What kind of spooky games are you making, Anon Babble?

What kind of spooky games are you making, Anon Babble?
Gamedev bread.

if you started making a game for halloween today it wouldn't be ready for the next halloween :^)

I was thinking of making a gerrymandering puzzle game today. But mostly I've been drawing bees.

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pic

reminds me of chao garden evolution system

Never heard of a game jam?

Excellent choice. You'll make more money selling snails to French.

my game is going to be spooky at least in parts, but it's nowhere near ready to show yet. and I've been working on it for MONTHS. it's getting annoying to not have anything to show. but I am deathly afraid of showing anything that isn't "good enough", because I want to take this one all the way to the finish line. commercial release.

I'm making dungeon meshi

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YWNBAW

I don't want to.

Still working on the animations, but I got a good majority of them in the game now. I'm gonna take the advice of several people here and shorten (and probably slightly thicken) the arms, but I haven't done that yet.

based
I made the gerrymandering part, now I've gotta make some graphics of spooky stuff, and add a scoring system.

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I am insecure about it. I want to make something people LOVE and enjoy, truly so. But I don't know. I am still doubting myself about how things ca be seen by others. I want to at least make something people enjoy as much as I and others enjoy nier, and all of that similar stuff.

for someone who "isn't an artist" these animations are preddy gud

Make more omorashi games

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Thank you, that's really nice. I 2D animate as a hobby. I've never modeled or 3D animated before. I used Mario and Sonic models I got from SketchFab with the animations baked in as references.

I can't draw anything besides cartoony. I can't draw anime, and I can't draw realism. That's more what I meant. I can draw, like, Sunday morning comic strip style and that's basically it, which is the art equivalent of exclusively eating at McDonalds.

I honestly don't get how they make shit so quick.

How do I make a game that kids would enjoy?

Same. I want to make games that garner fanbases like Drakengard/Black Souls. My ego won't let me release a game I find subpar though, so I've been scrapping projects for the past 10 years because they didn't live up to my impossibly high standards.

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Updating survivors game, Tuonela. It already has spooky elements fit for Halloween, but a lot of work still until it gets out from early-access.

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I'm currently downgrading my project from unreal 5.3 to 5.1 since past 5.2 I am getting constant engine crashes and out of memory exceptions. I don't even know why, I have 32 gb of ram and 16 gb of vram so it shouldn't happen...

You're better off making art instead of a game or write a book then. The sheer amount of marketing required to even reach others is insane.

you need a team of you will never achieve it...

Jams aren't games, they're minigames.

Because they are minigames, most of it are basic and asset flips. Most veterans can also recycle mechanics. I did my worm fishing game in a month solo but it's clear other participants in the game jams cheated with ready-made projects.

Bulge needs to be at least... 4x bigger

I'm thinking of using AI voice lines as a basis for some highly edited Animal Crossing speaking effects. Do you think it will be an issue, given hoe edited and chopped up things are going to be?
I would try and find real VA's for it, but I want to finish this project now and cheaply.

low res filter looks ugly as fuck
you gotta prerender those characters into sprites to get the proper look
you're gonna get compared to halls of torment so keep that in mind

No one reads books anymore.
Art? Trickier.

Don't tell anyone, especially here and it'll be more than beyond fine. People who think using AI for making a quick texture (that no one will ever know is AI) or similar is bad are just ngmi and are usually assblasted artists and such anyways. Go for it anon, sincerely, why does it matter?

Animal Crossing speaking effects

i'm not sure ai can do that but go for it.

it's a good thing cartoony stuff fits platformers really well. also using reference is a very important part of creating art

i'm not sure ai can do that but go for it.

I would be passing the audio through a set of filters, then reversing it and taking sound bites from the sentences.

Put into credits "friends and family for voice impressions" and be done with it.
Stop announcing that you've user AI, mainstream studios have figured out very quickly to just never mention AI because of the art fags crying about it.

Indie devs constantly fail because of these retarded things they do.

you might as well rip it from a youtube channel with 5 subscribers then

this was meant for Who cares then if you're doing all this? You could probably take my voice, filter it, reverse it, filter it again and I would never know unless you decided to retardedly tell me.

Time to make bodies. Including hands. AAAAAAAAA!!

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Nice job finishing the heads anon

Prime role (model) ba dum tss

Make sure to give the girls boobs, anon. From Blazes itty bitty kitty titties to Rouge's fat honkers.

Would there even be a point to that? Wouldn't it just be simpler to create a soundfont of random noises?

What engine is that anime character supposed to be

Are you making a game with all those characters?

voxel-based survivalcrafter mobile game with full-screen ads and 3 different premium currencies
BOO! Scary, right?

