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/agdg/ - Amateur Game Dev General

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Thread replies: 760
Thread images: 161

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Give feedback on demos!

> Current Demo Day 12!
itch.io/jam/agdg-demo-day-12

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>165051175

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>165111758
>>165111654
>>165111462
>>165111382

Personally I hate, for example, Dark Souls inventory because there's too many icons that don't give enough information just glancing over

I don't know how many times I've been looking through my inventory for just one specific item and have no idea where it is
>>
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>>165111629
Best show about gamedev?

http://www.dailymotion.com/video/x4zqead_code-monkeys-s01e05-just-one-of-the-gamers_fun
>>
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do you like this menu?
>>
I just implemented A* search for enemy pathfinding.

This is the first time I have ever used anything from my Artificial Intelligence classes.
>>
Dialogue system is nearly finalized. Cursor finally shows up now so I can actually feel better about putting the game up on itch.

Hopefully I'll have a build up soon for everyone to ignore.
>>
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>even shortstackified, the style doesn't really work

dang it
i'll just try out another style then i guess
>>
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Posted just as the thread died.
Reposting in case fraukidev misses it:

Frauki feedback
>browser build runs like poop
>desktop "build" (it's just packing it with webkit isn't it?") runs good
>game feels nice and fast
>like the graphics and sound effects
>Frauki a cute
>welcome back to this shithole, I missed your progress

Cons:
>controls feel too slippery, please make them tighter by reducing that acceleration/deceleration
>game starts in windowed fullscreen and can't go to a windowed mode by pressing alt+enter or anything
>>
>>165111995
Yeah I like it, reminds me of the gameboy Zelda game's menus.
I like the map a lot.
>>
are there any /agdg/ success stories?
>>
>>165112092
I love this but it looks too detailed and it will take you ages to animate. Reduce the color count and resolution a bit and you have something feasible.
Look at momodora4 for example.
>>
>>165112115
not this guy but I have Frauki feedback too.

For some reason, X360 controller's analog sticks doesnt work, but d-pad does. Is this intentional? You might want to let player use analog sticks to move.
>>
>>165111995
I scrolled through your tumblr and couldn't find any item list or anything, but I see you got a boomerang, a bow thing, and a few other classic staples.

Should be good.
>>
Is 16-bit color enough for a game?
>>
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What color grass tile set for this level is acceptable agdg? (look on the path where boku is).
>>
>>165112307
http://homph.com/steam/
>>
>>165112307
Sure, there's a few games that came from AGDG and made splashes. Risk of Rain, etc.

If it counts, I'm a developer who hangs around here and, though I haven't launched any projects from my own personal hobby-library of prototypes and such, I have worked on two moderately successful games that combined have some 200k+ units sold.
>>
Tutorials were a mistake.
>>
>>165112512
in which regard?
>>
>>165112404
Grey muddy is a spooky one
>>
>>165112359
>analog for 2d platformers
I don't disagree with letting users remap but who plays 2d platformers with the analog?
>>
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>>165111950
I agree. It's why I'm not really a fan of grid inventories except for in games with very simple sets of items, it works well in Minecraft for example.

But for a game like dark souls and Skyrim it's better to have an inventory list that is separated into tabs (weapons, armor, books, etc). This is why I like SkyUI. Of course there is still scrolling in SkyUI, but it takes a lot more items before scrolling needs to happen. It's easier to scroll, and you can easily sort the inventory. Inventory should be the easiest thing in a game to navigate.
>>
>>165112404
will you just be using the one grass colour? The red and the green together would be nice, like by green areas and red paths
>>
>>165112512
I bet you've played more tutorials than you know. Good games camouflage the tutorial within the first few levels. Guiding and teaching you with an invisible hand.
>>
>>165112726
Do you have an example of grey muddy? Sorry to ask.
>>
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>>165112404
You want desaturated colors for this kind of area.
More greys and browns like the other guy said
>>
>>165112768
every time I see Skyrim's original UI I just sit and think what happened. how can someone make something so bad. someone got paid to make that
>>
>>165111990
>>
>>165111990
>trailer
https://www.youtube.com/watch?v=g9VNmv5fQFA
>actual show
https://www.youtube.com/watch?v=MMcy2oAQ9p4
https://www.youtube.com/watch?v=McPmECfNFDM
>>
>>165113163
Thanks for the example il try to match this colour pallet.
>>
>>165113051
Yeah that was the brown one in your scene

Will the soundtrack become spooky?
>>
>>165113163
>>165112726
Do not give bokudev advice. He does not listen, do not reply to bokuposts.

We have been trying in the discord for years. He just ignores our posts.


>>165112404
Btw that level needs work it looks awful and has clashing art not that you would listen it should all be blocks.
>>
pixel progress

Taking a break from learning 3D / Unity to slip quietly back into my 2D comfort zone for awhile
>>
>>165113572
>flat out lying

Bokudev took feedback and advice just recently.
>>
>>165113572
>Being this mad a yesdev chooses to not listen to your shitposts you call feedback so you meme he doesn't listen to everyone.

attaching drama to every yesdev is getting fucking annoying. Notice how it seems to come from discord/steamchat?
>>
Do not give nodevs (You)'s. They do not have games, do not reply to nodevs.
>>
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>>165113608
>filename

Make his hook hand fire out like a hookshot, that'd be cool
>>
>>165113813
no
>>
>>165113760
It doesn't come from there it just ferments there.
>>
>>165111995
does this help, from what your giving me, I can see the bottom right is a map easily enough, so that's good, and I can also infer that each square marks up where the screen boundaries would be,

after that, why is the floor option here? show me just what the overworld would look like, or just a dungeon.

then from there I'm left to guess that the top right are quick items of some sort I can equip at any time, then to the right of that is maybe... tabs?
or are they more items? what lead you to seperate items into multiple boxes on screen?
then above everything I can tell that this would be the hud that displays while playing the game unpaused. Otherwise, not sure why you have so many things seperate.
>>
>>165113572
>discord
Stopped reading there.
Discord and steamchat can kindly go away.
>>
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I'll be finalizing these crawling animations tonight. What can I improve here?
>>
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>>165113572
>>165113572

I wish this meme would stop to be honest.
>>
>>165113760
I'm glad we aren't linking them in the OP anymore.
>>
>>165112307
I am pertty sure the stardew valley guy worked here.
>>
>>165114075
Feels like watching a cutscene with a Cloverfield cameraguy
>>
Worth noting that there's at least one troll hanging around in /agdg/ who has made it his goal in life to do nothing but generate drama and derail threads.

If the drama you see in this thread feels manufactured, it probably is. Do not respond to dramaposts. The only way to get rid of someone who wants to be a court jester is to ignore and report.
>>
>>165113909
That's the plan! Gonna try to figure out some kind of pseudo physics grapple system, like from Super Metroid or Castlevania IV. Never done anything like that though
>>
>>165114075
hand is a little tight fisted, maybe he claws at the ground, looks good to me though.
>>
>>165114081
I feel you man. I also wish the meme of anons going to chatrooms to be namefags would stop.
>>
>>165114243
Fuck yeah, is he gonna have any other weapons? Like a pistol or some shit for MAXIMUM SWASHBUCKLING
>>
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>>165114014
They run the show. Demoday is their thing. Most of the jams too.
>>
>>165114293
>Anons going to chatrooms to be namefags
There's much better actual dev discussions going on in there than these threads. You have to have a name in Discord.
>>
>>165113314
>you will never be a rich successful ideagirl
>>
>>165112768
christ that is so much information. I'm missing context though, if you have a player playing through a whole game, and know what items they've picked up, then giving them a million items in a menu isn't exactly wrong, some people dig organizing menus and having a bunch of items placed exactly where they need them. Look at other games like the RE4 item menu.

More specifically, what kind of items are in your game/how many items will they pick up/ how fast do you want them to have access to it. I might be able to draw up a system for you in illustrator or something.
>>
>>165113314
WE
>>
>>165114338
I have a boner for flintlock / antique pistols so definitely. It's going to be a pirate themed spelunky-like. I've already replicated spelunkys level generator before and it was surprisingly simple
>>
>>165114429
>Implying there is a separation between discord and agdg threads
We're all the same group of people, RIGHT?
>>
>>165114575
Looking at your artstyle, are you DungeonBreak dev?
>>
>>165111950
maybe you have a tab for "Most recent pick up"
I found in bloodbourne I would be mashing X while picking up items and then I didn't see the name of something, then wouldn't be able to tell what I got that was new when I went back and checked inventory.
>>
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Submission time is almost over, can safely assume all the games are up.

What's your final verdict on the demos? Favourites? Hidden gems? Anything you would like to tell the devs?
>>
>>165114646
I refuse to use discord.
>>
>>165114679
N...no
(yes)
>>
>>165114847
CALLED IT.

Sneak your goofy skeleton shopkeeper into the pirate game.
>>
>>165114706
You can assume it, but mine still isn't up. It will be in before the submission period's over.
>>
>>165114706
>can safely assume all the games are up
Theres always a small burst at the end
>>
>>165114520
Well the menu automatically organizes, and having it split into categories makes it very easy to navigate and find what you want. The menu can be sorted by name, weight, type, damage/armor value, etc. The menu has favorites as well, making it even easier to set which items are important.
>>
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>>165114081
>>165114646
>>165114429
Its just become a separate meme from the threads, mainly one held in the discord that bokudev doesn't listen to feedback Iv watched the event unfold. I for one love to lurk in there and research it analytically because iv seen this repeat throughout agdg's history long before bokudev I mean look at risk of rain before that took off.

You people that go on the thread forget about discord or steamchat but its really a separate agdg culture at this point. Alot of it is filled with yesdevs or at least those of us who actually actively dev. I love posting my patreon porn from time to time.

You can also imagine the amount of circle-jerking about GOOD work that goes on in there I mean lets face it, discord has less nodevs or source posting even much more progress is going on in there or at least gets posted there for instant replies.
Now imagine there being some yesdevs in there that don't like other yesdevs work, there may be some who are jealous of circejerks not ALWAYS being on their game; its becomes a simple notion to create a negative condescending meme about your opponent and try to spread that meme to cover the truth of that yesdevs actual actions.

Iv seen it repeat over and over again. Best of all to the agdg games that have the most potential for success.
TLDR; The discord is full of people that dislike potentially successful games because of the jealously that surrounds them wanting a hugely or even potentially successful game of their own. Memes are created to SHUT people down.
>>
>>165114706
Fuck off, the submissions aren't done yet.
I don't play any of the games until submission time has finished.
>>
>>165114646
You know how french people spit to show disgust when you mention someone they hate? That's what they did when they were still steamchat whenever anyone tried to mention agdg. I got tired of the hypocrisy considering whenever demo day started or one of them was trying to start a game jam they acted like they were official agdg.
>>
>>165115258
alright hold up bubba I'm gonna hit you with a summer of graphic design internship experience.
>>
>>165114931
Haha I use the same shopkeeper in every single game. Same shop theme and everything, although he's a human in non-fantasy games.
>>
>>165115482
>>165115312
Sounds incredibly cancerous. Why do we still let them submit games to our jams?
>>
>>165112456
>unfinished but heavily advertised stuff selling 10x as much as finished games
Guess early access is the way to go
>>
>>165115312
>TLDR; The discord is full of people that dislike potentially successful games because of the jealously that surrounds them wanting a hugely or even potentially successful game of their own. Memes are created to SHUT people down.
Truth.
>discord has less nodevs or source posting
Not true unfortunately. Many of those chat faggots have no game and source shitter has always been from chat.
>>
>>165113572
He has taken plenty of advice from the /agdg/ thread and he has gotten leaps and bounds better for it. Maybe stop giving shit advice?
>>
>>165115569
Just because they think they're exclusive (as all circle jerking cliques do) doesn't mean we need to be. The reality is they want to be a part of this party and have their own private party, but everyone in the main party knows the private partyers are faggots. And 4chan has never been a private party.
>>
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So I made that change I was thinking about. Now hitscan attacks aim in a direction and automatically attack when they reach an enemy. Projectile attacks still require a manual delay.

Current issues are about what to do with the slider and the targeting line. It's going to be messy to make the slider only come up for certain lines the way it's currently set up, and I'm I'm not sure if the targeting lines should be there until the attack is actually completed or go away on turn start like it currently does.
>>
When's the next gamejam guys?
>>
>>165115860
It's just some salty chat fag attacking bokube because he can't do it with his name in the chat. That's what was meant by >>165113760
>>
If I want to make a non-pixel art 2D game in GMS, would I have any particular issues (with scaling and whatnot) or would I be better off with things like Unity or Godot from the get-go?
>>
>>165115941
That's some good insight breh. Been here since 2005 and I think it's easy to lose sight of that.
>>
>>165116023
Late January.
>>
>come up with idea
>excited to start devving
>remember i have to learn a new programming language + rewrite engine before i can start

m-maybe i'll just play some ace attorney instead
>>
How close to being finished should my game be for me to show you guys it?
>>
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>>165115258
okay, so here's a first version.
I put favorites off to the side because users may want to access that quickly, at the same time they may feel comfortable getting to it like the normal options.
>>
>>165116320
Do half an hour now, anon. Just half an hour.

