Gamedev thread

gamedev thread! post your progress, ask for help, share feedback and shiet

holy autism batman
but hey that's very cool that you did all that, very soulful

You have any idea how much of a bitch it was to implement that damn "click on a region to learn more" feature? Had to create a bunch of <area> polygons because my dumbass divided all of the regions into such irregular shapes that could not fit into a rectangle. But it was worth it because I always wanted to implement a map system like that and I was pleasantly surprised to learn html had a built in feature for that.
Luckily, the pages for characters, creatures, and objects are not as complicated.

made business signs customizable by the owner

Very nice.

working on a town street scene for the game's intro. Scale is fucked up in some places like the windows, so I'm working on improving that. Doing all this in Trenchbroom, it's fun.

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You should make a big ass ogre that the goblins crowd around and use like a battering ram.

I made a mistake and didn't have a demo for my game when it released. It ended up flopping. I decided to add a demo anyway recently. I know it won't save the game but I'm curious as to what would happen because even though my game flopped it still gets new wishlists and sometimes even sales occasionally.

does Steam algorythm really make it so unless your game makes it right after launch, it will be buried forever?

Added another goal to my level, cause why not. It's a balance beam/see saw challenge. In this WebM I get to where the goal is twice. First I get it the slow way, then I get it the fast way. This is how I try to design the star challenges. I would like someone to walk in and be able to complete these challenges slowly-but-surely, but then once they get the controls down, I want people to use the physics to tear through stuff. I try to design a primary and secondary path with each one.

The scope of what you are trying to make is massive, but you have shown you are capable and driven enough to handle it. Good progress.

I like it!

Looking good. You are making some great progress in a short amount of time.

What's a theme for low poly 3D assets that's underserved?
I need to practice my blender skills and have artist's block.

On it's own I guess not but I wouldn't know. After my game flopped I really stopped trying to game for numbers, review counts and whatever. I just want to be done with it at this point.

i want to make a 3D platformer with puzzles, how hard would it be if i have zero coding knowledge

So you have 3D experience?

lmao, not a bad idea
thanks! I have the policy of working on it every single day and make some progress, no matter how small it is. Plus, I'm using Trenchbroom for the maps which makes it a very fast process I think.
Your game keeps looking better and better, love how the level is coming together. Only thing that seems a bit weird is how the second time around you are able to skip most of the platforming but I guess that has to take some skill from the player to pull off, right?

zero coding knowledge

probably impossible. If I were you I'd try to learn the basics and, from there, using AI to give you the code for the stuff you need. Don't just copy & paste and try understanding the code, it'll help you learn a lot faster.

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How do you find these threads (and post and fill in the captcha) in 1 minute and 30 seconds after they are made?

Only thing that seems a bit weird is how the second time around you are able to skip most of the platforming

Yes, it does take a little bit of skill, the same amount of skill it takes for Sonic Adventure's Slope Jumps. So, I design the levels with "players are going to find ways of skipping this" in mind. I want my level to be a canvas with the player controller being the brush. I want players to be able to treat my levels as playgrounds. If you have no skill, you can still get the goal, and as you get better, you can get it in faster, cooler ways. I want your first and second playthroughs to almost be different games. Easy to play difficult to master.

Thanks, but as you said the scope is a massive undertaking even for me. Frankly, if I want to finish this whole thing before I go the way of Henry Darger, I had to cut out a bunch of inconsequential things: the Barmaglot Brawl at Tai's Tavern, the Siege of Drilos, the other islands and their creatures and objects in the Zmeian Archipelago, and some lesser known characters such as the husband and wife duo Ariel the Dragon Apothecary and Adalwin the Elvarian Alchemist of the DarkWood Forest region were inconsequential enough to Fygoon's story that I could sit them down on the bench for the time being. I talked to my two best friends and frequent collaborators if they would be interested in helping with making more story stuff and they expressed interest. The plan is to have them help me by writing bits and bobs for the histories and character profiles for the characters based on the worldbuilding I have done so I can focus on the stories in the game and I'll provide credits for each entry they make; I'll obviously proofread and modify the entries if there's any obvious incongruities with the canon but I'll let them play around with the story. After all, my buddies contributed many ideas to Fygoon's story so it's only fair that I get them involved with the story and give them their dues.

do they know that you are a lolcow

so, skill based progression uh? sounds super neat. I can see hardcore Sonic fans finding it kinda easy but I bet most people will find it just right given that you are giving them multiple options on how to beat the levels.

Does your family know you're a loser?

if you make the thread yourself then it's very easy to find the thread and post quickly

Got lucky. If it was a thread for me to shill I'd use my own cool pictures.

Sounds fall-y.

there's a certain melancholy to it. Definetly autumn.
Check this out, might give you some clues on how to make your music more season-specific:
youtube.com/watch?v=lIHzjKHXIsQ

drive-by ASS

Cringe.

breed breed breed breed

horn cats. cats with horns. and a volleyball demon about to spike me

groovy

You know, I've been yapping so much about my own game that I never said anything about the great games in the thread (aside from the guy who's making custom signs in his game which is cool).
This is the kind of platform game that could do gangbusters and not just another piece of crap that's made just to shill a Twitter artist's stupid OC donotsteal that will fizzle out after the first level. Like, you don't see a lot of people trying to make something similar to Sonic because they usually go the easy route and make a generic Mario clone.
Aside from the whole troll thing, I find the style of this game great and I commend the tenacity of the developer. To go from a green stick figure to something that wouldn't look out of place next to Panzer Dragoon and Scud on the Sega is amazing.

thanks man! always appreciate the kind words

whole troll thing

what do you mean lol

I think the jump would look better without the little windup. theres a disconnect there with the fact that the characters already left the ground.
nice game btw, you are going to make a million bucks

actual spam advertisement in every thread

Adding in the troll as a goblin battering ram.

