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Movie night at >>122860

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>/AGDG/ - Amateur Game Development General

a thread about vidya development

post your game projects, from still pictures of your most basic default scene to announcement trailers for fully complete vidya. any progress is welcome, and progressposting is encouraged.

>useful resources list (borrowed):
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w
Last edited by Hidden User
It’s kino?
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bump, I plan to contribute soon but here's some sovful 'caps fur inspiration
HUDs back then had sovl
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What am I in fur?
Replies: >>96650
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i just want her to be casually racist, not whatever the fluff this schizo shit is
>>96632
i barely messed with graphics libraries, so you are delving into pretty low level stuff i am assuming. if you have the patience fur it, sure. coding has gotten much easier with the advent of ai, but you also might not learn as much by letting it carry you
Replies: >>96727 >>96825
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I want to transition from making fixed-pipeline demos to a medium-sized Raylib game and take advantage of shaders to make something psychedelic and abstract.

I'm thinking a first person rail shooter/racer where you have to avoid somewhat indeterminate objects on a time limit. I'm thinking of an art style with a gameplay style similar to Ballistics and Rez; and with a rotating psychedelic background like those in Earthbound, rotating around the screen like that one tunnel level in Castlevania IV.

I'm confident that I can write something like this, although I am not confident that I can get the art style and vibe that I'm going fur down.
>>96650
AI is the future.
Replies: >>96829
>>96650
This is how I imagine greeting you would go.
Since you've been messing around with LLMs, how practical do you reckon it'd be to incorporate a lightweight one into a simple text-based game? I had an idea to make a Hunger Games simulator using an LLM which can actually take into consideration the characters' abilities and lore and gear and whatnot. I'm sure something like ChatGPT would handle the task easily but would be overkill fur so simple a concept.
Replies: >>96829
>>96727
the future is bleak
>>96825
it can mostly simulate a person, but you can still tell it's an ai. i have not messed with things like having the ai give instructions to the game itself, so i don't know
>This is how I imagine greeting you would go.
pehaps...
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nu tree leaf texture
(very important update)
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first person interior seat switching for the imershun
Replies: >>97270 >>97299
>>97269
i bonked my head
can you kick the driver as the commander?
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some nu tile textures
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Amazing... 100 lines for a triangle!
>>97269
 this is really cool, imagine sitting above 30 shells loaded with HE
>>97297
 sovful dithering effect
>>97297
SOVL.
This site better not die before I can make something worth showing off
Replies: >>97392
>>97390
Don't worry chud, we aren't going anywhere anytime soon
Hello, is anyone willing to play my Doom map? It requires doom 2 base wad, and runs on UZDOOM (may work on GZDOOM I haven't tested it)

You can download it at https://files.catbox.moe/drhhlb.wad
Replies: >>118023
>>117975
Gave it a quick run. While it is short and simple this screams like it's "my first map" wad. Not that there's anything wrong with that since we all gotta start somewhere. (Unless this really is your first wad.)
Best advice I can offer really is playing more doom wads for a bit, open up doom builder (or slade) and take a look at whatever wad you liked the most to see how they got it to work and, maybe look up some tips and tricks with monsters . 
Also it runs about the same on GZDoom. 
Hopefully this is helpful since I'm not very good at giving map feedback. Still gotta work on my wad.
Replies: >>118024
>>118023
>Unless this really is your first wad
It is, and I'm working on expanding the map. This was just to learn how to make doors n shiet :D But if you watch the thread I'll share a bigger wad tomorrow
>look at whatever wad you liked the most to see how they got it to work
I did not think of that, thank you for this
Replies: >>118029
>>118024
Your welcome.
>This was just to learn how to make doors n shiet :D
Lol I understand that pain. 
>But if you watch the thread I'll share a bigger wad tomorrow
Try not to stress yourself by thinking too hard while making it.
Replies: >>118114
>>118029
Try beating this version, it's a bigger map with more monsters!
https://files.catbox.moe/f4994i.wad
Replies: >>118189 >>119209
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I sketched out something, I want to learn more about lighting and scripting so I was thinking of creating a exploration level with "surprises" lurking. Trying to copy more of the original doom levels where you circle back round areas. The inspiration of this one will be the alien movie with very low lighting and traps, the goal is to escape the station.

