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/agdg/ - Amateur Game Dev General

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Thread replies: 758
Thread images: 151

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Just like submit and play games!

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

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

> Previous Thread
>>164947960

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
furste
>>
>no demoday themed pic
ree
>>
Reminder that I love every yesdev who submits to demo day!
>>
>>164994884

how are you defining locations where your points spawn?

Is it within a specific radius or??
>>
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>mfw reading tutorials but still don't know what I'm doing
>>
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How do I work game development in when I've got gym, art class and full time employment eating up my time?
>>
Everytime i almost shitpost here i feel bad and post progress.
>>
>>164995295
Stop sleeping
>>
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post your demo https://itch.io/jam/agdg-demo-day-12/rate/110494
>>
>>164995545
Cute art
>>
>>164995545
>???/???
This is my fetish
>>
>>164994909
Hello friends, I used to come here 1 year or so ago. Anyone from here made it big meanwhile? I mean besides ror and cavern kings
>>
>>164995819
>cavern kings
You mean the game that is now dead and will never be finished?
>>
>>164995545
Fuck off steamchat whodev, you never post progress here.
>>
>>164995937
he still made it big tho
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/95189
>>
>>164995545
nice metal gear rex clone, do you ever come up with anything original?
>>
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Everyone's posting their cool demos and I'm still just working on this one model.

And I'm not happy with any of the textures really...
>>
who /laptopdev/ here
>>
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same webm as last thread because didn't record anything else yet
>>164966221
thanks!
regarding mouse aim, due to the fact you can't aim any weapon in more than 8 directions i feel that it would be a bit counterintuitive to use. it's the specific of the game - allowing more angles would loosen up a lot of positioning you need to do.
>>164976180
thank you
i get your point about holding fire and i'll try to do something about it when i get to tweaking the game again.

>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/96210
>>
>>164996293
Me
>>
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>furry game and a whodev shilling
As if we don't have enough here.
>>
>>164995545
I don't think I've seen your game here before. Is this your first progress post?
>>
>>164996398
>dev
WE DO NOT HAVE ENOUGH
>>
>>164996481
He's one of the circlejerking steamchatfags that only show up for demo day.
>>
>>164996398
worse yet we have a nodev shitposting again!

It's (you)

>>164996481
I've seen this guy post before, he doesn't post often but I recall them
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/84427
>>
i havent posted in the thread for like 2 years
>>
>>164995230
Its a case of finding a tutorial that fits you anon.

Took me few days but I found couple small scale tutorials I can follow and they make perfect sense to me. One is a very basic vertical shmup and another one is kinda taking it further and making a shitty physics based spaceship flying about.
>>
>>164996481
>>164996740
>>
>>164995545
fucking whodevs
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110434

i'm generally very adamantly not proud of my own shit but i gotta admit even though it's fucking garbage i've been having fun while testing this thing, and ain't fun the whole point

i'm absolutely keeping this endless/arena/arcade mode when i move on to the actual game because it's so fucking fun to me

any of you have any plans for secondary modes for your games?
>>
>>164997231
Unity?
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110306
>>
>>164997231
do boss rushes count?
>>
>>164997371
Speed that shit up, it's running in slowmo even without the hitstop because of the physics.
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/108609
>>
>>164997361
nope, gms

>>164997478
absolutely
also, boss rushes are the shit
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110300
>>
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>unnecessary long hitstuns
Before you ask no I didn't make the sprite and just got it from a friend who bought it for obscure reasons

>>164996220
I don't have a demo too and I'm not even working on my main game. Nice btw.

>>164997487
Slow on purpose for debugging.
>>
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almost done with the large multimesh buildings
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/109754
>>
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>>164996331
thank you anon, it means a lot

I think I can turn it into a game in an hour or two
>>
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>>164981254
One last crew member!

Damn, I'm productive today
>>
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>>164997573
then we'll have boss rushes.
>>
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>50 views
>15 downloads
How do you fix this ratio? It always seems to be around 3:1 for my games
>>
>>164997727
Post a video of normal speed then.
>>
>>164997823
Looks neat. Eyes could use a bit more definition though, both on the model and texture
Show us the wireframe and texture sheet please
>>
>>164996319

So impressed with this work man, its fast paced but you can still see what youre doing, which is usually hard with run n gunners like this.
Few notes:
- Shield is too string, I feel like I can hold it and go through the level while shooting once or twice. Consider making it a parry only attack, maybe?
- I keep pressing jump in the air to hover with my umbrella. Maybe I'm just getting Kirby-like vibes from it, but consider using your umbrella in more creative ways - for example, jumping in it and spinning, catching bullets/rain in it and releasing it in one go, using it as a fan to make a fire stronger... just throwing ideas around here but seeing as its called Umbrella Warriors...
- When you parry projectiles it bounces off your player at a funny angle, presumbably cos the shield is a circle and its bouncing off that. Consider simply returning the bullet back to its original course.
- Also when you press shield, it should start big and shrink quickly - for juice, and for an easier parry. (edit : I can see it does it already, maybe make it more pronounced.
- Is storing 2 weapons possible? One of the good things about Contra is changing your weapons depending on the enemy.
- You can't drop through the monkey bars with down + jump!!
- Jumping shouldn't make you go slightly faster, I found myself hopping through the whole thing.

