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/agdg/ - Amateur Game Dev General

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Thread replies: 797
Thread images: 163

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Happy DD9 Edition

>Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

>Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC (embed)

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd (embed)

>Previous Jams
http://pastebin.com/hVhvNWLw (embed)

>Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

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

>Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first for hahha
>>
How do I make video games?
>>
>>147842696
You just like do them
>>
>>147842441
Great OP pic
>>
>>147842759
But I only know how to do YOUR MOM LOL
>>
>>147842759
>>147842947
OH SHIIIIIIT! REKT!
>>
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>>147842686
>>147842947
>>147843184
>>
The only thing in my game not broken is walking (yet)
>>
>>147842947
WEW
>>
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Is anyone actually playing the demos?

Screw progress POST FEEDBACK.
>>
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Free game idea coming through
>>
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Is VR a meme?
>>
>>147843213
autism is fun anon. you should try it.
>>
>>147843286
I'm spending some time each game and then post feedback in the itch.io page.
>>
>>147843301
Post it on /v/
>>
>>147843286
all of them were shit tbqh
>>
>20 views and 10 downloads
>18 of the views came from people searching in itchio
>Tfw I'll never get feedback
>>
So, nodev here.

Is there a program for making text games? I ask program not language, because I would rather jump into action than having to program things such as save system. I don't want to go professional, I just want to make something for fun.
>>
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quick post your dead games
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>>147843876
>>
>>147843805
I'm going to make a video for every game.
>>
>>147843805
what agme
>>
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>>147843286
I'm trying to finish my demo but I'm too busy shitposting.
>>
>>147844080
Don't bully me
>>
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retrieved some old projects but the code is unworkable hacky shit sadly

not that i'm much better now but i'd build this stuff again faster than i'll figure out half of it
>comments
:(
>>
>>147842441
I've planned to go trough every Demo Day game, but I've got tired in the middle. Will continue later.

Since I don't want to spam the thread with my notes of the games, here's the pastebin version, which I'll update and repost later:
http://pastebin.com/CfBELs4X

I would like to say thank you for all the devs who participate in this event. It's a great thing that you are dedicating this much time and effort into bringing joy and fun to other people's lives. Keep up the good work! And for crying out loud, zip the game's folder and not the game's files.
>>
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>>147843876
I'll return to the idea some time after I finish my current game.
>>
>>147843805
i played all the games(except lostboy) and I gave feedback to those who asked on the last thread, what's your game?
>>
>>147844367
>I don't want to spam the thread with my notes of the games
but anon thats quality OC that directly relates to the thread
>>
>>147844367
>http://pastebin.com/CfBELs4X
Dungeon Break dev here.

Could you elaborate on:
>- For some reason, when I hit an enemy, I feel like my hit not always counts.

Do you mean there's just not enough feedback to make the hit feel satisfying, or the hits aren't actually connecting and doing damage?

Thanks in advance
>>
>>147844367
travelers dev here, thank you for the feedback!
>>
Ayy Torpedo senpai, you there? I've been playing your game and having a lot of fun with it. Some of the later levels are plain evil, and I don't think I'm finished yet... good job mate.

My only problem with your game so far is the fact that in some levels you're guaranteed to die the first time through since you can't tell what's coming next. Maybe add a (skippable) pan through the level when you first enter it so players know what to expect?
>>
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>>147844367
Good job anon, I'll be waiting until you play my game.
>zip the game's folder and not the game's files.
S-sorry
>>
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>>147843845
something like Quest?

you're probably looking for an engine, unless you plan to make it in powerpoint
>>
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Progress: you can get in the fucking robot
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>>147844810
now put the robot inside the other robot
>>
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>>147844690
Forgot muh pic
>>
>physics based rts
rate idea
>>
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>>147842441
>tfw I've made several aggy dagger meme pics
>it's now the OP
>>
>>147844894
>Window Snip
Th-thanks Snipping Tool
>>
>>147844367
Skeleton Boomerang dev here. The music is all placeholders at the moment, I probably should have mentioned that on the page. I need to get into contact with the musicians on the actual soundtrack. They're all just songs they had previously made that I chose to use in the demo because I felt they fit, they'll likely get replaced at some point.

Thanks for the rest of the comments!
>>
>16 views
>16 downloads

We outchea
>>
>>147843952
Glad to see you at least still browse here. What you been up to?
>>
>>147844960
thanks
>>
>>147844367
Bunnydev here, thanks a lot for the feedback. glad you enjoyed the game.

I've gotten a lot of complaints about the controls. I got used to playing with one hand so they didn't feel weird to me but I realize most people prefer playing 2-handed so I'll def do something about them. I was using WASD at first, someone suggested QWER as more sensible so I changed them.
Same thing for Bunny's position. At first she was an overlay on the track but people said it was distracting and suggested I make a clear separation between the song and the rest like other rhythm games do.
I'll try some things and see how it looks.
>>
>>147844810
Looks like Dva's mech
>>
>>147845149
Please post the secret code to unlock the costume ;_;
>>
>>147844810
Can you masturbate to the comatose body of a German tsundere bitch(?)?
>>
>>147845132
>filname
Not the dev, I was just posting a dead game
>>
>>147845128
Screencap or you're lying.
>>
>>147845368
>post your dead games
>your
You deceitful little shit
>>
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>>147833176
>>147834606
>>147836751
r-reading pixel info is easy g-guys
>>
>>147845463
What in the world are you doing
>>
>>147845264
Okay.
When you're on the title screen, hold the spacebar down and type the following wordsGIT GUD
No but really, git gud
>>
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>>147845234
Yeah that was my reference

>>147845283
someday
>>
>>147845463
It is if you are not stupid about it.
>>
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>>147845415
>>
>>147845535
it works thanks
>>
>>147845636
Well I'll eat my hat. Congrats man.
>>
Alright, I've downloaded every single DD9 game released by now except the games above 100MB (Project Wingman, Comfyville and Tier 1) and a single shitty whodev game.
I understand how Wingman and Comfyville can get over 100MB, but how the fuck did you manage to do that Tier1dev? Holy shit, it's a 2D space game, its size shouldn't be anywhere close to 200MB.

Gonna play every game and posts opinions of diverse sizes.
>>
>>147843286
where did this meme sword originate from?
>>
>>147844783

Well, a bit like Kingdom of Loathing. But complete text.

Ah yes, engine. Also I will check this program.
>>
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>>147845618
>>147845504
just joking around, I already did it
It's kinda cool actually, you can see the map itself when you zoom out the text
>>
>>147845739
agdg I believe
>>
>>147843845
When it comes to interactive fiction, I can vouch for Inform being pretty solid and accessible.
>>
>>147844367
Thanks, looking forward to the feedback
>>
>>147845729
I hope you didn't download Lostboy 2
>>
>>147845797
This must take forever to load and parse
>>
>>147845729
Thanks anon I really appreciate it.
>>
>>147845870
Yeah, I didn't download that either.
>>
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>More downloads than views
I wish I knew why this was happening.

Post stats so far.
>>
>>147845729
>and a single shitty whodev game
Which one?
>>
>>147845797
What the fuck
>>
>>147845930
I'm gonna reduce it significantly, I just used a huge image to make sure everything works fine
>>
>>147846074
It would be literally easier to read the pixel data from an image directly than what you're doing.
>>
>>147845990
Probably people sharing the download link to friends or people having a download mess up and doing it again.
>>
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>>147845729
>over 100MB
It has ~12 tracks and a lot of sound effects for things, the audio takes up 96MB
Why don't you download it? It's fun.
>>
>>147845729

Sauce me up, senpai
>>
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>>147844028
Good man.

>>147844367
MUTEKI dev. Thanks for checking my demo out. I'm glad to know nothing's gone horribly wrong yet.

In any event, I want to set some goals for myself before work starts and I have to keep minimizing Unity. I can see myself following one of two game plans:

>Plan A
Work on the UI, AI, camera and controls and make a survival-type game mode where you can have fun blowing up waves of enemies.

>Plan B
Spaceship welding. That is to say rendering/baking debris onto a ship sprite as opposed to just using a FixedJoint2D.

It's terrifying but I'm leaning towards B. I'll probably start dreaming in C# at some point and ask a waitress to get me a component in her parent.
>>
>>147846159
easier isn't always faster or better
>>
>>147844472
Well, maybe, but I know that /v/ people does not like walls of texts, and I didn't want to get bullied.

>>147844530
It's hard to explain. I see that it gets hit. It flashes, it makes a sound etc, yet I feel I've done nothing to them. Maybe the problem is that it's not clear how much I have to hit them, and because of this, even if they die, I feel powerless after all. But hey, maybe it's just me, and I've played so much Castlevania that I've got used to that enemies freeze for a small second when I hit them. I'm sure it's rather a game play thing (which is subjective) and not a bug.

>>147844671
The pleasure was mine! It reminded me of Counter Strike 2D, but, well, in 3D.

>>147844778
No problem.

>>147845118
Ah, that makes sense. I just wanted to make sure you know about this. You have a good taste, and that remix really fits your game.

>>147845149
Yes, I remember she was at top first. I don't know how much work would it be, but maybe adding a menu option for it? So the player can set where he wants to see her? Regarding the controls: I see no problem with simple WASD and one hand. If you get mixed feedback on this, maybe you should add this as a thing which the player can set. Like he could set which key to press for green, which for red etc..

>>147845846
I'm happy that I'm not writing it for myself, but like I've said earlier: it's me who needs to say thank you!
>>
>>147846268
https://itch.io/jam/agdg-demo-day-9
>>
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>>147845990
ok
>>
>>147846268
>>147846321

But I meant the doujin...
I guess I could play games instead.
>>
>>147846424
Just look for show by rock on sadpanda.
>>
>>147846294
Hm, alright, I'll keep that in mind. I'm all for adding punchiness and making attacks feel effective, so this may be something I need to revisit. Thanks mang
>>
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https://itch.io/jam/agdg-demo-day-9/rate/75023

Posted a demo.
Actually had it ready yesterday but I was asleep when the demo day submissions opened and then I've been at work all day.

Enjoy anyway/
>>
>>147846530

Thanks, fampai
>>
>>147845797
>>
Thanks guys, I'm really happy. I hope you're enjoying my game.
>>
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whaddha think of this pooch design?
>>
>>147846290
It would be both easier and faster in this case.
>>
>>147847590
aw shit it's like a zerger doggo
>>
>>147846176
All of these will get downloaded eventually. Maybe.
>>
>>147847567
Which one is it?
>>
>>147847590
Doesn`t look like a game to me.
>>
>>147847590
cute and nice/good
>>
>>147847590
it's so cute I'm stealing it.
>>
>>147847762
filename
>>
>>147847602
is reading a 100x100 image each pixel color component really faster than reading a 100x100 char array from a text file?
>>
>>147846294
Tender Arms dev here

I appreciate you taking the time to explore the tiny demo - if I'm correct the breeze text only appears when you get the first instruction wrong twice. No doubt you picked up the statuette then as well.
>>
>>147847805
It's a bunch of horny fucks trying to unlock the secret costume. Imagine their anger when they find out she's wearing swimwear and not fully naked.
>>
>>147847590
best monster dog, what will its role in the game be

I think the world needs more games about dogs biting stuff
>>
>>147847590
Cute/5. Could you animate it?
>>
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apologies for the laggy gif, obs isnt working
>>
Why are you guys complain about 100 fucking megabytes.
It shouldn't take longer than 2 minutes to download that.
>>
>>147848034
I love the minimalistic palette you're using, looks great
>>
>>147848034
looks cool af
>>
>>147848058
This is because of people like you that indies feel free to do whatever they want.
>>
why did pug repost the same demo of his same years-dead game
>>
I think I have to move this weekend for my new job
>tfw haven't told the gf yet
;~;
>>
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Actually what do you guys think about the enemies and stations being a lighter shade like this
>>
>>147848601
Fuck off normie
>>
>>147848601
Don't worry, she'll find a new guy.
>>
>>147847602
in what way is that faster retard
>>
>>147848612
can't tell the difference
>>
>>147847814
>>147848686
Actually I was wrong, they'd be the same.
You do get the advantage of not having to turn your image into a text file if you read directly from a bitmap.
>>
>>147848612
>>147848773
This but I guess it's more noticeable when you're overlapping with them.
>>
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>>147844690
>>147844894
OK, now that I completed World 3 I have yet another complaint, this time about mines: you literally can't tell what their range is supposed to be. There were plenty of times when I got caught in the blast that I didn't I should've been, maybe you could add an expanding red circle or something to make their range clearer to the player?
>>
>tfw you realize AGDG is over five years old now.
>>
>>147848612
It's not very good, since lighter shaded objects generally means "background images". It may cause conflicts at future with your background objects. It, of course, depends on your plan. What's your master plan anon?
>>
Fuck Unity! Why can't i run my game in Unity if there are errors in the code in scripts which are not even used in the fucking scene? I imported some shit asset from the asset store and it's full of errors and now i can't fucking run my game because some scripts in my projects contain errors. THEY ARE NOT EVEN USED IN THE FUCKING GAME! REEEEEEEEEEEEEE how do i fix this?
>>
>>147849014
Oh shit that was the end of the demo ;_;

Good game nonetheless Torpedodev. I hope to see more from you, as well as a complete version of this one day.
>>
>>147849063
>tfw you realize you've been shitposting for 5 years
>>
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Tonk
>>
>>147849069

crashing this demo day
>>
>>147849167

Looks really nice. I assume the turret is WIP. What is your game?
>>
>>147849167
How come every time I try to make pixelated textures all I get is blurred shit
>>
>>147849167
Looks comfy! I'd ride in that tank.
>>
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>>147847602
>>147847782
>>147847803
Thanks m80s
Me and a friend are making a multiplayer rouge like. doggo is just a mob
>>147848017
perhaps. Ive got a lot to do yet besides the poochy

Doesnt look as great in game. Might try messing with the anti-aliasing or just making the lines thicker
>>
>>147849479
Make sure you have it set to nearest texture filtering.
>>
>>147849106
When you run your game within Unity, it compiles all of the scripts in the project, regardless of whether you're using them. Just comment out the code that has errors in it, if you don't want to delete the unused scripts from the project.
>>
so who uploaded pugs life?
>>
>>147849479
Turn off texture filtering and mipmapping.
>>
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How would one best handle branching dialogue?