Fixed the last few bugs within RogueBassin's shadowcasting code, webm related.

Currently working on trying to have less dogshit-looking automatically-generated map, and the first results and actually way more dogshit-looking so that's going to take a while. Mostly because anything that look good "from the ground" tend to be absurdly visually noisy when seen from an RTS view.

all the people accusing you of shilling are GAY FAGGOTS. your game RULES and makes my dick HARD, even though if my dad walked in on me playing it, I would be EMBARRASSED.

You could just report it.

it's cuming together. Think I'll add a little bit of sepia to those walls, they look way too clean for a medieval town.
oh! alright haha. Btw you are one to talk about tenacity, putting your game together all on your own must've been a lot of work.

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crying to the jannies is even gayer

Don't be a hypocrite.

?

is this goydot? i'm having trouble maintaining fps with lots of npcs. are they all skeletal models?

how am I supposed to see that coming bro?

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sound and screen shake. I'll make it brighter though

yeah maybe a lil shine the moment it enters the screen or something.
Glad you aren't using a WARNING sign nor anything like that.

Pretty good, I enjoyed it. Has a sort of Nidhogg feel to it. The controls are nice as you laid them out and it's commendable you also added in the ability to change them. The spinning dodge in the tutorial doesn't work properly but this should be an easy fix. Overall, very nice. Can't wait to see this game evolve.
On another note, I was a bit retarded and made this before realizing "slash" meant the "/" key.

When are you guys gonna make games that actually look fun to play? I thought AAA devs were shit because they had to cater to normies and deal with braindead corporate suits. Wtf is your excuse?

thanks for trying it out

The spinning dodge in the tutorial doesn't work

try holding right or left when you block,

On another note, I was a bit retarded and made this before realizing "slash" meant the "/" key.

ah yea that might be confusing. Maybe adding "?" would make it better.

counterpoint: my game's fun
source: me

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it's really hard and I get burned out a lot

turns out creativity is an extremely rare trait

make it like a flaming ball

What's a good Unreal Engine 5 tutorial series/ course? I'm going through the 3 smartpoly blueprint tutorials. They're OK but I feel like I'm just following directions.

try holding right or left when you block,

Ok I was just being retarded. Turns out you have to wait for a specific period to then spin.

ah yea that might be confusing. Maybe adding "?" would make it better.

No need to change the slash to a question mark because I'm certain someone will confuse it to mean "press [/] while holding [shift]". You could just put the [/] glyph as what shows up in the keybindings since it's what a user sees on their keyboard (for that matter you can do the same with [.] and [;] to match).
Quick question: does wiping the blood off of the blade do anything? If not, I suggest you could have a mechanic that incentivizes players to clean their blades; perhaps you could have it interfere with the force summon or maybe have the sword break the more you neglect it.

just make your game

How?

Nox

Look nice. I initially set the fog to a similar resolution but it murdered perfs on large maps.
Is Nox worth playing? Looking at the date I was probably playing BG1/2 back then and don't even remember hearing about that one.

Nope, Unity.

are they all skeletal models?

It's batch rendering with the animating done directly in shader via vertex displacement.
Animations are stored as textures, and bones data are baked in secondary UVs channels.

lots of npcs

I can go up to 60k NPC fighting each other. Rendering is only an issue when fully zooming in the middle of a massive melee.
Did you use the profiler to find your exact bottlenecks?

1. understand how to do basic shit in the engine
2. start implementing things for Your Game
3. if you don't know how to do something, either fumble around until it works or google it

Thanks! And yeah, I agree about the jump. I think I need to redo it, but it's hard to make an animation like that where it looks like a jump, but also isn't 1 frame of transition, you know?

I adore the sprite work of your game. you are extremely talented.

Here, here. If it's fun, it's fun.

Is Nox worth playing? Looking at the date I was probably playing BG1/2 back then and don't even remember hearing about that one.

I'd say maybe? Sorry, played it way too many years ago. It's kind of a Diablo game with less focus on item looting and more on skill. Multiplayer was labeled as "Quake + Diablo" back then.

I think I'm done with this scene. It's just for a few takes during the intro and I don't want to put much more time into it. Tomorrow I'll work on a tavern sign and the interior of said tavern.

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give me an idea. What's your dream game?

Finally have a nice workflow to reduce the NPC's to two drawcalls each. What does Anon Babble think of this NPC?

soul. I love your lore.

i'll be real with you bro
the gameplay looks really cool, but depending on whether or not you switch the main character to someone with fat furry tits, this might either get 10000 reviews on steam or 100.

look at that n64 style game featuring that goat with the fat ass
i don't even know what its called but i know that it has a main character with a fat ass and big tits
and i don't even jerk off to it.

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Pretty cool NPC, reminds me a bit of Sabre from Dinosaur Planet.

What does Anon Babble think of this NPC?

looks better than my main character lmao

What does Anon Babble think of this NPC?

It's male and look like a fag.
And not even the "can fuck in the ass and pretend it's a girl" kind of fag.
2/10

very good

can you show the wireframe model and a closeup of the face topology?

what's your workflow for these characters?
are you doing any sculpting at all?

holy soul

gay furry

just make porn at this point, it's not like you have a reputation to keep

testing out some possession effects. writing shader code is a pain in the ass

I spent too long on making my digging system, now I have to go and actually make it into a game.
Kids these days still like ore-mining type vidya, right?