I know all of these are negative, but they're nitpicks compared to how good this thing really is. Well done man
>>
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>>164995148

I have each node spawn within a certain radius of it's 'source', if it isn't then it's deleted and the source node keeps creating one until one works

screwed around a bit more and got this, looks much better
>>
>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110393
>>
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>>164998085
Tried moving the geometry a bit to make the eyes less squished together.

Wireframe and texture coming up
>>
>>164998047
There is no normal speed, I've just said that I used high values everything purposely for debugging.
I'll tweak the values only once I'm done with that part. Besides this is not a fighting game, just a small kung fu clone that I can finish fast for my personal satisfaction.

... somehow I swear that you're the same guy always replying to all of my posts with nothing but complains. Thank for the support I guess.
>>
>>164996209
That's great anon
>>
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>>164998085
>>164998426
I don't want to give it detailed pupils, because I though I might try adding animated polygon pupils later.
>>
>>164996689

how do you keep motivated?

I saw that pic of the time you spent in GM:S and I gotta say that is one hell of a work ethic. it really makes me want to put more effort into my devving, do you have any advice?
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110417
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110370
>>
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So is remaking Doom a good exercise for a beginner dev? It's pretty old so it seems like it would be easy compared to jumping straight into Unreal 4's next-gen tech. So far I've only messed around in Gamemaker with GML.

Also, does anyone know how the Invisible Pinky demons were made? It looks like there's actual lens effects going on or something. It doesn't look like just a see-through sprite, but it actually seems to warp the background along with whatever dithering/noise effect they're using. It's pretty impressive for an old game.
>>
>>164999129
Doom was rendered by raycasting and drawing vertical textured lines. So that effect is quite simple, you just draw the lines behind it with slight vertical offsets and one shade darker.
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/96395
Someone pls gib feedback on the casting
>>
>>164998797
I like the creepyness, nice work m8.
>>
>>164999318
I had very serious issues with the scaling of your game, i'm using a 1600x900 monitor and it kinda stretched itself to 2/3 of the screen very badly and filling the rest with a background color
>>
Any Unreal games this demo day? I wasn't planning on doing any videos this time since I'm on hiatus, but I could make a few exceptions if there's something cool I haven't played the last few demo days.
>>
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>>164999318
I doodled a little thing earlier

qt wiz
>>
>>164999318
Cast Ron Perlman
>>
>>164998641
I've never even seen this game before.
I just figured that if there's a slow debugging build there's a non debugging build that runs faster?
>>
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>>164999694
Thanks!
I realize that I feel much more comfortable doing creepy textures, that cute and friendly stuff (like the Spyro-inspired stuff I've been trying lately).
>>
>>164998853
i dunno, i just really like doing it. good music helps sometimes.

link related: https://www.youtube.com/watch?v=G3QpGzUdCGw&index=5&list=PL66FDF33954626D8E
>>
>>164999908
well you can still make spiro like an have it creepy you can make your own atmosphere maybe, since its a strength you could play to that

more like medieval if you've played that for PS1
>>
>>164999743
C U T E
>>
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used reference for more bust practice, i think the eyes and mouth a little better positioned this time? do fresh eyes see any glaring issues?
>>
>>164999736
Bleh I don't know what's up with the menus not scaling properly. They were only temporary anyway, so I guess I'm gonna be working on proper menus for the next week. What was it like after you got past them? If you couldn't see the ok button, you just need to press down/S twice then enter/space

>>164999743
Cute! Thanks anon

>>164999752
How much do you think he'll cost?
>>
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>>165000232
it's not just the menus famalamadingdong, it's the whole game
>>
>>165000137
>concave eye
Explain, I see a lot of models do that
>>
>>165000498
not him but concave irises help to give eyes the depth that they need without having to rely on shader or texture tricks
>>
>>164999765
Misunderstanding.

That's not a slow debugging version, the values I put in there are for debugging. For example, gravity value is light, hitstuns are high, animations are averaged on 5~8 frames etc. Those values are what I meant by debugging values. I'm just going to tweak that after.

