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Amateur Game Development General: Prototype and Production Edition Anonymous 11/30/2024 (Sat) 06:58:05 Id: 1b5651 No. 1045009
Share progress, ask for feedback, argue about little things in game design. Resources: >#8/agdg/ via irc.rizon.net >https://app.element.io/#/room/#agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/ >http://mu-sic-production.wikia.com >https://pastebin.com/qtDwktHP
>>1155578 I always assumed it was a piracy site.
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>>1155623 I've gotten more money from said pirating site than any others. I think the said can be said for any other amount of hentai projects. You think Summertime Saga would be making 35k a month if it weren't for F95? You wouldn't be able to rub to nickels if your project is only on steam and itch. Especially if you're not one of the destined ones.
>>1155696 How do you make money from pirating sites?
>>1155696 That's actually hilarious when the entire industry claims that piracy is le evil shit.
>>1155528 the power of coomerism too bad my game would get banned there
>>1155715 It is when you don't have a patreon.
>>1155713 Patreon, subscribestar, etc + more eyes on your project If lets say you release on steam Your game is "mid" nothing mind blowing but not too shit either for the 30 minutes you're in the limelight maybe 5000 - 10000 people will view you out of those 5000 how many will actually buy? 2-3%? 5% at best? 10% if you're like WOOOOW On f95 you'll have tens of thousands for the 2-3 days you're on the latest update page A lot more people will DOWNLOAD rather than just view And if your game is good enough to garner attention, they'll want to support you to keep going If your game is even GREAT almost any person who downloads it will become a patreon and you can keep hidden features behind a paywall
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you know what fuck it, I'm using it, fuck this mesh, I'm done with your SHIT I'm using it. I don't even care. After all, why not? Why shouldn't I use it? It's FINE. Please guess what this mesh is supposed to be, if anyone gets it right I'm using it.
>>1155980 some kind of plastic canister for fluids. I couldn't tell if it's for oil, gasoline, water, cleaning supplies...
>>1155980 Next time use photo references and learn to measure it properly. It looks weird because is not based on IRL photo references.
>>1155528 itch is just incredibly niche, unfortunately
>>1156069 I did, I'm just bad at this. It's the bulk buy laundry detergent I've got in the back room. >>1156014 close enough for me
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>>1156224 do you know how to measure shit using the box with diagonals method? Pic related. I drew this as example of what I mean.
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>>1156477 I do not, I just use the measurement tools in unreal and blender and freehand it mostly. On more complex shit I'll drag in a picture, measure it to the right size and work on it, that did well for a truck I did a bit back.
>>1156687 you should learn how to measure stuff, that's actually the first thing they teach when you learn realism in art school.
>>1156780 Once I finish my current dogshit project I will, I have a stack of things I need to learn before I start another. I am self taught with all this shit and man, I am a bad teacher. Learned what "ngons" were the other day and that it's considered bad practice and all I could do was look at everything I've made like "lol, lmao"
>>1156876 my advice is to actually pay a private teacher. Most art teachers IRL are much more cheaper than something like an art degree.
>>1156970 I would probably use premade assets at that point, if I was paying for lessons it'd definitely be the music end of things. Foley I've done for years so that's fine but the music and 3d both I need a lot of fucking work
>>1157024 Yes, but if you're willing to learn, a random guy on discord that actually can review your shit and give you the technical explanation of the mistakes, can save you years of doing it wrong. If you're poor. My advice would be this. Spend 1-2 months reading the most books you can of drawing, of music. Learning theory will give you easily a starting point over doing it completelly without a clue. After this, make a list of the things you need to master. In music it will be like melody, bass, drum kit, counter melody, bass, mixing, vocals, etc. The first thing would be to just spent 2 weeks only focused on a single goal. Like 1 week only making melodies after melodies. Aim for something like 500 drawings or short compositions. The key is to get your brain to develop the intuition. The only way is to brute force that shit. Focus on spending 1 hour per attempt, or even 30 minutes. Aim for 200 attempts at minium, in something like 2 weeks. After that, focus on a bigger skill, like do secondary pass, doing chord progressions and test the circle of fifths, or draw something more complex than cubes and spheres and cones in diferent positions. The idea is to progress similarly to how you progress in a bodyweight routine. Look up how to progress in calisthenics for an idea of a workout to improve.
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>>1145148 I figured out that with some fuckery with the low level calls of imgui, you can basically completely replace all the elements with textures which I think is how most older games did their UI anyway. hundreds of textures, one for each ui element
Hey y'all! Anyone here have experience with typing games? I've been doing research by playing all types of typing genre fusions, but I'd definitely would love to hear tips from people who've done any work on them.
>>1161804 if a game uses typing that's perfectly fine but anything that can be described as "a typing game" is automatically Hillary Clinton-tier cringe
>>1156687 the windshield goes up too high. other than that this truck passes my bullshit detector at first glance. for a semi-cartoony game it's good enough. for a "realistic" game it needs mostly better textures and material properties.
>>1160467 >low level calls Shouldn't it just take ImGui::Image() and an InvisibleButton or ImGui::ImageButton() or something? I dunno. Just don't do every little element that way because that would be excruciating. I'd figure out how to make one consistently good looking button/widget out of ImGui calls, then turn it into a reusable wrapper to replace the old calls 1:1
>>1162502 Its just a wrapper function Buttons with icons you gotta do manually, but I can render text via IMGUI over a generic button image too imagebutton is deprecated
>>1162794 I'm glad to see your code. Your shit looks to be in order and there doesn't seem to be much I can speculate about. I do think ImGui has InvisibleButton and ButtonBehavior you can use instead of drawing a regular button and setting the alpha to 0. If you don't, try setting the ImGuiCol_ButtonHovered color values to sin(time) * lowNumber, because I always thought that looked good in other engines for such a braindead simple effect. Dynamic palettes can make shit look fancy with virtually no effort
>>1145061 respond pls
>>1145061 >>1163948 the tech is relatively new for independent use big studios would have to use the weird face dot things
Should the /agdg/ board be unlocked? It seems like it's been locked since 2020
>>1161959 How do you mean? In the works I've been looking at, there's been typing rail shooters, rougelikes, rpgs, etc. so it seems like a genre ripe for doing something interesting with.
>>1164954 be real... who is downloading an elementary school computer class game? doesn't matter what you wrap it in, if the "gameplay" is type a word correctly you're done. it's over.
>>1157024 word typing can be great if the goal is to make a game to memorize vocabulary.
(1.36 MB 500x281 paint.webm)

Added paint.
>>1165924 Sorry to hear you got filtered by Typing of the Dead.
>>1169030 sorry to hear you're ESL
>>1168736 Nice.


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