Then again tomorrow, and the day after, and 1.5 hours each day at the weekend. Before you know it, you'll be making good progress.
>>
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Okay, /agdg/. I've spent literal days redrawing this character and I just can't seem to get it right. Am I getting caught up on stupid details? What's your process here.

>inb4 "is that an eye"
It's a helmet with a light.
>>
>>165116361
As early as your first rainbow square
>>
>>165116527
It's never going to have rainbow squares...
>>
>>165116361
Box moving in a room and a general idea of what you want kind of want to create if someone asks you what your goal is.
>>
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Man, I always struggle with adding enough negative space in my textures.

This is beginning to look okay, right?
I think I'll make the lower arms less detailed and probably adjust the colours a bit
>>
>>165116497
I don't mind working for a while, it just sucks 'cause I'm a shitty programmer and I don't know how to fix all these fucking glitches oh god why do I even try
>>
>>165116517
Give me like 10-15min
>>
>>165116775
>I'm a shitty programmer
>write engine
>>
>>165116361
start by showing off the fact you were able to get a window open
>>
>>165116527
>he didn't start with a rainbow tri
>>
>>165116775
There's no silver bullet anon, no magic solution. Just go through them one at a time. For each one, figure out what's causing it, using the tools available to you (you can get far with a debugger with breakpoints that lets you inspect values, and if all else fails you can use printf/commenting out code), and then come up with a solution. You can do it.
>>
>>165116660
looks like a plaid hoodie
>>
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----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: Unity/C#
Web: N/A
Progress:
+ Added a new enemy type that shoots projectiles
+ Fixed a ton of bugs relating to projectiles
+ Added leveling and a skill tree
+ Created 4 new attack types
+ Started a better UI
+ Made the targeting indicator work with the new attack types
- Still barely any assets to make it actually mushroom-related
- Issues with how targeting indicators should work
>>
What are some good free music programs for game dev? People have said things like acid? I don't need to be able to compose in it, just take in MIDI, apply soundfonts, tweak, and export.
>>
>>165117186
>plaid hoodie
Haha, oh fuck
>>
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>>165056220
>----[ Recap ]----
>Game: Gumball Spiral
>Dev: BB_Dev
>Tools: Unity, Blender, tarot cards and virgin blood
>Web: n/a
>Progress:
+ Sounds are "complete", went with a less is more approach
+ Laid groundwork for achievements and recording player meta stats (times died, cumulative points, etc)
Gonna to do music this week, I have no clue what I'm doing
>>
Let's say I want to base an area of my game off an existing, real life area. It doesn't sound too hard, but the areas are spread far apart and highly developed/contains too many fucking houses and other buildings. Now I'm not trying to make a 1:1 copy of it so I have no problem with leaving out entire neighborhoods, but how big is too big? I want to try and avoid adding invisible walls, but then having entire areas of open land sounds boring. Though including loads of actual neighborhoods seems like it would be too much. I don't really know what to do.
>>
>tfw people don't get one of your game mechanics
Guess it's time for a tutorial
>>
>>165117307
Have an overworld.
>>
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>>165116517
>>165116841
File name related but if you like it more power to you, anon.
>>
>>165117484
looks better but also makes me realize pixel art would drive me insane
>>
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whats an animation program that lets you play back animations at different speeds and lets you output all the frames into 1 image side by side like pic related
>>
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>>165117484
Thanks anon, that looks great
>>
>Ok I have an inventory on my o_player parent object
>Time to fill it with items to test it
>I have an o_item..I can generate some items to fill it with
>Wait.. I can't just make an instance of an item, if I create an item it needs a position and it'll be put into the room...
Fuck I just do not understand GML at all yet.
>>
>>165117671
Pretty sure Flash has a feature that can turn an animation into a sprite sheet.
>>
>>165117815
>I can't just make an instance of an item
GM is a meme
>>
>>165117908
I'm sure I'll understand it if I just put more time into it... Maybe switching from monogame was a mistake
>>
>>165117614
It can be relaxing if you put on some music or listen to podcasts while going at it.

>>165117680
Anytime. Have fun!
>>
>>165117671
If you're making pixel art then Aseprite is a good choice. I don't actually know if you can playback at different speeds, I've never tried. But you can export a sprite sheets.
>>
>>165118070
Not using a real language is.
>>
>>165117815
You can deactivate it, which means it will act more like a "normal programming" object (it won't receive events, collide with things, or draw itself). It's not perfect, but it works. GM is just poor at abstraction.
>>
>>165118070
Why exactly did you switch from Monogame ?
C# is a far better language than GML and you get to structure your game exactly the way you want without the limitations of GM.
>>
>>165117671
>still using sprite sheets
>>
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>>165117409
Maybe, but it's going to be an exploration game like Yume Nikki but with 3D models so that might feel a little out of place.

On the topic of that sort of game, is it possible to make looping maps in a 3D space? Would there be some sort of curvature on the map or would it be fucky at all? So let's take this map for example: if you started at the door and held right, you would eventually make it back to the door.
>>
>>165116486
Yeah that looks good. The sort of information you show in the list really depends on the game, and what kind of items it has. You could also have it so selecting an item shows an expanded box with more detailed information about the item.
>>
Trying to explain game dev ambitions to family is torture.

>How does making a game make you money
People buy your game
>How?
Through the internet
>What if the internet gets cyber attacked by Russia and is shut down
>>
>>165118302
t. doesn't know how rendering works
>>
>>165118404

They make a good point. What about the Russians stealing your game design?
>>
>>165118423
asset sheets are the future anon.
>>
>>165118296
I got really tired of fucking around with basic boilerplate stuff like window management and I wanted to make progress on core mechanics instead. Since I work full-time it was frustrating to come home, work on enginedev instead of gamedev, and not make much progress toward a finished game.
>>
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----[ Recap ]----
Game: Locked Masts
Dev: ColdDev
Tools: Unreal
Web: N/A
Progress:
+Nailed the boat mechanics down, physics were a bitch (big success this one)
+Modeling work (Bar+brothel exterior is pictured)
+Added the halfdeck frame to the builder
>>
when is TTYD?
>>
>>165116660
Creepy.As.Fuck.
>>
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Looking for some basic Gamemaker Studio help.
Why is "Enter input" event not recognizing my script name?
>>
>>165118350
>On the topic of that sort of game, is it possible to make looping maps in a 3D space? Would there be some sort of curvature on the map or would it be fucky at all? So let's take this map for example: if you started at the door and held right, you would eventually make it back to the door.
You can use portals. It's not easy, because everything in between the GPU and any game engine assumes Euclidean space, but it's possible.
>>
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>>165118482
And the Chinese
>>
>>165118490
>I got really tired of fucking around with basic boilerplate stuff like window management
How is MonoGame not good in this department? From my fleeting experience with XNA you just derive from a base game class and that's already set up for you.
>>
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>>165115312
yea man just look at this quality
>>
>>165118487
That's shit flash tier animation since 99% of people can't get it to look good.
>>
>>165118482
>>165118660
By the time they figure out how to copy your work without breaking it you'll have your next game released

No joke, this is how it works in some tech fields. They don't even bother with the copyright, they just stay ahead of the competition.
>>
>>165118523
the thousand year door, child
>>
>>165118350
There are a lot of potential things to consider when looping, but it depends on how complex it is. If you had a ton of blank space between the edge and any landmarks you could literally just move the player and their camera to the other side. Once you start implementing lots of things being able to loop it gets worse.
>>
Do these AGDQ mongoloids just scroll through the catalog to find a thread instead of searching for it? Jesus.
>>
>>165118523
When you go to AGDQ and not AGDG.
>>
>>165118782
This is why I always write spaghetti code
>>
>>165118896
Much of /v/ still use vanilla-chan so it's not surprising they can't into catalog queries.
>>
>>165118727
It's "good" in that it's possible to do, but everything has to be set up by hand. All I need to do to get a game object drawn on a screen and have the window scale with resolution in GM:S is right click, create new object, create a sprite for it, and write a couple lines of gml.

If I could get screen resolution scaling working in my monogame engine (right now it stretches it all to fuck and I have no fucking clue why) I might wanna go back, but even then I'm worried that I'm doing something slightly wrong foundation-wise that won't show itself til I'm deep into development and it'll throw a wrench in everything.

I want to worry about making a game without worrying if my engine is a house of cards without me realizing it or not, and spending 5 times the time to get there.
>>
>>165117815
Why would an inventory item need to be an object of its own? Just make your inventory a ds_list of item enum values, or ds_lists.

It's not like making an object instance at an x,y coordinate means anything when it has no collision or draws.
>>
>>165118350
>>165118610
And like >>165118889 says, implementing portals (or something that's essentially equivalent) can be easy if you can avoid situations that would require complexity.
>>
>>165118896
aggydaggy.com redirects to agdg search.
>>
>>165118404
Don't bother with them anymore, anon. They dont respect you, and they dont respect games. Every time you take something to show them they're going to use it as an opportunity to shit on it/you.
t. projector
>>
>>165119013
I guess. Maybe I'm just not used to doing it """The gamemaker way""", but when I think about populating an inventory, I imagine creating instances of item objects and putting them in a list, passing them around if they need to be dropped or sold.
>>
>>165119013
GML is a garbage language with practically zero facilities for abstraction or code reuse so you'd be duplicating the item properties between the objects and the other thing, having to write code to marshal between them, etc.
>>
>>165119128
Doesn't matter how many times I'm shit on, I will never not like make game
>>
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>about two years playing around with game maker
>i still have no idea what's the difference in using repeat(), for() and while()
>>
>>165118404
That's all very interesting anon. By the way, how is the job hunt going? I heard this local computer company called EA is looking for people, they do video games.
>>
>>165119228
Just simulate a struct using a ds_map if you want a more advanced instance than storing the type of item.
>>
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Hrm. To censor or not to censor...
>>
>>165119470
>I have a great business idea for you anon! How about a remote control that can turn off anything!
>>
>>165118404
I know that feel my parents are baby boomers who haven't touched a computer in their lives.

Its frustrating when they don't even think about the possibility of them not being able to understand it because they've never used the internet or tech or played games, but they have the nerve to tell me I won't make any money on "things that don't really exist because its in cyber-space".

Or the classic "You're just playing video games all day" when in reality its 24/7 dev but they cant tell your game apart because they don't play any.

Fucked me up when I was younger because I wanted that support from them for my dream to gamedev and I feel honestly retarded that I let their negativity about it rub off on me to the point where it probably has made me take longer on actually finishing a game.
>>
>>165119510
>calm down, kid
>>
>>165119510
Indie is still the wild west. Only self censor if that is a personal creative decision, not one based on social opinion.
>>
>>165119228
>>165119490
What values does an item in the inventory need?
>>
>>165119581
Have you tried telling them how Notch made a shit-ton of money from essentially a lego game?

Have you tried telling them that parents who discourage their childrens' ambitions should expect short shrift when they need help in their old age?

Have you tried telling them that discouraging an artist is what led to Hitler's rise to power?
>>
>>165119581
Unsupportive parents are the worst anon.
>>
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>>165118404
Was like that for me, Family was very down on me trying to make money making games. I told them to wait and see. Released my first game and it bombed and I made no money. Making second one now with lots of lessons learned, family is still down on me for continuing. Oh well. Atleast my stocks are doing very well so they can't get down on me for being completely broke.

Anyway so I've been watching video's of Mario Galaxy and Zelda and just looking at their camera system. I noticed something that Mario Galaxy does a lot, and does well, is that the camera is constantly shifting positions and zooming in/out when Mario walks into certain areas. It's so intuitive you don't even notice it when playing, it just moves to the spot that provides the best view for the current situation.

