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File:dreamin.png (584.46 KB,886x720)

 No.2729[View All]

Is anyone else thinking or already in the process of making their own video game? It's getting easier and easier with stuff like RPGMaker or Unreal and the knowledge is out there in many forms. Not to mention the AI assistance out there, although people shouldn't rely on that and should I think it should instead be used to plug holes with lots of supervision.
Of course the flipside of that is that there's a ton of them being released all the time so you need to stand out. Personally, I think kissu has people that could make such things.
If you are you can use this thread to blog or talk about things relating to it!
54 posts and 21 image replies omitted. Click reply to view.

 No.4050

File:16508761_268007773633011_8….jpg (72.46 KB,850x850)

>>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.

 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.

 No.4052

File:063aa112e3f719ec5c744d0409….jpg (227.83 KB,1403x992)

>>4049
Why do I keep someone mention this name every few months? I have no idea who it is and it's only ever used negatively. Is it just some guy nameshaming himself for attention? Am I better off not knowing?

 No.4053

File:__roon_azur_lane_drawn_by_….png (20.25 MB,3024x4032)

>>4052
there's an anon with a distinct posting style that everyone apparently can spot when he is posting.

 No.4060

File:[Erai-raws] Uma Musume - C….jpg (181.77 KB,1920x1080)

>>4042
The act of creation itself is good for the mind and and spirit and it can be a strong compulsion people have just like eating or sleeping. Without it the mind can go insane or just deteriorate.
Just working towards something, even if slow, gives you something to aim for. It can be fun, too. Game creation, though, yeah that's not all going to be fun. The tools that are out there these days can help streamline the parts that aren't fun, though, albeit with a hit to quality.

>>4046
>nor do I have any desire to get clout or "recognition" from others.
You very much do. The people that go around telling others at length how much they don't care are the ones that care the most.

 No.4068

>>4060
>The people that go around telling others at length how much they don't care are the ones that care the most.

even if they are telling you this as anons on imageboard?

 No.4069

>>4068
(You) dopamine hits

 No.4071

>>4068
Yeah, very much so. You want third party confirmation of your thoughts. Either to agree with them or strengthen your own contrarian view. The latter is very common on imageboards of course.

 No.4073

File:1415402801644.png (16.51 KB,400x400)

>>4071
Tbh I have brain damage so I just use it more like a mental exercise, less of a confirmation, and more of a test if I can still present my ideas in coherent manner (and I guess see if there are any holes in my logic/train of thought by getting 3rd party feedback). I am also something of a bully and a jerk, so I guess I also test if I can make anyone mad/collapse by poking holes in THEIR logic as well, in a safe environment where I don't have any reputation to uphold.

Of course being toxic is not the only thing I do on the internet. On sites such as reddit where there is upvote and downvote system, I practice my social skills by saying things I don't really believe in that will give me most upvotes, seeing if I can guess what the current community mood is about and how fast I can get social credit points and control the narrative. I use the advice found in the book "how to make friends and influence people" and hone these skills there, to use them where it matters next (for example, in real life...).
It wasn't always easy though, for example when going on mental health support communities, in the beginning I was WAY too obvious with my advice, and people could tell I am fake and just repeat empty platitudes. But now I honed my abilities enough to be able to fake concern, empathy and honest conviction in just about any cause quite efficiently.

Politically too. For example, on a pro ukrainian discords I am fiercely anti russian, on pro russian discords I am fireclay pro russian, using various arguments used by each side in such a way that said community finds acceptable and rising up in status there. I guess it's duping delight, of sorts.
And last but not least...

>>4068
yeah, just like social media and chats, getting replies is dopamine release, in the same way pulling for gacha is or seeing numbers go up in litrpg novels. Guess it all boils down to boredom, in the end, in a world where my other hobbies can no longer entertain me like they used to.

 No.4076

>>4073
an adroit carnegian toying with the hearts of men yet unable to access the feelings within

 No.4077

File:Blood on the Tracks v01 (2….jpg (2.85 MB,3004x2048)

>>4073
Your human analysis doesn't seem as on point if you're failing to present your idea in a manner that connects. It seems more an exercise in trying to pleasure yourself through a bit of bullying on the assumption that the efforts will most likely amount to nothing because of your belief that not enough motivation or willpower exists. I don't believe your logic to be on point so I simply reject your accusations and believe what I hold to be true to be as such. I will make my game, partly because I want others to play it, true, but I want someone else like myself to experience the satisfaction I think I would feel were this dream game to come out.

