Anonymous 03/14/25 (Fri) 06:20:32 No. 2733
I watched a bunch of topology tutorials, although as is usual with tech tutorials made after 2005 some of them had accents that were difficult to understand. I think there's a market for taking existing tutorials and giving them to a native English speaker. I learned that I was really retopologizing the wrong way by focusing too much on edge details instead of seeing the big picture. My old mesh is simply too complicated and nonsensical so I had to abandon it. These days games can handle far more vertices so efficiency isn't as important as it used to be, but I really do want it to be able to morph and flex. Muscular girls in video games that are supported by vertices instead of normal maps seem pretty rare, so I want to make that part of a game. Oh, and plump girls, too with belly bones. You know, biceps actually bulging when they're being used and soft-looking plumpness. Nothing complicated and overly realistic, but I think it looks good and erotic. Same thing with butts flexing, Japanese games (which are the only people making this stuff of course) tend to show very little attention to this stuff. Just those cursed P-shaped girls. It's much too early for me to actually share what kind of thing I'm envisioning, so I'll just talk about 3D model stuff.
Anonymous 03/14/25 (Fri) 08:09:39 No. 2735
There's a couple of things I wanted to make but I really really really really do hate programming. It's like every single step you take you have to pause doing actual work to instead read tutorials and documentations. Often times I don't even know how to search up solutions because programming is so specific, so instead I try to make it a more general question which then you have to sift through several posts and sites because only a few of them actually match what you want. And then a while later you find the precise solution you wanted for it by sheer coincidence, and it would make it easier to work with the project you're working on, but you'd have to rewrite basically most of the work you've done for it to fit properly. It's like trying to verbally instruct a 100% maximum autist on how to go to a job and do it, you have to instruct him down to which muscle he's supposed to use and not forget to tell him when to breath and out, and match the heartbeat appropriately as well. I absolutely cannot wait for AI to make programming a thing of the past. I know the whole point is to make code efficient, but when you have to be so laser specific about the tiniest detail for every single detail, with instructions manuals basically telling you to go over the whole book to get the commands you actually need, I feel like the point is lost i really really really hate programming. really.
Anonymous 03/14/25 (Fri) 08:26:17 No. 2736
>>2735 >I really really really really do hate programming Yeah, me too. Unreal has those things called blueprints that help bypass programming to an extent and people create and share/sell lots of frameworks. I'm hoping AI can be used to plug the gaps until there's enough of a game to say "okay, let's get a human to look this over" or something. I'm not looking to create something groundbreaking, at least not at first.
Anonymous 03/14/25 (Fri) 15:54:17 No. 2740
I've been in the "I'm going to get started on that game" stage for like a year. I got a lot of stuff written out and designed for it and a couple dummy graphics for it here and there, but taking step one to dive right into it is hard when I've got other skills I'm trying to learn. It sucks because I keep getting more game ideas for small stuff.
Anonymous 03/14/25 (Fri) 20:15:54 No. 2743
>>2742 Oh, there won't be any "lose to see h-scene" moments. Not a fan of games like that.
Got attacking, movement and a bit of enemy pathfinding down. Player has a lock on and dodge button(forgot to dodge here, but trust me). The tiny blue squares are weapon hitboxes.
The sprites are shit, but the game's supposed to be top-down.
Anonymous 03/14/25 (Fri) 20:29:37 No. 2744
I'd like to write a kinetic novel. I already have a good idea of the plot and which engine I should (ONScripter if you're curious). I want to avoid making big plans so it won't have sprites or musics right away as I prefer to focus on background graphics and sounds instead. Writing is probably the hardest part for me as I've never written a story with that amount of descriptions and from different character POVs. I don't plan to write a long story right off the bat but I'd like have a 1 or 2 hours self-contained story that could pass as a neutral/bad route.
Anonymous 03/14/25 (Fri) 20:32:44 No. 2745
I'm trying to make a Gamebook, you know like a fighting fantasy novel, in twine if that counts?
