New Reply[×]
Name
Sage
Message
Files Max 8 files48.1MB total
Tegaki
Password
Flag
[New Reply]


Banner
Read the RULES before posting.

Current Announcement:
Art competition at >>>/anthro/128333
Make or change an announcement

Remember to support your fellow 'Booleans!
Gems Meta Art
Magma


Godot_Engine_2026.01.26_-_21.26.55.07.mp4 U A
[Hide] (9.6MB, 1280x644, 00:13)
45ec0b7aa347ddad15a13db2abd722a159c2dbd036cfed200237f459220dab77.mp4 U A
[Hide] (2.3MB, 640x360, 01:28)
ssstwitter.com_1770272806111.mp4 U A
[Hide] (1.2MB, 640x360, 00:17)
>/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?
dea72de60e10bd77ebc2339dd5d5f34bf62f55ebd6f7e17a4235ca40c76c6d63.jpg U A
[Hide] (272.7KB, 1432x1080) Reverse
ebd0c0149bf05932931994bcf0d15c29003935c35b8ea3bbbad0a99466ef0219.jpg U A
[Hide] (266.4KB, 1436x1080) Reverse
bump, I plan to contribute soon but here's some sovful 'caps fur inspiration
HUDs back then had sovl
540f5975aa6ee2b4ef1028baa58144af28255258afaefccab623c165b4093dfe.jpg U A
[Hide] (4MB, 4000x3000) Reverse
What am I in fur?
Replies: >>96650
4dd15f9b6e6276d16f93882736be938a0052232f7dc23de984ba7e8e1b2a6754.mp4 U A
[Hide] (7.5MB, 1280x720, 01:31)
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
6514727c4bb13f1a202b637ef3f0ac686ea693a3b49ac3c0cabff4a9af4dc94b.jpg U A
[Hide] (63.3KB, 800x600) Reverse
7e3c3c7360bebc946ce368ec9a65ad0ec5763b39a216ccf151f5c532a152408f.png U A
[Hide] (296.9KB, 640x480) Reverse
ec737a291dad04dd3623a1f5a22bfec8dea812f8953ef0b6dacaf4bc3bf360de.png U A
[Hide] (6.1KB, 256x224) Reverse
57b91d44495fef8bf1be9506a894ce8ef40379ceb896f93933b2caf834553d16.png U A
[Hide] (16.6KB, 256x224) Reverse
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...
ClipboardImage.png U A
[Hide] (6.5KB, 255x256) Reverse
ClipboardImage.png U A
[Hide] (6.5KB, 255x255) Reverse
nu tree leaf texture
(very important update)
2026-03-10 17-43-00 (online-video-cutter.com) (1).mp4 U A
[Hide] (9.1MB, 1520x864, 01:04)
first person interior seat switching for the imershun
Replies: >>97270 >>97299
>>97269
i bonked my head
can you kick the driver as the commander?
ClipboardImage.png U A
[Hide] (67.1KB, 768x434) Reverse
some nu tile textures
Replies: >>97299 >>97333
df92a6ee4de586f1055a5b24b6c94c466048010b81ffaae43b6e4e8395e02457.png U A
[Hide] (13.3KB, 819x655) Reverse
5b7ad284e05c8fa26d291aa323294874721c6a44dcce7e668f94c995aad1a3ba.webm U A
[Hide] (1.7MB, 1694x941, 00:24)
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
b4107672d785e5625829123e5746269bf28ad4c9f8a8b1ddf53acf9996deda7d.png U A
[Hide] (214.4KB, 861x912) Reverse
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.
dead cybie.png U A
[Hide] (432KB, 1920x1080) Reverse
384f6a0c4e9aff4dfb53e85fa7856c1a442e444fddc122e5bc8324daa12643d8.png U A
[Hide] (275KB, 1920x1080) Reverse
>>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.
Spoiler File U A
(283.3KB, 624x891) Reverse
bump
>>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.
f6841141077b44fda68386236818a2bf524b4f21cfbb2dfb83c5f1b37248a95b.png U A
[Hide] (274KB, 610x522) Reverse
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
Replies: >>119210
>>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.
9bb32f24d2518006b22757229e537ac69aa77b04ff3ba20db9b93d337c076c44.png U A
[Hide] (736.6KB, 1224x818) Reverse
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
ClipboardImage.png U A
[Hide] (511.1KB, 1446x955) Reverse
ClipboardImage.png U A
[Hide] (797.8KB, 1446x955) Reverse
ClipboardImage.png U A
[Hide] (1.3MB, 1446x955) Reverse
ClipboardImage.png U A
[Hide] (847KB, 1446x955) Reverse
ClipboardImage.png U A
[Hide] (1MB, 1446x955) Reverse
ClipboardImage.png U A
[Hide] (1011.8KB, 1446x955) Reverse
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!
27b870a0708ba1b5dc7e24764be3ebc72738215acece9dc598da2efb692ad8c9.png U A
[Hide] (737.9KB, 1579x813) Reverse
>>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.
compressed.mp4 U A
[Hide] (7.5MB, 720x480, 00:22)
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;
dump005.png U A
[Hide] (909.6KB, 1600x900) Reverse
dump006.png U A
[Hide] (1MB, 1600x900) Reverse
dump007.png U A
[Hide] (1MB, 1600x900) Reverse
dump013.png U A
[Hide] (768KB, 1600x900) Reverse
dump014.png U A
[Hide] (171.2KB, 1024x768) Reverse
dump093.png U A
[Hide] (2.1MB, 1920x1080) Reverse
dump094.png U A
[Hide] (250.2KB, 1024x768) Reverse
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
c8690abd27b87dde35a8c0736d11fd59eebfdc0993927ad54f0f20b7aacef5fc.png U A
[Hide] (103.5KB, 900x569) Reverse
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
e701c1071384745a3dc73a2884f9439ed0e95c29e0d0aa38a394d12caad2d506.png U A