One way to do it would be to let each character read their lines from a text file and then have a huge switch statement decide which lines to display, but there might be some other more efficient way,
>>
>>147849624
Pugdev himself
>>
>>147849624
>>147849697
what a nodev
>>
>>147847830
Yeah, it took some time to figure it out, but I had to switch to the English keyboard layout to press the ; key. You see, it's not a default key on some keyboards.

And I can not express it enough, but you've really given some actual life to those squares. I hope it won't sound weird, but you've put my imagination in work, and I was totally immersed in the situation. It's another thing which is really hard to explain, but your work even in this unfinished state feels professional, and it gives the impression that it's made by an experienced developer.
>>
>>147849515
How does your game handle turns?
>>
>>147849697
for what reason
>>
>>147849667
Undertale had a switch with 800 cases, you'll be fine

except if you're, you know, not a masochist

I imagine the way to do it is to have each NPC comment be a node with a map of response options that point to new nodes
>>
>>147849667
>microsoft edge.webm
>>
>>147849441
thinking about doing a tankwars game

>>147849479
remove texture filtering when rendering
>>
>>147849814
sequentially
>>
Just a reminder I'm not downloading any demo that has a boring ass itch.io page.
Spruce those pages up. Make me want to download your game!
>>
>>147849479

Filtering mate. Not sure what software you are using but you can change the filtering.
>>
>>147849817
You're better off asking him: https://twitter.com/seventeenuncles
>>
>>147850035
>downloading any itch game
>>
>>147849874
https://www.youtube.com/watch?v=5DAPXMZk2iw
>>
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>that horrifying realization you're too dumb for game development.

are there any 3D game development platforms for people with IQ's below 100?

its incredibly frustrating to have basically every aspect of how a finished product should look and play in your head and next to nothing to show for it. i just want to make a basic, proof of concept, functional showcase for a control scheme i created but i'm functionally retarded.

i'm running out of time before someone does my concept better than i possibly ever could.


is U4 at least more intuitive than unity? rigging joints in this fucking program is making me want to jump off a bridge.
>>
>>147850165
oh i see now
>>
>>147850247
Dude, Phil "I'm a complete retard and a fuckface" Fish made a game. You're just not confronting your problems hard enough and simply giving up at the first opportunity.
>>
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hello agdg bros.
i made a new track
https://soundcloud.com/user-795244489/new-adventure
It sounds like an rpg adventure theme sort of thing. What are your thoughts on it?
>>
>>147850359
>Phil Fish made a game

>A Polytron Production
>Designed and Created by
Phil Fish

>Programming
Renaud Bedard

>Producer
Marie-Christine Bourdua

>Music and Ambience
Rich Vreeland (Disasterpiece)

>Sound Effects
Brandon McCartin

>Animation
Paul Robertson
Adam Saltsman
Annabelle Kennedy

He didn't do any work on it, he's a literal ideasguy.
>>
>>147850247

The real question is, why the fuck are you trying to rig in fucking Unity? Use a 3D modeling software.. jesus
>>
>>147850408
Sounds like something from a Studio Ghibli film.
>>
>>147850590
>fuckface
Exactly, if even an ideas guy can make a game so can you.
>>
>>147850408
Like it. It could make a cool loop, with a bass line.
>>
>>147850247
>is U4 at least more intuitive than unity?
No.

>rigging joints
I've been using unity for 4 years and I still haven't rigged a single joint, I make sure to design around things that I don't know how to do and leave learning it for playground projects or jams.
>>
>>147850660
So what you're saying is, all you need to make a game is money to pay people to do everything for you.
>>
>>147850761
Maybe? If that's your thing.
>>
>>147850247
>Character Joint

are you sure that's what you want?

https://docs.unity3d.com/Manual/class-CharacterJoint.html

>Character Joints are mainly used for Ragdoll effects.
>>
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>Shape Souls
>The game doesn't even run if you don't rename build_Data to ShapeSouls_Data
ayy
>>
Idol Comm@ander :
Game looks neat. Controls are just not good. this is one of those game i should be

using a controller or that dancing machine to play. gerneral 6. It is fun but gets hard

fast i just blame the controls.

Frogs Life:
Game is cool as fuck. Its StardewValley with better dialogs. And that make me wonder if

this dude is able to get to this point before demoday9 why tha fuck satardewvalleydev

took 5 fucking years to finish his game?. Anyway solid 9 to this game looking forward

to see it greenlit.

Ctesiphon:
Confy graphics, and nice controlls. thats all i can say. I dont like shooters but i

know they are hard to make it right. It would be fun as a free to play game to shoot

some friends online. its welldone, take a 7.


Jelly :
Reminds me of a game from genesis where you played as a dolphin. Eco i think it was called. Well in eco you atleast had this problem of gettign air or you would die. This game is just too easy. The art well done but i think the game is way to easy and gets boring after a while. i will give it a 6.
>>
>>147850408
First thing, that was a lovely little song and I could totally see it in a game as like a town theme or something.

Secondly, fuck your fucking shit the song after that was so loud and horrible and I got blasted in my headphones because I wasn't expecting it.
>>
>>147850408
Amazing piece of work. However I think it would fit a film better than a game.

Do you play it on the piano? Or did you 'just' fed the score to the machine?
>>
>>147850614
lol are you just saying that cuz the image was from a ghibli film? I honestly cant tell
>>147850667
yeah. its made to loop so that would work. I was thinking of adding more instruments so maybe in the future.
>>
>>147851072
XD dam i didn't think it was that loud
>>147851098
all of that is me playing. I recorded it in different parts because doing it all in one take perfectly would be hard.
>>
File: license.png (58KB, 855x838px)
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I'm not sure I understand this. My game is an .exe, and it uses the .dlls from SDL2. Does that mean I still have to include this file with my game, since I'm including the .dll?
>>
Can someone list all the block types for Battle City on the NES and what their qualities were - breakable, slow, stealth, only breakable with the gun powerup, etc.
>>
>>147849167
How many times do I need to post "not enough texture detail and too sharp" before you fix it
>>
>>147850408
sounds bretty good.

have any stuff for a fantasy theme world/game?
>>
>>147851072
o wait, you mean this song https://soundcloud.com/dj-pie-1/a-garbage-test-song-with-the-only-time-i-ever-used-the-brk-sample-now-i-will-never-use-it-again
yea that was one is really loud. watch out everyone
>>
>>147851474
I apologize, looking again the song was actually in the 'related tracks' section:

https://soundcloud.com/dj-pie-1/a-garbage-test-song-with-the-only-time-i-ever-used-the-brk-sample-now-i-will-never-use-it-again

Don't listen to it it's a horror.
>>
>>147845797
but why
>>
Frogs life game is good
>>
The only game my archaic notebook could run was the dogfighting one. DESU, I didn't really know what I was doing. Somehow I made it through stage 1, but in stage 2 all I could manage to do was fly around mashing z and x until I died. Not exactly a newbie friendly demo.

Oh, and was the only plane I could hit really the one marked with a diamond? That's a mechanic really hard to handle when you're fighting againsts dozens of planes at the same time.
>>
>>147851580
i have one that could fit that description
https://soundcloud.com/user-795244489/aftermath-orchestal-interlude
>>
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>>147850359
>>147850598
>>147850680
>>147850835

because im trying to recreate this hydrolic physics based movement system i made in gmod

forgive the arms, they weren't done at the time.

pure IK or partial IK wont give me the desired effect. i want to make a self contained system with as little external support for the character as possible.

there are some flaws with exanimas system and gang beasts system i'd like to try to my own take on.
>>
>>147851294
>lol are you just saying that cuz the image was from a ghibli film? I honestly cant tell
Nope, opened it in another tab so I didn't even see that image.
Here's one that I think has a similar feel to it (I'm obviously a real music expert): https://www.youtube.com/watch?v=KKNeL6oknXg
>>
>>147851490

https://tldrlegal.com/license/bsd-3-clause-license-(revised)
>>
>>147852176
So yes.
>>
Give up and make a horror walking simulator.

It will sell and you fucking know it.
>>
>>147852424
>Caring about sales
>Not just making a game because the game you want to play doesn't exist
>>
>>147852112
>>147852112
that does have a similar feel in a way. I need to watch this movie
>>
>>147852424
If you want something that sells, make a free to play multiplayer game with heavy RNG elements and real money loot uncrating

kids these days like slotmachines
>>
Livestream of AGDG demo day games

https://www.twitch dot tv/multiverselabyrinth
>>
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I FOUND IT

nice demo btw
>>
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>spend all day hurriedly fixing bugs to submit my game in time
>fixed a shitload of bugs, almost ready to submit
>find new bug i didn't know existed, no idea how to fix it
>>
>>147851798
How many did you try?
>>
>>147852719
2soon
>>
>>147852039
Maybe try Configurable joints instead and/or some custom force solution?
>>
>>147851798
I'm gonna go back and do some proper level design this afternoon so hopefully the levels will be a bit more newbie-friendly. I was pretty rushed trying to have multiple levels

And yeah, the only plane you can hit is the one with the diamond. I've been trying to figure out the best way to do that; since the machine gun is an area-of-effect I thought it would be a bit overpowered if it could hit everything at once. I also originally had it so missiles could hit any enemy, not just the jet they were fired at, but when there are a lot of jets they almost never hit their original target since it's too crowded. I'm trying to find a better way to indicate the player's target so they don't get lost in big dogfights. I had a little arrow that would point toward the player's target but I broke that and forgot to add it back in. I'll definitely do that this afternoon

Maybe the solution is to just never have dogfights that big, or find a way to get everyone to spread out a bit more. Maybe increase jets' speed and decrease their maneuverability

Thanks for the feedback! It's also good to know that it's at least decently-optimized
>>
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>>147852836
never too soon :^^^^^)
>>
>>147852774
Thanks. Glad you liked it. Any constructive feedback you'd like to give?
>>
>>147844690
>>147849014
>>147849145

thanks anon

to be honest i also have the same problem with the mines.

these circles you talked about are already in the game, but i don't have time now to upload a new version of the demo.
>>
>>147853021
that was going to be my first step using apply force instead of contracting joints for now. there's just so little visual conveyance of how the joints are rigged i can't tell whats going on.
>>
>>147853335
The only thing that annoyed me were the chests, having to stand in that very specific spot to open them felt counter-intuitive.

Anyways good job mate, this looks like it will be a fun game when it's complete.

I discovered the aggy dagger by accident while trying to quit the game by alt + f4
>>
>>147852734
>flash
>>
>>147853549
use livestreamer nerd
>>
>>147853527
https://docs.unity3d.com/ScriptReference/ExecuteInEditMode.html

https://docs.unity3d.com/ScriptReference/Gizmos.html

combine those two and you can get whatever auxiliary graphics to show how things are hooked up in the scene view
>>
>>147852826
I downloaded about 12, but they all bitched about graphic requirements. I figured it was an issue with my drivers, but I gave up after half an hour of reading and installing shit. I'll just leave it as a hardware problem, it wouldn't surprise me at all.

I'll eventually find a way try the Torpedo one and the Parkour one, tho, I was really hyped about those.

>>147853068
I just don't think it's a good idea to add another layer of complexity above chasing the enemy's tail and outmaneuvering the enemy. I see what you're saying with the machine gun, but I'd look for other alternatives. Maybe increasing the heat faster while shooting, narrowing the area of efffects, idk. Or keep it as it is now, but auto-target the closest plane who's in front of you.

Well, in the end you're the one who knows what you're aiming, I'm just a guy just played it for like 10 minutes, but those are my two cents. The arrow aim does sound a lot better, but... I don't know. Eh, good luck, man.
>>
Are there any decent games actually made using SDL alone or is this the meme in which you are stack forever trying to create everything before you can actually create a game?
>>
>>147853335
I didn't play it, but from watching it, man those knights need an outline or color or something. Grey knights on grey stone is not good.

>>147851636
DELETE THIS SONG RIGHT NOW.
>>
File: 1463903175484.jpg (63KB, 443x473px)
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>15 downloads
>one folder had the wrong name so the game wouldn't start
>Nobody told me until just now
>>
>>147853335
>>147853546
We can make them so you can open them while standing on top of them rather than in front
>>
>>147853931
ah, thanks. no idea why something like this isn't included by default. i honestly had an easier time with blender's UI than unities.
>>
>>147854602
>Nobody has played your game anon.
>>
>>147854602
>uploads a build that doesn't even work without testing it
>blames other people
>>
>>147853607
>recommending a CLI tool
>calling others nerds
>>
>>147854435
Increasing the heat faster and narrowing the area of effect are good ideas too. They also might help handicap the AI a bit, since the AI is really good with the machine gun
>>
>>147854536
lol its not my song tho
ill try
>>
>>147854992
cheer up friend
>>
>>147850408
This fits
>>147852039
>>
>>147854602
Are you shape souls dev?
>>
>>147842441
>Download a udemy course
>GameMaker
>Aww yis this is going to be great.
>It's a pajeet
Goddamnit
>>
Where should I post feedback for DD games? Just on the individual itch.io pages?
>>
>>147855882
Meanwhile you can learn c++ from old white people who know what they're doing.
>>
>>147855882
if you paid for it get a refund.