Anonymous 03/21/25 (Fri) 00:36:49 No. 2768
>>2767 I want them to have enough polygons that they still have smooth geometry at at 2-3x that size hehehe
Anonymous 03/31/25 (Mon) 01:08:36 No. 2823
>>2743 Since I'll be drawing humanoids, I'm copying figures/body parts from Bridgman's book and drawing them again from memory.
The actual figures will obviously need to be sexier than these. I'll probably use Weichun's book + nude female figures to practice drawing women.
Anonymous 03/31/25 (Mon) 14:15:17 No. 2826
>>2729 my lead problem with full fledged games is that tying together art, programming, sound and gameplay is too hard for a person who's not devoted to seeing a 2 year project, which may never make money, to the end.
You can certainly skimp out on certain area. Like RPGMaker games might use royalty free soundtracks and not have to wory about programming, but now the value of the game is entirely weighted on art and the viewer needs everything else to be less important
Anonymous 04/06/25 (Sun) 18:37:13 No. 2834
>>2823 >>2824 The one of the best pieces of art advice I ever received was that you should construct the major forms of your figures out of cubes and other boxy forms, and then rounding them out afterward. I didn't draw picrel, but it's a good example of the kind of thing I'm talking about
Rounded forms like spheres and cylinders
seem easier, but really they're just better at hiding errors. Cubes are good because they face a definite direction and take up definite space, even before you've added the construction lines.
Anonymous 04/06/25 (Sun) 23:53:46 No. 2835
being a gamedev is the modern equivalent of being a prostitute
Anonymous 04/06/25 (Sun) 23:58:02 No. 2836
What does thY make an indie erogame dev
Anonymous 04/07/25 (Mon) 00:13:18 No. 2837
>>2835 what the FUCK did anonymous MEAN by this
Anonymous 04/07/25 (Mon) 08:39:40 No. 2838
>>2836 what the FUCK did anonymous MEAN by this
Anonymous 04/07/25 (Mon) 13:29:29 No. 2839
>>2838 he made a typo and wrote "thY" instead of "that" he's asking a question
Anonymous 04/15/25 (Tue) 04:32:28 No. 2860
>>2859 Been learning DirectX myself! For Windows dev.
Thinking of getting into OpenGL or Vulkan once i'm "done" with the Windows version, to create a Linux version. Any reason you choose Vulkan over OpenGL (or DirectX)?
Anonymous 04/15/25 (Tue) 08:06:43 No. 2862
>>2860 mostly because it can be fast as fuck and i hate games that dont run good. the level of control you get over resource management, synchronization, command submission, the swapchain etc lets you fine-tune many costly aspects of other graphics APIs, although dx12 generally has alot of these features too and tries to compete with vulkan in that regard.
Anonymous 04/18/25 (Fri) 02:38:26 No. 2911
Been watching Godot tutorials recently, but haven't started anything yet. I'm glad we're getting all these free (at least until you start making money from your game) engines just so I can fuck around without having to worry about buying anything. Ultimately I kind of want to make an open world shooter (think Stalker) but I imagine that's overly ambitious. To start with I was probably going to just make like an obstacle course and shooting range to practice different aspects of character movement and gun implementation. And maybe I'll try starting with a comparatively simpler game like maybe a 3D platformer (though I'm also interested in making 2D games, probably turn based strategy games). I can't model for shit right now though so that kind of limits me right now too.
Anonymous 04/18/25 (Fri) 05:53:14 No. 2912
>>2911 I doubt godot takes anything from you regardless of what you do with their engine since it's open source but I wouldn't really know.
Anonymous 04/18/25 (Fri) 16:45:45 No. 2918
>>2911 I wish Fusion offered a (real) free version, since I refuse to pay for an engine until I've released a game. In my experience, it's far and away the easiest game engine to work with, but the free version is so severely limited that I find myself going for GameMaker instead.
Anonymous 04/19/25 (Sat) 06:20:16 No. 2932
I have terrible choice paralysis so I just keep making crappy prototypes on a bunch of engines and will probably never commit to a first proper game... So far the one tool that has most of what I look for is RPG Maker 2003 with the Maniacs patch. I don't have to make everything from scratch and the patched editor's ability to elegantly convert scripts to events and vice-versa is very nice, although not very documented. I tried Wolf RPG today, also a very nice tool that stayed consistent over the years instead of bloating up like recent RPGM editions but the lack of a scripting engine is a deal breaker for me. Everything else is quite nice though, just need a Wolf RPG Maniacs...