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Here is another. This is a PC you can choose. I added some AI art to test how an in game animation would feel.

I think the second gem on the belt is too much.

Would Anon Babble play with this preset PC? Would Anon Babble like a character editor to make their own? And yes, I also have female PC's.

Thank you all for the feedback. I cannot share the wireframe/details unfortunately at this stage of development. As for workflow, you would have to ask the 3D artist. All done in blender, as I understand it.

shader code is essentially voodoo
Looks neat. I think the hole dig game did well, so probably.

all kids yearn for the mines

There are people that write that shit by hand?

NTA but I dont like writing shader code with nodes. it's very cumbersome and annoying anytime you're organizing complex effects.
shader nodes is only for artist babies that won't learn code!!!

based

sick as fuck
make the ball a cute girl and you're gold

This isn't /agdg/.

Shader coding isn't that much more complicated than regular coding, Anon.

making a POGS game set in the pogs craze of the 90s

a casual sandbox simulation with skateboarding and toys and miniquests

it has an optional litebuild that can run 60fps on a potato so anyone can play it on their work laptop

Working on controller integration now.
Added some mini tutorials to orient the player and start them on a quest in the quest journal.
Go time is approaching. I'm doing everything you're supposed to do and I'm running out of things that have to be in the demo.

Demo goes up on steam soon and will NEED feedback!
Store page has been updated!
Search for pogs on steam!

store.steampowered.com/app/3640790/POGS__Power_of_Golden_Slammer/

I said girl, not child.

hey thanks anons, have another webbum for the road

if you're looking into material special effects at all, the PrismaticaDev guy has a 5-minute material series where he explains the shader graph nodes one by one. I found some good knowledge there that just doesn't exist in the typical sloppa tutorials.

webm related for instance, all the terrain here is a flat 2D mesh driven by a convoluted material I put together

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Looks pretty fun. I think if you give the game a Dave The Diver type angle it could make a morbillion dollars

Why not use ShaderGraph? Or VFX Graph?

what marketplace did you download this character from? >_>

that lich design is sick

has anyone from here ever userded the gzdoom engine for game development? how was that?

webm related for instance, all the terrain here is a flat 2D mesh driven by a convoluted material I put together

I'm trying to wrap my head around that.
So, you've got a plane with a procedural material on it, which I assume is overwritten with the tunnel texture with a normal map whenever you drill through something, but then it also looks like you have shadows being cast by the dirt?

the PrismaticaDev guy has a 5-minute material series where he explains the shader graph nodes one by one.

I'll look into this. Not an Unreal dev, but shader graph stuff seems easy to re-apply to whatever.

nope, but I'm curious as to what kind of game are you interested in making. I'd assume making an FPS is simple enough but anything else is probably hard. But hey there's a Sonic racing game made in that engine so maybe anything is possible.

Fuck off, Kanna"""dev""".

it didnt used to be

it didnt used to be

What?

finally have systems in place

vertical slice and starting area is pretty much done

can now work on other areas and do new things

It feels so good. The river level as I call it is probably where I will introduce swimming. I already have more pogs battles set up there including one where you are chased for winning which is kind of spoilered in the trailer. Short cinematics, little missions, skating.
Oh river level. How you nourish me so.

get game to playable state

it's bad

damn

loli games keep pedos off the streets

You know what else does that? A bullet to their dome. Best part is that it's economic.

happens to the best of us. How much time have you spent on it? For me, it was 6 months until I realized the game was kinda shit.

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that's a really fancy way of saying you're using two materials for npcs

What?

window peeking

Kino.

In 2025, what engine should I be using? Unity or Godot? I hear people say Unity is dying. And I hear people say Godot is janky. What's the deal? How do I jlmg?

Ah yes a kind of path progression level is so refreshing to see for this toon good choice.

How do I jlmg?

just like click the things??? and make things do things???

are you going to shoot him yourself? no? then shut up

Did a fair chunk this past while. Got scanning in (including the scan not working if opponent has a shield, or if you evade the scan), got a little log of actions in the top left so you can see what went on in each round in more detail, did a bunch of internal stuff regarding enemy HP. Just wanna fit in two more actions, put in the flee &Tractor mechanic, do basic enemy AI (right now it's just picking random moves from it's moveset) then I'll probably start working on the actual exploring&flying around part. Giving myself a hard deadline to have a vertical slice of the game completely finished by the end of the month.

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Unity is not dying (but it should)

evade = get the hell out of my way

running away now actually makes you sound badass

This is good design.

I think Godot is good enough for both 2D and simple 3D

Huh?

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nope

that's strange. this website glazes doom all the time and discusses doom mods a lot yet nobody ever tried making a game on it here?

Working on animations and clothing tests with my soulslop side project. Animation is hard.

Unity is an amazing engine, but I would use 2019 lts because of Israeli telemetry being put in the recent versions (since the ironsource merger).
Unreal is great and pretty easy to get into plus tons of resources (a lot more than when I first got into it).
Godot is also really cool but it's in its blender 2.79 stage right now, all the main features are there but it's missing a ton of QOL editor features that other engines have.

Unity and Godot are pretty barebones and expect you to make a lot of the systems yourself (which because of bloat isn't always a bad thing).

because it's pretty limiting, if you're looking for doom mods there's a decently sized community on Anon Babble

When you're not free roaming but are going through paths. I have only seen free roam levels with your game so far, this seems way more fleshed out.

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He's a pedo who likes to derail threads. Give him no attention and he will disappear.

Great atmosphere, what are those creatures?