It sucks cause I can't stand esl-people speaking english with an accent. But it's often those people making tutorials on stuff that's relevant to me.
>>
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slightly faster prototype.

has anyone had any experience with completely physics controlled characters in unity? what kind of problems did you run into?
>>
>>147848601
Excellent vlog. Have a upvoat.
>>
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>>147856048
Unity's physics are atrocius, why would you even use Unity for a physics based game? There's a reason the few good physics based games made with Unity have made their own physics engine ya know.
>>
>>147855996
and in the thread
>>
The new pen nibs I ordered for my tablet finally arrived.

Time to get back to doodledev.
Got bored of pixels.
>>
>>147855785
hue
>>
>>147850408
Pokemon bike riding music.

It's actually really good but it would be hard to match to a videogame without making it just seem like someone downloaded a baroque tune from the internet for their Newgrounds flash RPG.
>>
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>>147856048
>He fell for the Unity meme

Seriously we should just autoban Unity users its not fair to trick new devs into using it.
>>
>>147856285
would U4 be better for a physics based fighting game?
>>
>>147856438
Somewhat pointless when the particular dev isn't here though, innit?
>>
>>147856659
Not that guy, but i'd guess so since it has built in skeleton animation/physics blending for one thing, and it has amazing physics by default.
>>
>>147856771
good thing i didn't get too far into this than.
>>
>>147856564
that pokemon bike riding music is exactly what I thought while making it.
I think it could fit into an rpg without sounding forced- personally. idk
>>
>>147856692
Its a discussion thread
Lets discuss aggydaggy games
>>
>>147856771
>>147856285
https://docs.unrealengine.com/latest/INT/Engine/Physics/
>Unreal Engine 4 uses the PhysX 3.3 physics engine to drive its physical simulation calculations and perform all collision calculations.

http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/
>As announced at GDC’14, Unity 5.0 features an upgrade to PhysX 3.3.

You are both fucking retards
>>
>>147856692
You should post it in itch.io desu, is more easy to find and other people can read it there when they are going to download it
>>
>>147857086
B T F O
T
F
O
>>
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>>147857086
>If to engines uses the same physics library the physics are identical

Sometimes I forget not everyone here are actual programmers.
>>
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>>147857086
>Unity haters
>Spouting random impression based opinions as facts
and all is well with the world
>>
>>147856963
Make what you want dude.
>>
What do I do for music for my demo?
>>
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how is my vidya music

is it vidya enough?

http://picosong.com/hF6b/
>>
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>>147857376
>>147857215
>>147857086

>Unity fags things two programs using the same library must have identical functionality
>Unity fags believing random impression based opinions as facts
>>
>>147857430
Find free, royalty free music online
Ask someone to use their music in your game
Show off your amazing game and ask if any musicbros want to make music for you
Pay for it
Make it yourself
>>
>>147857430
>not having a music slave on hand

it's like you want to fail
>>
>>147857465
>http://picosong.com/hF6b/
Sounds like some sort of smooth music to play in restaurants.
>>
>>147857547
If they both use the same physics engine theres no difference besides what person x does differently vs person y.
Only dummies use stock anything
>>
>>147857086
>physx

fucking disgusting
>>
Talk to friend who is a programmer saying I want to be good at programming so I can make a game.

Two days later he gives me thousand page book called principles and practice in c++. He gave me another book by the same author that is a thousand pages today. Says he might give me a book called introduction to algorithms that is also a 1,000 pages.

I just want to make games, not read thousand page books.

He knows how to program as I've seen his github and he worked at google for a bit. But, he is a bit autistic.
>>
>>147857465
First isn't bad
Second sounds like something in a saloon
Third sounds like an opera
Fourth is pretty good
Fifth is pretty good

Didn't listen to the rest. It needs proper production as the recording quality is crude enough to notice, and some other instruments would help. You're obviously talented at writing and playing.
>>
͏ ͏ ͏▲
▲ ▲
>>
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>>147858058
no way...........................................................................
>>
>>147858026
>download game maker
>go on youtube and watch one of the dozens of "make your first game" tutorials
>>
>>147858026
Just start programming dude, fuck those books, or use them as a reference.
>>
>>147858026
>introduction to algorithms

That's a great book desu.
>>
Just submitted my game, /agdg/.
oh god pls no bully
>>
>>147858026
I never liked Bjarne's way of explaining things. Use http://www.learncpp.com/ though.
>>
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>>147858058
>>
>>147858334
wew m8
>>
>>147858329
>.png
>white background
is this some sort of meme
>>
>>147843286
I spent the last 4 hours playing all the games and recording it

I'll upload to yootoob with the time for each game
>>
>>147858260
Charlotte's dream? It's pretty neat, but I think attack animations should be interrupted when starting mid-air and then landing.
>>
>>147858521
youre right
ayy happy DD9 urgydurgy
>>
>>147854602
oh yeah, I crossed out your game from the list because it crashed at launch

did you upload a fixed version already? I haven't actually stopped recording yet
>>
>>147858548
Microsoft is adept programmer
>>
>tfw no artist gf who holds my hand and tells me what to program for gaem
>>
>>147858679
shouldn't*
>>
>>147858679
>Charlotte's dream?
no
my game is the shittiest, glitchiest game on the list
>>
>>147858216

Introduction to algorithm by Cormen

>>147858334

He told me not to do that.

>>147858290

I'm stuck on chapter 6 with his token_stream calculator example.
>>
>>147858734
What
>>
>>147858880
Well if you're gonna be so fucken vague about it I guess I'm not gonna play it.
>>
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I'm sorry if sometimes I sperg out and get angry, I just want to let you know that I love you guys.
>>
>>147859046
Which graphics editing software is Microsoft responsible for?
>>
>>147858749
>tfw no one man army gf who holds my hand and makes my game
>>
>>147859114
mothdan pls
>>
I've just started using Krita, and it's wonderful, but can someone tell me how can I save RGBA PNGs? So I could set the transparent color for actual transparency?

As a site note: any good beginners guide for digital drawing?
>>
I'm making game.
>>
>>147859000
>token_stream calculator
oh lord, that's tedious as shit.
Good luck anon.
>>
>>147858749
>>147859203
>tfw no lewd gf who holds my dick while I don't make my game
>>
>>147859123
Ohhh I get it
>>
Is Charlottedev pretending to be alive again?
>>
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>>147859302
I'm making flowers and clovers.
>>
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>>147859394
>>147859203
>having a GF
>making a game

Pick one
>>
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>>147858880
I don't really want to guess because if I miss I will hurt the dev of that one.
So just say the name of your fucking game nerd
>>
>>147859560
Are you modelling the uncanny valley?
>>
>>147859560
You didn't make that.
>>
>>147852424
Probably not. There's a ton of shitty looking first person indie horror games.

You either need to be really good quality or actually have a decent idea for it to sell.
>>
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>Linux
>not including the libraries to run your game
>requiring old versions not available anymore
This is why Linux is shit for games
>>
>>147859582
This is pretty true.
>have gf
>don't make game
>gf leaves
>be sad
>start making game
>>
>>147859582
Reread my post.
>>
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>>147858583
ok apparently OBS made 5 GB of corrupt video

rip my demoday reviews

if it matters, my favorite game was Giant Knight
>>
>>147859740
>not statically linking everything
>>
>>147859771
If I could read properly I wouldn't be on 4chan.
>>
hahahahahahahahahaha
>>
>>147859821
The bunny makes me hard
>>
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It is demo day done. Not polished, but I've got two stages and the Overworld "working". Biggest apparent improvements from last demo day are particles and some UI sound effects.
itch.io/jam/agdg-demo-day-9/rate/48140
>>
>>147859934
Share the joke with the class anon
>>
>>147859865
Touché
>>
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>>147859647
Sure, we can call it that. I'm trying to model and bake nearly photo realistic foliage.

>>147859671
Did too.
>>
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>releasing a game on demoday
what are you a baby?
>>
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>>147859998
indie devs
>>
>>147859560
>>147860054
It looks nice.

Want to join my team?
>>
>>147859821
That's sad anon, mind to post written reviews?
>>
>>147859821
Sorry to hear that, thanks for your efforts anyway

I recommend nvidia's ShadowPlay for future screencapping needs
>>
>>147860076
Is the bunny legal?
>>
>>147860224
No, the prime time for being an idol is <18
>>
>>147859821
sauce wtf
>>
>>147860224
>drawings have an age
normies please go
>>
>>147860151
maybe I can do that for some games at least

in retrospect I should've just streamed to youtube and let them record it

>>147860191
I'd never had a problem with OBS before but I guess the big file was more than it could handle

>>147860309
bune
>>
>>147860224
Yes, she just have a chibi style in her in-game model.
>>
>>147860337
I'm not the one asking, it's my drawing friend.
>>
>>147860337
>>147860224
>>147860294
In Canada she now isn't legal.

Thanks anon
>>
>>147860462
ok, drawing "friend".
>>
>>147860462
What did he mean by this?
>>
>>147860462
You officially drew lolicon fanart. I hope you're happy. You're going to jail.
>>
>>147860419
>bune
That doesn't even help
>>
>>147860486
Honestly surprised anything in Neo-Frogland is legal.
>>
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what should i do next?
i've no idea.

i think i'm already losing interest on it desu.
>>
>>147860626
Weed is legal
>>
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>>147859838
Good luck with that.
>>
>"the order is random"
>Idol Comm@nder is at the top every time
>>
>>147859740
Why should I bother to make my game compatible with linux if I don't have linux? like, I can't even test if it works.
>>
>>147860823
>all those bloat libraries
So this is linux dev.
>>
>>147860756
>he fell for the "programming is more important than ideas" meme
>>
>>147860969
Some people program.
Some people ideas.

All Lives Matter.
>>
>>147860950
Don't, no one plays games on Linux.
>>
>>147860950
Not that linux matters but you could use a VM to test.
>>
>>147860949
It's ordered by views.
>>
>>147861150
I want the linux audience
>>147861154
Shit that's true.
>>
>>147861491
>I want the linux audience
The time that it takes to set up linux, test, and compile could be spent improving your game for the people with OSes that actually matter.
>>
>>147860756
Cool character movement.
Also stickl to the end. Whenever i take a few days break off programming i fail, always. Taking a break/slowing down is path to failure.
Add some background maybe. Or if you want to code first art later, add:
Enemies
Items
Ledge grabbing maybe
Parallax background with placeholders.
Some objects to interact with?
Don't give up anon, i believe in you.
>>
>>147860969
>copy pasting generic platformer code
>programming
>>
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Got my walking fortress code in order. First thing I've coded in 3 months.
>>
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>>147860969
:(
i thought that maybe if i started something i'd enventually get it going and finish a game but i'd rather watch anime desu
>>
>8 Games in the "Done" list
>Still 24 left to be played
I'm not gonna make it guys.
>>
>>147857430
What's your game? I can make you some*

*results may vary
>>
>>147861747
the only thing i'm copy & pasting is the character sprites desu.
>>
>>147861775
technology
>>
>>147861775
intredasting
>>
>>147861578
Fuck them then
>>
>>147861775
oddly satisfactory to see that thing walk
>>
>>147861787
hey if I played them all you can do it too

it's worth it for the few that just click with you

I didn't spend more than 10 minutes on any of them though
>>
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>video and audio are out of synch
>still retry like 5 times
>>
What do you guys think in terms of generic 2D platformers, rule of fun/cool or try to make it hard/correct:

>Rule of Fun/Cool
>Double Jumping
>You can jump in mid air after running off a ledge (ala DKC and Maximo Ghosts to glory), effectively letting you triple jump
>smaller hitbox to be more forgiving, even if it allows bullets to go through the top of your characters head and stuff
>attacks can hit slightly (1-2 pixels) behind you during sweeps (ala megaman zero and shit), other attacks are quite generous with the hitbox
>Wall jumping is forgiving, you can "stick" to the wall for a second before jumping

>"realistic"
>hitbox same as character, maybe even slightly larger
>double jump is still in
>if you fall off a ledge, you can jump again, but its double jump
>attacks are very accurate to the sword swinging animations
>Wall jumping is incredibly precise

Thoughts?

What do you guys think works better.
>>
>>147862087
>final grade A
PLEASE POST THE SECRET COSTUME
>>
>>147862087
R34 of her getting gangbanged by that crowd of otaku when?
>>
>>147859535
I'm not pretending, I'm alive this time. I swear!
>>147858679
Thanks anon! That's on purpose though; it's supposed to be like the later Castlevanias where if you use the landing cancelling to your advantage you can attack faster than usual by attacking and then jump cancelling and attacking again. Though there's no enemy in the intro level that that technique can really be used on
>>
>>147862236
how does it fit into the bigger picture of your game design?

personally i like mechanics that 'feel right' even though they're technically unrealistic.

makes me think of smash brothers melee, and just how responsive and 'right' the controls feel on that. -- even though it's very un-realistic.
>>
Should I post what i have and update it later, or wait and upload the whole thing tomorrow?
>>
>>147857547

>anon faggot "things" two games using the same engine must have identical functionality
>faggots lacking any semblance of critical thinking parroting what they read on anime image boards as facts
>>
>>147862236
Whatever feels best after a lot of playtesting.
>>
>>147859821
That sucks man. It's happened to the best of us at some point. I lost the better pat of a soundtrack to hard drive failure once.