Anonymous 04/20/25 (Sun) 01:24:05 No. 2936
>>2932 I used to be like this too, looking through the features of every engine, basically pretending I'd even be taking advantage of most of them as someone new to making games. At the very least, the engines you're looking at do seem to have different quality of life features. I was like looking at Unreal, Cryengine, Unigine, Unity, etc, trying to see which would result in the highest quality final product without even knowing how to use 90% of the features as I'd never made a game before.
Anonymous 04/25/25 (Fri) 17:18:32 No. 3169
>>3151 I remember acknowledging GTA:SA's simplified hands when it came out. Unless the game itself focuses on them a lot most people probably won't unless they look especially bad.
Anonymous 04/25/25 (Fri) 17:25:13 No. 3170
>>2729 I had been making some simple minigames and prototypes over the time as I was building up skills and tricks for something serious, but I dropped it for the time being until I can draw good assets.
Godot's my choice, I don't care about any Godot's bad rep, it always boils down to the dev not being good enough.
Anonymous 04/25/25 (Fri) 21:04:36 No. 3177
>>2834 Yea, you're right, blocky shapes make figures way easier to construct. I don't like drawing perfect cubes/rectangles, though. It makes figures feel too stiff.
There's a couple good resources on drawing on 8/ic/. There's a lot of stuff, so I'll just focus on the crucial parts.
https://hackmd.io/7k0XRnIQR6SValR77TDfZw ?view https://8chan.moe/ic/res/8.html
Anonymous 05/03/25 (Sat) 05:27:08 No. 3655
>>3654 >Can I get a hyperbolic dev chamber please I'd rather rip my penis off with my bare hands, shit on it and then eat it than spend another hour working with 3D models in blender
Anonymous 05/03/25 (Sat) 05:48:21 No. 3656
>>3655 I haven't got too much into blender yet, I did some tutorial years ago but forgot everything. Did the donut tutorial recently as a refresher and promptly forgot most everything again while slacking/playing XXX hours of xenoblade chronicles and elin. Also looked up how people manually tweak the normals(?) of shapes to create an anime look on faces, that was neat.
After fooling around with pixel art I've been thinking the best strategy for minimum viable artstyle is probably mediocre low poly characters with shaders carrying the entire aesthetic. Shaders and the programming GUI they use are fucking esoteric arcane to me at the moment though.
Having to draw/redraw 2d art constantly sounds like it might be even more tedious than modelling/rigging/animating depending on how much unique art/animation you use.
Anonymous 05/22/25 (Thu) 04:18:24 No. 3911
>>3656 > I did some tutorial years ago but forgot everything. Did the donut tutorial recently as a refresher and promptly forgot most everything again Yeah, you really have to do this stuff monthly at the very least. I remember a tutorial where a guy said he opens a 3D program to sculpt and model every week specifically so he doesn't forget things. I can't even remember if I did the blender donut thing, but I think I'll do it again soon.
I think opening up zbrush to sculpt every week is something I want to start doing soon at least. Sculpting can be very relaxing. It's the other parts that fill me with dread and procrastination.
I've been trying to figure out butt topology for a couple weeks now. But, I guess I'll go with what I have here for now. I need there to be some decent density in the flat region above the crack since tails will attach there. And then you need the lines going in a certain direction for animation, but then there's muscles and aiahnsduiosahndu9iashn
u9dasidhuasiodhnaosui I HATE TOPOLOGY
Anonymous 05/22/25 (Thu) 21:43:49 No. 3914
>>3912 Please make a game about feet
Anonymous 05/29/25 (Thu) 15:07:22 No. 3993
>>3914 What would you do in this game? I can think of identifying feet. Massaging feet. A meme simulator where you have to do everything with your feet. More abstract ideas escape my brain.
