How's that game coming along Cred Forums?

How's that game coming along Cred Forums?

Other urls found in this thread:

youtu.be/XrTYZaH2Vrk?t=5017
design.tutsplus.com/articles/human-anatomy-fundamentals-advanced-body-proportions--vector-19869
a.pomf.cat/mnekpi.webm.
youtube.com/watch?v=AapmbgFH95g
discord.gg/TAuEn
my.mixtape.moe/zqpivd.webm
youtube.com/watch?v=Y8QyMdAjN6o
twitter.com/NSFWRedditGif

Blueprints > C#

>not program in assembly

>Unity

>he doesn't even know the programming language UE4 uses
>He's still convinced that blueprints are automatically better

>This thread

Name me 1 good finished unity game

Donkey kong 64

I'm going to make trading card game

Which card designg is better?

I used stock pics for now.
I will use my graphics when I finish the engine.

the yugioh one

2

Im trying to draw but i keep getting distracted

Computer died a few days ago and I lost all my progress.

they both look like shit.

so pretty girls like guys that use unity? nice

>not having backups in 4 different devices
Step it up

Working my way through, but saw someone die today for the first time (med student) and I feel a bit down.

I'm a poorfag, if I had cash I would have done just that.

>hurr im a poorfag
>i cant use dropbox for free
>I cant use megaupload for free
sounds more like you're a retard

post detailed finances

do you have any ideas for you video games yet?

>not eyedeas
these neo-ohayous scare the crap out of me

>stopped making it

maybe one day ill help make a game

assembly is the most basic therefore simplest and easiest to learn language there is

idk why more people dont program in it

I WANT YOUR EYEDEAS

>post detailed finances

Can't really do that right now, but I make ~13k a year in burgerland, and I frequently have to help out my mom and siblings with my cash as well.

I'll admit that using Megaupload as a repository for shit didn't come to me though.

>and I frequently have to help out my mom and siblings with my cash as well.
cut them off if they're sucking out more cash than they provide for you.

rent with 2 roommates is dirty cheap.

okay open wide here comes the first one

MINECRAFT

BUT IN SPACE

That feel when I wasted whole day making pixel shit for retro crawler and I changed my mind I don't wanna make pixel shit retro dungeon crawler

you'd think that kind of decision happens way before you start creating assets

Getting the hang out of Game Maker. I just need to find an artist and composer.

>unity

Going well. About to release it on Playstation Store and Steam soon.

Protip, game development isn't for everyone.

>eyes spaced out farther than an ayy lmao

game?

Not suppose to say it yet. Part of a middle tier developer and will break marketing date

>Only posting one game engine

Now you fucked up.

>Playstation Store
Aren't Playstation Store jew devs?

what the fuck is lumberyard?

Pretty much Amazon's repackaging of an previous version of the CryEngine.

A place where they store lumber you fucking retard.

If I'm trying to create an RPG with somewhat complex mechanics, a top down view, and a small but detailed open world, all with detailed pixelshit graphics, what engine should I go about using? Not RPG Maker

game maker will be perfect

holy shit I just realized this image had a 4th engine

working on animating enemies
guess tomorrow I'll try to have them hurt the player

>A game engine designed to be streamed over twitch while you develop
>One of is advertised features is build an audience while you develop instead of doing it with a finished product.

Holy shit this engine is literally perpetuating the same kind of Early Access cancer that is killing video games.