[Hide] (804.8KB, 1920x1080) Reverse
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
4d8309f49cdc3d6eb3dcdfc8dc4c40c0069e97b725218df98c72025c6c4cf98c.png U A
[Hide] (438KB, 735x745) Reverse
we are going things here
GMTK jam has started today
Replies: >>122562 >>122568
4000_72.jpg U A
[Hide] (480.6KB, 1920x1080) Reverse
4000_71.jpg U A
[Hide] (308.1KB, 1920x1080) Reverse
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
HAgycPNaMAAu6U4.png U A
[Hide] (345.4KB, 640x583) Reverse
.
Replies: >>122608 >>122641
>>122597
We nodevs xisters from /agdg/ say this
bbad52400e343accf90216115e6264870ca3f40ae64aa0998c9c34b4717ebbe0.jpeg U A
[Hide] (89.4KB, 1280x720) Reverse
>>122597
>Mein Führer... Steiner...
>Steiner couldn't get a streamer to demo it. He listed the game for free.
ec86da512e0c287f4a64ffaa1e3e41602d5c79ec8a16756c319bc2e52ec4f3b9.png U A
[Hide] (1.9MB, 1919x1079) Reverse
d98fe1dc220938cde9ca7de98ae6c527499d3185cfe7f6b45fa2bdf2cfa9b6ef.png U A
[Hide] (1.5MB, 1919x1079) Reverse
And done. I really hate the fact that I was both lazy and not very creative at making my own layouts. I had planned on 3 level wad but I scrapped the two levels and rushed on this one specific mall one. 
Sorry if it plays like shit and looks like shit but I wanted to get this map off my mind for good.
Just drag and drop the wad over your source port (UZDoom or GZDoom only tho sadly.)
Map:https://files.catbox.moe/3luan6.zip
Now I can finally draw with a clear conscious.
Holy fluff I am a fluffing retard with creating catbox links.
Replies: >>123450 >>123462
>>123448
link is not actually a zip archive, try again pls
Replies: >>123451
>>123450
what if he decided to take a 2 week break after posting his magnum opus?
>>123453
>404
its over...
fluff it I'm linking it to dropbox.
Dropbox link:(https://www.dropbox.com/scl/fi/infcdmukjz2hl16cchc3x/Summer-wad.zip?rlkey=mgd699lw9s5j6if12tosmfyr1&st=h7hidm0z&dl=0)
>>123456
And the read me file has no text in it, jesus christ I hate myself.
Replies: >>123459
>>123458
nooo don't give up mr doom
Replies: >>123460
>>123459
don't worry, I don't think any 'boo' on here needs to know where the textures are from and what eroge did I get the midi from.
Replies: >>123461
>>123460
eroge?
what's that
c849bb42bee896a8f980c9cb29fb8806fbdaedbd4c1236aa95348e3eed578e6a.png U A
[Hide] (530.7KB, 1920x1080) Reverse
59d4f1a095aad1f0fbf36e125297e8c116246d00ce6a263b8cadf94ad30b95fd.png U A
[Hide] (729.9KB, 1920x1080) Reverse
6a72b6307994f3d83e37845b1172e9434b76fe9f415ac7e32f9147fd8023462c.png U A
[Hide] (348.9KB, 1920x1080) Reverse
>>123448
Map is very pretty and fun to play through. After obtaining the yellow key, I was lost where to go but eventually found the lift to the yellow door. Wish there was more after that door, the one caco demon is a bit lonely :(
Replies: >>123463 >>123465
9919642bb31562446051d79e5a327e0f7ece081c472aeaa1f9c4339cf72e0303.png U A
[Hide] (348.1KB, 1920x1080) Reverse
>>123462
uh wrong screenshot
Replies: >>123468
>>123462
thanks, and again I learned that I'm going to have to learn to manage my time in the future. Still wished I hadn't been lazy through out the summer.
ClipboardImage.png U A
[Hide] (1.4MB, 1920x1080) Reverse
Base Profile Screenshot 2026.07.05 - 18.43.39.82.png U A
[Hide] (488.7KB, 1920x1080) Reverse
>>123463
>didn't 100% everything
turbo fail
i couldn't capture the pic because it skipped the screen instead :(
Replies: >>125167
>>123456
Check'd and kek'd.
>>123456
nice
fennec mc.png U A
[Hide] (153.5KB, 834x479) Reverse
somethingburger
Replies: >>124169
>>124072
What is she looking at?
koth_ramps.jpeg U A
[Hide] (550.9KB, 1920x1080) Reverse
first tf2 map
Yikes I know this looks ass but this is only a block out and I promise it will look half okay next time
Replies: >>124673 >>124802
>>124665
orange you glad you blocked it out?
>>124665
I fear the power snipers will have there
Replies: >>124880
>>124802
snipers won
Replies: >>124881
d50a92126774a6d785da67c5b1602e297a0b9690d5bc81ec6d12092f17d489a0.jpg U A
[Hide] (27.4KB, 736x592) Reverse
>>124880
me resisting to mention the name that ends with k and starts with a letter that sounds like k also
charlie kirk
Base Profile 2026.08.09 - 12.28.36.01.mp4 U A
[Hide] (1.5MB, 1280x720, 00:05)
>>123468
i played it again just to prove that I 100% it
ClipboardImage.png U A
[Hide] (1MB, 2486x1344) Reverse
>>123456
This seems personal.
16e4hy (1).mp4 U A
[Hide] (4.7MB, 1546x858, 00:32)
long time no see, eh?
>>125338
now its an fps game? also the gun seems way too big compared to their body unless that's intentional
Replies: >>125377 >>125382
>>125338
>the mutant FN FAL/StG57 we have at home