So with that said I'm thinking i'd like to try that for my game. Area's that when the player hits, the camera shifts to give the best view. After working a bit here it is with that type of system. Opinions?
>>
>>165111990
I enjoyed this show.
>>
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Today's progress:
- Worked on player, spell wheel, and some misc sprites
- Added functions to activate and deactivate spell icons (still buggy)
- Increased wheel speed

Still need:
- Everything else
>>
>>165119706
A sprite, a name, a rarity value (normal, uncommon, rare, mythic, perfect, fabled), a name modifier ("of The Wastes", ", Destroyer of Worlds" etc), a base gold value, and a type (armor, decoration, food, etc).
>>
>>165119883
cute af
>>
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>>165118580
I have no idea what you're talking about :3
>>
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Implemented particles that can rotate by their roll vector. Trying to use it to make gibbing look more visually interesting.
>>
>>165118423
w-what do you use?
>>
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Like this froggy senpai?
>>
>>165120108
The chunks deforming on landing is surprisingly satisfying to see.
>>
>>165119953

I'm stealing this
>>
>>165119809
>How does playing the lottery make you money
You just have to win
>How?
Pick every correct number. Someone won once and they got $300m
>Oh ok, we support you!
>>
>>165120168
Looks neat
>>
>>165120226
it looks to me like they're just clipping through the floor
>>
Should I be nervous about giving you guys links from my github account? It's linked to my social media stuff, pls no bully
>>
>>165119851
Transparently minimum effort support is also pretty bad. One just watched the greenlight trailer on their phone, and never bothered to watch it on a real computer so they could see it properly/read the text/listen to the music. If my someday kid writes a book, I'm going to do more than just skim the inside cover.
>>
>>165118610
>>165118889
>>165119040
Awesome, I'll definitely have to keep that in mind then. Thanks guys.
>>
>>165119581
>hey mom and dead i want 2 make vidya gayms cuz i love gaym
>hey mom and dad i want 2b a software engineer and work on APPS and desktop applications because BILL GATES 'N SHIT
Guess which one works better.
>>
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What the actual fuck
>>
>>165120365
Make sure all your social networks are private and you'll be okay.
>>
>>165119883
All those logs in front of the door is a pretty videogamey progress indicator, nicely done

however cant you just walk around the end of the river?
>>
>>165117307
>>165118350
you've gotta consider your entire design here. no idea how big too big is.
yume nikki has a sort of design that works with having big monotonous environments. you have a very limited view and can only move in 4 directions. the environments tend to be very repetitive. however, the interactable things tend to be unambiguous and stick out. entering a new area then becomes a sort of systematic activity of methodically revealing more of the map to yourself and relying on objects as waypoints and the like, looping over and over, until you find something that sticks out. it's a gamey thing, it's basically satisfying, even though you're mostly just walking/bicycling.
another thing: your orientation never changes in yume nikki. up is always up, left always left. this aids in its type of exploration gameplay. if yume nikki had the same exact structure and maps, but was a 3d first person game, it would probably be much more boring. exploring would be a much less systematic thing and would become kind of random and tedious, because the player would be unable to be reliably orientated, and would lose track of where they were very easily. that is, if their view was as limited as it is in yume nikki due to the orthographic perspective.
>>
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>>165120226
>>165120346
That's exactly what's happening. I've been too lazy to adjust the bounding box of the larger gib model.
>>
>>165120382
>Great anon, now go to college and get $40k in debt before making a single dime instead of self-teaching through the internet for free
>>
Is there an overlap in Incremental Game and Disgaia fanbases? Both seem like they are get big numbers so you have big number games, but seems like would have different approaches to narrative with Disgaea having it as important and desirable while idle games would find this a pain because of interfering with their ability to click. How to compromise this?
>>
>>165118605
I suppose what I'm trying to ask is, to reference the script I'm using (scr_wordCount in this case) is the script known as scr_(name) or (name)? Am I even referencing it right?
The manual only tells me about the script_execute command, but the tutorial I'm following currently isn't even using that.
>>
>>165051297
Kinda tempted to say that Demo Day 9 was our peak... Hopefully we can reach that height again someday.
>>165079654
Please add 32 bit version
>>165081107
Owlboy 2: Rise of Towelboy
>>165081786
B is good
>>165087762
Does this get lewd? N-not into furry or anything, I just have roommates...
>>
>>165120382
What you wrote:
>hey mom and dad i want 2b a software engineer and work on APPS

What they heard:
>hey mom and dad i'm going to go be a lazy fuck who'se going to burn a lot of time and money to be a failure and be unable to support you in your older age which was the whole reason you gave birth to me
>also even if I succeed at being a lazy hippie bum who are you going to brag about my success to? your high class friends will just laugh at you.
>>
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>>165120425
>>
>>165120536
The System had a very tight grip on the boomer generation.
>>
>>165120536
As someone who interviews people, probably 90% of people without a bachelors degree are terrible coders. People with a BS are only like 50% bad coders.

Besides that, you have to be amazing to make it past someone in HR because almost every company will just filter out people without degrees.
>>
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>>165120425
>cougar-stiff
Hey I got that too.
>milf-next-door
>>
>>165114007
You're right on the money
The floor option will only show up in dungeons, it's just here so i can get the spacing right
>>
>>165119128
>>165118404
>>165119851
>>165119581
>>165119883
Know that feeling too fucking well.

Pouring your heart and soul into something, and parents, grandparents, extended family all gather around to talk shit about it and you.
Fuck family.
>>
>>165120713
And people who went to bootcamps are 99% bad coders...
>>
>>165120713
Its true that a degree is still basically a necessity to get a job, but I've heard (and I'm hopeful) that the credibility of a degree is slowly dying in favor of actual experience and portfolios.
>>
>>165120531
Then it is really effective. I think part of it is that there is a very slight slide going on (at least thats how it appears) after they hit. It almost makes it looking like a jiggle before settling like a glob really did hit the ground and deform.
>>
>>165120827
I don't know what's worse, having them outright not support you, or having them support you and still love you but you can tell they're being let down.
>>
>>165120639
>you're born only to serve your parents and not yourself
nice meme
>>
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>>165120000
Just feed this into your item generator.
>>
>>165119581
You're biggest issue is indeed you let your parents get to you. If you ignore them and work your hardest on what you love that has more chance of success OF COURSE than sulking about how much your parents hate you for your passion.

Let that be a lesson to everyone here. One of the biggest paths to yesdev is ignoring the nodevs that will try to SHUT YOU DOWN.
>>
>>165120916
I mean, maybe. But if your experience is a few small-scale self-taught games I'm not going to hire you. I always see people posting about how to get game programming jobs saying "oh yeah, you don't need a degree, just spend a year or two making games for a portfolio". Ok, maybe try 6-8 years and we'll talk.
>>
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officially announcing my roguelike game

Game: Project-EE
Dev: Gobekli Tepe
Tools: Godot

Progress:
+ experimenting with creating tile shapes and randomization
+ began work on first stage
+ created procedure for first floor
+ randomly places stairs of random direction
+ began working on 2nd floor procedure
- nothing exists in this project besides stuff for random floor generation
>>
>>165120916
It'll probably just turn into needing a degree and a portfolio to get your foot in the door.

In my home country, there's a lot of really crappy CS/SE degree courses available, that basically teach one language (Java or C#), one database, and no theory. I feel sorry for people who sign up for them, they've been sold a complete lemon.
>>
Help me out fampais

I'm trying to make an rpg, and I need some kind of guide on how to organize and structure everything. Too many tutorials online are "here's how to do this one specific thing" rather than about top level organization
>>
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>>165056220
----[ Recap ]----
Game: Frost
Dev: Way
Tools: GMS
Web: spacedoggames.tumblr.com
Progress:
+ started again after hiatus
+ started remaking menus
+ drew world map
+ a lot of misc level fixes in overworld
>>
>>165121210
This should help
https://www.youtube.com/watch?v=fFRkpvvop3I
>>
>>165121059
It is a nice meme. We've built many societies on it.
>>
>>165120916
Are we talking about games?

Because having experience working in the industry iv seen more AAA studios hire indies who have finished good games without degrees VS degree babies who claim they didn't want to make a game until they got hired by a big studio.

Coding for software/engineering I'm sure you need a degree for 100% but this is gamedev we are talking about here.

You think they would hire some fuck fresh out of college and has made nothing vs the guy who made undertale, stardew valley, or minecraft?
>>
>>165121109
This. The value of a good degree cannot be overstated.

Self-taught folk almost always know very little theory, and so struggle with new concepts because they simply don't have the grounding for them.
>>
>>165121236
that looks pretty
>>
>>165121297
Let's be honest, there's no way anyone would hire the guy who made Undertale as a programmer.
>>
>>165121345
It can be easily overstated if we're talking about the games industry. In the industry your greatest asset is your pedigree -- your successes, reputation, and network.
>>
>>165120108
the more i look at those rotating blood splats, the weirder they look. how bout stamping them onto the floor/walls?
>>
>>165121087
I see, so I save the items as a list of values basically, and then if I need I can generate item objects from it? That the idea? Is that more efficient than creating deactivated objects?

What does that | operator do, I'm guessing it's a key accessor or something?
>>
>>165120551
you reference a script by using its full name. In this case using "scr_wordCount" is correct
Show us your scr_wordCount and your press Enter event
>>
>>165121264

anon pls
>>
>>165121401
All the more reason for a studio to want to buy him for a director or something. Toby has said himself hes declined many deals with undertale after its successful
(an example being hot topic wanting to make clothes and toys of the undertale characters).

>You made a million dollar game with shit programming and by yourself? You're hired!
>>
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>if you don't use a variable in a shader in monogame it cuts the variable out at runtime
>if you're passing stuff to the shader, and one of the variables that you pass isn't used, the whole thing crashes because it's trying to pass info to a variable that doesn't exist because monogame decided to cut it out
>>
>>165121165
Hey you have to do it in the specific format, it NEEDS to have ----[ Recap ]---- in the post or it will not pick it up
>>
>>165120470
nah, invisible barriers
>>
>>165120551
You could have a variable called script and give it the value of 'noone' in your create event. Then you can assign it a value when needed like
script= scr_wordCount and then when you need to use it you can use script_execute(script) which will then call whatever you assigned to script.

You do though, as far as I recall, need to use script_execute() in order to call a script.
>>
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>>165121383
ty
>>
>>165121582
Why are you passing information to a variable that isn't used?
>>
>>165120827
Well I don't know about fuck them. But it sure would have been nice if I got support from them from the get-go instead of years where I spent not doing this because of the constant self questioning from their extreme doubts.
>>
>>165121638
You don't need to use script_execute at all
>>
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>>165121618
>invisible barriers
>>
>>165121345
I disagree, self-taught folk that actually have finish good games throughout video game history have had a natural talent to understand "ground" without the help of a 100x person studio and still finish their work.

That is x100 more value than a degree baby who has only made simple quickly made non-commercial products for school assignments and they struggle with concepts because they didn't figure things out for themselves which is funny because 50% of gamedev is self institution with experience.

You have to with time and experience get better at level design or art or programming, the kind of "getting better" that is only done when you take your work to a professional commercial level.

Anyone who believes that EVERYONE needs college for gamedev is trying to get you in debt.
>>
>>165121474
Yeah. This should be lighter than an object instance and you don't need to worry about it existing in the world space. When you drop the item I imagine you'll want an object instance, but you can just write a script to copy these values over to it.
You're right about |. That just tells GM it's looking for a ds_list. Each ds_ has it's own one, and you can use @ to make regular arrays faster.

The thing with the ds_ data structures is that there's no garbage collection, so you'll have to manually delete them when the game's done with them.
>>
>>165121712
Because I wanted to make sure it was being passed properly first. Didn't expect everything to break
>>
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>>165121618
>>
>>165121923
>The thing with the ds_ data structures is that there's no garbage collection, so you'll have to manually delete them when the game's done with them.
So during the o_monster's destroy event I'll need to call ds_list_destroy(inventory), it doesn't do that automatically?
>>
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>>165121528
Here it is. The difference between mine and the tutorials I've noticed is his scr_wordcount is a purple color, while mine is orange. I assume purple is the color for when it recognizes a script.
>>165121638
I see how that could work, but even then it's that I'm just trying to follow a tutorial, and I've checked over for differences a couple times to find no differences, yet his works.
>>
>Everything works fine in Unity editor
>Run and build game
>Everything breaks
Why though
>>
>>165122106
Correct.
>>
>>165121923
As a second question, will I have to make use of this when I store the list of item properties within the inventory list?
https://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/ds%20lists/ds_list_mark_as_list.html
>>
>>165121864
I think the main problem is people don't understand you need a minimum of 4 years of experience working 20+ hours a week on only programming to even be considered viable for a professional programming job. That's what grads are working with, and most grads are still bad coders. Programming for a games company has even stricter requirements than other programming jobs, and you're probably looking at ~10,000 hours of experience before you can comfortably land one.
>>
>>165122180
Yep, I'm having similar problems with my new conversations. My sympathies anon.
>>
>>165121614
what picks it up?
>>
>>165122203
Wew, thanks for all the help. I used to think I understood how to program generally, but if GML is giving me this much trouble... I'm rusty af at "learning new things" at the very least.
>>
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>>165120608
>Does this get lewd? N-not into furry or anything, I just have roommates...

Not really, unless you are into ankles.

Is the dev still here? There are afew bugs that come up.
>>
>>165122180
I've seen someone answer a question like this by saying that the game has library dependencies that don't exist/aren't properly represented outside of the editor? Sorry if I'm totally wrong, I don't actually know.
>>
>>165122291
A script that will run in the next day or so. The script just looks for that phrase and auto makes a picture out of it.

It's run by a user, not a mod/janitor, as well
>>
>>165119510
what program?
>>
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>>165122106
Yeah that's the idea. However, because in this scenario the inventory is going to be a ds_list of ds_lists, it's going to be slightly more annoying than what you've written as each ds_list has to be destroyed individually.
>>
>>165122572
Unity.
>>
>>165122590
Please change your background from white, you'll be able to work much longer and not kill your eyes.
>>
>>165122620
Oh woe, Looks nice for a text based game.
>>
>>165122646
I only use Notepad++ when I'm writing code to help people, my GM is black.
>>
>>165122590
https://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/ds%20lists/ds_list_mark_as_list.html
>
NOTE: Once a ds_list has had a value within it flagged as another list or map, destroying the list will also destroy the marked lists and maps too. This means that you do not have to manually go through the list contents and destroy the marked data structures individually before destroying the "parent" list.