Having some ideas for a card game
>Hearthstone as a base just for simplicity sake
>each turn has three phases: block -> play -> attack
>in attack phase you select your minions that will attack. They always attack face like in MTG. Then you end your turn and your opponent begins his block phase.
>in block phase you select a friendly minion to block an attacking minion resolving damage as if you were attacking them in a normal HS game. You can keep doing that as long as you have minions that can act. Then you end block phase, take any damage from enemy minions and go to play phase.
>in play phase you play your cards normally, can use minion abilities
>Minions can't attack the turn they are played. Minions have 1 action each. attacking costs 1 action, blocking costs 1 action and any on use ability costs 1 action. Minions refresh their actions in the begging of your play phase. So if you attack with a minion, it can't block in your next block phase.
>abilities (spells) work like they already do. Some spells can be cast during block phase
>locations: new card type, you put a location on the board that takes a minion's space. It can have on going effects, just like MTG enchantments. They can't block and can only be destroyed by specific effects.
>traps are like secrets but your enemy doesn't know you played one. Only play the price when it activates so you need to save energy if you wish it to trigger.
>5 types of cards, you can make mono type, or dual type, depending on the class you want play: Iron, Light, Shadow, Nature, Arcane. Iron=warrior, iron+light=paladin, light=priest, light+nature=druid, nature=hunter, nature+arcane=shaman, arcane=mage, arcane+shadow=warlock, shadow=rogue, shadow+iron=death knight
>in the beginning of play phase you draw a card and chose one type of energy to gain that turn. Each type of card has its own energy type.
>no RNG effects.
>cemetery interaction

>Some autists will watch how some sperglord will put pixels toghether

Apex kek

they both look like dog shit but if i had to choose i'd say 2

>each turn has three phases: block -> play -> attack
>Minions can't attack the turn they are played. Minions have 1 action each. attacking costs 1 action, blocking costs 1 action and any on use ability costs 1 action.
>traps are like secrets but your enemy doesn't know you played one.

It's shit

Thanks man, looking into it this looks like just what I need. I'll start regularly posting in these threads when I've got more to show you guys.

My bad, will remember for next time

So kinda like that Plants vs zombies card game?

>babbbys first CCG is hearthstone

So the camera handles exactly like XCOM would, except the game isn't turn based. The game world is displayed in very basic forms as a hologram, and on that hologram you can send orders to your troops. You have a squad of troops out on the field, and their current status is represented in a separate window where you're given their injury status and heart rate and stuff picked up by body scanners in their armour.
You can build up a "queue" of orders, so for example say you had 3 troops surrounding a simple building that you know enemies are inside. You could place one at either door and one next to window. You build up your "queue", so the window trooper throws in a flashbang, and once the flashbang has detonated, the door troopers storm in and clear the enemy. Once they've finished that task, they all run into the building and guard the doors. That's just an example scenario.
You use your troops and such to complete missions. Whilst you can't "see" the map, your troops are very vocal through the radio at what they're looking at, and you'll hear them breathing, them shooting, them talking and of course, them dying once you've let them down.

No title yet

Currently working on AI behaviour, but slowly getting there.

Main Inspiration: The next couple of minutes of youtu.be/XrTYZaH2Vrk?t=5017 + Tom Clancy's Ghost Recon (the original)

Just trying to get the style of combat from MtG in a more straightforward way, without the back and forth interruptions, with don't work really well in an electronic environment.

Nice copy pasta

Your rules are shit, face it

I'm working on a low poly 3D platformer, is this a cute enough character to be the main protagonist?

Yes, teach me because I have a hard time having fun or enjoying 3D modeling and rigging.

LIMBO

pick a map

I don't really understand your comment, I wrote that blurb myself yesterday, its easier to C+P than it is to retype every time and I'm currently trying to gather feedback

It's not for you, you'll see

Duel masters? Rouge is shadow nature btw
Put the same pattern on the legs on the hammer hilt

foundation. it's the only one with contrast, the others are way too gray.

yes, but give the hair more cell-shaded look to match rest of model

How do I git gud at pixel textures?
that's what I'm stuck on right now

The saggy tits are a little odd, especially for a 'cute' character. Just seems a little too intentionally sexual for a younger character unless that's what youre going for

I'd look at other complementary colors for the eyes too, the yellow seems a little too striking to be completely cute; i'd either try a warmer orange-red or a very ice-blue and see how it looks. Adobe's kuler can help you out.