New to coding and gamedev and trying to learn as I go, but how do I avoid the whole "if/elif" a hundred times over?
For reference I'm trying to make a cooking game, I pick up ingredients and put them into different things like a pot or an oven which will have different effects. Say if my first stage is to put water into a pot, and then potatoes etc. I've come as far as I'm able to pick up potatoes and add them to the pot but that's about it.
I realized now that I have classified all the ingredients as "Pickup", which will cause problems, but is the alternative to make a script for each type of ingredient and put them all in each individual class?
also, say if I put water in a pot, how can I make the pot into a different pot that has it's own look and properties?
Maybe I bit over more than I can chew

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RenPy

2d graphical library mostly used for VNs and such

If you can't make simple textures your game is going to be shit anyways so go ahead and use AI for all of it.

Kind of looks like a korean version of Dr Seus, not bad

Happy Halloween.

Look into inheritance.
Basically, you want a base Pickup class that has boilerplate code for all pickup objects, and a method like OnPickup and OnPlace
Then make a script for each unique pickup (and type of pickup, if applicable), override the OnPickup and OnPlace methods with the desired custom functionality. You will be able to interact with every object as a Pickup, regardless of any other custom functionality it has, let the derived item itself worry about exactly what it does uniquely.

I make all my textures, this was an example for anon. I deleted my Diffusion shit months and months ago. Cool for lots of quick references or shit like quick textures, but that's about all.

i agree, and give the breasts diversity, like make some kind of saggy but with puffy nipple areas, or make some have upturned nips.

breasts can have as much personality as people.

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Would there even be a point to that? Wouldn't it just be simpler to create a soundfont of random noises?

Its a game feel kinda thing. Sure, I could just use a random gibberish soundfont. But by using voicelines, filtered and reversed, you get across a more delibrate feeling, as if the character is speaking with real language.
My only references for this are Midna from TP, whos gibberish lines are just a japanese girl speaking in engrish, with the audio reversed, and in HL2 for the headcrab zombies screaming just being distorted human screaming reversed.

My game is out tomorrow, hopefully things go well and meets my goal for the end of the year (500 sales).

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how much weird sex shit you put in this?

Ok but why are her boobs so protrusive?

Tuberous boobies, its a medical thing I guess.

That sounds difficult to learn but I'll look into it

Cut some levels and release the game already

B-b-b-b-ut muh story!

You don't even know Marmoreal's story. Don't act like anons play anon games.

None, I'll save that until I'm really desperate to sell a game.

NTA but inheritance is pretty intuitive you get started with it, it will prevent you from having Yandere Sim elseif blocks and reduce technical debt. Not using it is bad practice.

its not that bad. Say you want projectiles in your game, right?
Instead of writing a brand new script for every bullet, rocket, and Arrow, and manually handling everything from collisions, etc per different type of projectile, you make a Projectile class, with all projectile types inheriting from that base class.
All projectiles know is that they have a initial velocity, a hitbox that deals damage, and a method for HitObject + an initialization method along the lines of FireObj.
This works fine as is for arrows and bullets, but not rockets. So in your FireObj method, you trigger a method inherit to the Rocket child class, that alters its velocity, causing it to increase in speed over time, and adds an arc to the projectile.
Great!
But now you want arrows to stick out of hit objects. But thats okay, just add the custom code for leaving behind a non-functional arrow prefab to the Arrow child class inside the HitObj method, and now all arrows are capable of leaving behind nonfunctional arrow meshs embeded in terrain.
All while avoiding having to check if its a bullet or arrow or rocket is being spawned or colliding.

OOP for game development

Ah, to be young and naive again...

Thanks. I think I'll generalize their bodies into sub-categories to make rigging more universal. Blaze would be the same type as Sticks and Tangle; slender female. Rouge with Lanolin; voluptuous female. Its more to do with their hips than boobs. How far their hips are from their shoulders, and then how inset the legs are to hips.

Thinking aloud here, I can always readjust the bodies to fit types after they're done.

They'll at least walk around in game. I do have a dev document on what I want each character to do when I hit a button. Once the characters are game ready, I'll start testing different gameplay ideas, but thats still far in the future.

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So if I'm understanding this correctly, I would have one of these boilerplate scripts for all my ingredients that would handle all the similar properties they have. Then I give each se to give them an individual script for the properties that are unique to that one ingredient?
How would I put both of these scripts on a single node? Is there something I can write in the unique script that would bring in the code from the boilerplate script into it?

implying

everyone who claims not to do oop does oop

yeah there should be. I don't use GDscript, but it looks like you need to "extend" the parent script.

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Forgot to mention, you just need the child/sub class script on the node, you don't need to also include a node with the parent script.

Thanks a bunch, I'll try to work on this when I have the time again

idk if i should start making my public indecency loli game, no store would allow it...

My games will only be spooky (once they're being made). Currently doing a UFO arcade game
Eventually? Halloween 3D platformer starring a mothman of some sort.
Fighting games are some of the toughest to build anon, keep at it!