What did you think of Project Shmoop?
>>
>>147857915

Well, what's a good alternative?

And you better not say bullet3D...
>>
>>147862236
Realism is boring as shit, that's why people play video games.
>>
Free released 2D or 3D cute girl when?
>>
>>147862837
I could try and find my model from the first waifu jam
>>
>>147862498
>>147862575
>>147862768

Yeah I'm inclined to go wtih the top set, because honestly, I kind of want to be able to do awesome shit when I play games.

The only problem iwth it is I think it'll make it "too easy" but I guess that isnt a huge problem.
>>
>>147861775
graceful, elegant. brings a tear to my eye
>>
>>147859706
>or actually have a decent idea for it to sell.
Just copy PT but make it an actual game and not a dead demo. That'd sell like hotcakes.
I don't even know what hotcakes are
>>
>>147862910
>The only problem with it is I think it'll make it "too easy"
Neither option should make the game easier/harder than the other if the game is designed with that style in mind
>>
>>147862910
you can make the level design difficult, but the player controls should feel snappy, and 'good'
>>
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drawing is no fun
>>
>>147862248
Won't let me select it.
>>
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>>147862559
>Anon A mocks unity fags for proving that they have no understanding of software
>Unity fags shut up for like an hour because he was right
>Unity fag X mocks Anon A because Anon A spelt a word wrong.

Its almost like we are on some international board where not everyone proofreads their posts
>>
Currently uploading my game senpai.
>>
>>147862580
I spent more than the average time on it because I refused to believe I was that shit at shmups

then I found out the easy mode literally meant infinite lives and bombs so I played up to the robotnik boss

fm gradius-y music was easily the best part and what kept me playing

I think there were some graphics problems especially the background being too bright and distracting
>>
>>147863218
Let's be honest, the only people who matter here are native English speakers. Foreign posters are a circus act for our entertainment.
>>
>>147847590
Put a loli on the back.
>>
>>147863232
Where have you been Godisacubedev? I haven't seen you in a while.
>>
why do people hardcode input on y/z keys fuck
>>
>>147863349
good post
>>
>>147863552
they're hacks
>>
>>147863552
Because this is amateur general
>>
>>147863552
French people should be exterminated.
>>
>>147863552

How terribkle would it be to make all my games inputs required a controller?

most people have one right?
>>
>>147863324
Thanks for the feedback.

>>then I found out the easy mode literally meant infinite lives and bombs

I'm planing on having bullets go slower on lower difficulties in the future, and adding more arcade styled game overs so you don't get kicked strait to the menu when you run out of lives.

>>I think there were some graphics problems especially the background being too bright and distracting

I've been getting that a lot. First order of business after getting the demo out was to re-make the player's ship from scratch, so that might help that.
>>
>>147863801
why not both?
>>
>>147852039
pretty neat. check out an old game called sumotori dreams.

personally id leave out character joints and just use simple hinge joints or something, i dunno..
>>
>>147859821
also I'm too tired to dev so since video is ded reply with your game and I'll tell you what I thought about it

commenting on itch.io is 2 much work
>>
>>147862248
Not even with an S rank. The secret costume is a ruse.
>>
Making a Rust clone. I need a name for it. What do you got?
>>
>>147864180
Seriously? I'm going to kill that fucker
>>
>>147864193
Smegma.
>>
>>147864193
"It's a big multiplayer game which isn't a broken piece of shit"

I'd buy that
>>
>>147864193
Bust
>>
>>147864193
Oxidation
>>
>>147864193
russet
>>
>>147863459
>Where have you been Godisacubedev? I haven't seen you in a while.
Last 3 weeks, I came only for the recap mondays. I was very busy working mainly on the trailer, so the game wasn't progressing a lot. Not fun to just say "I'm still working on this non dev stuff".
Here is the trailer by the way:
https://www.youtube.com/watch?v=3VrRv0nVz-g

I will launch my Greenlight campaign July 12th. Thanks to Demo Day, we will see if the release of this build is truly ok (without bugs, etc).
>>
>>147860950
Compile with musl libc instead of glibc. It's specifically made for making single binaries that can run on any Linux machine.
>>
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Spoopy here, will you guys play my game next demo day if there are lewd chicks hidden in it?
>>
>>147864193
"twitchbux pls"
>>
>>147864193
Just
>>
>>147864193
The Least Worst Open World Survival Game
>>
>>147863141

The transformation looks really gud, idk why

keep it up senpai
>>
>>147864193
>Making a Rust clone. I need a name for it. What do you got?
50% chance to finally get vagina
>>
>>147862071
I'm finishing all of them.
Gonna give up. Gonna play just the ones that interest me.
>>
>>147864193
Iron Oxide
FeO3
>>
>>147864428
Only if you make them so easy to find that I don't have to play the spoopy parts.
>>
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It "works"!!!
>>
>>147864417
for what is probably one of the most obtuse games in my recent memory the trailer is actually pretty funny

it's a good thing because if you said "it's a uhh.. game about programming" nobody would be interested

I played v00.05.00.11a (still have it) and enjoyed it a lot, but I also code so I'm probably your target audience anyway
>>
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>>147864856
But the spoopy parts are the best parts
>>
God is a Cube is officially part of Demo Day 9!
Yeah, just click on the link, you know:
https://itch.io/jam/agdg-demo-day-9/rate/30302
>>
>>147864867
3D movement with 2D graphics is best.
>>
>4 playable games

how hard is it for you guys to build your unity game to webgl
>>
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hi everyone, im new to this general! i'm making a walking simulator, but with no 2deep4u crap. ive been working on it for like a year now, here is where you can get it when its out (on the 24th) and theres some more screenshots too: claufiersoft.itch.io/cms03
>>
Is there any /agdg/ discord?
>>
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>>147865391
with my game you need to use the entire screen and it uses a lot of cpu
>>
>>147865510
Those animals are a bit creepy anon.
>>
>>147864934
>for what is probably one of the most obtuse games in my recent memory
>I played v00.05.00.11a (still have it) and enjoyed it a lot, but I also code so I'm probably your target audience anyway
v00.05.00.11a (Alpha 11) is almost one year old. I made huge improvements on the tutorial (I even added a waifu so people ACTUALLY read the text), and animated pictures in tutorial panels really help a lot.
I also made a 3D Galaxy map,

The update videos allow to see rapidly the biggest changes.

Alpha 12 update video:
https://www.youtube.com/watch?v=AZSGXFUGXG8

Alpha 13 update video:
https://www.youtube.com/watch?v=-B4KyIqtOxA

The new Alpha 14 features slightly improved art and better ergonomics. I think you would like pursuing your game on this version (the game's autoupdater should update your current version).
>>
>>147865510
ok but where was the progress
>>
>>147865624

Sent :^)

https://discord.gg/dVkQ9
>>
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>>147865510
>>
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>>147847590
>>147849515
>>147863403
only for you anon
>>
>>147865391
quite hard actually.
last time I checked it was quite a pain to make webgl builds, it took so longs and broken etc. not sure if they fixed that
>>
>>147865510
>no 2deep4u
>There are mutant alpacas with human faces
What did he mean by that?
>>
>>147865789
>(I even added a waifu so people ACTUALLY read the text
brilliant
>>
>>147865635
Why does a simple 2D shooter use a lot of CPU?
>>
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Hey guys, a good friend of mine just put his game (which I did some work on) up on greenlight. If you get a chance, check it out. It's a first person adventure game set in the future on a prison ship orbiting earth. It's a bit rough, and definitely unfinished, but I don't think it looks half bad for a first effort, and he's still got lots of time to finish it up.

https://steamcommunity.com/sharedfiles/filedetails/?id=720453859&searchtext=orbital
>>
>>147865872
t.hanks
>>
>>147865025
Thanks, I like it too, it's actually pretty fun to work with.
The perspective is messed up when jumping, though.
I was originally going to make it isometric but that would add a ton of things to learn.
>>
>>147865635
>still hasnt added some kind of radar map or situational awareness system

still unplayable
>>
>tfw your life has actually come pretty close to the movie grandma's boy

when do i kms
>>
>>147866092
The power of unity devs
>>
>>147865391
I could upload a browser version of Berserk Kusoge but it ran worse, didn't account for the smaller camera space, and left important gameplay stuff permanently offscreen. Does anyone know if there's a fix for this?
>>
>>147865789
>I even added a waifu so people ACTUALLY read the text

you're adorable. I hope your kicklight greenstarter succeeds!

that said, I thought the art in alpha 11 was all placeholder. I hope people can get over the less-than-super-polished graphics
>>
>>147866207
Whos your JP?
>>
>>147866098
fuck off faggot
>>
>>147865510
>>147866098
False flagger go away
>>
>>147866098
those hand railings don't look very safe
>>
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I knew I should have put some kind of how-to-play in the demo somewhere. Forgive me for the wall-kicking nightmare, whoever bothered to play my demo.
>>
>>147866098
I'm sorry anon but whodevving is frowned upon here.
>>
hey there fellow agdg general amateur game developers
>>
>>147866457
just put some text overlay or something. Easy fix.
>>
>>147866207
>tfw mom just said i act and look like a martian
th-thanks
>>
>>147866487
How do you do?
>>
>>147866574
Ayy
>>
>>147866487
hi what's up?
>>
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>>147866092
The projectiles are using the physics engine and there can be dozens of AI bots if you'd like
>>147866192
>no map
That's intentional; part of the game is hunting down the enemy and/or hiding from larger enemy fleets
>>
good night aggerdagger, demo day was good but it's back to dev tomorrow

take care and be nice!!
>>
>>147859740
>requiring old versions not available anymore
Not sure what you mean, the game is made using SDL2 2.0.4 which is the latest stable version. Which distro are you using?
>>
>>147866487
fuck you
>>
>>147866207

>tfw you realize your life is exactly like grandma's boy and it isn't helping
>>
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i think im gonna stay up all night and work on this, job is killing my progress
>>
>>147866845
excuse me?
>>
>>147866929
So he is hitman may cry now?
>>
Hey guys, haven't done any game dev in over 10 years, and I only know C.
What's the best library or framework for me to start with?
Probably only 2D stuff to start with.
>>
>>147867071
you can change clothes for him, wont have it affect defense or anything, modelling some hats/hair as we speak
>>
Reminder to make your game REALLY FUNNY so /agdg/ memes it and you become a subcelebrity.
>>
>>147866457
HOW DO YOU FUCKING WALL KICK? PLEASE TELL ME
You're placeholder dev, aren't you?
>>
>>147867169
game maker
>>
I'm going to make an engine and call it JustMaker.
>>
>>147867257
What if they made fun of my game? is that okay?
>>
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>>147865809
>>147866383
sorry if i look like im just shilling my game, i wasn't sure how to start posting here... i will post progress here in the future

>>147866045
it's just weird for the sake of being weird... there is no pretentiousness going on here, i promise!
>>
give me a good idea for a clicker game
>>
>>147867352
Yes. You are not actually supposed to wall jump (it's meant to be optional) you can press magic + down to drop an ice block and jump off of that. Otherwise you have to wall hug, and then within 15 frames from letting go of the wall press/hold the opposite direction and press jump.
>>
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>>147865938
>only for you anon

*fixed
>>
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Hey all

Thanks to those who played my demo today. With some of the feedback I've gathered, I updated Dungeon Break to v004.

That version is now available on my itch.io page.

- Tutorial Skeleton no longer shouts
- Game Over prompt added, so you don't have to Alt+Tab
- Chests 3x more likely to spawn, for demo purposes
- All weapons were lowered in rarity so they all can be found
- Player cannot attack during "cutscenes"
- Bug preventing players from accessing exit room fixed
- Bug breaking secret rooms was fixed
- Fists hitbox 2x taller, making it possible to hit smaller enemies
- Fire trap does 30% less damage

This should make the demo more interesting and hopefully less frustrating. I'm gonna eat dinner and then start playing and leaving feedback for some of the entries!
>>
>>147867579
What is with this sword I keep seeing?
>>
>>147867818
It's aggy's dagger senpai.
>>
>>147847993
I'm making a doggo game in unity, watch out for me on Demo Day 566
>>
>>147867536
>Ice block
I really should have thought that before.
>>
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I integrated a few more gene-controlled variables into creature bodies.
This super simple critter varies the stiffness of its tail flipper, keeping it rigid for most of the walk cycle, but allowing it to bend through at a crucial point.
It spent most of its allotted 1000 generations optimizing that flipper's movement and nearly doubled its initial fitness.
>>
>>147866287
>that said, I thought the art in alpha 11 was all placeholder. I hope people can get over the less-than-super-polished graphics
I intend to improve the art further, and even to commission an artist to do so.
To give you an idea, I commissioned Rymdreglage for the music, as they are both composers and (kind of) nanomachines specialists.
https://www.youtube.com/watch?v=4qsWFFuYZYI
(God is a Cube features atmospheric music, not chiptune)

I would like to find such an artist specialized on small details for 2D and 3D.
>>
>>147867896
>Demo Day 566
How many demo days are we going to have?
>>
>>147867520
What the hell, are those little purple mutant alpacas?
>>
>>147849846
>800 cases
What in the fuck
>>
>every demoday brings newfriends devs
Are we really this popular?
>>
>>147863956
i've seen it yea, my goal is to make something that actually plays fast and responsive with a similiar system.
>>
>>147867976
Demo day is eternal
>>
>>147867928
Cool stuff.
>>
I want to make systems-based games rather than direct control ones. Is there a market for that?
>>
>>147849846
Man I don't want to implement dialogue now.
>>
>>147868012
theyre babys
>>
>>147867976
>How many demo days are we going to have?
w-why would they stop?
>>
>>147867976
566
>>
>>147867818
>What is with this sword I keep seeing?
Some anon made a shitty looking sword and so people started to make fun of that in every possible way. Kind of MAGA hat on anime girls, except that it's a sword and it's not obligatory on anime girls.
>>
>>147867818
It's the same 2 or 3 retards thinking that their sword meme is funny so they keep on posting and replying to their own posts.