She's definitely a qt though, nice work

Porn when?

...

cemetery and foundation
mall if you pump up the neon lights

You need to work on some of your anatomy. Also, refine the hammer head a bit

>anatomy on a low as fuck poly model

i mean you can only do so much

Any second now I'll stop making sprites and actually start working on gaem

No, there's a lot you can do. It's all about ratios. That model's ratios are off.

>New gen pokemon shit

Plis delete this and make normal 1st gen tier shit

Like?

do you mean the proportions? the silhouette?

be more specific dude, what does ratios even mean?

People watch "adventures in game development" you know

Not that guy but the arms are way too close to the body. If it isn't clipping it looks like it is. Make the shoulders wider or slope in the torso more.

How's this?

Infinifactory

>adventures in game development
>see what it is
>Adult people making rpg maker shit

Topest kek

Blue eyes are nice. I'd make the color closer to her hair's color, though.

I'm on my phone atm, but just for example, upper calf is thicker than the thigh (entire calf is too big), neck gets bigger the closer it gets to the head, shoulder are way too narrow (shoulders should be broader than pelvic bone), forearm is bigger than the upper arm, the posture makes her look like she has scoliosis, and the feet are just way too big

Check this.

design.tutsplus.com/articles/human-anatomy-fundamentals-advanced-body-proportions--vector-19869

Go blond with blue eyes.

Look at the arms on the left (edited) as opposed to the right (original). The space required for a fully rotating arm is more than you originally had.

Just wait till you find out about the people who make that game

What is your UV mapping workflow like? I'm only asking because I get really bad stretching at my seams and I'm cannot fucking figure this shit out.

Your edit is good but for the original artist I think they should widen the shoulders while keeping the arms slim

The arms look too masculine on the left.

oh cool i didn't even notice the neck

Yeah, ignore the thickening, it's the result of trying to help someone with their form while fapping.
Speaking of which (thickening), those legs are THICC for a kid, might want to tone them down a bit.

her legs are 3 times as thick yo

>Speaking of which (thickening), those legs are THICC for a kid
Nothing wrong with that.

This is what happens when you let autistic /ic/ "muh loomis" retards voice their opinion

>hey, let's insert these weird detailed man looking arms into this low poly loli

Good job, retard.

How's this?

I would say better.
It seems less stylized but only because it is out of context, I think. The best way to add style would be to give her more of an hourglass but that kind of goes against the kid vibe

maybe the models from the pokemon games would be a good reference?

I think she looks good now. The way her eyes glow is kinda weird tho, is she supposed to be a robot?

>that upper torso

it's coming along, okay
i added more elaborate camera path stuff today
also all the platforms will be clearly visible in the actual stages, thought i'd mention that since a few seconds in one of the flat platforms can't be seed due to camera position

Alright, build is adequate (not good, but adequate), so now talk market presence. She looks way too similar to the slew of low poly indie trash that has come out over the past years. Just at a glance, it looks like it almost came out of MN9. No one is going to bat an eye at this in interest unless you have some fantastic audio design (like a really fitting and good voice actor). Plain and simple, she looks boring and run of the mill. Play with the face/head and lower back. What can also help us adding some unique items on her extremities, like a power glove, or swimming flippers (don't actually add that, it's just an example). Stay away from cheap, small, and replaceable additions.

Bretty good bro, maybe have something going on in the ocean in the background? Seems a little static to be taking up half the screen?

don't stop the player's momentum when they land from a jump

i hate that shit in platformers and i can't imagine many people like it, it just messes with the flow

...

Maybe but I'm going for a fish out of water story average is what I was kind of going for to contrast in an abstract world. Kind of like the Umihara Kawase franchise or Coropata. It's a contemporary style.

thanks, it's much more covered in the actual stage which shares the 2d background with the test stage
it's a run 'n gun game where a lot more focus is put on taking enemies down and dodging their attacks. in air player is a bit faster at the cost of maneuverability while on ground controls are much more responsive and you can time your dodges more precisely. transferring the speed would make it more difficult to avoid hitboxes.

