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/vt/ - Virtual Youtubers


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File: 375 KB, 1592x890, CauldronPrototype2.png [View same] [iqdb] [saucenao] [google]
53951869 No.53951869 [Reply] [Original]

How is mine going? What do you think of the UI of the shop? I still will add some more stuff like a fuse itens thing and a reroll the shelf options, but I'd like opinions. Also on the AquaMarineGo, I'm making it a minigame, should I keep it as a ship model like I drew it or should I make it an arcade behind the counter?

>> No.53951976

>>53951869
So, for some more context. I have been working on this Cookie Clicker inspired game for quite some time (if you don't know, the gameplay loop is to click a cookie, and with it you gain cookies to buy buildings that auto generate more cookies for you).

As it stands, the gameplay would be, beyond the basics of just buying buildings to generate nuts, but to also buy Hololive themed itens that will have strange effects and quirky descriptions, as well as a cauldron in which you can mix itens together in a collab sort of way. I'm also planning for achievements, collecting voice clips, and a gacha sort of machine that is played by redebutting, which is essentially what I call New Game+. Most importantly, Risu will be right there, on the center of the screen, chatting with the player from time to time, both in the main screen and in the shop (called the cauldron)

>> No.53952010

>>53951869
looks cute

>> No.53952081

>>53951869
I had this idea for a movement shooter focused on melee about going through chuuba underworld, but I've only messed around with slapping together a character controller so far.
Your game looks cute though. In terms of UI, a recommendation I'd give you is to try to have your pixel art stick to a single resolution, varying the pixel size like this looks a bit sloppy. The overall layout is nice though.

>> No.53952160

>>53952081
Movement shooter like the Flare megaman thing?

I drew all the items in 64x64 and the background is 320x180 for full HD, but some of the items don't fill the whole canvas when I draw them (most notably that Asacoco plug tail looks awful), and look comparatively tiny to others that do, so I increased all their sizes to 1.7x more. They look REALLY small compared to the whole screen too if I don't do that. I don't really know how I could fix it.

>> No.53952399

>>53952160
>Movement shooter like the Flare megaman thing?
No, more something like Quake or Ultrakill (including the PS1 graphics kek).
Increasing the size of the sprites is fine, it's more that ideally you'd want all the objects on the screen to have pixels of the same width.
So, if the display is 1080 pixels wide, and your background is 320 pixels wide, that means each background pixel is about 4 "screen pixels" wide.
But then you look at the Anya kris and it seems like each "kris pixel" is 2 "screen pixels" wide.
So there's this visual clash between the two.
I think it would look pretty good if you either increased the size of the sprites further to match the background, or re-drew the background with smaller pixels to match the sprites.
There's nothing wrong with having "large" pixels as long as it's uniform.
Ideally you'd want to create a matching pixel art sprite for Risu too, but that might be a difficult spriting job.

>> No.53952416

>>53951869
Btw the Risu is just a template. If any artists would like to help me with this feel free to speak up

>> No.53952564

>>53952399
> Like Quake
Dude...how? Those boomer shooters have insane sprite work, that stuff needs to be made by whole ass teams. I don't mean to demoralise you but for example if someone here were to say "I want to make a soulslike Hololive game", I would definitely tell them to think about how much work that would entail.

I don't think with my level of skill I can increase the sprite sizes any further (to 128x128), 64x64 is the limit of what I can do with a pixel art canvas for detail. The main issue is, like Coco's tail, or Anya's dagger, that they are either really wide or really tall, while the square shaped ones can just fill the whole 64x64 canvas no problem. Thus, the tall or wide ones look really scuffed. Where I to find a work around for this, it would look better, but there isn't one other than making a canvas size for each item as far as I'm aware, which kind of defeats the point

>> No.53952621

>>53952399
Also like I said >>53952416, the Risu there is just a template for where a Risu sprite would go. I'm looking for someone to draw her for me, I found one person but they are really slow and frankly, not that good. I might ask them to help me with something else, or I might just draw it myself, it isn't a huge priority since her purpose is entirely cosmetic, but all the same it would be nice to get it out of the way

>> No.53952903
File: 16 KB, 167x181, 1681937954248496.png [View same] [iqdb] [saucenao] [google]
53952903

>>53952564
I wouldn't go for the billboarded sprites approach, I'm not a great spriter and those are a fair bit of work as you say. I'm much better at modeling than spriting so I think asset-wise stuff like picrel would be achievable, if I make good use of royalty free textures and such. I'm more concerned about level design desu, I have less experience with that.

