these small games dosen't need to be tier commercial level of polish Your 'first game' can be a capsule that moves in a level, avoids obstacles in a linear level and won by touching a flag. That's pretty good for someone that wants to make a platformer
>these small games dosen't need to be released for money. Or released to the public at all. So you train to become a painter, and you wanna sell your first draw ever? No ulyou train making random shit, and when you have some skills you start making a job out of it.
>>566702547 Yeah that test dungeon is a bit ass. >>566703669 Thank you. I will do my best. >>566703739 Yeah star, gleam, glint, something like that. It's not too clear. I'll have to fuck with the graphic.
>>566663176 Is that you Boku? Style kinda looks like yours.
>>566672641 You are still updating this game instead of moving onto a new one? Does it get sales each time you drop an update?
>>566675960 Is this real? I looked at his Steam page and the game doesn't have all that many reviews. Game is not really my cup of tea desu it felt meh.
>>566679689 I wish I could be friends with Eric but I understand why he won't. Oh what joys we could've had screaming it from the top of our lungs from the top floor with the windows wide open. Oh what fun we could've had playing DBD and screaming "ack" through our mics when facing off against that one character. Oh what fun we could've had mocking redd*tors who like our games and don't realize just how based we are. What could've been....
so basically the nervous system needs to regulate itself. as a child, you need your parents to regulate it. if you have developmental issues you don't develop strategies to regulate your nervous system. that's why you become so dependent on women to regulate your nervous system, because you aren't able to do it yourself or you don't have male friends or parents to help your regulate it.
so isn't that a perfect value of a video game? if it can help you regulate your nervous system? especially because it helps you regulating it yourself, with a co-dependency? you could argue that it can become a drug this way, but shredding your e-guitar is basically the same, or taking a walk. although real activities might be more physical and therefore more effective.
Given that the bar is so low for games nowadays. I have a game idea for /agdg/ that's guaranteed to print money.
Jingling Keys It's a game, where you jingle keys. You can unlock more keys, keychains, bobbles, etc. and colors. And the key gameplay is shaking the keychain and it makes noise. It will automatically be a hit.
>>566704470 I would spend so much GamerZZBuxX at the gatchpon machines to get they keychain I want. there would have to be an online component to let me show others that I'm a baller of the metaverse
>>566680223 >$1.5m after taxes I'm taking a long break from gamedev after I finish all the content updates/DLC. Idk if I will return thoughever, pretty exhausted of it with little reward. Do I really want to try again and end up failing or move on and go back to being a gamer? I very much would like to help my family out of the wagecage and find myself a wife. So probably not.
>>566703360 So it’s a matter of lips and teeth texture. I actually tried to get the teeth more visible, but it just looked strange The jaw unhinging is fine right?
>>566704695 Maybe I should make an AI doujin with the v3 girls and all those ugly bastard luddites the ai comic spammer schizo has but they win instead
>>566683536 If we assume that Jonas got to his success following his own advice then yeah they're still valid. You could also assume that his more recent videos have more refined advice that comes backed with experience but it could also be that he made the wrong assumptions about his successes and so he is giving bad advice. I have only watched a couple of his videos so I don't really know if in the grand scale it's good.
>Now I have the smoking gun. BeginSongIntro() calls _audioSrc.Pause() and sets a 3-second countdown timer. so the music pauses forever after one frame.
139 days left. Still working on updates for my existing games. There's been a lot of reported bugs and it feels good just going down the list and fixing them, like I'm achieving something. Of course the games are mostly dead and not many players will appreciate the updates but I'm hoping I can use the games for cross promotion.