According to this if I mark the value as a list then it'll get destroyed automatically with the parent list. Is there some weird overhead performance reason or serializing reason I shouldn't do this or something?
>>
>>165122150
yellow means it recognises it's a script
throw in a "show_debug_message( "count: " + string(string_count(" ", longString) + 1));" on line 2 of your word count scriptto see if it's actually working
if the correct count shows up in your debug log during runtime then your scripts are all fine but your draw code is wrong.

Is "wordCount" variable declared in your Create event?
>>
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>>165122773
I do like to polish. Also, I felt like atoning for the UI sins I committed with Verge.
>>
>>165119510
How are you visually scripting this in Unity?
>>
>>165122835
Nah, that sounds good. I just didn't know it existed.
>>
>>165119510
>conversation visual scripting with character icons
that's really neat
but seriously don't self censor
>>
>>165122257
i think the main problem is people don't understand that it's 2017 and you can solve any and all problems requiring deep cs knowledge by downloading ue4/unity. cs degrees in indie gamedev are literally irrelevant. but if you really fancy a cs education, you can attend https://ocw.mit.edu/index.html for free and then pirate state of the art papers to further educate yourself.
>>
>>165122926
By paying money. I'm using Adventure Creator and Dialogue System for Unity to handle the majority of my point-and-click game's needs and Playmaker for whatever those two don't cover.
>>
>>165122180
Theres an asset called Reporter or something that lets you easily see Debug messages at runtime. You make a circle motion with your cursor and it pops up a window, there you can see things like null references etc

DESU they should be charging for it, but its free, so get it
>>
>>165123042
Dang. However they did it it's a clever idea.
>>
>>165122948
My knowledge of GML is a fucking house of cards, but it seems like this "with(var)" bullshit flies completely in the face of single responsibility. Should I just give up standard programming conventions and try my best not to have the spaghetti overtake me when I'm using GMS or are there really ways to have clean, maintainable code?
>>
>>165123041
Of course you don't need one for indie/hobbyist development. Only if you want a stable job with income that you can survive off of.

Otherwise you pray to God you win the indie lottery and everyone buys your game.
>>
>>165119510
I feel happy knowing I'm not the only one that bought Dialogue System for Unity. Not alone...
>>
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>>165123081
It's just a bunch of editor-integrated scripts. You too can make snazzy stuff in Unity if you study up how its inspector stuffs work. I made this thing a while back for a prototype that didn't get far off the ground and it didn't take me too much time.
>>
>>165123087
https://www.youtube.com/watch?v=49AcTLAe4kk
>>
>>165123259
Oh, and not shown in the picture: I also built a Faction Maker which lets me rapidly stamp out a bunch of those, saving each one as an asset I load up later.
>>
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>>165111990
Best movie
https://www.youtube.com/watch?v=A2UyehrkHaE
https://www.youtube.com/watch?v=wdWM3tzzH08
https://www.youtube.com/watch?v=a2Th8JGsJuo
>>
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>>165122845
wordCount is a variable in create event,
>wordCount = 0;
I added the debug command into the word count script and now... it has no error. I even removed that and it has no error still, works perfectly. Now I'm even more confused. Is my program messed up? Just DL'ed it a few hours ago. When I boot up GameMaker Studios, it keeps telling me there's a script error. I hit OK and it lets me use the program like normal.
>>
Dev question: how much would adding a string matching function slow down a game? It would be done in real time.
>>
>>165123241
I've got about $1000 to $1500 worth of assets in my account with the asset store. The vast majority of those being engine add-ons and time-saving systems.
>>
>>165123087
I just make it up as I go. I don't know too much about standard programming conventions because I haven't really done programmer school.

The with statement has it's uses.
Like with(instance_create()){} is probably the closest you'll get to a constructor and using with() with an object index can be used as a for each with object instances.

If I'm just doing side effects I tend to just do var.val instead of with(var){val}
>>
>>165123262
Fucking christ... How do people keep track of their code with massive games like hyperlight drifter??
>>
>>165123378
Even though it was a combo of "DUDE WEED LMAO" and "DUDE VIDEO GAMES LMAO", it still tickled me in both ways. My parents always crack up laughing when they let the monkey drive them to the office.
>>
>>165123378
>https://www.youtube.com/watch?v=a2Th8JGsJuo
I can't figure out what he's drinking at 0:30
>>
>>165123408
Is string equal to string?
Fuckall unless you're going nuts.
>>
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Got multiple enemy turns working and added some simple animations so it doesn't look so static. Really need to make an actual character to use instead of the random Raichu, but art is harrrrrd.
>>
just TWO HOURS LEFT
still time to hit that publish for linux button
>>
>>165123606
I'm trying to save this game as fast as I can, anon. Even though it'll ultimately be a futile action, I can delude myself into thinking these two hours will make a difference and will actually make anons interested in playing it!
>>
>>165123549
From the name and it being a dissoluble, probably some caffeinated nonesense.
>>
>>165123524
I can't tell you what best practices are but I can tell you that HLD isn't a particularly massive game (other than physically in its gamespace) and if you keep a good mind of not burying yourself in a pile of spaghetti you could easily manage a project of that size. The asset generation was the real bitch in making that game, I guarantee it.
>>
>>165123383
get_string is a debug command so it probably doesn't like it
I've never used it, and you won't use it for a real game, so don't worry too much about it
>>
>>165123758
ok, thanks bro
>>
>>165123073
>Reporter
It isn't free, desu senpai
>>
>unity babies unironically pay for debug info
>>
>>165124058
There's always the option of making it yourself. Who knows how long that'll take.
>>
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Good night, Aggies
>>
>>165111990
>>165119927
This is my favorite ep

http://www.dailymotion.com/video/x50cf3d_code-monkeys-s01e09-todd-loses-his-mind_fun

Todd is best gamedev. Jerry and Dave are normies who prob dev on apple
>>
>>165123943
Meant this one
https://www.assetstore.unity3d.com/en/#!/content/12047
>>
I've recently realised that I might not be able to make things as generic and reusable as possible, so I may as well just get everything together the hard way as long as it fits in scope. Currently it'll be messy as fuck to make new abilities, as I'll have to do a bunch of stuff by hand, but there's only a maximum of 8 more I would need to make.
>>
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>>165124197
hola DEA
>>
How do I run from the fucking apathy and motivation loss
>>
>>165124197
>Row of creepy heads in jars along a shelf.png
>>
>>165124912
Make a game you can beat and see all of the content of in 30 seconds. I find the best motivation is success and the best teacher is failure.

That or maybe step away from your comp for a while and watch tv etc - whatever you do to decompress.
>>
what all do I have to upload for Unity on itch.io? I tried the web browser thing by uploading my .unity3d file, but the game wont play for me, it just sits on the unity load page. How can I add a downloadable executable, is all I need the .exe?
>>
>>165124197
>>
>>165125042
>you can beat and see all of the content of in 30 seconds
Pretty neat idea. Thanks senpai.
>>
>>165125048
I mean, you need to upload the thing it takes to make a game play on a computer, so yeah, the .exe would probably be that thing.
>>
>>165124912
Find a deeper, darker hole than those and scare the fuck out of yourself at the thought of ending up there instead of crawling your ass out of the one before you. Then start climbing.
>>
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So this is the power of Unreal Engine 4.

I have to admit I used to really hate Blueprints but after just giving myself over to them, the Blueprint workflow is pretty cool. I also like how UE4 heavily encourages you to do everything as "prefab" to use Unity terms. Also nested prefabs are a thing.
>>
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I do pixel assets.

Served on first replied first served basis.
>>
>>165125439
recreate the lord of the rings trilogy using pixel art
>>
>>165125439
draw me a mascot character for my game
bonus challenge: the game is a secret
>>
>>165112761
I played meat boy with the analog stick
>>
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>>165125439
Have at it. Whatever springs to mind with this guy.
>>
What do you consider enginedevving? Making something without the help of an engine like unity? Without using frameworks? Without using libraries? Without using a high level language?
>>
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wew lads, made it to demo day. haven't made it in months, but I'm back in action.

https://baron-games.itch.io/defense-of-the-beacon-3d
>>
>>165125746
start with nothing but opengl or less
>>
>>165125705
On it.
>>165125734
Will do.
>>
>>165125746
>What do you consider enginedevving?
Retarded.
>>
>>165125210

teach me the ways fampai
>>
>>165122338

Post the bugs to his itch.io page so he doesn't miss them.
>>
>>165124259
This is even better
http://www.dailymotion.com/video/x4zqdew
>>
>>165125048
you need to build your game, so you get an .exe and a (gamename)_data folder. then you zip the folder container the .exe and the (gamename)_data folder and upload that to itch.io.
>>
>/agdg/ unironically likes Code Monkeys
Code Monkeys is everything wrong with Gamer culture
>>
>>165126356
*containing not container
>>
I'm eyeing that game dev humble bundle, mainly for Spriter.

Should I though?
>>
>>165126437
Shutup grandpa.
>>
2D game where you can move any direction, with a virtual joystick do you prefer light push for slow, push farther for faster, or very light pushes ignored, just one speed if you're pushing enough to get feedback at all?

I've been testing some things for a game that will include mobile, but when I test on PC with a controller I tend to just push all the way and tap to manage small movements, and a controller would be even easier to do light movements with than a touch screen.

Or maybe I should just include both under options?
>>
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Updated my demo
https://itch.io/jam/agdg-demo-day-12/rate/110539

- mission rewards tripled
- weapons can be upgraded now
- fixed some bugs
>>
what determines the order the games are listed on demo day page? nobody is going to see my game!
>>
>>165126742
Nobody's going to see mine either, anon. That's alright. If you didn't submit until the last minute part of the breaks is - you're likely to head up the rear as comes folks downloading and playing your game.
>>
>>165127007
>head up the rear
heh
>>
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What's your stance on making games mobile first anons?
>>
>>165127150
That mobile is a market more crowded than steam and greenlight combined.
>>
Are there any good sprite editors that are free as in freedom?

the one I used to like (aseprite) changed their license to be non-free, and while it was OK it also works really shitty when you don't have a mouse.
>>
>>165127150
>mobile
>"games"
>>
>>165127408
>when you don't have a mouse

You don't have a crappy $5 USB Mouse lying around? Those are some dire conditions, anon.
>>
>>165127524
I can't use it lying in bed or on the go

perhaps that was some bad wording
>>
>>165126742
I think its the amount of people downloading or playing in comparison.
>>
>>165127150
Moreso than any other market, mobile profit comes directly from money spent on marketing
Unless you're sitting on a 5 digit + budget, don't even bother
>>
>>165127150
>What's your stance on making games mobile first anons?

From my experience, marketing is the single most important thing. I spent months working on my game, and nobody got it, simply because I didn't have anyone viewing it to even see if they want to download it.

This includes building up a fanbase as you go along the dev cycle, contacting sites to review your game/asking popular youtube stars to play/showcase it, and even paying a bunch of pajeets to give you a 5-star review on your game (They have sites dedicated to this. I think $5 gives you something like 1000 reviews.)
>>
>>165127426
Mobile games are actually fun to make and play. Agdg just hates them because they still want to win awards for being the 5th indie game dev of the year. Those times are long gone.
>>
>>165127150
Speaking of which, why isn't Stardew Valley on mobile? I think dev could make gazillion dollars there
>>
>>165127842
>Mobile games are actually fun
Clicking on a colored shape that pops up and hearing a sound effect as you collect coins isn't fun
>>
>>165127949
it is fun if you're an animal and you get a treat every once in a while
>>
>>165127949
Shows the extent of your creativity.
>>
>>165123408
If you're doing it once? Not at all. If you're doing it thousands of times per frame on different strings? Yeah, that'll likely be significant.
>>
>>165112092
I really like these, saved some of your attempts from the previous thread. They are just good to look at.

Is one of her eyes missing, or are they just closed, by the way?
>>
>>165127150
reminder that when you're looking at how much a market makes in totality is a terrible benchmark for estimating it's value to you as a developer.
what you want to know is the median sales (not the average).
>>
Is Microsoft going to buy out Unity or something? They have integrated support with Visual Studio now and it seems like they've partnered to Hololens development
>>
>>165125857
You can't do anything with just OpenGL, anon.
>>
Well, I guess it's time to start packing this thing up even though there's still almost nothing to do here. It doesn't have a particularly strong opening, the dialog is super unpolished, and a lot of the art assets need some work.