Although it will probably take a good deal of time to iron out the art and programming skills I'd need to make my game a reality, I don't think I'll have to worry so much since I'll have plenty of time eventually since I have money.

 No.4078

File:23172929_133905704035095_3….jpg (31.9 KB,720x612)

>>4077
so what game are you making?

 No.4079

>>4078
Outlined my idea in >>>/amv/7196, but I'm still working out story ideas on the side at the moment since Japanese takes priority. Though I've got quite a bit of pages of notes.

 No.4080

File:I_hate_you.webm (1.6 MB,1920x1080)

>>4073
Ewww, you use Reddit?

 No.4081

>>4080

Didn't use to be so. I know what you mean. Back in the glory days of /jp/, 15 years ago, I looked down on crossboarders, let alone people who are from outside 4chan or use normie hangouts like reddit

But otaku culture has changed, and so have I. I use almost all social media now, in addition to discord.

 No.4342

>>4042
Because you want to.

>>4050
The act of making a thing is often enjoyable unto itself. Sure, it's work, and you're going to hit points where you're very frustrated, but overall it's fun work, satisfying work. It's like playing a really long, really difficult puzzle game, where you spend hours on end trying to find the solution, but eventually it all clicks into place and it feels fantastic, especially since, unlike a puzzle game, the solution you came up with wasn't predetermined by someone else; your unique game, your unique problem, your unique solution.

>>4073
I mean this in the nicest way possible, but you sound severely mentally ill and should probably get help.

 No.4670

File:blender_PFs7T07Bng.png (265.24 KB,1046x1113)

Alright, I got back to retopologizing. I hate it so much.
The knees are so complicated with different muscle groups and tendons meeting here, but it can be a shape just as appealing as armpits for that very reason.
I must persevere! And yes, it is I, the person that laments the P shaped bodies! I am practicing what I preach! Everyone else makes tube legs of straight horizontal grids! I must struggle and bring forth change!

I'm sure this is going to be a pain to animate and make clothing for, which is why people do the grid shapes, but my priority is having musculature that can morph and twist and be animated instead of static. The back of the knee itself is a grid at least and that has the most extreme warping for animation.

 No.4671

>>4670
Does this leg belong to anyone?

 No.4672

>>4671
Nope, not yet. There's no head.
Part of the reason I'm working so hard on topology is to have a base body that I can manipulate into different sizes/lengths for different characters.

 No.4673

>>4672
I'd love to see any past works if you'd feel content with sharing them and if they exist!

I always wanted to get into 3D modelling to expand on my editing hobby and I somehow got myself to do a build-along of a house in a YT video even. VERY helpful to get used to Blender workflow, but the furthest I have gotten with a character model is a face and hair I had no idea how to make so I gave up.

 No.4674

>>4673
Nope, I don't really do anything to have 'past works'. I just mess around randomly, lose interest, and then time passes. Most of what I learned it from modding video games and messing with the stuff there.

 No.4684

>>4046
This post was sad to read. These are words that can only come from someone who has never felt pride in his own work, who has never felt satisfaction from accomplishing something important to himself.

 No.4830

File:blender_o48UVzIadh.png (394.05 KB,1200x956)

>>4670
It's kind of a no-no to have edge loops that, well, aren't loops and instead are more of a snake, but I think... THINK it's okay in this situation. It seems unavoidable with all these weird shapes near the knees if I don't use triangles.
I guess I can try to do some trickery at the back of the knee, but that's the area that heavily bends and warps during leg movement so that seems bad.
BLEGH I HATE THIS STUFF! I JUST WANT TO SCULPT AND ANIMATE AND MAKE A GAME! GEOMETRY IS EVIL! EVIL EVIL EVILE VIELIVELIVELVIEILVIELIVELIIELIVILIL

 No.4831

File:blegh.mp4 (7.03 MB,1920x1080)

>>4830
This is so miserable. I mean, it's kind of satisfying to clean up geometry once it's done, but my brain isn't made for this. I WANT TO CREATE THINGS. THIS IS NOT CREATIVE WORK!
At least my brain is starting to recognize patterns and I know how to 'solve' geometry without looking at diagrams.

I didn't mean to align the clip with the Pillows at first, but after I noticed I couldn't resist.

Oh, this wasn't a solution to the geometry by the way. It made the loops WORSE. AAARRRGGGHHH
I'm just going to use this thread to rant for a while as I bang my head against this virtual leg.