It's literally like the source/anti-source posters, just ignore them.
>>
>havent done any dev in 4 days
>can't think of a game to make
>>
>>147867928
Funny how the creature is abusing the jitteryness of the physics engine rather than doing a more natural movement.
Leave this thing running long enough and you will solve sentience.
>>
>>147868035
We have cross-posting from all the major outlets
tig
reddt
/v/

And theres also itch.
>>
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>event is triggered which plays an animation which reveals the thing that the player needs to use to progress
>control is never taken from the player so they might run away during the animation and miss the reveal
>consequently add a small cutscene which plays if the player still hasn't used the thing 15 seconds after the revelation, showing them it directly
>realise they might have acknowledged the thing, but chose to explore the area more before using it
>this cutscene then feels jarring and patronising
How do I deal with this.
>>
>>147868284
I'm glad that no one made a meme with my shitty first sprite.
>>
>>147868254
Everything has an end, anon. /agdg/ too, one day will cease to exist.
>>
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>>147868321
I never made an aggy dagger picture and I think it's funny.
>>
>>147868284
It's literally one autist forcing his edits.
>>
>>147868428
give it particle effects
>>
>>147868546
same
>>
>>147867928
Really enjoy this. One of my first finished programs was a rudimentary evolution simulator where small creatures ran around in a pen mating, eating and fighting eachother. They had maybe 40 variables they could slot their limited amount of "points" into. Was really interesting to see different strategies emerge each time. Some batches became completely peaceful with individuals becoming huge and lumbering, other ones saw essentialy cannibalistic species that started to prefer to fight and eat other individuals etc etc.

Looked into Genetic algorithms and neural networks for a long time now, might try something similar to what you are doing after my main spoopy project is done.
>>
>>147868546
I think its hilarious too.

A bit mean spirited, but still fucking hilarious
>>
>>147868546
Yeah, and you're probably thinking that your pepe picture is funny. Thanks for proving my point.
>>
>>147868735
i think his pepe picture is funny
>>
>>147867646
whats ur email u meme
>>
>>147868428
Add some particle effect to the character with the particles slowly moving towards the object
>>
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>>147868735
Pepe will always never not be unfunny.
>>
>>147868359
Physics instability is my number one enemy. The harder it gets for evolution to figure out a "correct" way of doing things, the more it tries to cheat.
If I only naively grade them on distance they cover, they just tend to find variable configurations that make their body explode beyond floating point limits.
>>
>>147868546
your pepe has different levels of compression artifacts

nice artifaxels
>>
Anyone want to bust a nut with me?
>>
>>147868887
They are adapting to the environment just as designed.
Fascinating tbqh.
>>
>>147868887
>>
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Charlottedev if you are here I need to say to you that I hate this little bitch and I hope you nerf him.
>>
>>147863218
>Anon A detected

nah, you're just a crybaby cunt
>>
holy fuuuuck this wingman game wipes the floor with every other demo its like playing a AAA game compared to indie games
>>
>>147847590
>>147863403 (yeah that's me)
>>147867579 (yeah that's me too)
>>147868321
>It's the same 2 or 3 retards thinking that their sword meme is funny so they keep on posting and replying to their own posts.
>>147868557
>It's literally one autist forcing his edits.

You guys have no humor. AGDG is fun. We are supposed to like make games.
Anon posted a funny creature, so I thought it would be more funny to put a loli on it. He actually did it. With an aggy daggy call to action.
So I pushed the joke further with an aggy daggy dagger.

I don't even know how to make art, but yet I spent 20 minutes on Paint.Net just to make my first dagger edit. I find it funny. It makes me want to make other edits, and even one day to make art.
>>
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Hello. Does anybody have some good resources on how to make a Character Creator on Unity [or C# for that matter] for 3D models? Apparently it's a complicated enough subject to be interesting.

I've been seaching, but have not found something solid on the matter. The Destiny GDC conference is retarded because it barely mentions what is happening on with the coding magic that is needed for such task.
>>
>>147869023
Check out my newly minted tumblr if you're into this stuff, I'm mirroring most of my posts there too.
http://dungeonecology.tumblr.com/
>>
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>>147869239
>Unity fags this triggered
>>
>>147869235
What's wrong with the hermit puff?
>>
>>147863218
Also, read carefully. "Anon A", a.k.a. "you, the chickenshit faggot" mocked Unity user because Unity user showed him that both UE4 and Unity use the same physics engine, and he claims that "hurr just because two engines use the same library, it doesn't mean they will behave the same"

Nobody shut up for an hour. He had earlier replies. I just don't happen to be checking this thread 24/7.

By the same token you can't trash an engine because no two games made on the same engine will be the same. Blame the devs, not the tools.

Btw, I don't 'even use unity, nor do I plan to use it.
>>
>>147869287
It's all good. You're right, this place could use more fun
>>
>>147869429
I don't use Unity, nor do I have any reason to lie about it in an anonymous board. Make of that what you will, I don't care.
>>
>>147869520
>replying to someone who shitposts about unity while avatar fagging on demoday because all the Unity yesdevs are destroying his mind
Think carefully about the person you're replying to and whether they're even worth the keystrokes.

They are not.
>>
>>147869287
>stop disliking my shit joke
no
>>
>>147869686
They're actually getting rid of the personal edition part and making it customizable for free users
>>
>>147869818
kek
>>
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>make code
>it's buggy as shit
>make code again
>it's too spaghettified and hard to iterate on
>make code again
>it doesn't work with the next feature I was going to work on
>make code again
>>
>>147869416
I love this stuff. I've always thought about how cool it would be to make a model, rig it, then put it through a simulation for it to come up with its own animations
>>
>>147868820
Hey man

My contact info is on my itch.io page

jasozz dot itch.io/
>>
>>147868035
There's still only 100 posters. Agdg is still wow-its-nothing.jpeg
>>
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You have no excuse now. Why aren't YOU making a game for Nintendo consoles?
https://developer.nintendo.com/
>>
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Reminder that you can do it!
Finishing something, even if it's small is worth it.
>>
anyone else playing the wingman game? just look at it
>>
>>147869436
Is really hard to actually hit him because if he start moving to close to you you are not going to get his movement speed quickly enough, Charlotte's basic attacks are pretty slow so you really need to calculate your shit to not get hit.
But that's not the only thing, this guy then start running right at you and that's twice as hard to make a good attack and evade him.
>>
>>147869374
I guess it was my mistake for posting while the shit posting was rampant.
>>
>>147842441
>it's demoday again
I'm here for the nodev meltdowns. Point them out so I don't have to skim?
>>
>>147869997
what does your thing do?
>>
Where are the bullies?
>>
>>147870086
see >>147870086
>>
>>147870004
You gotta use your projectiles, he's supposed to be hard if you just try to melee him.
Alternatively you can hit him and then cancel into either the uppercut or powerslide immediately after. The hermit puff always runs forward after you knock off his shell so it'll always hit him.
>>
>>147869991
Nintendo console users don't give a fuck about third-party devs.
>>
>>147870151
Thanks for the W
>>
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>>147870140
right HERE!
>>
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Why do you guys meme on Unity so much but leave GameMaker alone?
Hmm?
>>
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>>147870140
>He doesn't know
>>
>>147870274
third parties are the best thing about Nintendo consoles.
But that's mostly because it's not completely saturated with shitty games like Steam or other consoles.
Guess that might change though.
>>
>>147870450
>leave GameMaker alone
I shitpost more about GM than I do Unity.
>he pays for his compiler
>>
>>147870450
I don't play 2D games
>>
>>147870450
I filter out all GM posts.
>>
>>147869991
Why? People are just going to say that the PC version is better, and Wii U sold like shit, I don't need to reduce my potential public even more.
>>
>literally zero motivation to dev for the past 2 days
Please help me, what do I do? I want to make game.
>>
How many variables can a game manage at a time?
>>
>>147870687
Get a playtester.
>>
>>147870223
Don't listen to that guy he's a scrub I had no trouble with it.
>>
>>147870687
If you submit something for demo day, vine will give you a bj
>>
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https://thumbtack.itch.io/mmbn-clone-02-dd9-edition

Hi here are the demo's sorry i'm a little late
>>
>>147870735
Probably more than you can program in a lifetime.
>>
>>147870687
Take a day off.

A real day off. Not one where you're too lazy to work, one where you know you will not work regardless of how you feel, planned at least a day in advance.

Then you'll be ready to work the next day.
>>
>>147870871
So it's okay if I have a lot of unused ones?
As sloppy as that is
>>
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Feedback for Frog's Life dev

Love the music, very relaxing.
Also love the Animal Crossing-esque voices.

The movement and jumping seems a bit floaty to me, but since its not really a game about precision or anything that's not really a huge deal.

Hope you continue to work on this. And I'm going to also agree that if you tone down the dialogue, you lose the whole game. I love the idea of a game that's visually cutesy like Animal Crossing but then people tell you to fuck off outta their houses.
>>
>>147870995
Why would you have unused variables?
>>
>>147870995
That's dumb, you should always clean up your code.
>>
>>147870995
Unused variables are never ok
>>
>>147870131
camera stuff. Handles rotation, zooming in and out, dealing with collision to keep it from clipping, and there's a few variants and options for switching between them. It also comes with all the functionality packed into little classes so if you needed to take it apart or build your own version of a camera you'd be able to pretty easily
>>
>>147869374
There's not really anything special to it if you know how to program 3d. It's essentially just modifying the vertices in a mesh using a GUI. You can use shape morphing to morph between different states (eg. making the stomach go from skinny to fat). If you want more complex customization you could directly modify the model and its vertex positions.
>>
>>147870995
Your fps decreases with every unused variable.
>>
>>147852734

This guy's streaming again.
>>
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>Idol Comm@nder
Idol Comm@nder is insanely hard at first, but as with most music games it gets better later on (though you need to play with 2 hands if you want to reach anywhere). The music is completely out of sync with the path and using the QWER in the paths is fucking stupid since you can't even rebind them. The score system abso-fucking-lutely terrible. Look at pic related and tell me if it makes any sense. It doesn't. Fuck you. This score system makes your game really frustrating and HOLY SHIT I'M SO MAD.
"My cute girl is the focus of my game" my ass. No one can keep up with the song and look at her at the same time. It's completely impossible.And I really wanted to see the lewd costume, goddammit.

>Frogs Life
Fun stuff, has potential.
Nice fish graphics and random speak sound.
Not much to say since there isn't a lot done. Find a better solution than this "using" slot. I accidentally sold my fishing rod and realized there was a tongue action by accident.
You can throw the fishing rod and then enter a house, then you get paralyzed until you exit the house and resume the fishing action.
I didn't even bother buying seeds and etc because I fished 6 fucking boots and didn't feel like grinding for insects.
Try not to give up like the other frog-farm-devs.

>AdSteroids
It's Asteroids, but shitty. You choose to have a terrible mouse system instead of a simple button press.
90% of the times I click the player doesn't even shoot. And here was I thinking I could have some fun playing classic Asteroids. I was wrong.
>>
Where's the AGDG RTS dev?
>>
>>147871267
dying
>>
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>>147871257
>misses 12
>thinks he deserves an A
>>
>Jelly
Really neato. It's as nice as I thought it was going to be. I even found two golden coins, but I didn't understand why I got teleported when I touched the blue crystal.
The boss head became invisible before the last hit, you might want to check that out.
The movement seems a little floaty and goofy but I guess that's expected. The conditions to perform the dash aren't clear enough, sometimes it worked and sometimes it didn't.
You might want to add some way to recover health and a meter to know how many gold coins you have/are left, but I guess these are on the way.
Also, I don't know if it's only here, but the circular movement of the urchins look a little stuttery when you're moving next to them. If you can't reproduce this, I could record a webm if you want to.
Also also, the OST sounds good, reminds me of the old Crash games, but it needs some mastering, I guess? It sounds a little off, most of the tunes are in a really low key, like they are being played underwater. I don't know if that was what you were aiming for, but that's it.
Anyway, keep going, it's really promising.

>Shape Souls
Don't add the .pdb's to the zip you fuckard.
The game doesn't even run if you don't rename build_Data to ShapeSouls_Data.
Nice death sound effects.
I'm a terrible in this game but it might be fun for someone who knows better.
The shape keeps its momentum even after respawn sometimes, so it just jumps straight to death.
>>
>>147871375
How can he get an A if there's only three things to do?
>>
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It seems like a lot of people hate my

QWE
ASD
ZXC

movement controls, and would rather just use WASD. The problem is that I want diagonal movement as well. Some people suggested pressing two keys at once to move diagonally, but that seems error prone (which could be fatal with turn based combat). I considered using the numpad instead but the game also uses the mouse to target skills, so that'd be annoying.