But it does run -- and people can walk around, look at things, and talk to a kid. I guess I'll just call it a tech demo and push it to itch. I guess I can't expect much since I only technically started making this build of Metanoia: The Sacrifice four days ago.
>>
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>>165128070
>normie casuals kept busy with digital bubblewrap
>pc gaming left pure and uncompromised
>>
>>165128240
unity partners with everyone. being bought out by one of the platform owners would endanger that.
>>
>>165127408
>>165127524
>>165127567
I don't think any of them will work right without a mouse it seems, and most aren't free, suck, or are trying to be something I am not looking for. I just want a lightweight raster editor with a grid and a zoom function. I mean even the old MSPaint would do.

what a shame.
>>
I'm having trouble trying to decide what would be a fitting and fun system for a wrestling rpg I have in mind. Me and my colleague want it to have an rpg style gameplay like Final Fantasy, but we're trying to decide how to go about making it work. One one hand, we were thinking of a paper mario style system where you do action based combat. And then this other idea we have is making a wrestler meets pokemon, where you build up a league of wrestlers and fight 1v1 fights with a tag system.
>>
>>165103298
Yey, you are still around!

I miss Sunday morning vampire posts. They went nicely to the bowl of cereal.
>>
>>165128240
>microsoft
please no
they've done nothing but fuck up for the past ten years. Unity is at least usable right now, I can't imagine what fucking mess they'd make it
>>
>>165128240
Sounds like something to just make devving for Windows easier which is only a plus for them.
>>
>>165128646
t. UE4 shareholder
>>
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Writing up a storm while I wall things off and make interactables... more interactable. Also making some fun hints about the Ancients and their technology.
>>
>>165128252
you can speak to your gpu
>>
>>165129425
Not without a context you can't.
>>
>>165055075
Sorry for the late response.

Thanks for trying the demo. FYI, those are all known issues except for the controller oddities. I use an X360 controller and Arikado uses a DS4. I've never had problems, but I always connect the controller before running the game. Did you try that? I do that with other games as well to make sure it detects properly. I will make sure Arikado sees this though.

Also, there is a button for grappling hook.
>>
>>165113314
>this image finally resurfaces
>>
>writing villain patter
>"You'll never catch me!"
>"Why don't you just give up?"
fml
>>
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>>165118896
This image was created a fucking year ago and it's still just as true.
>>
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Well, not quite in time for demo day, but I'm trying to make a sort of RPG battle system where you insult your enemies to death.
>>
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>Fuck around trying to learn GML all evening
>Finally kind of get the hang of it slightly
>In two evenings I prototyped what took me a whole week with monogame

>Still right where I started though
lateral progress is the best progress.
>>
Why is unity UI system so shitty?
>>
>>165130483
I find it pretty easy to use. Miles better than any other UI solution I've used except for NGUI - which was the guy who's partly responsible for the present UI solution in Unity.
>>
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>>165056220
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Modified the demo day room a bit and added menus to boss doors
+Added the difficulty differences to the Ice boss
+Buffed [Cyan] a bit
+Fixed some demo day related bugs
-[Shade] is always broken
>>
>>165130483
You're shitty.
>>
>>165130302
can you post the rest of these?
>>
do people tend to review each other's games on demo day? i dont know the etiquette cause i dont usually post since my games are shit
>>
>>165113175
everytime there's something half-baked in a released AAA game, I think it's probably them cutting corners to meet some deadline
>>
>>165130805
I dont play any because >.exe
Sometimes I try to run them in a sandbox but that usually makes them break
its shitty but they in turn ignore my game so it balances out
>>
>>165130805
i try to but there are too many games so i only play what i think is interesting
>>
Well, its nothing special, but the build for Metanoia: The Sacrifice is now up - just sneaking under the deadline.
>>
W-well... maybe Demo Day...14
>>
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Dropping in to give out some steam keys for my game. It'll be out tomorrow.

I'm also working on a VR cooking game. Will share some details and maybe a early demo later.

CXYPX-C374Q-5HYGN
6GTQD-9ZEYQ-NF0DQ
ZTY66-4AZRL-CPCWF
>>
>>165131442
Used middle code. Thank you!
>>
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>>165131442
>>
>>165131442
l i t e r a l l y WHO
>>
>>165131442
Thanks anon, I look forward to checking it out and writing a review
>>
>>165131442
You really should post more often here.
>>
>>165131602
*discord winks*
>>
Time's up FUCKERS

> number of linux builds has DECREASED since yesterday

DOESN'T MATTER
GONNA PLAY EM ALL
>>
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I am satisfied with nothing that I put out in this demo day. Hopefully by next demo day this'll be a polished complete game rather than the promise of a skeleton of a maybe OK game.
>>
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>>165130416
>Monogame engine could only handle a cluster of ~ 150, 200 objects before it fucks up
>GM:S is pumping out ~1000 items on the ground waiting for me to pick up with stable performance
Wew.... just fucking wew. Now this is exactly what I wanted.

>>165131826
I don't know your weird memes please don't bully me.
>>
>>165130805
Of course we try out each others' games. Usually when the game is hyped up before DD, then it usually gets many views.

There are guys who post video feedback or try to go trough all of them. I did both before, and it's very tiring for some reason. And it's also kinda leave me sort of ashamed of myself. Like I know that if I want to go all of them I can spare maximum 10-15 minutes on each, even if there's more content in it. What is the best for the dev? If I try to judge his/her game by a first impression, or if I push forward until the "Thank you for playing" screen? Should I try to break the game like a play tester, or should I just see if it is fun to play? Maybe in the latter case the amount of time I spend on the game would be also helpful for the dev?

Another thing is that circa a quarter of the games are return from DD to DD, so there's not much you can say about it after the Nth time. Especially if it's the same level or room with some adjustments you might not even notice. There's another bunch, who are usual DD visitors, but not on a regular basis. The same goes for them, but noticing progress is much easier for them. Then there are the games which will disappear after DD, and the ones which you've never seen in the threads, so makes you wonder if they even belong here or not. How useful is the feedback for them? I know I'm in the latter category, so I know that feedback is really helpful even if I drop the current project, but sometimes I worry if all the kindness and helpful advice which I got gets nothing in return.

Thanks for reading by blog.
>>
toffifee would be way better without the fucking nut in the middle just sitting there waiting to ruin everything

fuck you toffifee
>>
>>165112115
thanks for the feedback friend :3 I'll play with the slipperiness. Im wondering if a lower framerate is making it seem more slippery than intended, because i have the friction pretty high. ill test it out. ill also figure out how to let it enter windowed mode. thanks.

>>165112359
Good point, never even thought of it. I dev on what looks like an SNES controller. I'll add in analog stick support.
>>
>>165131978
i thought you were a discorder ironically saying you were going to give a shit review
but i guess you were just a whodev pumping the well
demoday threads are the worst
>>
>>165132057
Video reviews in and of themselves are an xboxheug psychological boost, just seeing someone playing your game, even for just a minute is a transformative experience.

As for what play style is more useful, I would say general impressions/how the game presents itself, rather than playtesting for bugs. So more what was the devs intent than how well they pulled it off via technical skill.
>>
>>165132413
But...but I've been here for a long time.. why are you being mean to me I didn't do anything to deserve this. :(
>>
>>165131978
hnnng holy shit
>>
>>165132413
I want to believe this is an impostor but it's just too perfectly eeyore.
>>
>>165132571
I want to work on diablo-style loot-juice when a superrare item drops, so when you kill a boss it just EXPLODES into loot and colors shine and rays of light explode everywhere. It's gonna be fun.
>>
>>165132502
you're talking to someone who went on an anonymous image board and thought YES, EVERYONE MUST KNOW WHO I AM

namefags are not good decision-makers

your game looks nice
>>
>>165131978
>Monogame engine could only handle a cluster of ~ 150, 200 objects before it fucks up
how do you fuck up that bad.
>>
>>165132989
I'm actually honestly not sure. "fucks up" is a strong way to put it. The framerate hovers around 200 and the collision detection system takes ~25ms to run. It stays stable if there's a healthy spacing between clusters, but if you have like 500 in the same broad-pass grid cell? Nah, framerate tanks. There are ways I could've fixed it, but ultimately I'm just..not sure what I could've done better from a collision detection algorithm standpoint.
>>
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>>165131978
>mfw my engine can spew out 1000+ enemies all with dynamic collision detection and distance checking
>my desktop is 5ghz quad core with 4x sli 1080's :^)
>>
>>165133173
I created a 150x150 cell level grid, each cell being 24x24 pixels.

For collision, I used spatial partitioning to create ~ 20x20 grid for the level, then check collisions between each entity in each grid cell.

What do you do?
>>
>>165133173
>4x sli 1080's
Are you that person that was showing off building their case
>>
>>165127583
> amount of people downloading
that means you can tell what the least popular game is just by checking the bottom of the page.

thats really shitty.
i thought it was randomized

Mechjumping dev i feel sorry for you
>>
>>165126742

>lets put the least popular game at the absolute bottom so it remains the least popular

great design
>>
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I haven't been in agdg in a while, but now I posses that what is seeked by many. Progress
>>
>>165133426
Seems to be accurate though.
I'm refreshing the page and the same games are appearing on the top(Which look popular aswell)
>>
>>165127583
>yiffing simulator rises to the top
yep, theory checks out.
>>
>>165133473
neat, i almost thought you were maid dev for a second.
>>
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>>165133484
>>165133426
>>165133347
>a furry porn game is the most popular game on /agdg/
>>
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Testing some new concepts.
Smaller obstacles you can get through, but that will slow you down or stop you for a little amount of time.
>>
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Whimp the Bold Demo Day 12 is posted!
Notable new features since last demo:
>Mappable controls
>4 new functional enemies
>New music
>lots of internal changes to make it feel a lot nicer

https://itch.io/jam/agdg-demo-day-12/rate/110782

Feedback appreciated, congrats on another demo day /agdg/. Now I can sleep for a long time
>>
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What do you think of this character, /agdg/?
Would you enjoy playing as them?
>>
>>165134027
>55MB
>audiogroup2.dat 60MB
holy fuck man did you include uncompressed .wav's or something? jesus.
>>
>>165134021
Max cute.
>>
>>165134530
the edgy son of Mc.Cree and Reaper.
>>
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>>165126742
>>165133548

I thought it was based on time submitted to the deadline?

NoPornYiff simulator was like the very last submission.

Still, I think it was a good line up. Just about every game looks to have promise.
>>
>>165134683
>filename
>>
>>165134530
pixel shit/ 10
>>
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hp and stamina implemented
>>
>>165134576
oh shit, that was basically the case. I compressed everything and now it's down to ~10MB in the audio group and ~1.5 MB for the exe. Could certainlyu do more later, but this is a quick fix
Thanks for pointing it out!
>>
>>165134530
i'll play as literally anything if the game is good and the anything isn't a sonic fan character
your character looks neat tho, i like it
>>
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----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GM:S, Aseprite
Web: attaboydev.tumblr.com; Twitter: @AttaBoyGames
Progress:
+ Demo Day 12
- Last minute as fuck
+ But I made it, maybe one day I'll get it in on time
>>
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>>165130604
Sorry for the late reply, but here.
http://imgur.com/a/LsVeW
>>
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>>165134027
OP as fuck.
>>
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>tfw nobody has commented on my game but i dont want to out myself as a whiner if i say who i am
>>
>>165134683
>>165134965
>>165135078

Thanks for the feedback, anons
>>
>>165135393
did you build it for linux?
because i'm going through all of those now
>>
>>165134827
>I thought it was based on time submitted to the deadline
No.
I see other games submitted after yiff and they aren't at the top.

Monolith was submitted the day demo day open and its still at the top too.
>>
>>165135339
haha nice
>>
>>165135554
>>165134827
it's based on relative popularity (number of recent views/downloads)
>>
>>165135393
you ain't gonna make it if you dont promote youurself anon, link up your game and I'll give it a try and leave feedback.
>>
>>165135393
Last Demo Day someone said the same thing, anons asked for a link, the dev provided the link, then showered in helpful and useful feedback in the thread. If you need feedback, go for it.
>>
>>165134027
>>165135339
Feedback:
Great art and music. Reminds me of old 80's and 90's DOS games.
Not a big fan of the huge letters that say Start/Options/Quit at the title screen.
Love the main mechanic but I also feel you need to improve the level design a lot to include puzzles that make the most out of each enemy. So far the only ones that seem useful are Mr. Bucket (because he makes easy to blow up blocks above you) and Smithen (because you can create your own anvil platforming path anywhere).
Are Candelombre flames suposed to always go to the left?

Liked how you can alternate between attacking the wall and floating to climb faster.
And yeah you really need to add a stamina bar that prevents you from doing >>165135339 because right now you can skip most leves that way.
Tutorial text should change according to your keybinding settings, I changed everything but It still said the default controls.
Really fun game, with lots of potential, I hope to see more progress soon.
>>
>>165135328
>missing the most reposted one
hmm
thanks
>>
Sorry to anyone who picked up Metanoia's first build - I forgot to include the data folder. I've fixed that and a few other problems I noticed in the build that's now live.