>>566703956 >THE SAME FIVE GAMES THE SAME FIVE GAMES. THE GAMER PIGS BUY THE SAME FIVE GAMES. THE GAMER PIGS BUY THE SAME FUCK GAME Why don't gamer pigs vote with their wallet >But I already don't buy those games Quiet piggy. Voting with your wallet means BUYING the games that DO appeal to you not just ignoring games that don't
>vote with your wallet gaymers >no I'm not gonna do market research >no I'm not gonna experiment >I'm gonna make the most effortless slop >watch me pull the gamba >aw dangit
>>566698838 There's a number of reasons why it's good to start with small games. First of all your skill develops so rapidly that you outpace the project and the code quality in it. Then there's the side of being able to develop your skills for all parts of gamedev if you actually "finish" a small project. If it's for learning purposes you don't need to polish it to the same level as a Steam release but you should look into making UI, settings menus and stuff like that. Of course there's the whole scope question. Making a game that's not a "small game" and doing it alone is often a multi-year project. Doing that is difficult enough for someone with experience in gamedev but to do it as a noob who has yet to learn the basics that would be almost impossible. Even if you manage to stick with it you will constantly run into the problem of having to rework parts of the game because they look like shit or work like shit compared to your newer stuff in the project. Then there's the whole question of being able to make it good and appealing to people so that it has any hopes of getting sales. That's something you gotta learn and doing small games helps you learn it faster. You pretty much need to fail to learn. You don't have to learn with commercial projects but you wouldn't want to learn with multi-year projects if you can learn doing couple months per project.
It took me a while to be able to start thinking of ideas for small games. Probably helped that I actually played some small games. It's a different kind of approach. It's far too easy to go wide with an idea.
>>566707064 she must be in her 70s now and how many times is Todd supposed to make Skyrim? I'd have him do a remake of Morrowind just so fans can shut up about it already. Okay, we get it, you think left clicking toward endless cliff racers while they slowly drift down is peak gameplay and immersion
>"fuck man, I can probably make a VN, I'm not amazing, but I've drawn some lines before, did essays and used to program for work" >think of idea >seems good >write prologue >seems good >"I'll just streamline some shit so it doesn't take too much of my time, as well as use some free assets" >get free pictures >oilify >seems good "I can do this!" >start drawing >style don't match the bg fml
There are no longer old obscure games that you can easily just copy for your own game because video games are now mainstream and every normoid knows about mizzurna falls
>>566708652 Why someone is latching onto the girls specifically for AI grifting is beyond me. >>566708731 Yeah I mean it's not like there isn't official porn of them if you look and it's not like there hasn't been another one commissioned for the show day.
>>566710196 Maybe. Regardless I don't understand why it started happening all the sudden yesterday. The only thing I'll say about the AI comics is that my animator is confused as to how he keeps slopping a consistent style.
company probably going under in 3 months, i could give myself an extra 3 months of neetdom on unemployment benefits. thats 6 months of almost all full time work on my gaym. will it work bros
What's the point of making it if people don't see you as a Trans melanie Martinez https://open.spotify.com/track/4fRzunTZ51UC0oNwoVqiKB?si=ek7G2T27Rv-I0Rz0QzHaRw
doin some experimentation and genning pixelshit npcs with AI might be possible but gameplay viable sprites still seem a bit difficult to handle even if you were to make the type of game where you can get away with no animations
maybe you could do JRPG style combat sprites for enemies but that's about it
Watching the Road to Vostok devlogs makes me feel like I'm a retarded kid playing around with his toys in the sand. It's unreal how this is his first game and how good his game's progression looks like over 3 years.
>>566714651 it's on a level where it could probably fool a bunch of retards but the problem really is that what kind of game can you even make when it's this limited
the two I can think of are a DQ style JRPG where the fight screen is a popup with the enemy sprites and player characters have portraits but that still needs the overworld sprites probably from assets and the other is an oldschool Wizardry style first person dungeon crawl but nobody buys that shit it's a dead genre
I tried making some 64x64 sprites but the results are quite hit or miss and dependant on other loras to deliver fitting characters
>>566715460 Yeah and this is how it looked like after only 1 year. https://youtu.be/UdZDrRhEizc?t=426 All around it just looks so good and smooth, everything fits perfectly together as a unified whole. And it doesn't even use PBR. My game looks like Frankenstein's monster by comparison, with stitches and odd parts out forcefully sewn together.
>>566716002 Yeah you kinda need to see all the videos to notice the changes, but it's basically in smoothness of animation, the adjustment of gun recoil, improvements for gun adds and UI. https://youtu.be/UdZDrRhEizc?t=705 There's a HUGE amount of attention to detail basically.