Anyone have any ideas for 8 directional grid movement controls? I'd rather not use the mouse either just because it's too much clicking.
>>
>Placeholder Title (Fighting Shapes)
You can't dash left if you're touching a wall to the right (and vice-versa)
Your game fucking crashed, Onii-chan. (See pic)
The game might actually be fun in the end but it's really unpolished right now. Platforming in general is a huge mess. The character is too tall and his jump is too low so the platforms need to be really close one to another and it gets really hard to do the right jumps. Also I have no idea how to wall jump so I had to stop playing the game because it wasn't going anywhere.
The battle system right now is just "mash the button to win" and there's barely any space to go around dashing for fun.
Basically, focus somewhat more on your level design. Empty spaces without enemies aren't inherently bad, even more in a exploration-like game like this of yours.

>Tender Arms
WOOOOW. WOOOOOOOOOOOOOOOOOOOOOOOW. It's fucking nothing.
I think the way used to read and skip screens in the dungeon has improved a lot since the last demo. The way WASD and IJKL are used and etc.
Nothing much can be said. I look forward to the first real "floor" of your game.

>Super Stock
There aren't many differences between the last demo. Mostly the way the heart dims out now and that you can dash from the ground. Sadly there are only 2 levels so it's really really short.
Your level selection is a little buggy. Sure the levels 3 and 4 redirect to the Main Menu, but at first I was having the first level doing that too.
I have nothing else to say, it's going great. Can't wait for more levels.

>You're a Torpedo AI
Nothing to say here either. Just more levels and the usual stuff.
I must congratulate you, though. The OST is top notch.
>>
>>147871221
If you're not joking, that isn't true at all. If a variable is unused, it just sits in the furthest memory cache, out of the way. Still bad though.
>>
>>147871128
is there a game you can point to as an example of this behavior, i'm having a hard time imagining what you're describing
>>
>>147871142
That's a pretty concise explanation on the matter. Thanks, I'll check it out.
>>
>>147871536
Your compiler would just get rid of unused variables
>>
>>147871576
Literally any 3D game has dynamic cameras lmao.
>>
>>147871576
world of warcraft
here's a video explaining different features
>https://www.youtube.com/watch?v=4nkArpeCIxE
There's a bunch of bookmarks in the description
>>
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>150+ views
>11 downloads
>0 comments
>>
>>147870223
Is still a pretty hard game desu senpai
>>
>>147871576
you're having a hard time imagining a 3d camera?
>>
>Giant Knight
You can jump through the whole level because the jumps are so fucking big.
Hitboxes are a little broken, you can kill the small white wolf from a ledge above.
Nice inventory.
And HOLY SHIT THIS MUSIC THAT PLAYS AT THE BOSS. Please never stop.
When I kill the boss it just disappears but its life bar still remains at the top and nothing happens, so I just Alt+F4 out of it.

>Ordinary Platformer Life
>First thing that happens is me the character getting hit and sent into a limbo
Then I jump out of the screen and the game just dies (twice). And of course, getting stuck inside the earth.
Great job dev, awesome game.
We all know it's "Ordinary" because the uniform is a rip-off of Nichijou.

>Unnamed Pixel Platformer
>First set of fruits in the game is on a hole with spikes
>AGDG written on them
You cheeky cunt.
The way the attack projectile goes makes it hard to hit some enemies.
The music is nice.
>Spikes kill if you touch them sideways

Well, if your game wasn't in this list, I probably won't play it. Just maybe. Life is long, time can tell.
>>
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What are the best tools/engine to work on whith a shitty 2005 PC?
By best I mean the most versatile, complete and user friendly tools possible.

Pic unrelated.
>>
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>>147871762
>tfw noone plays my game
>>
>>147871852
gamemaker
>>
>>147871852
anything not unity or ue4
>>
>>147871257
>>147871376
>>147871529
>>147871762
For What Purpose would you not play Clarent?
>>
>>147871852
GameMaker /thread
>>
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>>147871762
>Well, if your game wasn't in this list, I probably won't play it. Just maybe. Life is long, time can tell.

>it isnt
why won't ANYONE play my game? fuck, this is worse than literally anything else
>>
>>147871747
thanks man

god damn i had to solve like 6 rounds of captcha to post this
>>
>>147871748
There's always Ludum Dare.

You CAN make a game in only a couple days, right?
>>
>>147871762
>First set of fruits in the game is on a hole with spikes
It's actually the second set

All of the berries in the game are safely collectable
>>
>>147871762
>played half of the games
wew lad (I don't blame you anon I haven't played any)
>>
>>147871472
I haven't played your game, but on the top of my head you could combine WASD with a confirm mechanic. Like, you could use WASD to point where you want to go and use an extra key to confirm it.

Alternatively, instead of moving by pressing a key, you could try moving by holding it for a small period of time. Like a third of a second or so, something that's not annoying. That'd erase the chance of making mistakes, at the very least.
>>
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>>147871529
>That crash

Fuck I thought I fixed that one. Also yeah I really should have put the controls down somewhere inside the game because you're supposed to use down + magic to use an ice block to jump off of as wallkicking is supposed to be completely optional. The maps before the boss room are a rushed mess I agree (enemies and platform placement alike). Thanks for the feedback. That bug is a bad one though so I'll need to reupload, and a band-aid fix for a controls section.
>>
>>147871852
godot, unironically. seriously.

>>147872034
i can. i spent several months making and polishing this game though, no chance that a ld game would be better.
>>
srg here.

Please stop shitting out stillbirths into the speedrunning community. Fucking indie platformers after indie platformers after furry indie platformers. Just stop.
>>
>>147871946
>>147872023
Say it out loud here, and I will play it.

>>147871958
I never liked it. None of the older builds. Sure the game changed a lot but I still don't feel like playing it.
I will most probably still play Dungeon Break, Zero Quest, Travelers, and that Megaman Battle Collection clone.

>>147872048
I know, you can just enter the secret tunnel to the right.
>>
>>147872023
maybe it's just not appealing looking.
stop being a beta and post it
>>
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>>147871749
Well, it's supposed to be hard. I just hope it's not too hard; it's always hard to tell when I'm the only one playing.
Speaking of which, has anyone who played Charlotte's Dream gotten to this guy? I wanna know if he's too hard or not
>>
>>147871761
>>147871719
im trying to figure out how it's different from the built in camera,

just watched the video and i learned that the primary purpose of his thing is for 'user controlled' cameras and a lot more settings on top of normal cameras in unity
>>
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>>147872242
>I never liked it.
Oh, that's cool.
>>
>>147871071
For families/groups

>>147871536
>>147871081
>>147871096
>>147871221
I think my meme game will be able to handle it. It's 2016 :)
>>
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>>147872242
It would be nice to get feedback for Tier 1
>>
The last two digits of my post divided by two is the demo day game I'm going to play now
>>
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>>147872242
I made Comfyville, it didn't get many downloads either!

https://inacio.itch.io/comfyville-pre-alpha-v02

It might not be great, but I did put a lot of effort into it. It'd be great to have some people playing it and giving feedback. there's even a SUBMIT FEEDBACK button ingame
>>
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>>147871762
>tfw I didn't notice about the character disappearing when she goes outside of the view before the demoday
>It can be easily fixed with a line of code
This is not going to happen again.
>>
>>147872160
Am I missing something? It looks pretty nice. Although I'm a programming illiterate desu so I don't really know.
>>
>>147872601
half a game?
>>
>idol commander game is consistently in #1 place

its true what agdg says isnt it. its all true
>>
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>>147872254
I've finished your game and now I'm trying to make a speedrun webm. But it's kind of a pain with a keyboard and I'm still missing what I want to do.
>>
>>147872792
Yes.
>>
>>147872753
the big problem with godot is that it's not used by many people, so it doesn't have as much documentation as popular engines like unity and unreal.

it's still a very good engine, for beginners too. i started devving with godot, and i didn't know a SINGLE thing about programming not even if statements

i strongly recommend me. it's very capable and i do love the workflow.

this nigga from agdg also won 1st place in some contests using godot and released all of his code:
https://github.com/CowThing/MouseBoat
https://github.com/CowThing/Dungeon-of-Cor
>>
>>147872573
>>147872680
I didn't download your games because >100MB in filesize (you might remember me from earlier today). Will download. Will play.
Does SUBMIT FEEDBACK links to vg/agdg/ or what?

>>147872682
Living and learning.
Why bananas, tho?
>>
>>147868416

I asked reddit. He said "literally who?".
>>
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>>147872131
Thanks for the ideas. I think having a confirmation/delay would slow the game down too much though... but I'll try it out and see.

>>147872242
I hope you do get a chance to play my game. Even just 10 minutes for the tutorial/story introduction (since that's the main new thing since last demo day, and my favorite part of it).
>>
>>147847406
I like his halo.
>>
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>>147872965
in my specific case i made a google forms thing so i can read all feedback and not miss any, but i didn't really get much feedback :^)
>>
>>147868963

What is with this ***xel meme I've been seeing?
>>
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I fixed the menu display, it was saying the wrong control scheme, if anyone cares.

https://itch.io/jam/agdg-demo-day-9/rate/50201

I'll make you proud next demo day I promise
>>
my game: no downloads almost no views
game with pedophile anime model: prob thousands of views and dls
wlcome to demo day hosted by vine
>>
>>147872929
>uninspired and repetitive level design
>>
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>>147872965
Thanks
>>
>>147873230
Let me guess, you made a platformer?
>>
>>147872929
>no one will speed run your game
I can feel it
>>
>>147870813

>404 not found
>>
>>147872393
Don't worry Clarentdev. I'm going to play your game, even though I'm also making a swordsy metroidvania and your art and animation makes me seethe at how impressive it is.
>>
>>147873230
>hating on cute girls
>calling people liking cute things pedophile
Maybe the problem is your attitude.
>>
>>147871472
Just allow free movement then press mouse1 to verify the position.
>>
>>147871472
The standard for 8-direction movement is YUHJKLBN as per nethack and other classic roguelikes. It's probably even more retarded than your QWEASDZXC, but at least if people complain about it you can call them casuals and go tell them to play a classic roguelike.

I personally suggest making your game mostly mouse-based, as most (S)RPGs are, and use the keyboard only for shortcuts.
>>
>>147873230
>it's anime so it's pedophile
You deserve your 0 downloads
>>
>>147872929
>Booty bump through the flying puff and the crab
That was pretty neat, I'd never thought of that before
>>
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Post motivational gamedev music that keeps you on task!

https://www.youtube.com/watch?v=qEYOyZVWlzs
>>
>>147859821
plz
>>
>>147873680
https://www.youtube.com/watch?v=lmkcqgvqWXY
>>
>>147873475
I'm not really Clarentdev I just made the music. It's WIP.
>>
>>147873643
Well, the key thing for a speedrun is time so when you're used to it you start to try random things when you got the hitboxes figured out.
The invincibility frames are also pretty neat, if I get a good recoil on hit I can get past some tricky parts without stopping.
>>
Theonian's game where
>>
>>147867071


>A game where you have to make sure nobody sees you performing sick combos on your victims, and it's the only way to kill them silentny.
>>
>>147874030
He went full artist mode only doing random arts so his game is ded.
>>
>>147872792
About waifus/lewds? Yes. Just take a look at Steam Greenlight and you will understand.
>>
>>147874196
dibs on this
>>
it's that time again -- nightly game jam

what type of theme should it be today?

sokoban with a twist
tetris clone
emt simulator
infinite runner
tile/card - laying game
>>
>>147874265
What am I meant to look at its all literal mobile garbage
>>
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>>147873575
>>147873573
Well the other problem with mouse movement / verification is that I have real time obstacles that you need to be able to dodge quickly. Like these cannon balls.

Maybe I'll just get rid of diagonal movement...
>>
>>147874196
>The higher the combo goes the more guards become aware of your super sick style.
>>
Watching all the butthurt and petty jealousy rise is more fun than any of your games.
>>
>>147872965
Somebody once told me my MC looked like a monkey the first time I posted it here.
That was my first pixel thing ever and now I changed the style for something chibi, but that monkey thing still remains within me (?)
>>
>>147874348
just do the emt simulator already senpai
>>
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>>147873892
Well I'm also a musicguy! I love the background music, personally.

Clarent Feedback

To preface this, I'm going to say that I do not know what is placeholder and what isn't, so I'm going to speak as though assets are final.

Again, I love the art and -most- of the animation. To be honest, I think the armor-knight-enemies, for how burly they look, lack alot of punch in their animations. Maybe some subtle shake or something if they attack near you, I'm not sure what would fix it.

Same thing with the sound effects. While I love the background music, I feel like the combat sounds don't do justice to how big and powerful the weapons feel -visually-. Especially when you strike enemies, it just doesn't feel very satisfying. Splitting them in half is plenty satisfying, however.

I love the overall UI design. I might suggest doing something a little different with the font. It's super clean and readable, which is great, but I feel like the super-clean-white-sans-serif kind of clashes with the overall gothic theme that's going on.

Visual effects are great. Particles look very nice.

Overall I'm excited to see where it goes. It gives me reason to better my own metroidvania

Keep up the good work!
>>
>>147873680
https://youtu.be/GfbLWHT7vUU
>>
>>147873230
>wlcome to demo day hosted by vine
More like welcome to life. More important than the product itself is how you sell it, this is the main reason people will settle for worse products even if there's something better out there.
>>
>>147873680
https://www.youtube.com/watch?v=cG21b8Kx2DI
>>
>itt
>demoday guys realize that marketing your game is as important as making the game

So if you didn't get a lot of downloads, you need to sell your game better.