I too love those levels in platforming games. Back when I played Mario Sunshine, my favorite levels qhere those in which nigger Mario would steal your Fludd and you'd be forced to complete a linear platforming challenge.

I love the idea of someone just fixated on getting a dev to change their mc and it just never happening it's so funny.

I can't imagine GZDoom being more limiting than Game Maker or RPG Maker. Besides, people aren't making openworld action adventure RPGs here. Seems like it'd be a good fit for a simple 3d game.

Skrimbles. I keep bringing them over from other projects so I don't remember when I originally made them, but they were originally going to be neutral mobs that will occasionally steal/throw shit at the player.
They were going to be similar to the scavengers from rainworld but I never got around to finishing their ai so they're broken atm.

World Position Offset is what makes the mesh look like it's actually deformed, and that allows for cast shadows to appear correctly in the render pipeline. Believe it or not, the much harder part was actually just getting the normal maps to look correct on deformed terrain, because world position offset doesn't update your normals at all. The normals will keep behaving like the plane is still flat, so I had to do a bunch of DIY hacks to warp them to the new world position, and now it just werks.
the shader graph is based like that

material.webm - 800x456, 1.48M

NTA
ok but you are deforming a mesh, just in the vertex part of your shader?

holy shit this looks so good.

This tech would be great for a Worms game

is that tower of kalemonvo?

Reworked a few skills and tweaked the critical spell formula a bit. Tomorrow’s going to be a big milestone. I’ll be finishing up the code for the menu and battle systems. From that point on, it’s all about adding more content, lots of playtesting, and fine-tuning.
The feedback I got from last week’s demo was super helpful, too.
Only 13 days left until DQ Day, getting excited!

fixated

i have never voiced my concern, but it seems reasonable that others have done so as well

i am simply suggesting that this might make or break the games success
look at that fur planet thing - don't know what it was called but it was a sonic like game so it had sonic like main characters. and now the dev is a millionaire

just looking out for the man

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share your game here #trailertuesday!

it's #wishlistwednesday!

I'M PROMOOOTIIIING

How hard is it to learn UE5 no one has made the game I want and I'm tired of waiting

World Position Offset

Okay so this is doing some transforms to the mesh data based on some map data you have indexed by world position?

the much harder part was actually just getting the normal maps to look correct on deformed terrain

I believe it based on what I've heard from devs using geometry nodes to create tunnels.

gamedev sexo

and i am dead serious by the way
the main character can make the difference between 100 and 5000 reviews

this is the first game from the freedom planet guy before he added autistic sonic style characters

store.steampowered.com/app/794550/Grapple_Force_Rena

You notice something?
he made the same mistake as that anon

you guys are all hot and kick ass

You too, honey

thanks anon, feels good man. It's cool that Anon Babble came back so I could finally share some progress

yes, to answer both your questions, the world position offset is what visually deforms the mesh. It all happens in the vertex shader, the amount/shape of the world position offset is triggered by vertex colors. The great thing about those is that they're basically free, I can make huge terrain modifications without dipping below 100fps

I had mining on my mind when I started building this up, but it seems like it could really be flexible for other game genres too

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In the next update, there will be an item that lets you cap your level per-battle to help keep optional content engaging, since there are a lot of minibosses to find if you dig around in earlier areas. It needs more testing, but the code's set up.

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this is what ai thinks is the ultimate videogame main character. maybe he changes it to this? without the mario face.

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It's his mistake to make and it's up to him whether he considers it a mistake. If we were all chasing trends, this hobby would be pretty soulless. I agree, a main character's appeal is pretty important but if he likes his character then whatever

is that... Mario Man?

Can someone explain to me what things like vulkan or directx are?
My only knowledge is that they are API's for writing graphics

i do, but wanted to check out how writing shaders through code worked. not a fan

cheers anon

yes

In all seriousness though the indie dev social media ecosphere is in absolute shambles. I don't see this mentioned very often though so I guess just nobody cares. I guess I don't either because I already have my target market and have confirmed their interest. But I have seen some great looking games with large follower counts flopping.
You have to have the it factor x100 and be promoting in so many ways right now. Indie gamedev is insane. I like the challenge though.

they are the API that serves as middle-man between the GPU and the game engine. I don't know if there's much to add to that honestly.

I see people argue for one graphics API's over another and I guess I don't know enough about them to even understand why one would prefer any of them over others.

I don't necessarily disagree with you but Osh is never going to change that character and I've seen him hassled about it so many times, I just think it's funny. He isn't the least bit interested in changing it. If it were just one person too it would be funny like everytime they saw his MC they started fuming like it burns them inside to see this character design which they hate being used and there's no stopping it or changing it.

Alright guys... this is a picture of me and my new girlfriend
it's pretty serious and as you can see she's quite the baddie so you can stop calling me gay now???

Manny the mannequin looks so good in celshading.

I'm sorry I doubted you anon. Based and heterosexual

why one would prefer any of them over others.

DirectX is limited to Window. That's a pretty big drawback if you want to publish on something else than Bill's platforms.
Vulkan is extremely verbose. That's a pretty big drawback if you like getting shit done.
If you have to ask: pick a game engine. A good chunk of a game engine's job is actually being a nice, simple intermediary between (you) and the 6 millions existing graphics APIs.

We have Little Devil Inside at home

store.steampowered.com/app/794550/Grapple_Force_Rena

Watching the second trailer there is so much love and effort put into this it seems and yet 120 reviews. And this was 7 years ago. But anyway Osh isn't making a 2D platformer.

By my calculations 120 positive reviews on a $12 game is about $30,000.