But anyway have you played the kung fu games on NES/GB (originally called spatanX)? They're not that fast either. I'm just adding SNK mechanics because I want to.

>>164999765
>I've never even seen this game before.
gothica dev just taking a break from game because needs art and don't want to work on that now
>>
>Switching from Monogame to GM:S
>Everything's easier to prototype, but I have no idea on best practices for anything, or what data structures GML supports, and there's tons of magic global variables everywhere

Oh god..
>>
>>164996689
nice game man, died at the big ol mouth boss and had a blast playing it too
please please please can you make some enemies drop health though. or maybe drop 1/8th of a heart that gives you a heart if you get 8, like in Wario Land 4. A lot of the time I just wanted to beeline to the boss because I knew there wasn't much point in doing extra rooms cos I knew I'd get brucked up
>>
>tfw people have downloaded my game but I have 0 feedback from it
>I don't even think that any of the people that played it were from aggy diggy
man
>>
>>165000593
Oh yeah that game, I don't really recall complaining about that.
Finish it, she's cute.
>>
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Those who played for the first time, would I be right saying that the Tutorial was more "fun" than the Campaign?

I'm considering merging the two into a continuous story-mode with heavy present tutorial like narration (then maybe adding an endless mode on the side later).
>>
>>165000808
I would give you feedback if I were able to actually play your game, i'm getting an error right out of the bat whenever i select any option in the menu

I wish I could help you out by suggesting what may be happening but shit man I'm just a dog
>>
>>164992858
why not allow selecting characters with 1-4 so you don't have to be a starcraft player to play this?
posted in a ded tred
>>
>>165000654
there's random drops on room clears, including health. if you explore rooms you can find shops that sell health, weapon tanks that give +1(+2 with ugprade) hp on pickup, or terminals with upgrades, one of which is a full heal. also secret rooms, they usually have hp too
>>
>>165000952
Platform and error message? Is it a generic "has crashed and needs to quit"?
>>
>>165000808
Just so you know that image is giving me major altered beat vibes
>>
>>165000626
if you type var something then it's local, else it's gonna be global for the object you typed it in or if it's in script it's gonna use the variables from the calling object.
>>
Tell me agdg
How does it feel to know that your thread is used as a hosting ground for demo days and game jams ran by a chatroom full of normies who don't even post here?
>>
>>165001090
Windows 7 and yes.
>>
>>165001028
You can do that, you just have to setup those keys yourself. Click on a unit, then press CTRL + a number. Then whenever you press that number you'll select the unit. The tutorial covers this but the tutorial is shit.
>>
>>165001176
That's another thing
>Give an object a few variables
>There's no autocomplete for those variables if I reference the object somewhere else

>From what I can tell there's no "this", I have no idea how reference passing works, oh god what the fuck
I'll spend a couple days getting acquainted with GML and then it'll be fine. I have a feeling I'm going to end up having a half-dozen generic objects and then instantiate them with all sorts of different scripts to put in rooms.
>>
>>165001260
I've had problems with 7 before - will setup a build just for it to see what's up, but that will take a while. Thanks for letting me know.
>>
>>165000787
>Finish it
Well. Right now I'm in the phase where I need to add props and new blocks, but :
- the stock assets I'm using has run out of blocks, and kind of looks like meh to be honest
- I have no idea what kind of art I should add or even what artstyle I should use
- everything after relies on the 2 points above

I was at some point wondering if I should just use the minecraft textures but I doubt that the license allows you to do that, as in use the art outside of minecraft, even for prototyping. Just like the Rpg maker assets. Even more now that Microsoft has started a minecraft texture pack business from their win10 version.
And from experience I know it's always a bad idea to even suggest modders/artists from a community if it's ok for you to use their assets.

As long as I don't figure out how to solve that issue this game is probably not going anywhere.
>>
>>165001180
>yfw all successful devs are discord normies
>>
>>164996896
You should post more, your game looks really good, I'd love to see more progress.
>>
>>165001542
:thinking:
>>
>>165000047
Yeah, currently trying to imagine a good setting to fit creepier stuf
>>
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Only dummy animations but the logic/architecture for enemies is pretty much set up. Got an abstract default enemy controller whose mesh and animation blueprint is set up individually on construction (from a table).

So you basically just pull that blueprint into the world, give it the right enemy ID and get ready to get fucking knocked out.