>better screen shots
>more interesting screenshots
>more interesting descriptions (read about hooking readers, and elevator pitches)

Theres still time friends.
>>
>>147872145
Reuploaded. That should fix the crash and the dash bug, probably, and hopefully this screen gets the point across that down + magic does a thing that you should be using. Of course that relies on the player pressing pause at some point and then looking at the oddly placed text. That dash bug probably explains some problem I was having a while ago. It was being caused by some legacy code I forgot to disable. Very helpful feedback.
>>
When your game's characters become real-life idols, that's when you know you've succeeded in this industry, agdg.

https://www.youtube.com/watch?v=wxkKUbNnXKE
>>
>>147874386
Juicy
>>
>>147874386
>Maybe I'll just get rid of diagonal movement
Don't do that, moving adequately is important in this kind of game. I don't know man, play some Chroma Squad (which looks pretty similar to your game) and see how they did it.
>>
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>>147873425
hol up jesus I broke it
https://thumbtack.itch.io/mmbn-clone-02-dd9-edition
Ok now for real, It should work.
>>
>>147874362
All the VNs and weeb games with anime tiddies getting greenlighted.
>>
>>147874671
>FL studio
>>
>>147864867
It looks oddly good.
>>
>When a dev is making a shitty game for a long time and you decide to finally play the game but it's still a huge pack of bugs, failed level design and incomprehensible gameplay
>Then you don't want to lay the truth to them because you're afraid of breaking them
>>
>>147875070
>I've never actually used it but I'll continue parroting popular stigmas
>>
>>147874529
>I love the overall UI design. I might suggest doing something a little different with the font. It's super clean and readable, which is great, but I feel like the super-clean-white-sans-serif kind of clashes with the overall gothic theme that's going on.
I'm not Clarentdev but he did that because of SotN, which is clearly his main inspiration for this. I'm not saying he shouldn't change it but I understand why he did it like that.
>>
>>147875217
FL Studio is the RPG Maker of DAWs.
>>
>>147874475
how would it work though? i'm still not sure

should it be 2d/3d?

should it work like 'operation'?

i feel like the mechanics here are gonna take a lot of creativity.

i might need a lot of different graphics for it to make any kind of sense

maybe this could be a text based game...
>>
>>147875000
A E S T H E T I C
>>
>>147875000
Can you do something right senpai?
>>
>>147875332
Yes, so you've never used it but base its entire existence on trance and trap shitters.
And I'd wager you probably have no musical capabilities as well.
>>
>>147875217
Something about that piano sounds fresh out the floops to me
>>
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>>147875425
howbout I WHAP you upside the fucnig head huh ?

Do something right like ur momma shoulda
>>
>>147875365
Stop using that word wrong.
>>
>>147875208
I don't understand people like that, maybe because I'm perfectionist or something, but do they never see how bad the thing they're making is? Or do they simply pretend to not see it?
>>
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>>147875208
Is it me?
>>
>>147874529
>I love the background music, personally.
:D

Most of the sound FX are placeholder. I'm going to be redoing everything. Also the music is currently a bit loud so it drowns things out a bit.

I think we're going to put a lot more work into enemies/combat.

Thanks for taking the time.
>>
>>147875432
You sure are making a lot of assumptions, my friend
>>
>>147875586
Working on something warps your opinion.
That's why for music or writing you won't know if it's shit until the day. And probably the same for art.
>>
>>147875586
>perfectionist
Perfect is the enemy of good.

Also different people have different tastes. It might actually be a good entry for a genre you don't care for...
>>
>>147844367
Vampiredev here. Thanks for the feedback, I'm saving all the received feedback and I'm going to reference it a lot for future updates.
I'm glad you liked the changes and small improvements on it
>>
>>147875590
I haven't even played your game yet ;^)
>>
>>147875586
I don't understand why you're excepting good games without bugs in agdg.
>>
>>147875573
Aesthetic is pretty much a word old Greek fucks invented to describe marble statues and shit though. It's not entirely wrong.
>>
>>147871748
who?
i'll play, rate, subscribe, and retweet
>>
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Alright, next up is Zero Quest

Wow, let me say how stupidly polished this game is. It really feels solid in every aspect.

The art is cohesive, the music is great, love the humor.

I will say that, as much as I love BFXR, its sound effects can be a little grating, especially for headphones users. Maybe run them through an audio program and round out the high frequencies in an EQ, so they aren't as piercing?

A couple little things, though.

When you have your party assembled, I don't really like that all of their footsteps play at once in one loud footstep. I'd personally rather it be the same foostep sound as when you're alone, or it plays all four -slightly- offset so it sounds like four separate steps. This is pretty nitpicky, I know.

Also, I dunno, but I just couldn't get the hang of QWEADZXC for moving. I'm not sure how crucial diagonal movement is in the game, it just seems like WASD for movement and something else for waiting would work better.

Good call having all of the HUD options up at all times. When I saw the controls at the beginning, I was like "how the hell will I remember all this"

You also may consider, that circle that closes in to tell you when to press SPACE when attacking/defending, maybe making it bolder? Sitting right here at my computer monitor its easy to see, but I feel like if I were sitting on my couch playing with a gamepad, I might have trouble seeing the 1px thick circle. Again, nitpicky.

Seriously awesome stuff though. This would be a definite buy for me if/when it released.
>>
>>147875527
S-sorry
>>
>>147875705
then what do you use?
>>
>>147875586
Demoday isn't really for polish, its about forcing yourself to produce something for a deadline, and to show your agdg bros where you're at in my opinion
>>
>>147875709
>Perfect is the enemy of good.
More like the enemy of "done". I've never made a full game, only incomplete projects.
>>
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>>147871748
>6 views
>3 downloads
>1 download was my own
>>
>>147875763
We both know the context for which he's using it.
M+ was a mistake.
>>
>>147875586
Post your game
>>
>>147875970
>>147875776
you too
>>
>>147875783
doing god's work anon
>>
>>147875208
I think it's me. Is the main character a dog. I'm pretty aware it's bad but if there's bugs please share them
>>
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>>147874221
>>147874030
No, no, I'm still here.
Just suffering under finals and the lack of a sustainable future income.
Trying my best to make some pixelart tutorials now. First one will be out on Monday, if I don't fuck up.
>>
>>147876064
It's so buggy and terrible, I almost don't want anyone to play it.
https://itch.io/jam/agdg-demo-day-9/rate/75041
>>
>>147876250
>Randomly generated
dropped
>>
>>147876130
>lack of income
>trying pixelart tutorials
Yes so game sounds pretty ded to me.
>>
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>Idol Comm@ander

Not sure what you're going for here, but positioning the notes in a straight line makes it difficult to sightread. If you're going for a Stepmania or IIDX type of challenge, positioning is the main factor (leftmost note corresponds with leftmost key, etc).

Color works a secondary aid, but not the main one. Right now the hardest part is remembering which key each color corresponds with. So I don't think it's just a matter of key rebinding.

Cute concept though. I'd be happy to see more indie rhythm games.
>>
>>147876064
play my game too, anon!

https://itch.io/jam/agdg-demo-day-9/rate/74765
>>
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>>147875131
Thankz
I want the minecraft audience

I got a lot of complaints on the animation, but I'll work on it later I suppose. The Z ordering is fucked beyond belief lol
>>
>>147876446
was so underwhelming. i missed almost everything even though im reasonably good at beatmania and kshootmania.
>>
>>147876583
GIT GUD
>>
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Next up, Tender Arms

I don't really know what to make of it, to be honest.

I love the way the game -feels-. Despite being graphically minimalist, it still has a looming darkness to it. Somehow fairly spooky!

The control system was interesting. Definitely takes some getting used to, but I don't think its bad. I think a beginner "tutorial" dungeon with some real threats would probably help me warm up to the engine more.

I really love how mindfucky the game can be, with your surroundings changing constantly.

I want to see more of this. Mainly, I want to know what kind of gameplay/combat there will be, and how the control system works with it.

The only bug I encountered was, while the "voice" was telling me stuff, if I used IJKL to inspect something, the text would overlap and be hard to read. I'm sure you've heard this already, but thought I'd share.

Overall, the art works, the audio definitely works. Keep it up.
>>
>>147875834
Ableton predominantly
I used to fuck around with FL
>>
>>147876772
every time
>>
>>147876130
Your art is awesome. Just letting you know. I want to check out that tutorial.
>>
>>147876772
A lot of people think Ableton is a toy so there you go.
>>
>>147875783
Thank you so much feedback-anon!
>>
>>147876395
It's not. I p-promise.
>>
>>147876505
massive swag
>>
>>147875586
>I'm perfectionist
So you have no games and never post progress.
>>
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Do people use resolutions other than 1920x1080 nowadays? I don't want to have to put a resolution option into my demo
>>
>>147876891
Thanks, Anon!
If you can endure my awkward voice I hope you can get something out of it - I really don't think it's going to be very hard to follow.
>>
>>147877013
Nothing wrong with this.
>>
>>147875919
Be real, you've never made anything close to a playable game. Not even an alpha demo. Yet you still somehow felt entitled to talk shit.
>>
>>147877081
>not being on 1440
>>not being on 4k
still waiting for SGPU 4k.

Why can't you just fetch active monitor resolutions?
>>
>>147877081
I'm fine if you don't add a res option so long as you use the monitor's native res for fullscreen mode
>>
>>147877081
i use 1600x900 thank you very much
>>
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>>147877081
http://store.steampowered.com/hwsurvey
>>
>>147877081
I'm still at 720 for a few months

I think you're safe with a 720 minimum though if your game needs it
>>
>>147876250
I think it is in a too early phase of development for people to want to play it.
But I think you can make something better for the next demo day if you keep posting progress and taking note of aggy's suggestions.
also if you add art next time people will give it more attention
>>
>>147877081
Yep. 1360x768 a pain in the ass to find fitting wallpapers though.
>>
>>147877013
Yes.
>>
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>>147876941
No problem! Everyone was super helpful with Dungeon Break while I was stuck at work, so I'm trying to play through as much as I can tonight.

Next up, Traveler.

I won't lie, I've been really excited to play this.
I love the Metal Gear Solid-esque vibe it has. The PS-esque graphics rendering is so awesome.

I like the feel of the gameplay, and the first-person mode is just awesome.

Here's some things I noticed:

In first person, I found it impossible to hit an enemy with the pistol from a distance. I don't know if there's a range on the pistol or if it's just really inaccurate, but I probably dumped 2 mags at a stationary enemy at all different spots on his buddy and didn't seem to get any hits.

Additionally with the first-person mode, I think you could really benefit from making it so the player faces the cursor as soon as you right-click. For example, my guy was facing upwards, and an enemy approached from the left. I moved the crosshair over to him in 3rd person, but since I wasn't aiming, my player didn't turn. Then when I went to first-person, I was aiming at the wall in front of me. Dead Rising had this same thing, and was resolved with a toggle in options, whether you'd face Frank's direction, or the camera's direction when you ADS'd. Maybe consider that?

Also, what's with the delay in firing the assault rifle when you fire in third-person? A short delay is fine, to shoulder the weapon and line up a shot, but the delay just seems really long.

Not much else to say with is being such a short demo, but I can't wait to see more of it.
>>
>>147877261
>using steam surveys
Diluted by cykas and BRs
1080 is most people's resolution.
4k will replace it soonish though.
>>
>>147877353
>crop it nigga
>>
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>>147877164
Ohh, guess I can. I looked up how to do it once and stackoverflow made it sound impossible
>>
>>147877397
>>147877081
Tip-top nodev right here.
>>
>>147877129
>there are people in steamchat right now who unironically believe this
>>
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Yesterday I said I'd play and leave a comment on every demo, but 49 is a ton of games and I might not have time for all of them.

So instead, reply to me with the link to your game, and I'll play it + give feedback right now.
>>
>>147877283
You're right about it being too early in development, I've only been working on it for around 2 months now. I just wanted to submit it so that I could say I did.
I'm horrible at art, so I'm trying to stick to a very minimalist art style.
>>
>>147877140
I made playable snake and tetris when I was learning. Then I went on to work on a platformer that I gave up on, which had character movement mechanics implemented, so it was playable.

I've made a few other "games" since then, to be fair they were more proofs of concepts than games, which is why I said I never finished any full game of my own.

And you, what have you made so far, oh progress master?
>>
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>>147877578
http://zillo7.itch.io/tier-1
>>
https://answers.unrealengine.com/questions/448643/navmesh-not-working-after-adding-50-actors.html
>16 views
>0 answers
kill me
>>
>>147876250
sent
>>
>>147877578
https://arikado.itch.io/clarent-demo
>>
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>>147843336
yes
>>
>>147877578
https://itch.io/jam/agdg-demo-day-9/rate/69496
Thanks in advance.
>>
VERTICAL
SLICES
>>
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Next up Ctespihsphphson

Right from the bat, with the movement, the way the screen flashes when you pick up items, I felt like I was playing Quake. The movement feels great, the weapon is fun to fire, and the music is fitting.

I assume this is on your radar, but a crouch is absolutely needed. I was really trying to fish under tables for hidden items and found that I couldn't.

It also seems really difficult to dodge enemy fire. Sprinting and strafing and bunny-hopping like a madman and I was still taking quite a bit of damage. Maybe I was missing something strategy wise, but I couldn't seem to find a method of engaging enemies that didn't result in me eating alot of angry-computer-bullets.

I won the confetti though, so it wasn't too crazy difficult. While I understand how much of a pain netcode could be, I -really- hope to see a co-op or deathmatch mode someday.

Good work
>>
>>147877778
Ok since your game is 200mb, I'm going to download it in the background while playing another game first (since my net isn't the fastest). So you may get your feedback a bit after the others.
>>
>>147877774
>I made playable snake and tetris when I was learning.
That's not even worth mentioning.