Then you should minimalize your design. Keep the basic bone structure, but make the angles larger. Aim for sleek. You don't need to go crazy, but a consistent undercoat of sleek will aid in that endeavor. Also, the key with modern design is to keep things similar. Have similar structures follow the same design parameters.

What would be recommended for 2d platforming?

>"fish out of water" story starring a little girl with an oversized object
You're making Gurumin?

Well then maybe you should make your game first before asking a bunch of nodevs that will keep you running around in circles before you even get a single solid idea down.

...

Bump

>this is a test stage, mind you
>green
test stage better fucking make it into the final game as a secret somewhere

Do people miss Cheat Codes? I was thinking of putting Cheat Codes in my game, but have people gotten bored of them?

No it's just that cheat codes evolved into DLC.

Not only that but the vaporwave mode too!

Pretty decently.
Working on the final boss' first form. He's a tough one. I couldn't squish a decently long webm down to 3mb, so there's a longer one at a.pomf.cat/mnekpi.webm.

Still looking for artists.

Hows making the same thread 15 times a day faggot.

Hammer is too low poly, doesn't match the girl. I also agree with user that hair could use a retexture, but doesn't look bad.

How can i start learning to mod games on PC?

i wanna start by making new job class/skin in Final Fantasy III

Sweet fight, and those visuals are pretty hot, mad props to the artists.
Though you should do something with those rocks so that they look more like pillars than the individual chunks; it's the only thing that's bothering me about this otherwise fine ass webm. Would play/10

Those are stolen assets user. He's still looking for artists for a reason.

Has this become a meme by this point?

user, I...

For games without any sort of modding API, google around for the basics of reverse engineering. It's not as easy as you're hoping it to be, as far as I know.

Anybody making a spooky game for halloween?

Sugar and Spite? What happened to that game?

...

How do I even start? Everything seems so overwhelming.

>be #pirate4lyfe
>make a game
>see my game on dem private torrent sites
>comment "thanks, that's a pretty cool game, i bought it and i think it's worth it."
>mfw

make a main menu

Foundation is the worst one.

shit nigger, you've made a lot more maps since I last saw your project

Avenue might be my favorite since it looks like it has a lot of verticality

>Not uploading a virus to the torrent
You fucking blew it.

Bad. I don't know shit about coding and everything is a not-working mix of various tutorials.

fuck tutorials. best way to learn is to fuck around with a finished project file and see how it changes the behavior of the game.

How many girls have you fucked tell her you're a game developer?

Can you run that by me again?
I don't understand what you are asking.

I have what I think is an amazing game idea but not sure if I want to make it you know?

gamemaker?

i assume you're asking if i have sex

the answer is no

takes like 20 minutes gamemaker, so yeah go with this.

was going to add wallrunning, but I'm procrastinating
literally all I did was rotate a sprite twice today

really, I have a fuckton of shit I should be doing in general, and I'm just fucking around on Cred Forums

looks really neat
vaguely reminds me of the Batman and Robin game on the Genesis

What were you doing on private torrent sites my fellow computer developer?

Is godot a good engine for a 2D platformer?

what game engine has the best community?
i mean, fuckers that won't charge you $5 to use their scripts or plugins and shit.

>i mean, fuckers that won't charge you $5 to use their scripts or plugins and shit.
Probably none. Why shouldn't they ask for money?

i dunno, peace on earth or something?

how will you market your game?

prograss on my game haha :)

>source

Not this again

Can you fuck ALL THE WAY off?

gamecreator because you can pirate it.

assuming you are any good with source and/or hammer... is it possible to create nodes that force players to walk in a certain path?

fucking delete that

Source literally isn't even a real game engine. It doesn't even have lighting or PBR, and you think it can make anything like that? Lol. Just Lol. >_>

What the fuck just happened to this thread?

clickteam fusion. less than 5 minutes you've got a working first level.