I've been thinking on how to implement a relationship system. Since it perthans how one NPC feel about another, logically you'd implement it as a list on NPCID's and values. But that's messy as fuck. Then I though, how about a 2 dimensonal array of NPC ID's on both axis? This would basically hold how EVERY npc feel about EVERY npc. This does become a problem as the nuumberof NPC's increae. And what if you want ot model a relationship in a more compelx manner (not 1 value, but lets you you have values like love, like, hate). I guess you could make an array of custom structure, but don't know how well that would work, or even if you can have it be dynamic, rather than declare a fixed size up front. any ideas?
>>566715761 >>566716002 >>566716265 It's funny the unity demo from back then looks better than the godot EA release version. Him ditching unity was such a mistake.
>>566716208 He's been using some freelancers and his plans were to make more use of them now that the game's making money so he has more money to spend on them.
>>566716113 >roguelike I don't have any special ideas for this and I don't see the point in making yet another generic roguelike >tbs same as above >vampiresloppa I think we are past the point where you could pull off static sprites in that genre because the expectations have gone up with so many of them coming out
>>566716407 So you want to have all the data in one? Use a dictionary of dictionaries, or a struct of structs. You can also use json or yaml then parse it.
>>566716896 Make asset packs then for people who want to make them honestly. Almost all of them are 7% plagiarized SNES sprites as it is. Make "300 RPG sprites pack"
Got multi tile characters to work with the input classes. Also started on implementing combat. Hopefully i can have at least one test fight for the next DD.. Also want to redesign a lot of stuff and retouch the colours to be less saturated in every spot, but that can wait. No idea how i feel about all the ai art and comics, but i can appreciate people using new tools even if i dont want to. >>566715674 i think this turned out the best of the three. if you dont need rotations and are willing to clean them up i think it could work and fool most people.
>>566718614 No, im an emotionally unstable retard who occasionally throws hissyfits over my own stuff. No need to shit up channels if i cant regulate my own moods. Maybe in the future when my mind is less volatile, as being in the server was motivating :> Thank you though.
>>566710087 You will gain more abilities and your previous abilities will become more abundant. Eventually things will reach a point where you just set some of the old spells to autocast and work out how to use the more powerful but limited new spells. So it is idle at your own pace but you can use the abilities in an active way if you think you can use them better.
>>566717371 Yeah, that's how I initally though to do it. When you have to do checks that means you have to go trough every single NPC's relations struct and search. Highly inefficient. Which is why I though of holding it all in one place, rather than in individual NPCs own data.
Or image you have to remove a character- you'd also want ot remove all relationship data ideally too, no?
Is there an AI that can create an image with layers so I can manipulate it in gimp? For example, a characters head but the hair is a separate layer. Luddites need not respond
>>566720373 >>566720657 Do you guys even know what a prototype is? Imagine making megaman. But instead of making the game's level and stuffs. You're just making some random boss weapons, and then some random obstacles. That's not a game. That's a prototype.
>>566721247 you could try to get it to make some sort of paper cut out paper doll stuff where it spreads the body parts and then you gotta cut them out in gimp and position them properly yourself
>Luddites why am I even replying it's not like you're gonna do anything you're just shitposting
I think I will use some tool like makehuman to create realistic accurate depth controlnet references to give to an AI model to generate the final reference to model my wifis and then paintover the end result.
>>566720881 >When you have to do checks that means you have to go trough every single NPC's relations struct and search.
for my case, i was down to just iterate through every element in my list to find the relationship. it's o(n) so it doesnt seem too costly. I dont know for your game, but for mine, i never need to search through every single relation to find something. At most, it is just a list iteration in a chosen npc.
but, if you did need to access anything quickly, maybe use a map and id system. maybe each relation has an id, and an NPC has a list of relation ids that point to the global relations map. But i dont know enough fundamentals to see the cons to that other than it breaking cache locality idk
>>566723306 It does take a special kind of masochist to keep making games alone. The smart move is to learn networking to either acquire funds or convince people to work for you but I'm just terminally bad at that.