>Then I went on to work on a platformer that I gave up on, which had character movement mechanics implemented, so it was playable.
No, playable means someone can actually play your game towards an objective for a minute or two. Gameplay of some sort. Basic movement isn't gameplay.
>>
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>>147877578
https://itch.io/jam/agdg-demo-day-9/rate/74765
>>
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>>147878051
Sounds good, most of it is music and sound effects.
>>
>>147878107
Okay, so what have you made so I know "you've never made anything close to a playable game. Not even an alpha demo. Yet you still somehow felt entitled to talk shit"?
>>
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>>147876105
You're right in the mark, mate. Here comes the bomb.

>Light Game
Where do I begin? This game is totally broken, man.
The light isn't coming correctly out of either the red and the green lantern.
The background clashes way too much with the main game, in such a way you don't even know what's interactable or not.
The Dark levels are completely unfair without a lantern, it's just poking around without any hint of what the level looks like.
The hurtable, red lights are so subtle I had to die half a dozen times to notice what was going on.
The tutorial level with the fireflies is terribly hard to understand what to do since the button only works randomly.
If you fall in a hole with -1HP the enemies will stop chasing you and you will reappear with 2 HP.
If you jump into a horizontal cone of light from below you can phase all the way to the top with no difficulties.
You can pass through some of the levels that use the red and green lights without even using them (since they are bugged)
The green dots that make you jump higher have completely arbitrary values of how high they will send you.
The kick action seems to have no use, though I haven't played all levels yet.
The player has absolutely no notion of what's going on since there are no "holding" or "jumping" or even "standing still" sprites.
The window is really tiny.
Really, there's a lot of work to be done.
But I did like the HP system in which you can still have go on even with negative HP, it's really neat.
The gameplay could also become really neat with stuff like mirrors, light redirectioning and even gravity stuff (it's a dream after all).
Anyway, godspeed. You have a long, long road ahead of yours.
>>
>>147877578
Sure, why not
https://itch.io/jam/agdg-demo-day-9/rate/75045
>>
>>147877578
https://itch.io/jam/agdg-demo-day-9/rate/48140

Thanks.
>>
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Giant Knight is up next.

This game felt a little strange to play. The platforming aspect of it feels really strange. I think it has to do with the fact that your jumps aren't controllable, but that they start instantly. If you're going to go the route of a deliberate, uncontrollable jump, I feel like there should be a couple frames of the player preparing to jump and then transitioning into it. That super-responsive jump control paired with an uncontrollable jump seems an odd combo.

I'm also not sure what the purpose of the dodge roll is when you can just walk through enemies. It seems like that's more effective than bothering with rolling?

I like the inventory system and general graphical feel of the game, but it just feels weird to play. Sorry if that's not super helpful or specific.

Keep working on it! Hope to keep seeing in at Demo Days.
>>
>>147878365
I've made enough gameplay to keep a person occupied for at least 4-5 minutes. That's an unfinished game. Something with gameplay. I didn't just stop after getting basic movement and health systems finished. I have AI, storyline elements, interactive objects, an environment with sound effects. And I'm not a perfectionist so if I never finish the game I don't have an easy excuse.
>>
>>147877578
https://itch.io/jam/agdg-demo-day-7/rate/57002
>>
>>147878775
Never should have listened to that shitposter about the breathing head animation. That was googem tier feedback which is meant to be ignored.
>>
>>147877794
Hey, thanks for the feedback. It really helps me out. Doesn't look like there's a way to reply on Itch, so I'll write it here:
>Yes, I was inspired by games like Geometry Wars or Receiver, where the game starts immediately; in Receiver you can sometimes die before the game is even loaded.
>Mostly, yeah. I plan on adding lots more content like enemies, weapons, random events, bosses, etc.
>You mean in the title? It means nothing; a spin-flip occurs when a small black hole is absorbed by a larger black hole.
>I've heard that before, and I wanted to add a background grid, but honestly I just could not for the life of me get it to work. If you know any tutorials on parallax scrolling, I'd appreciate it.
>You can currently slide horizontally, but not vertically, and I have no idea why. Must be something wrong with my movement code.
>If the arena is too small, it causes glitches. I might make it so the enemies actively seek out the player in Arena mode.
>>
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>>147877867
RARE
>>
>>147877780
https://forums.unrealengine.com/showthread.php?94511-Problem-with-AI-controller
holy shit thank god
now I can try getting some kind of demo out or whatever
>>
>>147878806
You're hardly any better than me, retard. You're in no position to lecture anyone either. Now go work on your shitty "feature complete" game instead of shitposting on /agdg/ if you're such a great progressman of finished games.
>>
>>147877578
my game will take like 2 minutes to play

https://hephaestus_rg.itch.io/falling

my objective here was for movement that feels really good, what are your thoughts?
>>
>>147877081
1680x1050 here. But most of the time when I play a random indie/agdg games, I prefer to play it windowed at 1280x720.
>>
>>147877081
>tfw your game changes resolution without a restart and without graphics driver reloading
thank you unity
>>
>>147879301
>You're hardly any better than me, retard.
I have everything in place to finish my game, all it will take now is time. AI, health systems, storylines, interactive objects, win and lose states, level is fully built.

You stopped after creating basic movement.
>>
Does anyone have any suggestions on what I could use for loading models of some kind into LWJGL?
I want to start working on some kind of 3D game, but I can't find a easyish way of loading and using models in OGL without writing a parser of my own, which is a huge pain in the ass depending on the format of the models I want to work with.
>>
your game is my favorite game
>>
>>147877861
Not the guy who posted originally but I wanted to try out your game since I liked the stuff you've posted.

I hate the control scheme.

I genuinely think its awful. it feels wrong to use your right hand to move and left for attacking etc. I think its caused I usually map stuff like SNES emulators to WASD for D-pad and the arrow keys for ABXY. I dunno if you have xbox controller support but the side dashes would probably feel really good mapped to triggers it would also be intuitive..

I also dislike esc to open the menu, enter may be better.

I don't know how much demo there is but I found the double jump and air dash and then went back and found the Gleipnir + other thing.

I dislike the sacrificing enemies as a mechanic, it feels really slow. It was a non-issue when I was using the ice sword though since it automatically gave me the HP orbs when I busted dudes apart.

Fire does way too much damage to your character, and its easy to accidentally hit the lamps because of the huge swing arc on the sword.

The enemies punish really hard which makes your combo system virtually unusable. They recover very quickly which basically enforces a hit and run style, this is true with the mushrooms with their poison cloud and the knights.

I like the chain mechanic of glepnir, but you can't use it while crouched and it feels kind of redundant if you have dashing and air dashing, unless you incorporate it as a swinging mechanic as opposed to a straight hookshot.

I do hope you make some weapons feel different, I kind of dislike the big sword since it feels really sluggish to use.

It took me a second to figure out where to go to get double jump, but I get that thats kind of the nature of these games

I see potential. I like the artstyle quite a bit. It hink it would work really good on 360 controller but I dislike the current keyboard config.
>>
>>147879643
>writing a parser of my own, which is a huge pain in the ass
Just fucking do it. It's not that hard.
>>
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Okay, this is the last one I can do tonight I think

Next up, When it Hits the Fan.

I'll start with the good. The great, actually. I love the sprites in this game. The explosions look great. The players and enemies, artistically, look great. The weird thing is, the art looks somewhat inconsistent. Looks like some of the assets were pulled from different sources, or at least inspired by different sources. The weapon icons especially look like they came from this old tons-of-guns sprite sheet I used to use way back when.

The music is pretty nice too. It's got a SNES-y soundfont vibe to it which I like. Not sure if its custom made or not, but its sweet.

The one thing that really strikes me is the gap between the gameplay and the graphics.

Don't take this the wrong way, but the gameplay feels... amateurish? I dunno. The player doesn't lerp into facing the cursor, everything slides around and instantly rotates, the bullet collisions are kinda weird, the way enemies just teleport backwards a distance when they're hit, it all just feels like its lacking the polish that could make it shine.

Enemies dying, player dying, picking up weapons, blowing stuff up - none of it really feels satisfying, which isn't good in a game about ravaging waves of enemies. Punchier sound effects, maybe give the enemies a flinching pose when they get knocked back, just focus on tying the game together.

With the art and the music, you've got some of the ingredients to make something really fun. I think the gameplay just needs alot of tightening and you've got yourself a winner.

Keep at it, anon. I want to couch-coop this with a buddy and beer some day, so don't fail me!
>>
>>147879301
By the way my game is 3D. You couldn't even get past your first baby steps with a fucking 2D platformer. Yeah I'm "hardly" better than you kiddo. So hard to be better than a "perfectionist".
>>
>>147879643
https://github.com/assimp/assimp/tree/master/port/jassimp
>>
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>>147879624
Do you have any webms of your game?
>>
>>147879624

not that guy but he's right, you haven't done shit yourself.

Settle down until you finish a game son.
>>
>>147877578
>>147875000
>>
>>147879624
And why the fuck do you care? That's not even accurate since I have worked on some of those systems in the other concepts I made or have an understanding of how they work and how to create them.

Also,
>storylines
Excellent development, my friend. How many lines of code did that take to implement? :^)

I'm not even going to reply to your shit anymore, I'll just let you have your free last reply where you pretend you won this "argument".
>>
>>147879946
>you haven't done shit
Cool that's the exact opposite of what I just explained but hey. You're just a stupid cunt so there's that.
>>
STOP FIGHTING!!!!!?
THREAD OF PEACE
>>
>>147880127

Post your game or shut up.
>>
>>147880169
ALLAH ACKBAR
>>
>>147879462

>Falling (Nightly gamedev session #4)
The movement feels really good indeed. My only complain are about the maximum horizontal speed and the jump.
The screen is really large so if you're on one angel and the next one spawns on the other side of the screen you're basically lost. There's no way to reach it.
And about the jump, it always has the same size, so if you only meant to do a small hop you're still going to do a full jump.
If you added these two characteristics I would dare say the game would be as responsible as it could get. Then you could start to increase the speed along the time for higher difficulties.
>>
>>147879858
You realize that when people say they're perfectionists it's a character flaw right? No one says "I'm a perfectionist" in a positive way.

So yes, you're right in a way but also wrong because the guy was already saying he wasn't worth shit.
>>
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progress
>>
post more webms faggots
>>
>>147880083
>And why the fuck do you care?
You're the one who wanted to prolong this conversation, retard. Don't spout off about other people posting bad demos and how you're a perfectionist when you haven't even come close to making a demo of a game yourself.
>>
>>147880278
secret final level: hell?
>>
>>147880257
(not him, by the way)
I agree that it's a character flaw, but I've personally seen quite a few people self-label as perfectionist as a good thing.
>>
>>147877861
FEEDBACK #1

- Same thing that everyone else says about the polish, art, etc. - you should be proud. Especially the environment (grass, waving lanterns, banners).
- Sacrificing corpses... I'm not sure if I like needing to hold down on them. I assume you added that so you couldn't quickly heal mid-combat, but outside of combat it's a bit tedious. Not sure if there's a better way?
- Some of the sound effects I think can be improved (e.g. the water)
- Maybe make the "open chest hitbox" a bit bigger? Minor nitpick
- It's perhaps a bit too easy to avoid combat (especially with the dodge move) - the crows were the most annoying enemy since they aggressively attacked you

Next up is that 200mb game
>>
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>>147880369
maybe
>>
>>147879793
>it feels wrong to use your right hand to move and left for attacking
Many games do this and it works very well for them.

Not to say it's not shit for you. Shit like this is why games should always allow for key remapping.
>>
>>147880172
Or you could shut up.

>>147880257
That's great but that anon was talking shit on demos here and how bad they are. He deserves to be shamed with the reality that he's talking shit.
>>
>>147880249
thank you, i appreciate the feedback.

i want to wrap these 'daily' games together into a wario ware style thing in the future, so i'll definitely implement your suggestions in the 'polished' version
>>
>>147878025
>>147875783
>>147871028
>>147874529
>>147876731
>>147877394
>>147878775
>>147879832
Alright guys, I copy/pasted my feedback into your itch.io pages as well so you have it documented.

Zero Quest and When It Hits the Fan devs, my feedback was too long for itch.io's comment field, so I hope you got to at least see it before it gets lost with the next thread.
>>
>>147880613
>i want to wrap these 'daily' games together into a wario ware style thing in the future
Fucking neato. Good luck on that.
>>
very slowly remaking a game I made a long time ago

will post updates as they come
>>
>>147880257
>>147880426
It's just an excuse for nodev.
>>
>>147880565
I opened the game again and checked out you can reconfigure.

I don't have my 360 controller with me but the controls look like exactly what I would want and expect. The alternate layout with WASD is also significantly better for me.

>>147880452
That was my other gripe. The opening chest/talking to people is way too precise. You need to be in exactly the right spot, which is annoying. If you doubled or tripled the size it would probably work better. Make it the size of the actual chest + a bit of leeway left or right probably.
>>
>>147880415
>>147880415
>>147880415
NEW
>>
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how about that new thread
>>
who /VR/ here?
>>
>>147874196
lol
>>
>>147880779
>picture
is that some STB fan game or what
>>
>>147882519
VN maybe?
>>
>>147879832
Thanks for the feedback!

>complaints
Can you lerp with 2 players though? Is it okay to only have lerp with singleplayer, but leave it out when 2 players are active?

I'll keep everyone else in mind. Thanks again!
>>
>>147877089
I don't mind, my voice is awkward too. Where will it be available?
>>
>>147848612
Its better if you change a bit its color, not the shade.
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