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Updated my soldier grunt character and gave him an IMI Magal

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Others have mentioned but that could be swapped into
if collider is Interactable;
collider.interaction()

However, reading the code this appears like you're changing the popup prompt from what you look at and interacting if you press a button. You can clean this up by not repeating code, all the options have prompt.text being set and the mouse being visible, so you can use the below while using inherited classes.
If the colliders have a prompt_message, there's no reason why the script in the screenshot should specify the action.

if collision_code_etc_thats_above_screenshot
. if collider is Interactable:
. prompt.text = collided.prompt_text
. mouse.visible = true
. if Input.is_action_just_pressed("Use1"):
. collider.interaction()

did you use AI to help with the texturing or is that just stencil painted?

made a simple spider, does it count?

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gonna need an arachnophobia mode

no, there'll be a huge hairy spider boss too that you have to climb

sorry that's a no buy from me

I'm half-joking spideys kinda creep me out but it does depend a bit on the art

made a robot in blender

like it?

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Spiders creep me out too but I just deal with it in games. I don't put any togglea in my games either

That picture isn't exactly doing a great job selling it.

I use real world images to textures and photoshoo generative AI tool to cover things up or objects obscuring image. here’s an example of an ice machine photo i took and a fishing pole from google images

seems like a pretty decent workflow

photoshop generative AI tool any good?

make her butt bigger, otherwise, yea

It works incredible as a more natural, efficient clone stamp tool. As far as creating complete images, it will be lacking and cannot produce anything hi-res.

cute

It works incredible as a more natural, efficient clone stamp tool

yeah that sounds really cool

shame it's locked inside photoshop

They'll at least walk around in game. I do have a dev document on what I want each character to do when I hit a button. Once the characters are game ready, I'll start testing different gameplay ideas, but thats still far in the future.

Jiggle physics..?

Boo!
10 halloween levels were fun to make :)

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Just made the arms a little thicker due to someone on here's suggestion yesterday, and I think it looks better. I like it. Here is a similar WEBM showing off the slightly thickened arms. Makes the sweater look comfier.

youtu.be/Sa8u_n93nxc

New monogame template is going to be included soon. Nice to see that Terraria money finally showing fruit.

Apex of the jump animation is nearly done. Going to knock out the start and ending frames, then just do the in-betweens in the laziest way possible, I think.

i am modeling a low poly goblin
i dont know what kind of clothes to make for her
no its not for nsfw

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looks too tall.
give her an oversized tunic, and oversized leather boots, thanks.

Happy Halloween! Not only is it my favourite month and day but I also got more funding. Autumn is my lucky time now.

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I like them, fun to look at.

Link? I enjoy playing indie horror games.

I also got more funding

looking forward to seeing an obese furry fuck all the girls

Never. I'd rather scrap the entire project than incorporate any of that.

I have a noob question. Is it better to make your terrain in Blender than using Unity's garbage terrain editing tools? Sculpting is really intuitive, and Unity's terrain tools from my testing seem to be pretty janky. What are the cons and pros of both?

It depends on your game, if its a really big game just use unity's tools otherwise it'll take 8 extra years. otherwise i'd just use terrain building tools for out of bounds areas

just don't go nuts with the individually rendered grass either way.

STILL too tall? lmao i thought as well earlier so i just widened the body a lot right before posting the pic. ill try shortening it then
im not terribly familiar, but ive been using unitys terrain tools and while yes theyre painfully outdated, i still think its better and more optimized to use theirs for the basic landscape. you can add your own assets made in blender after like rocks, cliff faces, foliage, etc. to help things blend in more naturally after.
im using nature renderer package (free version) and it helps with some things. visualdesigncafe.com/nature-renderer/docs/6/quickstart
for foliage i use the default tree painting but for grass, rocks, etc. i use the Detail Mesh option.
the only reason you might want to use blender for terrain is if youre going really low poly and retro, where terrain consists of flat planes and basic flat slopes

is it better to make the individual building blocks of a level in blender and then assemble them in-engine? or just make the whole level in blender?
or does it make no difference?

just remember some places like steam require you disclose you used AI

id recommend modular design where you build the blocks in blender and then piece it together in engine, but you can do it all in blender too. but youll have more control over the pieces if you do the former method

cool art anon

Always based to see you, YTCDev

Penny Gadget lookin' ass.
I think the issues are more proportions, she looks more like a kid than a tiny monster. Push the proportions, change up the anatomy some, make her look a little freakier or atleast dwarflike. Also posture will help too.

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Thanks, more devs need to celebrate the greatest time of the year.

Gobs reign supreme.

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Wow, Yoyo finally fixed the broken images in the GMS Nintendo Switch documentation! Took them long fucking enough, it's been like months... maybe years even