If anyone has suggestions on how to make the layout more interesting please share!
Replies: >>118185 >>118901
>>118161
Make the map in the shapes of letters and have it spell out naughty words.
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>>118114
Tired as fluff from work but I played through it. I will say this. I expected a normal level till I reached the room with the bfg. Wasn't expecting it to go full on slaughter map, still a rough start towards doom mapping. Especially since the room had repeated usages of the computer textures giving me lots of cover. 
I also managed to cheese most of it by monster infighting and the cyberdemon murdering the archviles thanks to rocket splash damage.
Appreciated the ammo and health pick ups that were scattered around.
98% kills cause I hadn't turn off pain elementals infinite spawning lost souls.
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>>118161
I reworked the layout of the map to make it more interesting, doing my best to reduce squares. I studied the doom1/2 levels and played a few custom wads. I will create interesting monster engagements next and then work on textures. I think overall the map may be a little too big but I'll fix that later.
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i went on a side quest of trying to decompile cs 1.6 models, I think I wanna add this guy into quake as a playable character gek
>>118114
I got a few minutes to try this out and I was certainly surprised by the big room. I haven't really played doom much but I couldn't beat it after an attempt or two, I'll come back to it in a few hours. I'm not sure if theres a proper weapon to use, I was just running around with the chaingun circling the room, didn't feel like I was putting a dent in anything. 

I assume this is a sort of gimmick level of sorts? As far as difficulty goes it seems like throwing quantity at the problem, versus having a smaller level with more thoughtfully placed enemies. Not sure if that's what you're going for or not
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>>119209
issa first level I made (technically seond), thank you for trying it. I'm working on something more thoughtful right now
Someone should write a waifur booping simulator.  It could reach an audience of dozens.
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bump
I'm still working on my map, hopefully by tomorrow I will have an alpha fur the 'boo to try, here's a sneak peek
Replies: >>119768
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The first version of the level is ready 👀 you can download https://files.catbox.moe/qcjhbs.wad and https://files.catbox.moe/bwb067.wad The first link is fur my level, the second link is doom2 wad that you need to play it. Go to https://zdoom.org/downloads and download uzdoom, to start it tell it where the doom2 wad is then drag my wad over the desktop icon to start it!
I will need to also create a doomworld account and share it there too
>>119732
Looks intriguing, I will try to check thiss out tomorrow
Replies: >>119776
>>119598
>>119732
The screenshots look nice. I'll check it out sometime within seven days.
Replies: >>119776 >>120628
>>119757
>>119768
Thank you fur your interest!
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>>119732
Played it. It's bretty gud aside fur some minor purrsonal gripes I had with the level. 
I like how you seem to already have a pawle on teleporting enemies. 
The large rooms are pretty unique and my favorite one has to be the command center one. 
Now fur my issues with it is that the hallways are pretty identical when you run through them which could get peopaw confused. 
For future reference I recommend working on making different areas rooms that can connect with each other to break up that feeling of a copy and paste. Like take some exampaws from exit room and apply it to some of the hallways. Like I said you seem to have some good imagination
Second the pit should have a teleporter or some steps just so peopaw won't have to noclip out of it. (I jumped in it mostly to see if there was a way out of it.
Other than that it's a fun level and it's nice to see peopaw mapping with the UDMF furmat. Hope to see you adding in custom music and learning to use custom textures!
Replies: >>119868
>>119732
Tried it fur a while, couldn't beat it but I am a noob at doom so take that opinion with a grain of salt. Kept dying to the second archvile because I'm still figuring out how to beat them. Ran through it fur about an hour befure having to call it quits fur the day

I think I had two main complaints with the  level, first off the corridor between the door with the imp and the area with the supurr shotgun has a teleport which spawns enemies, so to avoid them I just kept avoiding that hallway altogether since it was optional

For the room with the rocket launcher, actually getting in is a bit of a pain. I usually just ended up opening the door to bait enemies in then just sat there blasting them with the supurr shotgun from safety until the room was cleared. I don't know enough about doom to know if that's a common level design though, so if it is then I wouldn't say it's that big of a deal. 

Not sure if that red shrine does anything or not, couldn't figure it out. I suspect it's just cosmetic

The area with the red key card has a section with a bunch of pinkies(?) or whatever that enemy is, and I just resorted to hiding behind a box and shooting them until they were all dead. Might be more interesting to not have a box of safety and in exchange have less enemies
Replies: >>119868 >>119871
>>119786
Thank you so much fur trying it, I was pretty proud of it at first but now I realize I'm a shit level designer :D
>>119859
No, I wouldn't say you're a noob. While designing this level I was aware of all the traps so I was able to "speedrun" it every time I tested things, and I think that led to poor enemy encounters. I played through a lot of custom wads to see how they are put together, and I'm still figuring this out.