 No.4832

>>4830
>>4831
Do you ever model cars anon? Any interest in working with another anon on a game sometime? I have many ideas and can do the programming no problem. But I always end up having to use the kuso free models as stand ins for what I want to do. Then I eventually lose interest because I know things will never look the way I want them to.

Do you ever mess around with making sprites?

 No.4833

>>4832
I have zero experience in hard surface modeling, which is what they call when you model inorganic stuff like cars. It's an entirely different skill because instead of sculpting you use geometric tools to modify a mesh in a very calculated manner. Compare sculpting a clay bust with your hands to programming a saw machine to cut a square with specific measurements.
My own plan was to use other people's free models to fill out the world in an ero game, modifying them to make them unique. This is probably what you should do with a car model. You have to take these shortcuts if you're making a game solo or with a small team, there's just not enough time.

>Any interest in working with another anon on a game sometime?
I'm terrible at committing to things so I know not to do it for everyone's benefit.
In my opinion there's a night and day difference when someone is passionate about the things they create and I feel nothing for cars. If I can just finish this freaking retoplogy mess I can go back to creative pursuits in making a game...

>Do you ever mess around with making sprites?
I have and know some basics with shading and stuff, but not much. Stardew Valley level is about my limit.
Pixel shading is pretty fun to learn, but animation is a mess.

 No.4834

>>4833
I really need to learn Blender sometime. Thank you for taking the time to explain. I didn't mean I wanted to make a game about cars. Which I do maybe sometime in the future. Just not right now.

Right now I'm wanting to make a 2D style platformer using 3D models since sprites are so time consuming. I'd love to do sprites of course. But instead I think doing what they did for Guilty Gear is the way to go. Where you make something in 3D then style it to look 2D with cel shading.

My idea for the game is to have body swapping mechanic instead of the usual RPG type thing where you build up your stats over time to go faster/jump higher/have more powerful attacks. The MC would be able to swap bodies with other people in his quest to defeat someone else that's doing the same thing. Sometimes swapping would screw you over since whomever you swap with might run off with your body leaving you stuck in a body with crappy stats that sick, weak, a child etc.

>I'm terrible at committing to things so I know not to do it for everyone's benefit.
I understand where you're coming from. Life always gets in the way doesn't it? I have so many half finished projects. Or projects where I need help to finish but can't find anyone willing to help.

>In my opinion there's a night and day difference when someone is passionate about the things they create and I feel nothing for cars.
I get this too. I'm not much on making ero games. Never been into lewd stuff that much. I love reading some doujin or playing a VN sometimes with the goal of fapping. But it'll never be something I want to write/program for. Just not excited about making smut. But best of luck to you.

>Pixel shading is pretty fun to learn, but animation is a mess.
What resources did you use to learn this and Blender? How long did it take before you could start making stuff you felt looked decent? I've been putting off learning this stuff for over 20 years now. I really need to try it. But I can't draw and always get frustrated because anything I attempt to make looks awful.

I've never been able to transfer the images in my mind to paper or a computer screen. If I could do that I probably would have made my own game long ago. I don't like using other people's models released for free outside of testing code. It kills my enthusiasm because I know no matter how good the code is the game will never look like I want because I can't draw the cute girl or scary villain I've imagined. It's so hard to find artists that want to help out too. Even if you find one they never can draw exactly what you've imagined because they probably have a different style or thing in mind. Then I feel bad when I start requesting they make changes to what they've shown me.

 No.4835

>>4834
>The MC would be able to swap bodies with other people in his quest to defeat someone else that's doing the same thing. Sometimes swapping would screw you over since whomever you swap with might run off with your body leaving you stuck in a body with crappy stats that sick, weak, a child etc.

I should have explained more. The body swapping would be required at points in the story to progress. Say you need to sneak into a building or talk to a NPC that hates you. You'd have to swap with someone else to gain access and convince that person to do it willingly (or sometimes unwillingly). Every body in the game would have stats that determined what abilities they have. You could swap with everyone from the local muscle guy hero to the meidos or lolis. But you'll be stuck in a weak body maybe if you do the latter. But such bodies might have abilities your original doesn't or will gain you access to places your original body couldn't go otherwise. If you aren't careful this would also cause you to lose important items you might be carrying too of course.

 No.4836

>>4834
>But instead I think doing what they did for Guilty Gear is the way to go. Where you make something in 3D then style it to look 2D with cel shading.
You should probably give this a watch.
This is definitely the way to go if you don't want to spend 20 years drawing sprite animations. It takes true skill, passion and time to make 2D animation. If only time was limitless...

