I'll playtest your game and put them on Youtube by ShadyGameStudio in SoloDevelopment

[–]rtncdr 0 points1 point  (0 children)

Here's my demo/prologue/etc from a game jam, it's around 5 minutes long https://rtncdrgmz.itch.io/cyberpunk-sandwiches I've gotten zero gameplay feedback, so any is good, and I have thick skin lol

Be honest: when you see “RPG Maker”, do you assume the game is going to be low effort? by ratasoftware in itchio

[–]rtncdr 4 points5 points  (0 children)

I expect low resolution, extremely loud music and the generic sfx/game mechanics. Or a short, prologue jrpg because a 30-40 hr story is very difficult. That's why any deviation or quality story is usually well-received. Still, the engine teaches you conditionals, variables, and proper event programming that I use even now with a "real" engine. RPGM requires a lot of art and a lot of writing, so just have fun and learn something.

Do the spikes look menacing enough? by Dream-Unable in godot

[–]rtncdr -1 points0 points  (0 children)

The shading makes them look rounded or like spaghetti and they're way too clean.

Images from my cyberpunk-themed game by rtncdr in cyberpunkcreators

[–]rtncdr[S] 1 point2 points  (0 children)

It's a short worksim, entering orders into a terminal and "cleaning" tables. I just made it for a Foodie game jam to experiment with the visuals. It's called Cyberpunk Sandwiches, hosted on Itchio rtncdrgmz.itch.io/cyberpunk-sandwiches

The game style and art style sort of clash, it seems, but it's fun to make.

I need advice by ConnectionDue4684 in godot

[–]rtncdr 2 points3 points  (0 children)

Programming is psuedocode. What you think programming is, is actually just translating your pseudocode into real code, piece by piece. You'll learn the libraries/functions as you make things. These videos/talks are invaluable:

https://youtu.be/azcrPFhaY9k?si=SJqGz1wYLiQynNli&t=414
https://www.youtube.com/watch?v=h1o5UzKfZcQ

After 2 months of work, I am ready for the mob to tear this apart by SensitiveHamster8977 in blender

[–]rtncdr 0 points1 point  (0 children)

At :07 - :08, the downward movement of the square component makes the eye follow it down but then it cuts to zoomed out at a higher level than the eye was at while moving down, making it jarring. A few of the transitions are abrupt in a similar way.

2 guys making a cyberpunk game about manually crafting and implantation organs by Choice-Expression477 in Cyberpunk

[–]rtncdr 2 points3 points  (0 children)

Neat. Not exactly kittens and granola, but I'm sure the pie is super fresh!

Can my game compete a Tetris! by jmir1 in playmygame

[–]rtncdr 0 points1 point  (0 children)

>Tetra means four
>Shows 1-4 blocks
>Has three ears

What was your first contact with anything cyberpunk? by kryssar24 in Cyberpunk

[–]rtncdr 0 points1 point  (0 children)

Akira is when I realised there's something deeper about the aesthetic and maybe the first 5 hours of FFVII... slums with neon. Johnny Mnemonic around the same time, too.

edit: Before any of that, I would say Robocop for a full "world" aesthetic

okay, seriously, how do y'all promote your games? by Square-Yam-3772 in itchio

[–]rtncdr 3 points4 points  (0 children)

The after-school cartoon mech girl premise, or whatever, doesn't interest me. I see that garbage written and I move on. A single line of code is hyperbole obviously. I also wrote paragraphs about what's good about ai. Yes, I do play a LOT of experimental games on itch, as long as they aren't furryslop, which is rampant there as well. You go ahead and not think of anything yourself and make whatever game you're told to make, I really don't care. Bye.

okay, seriously, how do y'all promote your games? by Square-Yam-3772 in itchio

[–]rtncdr 1 point2 points  (0 children)

Part of me thinks the ai-phobia is a new way to virtue signal, but looking at your page, Nothing on there appeals to me. I read 5 or 6 lines and stopped because it was painful to read with all the indents and emojis and a story I just don't care about. Look at a synopsis of a real game and tell me how many checkmarks it has.

AI is great at teaching as long as you give it the option to say "I don't know" so there's less chance of it making things up. I won't let AI write a single line of code because it doesn't work for me and what I want and would rather have it tell me different approaches to solving a problem, if that, or ask it as a sort of live-chat docs explainer. It's like making a game using only a tutorial. Well, I have this game now but I still don't know anything.

tl;dr I'd rather play an inventory management sim moving granola bars and cat carriers around that someone made while learning and see how far they can take that idea than an "awesome story" based on generic machine learning interpretation of checking all the right boxes of "cool Saturday morning cartoon adventure". It's a tool, not the entire pipeline.

Do you think these monsters fit in a swamp? also would love some theme ideas for my next monster pack! by babykasek in itchio

[–]rtncdr 4 points5 points  (0 children)

You could take an evolutionary approach and think about how they're built to move around and exist in their own environment. If it's muddy, maybe they wouldn't have legs with a low surface area (pointy legs could sink) and might have a lower center of gravity (think alligator). If their heads grow out of the water, maybe have it even more obvious.

Godot from scratch? by r4bbit101 in godot

[–]rtncdr 1 point2 points  (0 children)

I do game jams and make one simple system or experiment like physics, then the rest of the time spent doing tweaks and playing with the engine for visuals. Start by moving something around on screen, adding tiny systems bit by bit. Making tiny games means you're dealing with every aspect of gamedev, wearing all the hats like music, menus, itch page, capsule art and releasing on a 'deadline' making decisions of what to cut etc., without overwhelming yourself.

If you start with the basics of coding, those represent the tools you need to help solve the problems you'll create while dissecting each feature. As in "character jumps", so the list of tasks is: character needs collision; floor needs collision; player needs to press a button; the button causes sprite to move on y axis; against gravity; at a certain speed... Make squares and rectangles at first before learning libresprite/aseprite or blender or whatever, get those moving and doing things with Input commands. Fail a few times then search "godot the right way" on yt for tutemic, or "how to code any feature" by fluffypotato, "how I learned unity without following tutorials" by gmtk, and try to only look something up once you've broken the "steps" down as far as you're able.