2d platformer

grapple hook

what is this baby's first gamemaker project?

Give me some tips on promoting. I've spammed small YouTubers even though my game is probably too text heavy for them. I've also sent a bunch of pre release keys to websites. Not sure what else to do

stop making games with boyish girl protags with short hair. there are too many

working on shield meele combo

Quick question: does wiping the blood off of the blade do anything? If not, I suggest you could have a mechanic that incentivizes players to clean their blades; perhaps you could have it interfere with the force summon or maybe have the sword break the more you neglect it.

not at the moment, it's just a cool factor. Later on there will be a blood flick move to stun the enemy though.

use hashtags and post a lot, comment on other people's posts with games similar to yours. be nice and authentic and youll get retweetz. make your clips better too, make them waste as little time as possible to get to the meat of your game
just keep doing it, get authentic and youll fiind your audience.

I am going to make the first indie game with hot young male protagonist. first thing i will do with my money is buy Anon Babble and change your username to i_am_dumb

On twitter? I've tried a bit of that but I get no reaction and I also hate using it

punching the back of the shield will never not be kino

Instead make games with pretty knight girls in mini skirts

After an eternity of watching Unreal tutorials I finally got a control rig's bones to successfully drive 2D eye UVs, an important step towards achieving the artstyle I envision. Now I just gotta learn about shaders to draw a proper toon outline around characters.

This is what a professional put together as a guide. As far as I can tell the person who wrote this makes a ton of money successfully promoting games and they know what they're talking about. A lot of it might seem like common sense but when it's all put together like this it can really make an impact.

docs.google.com/document/d/1JR8fsg6Tt_cvGHtcqb0rtdU84bbzNq7vYL_knvGCFJg

docs.google.com/document/d/1JR8fsg6Tt_cvGHtcqb0rtdU84bbzNq7vYL_knvGCFJg

The Common Marketing Mistake

Most indie game developers follow this pattern:

Ask for feedback or ask “engagement bait”, low effort questions from other developers on platforms like Reddit in r/gamedev or the Indie Game Devs FB group.

Wait until the game reaches a certain level of polish or content before ever sharing the game.

Post into the social media void a month before release, and get frustrated that their gif or trailer doesn’t go viral and result in 10K wishlists.

Developers often push too aggressively for sales or wishlists, alienating potential customers who aren’t ready.

The better approach:

Build familiarity over time: Let potential customers see your game in multiple contexts. Post consistently and show how the game evolves, emphasizing authenticity over perfection.

Keep it personal: Show your human side. People connect with people, not faceless studios.

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I kinda like this.

24P0G

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request to make a post

computer replies "24P0G"

It is offering two posts in exchange for one pog.

don't join to post and ghost in these [indie subreddit] communities. You should already be genuine members of the communities.

Also, talk to the mods of the communities you are in. You can open a lot of doors for cool collaborations just by being nice and active VS only spamming.

being a genuine active reddit poster

talking to reddit mods, ever

if this is what it takes to sell my indie game then I guess I'm not selling my indie game. How would competent solo/duo teams even have the time to do all of that shillposting circlejerk, while also working on the game itself?
might be hyperbole but I bet that 80% of the indie slop these days is

bad/mid game with a lot of time spent engaging on social media

and hardly any cases of

actually really good, genuine game that tragically fails to sell because not enough reddit posts

Diffanon. Twitter isn't going great for me but I know I'm just not using it right. Thing is the first time I shared my game to one of those #trailertuesdays or something I got hundreds of views and dozens of likes and I was like hey this is great. That was clearly beginners luck and nothing gets more than 1 like anymore.
When I look up communities that are relevant to my game they are all silent with their latest posts being december of last year or something. So I have to assume I need to infiltrate and force my game on communities that might be interested and just hope I'm not an asshole for doing it.

actually really good, genuine game that tragically fails to sell because not enough reddit posts

Anon I guarantee you this is happening. This is liable to spark another "there are no diamonds in the rough" debate though which I'm not sure about one way or the other.

Voidposting is just an evil experience in general. Humans don't deserve to go through that. You can stand on the street and talk loudly about your game and it will mean more than voidposting on the internet.

check the view count. if youre getting views but no likes, your game just isnt interesting to look at.

fygoon.com/map.html

PURE SOVL

Its very autistic, cliche, but somehow you can tell its someones dream and story. Its oozing passion and heart.
I hope you find success anon

I’m assuming that’s Unreal

Decided to advertise Fygoon in my game

fygoon.webm - 1280x720, 1.61M

If you want to take a principled stand and not use reddit you will need to absolutely kick ass on every other platform to compensate. Which is certainly possible.
However there are resources on there that you should probably look at including gamedevs with writeups on their marketing experience.
Like source of image which is
reddit.com/r/gamedev/comments/1kfaaq3/i_got_1000_wishlists_in_4_days_heres_what/
And here are some more which someone linked

reddit.com/r/gamedev/comments/1cwlf2s/we_got_over_60k_wishlists_in_6_months_this_is_how/

reddit.com/r/gamedev/comments/11aotg3/one_month_after_releasing_my_first_game_on_steam/

reddit.com/r/gamedev/comments/1kg0fec/we_went_from_2000_to_7000_wishlists_in_two_weeks/

reddit.com/r/gamedev/comments/1k7hr97/from_zero_experience_to_selling_50_000_copies_on/

reddit.com/r/gamedev/comments/1iu35c3/how_to_get_93k_wishlists_with_0_spent_on/

reddit.com/r/gamedev/comments/1kfaaq3/i_got_1000_wishlists_in_4_days_heres_what/

Main Update: migrating away from borrowed assets. Correcting new assets in blender, making sure the main characters meshes are all seamless in inventory as my inventory system is based on skeletal mesh wrapping rather than attaching except for helmets, swords, and certain abilities.

main character is now a retargeted and leaderpose mesh. Using Manny for now and 1 skeleton across all of my characters meshes makes it easy to track animations and less clutter in folders.

character has 5 components combined into a leaderpose and I will post and update wearing different sets of armor I've already worked on.