>>125353
She is smol.  She has to be, to get into the gunner's position in a T72.
2026-04-24 18-42-07.mp4 U A
[Hide] (7.4MB, 1920x1080, 00:19)
>>125353
Infantry mode has always been a planned feechur
Replies: >>125420
>>125382
why does the grenade use a m1 garand ping and a sus ahh splat sound effect?
Replies: >>125430
>>125420
>grenade
Can't fool me.  I know an ice cream cone when I see one.
Replies: >>125445
image-4.webp U A
[Hide] (204.1KB, 1063x643) Reverse
image-5.webp U A
[Hide] (93.7KB, 800x526) Reverse
>>125430
you might be on to something...
Replies: >>125464
the forbidden ice cream is the tastiest.png U A
[Hide] (18.8KB, 640x480) Reverse
>>125445
I blame you for this.
Replies: >>125493
109 Sem Título_20260301034208.png U A
[Hide] (5.9KB, 273x273) Reverse
>>125464
heh,nice
There any good visual code game engines? Learning to code is eh I dont like it I’ll suck it up but then the  problem of keeping track of all my garbage comes up.
Replies: >>125498
>>125495
>visual coding
Purrlazy
Maybe scratch is your best bet gek
Just #learn2code nyagga
Replies: >>125502
>>125498
I can code (badly) I prefer game design over development personally.
>Make code.
>Fiddle with it until it works.
>Come back two days later.
>The fuck is this shit?
Replies: >>125509
>>125502
That’s why you leave comments under your code and use clearly defended variable and function names
Replies: >>125512
0f1e5891177d57924c663efaae25b8985c09bbab1bee9e60cca31204b10b6a71.png U A
[Hide] (126.8KB, 377x530) Reverse
>>125509
Comments are for the weak.  If it was hard to write, it SHOULD be hard to understand.
Replies: >>125516
>>125512
If it was hard to write some stealing or a tutorial was likely involved. Otherwise we’re brute forcing with if, and, or, else.
>>125516
Or else what? Huh? You gon' pull a switch on me in that case, Purrgem?
>>125516
Purrgem vibecoding arc when?
Replies: >>125559
>>125516
Just make a shitty todo list program in python or something. It’s the easiest programming language to learn and Godot’s GDscript is very similar.
Replies: >>125563
>>125541
Claude, make me GTA7.
Replies: >>125561
>>125559
Poof!  You're GTA7.