/agdg/ memes.

What engine's good for a third person 3D game? For one of my first major projects, that's going to be it. For now, I'm planning on using Gamemaker.

For my small projects, I've made a budget plan/development plan for a year. Two months for each section of the game, till ultimately announcing it and the last two months being marketing/hype build for it, so I know what's in the game so I won't end up like Sean Murray.

I love this whole game-making process, it's a headache and a half, but I really love it.

You can make a 3D game in game maker just look at Nintendo Nightmare and Crime Life 3.

>tfw someone beats you to your idea on Steam
>literally word for word your idea

on the bright side his game has sold over 60000 copies so maybe I'll get rich too

Here's a higher quality suicidal hemeru to brighten your day.

arigatou senpai pai

...

game idea I've thought of that I'll never make due to licensing issues

game based on pic related, a six player co:op based game where it'll showcase players performing acts of inception/dream stealing

each character would have specific roles and what not to ensure the shit would go according to plan, would be a third person action/adventure with some mechanics in it, driving and gunplay would be a thing. Would have a series of "Mind heist" ala Payday 2.


I've thought of this a long time ago when I went through my horrific Christopher Nolan phase, I've always thought a game based on Inception would be cool. That was my very first game idea that made me realize I wanted to make games... I'll never forget it.

>making a game in unity so that unity can collect personal info of every person that plays your game and you and the player cannot disable it
FUCK Unity. PLEASE stop encouraging its use in threads like this.

>that I'll never make
>due to licensing issues
Yeah, that's the reason.

Why make a game that'll get a C/D immediately when you can work on other projects? It'd just be a waste of time and incredibly demoralizing, too. I've been having a blast with the one I'm working on now.

you barely described any mechanics, you basically said inception the game

Post a better free 3D engine that doesn't have unnecessary bloat like UE4 then.

what was the idea?

since they already took it just say it.

The features you describe sound it play like garbage.

And a japanese game did it somewhat before but like I said, everyone who play it think it's garbage and boring after the first hour.

>muh realism

Are you this new or do you seriously believe pokemon artstyle is realism?

That's not the point. You won't make that game because it'd be fucking impossible for you.
>would be a third person action/adventure with some mechanics in it, driving and gunplay would be a thing
>That was my very first game idea that made me realize I wanted to make games... I'll never forget it.
It's the generic pipe dream trash everyone thinks of when they wanna be a whittle game designer man.

>I've been having a blast with the one I'm working on now.
Come on, let's see that RPG Maker project.

What 3D game engines are available to me on Linux?

Yeah, sadly. It's not something I gave much thought on, and looking back at it, it was a pretty bad post. I should go back to it soon, just for the nostalgic feelings I guess. I feel like there's great potential for some unique mechanics in an Inception game. I guess this thread just reminded me of it and i felt like writing it down asap lol

Gayest thing i ever herd

Unity
Unreal
Source
Cryengine
Irrlicht
Unigine

thank you user, all it takes is one person to motivate you to do even better. I hope one day I can make a game that will impress you, and if not you, then at least one person.

The one you program yourself.

I see Unity and Unreal have beta builds for their editors but the source and cry ported their tools too?

Can you whore yourself to the old grannies at the old folks home, please?
For peace on earth or something.

>your anger only motivates me
Damn, didn't see that coming

I would assume so, just going by what 3d engines are listed as available for GNU.

Yeah no offence but those proportions look like shit no matter how stylized your going.

fucking all of them get real

everything except fucking, whatever, microsoft C# or other shit like that.

Hot advice senpai.
No wonder nobody is hiring you to do anything remotely creative.

works perfectly fine in the pokemon games

gotta work within the polygon budget you're given, you know, something people with actual art jobs understand

I'm an idea guy, I don't make games, cause I lack the drive, will, artistic ability, and time.
I also don't force my ideas onto others, cause they're all terrible.