Working on foliage, removing some landscape planes for static meshes wifh custom displacement i have already added in a few place.

two new abilities in the works, one involving jade and one involving water effects.

will review rock formations, determine worst stretched textures and either manipulate or remove.

Dev note:

update all meshes to have collision. Unreal doesn't tell you this outright but when you open a static mesh and collision wont auto convex around the model but box or sphere work? Make sure the in the details you select the texture or material that needs the collision box checked.

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The solo dev behind Choo Choo Charlie said he went viral on twitter and that was his ticket. However he did it by baiting the horror game market with a trailer before any actual game was even being developer. Having admitted that has made it easier for some to insist he did it the wrong way or it was just luck. Still there are examples of devs making it still via twitter and not just reddit.

give up, it's all luck, 95% of indie dev success stories are "youtuberman played my game and my engagement skyrocketed", just make your game as thumbnail clickbaity as you can, that's what i'm doing

viral potential unlocked

It's HAPPENING

imagine making games for fun

sigh, it's all luck

his art:

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This is a common response to seeing serious discussions about the actual hard work necessary to push a game. Instead of saying it's luck which is the opposite of what's being shown you can just say you're making a game for fun which is healthy and not just a cope.

some of these niggas see gamedev as a one way ticket out of their parenta basements

Not everyone gets handed their own home to live in champ.

Christ, it's the worst when you see shit like this in google results for pixel art tutorials. The retarded and blind trying to lead the blind

It's Godot 3.5 I'm not using any normal maps on the buildings, and the trees are all unshaded black silhouettes made of planes.

Bro look at the shading though.

just make your game as thumbnail clickbaity as you can, that's what i'm doing

Is the clickbait that it's bad?

I am sending my lawyers to track your every move and pay me $10 fygarillion for that transgression.
I kid, I kid. If you want, I can send you an exclusive render.

Gonna knock your socks off with my next masterpiece

If i see a thumbnail like that i'm scrolling past without reading a single word

The grass and trees look great. There is some way to stop Unity from leaking light up through the landscape if that's what's happening here I'm not sure. That plus detail on the homes will make a huge difference and would put this over the top but I'm sure you already know that.

lol, get a job you lazy fatass

Very subtle and tastefully done.

saw this while scrolling by and just wanted to say that looks real damn nice

sovl doe

You would be laughed out of the room for even attempting to land the jobs I've had.

post your game

Making a recognizable Chucky at that resolution is impressive.

yeah I'd be the laughing stock if someone spot me flipping burgers lmao

Deep breath it will be alright. So sorry about mentioning your free home that you were given for doing nothing didn't mean to upset you.

your game remains unposted

your ass remains blasted you poorfag

still replying

So sorry that you were given a home which you did nothing to earn and spent no money or effort on acquiring. Sorry that gamedevs would dare to try and succeed at something you know you can't do so they can earn the right to pay for what you were given freely. Sorry about that.

I actually thought it'd be funny to have some kind of Fygoon content in my game (e.g. a billboard with a URL to your site, a fygoon-themed gearset or NPC, etc.), but I always intended ask your permission first

yeah well ppl do the same for your games

go back

go back.jpg - 166x352, 38.1K

No that would be impressive. For you.

damn this anon sounds like he's bald

given a house for doing nothing with his life

haha deez niggas tink dey parent basement haha

lol

still going

Hell yeah! Dude, we should get in contact to discuss this further; I wouldn't mind contributing something better than the renders I use for the error pages on my website. You got a Discord or something?

It's impressive how much one gremlin can kill the momentum of these threads. It's like some random screeching sound that makes everyone pause for a second.

Ok cool. I don't want to post my contacts in this thread to avoid schizos, but I'll message you on Itch in the next few days. You'll know it's me from the game on my account.

i was thinking of adding logic inside of my attack classes as a way for the AI to find a way to fulfill those goals.
like if the attack requires a minimum distance from the target, move or dash backwards. it's less abstract even though it's more work.
it's based on this video where the performing an attack and running towards the player are both considered tasks.
thoughts on this?
youtube.com/watch?v=PrHKzKQdZxY

You can message on itch? Shit, might as well strike while the iron's still hot.

Do better. Or else.
Not you, you did good

AtariJobs.webm - 800x450, 3.91M

why not have a state that's "get in range" and another state that's "do attack" that get's triggered once the enemy is in range?

twitter

I am willing to wager that this fool never made a game that didn't flop. Horribly.
What's the point of blocking if you still get damaged?
Steve Jobs, according to Atari employees FUCKING STANK!!! Apparently, a fruitarian diet not only doesn't make you smell good, but also causes pancreas issues.

it's too simple for what i need, i'm taking advantage of scriptable objects in order to do random weighted actions. there aren't specific enemy classes and all of their individual behaviours are inside of scriptableobjects. i dont think i can get help desu because it's something i came up with recently so its hard to explain.
enemies have combos and special moves so do attack might be too vague.