And don't call me Claude.
>>125545
I’m between godot and gdevelop, the point would be to bring a worldbuilding idea to life. I’m thinking a fps story sandbox game almost something like half-life or postal 2?
Replies: >>125565
Godot Engine 2025.04.27 - 11.46.25.01.mp4 U A
[Hide] (23.8MB, 1918x1078, 00:11)
>>125563
Boiii why does everyone want to make a retro boomer zoomer slop shooter nowadays? Good thing I'VE never fell for that trend...haha...
>>125565
Actually o was thinking something closer to hotline Miami almost where you go down in one or a few hits but so do the enemies.
Replies: >>125567
Godot Engine 2024.09.08 - 21.07.54.01.mp4 U A
[Hide] (42.8MB, 1920x1080, 00:29)
>>125566
Stop copying my abandoned prototypes, purrcoon...

Is it gonna be a tactiCOOL shooter or something more fast paced and arcadey? Military theme or something else like HM?
0a08ab13b9a51316352d79084d9b036ce64cc7ca2a423117225a3a8a9461fd9e.mp4 U A
[Hide] (9.6MB, 1280x720, 00:13)
>>125567
What about this one
Replies: >>125570 >>125578
>>125565
>>125567
>>125569
Best of Retro Games
>>125567
3d doe more taticool is the idea. Idea in my head is you can radar ping and therefore get the drop on enemies in the next room knowing their general location. Ofc enemies will be sweeping the building too so you also need to use your ping to make sure they don’t get the drop on you.
Replies: >>125574 >>125578
>>125573
Somehow doe I marry this gameplay to a more story based sandbox game as well.
Replies: >>125575 >>125582
>>125574
I'm not sure how confident I would be in your story telling abilities
Replies: >>125577 >>125582
>>125575
I’m here to lore dump not write 50 shades of grey.
>>125573
nyagga I was actually thinking about making a top-down isometric 3d shooter earlier today at work. It would have the same "story" I was planning for >>125569.

Something like https://www.youtube.com/watch?v=ZYNnP0PxNhc&list=PLNTm9yU0zou4pEFizUOVzcM5roBFYa1oN&index=12 is close to what I want to make.
Replies: >>125580
>>125578
I’m saying FPS doe.
Replies: >>125582
>>125574
>>125575
>>125580
>radar ping letting you see nearby enemies
>story focused sandbox game
>FPS
Are you making Halo?
Replies: >>125584
>>125582
Haven’t made shit yet dis the idea phase.
Replies: >>125586
>>125584
will 'coons and 'tsunes be involved?
Replies: >>125587
>>125586
No actually just humoids and a reptilian alien species.
Replies: >>125590 >>125591
>>125587
are the aliens just reptiles or do they have a COVENANT with other races?
Replies: >>125593
8e1c330b88419ccd1ee7cdafdca0696e07bec8339c50006e175d5c2264675831.png U A
[Hide] (168KB, 379x386) Reverse
>>125587
>>125590
>Im not allowed to do anything.
Just a race of dinosaur people that generally look the same minus color differences. The lore is like a billion come to earth frozen on an ark ship not expecting humans but since there is no home for them to go back to they take over and insert themselves in society. They’re not monsters and tell the humans and themselves that there’s equal opportunity and benefit in this new society but if you rule the world would you give the other species the same opportunity’s as yourself? This goes to the extreme with them even modifying the environment into a permanent foggy overcast to better fit their home. The freely elected human governments say this is perfectly reasonable of course, a small prices to pay for the boons these refugees bring. Essentially aliens ZOG earth and naturally some people are mad.
Replies: >>125594 >>125597
>>125593
>>Im not allowed to do anything.
Correct, you are only allowed to do one thing: make 'coon: combat evolved
>>125593
What would you do about assets considering you refuse to learn how to draw? AI? Commissions?
Replies: >>125598
>>125597
3d I was thinking simplistic blender models, ofc also free asset spam.
For textures we do this thing called cope and say “it’s a simplistic artstyle”.
Replies: >>125610
>>125603
not even purrcoon would stoop so low as to to use AI textures?
Replies: >>125613
>>125610
How the hell is ai gonna make textures in a consistent style over an entire game?
Replies: >>125614
>>125613
just say that the inconsistency has a hidden meaning about the moral of the story or something
ClipboardImage.png U A
[Hide] (883.6KB, 613x777) Reverse
ClipboardImage.png U A
[Hide] (287.3KB, 613x777) Reverse
ClipboardImage.png U A
[Hide] (170.8KB, 757x769) Reverse
>>125338
modelled a vest today. you trade one of your weapon slots for some extra protection on the chest hitbox
Replies: >>125737
>>125734
how in depth is the damage/healing system for infantry gameplay?
Replies: >>125741
>>125737
for the characters it's just the usual healthbar with input weighted by hitboxes setup. as for the healing system, there will be none haha
you switch to another crewmember if you get killed, if there's no one left, the mission fails
2026-08-14 17-52-37 (1).mp4 U A
[Hide] (12.2MB, 1920x1080, 00:12)
Replies: >>125865 >>125886
>>125844
looks good! i don't think she appreciates the makeshift ballistics rating test though
>>125844
they should shoot back if you teamkill
https://youtu.be/vZkAbeMLcvc?si=OQ1GFrX5vAsEw3CB