Why do so few indie developers make 3d games? Why do so few indie developers make RPGs? And why do so few indie developers make 3D RPGs? Is it really so impossibly hard that everyone just sticks to 2D or boomer shooters?
Goddamnit that is a shame. I really want to make a game but the only game I want to make is a 3D RPG. I guess the closest indie game I can think of (not in theme but just game basics) is something like .45 parabellum bloodhound but with multiple controllable party members
>>566724317 if youre not in it for money then it might be worth it in a spiritual sense. if youre new to gamedev, you should start with incredibly short narrative games and work your way up. then you can network and work with people to create your game.
>.45 parabellum bloodhound holy fuck this looks kino. i get why it inspires you. you can copy this style if youre good at 3d, that is manageable. the type of game is what costs so much time usually. if u keep it small you can sell a similar vibe. merchant64 artmaxxed and made 20k.
>>566724317 obviously 2D games are faster to make and most indie devs like to make small games because the game industry right now is basically gambling and people want money, which means releasing many small games and hoping for the best.
RPGs usually have many characters, which is the most time consuming thing you can do in 3D. It can be done though, and some devs make a generator and just click a randomize button to make NPCs, e.g. mount and blade, morrowind.
>>566726038 nta but that's quite interesting yet I'm not quite sure how one would use it in a game
2d skeletal animation never looks that good in my opinion but I suppose you could use it to animate npc portraits or maybe if you had vn style scenes in your game animate those
>>566727914 I wanted to maybe try to copy in a legal way the models ripped from PS2 and psp games like crisis core or FF12 but I genuinely have no clue how to do that in blender
>>566728720 Cris please just try buying or torrenting an actual guide or workshop from some pro artist and learn from them instead of throwing your head against the wall, you'll make much faster art gains. There's some decent free guides too but most actually good ones are paid
it's much easier to cheap out on art with 2d while 3d games require a lot of assets to look right unless you're making some game that could as well be 2d
rpgs that aren't minimizing some aspect(s) of it take a lot of work so making a 3d rpg is like multiplying the workload so you gotta cut corners somehow to reach a project scope that's manageable
devil spire dev had his first game be just really simple dungeon crawl and for the second game he went wide in scope so he made the art style something he could manage and as a result the game looks poop and entirely relies on people buying into the concept and systems of it which luckily worked for him
monomyth dev didn't want to cut corners so he spent a decade working on the game and it's still not done
>>566723940 you can make rpgs that are about the emergent gameplay I'd argue devil spire falls is one of those
>>566728604 because they unironically believe that knowledge and experience is a luddite thing, that's what AI is for, and when certain grifters like https://www.youtube.com/shorts/5CT9eUeWpBs tells them what they want to hear, they go deeper into their delusion
>>566723834 trying to make environment art work at scale, working on a trimsheet approach with really simple geometry. my hope is to create different trimsheet sets and swap them out for different biomes.
>>566723834 im working on one i don't expect it to be done for like 4 years at the minimum the assets are the main issue im partly going 3d because all my attempts at 2d I was just not happy with how it looked visually but i can make 3d look good so im just doing that instead
>>566735241 in a parallel universe in which pewdiepie played that game for the lulz and it got 10k reviews: >the graphics are actually the gane's strength >the game mechanics have great fundamentals >it's a good game people want to play
>>566736979 Charlie plays shit-tier games all the time for the lulz and none of them get a notable boost in sales afterwards. You're delusional to think your favorite ecelebs can save your shovelware.
zim is so fucking good i kinda wanna add lua to my game just so i can use zim in it the aggyterm guy said he wanted to use zim in it and it made me so happy
I'm going to abandon theming and looks for now, because honestly I just suck at environment art, if the core gameplay loop is not strong enough to entice people next DD ill call this another faliure and move on.
My idea is to do what super auto pets did and have snapshots of peoples team compositions. An idea I have to make it more compelling is to blow up the size of the map and increase the amount of people fighting one another and see where that takes me. I want to add a rudimentary unit recruitment system before I do that though.