C# is available for GNU, it's called mono. There's even a port of XNA called FNA.

>Not programming using system calls

Slowly because life things.

I just added poison damage into the game, so now I have 2 status effects: freeze and poison
Also changed freeze to make you deal more damage to an enemy at the risk of having it break free
But I have a glitch with badges where duplicated badges don't save and fuck up the badge generation in the overworld. I have to fix that

It's just one of those scenarios where the user isn't saying anything wrong, he's absolutely right; it probably is impossible for me to become a game-designer, but that doesn't mean I can't try lol, that's life, isn't it? I like these threads a lot.

Still looking good Paper Bug user.

When I first started writing down game ideas I thought I was brilliant too, I still have one notebook and it's pathetically laughable. One idea literally only says "Indigo Prophecy but with combat"

And I really thought it was great at the time. Point being every designer eventually learns ideas are worthless. It's about execution.

By that logic nobody should be allowed to criticize how shit Bethesda games look.

>Source

Limbo is the only one I can think

Alex please

Vampire: The Masquerade: Bloodlines

I'm not advocating its use, just reporting its existence. Personally I think Source and Unity can both go to hell.

Making something kinda like Suikoden, what is my best bet? Been messing with Unity so far and it seems okay.

...

That's really humbling. I'll remember the "Ideas are worthless. It's about execution." That's really accurate and is a great thing to say. What good is an idea if you can't manifest it into something to share with others? Designing in general is terrifying, honestly.

But it really is just average at best, I've seen way better games on the DS make better looking models with a smaller polygon budget like Dragon Ball Origins and Idolmaster. Just because it's Pokemon doesn't mean the models are automatically good by default. They're actually quite low effort.

I used to work on the hl2 leak with team gaben despite knowing we'd get a C/D and ultimately receiving one

Shit was just fun

>source shitposting

its finished
eldrick.itch.io/arcadeahri

>league
into the trash it goes.

C# has always been cross platform. It's also open source now.
Problem is the .NET library and CLR runtime. That's also cross platform now.

Question, how would I go about making a game with this style?

A splash of pokemon Unknowns on top of a point and click small adventure story of someone stuck in someplace spooky.
No gimmicks, no deep story, just a couple hours of dark glowy puzzles and confusing scenery.

like lain?
whats the password btw

follow up question for art devs, how do I make the style.

You mean just with lots of dithering? Google dither effect on google and play around with the results.

You practice.
Pen on paper find designs that interest you.
There's no way to "cheat" any of it.

Clones of ancient arcade games

I was refering to the dithering itself, but I figured out what kind of dithering it was. For anybody interested, it's ordered dithering.

No real progression from last thread, but I'm about to start continuing to fill in the overworld

Made some big changes to how the AI works. Instead of just charging the enemy and leading them a bit, it considers a small handful of situations based on a bunch of different angles and takes different actions to maximize the chance of getting behind its target. Haven't given the new AI a way to shoot yet

I'll probably still use the old AI for normal enemies, but I could use this new AI for smarter opponents, like boss squadrons

Also some graphic bugs. I fixed the old issue with stuff being drawn outside the camera and artifacts appearing around the edges when the player moved, but I guess it caused some other bugs

Not much going on at the moment, but I have a tiny bit of the clock tower level done.

youtube.com/watch?v=AapmbgFH95g

Do you guys have any tips on world building? I remember seeing a few images being posted on a good technique to go about creating world maps that make sense and also tell a story

Play Gone Home.

My god, there is so much pixelshit on steam now.

Study some structural geology. Draw some plates, give them velocities, and place your mountains, ridges, and islands according to the boundaries. Then study some climatology and place biomes and drainage basins according to latitude and terrain.