Anonymous 06/06/25 (Fri) 11:15:48 No. 4042
>>2729 what would I make my own video game for? money? I have that
clout? Don't need that
entertaining other people at the expense of my work and thanking them if they are entertained? fuck that
Anonymous 06/06/25 (Fri) 12:49:02 No. 4045
>>4042 You wouldn't because you have a slave mentality and think that everything you work on must be for the sake of others instead of making a game that you'd think would entertain yourself and close friends.
>>4044 Asia's arguably better at it nowadays.
Anonymous 06/06/25 (Fri) 13:08:20 No. 4046
>>4045 >you wouldn't because you have a slave mentality and think that everything you work on must be for the sake of others no, quite the contrary. Not a single reason I listed here
>>4042 is for the sake of others
your reading comprehension sucks, but such can be expected from someone larping about "slave mentality" and white supremacy
as for entertainment, making games is hard work. There is a reason why people are paid for it. No matter how passionate you are about inputing numbers into a computer, you will have to work for dozens and hundreds of hours.
Seems like a bad deal to me. As far as entertainment is concerned, isn't it better to be a consumer?
Lets be honest, the real reason why you want to make games (or create anything for the matter) is because you crave validation on emotional level. If you entertained some other human beings, you don't feel like a clown or a circus monkey, but you feel all happy about the praise you get from them. You don't think pragmatically, rationally.
I
>>4042 have enough money that I don't need to worry about it, nor do I have any desire to get clout or "recognition" from others. Quite the contrary, my greatest desire is to remain unnoticed, is for humanity to fuck off. That's how I survive in a hostile world bent on destroying true individuality.
Speaking of which. If you want your game to succeed, and not just be satisfied with having made it, you will have to compromise on your vision to fit the tastes of your target audience. Have fun.
Anonymous 06/06/25 (Fri) 13:16:52 No. 4047
>>4046 >Not a single reason I listed here >>4042 is for the sake of others Every single one of the reasons you could think about making a game for is about receiving some sort of validation from others. Whether it be them compensating you monetarily, giving you popularity, or having the quality of your work appreciated by them. You can't possibly fathom the fruits of your labor being used to entertain yourself by creating something that you desire but doesn't already exist in the world. Everything you expect for others to do for you and for your riches to provide you with a means to waste away as a consumer for life, content with what others can provide you and no creative drive that spurs you towards desiring something unique which they can't provide.
I want to make games because I want to see the ideas floating around my head to be realized and implemented into something real. A concept that you seem incapable of grasping in your small brain bloated by a big wallet.
Anonymous 06/06/25 (Fri) 13:21:16 No. 4048
You are all a bunch of fart huffing faggots that are pontificating instead of doing. stop that.
Anonymous 06/06/25 (Fri) 13:21:56 No. 4049
>>4048 Shut the fuck up Andy you never do anything.
Anonymous 06/06/25 (Fri) 13:38:15 No. 4050
>>4047 If it's already in your head, what's the point of making it real? Reality can never live up to fantasy. As you start compromising on your vision, due to technical, financial and target audience restraints, you will eventually realize that you are not having fun and whatever you have create is nothing like what you want it to be.
Besides, most people aren't a ZUN. You will most likely not write the code, draw the graphics and compose the music yourself. No, you will have other people do it. Thus it will never be truly your work or your game or your achievement, in a way a book or a painting can be. It will be collaborative effort of multiple people and they will share ownership of the product with you.
If you truly respected your vision, you would let it bloom in your heart, instead of throwing it to outside world to rot and get picked apart by carrion birds. But lets be honest...
>>4048 this anon is right. You will never actually get to doing anything. You will enjoy your 5 minutes of feeling morally superior to me, and then go back to nihilistic pontificating.
I actually want you to prove me wrong. Hell, I actually want you to make a good game. So I can play it for free at your expense. I may even leave a positive review, praising all that is to be praised in it, and your heart will go doki doki at the sight of it.
But lets be honest. This won't happen.
Anonymous 06/06/25 (Fri) 13:41:10 No. 4051
>>4049 I am literally doing something right now.
If I say what I'm doing it'll give the dopamine of doing it instead of just doing it so I won't tell you what I'm doing.