Nah, I don't mean increasing their resolution of the sprite, just scaling them to be bigger, IE x3.4 instead of x1.7. That's to handle the "pixel size" mismatch issue. For your problem of aspect ratio though, it kinda sounds like you'd be better served by drawing Coco's tail in a 32x128 canvas, or something like that? Is there a technical limitation that forces you to only use square canvases?
>>53952621
Ah, that's good. Commissioning stuff can be tricky...

>> No.53953855

>>53951869
looks cute

>> No.53954112

Btw anon if you ever don't feel like making a thread feel free to drop by /log/, anon fan games are being discussed there it seems.

>> No.53954304

>>53951869
A. Make the Risu in the same style as everything else there.

B. I await my laptop fix to get going. Hopefully they dont postpone it this time...

>> No.53954333

>>53954112
That's true.

T. BFA dev

>> No.53954927

>>53951869
I’m not making one.

>> No.53956436

>>53951869
Is it a boomer shooter.

>> No.53957665

>>53956436
No it isn’t.

>> No.53957930

>>53952903
Consistency is what I mean by drawing everything in 64x64. And 3.4x would look huge, each item would be half a shelf, idk what you mean.

And no, I'm not commissioning anyone. This is a passion project after all. If they wish to help, it is for free

>> No.53959255

>>53954112
My game doesn't have lore, I don't think it fits

>> No.53959832

>>53957930
Sticking to a single square canvas size is common if you're like, making a pokedex, but since you're making various objects with different shapes I don't think it would be an issue if you used a non-square canvas, if you're drawing something that doesn't fit well in a square.
I think everything would fit if you put more stuff on the table... Unless you want more objects, then you couldn't make them much bigger. If you don't want to change the resolution of the background I guess you'd want to change the resolution of the items to 32x32 and keep them the same size, then. But the marine tissue box and some others would be hard to read then. I do think it'd be the least work to draw the background at a higher resolution.
Ah, well free art... Well, you get what you pay for, be prepared to make it yourself kek.

>> No.53960764

>>53951869
>>53951976
Looks great - godspeed for putting in the time and effort to do something like this OP

>> No.53961012

>>53960764 (me)
forgot to actually give advice/feedback: as someone who has played a lot of idle/incremental/clicker games (cookie clicker, clicker heroes, realm grinder, what have you) I would recommend to make the prestige mechanic something that doesn't just result in numbers going up slightly faster during the next run.
The best examples for prestige mechanics well done I can give are realm grinder and to a lesser extent idle wizard - I am unsure how well something similar would translate over to your game but I am sure you can make it work. Ganbare!

>> No.53965666

I need to start mine admittedly

>> No.53965862

Don’t bother, it’s a fuckton of work that your oshi won’t appreciate beyond a single stream. It’s just a glorified akasupa to her, a pathetic display of groveling at her knees that she won’t ever reward with affection of any sort. The rest of her simps will feel threatened and shit on you at best, try doxxing you at worst.

t. Made a fangame for a VTuber

>> No.53966014

>>53965862
I'll try anyway cuz I wanna contribute something

>> No.53966146

>>53966014
Contribute to what, exactly? More free shit to a bitch that gets paid to be a pretend daughtersisterwife for a bunch of strangers she looks down upon?

>> No.53966317

>>53966146
You're just describing all women at that point

>> No.53966677

>>53965862
post game

>> No.53967079

>>53951869
As someone that played quite a few idle and incremental games I have a big to you
Give it an ending
Like seriously, an ending is important, fuck make it have multiple endings even
But endings in general make the game way more appealing and easier to stomach for casual players, non-casual ones too really

>> No.53967485

>>53951869
Mine's technically finished, it's just at the end stages with fixing all the minor bugs, slight balancing and portraits for each Holomember. It's a Fire Emblem hack

>> No.53968950
File: 737 KB, 984x985, r rearry.png [View same] [iqdb] [saucenao] [google]
53968950

It's coming along well, actually. I'm pretty wary about the scope, but it seems like every day I grind out a new scene, so things will probably work out in the end.
I'm trying to think of fun extras, but given nobody really paid attention to the extras last time, I might just spend that time adding a couple more scenes and getting everything in order.
It's gonna be a long way til I'm finished, but I hope my present pace keeps up.

>> No.53970011

Haven't started yet. I want to make a 3D game, and every time I settle on one of them to make a game for, they yab super fucking hard.
Also, I have not skills. It'll probably never happen, but it's nice to plan as a hobby.

>> No.53970968
File: 74 KB, 900x900, 1683063600696475.webm [View same] [iqdb] [saucenao] [google]
53970968

Seeing this thread makes me wish /fuggg/ or /vtgdg/ still existed, but I guess there's really not enough interest to sustain a general. Anyway, the closest thing I get to game dev these days is adding godot tutorials to my watch later, so I'll just cheer you all on in the sidelines. Good luck!