>My idea for the game is to have body swapping mechanic instead of the usual RPG type thing
That stuff is awesome. It's usually just a gimmick on a side character and not the central theme of a game. The only one I can think of is Messiah.

>What resources did you use to learn this and Blender?
I learned most of the stuff from making private mods for games. I didn't intend for them to stay private, I just never finished anything. First time I ever opened a 3D editing program was Japanese one called Metasequoia for Artificial Girl 3 modding to make certain body parts bigger. For sprite stuff I "learned" by editing sprites for Elona and Stardew Valley and some other games I can't remember. I wasn't creating things from scratch, just sort of copying the template and I sort of know what to do as a result.

Youtube is probably the way to go these days to learn stuff, and then when you get the basics you can consider the paid tutorials. (you can pirate paid tutorials)
I remember FlippedNormals being a decent channel for 3D stuff, but I'm sure there's better out there these days.

>What resources did you use to learn this and Blender?
I'm quite far from decent and still in the process of learning. I still haven't made a skeleton from scratch yet, but I know how they work and similarly for animation.
If you start with game modding you have a good 'base' to work with and you can modify it to see how things work almost in realtime. It's the video game version of taking a machine apart and re-assembling it.

>I've never been able to transfer the images in my mind to paper or a computer screen. If I could do that I probably would have made my own game long ago.
Yeah, I know what you mean. I feel I'm only able to pursue this now because of all the prebuilt stuff for UE5 and perhaps AI assistance.

Ah yeah, there's AI for 3D models, but the topology is so bad that you need a human to clean it up. But cleaning it up is the awful monotonous part...

 No.4837

Also for 3D there are a lot of semi-autonomous tools that can give you "good enough" results. This includes retopology, but for my purposes it's far from ideal since it doesn't know what muscles are and such. There are Blender scripts, free and paid, to automate the creation of skeletons and to assist with animation. There is also a host of 3D software to make things go more smoothly.
Oh yeah, programs. That's the main issue with learning 3D. You need to learn a bunch of them, although less so these days. People have been doing a really good job at converting blender into an 'everything' program, but most 3D modelers use a lot of programs and you need to learn the hotkeys for each one if you want to do it quickly.
But again, Blender is a 'good enough' thing probably. Sculpting is still better in zBrush and texturing is better in Substance Painter and animation is probably better in Maya or something else. UV Mapping is awful in blender and I hate it, so I use something called RizomUV.
I tried Topogun for retoplogizing but I didn't really like it.

Blender scripts that people create (and sell) are basically a microcosm of 3D software itself. You need to become familiar with a dozen different things and that's probably the biggest hurdle for 3D. In the past there were separate 3D professions for these steps but from what I've heard of people in the industry you're often expected to know all of them these days. And if you're solo, well of course you need to know everything!

 No.4852

File:3.webm (3.04 MB,1280x720)

>>2824
In the middle of programming the actual gameplay now. Just added stamina & health for the player + enemy.
There's dodging, lock-on, attacking and sprinting so far.

 No.4857

>>4042
Because you are frustrated with the awful decisions made in modern games.

 No.4909

>>3654
Activate teh 900 WPM speedread and 2x speedlisten buffs.

 No.5092

File:FUCK FEET.png (535.76 KB,931x1196)

I have spent a couple hours each day the past week staring at feet. My 3D model, anatomy guides and 2D images on /ec/ and stuff I've saved over the years.
I guess I have a new appreciation and hatred for them. They're too freaking complicated! Turning them into quad geometry VERY FRUSTRATING. I might have developed a mild foot fetish from staring at this stuff for so long again. I wonder if it will go away over time or if I'm screwed now.
I did finish the legs last month at least and I've become even better at "sensing" line flow so I'll probably go back to other parts of the body to do some geometry refreshing. I can see the light at the end of the tunnel!
But.. I have something to say...
*ahem*
FUCK FEET!

 No.5093

>>5092
I'd review that foot but I don't want to kick you while you're down...
do you know the parable of the two pottery classes?

 No.5094

>>5093
Yeah, I know, you've commented on a previous version of the foot before. And I told you that it's a baseline, like a T pose. It has to be a bulky block so the shape can be refined later on.

> parable of the two pottery classes
I do now. Makes sense.
I'm basically doing that now by retopologizing over and over again in different parts of the body. This is unfortunately not an artistic thing at all and that's why it's so slow. I'd love to go back to sculpting...