Also, sorry to anyone using a HD screen -- some of the UI elements aren't scaling/positioning properly so you might get text overlaps or weirdly-shaped pieces of paper in the conversation panel.
>>
make me a game which teaches me how to navigate a text editor using only my keyboard

of course you're giving it to me for free since i gave you the idea, thank you very much
>>
>>165131978
>>Monogame engine could only handle a cluster of ~ 150, 200 objects before it fucks up
That's fucking weird, Anon. I'm making a bullet hell in Monogame and I don't really get slowdown until I reach around 1000 objects. I'm using quadtrees and texture atlases for optimization.
>>
>>165136934
Was about to post about the data folder thing. Re-downloading it.
>>
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what do i do after its done cooking?
>>
>>165137161
Oh no, not 200 objects. 200 objects in one massive cluster. Theres thousands of objects in the 150x150 level
>>
>>165137030
There are actual vi and vim competitions already, aren't there?
>>
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>>165136934
You should at least put some sort of game play .gif or some thing.
>>
I wish I wasn't a 1MA. It's nice having complete control but being the only bottleneck can be hell for progress. And it's slow in general. When I see dev duos pumping out 10 times as much progress as me, I want to kill myself. \blog
>>
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Progresso
>>
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my only grip with this how the pathing for the characters is done. it feels really limited. for example, my entire path is closed off because the other guy is in my path's line of sight.

i also dislike how the paths dont have corner detection. i have to move them twice just to get around edges.
>>
>>165137614
Once you get your main engine + core mechanics down, it's a matter of pumping out art and staging everything.
>>
>>165137812
>my entire path is closed off because the other guy is in my path's line of sight.
actually my mistake on this. It seems I was just near an edge
>>
>>165137538
This.
Don't know how devs can go through the effort of posting a demo yet can't record a 5 seconds gif of the gameplay, to you know, get more people to download and therefore receive more feedback.
>>
>>165137812
>>165137990
alright thanks for the feedback, i just added walls recently so this is exactly the kind of thing i need to know
>>
>>165137538
Is that what God looks like?
Also agree with that. itch sould force you to upload at least 2 screenshots besides the cover image before submitting anything.
>>
>>165137538
It is a point and click adventure. Presently, available play includes a short intro sequenice, a few locations to investigate, and a few conversations with Brother Wu. Though I'd like to have included the discussion with Delgof, the Wayfinder side quest and the snowfield travel system/puzzle (and polished all dialogues) I just didn't have the time. It should wind up an hour or two longish game when done.
>>
>>165138143
are you using the builtin navmesh?
if so you probably gotta tag some shit or mess with the step height
>>
>>165119851
>tfw you could be replying to an unsupportive parent right fucking know and you wouldn't know it because of anonymous posting
>>
>>165138521
I am but only for the enemies, i use a spherecast for the player units, I probably just need to shrink the wall collider to make it more forgiving
I think giving player units pathfinding would make targeting weird
>>
>>165121025
>or having them support you and still love you but you can tell they're being let down

this is worse, because to me i feel they think im just playing in my own little dream world.

>hey anon what are you doing, playing games again?
>oh just got done implementing a hash lookup so that per frame allocation can be avoided when raycasting.
>oh ok anon well text me if you need anything
>ye
>>
>tfw bought a cool asset pack on the store, but you are too dumb to implement it into your game
>>
>>165138664
Doubt it. They are too busy making their kids' life miserable to post on Philipine fishing forums.
>>
Man, this run sucks. Anything more interesting coming up later?
>>
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how can you straightface tell someone they can possibly earn a fraction of a living by making games?
>>
>>165139365
what asset pack?

>>165139458
What run?
>>
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apart from fixing up the weapon icons, this menu is done
>>
>>165139489
Who has ever said that? No one says that.
>>
>>165139504
it's a amateur game development done quick meme, there is no run
>>
>>165139504
>what asset pack?
This here: https://www.assetstore.unity3d.com/en/#!/content/24395

I especially want the multiple target system in there with guided missiles, but I have no idea how to set this up. The guide is also really shitty because the author is korean and only speaks broken engrish.
>>
>>165139582
Is the text at the bottom a font or drawn? Menu looks really nice.
>>
>>165140461
drawn. Couldn't be assed drawing it through code, and it's my own custom font anyway
>>
>>165140506
I want that font, anon
>>
>Spend all day working and not accomplish a single thing

just shoot me already
>>
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>>165139661
ive looked through all the code and it all seems pretty straightforward. of course ive no idea how complex your game is, but i dont know what problems youre having.
>>
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>>165140527
image + http://www.vine2d.com/post/99394216565/stress-free-spritefonts-in-game-maker
keep in mind spritefonts in gms are fucky with both fixed and variable width text drawing
>>
I am Paraguayan and I have come to kill you
For what?
Paraguayan
>>
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>>165140692
>>165140527

and this is what it looks like in game
I now realise you probably meant the font from the menu, but whatever
>>
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>>165140637
also his code is shit.

he has a GetComponent call inside update, which is then INSIDE a for loop being run based on the number of targets. I guess you get what you pay for me($2)

You'd be better off writing a targeting system yourself.
>>
>>165140637
My game is still very simple. It's kinda like the official unity tutorial "Space Shooter".

My problem is that I don't know where to start. I don't know where to attach the scripts, or anything. In the demo, the package also worked for mouse controls, but my game doesn't even use mouse controls. Not sure if this also is a problem.

I just want to implement the target missile system, but I have idea how to do this.
>>
>>165140829
This shit is GetComponent 101
I should jump into the unity store because clearly even retards can make money there
>>
>>165140801
I did, but I like this font too. Thank you, anon, I may steal it.
>>
>>165140829
>You'd be better off writing a targeting system yourself.
That's way above my skills. Like I said, I can't even implement it into my game if it's already there....
>>
>>165140971
go nuts
it's missing a bunch of shit tho
>>
>>165139582
that looks so
GOOD
O
O
D
>>
>>165140801
which tile from the mapsheet is that?
>>
>>165140937
Pretty much, long as it works most don't care.
>>
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>tfw had to skip Demo Day because too busy
>will probably have to skip Comfy Jam for the same reason
Make it stop
>>
>>165139489
well its not entirely impossible.
>>
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What was the best demo you've played this demo day, /AGDG/?
>>
>>165141405
Your demo!
>>
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>try to make a crisscross pattern with a shader
>comes out all fuzzy
Is this the power of floats?
>>
>>165141405
Have only played a few so far, but I enjoyed Paper Bugs. Was cute and fun.
>>
>>165141186
ty

>>165141219
Do you mean where in the overworld is this? It's part of the mines dungeon, at tile 2 down, 6 across
>>
>>165141405
I really liked Skeleton Boomerang, even though i've barely seen them post here
>>
Question from a total beginner :
Let's say I'd like to make a rts in a isometric perspective, how would you go about :
- Dealing with a Z-axis : how to represent several levels, as in a multi-stories building, but keep visibility ? isometric is based on a illusion of perspective, but can you actually have multiple active level and make them interact (let's say I want units from above to shoot at those below ? And how to deal with tunnels ?)

- 3d model or sprites : I want to have dynamic units that react to their targets (a turret rotating towards its target for example). Better to go with a 3d model dynamically translated in a 2d sprite, or better to create a standalone model with multiple pre-set sprites (with a limited range of movement).

all answers welcome, and examples are a plus. Thank you /vg/.
>>
>>165142447
>Question from a total beginner :
Don't make an rts yet. Don't even think about it for a while
You need to bury yourself in pong, snake, and tetris tutorials for a while first

>3d
god help you

Get Gamemaker Studio, go do every tutorial you can find until you can make a mario by yourself, then start thinking about your rts
>>
>>165142547
That's a given, but thanks for the advice. Was just thinking about the mechanic of it all. (I'm pretty sure I'll never lead such a project).
>>
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This is probably more /g/ related, but I'm stumped. Does anyone know why it does this? I've used .Equals explicitly in-case it compared references by default, but no dice.
>>
>>165142720
It always returns false, it what I mean.
>>
>>165142720
Does return break out of the method regardless of where it's called in C#?
>>
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Made a little +5 armor pickup. It's a bit lacking in definition, but I'm kind of thinking that making them hard to see not only makes sense IRL, but also makes them niftier as secrets
>>
>>165142780
try storing it in a new bool then returning that instead
alternatively try slapping a .ToString() on them in case they're not technically the same type
also cute grill, post more
>>
>>165142447
Isometric 2D has a number of challenges and there are several things that are difficult or impossible to solve in pure 2D, such as cyclic overlap, multi-tile sprites etc.

As for height, you draw them higher up but draw a line down to the ground so the player knows where they are.

Because isometric 2D has a lot of drawbacks, people use 3D for isometric perspective nowadays, if there is any sort of complexity involved, or rotation in space as you describe.

Using shaders, it is possible to render 2D renders of 3D models as if they were 3D, which is something I've implemented in the past. Here is an example of how that looks.
https://www.youtube.com/watch?v=-Q6ISVaM5Ww

In that case, draw order becomes irrelevant but now all your assets need to be modeled in 3D, so you might as well make it a real-time 3D game anyway. The only advantage is that your renders can have an arbitrary level of detail, however this is only relevant if you actually have high-quality assets.
>>
>>165113572
>years
Bokudev hasn't been around that long. Not as Bokudev at least.
>>
i remember when me and bokudev were in 'nam in 81, he wouldn't listen to me and it cost him his leg. poor guy.
>>
Is it normal that I want to make a lot of prototypes but I never really want to make any of them into actual games? It's more like I want to try and see if I can make things work like in my head.
>>
>>165142780
try string.equals(string a, string b)
>>
>>165143306
I do it occasionally as a break from my main game. Timing it with demo day means you can rake in some sweet feedback at the same time
>>
>>165130350
Next Undertale tbqhwy lad
>>
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>>165142720
You might be calling CheckNouns wrong, because it works fine for me. I used GameObject instead(because dont know what "Item" is), but I'm sure your Item class is just a monobehaviour component, so it shouldn't matter
>>
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see how the . moves around because digits don't occupy an equal amount of width? is there some sort of quick fix for that? like, a checkbox somewhere ensuring that all characters have equal width? i'm using unity
>>
>>165143689
use a monospaced font
>>
>>165143689
You can render those separately at fixed positions, but it might look weird.
>>165143739 is a better solution.
>>
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>Itch jams sort the games by number of downloads
>This shit is once again first place
I swear to God...
>>
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----[ Recap ]----
Game: Casting Simulator (Placeholder)
Dev: anon
Tools: GM:S
Web: none
Progress:
+ Finished gameplay
+ Cleaned up all the runes
+ Added juice
- Not sure if the game is too hard or if I'm bad at it
- Don't have any background or sound
>>
>>165143973
porn games being popular is no joke.
also I'm pretty sure that dev has a large furry following.
>>
>>165143973
sorted by global all-time downloads not jam downloads
>>
>>165143973
Welcome to capitalism
Sex sales
>>
>>165143739
>>165143869
thanks friends, you're the best
>>
>>165144235
That makes it even worst in my opinion. It makes even difficult for newer game, that could be better in many ways, to get noticed.
>>
>>165144332
same but complain to itch
>>
>>165144235
Yeah, that's stupid.

That means someone who has been submitting demos since DD1 will always be on the top(because they've had a years worth of downloads accumulated) where as someone new will be dead last.