>> No.53971037

>>53970968
Shit, forgot to turn randomize filenames off, pixel art is by @760ml_eri, not anything of mine.

>> No.53974365

>>53967079
What's the ending of a clicker game like?

>> No.53974772

>>53974365
Clicking the X to close.

>> No.53977123

>>53970968
Devs lazy

>> No.53977406

>>53977123
A little of that, a little of this board being anthetical to anything positive. /fuggg/ wasn't just for game devs, it was just for general fan game discussion, pretty much was just pure lack of interest. Maybe if we pointed out h-games were on topic, it would've died slower. /vtgdg/ dying was a mix of devs lazy, and also a nijisanji hating schizo viewing it as enemy #1. Even though there weren't even that many niji fans in there, from my memory.

>> No.53978799

>>53977406
I post to get ideas but rarely do I get anything so I don't do it much

>> No.53978837

>>53978799
We need to get some idea guys in here. I know someone wanted a vtuber tamagotchi.

>> No.53979100

>>53978837
We need to get less idea guys in here. Hsrdly anyone finishes their project. Only one by my count

>> No.53979309

>>53979100
Yeah, but we're not even going to get to one picture of it released, and then it heads into the void forever stage if we don't have any ideas. Who are you thinking of with finished projects? I know there's this one. https://play.google.com/store/apps/details?id=org.godotengine.ggmana And I don't know if it's finished, but Ninisanni Scenario is pretty far in, isn't it?

>> No.53979498

>>53979309
I was talking Ninisanni Scenario. It was finished the first time I heard about it.

>> No.53979553

>>53979498
I was just wondering because, well, that anon is right here >>53968950 talking about working on stuff. Or at least I'm assuming it's him, because it's the sprite style from that game. A sequel, maybe?

>> No.53979670

>>53959255
Lore is kind of an arbitrary thing, stuff like "why is Risu sitting there? Why is this place called the cauldron? What is that press for?" are lore of sorts. Enough to post on /log/ anyway.
Same goes for other /vtgdg/ projects. Autism has to stick together to keep a thread bumped on this schizo-filled fast-ass board kek.

>> No.53982136

>>53979553
Oh yeah that's probably him, I didn't even notice. I think he has mentioned a sequel before, probably talking about that

>> No.53983895

Nobody commented on my AquaMarineGO miniature question...

>> No.53984091

>>53983895
It's kinda hard to answer without knowing what the minigame is or what the arcade would look like. I think the ship looks pretty cool already, nothing wrong with using it.
I do now notice that it has a different pixel size from either the background or the objects though kek.

>> No.53984524

>>53951869
>>53951976
I have played literally all the clicker/incremental games. I would help test this for you.
The biggest issue games like this run into is either the creator is a genius at math but uses programmer art, or knows how to art but can't into diminishing returns/exponential gains/creates "idiot trap" upgrades that do nothing etc.
Either way, I wish you the best of luck.

>> No.53984680

>>53984524
I want to make this easier than cookie clicker, but still provide a challenge for the idle clicker no life fans so I'll definitely need some experts with these things to help. I think I will make the early and midgame easy up until the point where you usually ascend, and then the endgame can be the usual

>> No.53988083

>>53984524
You got a Discord? Can't promise I'll message you immediately but it will be useful to have a contact for this

>> No.53988647

>>53988083
Yeah, sure do. I'll add you though if you don't mind.

>> No.53989435 [DELETED] 

>>53988647
namelessname338

>> No.53989775

Laimu played mine on stream today :)

>> No.53991490

>>53951869
No links?

>> No.53991559

>>53991490
Links to what?

>> No.53991816
File: 2.63 MB, 1536x864, sekuhara.png [View same] [iqdb] [saucenao] [google]
53991816

>>53979498
>>53979309
Yes, it's finished. I've updated it twice, but only for bugfixes and typos. What you see is what you get.
>>53991490
I'll give you a link, bud.
https://dullachan.itch.io/ninisanni-scenario
No need to thank me or anything. I do it for free, after all.
>>53989775
Naisu. That has to be a weird feeling though.