valuable tip for any aspiring ‘boo game devs stuck in tutorial hell
Replies: >>125918
>>125917
Currently I’m thinking how the hell am I gonna do intelligent enemy ai pathfinding. Currently best idea I can think of is it just generates a handful of nodes in a radius on a floor mesh that’s for the map and the nodes raycast to see if the player can see them. Nodes the player can’t see can be used for reloading as soon as the enemy can’t see the player, while those the player can see can be used for shooting as soon as the enemy sees the player.
Replies: >>125919
>>125918
>nodes
You’re making a game based off of tithe??? 🤯
Replies: >>125924
>>125919
A brilliant idea.  The game will spawn random nodes, who will chase the player, who plays as a meeb.  In order not to get punted, the meebs must gather parts for a weapon, the meeb beem.  The player must move backwards across the map to retrieve them, because the MEEBBEEM is a palindromic weapon...
ClipboardImage.png U A
[Hide] (131.9KB, 717x460) Reverse
Bump
I have been jumping between different tools, trying everything to see what I like/dislike, and right now working with the Hammer editor on a atk/def map. I spent weeks on creating a block-out, and now I need to texture/refine it for a first playable version. I'm stuck on how to do that D:

I was thinking of creating a new VMF file and making each room textured while compiling each step, and using this draft as a reference. Just not sure if that's a good/bad workflow?