 No.5095

I'm glad to see you're making progress on my suggestion from >>3914 that I never followed up on because I didn't have any ideas myself.

 No.5096

>>5094
>I'm basically doing that now by retopologizing over and over again in different parts of the body.
specifically the "Trying to make one perfect pot" part of the parable...
What if you tried to make a bunch of Nintendo 64 feet then some PS1 feet then some PS2 feet and then only after all that practice some Unreal Engine feet.

 No.5097

File:blender_G9M9IapwHp.png (288.8 KB,578x662)

>>5096
Fair. Those are just low poly versions, though. It's the same basic principle of where lines need to flow. Low poly in general though is hobbyist thing people do because they can, like pixel art with limited palettes. This is a lower poly foot I was looking at, I can't remember what the source was.

>"Trying to make one perfect pot"
Unfortunately it really has to be this way. I need one body that will have layers and layers of work built into it. When a VRchat or vtuber commissions a 3D model it costs thousands of dollars for a reason.
I figure I made enough warped and broken pots in the past 15 years when I messed around making bodies for game mods.

 No.5098

>>5097
That foot's a bit better.

 No.5099

>>5098
My feet can turn into that shape with the geometry it has, it just has to be sculpted...

 No.5276

File:20231214_newposedriverconn….jpg (146.85 KB,1920x1080)

After doing some research, it seems that Maya is unfortunately still the premier and favored way to create animations for games. Apparently there's even a direct pipeline to UE5 so that you can make changes semi-"live" which would not be possible with blender or other software.
BLEGH I DON'T WANT TO LEARN YET ANOTHER 3D PROGRAM ARARRRGNAUJISNDHASDNAISJKDNASILODAS

Well, I guess this will occupy me for some time. Maya seems somewhat similar to 3DS Max at least and I have some leftover rudimentary knowledge from that one a decade ago.
The worst part of the 3D creation process is needing to learn so many different programs...

 No.5277

>>5276
Try not to get too caught up in software choice when you still consider yourself to be an amateur in the craft itself, I personally think of that as unhealthy perfectionism that might just unnecessarily slow you down.
If you're already at a point at which using Blender feels at least somewhat comfortable to you, I think it might be more beneficial to stick with it for its much more accessible learning resources and then check out other software later on when you can use comparison to adapt to it, like searching "How to subsurface mod in Maya" if the name is different there.

 No.5278

>>5277
Oh, I have little experience doing any animation/rigging in blender so either way I'd have to learn stuff. I'm kind of annoyed by how blender does some stuff like poly groups so maybe Maya does a better job. I might as well do the learning process with the program I'll be using in the end, and something like "live" support of making modifications inside Maya while UE5 is loaded is huge.

In the end it means I need to know 8 programs instead of 7 or whatever. This is just how it goes. I'll still be doing sculpting/texturing/UV mapping/etc in other programs so it's not THAT much to learn.

 No.5298

Decided to look at a bunch of models that people made that I downloaded a year ago off a 3D model site I can't remember... Anyway was surprised to see of the 15 models I downloaded 13 of them used the same feet. Guess everyone shares the hatred of making feet topology. I'm almost done with them, though...

 No.5299

Need to learn Marvelous Designer, too. Bleh. Well, should be a lot less work than learning animation since it's supposed to streamline stuff via physics.

 No.5300

Wait, what do people use to make environments? Bleh. I bet it's in Unreal Engine itself.

 No.5361

today i wanted to sit down and make some neat skills in rpgmaker but instead got caught trying to make a duplicating monkey for 16 hours
now im going to bed and i still dont have a duplicating monkey

 No.5447

File:[SubsPlease] Henjin no Sal….jpg (393.58 KB,1920x1080)

Saw somewhere, can't remember where (severe lack of sleep) that one of those 3D gachas, uhh...it had some military sci-fi-ish setting, anyway the characters have 100k polies. That makes me feel a lot better about the plans I have.
People play these things on smartphones, so obviously making an ero game for PC will have better specs. It's truly the case that poly count obsession is a thing of the past, within reason.
But, damn, how does a gacha character have 100k polygons? They're sticks with minimal detail. Must be a clothing inefficiency thing because I can't think of anything else.

 No.5578

Mr. 3D maker Anonymous sir, I have a request that I think will benefit Kissu as a whole and might not be all too difficult to whip up on the side.
Koupen model for use in those Source Engine game threads that I never participate in.




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