>> No.53992321

>>53991816
That's a waffle shop though

>> No.53993080
File: 1.61 MB, 1920x1080, 1679039320100808.webm [View same] [iqdb] [saucenao] [google]
53993080

>>53992321
Ice cream comes in waffle cones. These ice cream shop owners are quite the multitaskers

>> No.53994321

>>53974365
Sadly it's usually this
>>53974772
But outside of that it's games like Universal Paperclips or SPACEPLAN

>> No.53998268

>>53994321
The first time I heard this during Universal Paperclips I lost it
https://www.youtube.com/watch?v=0q3DR8q3-UY
It's a great way to experience existential dread around the power of exponential growth. Especially when you realize the Universe was doomed as soon as the ticker moved from 0.0000000000% to 0.0000000001%

>> No.54004243

>>53991816
You've convinced me anon. I'll try this out.

>> No.54006522
File: 724 KB, 984x985, r ha.png [View same] [iqdb] [saucenao] [google]
54006522

>>54004243
Awesome!
Feel free to let me know what you think, good and bad. Always love the feedback. It helps with future works!

>> No.54008900

>>53977406
Are there H Hololive fangames?

>> No.54009010

>>54008900
Quite a few on DLsite, yeah. >>50225526

>> No.54010801
File: 138 KB, 1597x900, NutClickerPrototype.png [View same] [iqdb] [saucenao] [google]
54010801

I drew Risu and now I have to tell the person I asked for help that I don't need them anymore... This is going to be awkward. Maybe they can still help me with something, idk

>> No.54010925

>>54010801
Also, I need ideas for what should I put on the shelves of this screen (not the bookshelf on the right, the ones around Risu) since I'm moving the shop to another screen. Maybe I should put the minigames here for easy acess? But I'm open to suggestions. I want to make good use of my UI space if possible, so I'm trying to avoid purely cosmetic stuff, but you can suggest that too if you have good ideas.

>> No.54011094
File: 17 KB, 332x428, Example.png [View same] [iqdb] [saucenao] [google]
54011094

>>53952399
I finally realized what you were saying and how bad the situation is. I needed to make the dagger be this big for its pixel size to fit with the background pixel size, which is pretty insane. I'm wondering what the fuck I'll do now. I really like the sprites I drew. I'm hoping there's some solution beyond throwing them away and sizing the canvas size down but I'm guessing there isn't.

>> No.54011157
File: 88 KB, 1920x1080, Cauldron-1.png (1).png [View same] [iqdb] [saucenao] [google]
54011157

>>54011094
In hindsight, the fact that the piggy bank was this big when I pasted it into my drawing canvas should've sounded off an alarm in my head. I'm going to have to redraw every single one of my item sprites with the background as reference for their sizes.

>> No.54011597
File: 772 KB, 984x985, r wa.png [View same] [iqdb] [saucenao] [google]
54011597

>>54010801
That's a great sprite, better than I could do, gj

>> No.54011700

>>54011597
Thanks. I'm kind of having a mental breakdown as I realize that prety much everything besides the UI was drawn in the wrong pixel size, but at least the Risu turned out good. I asked for feedback before way back, and was told my pixel sizes were a mismatch, but I didn't understand it until just now, having spent like 30+ hours drawing the items and buildings.

>> No.54011765

>>54011094
I think it might be easier to just redraw the shelves and the background at that higher res. They're not too complex or intricately shaded compared to the objects.
Or find a sweet spot in the middle. Scale up the objects just a bit, from 1.7 to 2.0 or 2.2 or something, and draw the background to match that. I think the sake bottle and marine tissue box are a bit too small to see your nice sprite work on them properly.

>> No.54011999
File: 35 KB, 1024x1024, ShopItens2-2.png (1).png [View same] [iqdb] [saucenao] [google]
54011999

>>54011765
Nah, they look unaturally large if I try scaling them up. I really like my Marine's tissue box art. I'm quite satisfied with the UI, I prefer redoing the items over redoing the UI, so I'll take the lesser evil.

>> No.54012079

>>54011999
Good luck anon!

>> No.54012177

>>53974365
It's called reaching the end of current content and waiting for new game mechanics to be released in another update. Though usually when it comes to incrementals they're either built such that they initially have an ending that the player reaches after a couple dozen prestiges/resets or they come after a dozen updates over the course of years and the devs running out of numbers that normal JavaScript can support.

>> No.54012524
File: 738 KB, 984x985, r ojou.png [View same] [iqdb] [saucenao] [google]
54012524

>>54011700
That's the curse of pixel resolutions. They're such a lovely aesthetic, but drawing them takes more skill than drawing something in regular resolution. You have less colors to work with, you have to be precise about your contours and all sizes have to match to make the aesthetic perfect.
Additionally, zooming, rotating, and panning become basically unworkable, as it messes up the size of the resolution (though that's probably more a concern of mine and not yours).
They are a fine art. Don't fret though, it's all a learning process.

>> No.54014060

>>53965666
Do it

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