Yeah, this DOGSHIT took me roughly 18 days to make. I did learn a lot about the editor so it was worth it. It also looks whack but I removed floors and skybox later on so it was easier to work on the layout. I have a good sense of scale in Hammer by now so it wasn't strictly necessary to make sure it was able to be compiled.
Replies: >>127360 >>127435
Taking the advice of pretty much everyone in the gamedev sphere i decided to start doing some small projects before attempting to make something complex but my problem is I have absolutely 0 ideas for any simple projects. I'm considering just biting the bullet and making a big game just because if it keeps going like this I will never make anything.
Replies: >>127357
gta-v-zootopia-crossover-v0-4gzsrjp3wity.jpg U A
[Hide] (164.5KB, 640x1137) Reverse
I would very much love to see a Zootopia game. Maybe a SWAT 4 clone/mod?? Or maybe a stealth game. Or even better pic related. Would be absolute vidya kino.
Replies: >>127344 >>127492
>>127342
reminds me of https://magic-nipples.itch.io/that-damn-fox
whenever it will come out that is
Replies: >>129151
>>127294
Make assets for a general idea of a game if you want to start working towards something, game dev requires graphics, sound design, music design, modeling, texturing etc.
550d96003ffed5e477eab4f67c8ca1bf9496151c5d4b226eb03f7a7228e0cd18.png U A
[Hide] (423.1KB, 725x474) Reverse
35aef7d0c567141ed88ae1cf8e0ae80bd7562639fbd11e681a53e7a5a1b4e072.png U A
[Hide] (470.5KB, 726x467) Reverse
26e594ac193060985a5ef79657f47b3da3078d71a2f9891a81a8b88aa06fec33.png U A
[Hide] (417.1KB, 724x469) Reverse
>>127160
It's slowly coming alive
Replies: >>127370
>>127360
cp_gorge inspiration?
Replies: >>127376
>>127370
Yeah, I figured the best way to learn is see how Valve does it. The textures will be a mix of cp_gorge and cp_powerhouse
Replies: >>127507
>>127160
Almost certainly doesn't need being said, but I recommend using Hammer++ if you weren't using that already. Have you ran through what the angles, timings, chokepoints and general scale of the map would look like and are satisfied with the result? It'll take far more effort and compromise to fix any issues with that once you've started working on the aesthetics and optimisation of the map (familiarising yourself with the basics of Source's occlusion culling system, func_detail, nodraw, lightmaps, etc. early on will save a lot of future work during the actual optimisation stage. The same goes for 3D skyboxes too, if you want to do one of those). You probably don't need to worry about these things too much for a not-super-high-concept first map. Decompiling various Valve maps and going through those in the editor to see how they handled things was very helpful during my learning process, they still made mistakes or did things sub-optimally even in their later maps (not "gamedesign"). Testing the map with a furriend and/or bots will be helpful, too.
>I was thinking of creating a new VMF file and making each room textured while compiling each step, and using this draft as a reference. Just not sure if that's a good/bad workflow?
Yes, save iterative copies of your map with a naming scheme that'll make sense to you when you eventually need it.
Replies: >>127576
>>127342
How moddable is SWAT 4, anyway? I was thinking that after the completion of my Warband furry mod, I'd like to mod a furry campaign into a tactical FPS. 
I never really saw any big mods for that game, but I may be blind and retarded.
And if not SWAT, what other games could serve as alternatives? There's the STALKER games, and there's also HL2, but that project didn't, uh, really pan out.
Replies: >>129150
>>127376
>cp_gorge
>cp_powerhouse
Hmm, those sure sound like places that would have   .
ClipboardImage.png U A
[Hide] (434.6KB, 829x461) Reverse
ClipboardImage.png U A
[Hide] (306.5KB, 821x463) Reverse
>>127435
I'm slowly realizing how long it takes to put things together in Hammer, I may have to speed things up by "kit bashing" various parts from different maps. Not a straight ctrl-c/ctrl-v but copying dimensions
>>125565
2 weeks ago? So when is this game gonna be done?
Replies: >>128373
>>128244
>2 weeks ago
more like summer of last year

not sure if I'll ever come back to it since no 'boo cares about "doom clone but with averi gimmick" slop
ClipboardImage.png U A
[Hide] (403.9KB, 1759x750) Reverse
ClipboardImage.png U A
[Hide] (352.5KB, 1536x729) Reverse
a 3D model of an AK-style rifle, this has never been done before in any point of human history
Replies: >>128606
>>128603
1. Bulgarian? At least the flash suppressor looks Bulgarian.
2. Nice use of detailed greebles added to the sides of the receiver, but if it's supposed to be a modernized AK I would expect it to have the optic mount rail on the left side of the receiver just above the trigger guard, even if the rail on top of the dust cover would theoretically make it redundant.

3.  Speaking of things I do not see sticking out of the receiver, the charging handle is missing.
Replies: >>129137
GameMaker7.jpg U A
[Hide] (83.7KB, 640x523) Reverse
Are the original versions of GameMaker worth playing around with?
image-9.webp U A
[Hide] (282.8KB, 1510x626) Reverse
image-10.webp U A
[Hide] (220.8KB, 1441x494) Reverse
20260907_005819.png U A
[Hide] (301.6KB, 568x472) Reverse
image-148.png U A
[Hide] (515.8KB, 559x545) Reverse
>>128606
eh i dunno. i based it off a merge of a chinese QBZ-03 with some AK-203 parts i made in photoshop
Replies: >>129140
>>129137
are there gonna be any tactiCOOL reload animations?
>>127492
im not familiar with modding SWAT 4 but I'm sure there's some dedicated autists out there.
classic 3D GTA tcm turning the map into zootopia would be britty cuul. I wanna be tony the tiger Montana running the underground black market night howler distribution scene baybee!!
>>127344
looks very cute. conker bfd mixed with max payne
[New Reply]
160 replies | 87 files | 54 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

- news - rules - faq -
jschan 1.7.3