What's the point of blocking if you still get damaged?

tempo, when you roll you lose tempo and more stamina. the damage blocked depends on what you're blocking with, blocking with a blade is less than a heavy shield for example. there's also things like stamina management and stuff but it's basically a 1:1 with what souls games do.

yeah I don't think I can help you with that, my game's combat behaviors are way simpler that that. I can do combos but they are predetermined sequences of animations, nothing else.

Damn you’re a wizard then. Maybe I’ll use 3.5 instead especially since it has visual scripting.

Steve Jobs, according to Atari employees

JEALOUSY AND COPE

as a word of advice maybe not in gamedev but in dev in general: avoid overdesigning. Make the code do only what you really need it to do instead of what you "might" need in the future. Start simple, make and mvp, polish it and from there add whatever you need but nothing more.

do your enemies strafe or defend themself? i just want mine to do a little more then run at player and attack.

I'm guilty of this mistake and I salvaged it by making a campaign editor a feature. Still painful when making a new feature and designing about the millions of potential ways it could be used.

i have quit so many projects because the code is all over the place so i want to do something different this time. making interesting ai is one of the hardest things for me.

strafe

yes, during the life cycle of the state machine they have hooks in which they consider repositioning themselves based on their current state and other parameters. They can strafe, jump back, walk back or just go somewhere else.

defend

yeah but that's very simple, just "do whatever you are doing but slower and with the shield raised". It's a simple beat'em'up, don't think it needs anything more.
we all make those mistakes, don't feel bad about it

bored sound designer here
zzzz

You can add a attempt/activation timer to your action states. When you try to execute the action, get the AI to move as part of the attempt, and if you don't get within X range in Y timeout period, then fail the action and try something else.

Okay I didn't know you couldn't message on itch. What's your discord?

I have started my effort to create a very simple deduction mystery game based on spellcasting. It will basically revolve around learning words and then deducing how to combine them to create spells, and then how to combine spells to overcome obstacles.

This is the first thing I've ever tried to do that's not just copying something existing, so I've never really had any experience with creating new things. It's hard to do as a programmer but I expected as much.

Untitled.jpg - 234x969, 39.87K

yeah I agree with this anon. I have a timer to control how much time the enemy has spent in X state and that's been very helpful

do you have individual classes for different types of enemies or do they all use the same one?

Nah, it's just artstyle mostly. 4.x definitely has more features and things I wish I could use, but my laptop can barely run a basic project in 4.0 so I don't see a point in developing a game that lots of people would be unable to run.

there's a general script that can work on it's own as a sort of "basic enemy", but each enemy also has it's own script that inherits the basic one, allowing any enemy to override any method or state of the general script. So for example a goblin might have a different criteria than a slime when it comes to deciding if strafing or not.

how do you handle cooldowns for different attacks? i'm about to try giving the enemy stamina instead of cooldowns for different attacks. whenever i add cooldowns though it feels too predictable and boring.

is making your own sound effects too hard? i imagine rocks crunching is easy but more abstract ideas like a flame burst i dont know how i would approach those

remember Anon Babbleaggots, all you need to make a blockbuster game and rake in millions is to have a billionaire family that will pay your way through the industry. just stop being poor and go get your daddy to front the money so you can found your own game studio with you as the CEO. C'mon, it's not hard, your family IS rich...right?

file.png - 1257x1072, 523.76K

thats what luigi mangione did and he was never successful. his father was just a millionaire though.

think of Only Up

get jealous that every streamer was playing it when it came out

decide to check how many sales it has

only 130 reviews on Steam

Huh? I thought it was a mega success. Did I hallucinate this?

only-up.png - 950x485, 571.51K

cooldowns

for now it's very simple, they just either wait x time after an attack or do a reposition like jumping back or strafing for a while. My game's combat is beat'em'up and I want the enemies to be relentless, otherwise it'd be too easy.

predictable

yeah I think that's one of the hardest parts, and the reason why I added all those hooks on the state machine to allow them to do a reposition which spices things a bit. So if an enemy misses an attack, some times it might attack again, and other times it might decide to make some space between them and the player. The same if they are hurt, and if they are reaching attack range, some times they'll attack right away and other's they'll wait for a bit while strafing or blocking. Very simple stuff that still some times caughts me off guard when play testing. I believe little things can add a lot.

the simplest way is you could just download sample libraries from the internet and layer them together to get the sound you want.

of course take into consideration the length of the sound, when do you fade out, when sounds cut off and when they cut in. things like that.

What’s different about 3.5 in terms of art style? Just the default lighting and things?

also, I'm noticing in your webm that your enemies follow the player in a straight line which causes them to group together and form a beeline. Check out boids and flock behaviors, that stuff isn't too hard to implement and it adds a lot, giving the impression that the enemies move as a sort of squad.

The real Only Up that actually gets played by every streamer out there was pulled out of the store by the dev because of autism
steamdb.info/app/2381590/

sorry I missed the part where you mentioned something specific like a flame burst. in making something like that, you determine the length, and then separate it into separate parts.

if for example you want it to be a 2 second sound effect. from 0 to 1 second find a low whoosh sound that peaks at about 1 second, then cut it off (fade it out sharply but smoothly) after, and position some explosions at the 1 second mark (lower their volume so they don't sound like big explosions, but they are still 'bursts' just like explosions are 'bursts')

and wa la

do you have any links for boids and flock behaviours in unity? i haven't implemented local avoidance yet but i do have strafing behaviours just not for this axe guy.

shields.webm - 772x424, 3.76M

3.5 is just worse of terms of lighting and lighting/post-processing options to make your game look good. And Godot 4.x uses vulkan. I just meant art style in terms of being crafty to make your game look decent even without all the fancy stuff that unreal has.

sorry but nope, I implemented my own version of it. You should be able to find tons of docs online but I'll tell you how I do it anyway even if my implementation is probably worse than whatever you find online:

enemies move forward

each frame, enemies rotate towards their target (next navigation point or the player if he's near enough)

that rotation is affected by nearby enemies direction vector, computed with the distance towards those enemies

I'm on the phone and away from home, but if I catch you in another thread I won't mind sharing my code.

some screenshots from my SuperAutoPets-inspired game
been working on the colour balances recently, as it was a bit saturated - what do you think about the colour, brightness etc now?