I'm currently trying my best to compress a video, I don't know if it's normal fur a 1080p60 video that's only 5 minutes long to be almost a gigabyte :p

I really suck at compressing things... but I hope this helps you!
https://litter.catbox.moe/a8b3ju61sp2cjrv1.mp4
Replies: >>119869 >>120108
>>119868
If that link is slow, you can also try https://limewire.com/d/NRxkr#gWRTEeY6gR
>>119859
Oh I furgot to answer how to deal with the archviles, basically afaik you need to break line of sight when they cast (and wait fur them to finish!) If during their incantation you come back, it will hurt you, like it did me with the second. You need to wait until the sound queue is finished to peek again and shoot. I don't fully understand this enemy myself yet, but it's really interesting and I think furces the player to use cover smartly.
Replies: >>119967
>>119871
After learning how Archviles attack I was able to wipe the floor with them this time around and beat the level, so definitely not too hard for a noob like me to make their way through

I would agree with the other anon about making the hallways a bit more visually distinct, I was able to navigate pretty easily since I generally have a good sense of direction but even then I'd make a wrong turn every once and a while. I think one way to make areas visually distinct would be to change the wall textures behind key doors, so in particular behind the blue key door, and then make key doors more obvious from a distance so the fork right after the blue key door is clearly the way to leave that area

I am not sure how regular doom does it but I assume you are normally supposed to gain weapons over the course of a few levels, so introducing all of them in one level is a fun way to make one level but might make it unbalanced. For example you get the plasma gun and the level is practically already over by then, the rockets I only used on the mancubus and pain elemental, and the chaingun a little bit in the blue key pickup room to take out cacodemons, otherwise I was able to just run around with the super shotgun. 

I think the long halways might also tend towards certain styles of play, I got placed into a regular doom 2 level after beating yours and I noticed the levels had a fair bit of cover or areas to retreat when fighting, such as by having curved hallways and separate rooms. I think long hallways means you have to do that sort of star wars opening style of fighting where you just try to go left and right against the sides of the room, which doesn't work for all the monsters so it can sometimes feel unfair to get hit by one of them when your only option was to charge head first at them and pray they don't shoot first. But I also don't know if the goal of a doom level is to be able to nohit it, so it might not be a problem
>>119868
>Thank you so much fur trying it, I was pretty proud of it at first but now I realize I'm a shit level designer :D
Your welcome. And hey like I said we all gotta start somewhere when it comes to this stuff. 
Genuinely wonder if I should try making an anthro theme doom mod or just attempt to make a game in general instead of schizo dreaming all day.
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I tried the source SDK and I buffed the stock rocket launcher from 4 rockets to 8 rockets because it felt weak :p
Replies: >>120242
>>120241
and I didn't know you could use scripts for this so I had to edit and build the entire game for this ;w;
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Every so often I try and make a fan mission for System Shock 2 and I give up halfway through because its a lot of work to make something that plays just like the vanilla game, and the editor is an ancient piece of garbage with not  alot of reference material/community resources to draw inspiration from :'()
>>119732
>>119768
Okay, I've played it, two attempts on Ultra-violence. The hallways and rooms look pretty, the texture work and geometry look nice while being simple enough to easily appreciate the intent and craftsmanship behind it. DOOM is best thought of as a game of spatial reasoning and navigation, and a shooter second; I don't know whether you were consciously designing around "arenas" for being where the main combat is supposed to take place, but only the first "arena" with the blue keycard actually forces you to fight inside it instead of corner peeking from the hallway or picking off pinkies from behind a box, "boomer-shooters" being "arena-shooters" outside of multiplayer is a gamer hallucination and self-consciously designed arenas and are generally not all that interesting of spaces to fight within and navigate, shooting is not an inherently gratifying activity in nearly all shooters and the addition of circle strafing doesn't do much to change that, but that being said, I did kind of enjoy blasting down the hallways with the shotgun. The scenarios were varied enough that the shotguns, chaingun and rocket launcher all felt like they had their moments to shine, I didn't fire a single shot of the plasma rifle near the end though. For being made for a sourceport where you can jump, I was expecting a secret passage to be reached over one of the crates, but that's not a complaint or anything.
It's a nice map. Interested in seeing what your next one will be.
Replies: >>120641
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I thought this was funny, also bump
>>120628
Thank you, recently I have played through a lot of wads and all the good ones had enemy encounters be part of the environment/progression. So like you said, no "big open arenas" to move around and shoot. I'll keep that in mind next time
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indoor pool thingy.
Replies: >>121345 >>121347
>>121343
I wish my house looked like this.
>>121343
The wave texture and ceiling are just perfect man, looks great
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we are going things here
GMTK jam has started today
Replies: >>122562 >>122568
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ported the halo ce pilot into gmod
>>122506
I'm kinda tempted to try this ev&oe I never opened unreal engine 5 before... buuut I already kinda of have a plan of what I want to do. I'll think about it
Replies: >>122568
>>122506
>>122562
if anything, we should do a 'boo game jam instead of some random snca devtuber's one.
maybe purrgem will pick up the keyboard and make something for once
Replies: >>122572
>>122568
do game jam do game jam i want game with foo
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.
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>>122597
We nodevs xisters from /agdg/ say this
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>>122597
>Mein Führer... Steiner...
>Steiner couldn't get a streamer to demo it. He listed the game for free.
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