In the same vein, how about motivation? I'm wanting to make an SRPG where you conquer territory in the overworld (like taking over each county in a state, one by one), but I can't think of a good motivation for there to be that kind of conflict. I have various themes/settings that I've played around with, but either can't come up with classes that fit the theme, or can, but can't think of motivation.

Does anyone remember FighterMaker 2nd?

Not sure if shill skimming for ideas or people that need their own board.

Do they still make new boards here?

/agdg/ is pretty cancerous so mods are chill with letting us make a dev thread once in a while on Cred Forums.

It's the best game engine on the market right now it's called not being a lazy faggot.

if you don't have fun doing it you'll never make a game in 3d

you have to at least find the tediousness or repetitiveness of it somewhat enjoyable, I listen to podcasts while I do it or trance music

>Hammer protagonist

Lets team up

You working on something too?

Yeah i'm working on something. I'm an entirely different genre though as one of the paper mario clone devs
discord.gg/TAuEn

Your main character is still way cute but he's starting to look out of place as you develop the textures on other assets.

I am beyond jealous just looking at this.
Do you have a site or anything like that? Dying to see in action.

Not just sharing, but making something enjoyable and worth sharing, that's the really hard part.

You should give the little dude skins based on the environment; depending on what you have planned for the clock tower, a dapper gent look may be a great fit.

What should a newb start with?

Not him, but also curious, so thanks for that senpai.
GameMaker.

A logical route would be,

GameMaker > Unity > Unreal Engine > Your Own Engine

Still, designing starts with an idea.

If you don't have a strong idea and vision, you end up hanging around on agdg and just fuck around.

Only an idea is worthless. But no idea and just trying to do anything is also.

and always will be no

How many have you fucked by saying, hello I'm a male being, wanna fuck?

Not a single one, right? I guess male beings are just not attractive to females.

You guys sound like a bunch of bitter faggots. Sure all you're likely to see is a bunch of "rpg maker shit" and "sperglords putting pixels together" but that's just because amazon has no fucking reputation in gaming and nobody gives a shit about their engine. Do you seriously mean to tell me that even If it were actually a large, respected engine with real developers you wouldn't want to see that shit?

Blueprints are pretty terrible when you're trying to do anything remotely complex.

my.mixtape.moe/zqpivd.webm

Trying to figure out how to make this whole thing look less shitty.

You can't make pixelshit with lumberyard, that'd be like trying to make a pixelshit game in Unreal Engine.

youtube.com/watch?v=Y8QyMdAjN6o

It's a version of Cryengine with cloud services by Amazon.

Why not just developing a game, alone. And then show it when it's finished.

Too many cooks spoil the broth. And if you have constantly people watching you over your shoulders, it's very likely they become cooks of your game, too. (at least they will constantly throw ingredients in your soup from far away.)

People nowadays can't do anything alone.

Kids these days won't get it, because they were born into this shit hole of constant surveillance and anti privacy.

Did you do the art?

Mulan, the game.

Shut up retard. Limbo is home cooked. Inside is unity.

Yes.

мoи глaзa

Love2d, the best choice for 2d

Bce нacтoлькo хyйoвo?

Going down slopes sucks. I'm guessing I need to rewrite my entire collision code to be able to allow the character to go over any terrain instead of trying to make a bunch of individual exceptions.

x86 assembly and Vulkan

bought a drawing tablet
literally nothing has changed

ok

The way I do it is to have the object check for walls in the position he would be in if he successfully moved. If there is, check and see if moving him up slightly would put him clear of any walls - if so, let the movement go through and move him up.
Similar thing in reverse for going down a slope - if there's no ground below him in the position he will be, check if there's some just a bit below and if so move him down to meet it.
It should be fairly simple to implement, just make sure those checks only happen while the object's in a grounded state though, so it doesn't interfere with jumping or anything

I finished the final boss area of my dungeon, so now I can move on to other things. I'll add textures and stuff later.

Haven't worked on it since Persona 5 came out. I'll get back to it in about 50 hours of game time, hopefully.