Also, where did you read about them being sorted by global all-time? just curious
>>
>>165140801
>>165111995
see the problem with aping something as closely as you are is that it invites people to compare it to the original
your game does not fare when when you start doing that
>>
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>>165114075
Updated
>>
>>165144416
I will, at least they should let the Jam page creator choose how the games should be displayed. But I doubt they take suggestions too seriously. Or they would have got ridden of the character limit on the comments a long time ago.
>>
>thought it was based on time submitted to the deadline
>it's based on relative popularity (number of recent views/downloads)
>I think its the amount of people downloading or playing in comparison.
>sorted by global all-time downloads not jam downloads

someone post the source stating the correct answer pls it is important
>>
>>165144597
not bad but going down needs some tweening and camera shake when you lay down on the floor, i hope you know what i mean
>>
>>165144469
Not him but if you submit a game and it instantly shows up at the top then it's obvious
>>
How can I learn coding? It's a riddle to me how people can learn this.
>>
>>165144332
>>165144469
that just makes it our responsibility to play the ones near the bottom, doesn't it? It's not a huge challenge to scroll to the bottom of the page, after all.
>>
I miss the demo day videos with the random people saying stupid bullshit
>>
>>165144701
>it instantly shows up at the top then it's obvious
Some people have +500 followers on tumblr, link their itch page and get a ton of downloads in a short amount of time. i havent been looking at the demo page enough to see what games were 'instantly' put at the top though.
>>
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Jam is over. Post tierlists and opinions
>>
>>165144876
Same. We should pool together for 5 buck and pay someone to say "Just like make game" or something on fiverr
>>
>>165144924
No, I saw some games APPEAR at the top
>>
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>>165144530
>amateur indie game not as good as a game made by full studio
>>
>>165145012
Isn't there a video out there of two girls saying it?
>>
>>165145184
ITS ONE GIRL WITH A CAMERA TRICK
>>
>>165144961
>shit tier
your game

>goat tier
my game
>>
>>165145184
It's just one girl wearing a wig
Just kidding that's the Vine twins
>>
>>165144849
Obviously, but I know most people won't thinking they are sorted by ratings and will always check the first and second row.
Makes me feel so fucking bad for Placeholder dev. His game is awesome but is always last on DDs
>>
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see how the clock jumps the first time the seconds indicator goes from 9 to 10? it does it almost every single time ingame but i'm having trouble recording it because i'm recording in only 30fps. could somebody tell me what's in my clock script that would be causing that? the script is in the webm.
>>
>>165145184
That was years ago
https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>>165145267
>"you dont need art to get attention"
hah
>>
>>165145331
watching this makes me uncomfortable
>>
>>165145331
I prefer this one
https://www.youtube.com/watch?v=gyfKdI6zi9M
>>
>>165144235

Wow, that's fucking dumb. Is there any way to change the sorting so feelings aren't hurt?
>>
>>165144818
no different than someone learning japanese or chinese.
>>
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>>165145331
>>165145438
these are hilarious
anyone have the indian dude talking about demo day?
>>
>>165138715
i just got a chance to sit down and try the targeting system on your game and i really think it would benefit from pathfinding. i cant think of a single srpg that doesnt either use pathfinding or direct control movement. probably in case the player wants to take a long path there could be shift commands or something like in an rts
>>
ls blender any good as an engine for making games?
>>
>>165145564
Say no more
https://www.youtube.com/watch?v=d0WWwtGFIpU
https://www.youtube.com/watch?v=miK2APBw4T4
>>
>>165145498
I don't even know why it keeps records of previous things you submitted.(including comments)

Each demo day should have a fresh start.
>>
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>>165145321
nvm i fixed it. i figured that tostring() probably rounds up if the float is really close to the next integer.
>>
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>>165145645
Blender is barely good at its' main uses. Wish I would've never learned it.

Hell no don't use it for a game engine.
>>
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>>165145676
https://www.youtube.com/watch?v=kC9obuascZA
fuck these were hilarious
>>
>>165145401
More like
>you don't need furries to get attention
>>
>>165145679
because itch jams are just a collection of projects, it doesn't care if the project is new or updated since 100 years ago
>>
>>165144961
apparently i made a lot of people quit the last time i did a tierlist. feelsbad
>>
>>165145012
I found rotatedev: https://www.fiverr.com/caicha222/make-a-believable-and-attractive-testimonial-video
>>
Great, now I have exactly the type of weapon for my game right at my finger tips and I am unable to implement it into my game...

I really should just give up. I will never be able to make a game...
>>
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>>165145940
if you guys write a script i'll pay her to say some garbage
>>
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>>165143973
>>165144174
>>165144302
>Thinking this game will ever have porn.

Maybe the market is just ready for a western based dialogue game about chilling out with bipedal mammalian creatures, anons.
>>
If you published your game to linux I did my best to play it and write words about it

http://pastebin.com/8BdQ84Pb

TLDR:

+3 - Monolith
+2 - CTESIPHON
+1 - Card Tactix, Dig
=0 - Tussle
?? - GunMetal

Everything else either didn't run or didn't run :shrug:
>>
>top agdg games
>published 61 days ago
>published 68 days ago
>published 124 days ago

>Paper Bugs is 5th place
>completely new to DD(2days ago)

so you're saying Paper Bugs got more all-time downloads than all of the other demos before it(even Clarent)?

yeah that doesn't add up.
>>
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r8 my shader
>>
>>165146173
Oino Ounceon/10
>>
>>165146173
Ohhh that's cool
>>
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>>165137441

I have no idea.

I think that's the limit of the demo.
>>
>>165140762
Cabrón! Donde está a mi post originale?
>>
>>165146125

"Welcome to EB Games."
>>
>>165145765
was that game from the webm made in blender? lt does not look that bad
>>
>>165146125
Even if it wasn't your intention all the poses and faces the characters make in the preview are suggestive as fuck, and you know 90% of furshit has close ties with porn and other weird fetishes.
So yeah, at first sight everybody will think it's a porn game.
>>
>>165146135
He's only new to AGDG, I've seen him in /v/ game dev threads for a long time now.
>>
>>165146481
Yes.
I'm saying it's his first demo he's posted for demo day, yet he's somehow near the top, above other devs who've participated in previous demo days.

I don't think it's based on all-time global downloads.
>>
>>165146125
don't come in here with that shit
make your furry dating simulator game or don't make your game, but have the decency to admit what it is
>>
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>>165146135
>first demo day for this game
>making it to a high row above many returning games
>>
Just spent the last few days rewriting the UI to make everything in one single page.

Gonna push a big commit now.
>>
>>165131978
>>Monogame engine could only handle a cluster of ~ 150, 200 objects before it fucks up
Literally how?
1000 items like that is nothing and I'm on a toaster, you must've written some really unoptimized code.
>>
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>>165146763
n-no bully!
>>
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>>165145169
if something's worth doing it's worth doing right

unlike frozen or whatever the fuck that is and pic related
>>
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Give me a dev name
>>
>>165146125
but... There's been porn of all those chicks already in that "How all this happened", it's like an hour of cheap porno-tier dialogue and fucking.

It's pretty OK, but the camera angles can be hit and miss, and there's some awkward motions sometimes
>>
>>165147031
Ved
>>
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>>165145401
It's sad:
Artist makes generic pixel platformer using tutorial code:
20328828 retweets
Programmer makes decent game with noart:
3 likes
>>
>>165146623
it's definitely not as simple as just sorting by all-time downloads
i don't know why people even thought that because paperbug and a few titles from lower rows completely decimate this argument
>>
>>165146623
>>165144678
Isn't there a FAQ page on itch? That kind of shit should be there.

>>165147009
I want to bully Dekomori.
>>
>>165147230
Such is life. Style over substance.
>>
>>165146127
This made me want to put in the effort to setup a linux build for the subsequent demos.
>>
>>165147230
What about placeholder art dev? His game is rad as fuck and seems to be getting good attention
>>
>>165146127
if gms' linux build option was free then you'd have 10x as many games to play
blame yoyo being jews
>>
>>165147446
>seems to be getting good attention
Only here.
>>
>>165147446
literally the last row in the jams is not good attention
>>
>>165147284
>Isn't there a FAQ page on itch?

>If a ranked jam is currently in the process of voting, the order of the games is completel randomized to ensure visibility to as many games as possible.

However it says nothing about unranked jams(which is what demo day is)
>>
>>165146127
>Linux
>Dvorak
What the fuck are you doing anon? Do you also code in Prolog or something?
>>
>>165147446
>getting good attention
Only because it's the last damn game on the list.
>>
>>165147446
we love him (I love him) but I don't think he's got many followers yet no
>>
>>165147449
gm:s' linux module requires you to set it up on linux
that's another hurdle
>>
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>>165147230
Artist makes pixel platformer, tutorial code GENERIC 1000s of RT
Programmer game completely overlooked - MANY SUCH CASES! Sad.
>>
not to brag but in unity, i can build for linux from windows
>>
>>165146135
I don't think it's exclusively all-time downloads.
>>
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WIP on the new landscape landscape workflow. Once its all finalized it should overall look much better than the previous one.
>>
>>165147715
>30yo virgin makes a rock paper scissor game
>dead on arrival
>>
>>165147230
>Programmer makes decent game
well wait a min.
"programmer" game.
its more like his game just has a bunch of combos like Clarent. i wouldnt really consider it 'programmer' tier.
>>
>>165147826
The funniest thing about burning Gogem is his obliviousness. His complete lack of self-awareness is hilarious.
>>
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UE4 or Unity?
>>
>>165147826
I see how that could crush his spirit completely
>>
>Is it worth it?
https://www.udemy.com/unitycourse/?utm_source=facebook&utm_medium=udemyads&utm_campaign=NEW-FB-PROS-TECH-Dev-NY-UnityNY-EN-ENG_._ci_258316_._sl_ENG_._vi_TECH_._sd_All_._la_EN_._&utm_term=_._ag_Unity-NY-Affin-World-_._ci_258316_._._pi_1454876351219091_._gi_all_._ai_18--65_._an_n4m3nj%201%20copy&k_clickid=4164119e-0907-4c7d-8960-1841d2efe0d9_115548209
>>
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>>165137441
>>165146282
thanks for playing. that's all there is, 1 month's work

my priorities are a bit wrong, too much effort on juice and not enough game. I hope to have a GAME by dd13
>>
>>165147498
>However it says nothing about unranked jams
Well that's great.
I have a difficult time believing unranked jams are randomized too. In all recent demo days almost the same games are on the first two rows.
>>
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>>165148083
>Lecture 8: Mac & PC Differences
>Lecture 10: Saving And Closing Your Project
>>
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>>165147230
>game that looks finished does better
>game that looks unfinished does worse
hmmmmmm quite the mystery
>>
>>165148167
>pointing out a skipable lecture among the 300 other ones
>here, have your (You)
>>
>>165148003
Ultimate Explosion
>>
>>165129702
>Also, there is a button for grappling hook.
Still not skilled enough to climb the walls. Although I get now what I am supposed to do. It never occured to me that I could use the hook in directions other than left/right.
>>
>>165147368
Do it! I can't promise it won't be one of the "my laptop is too shitty for this game" entries, but I can promise I'll do my best to play it unless I'm dead by the next demo day

>>165147449
>>165147642
Yeah there's a ton of shit that can trip you up and most people have no experience with it, so I understand why the majority left it alone

>>165147542
I was waiting for someone to call me out on it
Dvorak is amazing and I have no regrets
>>
>>165148160
no rush, take your time.
what's the main goal of the game anyway? who are you cooking orders for?

also nice coconut water
>>
>>165148308
What's your supported OpenGL version?
>>
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poor Green party doesn't even generate a single rep. but that's how i know it's simulating correctly
>>
>>165148083
for 10$ probably yes
>>
>>165148447
Will you ever make a non boring as fuck game?
>>
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What a nice offer from someone who wants to help me with my game.
>>
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>>165148447
seems real interesting
>>
i'd prefer it if you'd make sure that the scroll value of that list is always such that it doesn't cut off parts of the cards
>>
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>>165148309
hungry hungry dinos. making the customers should be pretty fun, I can add a bunch of cameos and stuff

thanks, I'm happy with it too. super fake physics
>>
>>165148543
>>165148661
different strokes, my friend.
whip the vote refuses to stop selling copies despite being a year old and 12 bucks. makes sense to make a sequel given the times.
>>
>>165148703
post steam stats
>>
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>>165148619
Break him.
>>
>>165146127
>developers that think linux is windows
I am one of those and haven't had any contact with linux before. I just hit the linux button in the engine's export dialog and had google tell me linux don't care about file extensions.
>>
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>>165148261
>>
>>165148768
you already know whip the vote's steam stats.
>>
>>165148814
>/agdg/ is one person
If I knew I wouldn't ask
>>
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>>165146770
An illustrational image

Still have to do the states for banned, kicked, room is full and no such room
>>
>>165148840
it's all out in the open baka, just use steamspy
https://steamspy.com/search.php?s=whip+the+vote
>>
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>>
i give up
i'm not going to make it
why even bother?
if you're not an artist you should give up now
i'm done
give up
>>
>>165149028
My game already has a rich white male from the 1950s who hates women protagonist. How much more diverse can it get.
>>
>>165149028
such a great game with such horrible portraits
>>
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Reply to this post if you're making a game for comfy jam, I want to see how many people are actually entering and how many nodevs voted for it in the polls.
>>
>>165149163
I will make one if I manage to make a image editor before the jam begins which is very unlikely
I didn't vote for it tho
>>
>>165149114
wow think of all the time you've wasted
good riddance
>>
>>165149114
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
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>>165149028
obviously its a talk about creating diverse landscapes for your generic platformer
they couldnt possibly fill an hour with white male shaming
>>
>>165149163
When is it
>>
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>>165149114
>>
>>165149296
Japanese speaking English will never not be funny.
>>
>found a glitch that lets you move much faster than intended in short bursts
>accidently place the required terrain around areas where it would be fun
oops how does this keep happening
>>
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>>165147230

First bite is with the eye, so you have players that bite the screen.

But really, I think ranking and such for DD is kind of negative thinking. If you got your demo up and out then you should be proud for that, the fans should be happy for that, and not feel the efforts were invalidated because they didn't make the top of the list.