SAPoke.png - 1714x968, 368.03K

are you using raycasts to check for local avoidance? if so, how many rays are you firing off?

Nope. I use one for checking if there's a ledge or hole nearby, or to check if the way is clear for example when they do a leap attack, but the boid/flock stuff I told you earlier already takes care of avoidance, since enemies are constanly rotating away of each other.

joeyfygoon. I appear as xXJoeyFygoonXx and the profile picture is an illustration of Fygoon.

how do you deal with what feels like a billion absurdly difficult tasks you have to do

godotniggas, a question for you
I have animation players that use the Call Method tracks, they are important gameplay elements
should these animations update on physics frames to ensure they are consistent no matter the framerate?

One at a time. Split them into smaller tasks.

this but a million monotonous tasks

focus on the current task until it is done, then move to the next one
damn anon, I don't know but I'd love to know

I understand some people are really raging on billionaires and nepotism these days but if some guy from a wealthy family wants to hire and direct people to make games and does it I don't understand how that affects me.

monotonous tasks can usually be automated though

I have experience developing large projects.

if anything, if affects others in a positive way because they might get hired to work on the rich dude's project. Sounds better than having all that pile of money rotting in the rich dude's bank account.

bad idea, now you are going to be targeted by schizos like ytc dev was

You mean like yourself?

do you have any pathfinding or navmesh agent for your enemies? are they using a seperate class like PathfindingAgent.cs or are they on the same class as your enemy logic?

I think I get it now the implied outrage was probably about so many people saying 33 was a triumph of indie devs coming from grassroots or something. There's been a lot of talk implying it's some kind of middle finger to AAA and the industry that a small team in France did this.

yeah, godot provides both navigation mesh and navigation agent with some basic A* pathfinding. I have it all in the same basic enemy script, which is probably a bad idea but since I was sort of improvising (it's my first 3d game) I wanted to have all the enemy-related stuff in the same place to avoid constantly jumping between files.

your game appears to be an indie Fygoon-like. except more polished. maybe you should include him in the credits

Hey thanks! I'll give it a watch.
And if you are the same anon, good luck with the game! I really like games where you hit stuff with a sword so I'll be checking on your progress.

here's what i mentioned earlier about the randomized weights and decision making. you can see that these 3 enemies act a bit differently based on what the target is doing.
they don't know about each other at the moment but i'll need to create some kind of system so that they'll work together as a team. i'll also need to find a way to restrict how many can attack so that the player doesn't get overwhelmed.
i actually hate programming ai but decent ai is needed in games like these. they're still not that fun to fight against atm and idk why.

ai demo.webm - 766x432, 3.85M

How do I make my games art not shit?

have you tried simply drawing better

Finally have some gameplay to show off

gameplay.webm - 640x360, 3.93M

try doing something original instead of copying other games and media, pussy

how do you decide which enemy gets to attack the player?

nice, this looks eerily similar to something I worked on for a bit

Turning the big knob to extend the platform was a highlight.

My one artist and I decided to do something fun regarding the main female character in my game. It’s going to require me to learn Adobe After Effects, but so be it! Pic related. Hint: It’s Vocaloid related

image.png - 657x424, 89.99K

Here’s another teaser image for y’all

image.png - 968x784, 189.23K

So you can actually see on this toy block level's top section of the block tower the section where toy cars block bullets on a floating toy car rail was changed to drones flying around the tower so it makes more sense and you can actually see boku better without the rail blocking the view.

This looks great anon!

Open MSPaint and start DRAWING nigga.

I like mspaint because you don't have to think about opacity or shading or line-thickness. Don't try to make pixelart by placing pixel by pixel. Draw BIG like you would normally with pencil. Then if you really want that pixelart look, you can scale it down and clean it up.

peace.png - 254x206, 2.82K

They have an aggression meter and whichever reaches it first transitions onto "attack mode". When that happens all other enemies' aggression meter gets reset.
The big enemy attacks independently and only shares "I can see the target" flag

I am intrigued. Care to share your twitter or something else I can see some gameplay?

Thanks!

They have an aggression meter and whichever reaches it first transitions onto "attack mode". When that happens all other enemies' aggression meter gets reset.

The big enemy attacks independently and only shares "I can see the target" flag
thats actually really smart. is there any kind of system implented to make them surround the player like that or is that just a product of them hovering and strafing around the player?

I am intrigued. Care to share your twitter or something else I can see some gameplay?

Sure, lemme cut a vid together

I think i understand you, you want use vectors in an AI bueprint to determine whether you can initiate events through the object that references your ai bp? Are you injecting references into the Ai character or the scriptable object?
Sounds like a massive sphere trace that upon hit yields the world location of said object and passes that info over to your AI which flags something in that based on threadholds. Am I close?

generic "only called as new frame is drawn" process shouldn't really be used for anything that doesn't involve drawing precisely because there's no guarantees when it gets called
dunno what your structure is, but tightly coupling animation playback with actual game logic sounds like a bad idea in general