Maybe if its like 20 v 20 fights people will be more interested
>>566718245 Another tactics chad. I've been afraid of adding units with multi tile size, dont you have to adjust maps to specifically fit them?
>>566738126 20v20 would be quite big, how long do you intend combat to be? The biggest tactics map with the most units i remember is xcom 2 on those missions in the dlc when the cannons shoot your ship, and those took forever. >dont you have to adjust maps to specifically fit them? Yeah, but as my game is an rpg i dont have to adjust every map to fit them. I think multi size characters add possibly too much to not include, so i want to include them early into the systems with different shapes. Like 1x3 for corpses, 1x2 for a dog, or even 3x3 for somebody really really chunky.
>>566739063 Its an auto battler so I dont think it would take too long, to compete, I'm more worried about things like equipping units that might take a little too long.
Lets say i had a fireball spell, what cell does it originate from when the character is like 3x3?
>>566739096 Probably, don't see any other way he would lose the rights to his own game. Seems like it was published by "No Gravity Games & Development", any red flags there?
>>566739825 Set a constraint that the units need to have an odd size. If you want to have arbitrary size, make it so each unit has a defined "hand cast" point that they shoot out of. So for each unit in the data file, you simply define the tile point that acts as the source of projectiles and other things. For a dragon, you would pick its mouth. For a knight, you would pick its sword. For a wizard, you would pick its wand. And so on.
>>566739341 If its an auto battler it wont take long, youre right. >>566739992 I agree with this one, im currently making it so that you can reference two points for any characters attack as an origin point. One when they face straight to a direction and one when facing diagonal across tiles. You then just use that data to rotate it in every 8 directions.
>>566739810 The problem is 2 folded for this. 1. Asmongoloid told his viewers to wishlists this game to help it. And they did, with no plans to buy it of course. 2. If your game is already released in Early Access wishlists literally do nothing for the algorithm because your game doesn't appear anywhere anymore. If your game was in "upcoming released", it would be at the top of the list because of the wishlists, but because his game is already out in Early Access it appears nowhere.
It's a simple failure of understanding how the mechanics work. He should get a pretty decent boost when he actually releases his game though. (Assuming the game's interesting enough for people to buy.)
>>566741659 I work on commenting my code. Forget I got drunk and the code self references the source. As in, doesn't check the variable. Reads the variable directly from it's position in the source file. Game breaks. I need to stop drinking.
>>566743478 a slightly difference audience than intended projected their desired onto the game(RAFT players). 'cozy gamers' like it. I'm guessing the majority of the 1.5 million wishlists wanted some survival crafting thing
>>566743921 and how will these players find your game? steam isn't really that scary, imagine 'the crisllection' a collection of 50+ cris games. you'd only pay the steam fee once and upload your 'game' to be hosted forever, for a one time fee of $100. and you just release updates(more games)
enemies can block now, you break it with a charged melee attack, it's a bit difficult to tell since it doesn't have a proper animation yet. added a limit to your arrows and some XP orbs. XP is actually implemented yet though. https://i.4cdn.org/wsg/1778607501476357.webm" target="_blank">https://i.4cdn.org/wsg/1778607501476357.webm
>>566745159 >NOOOOOO you can't just like get good value for your money >you MUST pay starving losers a living wage no matter how shit their garbage is Was this week's centrelink check not enough for your fat ass?
>>566745575 >>NOOOOOO you can't just like get good value for your money >>you MUST pay starving losers a living wage no matter how shit their garbage is >Was this week's centrelink check not enough for your fat ass?
>Why do you want to make your own hosting portal for your games >What if you want to add publicity >What if you want to make a controversial game where you kill joogers and joos >What if you want to make a brutal rape anime cartoon game
>>566746206 >>Why do you want to make your own hosting portal for your games >>What if you want to add publicity >>What if you want to make a controversial game where you kill joogers and joos >>What if you want to make a brutal rape anime cartoon game
>>566745927 >devs are misinformed by what wishlists are used for >Steam IS a monopoly >Steam makes millions each year as a money launderer for cartels and sanctioned regimes >...And that's a good thing. thank you for this insight feministgamergirl.net