I thought cooking with Tracy was great but I'm not going to think it got shafted because it's on the bottom.
>>
>>165149163
I'm making a game that could count as comfy to some degree and that could be submitted to the jam if I managed to get assets for it in time.
Didn't vote for it, not really an interesting theme at all.
>>
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>furry "game" on first row while clarent is lower
>>
>>165149163
I have an idea I'd like to try for it. No guarantees though.
>>
>>165149463
Wish any of the jap guys from agdg made lets play videos for demo day games.
Hearing them giving feedback would be amazing in so many ways.
>>
I think my platformer has the potential to be a niche speed runner game. What are some features I could include to pander to that audience? I was thinking I could add game statistics when you finish the game from start to finish, where you see your death count, total play time, etc.
>>
>>165149028
>Such talks also include
>Colored people: what do they look like?
>The current rarest of minorities, be a trend setter
>How to placate people who only look at screenshots
>Religious discrimination and why you are guilty
>How to file for studio bankruptcy (sold out)
>>
can someone perhaps help me with implementing this package into my game?

https://www.assetstore.unity3d.com/en/#!/content/24395

The author is korean and i dont understand shit from what he says.
>>
>>165147230
>Programmer makes decent game
This is extremely rare.
>>
>>165150219
konichiwa I speaku korean dog very fine
>>
>>165150185
Fast restarting
>>
>>165147642
It's possible to use VirtualBox for the build, if anything.
>>
>>165150296
great, then wjhat do i have to do, to get this multiple target missile system into my game?
>>
>>165150395
well upload your game for starters
>>
>>165150219
upload your entire project + the asset and i'll see what i can do
>>165150185
a timer
>>
>>165150185
I gotya senpai:

http://www.gamasutra.com/view/news/266277/6_ways_to_make_your_game_more_appealing_to_speedrunners.php
>>
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oh shit, I know why this happens. thank you anon who somehow exited a boss fight midway through and crashed, your sacrifice is not in vain.
>>
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>>165133347
>Mechjumping dev i feel sorry for you
>>
>>165150451
>>165150460
ok i will upload, but give me a few minutes
>>
>>165149776

Now now, there are 9 other games above clarent as well!

But really though the game is cool. I really want to see it become a full game.
>>
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>>165150524
>>
>>165150451
>>165150460
How do I export my project? I never did this...
>>
>>165150451
>>165150460
Ok, here is my project, plus the new assets:
filedropper com/agdgpack

I hope this worked... My project is called "STG Project 0.1", and the scene is "Chapter 1".

I basically just want to be able to use the multiple target missile launcher for my ship. Targeting the enemies and shooting them with the homing missiles.
>>
>>165150856
Nice one! Your game looks fun, can't wait to dl when I get home o7
>>
>>165128220
It's a mask with one eye closed
>>
Daily reminder that ideas are worth nothing without execution
>>
tfw you post a demo and no one plays it
>>
>>165148387
glxinfo tells me it's "3.0 Mesa 12.0.3"
If that's not useful I'll dump the entire command output in a pastebin

>>165148780
Yeah, I think that's what happened to everyone. I tried everything I could think of to get those games running, and I looked online and couldn't find anything on monogame or godot exporting to linux.

I don't know what those engines wanted me to do with those .exes, but not even WINE could loosen them up.

Haha.
>>
>>165151904
tfw no demo
>>
what's worse having a demo that literally no one plays, or not even wasting the time on making one in the first place.
>>
>>165152174
>having a demo that literally no one plays
no such thing
>>
I just want to make a simple little game that maybe uses a lot of menus and an overworld. Not an RPG, but yeah, complex in what it does with those menus but not complex in regards to design. I don't know anything about coding though and I have sort of been busting myself on unreal, especially considering most documentation for it seems to be to make shooters and third person things and not the nuts and bolts. Should I try something else/is there anything easier? People said gamemaker, maybe there was something I was missing about that though because opening it up it seemed daunting.
>>
>>165152354
Making games is never easy, but Gamemaker is still a lot easier than stuff like Unity, imo.
In Unity you basically have to learn twice as much code.
>>
>>165152236
are you one of those people who thinks all games on Steam get sales too
>>
anyone gonna do a stream/let's play of all the demo day games? I love comfy DD streams
>>
Forgot to post this before
>Feedback on R.A.D. Ross
Fun game. Different guns and different enemies are pretty well made.
I can see you took a lot of inspiration form Contra. Great taste.
Took me a while to realize you had to go down on the first screen, you should add an exit sign pointing there.
You should make the enemies flash read instead of getting invisible when they get shot, sometimes they stay invisible for too long (specially when you keep shooting them) and makes you believe you have already killed them when you actually havent.
Controls are smooth and physics feel great. Graphics could be improved on. You could try experimenting with premade palletes like db16, famicube's or pico8's.
They always give interesting results.
Hope to see more progress on it.
>>
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Which style do you find the most appealing?
>>
>>165152532
>moving goalposts
all games in the demo day got downloaded at least once and played
>>
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My "progress" is pathetic but I still feel compelled to post it. I rewrote everything with much cleaner and faster code and separated the visual representation from the internals (the webm is basically a debug view). I also started work on placing things
>>
>>165152674
ain't no goalpost, just a question
>>
>>165152651
Middle or right, unsurprisingly, but I'd play a game w/ left if the style were consistent and the gameplay worthwhile.
>>
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>>165151664
couldn't import the package

i tried tho, even downloaded python for you

just zip your project folder
>>
>>165152651
Middle looks best. Left is okay too.
>>
>>165152651
i'd say on the right but with the outline if you're going to have complex backgrounds

>>165152703
it looks neat
what's the goal?
>>
>>165152651
Right for alien, left for astronaut guy.

They all could use a bit of polish though, particularly the ones with shading.
>>
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>>165152703
>pathetic
>progress
Pick one
>>
i want to make a 3d game that's played with mouse and keyboard, thats not a first person game. any ideas
>>
>>165152174
not making a demo and being sure that even if you made one no one would play it
>>
>>165153130
Those are some pretty broad requirements
>>
here is test/progress.

audio streams not allowed. how am i suppose to do webm?
>>
>>165152651
The one with actual details that doesn't look like babies first pixelart in flash.
The middle in case you didn't know what I was talking about.
>>
>>165149163
I'm supposed to do it, but I'm not sure I'm gonna be able to...
>>
>>165152793
Oh, ok, here is the project zipped then:

filedropper doooooot com/agdgpack_1
>>
>>165153243
>>>/wsg/1460699 or use some hosting site

We should make an AGDG thread on /wsg/
>>
>>165150856
That is a good quota of people who looked at the page to people that found it interesting enough to waste their time on it.
>>
>>165153130
Uh, literally any game that isn't a first person game?
>>
>>165153243
mixtape.moe
>>
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Clarent feedback:
>feels more fun than before
>a bit easier
>glitched out at boss fight and somehow got into the next room but can't see the character
>boss isn't there anymore when I go back to it
He's invisible but can walk around
>>
Is there a rule of thumb for how long background music needs to be vs how long it plays to not sound repetitive?
>>
thx, so here is progress. I got buildings started too but no webm cause lazy.

https://my.mixtape.moe/ffyvsj.webm
>>
>people keep making videos playing the bigger demos (monolith, clarent, umbrella warriors, etc)
>all the small name demos never get played in a single collection video or something

i remember certain people doing just that, what happened?
>>
>>165152840
It's a puzzle game and you play a strategy/management game on the puzzle board.
But I don't yet know what the goal will be. It has to be single player so perhaps there will be mobs or an AI? Or you have to conquer a lot of territory
>>
>>165153308
if i load your scene, unity just crashes, sorry friend i tried
>>
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how does this window look?
>>
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Trying to settle for a square size to make rooms out of.
>>
>>165153789
it still says no audio allowed if i try and save it.
>>
>>165153789
>Bandicam
>Movavi
My nigga, use OBS for recording, and Webm for Retards for converting to webm.

I can't really tell what's happening in that video, there's so much stuff all over, and the font is impossible to read.
>>
>>165153626
according to this video, league of legends uses tracks that are around six to seven minutes long
https://www.youtube.com/watch?v=iy6YDd5iHB4
and it has three of them per game

that's probably the extreme end of the scale though. the really important thing is not to have too many obvious parts in your track - if they stick out they'll be noticeable upon repeat and grate really easily
>>
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>>165149624
thank you. all things considered I'm happy to have a playable demo at all
>>
>>165154036
Clipping/10
>>
post video links please i wanna see demo day 12 play throughs
>>
>>165153789
>badicam
>movavi video converter
>hosting a 2.8MB webm elsewhere instead of just posting it

Get your shit together mane
>>
>>165154134
His webm has sound, can't be hosted here.
>>
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image right to the name represents the card pack the card is from. The players will be able to enable/disable certain card packs from their game runs. In other words: framework for DLCs is there finally
>>
>>165154110
uh wrong picture just pretend it's an orange dinosaur
>>
>>165154190
Whatever happened to lurk before you post?
How am I supposed to take devs seriously if they can't even figure out an imageboard?
>>
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>>165144235
>>165144469

>furry dating sim has more downloads than fucking monolith
>>
>>165154284
What are you talking about? It's impossible to upload webms with sound on /vg/. No amount of lurking will change that.
>>
>>165154036
add collision
>>
>>165154335
just think, anon: that's how easy it is to get people to play your game

just put boobs in it
that's all it takes
>>
>>165154284
been here scince the 90's. still no idea whats going on.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
>>165152651
right with left's outline
>>
>>165154436
>just put hairy boobs in it
ftfy
>>
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108KB, 720x480px
>come here with question
>read thread
>forget question
>waste 2 1/2 hours reading shitposts and progress
sick
>>
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>can't reproduce bug
>it only happens in a single state when you don't expect it
>>
can someone hurry up and make a fresh thread so I can shill my demo
>>
>>165154861
why don't you just make it yourself, copy the op and make a thread
>>
>>165154861
We're at 723 posts dipshit. Be patient.
>>
>>165154861
post now
>>
>>165154809
haha your fucked. delete program with no survivors.
>>
not gonna post my demo in a thread that's about to die, won't get any replies
>>
Has anyone made a jam on itch before?
If so, do you know if the creator can modify the order of the games listed.
>>
in c#

int a = 5;
int b = 4;
int[] ab = new int[]{a , b};

does ab contain actual copies of a and b or simply pointers to to a and b
>>
>>165155481
pointer
>>
>>165155481
int is a value type
>>
>>165144563
>>165144563
>>165144563
>>
>>165155140
post with a name so I can filter you in the next thread, fucking faggot hungry for (you)s
>>
Where to get good-quality 2D art assets? Can I use assets from the Unity store in non-Unity games? Where else to get them?
>>
>>165155759
Draw
>>
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>>165155649
>trans acceptance
I don't really care how you gender yourself

but jfc the speedrunning community has some real fucking weirdos
>>
>>165151664
didnt crash for me.
i'll see what i can do, though i honestly dont know why you're going through the effort with a tutorial-tier project
>>
>>165146936
The Collison detection
>>
>>165155863
>the speedrunning community has some real fucking weirdos
I'd watch speedrunning more if that didn't mean experiencing the personalities attracted by that hobby.
>>
>>165155946
posted, unironically, in /AGDG/
>>
>tfw you're a programmer slut because your uni friends keep taking advantage of your good intentions and unparalleled programming skills
>>
>>165155946
>>165155863
>autistic hobby such as trying to break games to finish them fast
>>wow there sure are autists here!

shit man stop the fucking presses
>>
>>165156046
I'd dev games more if that didn't mean experiencing the personalities attracted by that hobby.
>>
>>165156095
>autistic man goes to autistic image board to spout his autisticness
woooooooooooooooooo boy sure is a fast news day here
>>
>>165155863
>there is a foundation for that and it is getting agdq money for it
What the fuck are they going to do? Shame their parents until they accept that their child is following the new trend?
>>
>>165156182
it's not, you got tricked
I mean maybe it is a real thing but agdq is still prevent cancer
>>
it's a joke you autists, they collect money for the prevent cancer foundation
>>
>>165151801
Thanks friend

>>165153360
Yeah, although having the cover image so unattractive probably helps weed out those that aren't just downloading anything anyway.

I also unlisted the game from search and things so it's just aggy daggies checking it out, so I'm not too fussed about numbers, I just like feedback.
>>
>>165156140
You only experience your own personality during devving.
>>
>>165156447
>thinking 1MA is the way to go
2016 says "Hello".
>>
>>165156521
Nice first program. I still remember my first Hello World in Cbasic.
>>
>>165153851
a puzzle strategy game?
i like it
>>
I'm taking it all back. They are running a game I like.
>>
new thread
>>165156615
>>165156615
>>165156615
new thread
>>
>>165156182
Probably pay for the treatment for people who can't afford it and fund organizations that give talks on transgenderism at schools and stuff.
>>
>>165119883
make a meta about it with the main character's parents being disapproving
>>
>>165155863
>the speedrunning community has some real fucking weirdos
I believe is a generational thing. Have you ever thought about the age range of furries? most of them are between their 20's and 30's meaning they were small kids in the late 80's early 90's when there was a lot of anthroshit cartoons on TV.
Something went clearly wrong with most 90's to 00's kids.
>>
>>165157878
>Something went clearly wrong with most 90's to 00's kids.
Only 90's kids will remember.
>>
>>165156062
Can you be a slut and teach me?
Thread posts: 760
Thread images: 161


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