Input is given by a general behaviour tree used for all melee enemies.
>>
>>165001440
if you wanna have access to a variable from another object then you have to type it like this
if object_wall.y ....
what you type after the dot is what variable you're asking for.
>>
>>165001725
is that a dark messiah clone i'm seeing?
>>
>>165001738
Oh, I know that, but what if I have two object_walls and I only want the y of one? I haven't gotten very far in the GML documentation yet lol. Also the thing that sucks is I miss intellisense.
>>
>>164997936
Standard views to downloads for a free game is around 25% +/- 5%, based on my own stats from itch plus the stats I see posted here and other places. So your 30% is pretty standard.

Make sure you've got a nice looking cover image so people will click your game more. Something that shows off what your game is, not just a title or something. Have screenshots of cool things happening in the game.
>>
>>165001542
>>165001616
>>165001180
normies should kill themselves.
Games are supposed to be something to run from your shitty lives, normies have no reason to play games, they can have fun irl.
I fucking hate normies.
>>
>>165001180
I exclusively post in the threads. I have never entered steamchat or discord.
>>
>>164996689
This is a lot of fun and you'll make some mad indie bucks off of it. That dash alone makes it way more accessible and interesting than your average bullet-hell roguelike. The only real feedback I have to offer is that when you get to the 2nd level and the color pallet changes to browns, it gets really hard to see some things. Like, some of the electric laser dudes (who only shoot in a cardinal direction when they line up with you) blend in really well, and their laser attacks do too. I feel like a lot of the enemies and shots aren't high-contrast enough to be seen easily and quickly like in the first level. I only played like 3 rounds though.
>>
>>165002056
normies make game for autistic virgins like you to play
>>
>>165001903
yea i'm new to gamemaker(or any language really) but there's things like instance ids and instance indexes, one of them is what you want, i suggest reading on them in the documentation, since i'm not sure i'm gonna be needing that in my game i'm not gonna read up on it until i need it.
>>
>>165001725
niice
Are the assets from an asset store?
>>
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Hell yeah hall of mirrors effect.
>>
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>>165000429
Hmm, not sure what's going on. Whenever I set it to an arbitrary resolution on my PC it works fine. Thanks for letting me know though
>>
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>>165002192
>pic
>>
>>165000739
i feel the same way with my demo, anon. dont worry
>>
>>165001180
Some (or maybe most) jams aren't affiliated with discord so IDC
>>
>>165001180
it triggers the hell out of me, i wish they'd fuck off
>>
>>165001871
In a sense. Actually it started as a Kings Field clone, but the genre of proper first person dungeon crawling RPGs is so small that basically everything is somehow majorly influenced by something else.

Main influences next to KF are mostly Looking Glass games (Underworld, Thief and System Shock 1) and Arkane's earlier stuff (Arx and Messiah).

And at the end of the day I guess KF itself was just an Underworld clone so who knows what's gonna have the most influence in the end.
>>
>>165002527
well i'd totally play it if it was abit faster, feels way too slow right now.
>>
>>165002290
Nope. Selfmade
>>
>>165002649
nice job
>>
>>165001180
I don't use the discord, but I basically only ever lurk here these days.
>>
>>165000808
Are you Tender Arms dev? If so then yeah, the tutorial is better than the game. The game sort of ended up just being simple skeleton-dodging puzzles. The framework is pretty cool though
>>
>>165002906
>>>/soc/
>>
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I am devvin like I will die soon.
>>
>>165002842
thanks anon!
>>
>>165002906
>Age
25
>Virgin?
no
>Fat?
no
>Ugly?
My gf doesn't think so
>Living with parents?
no
>Normie?
no
>>
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If you've got some real-life friends handy, why not give TUSSLE a shot?

https://itch.io/jam/agdg-demo-day-12/rate/84433
>>
>>165001387
Another thing which some RTS game are thinking of doing now is making it so if you select multiple units, their abilities all have different hotkeys. So that way you can have everything selected at once and still have the same level of control. Might be a good idea, but then you wouldn't be able to have 4 abilities per character so meh
>>
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new little arcade game.
Probably will be a web game, I doubt mobile stores will accept the theme.
>>
>>165001127
Is that some niche music genre? Google's failing me

>>165002964
That makes sense. It's almost as if I built it specifically for me - the levels themselves are very simple to get through but each one (apart from the kiting one) has hidden lore with hints to it - you can break walls using tombstones. Looks like I got some serious direction now.
>>
>>165003048
It sure looks like you don't give a fuck, if that's what you mean :^)
>>
>>165003298
*Altered beast
>>
>>165003271
what theme
>>
>>165002906
27
no
no
no
no
no
>>
>>165002906
25
yes
skeltal
nah
nah
nah
>>
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who the fuck is Jack and Casie?
>>
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>>165003570
>>
>>165003271
Always, I want to be with you....
>>
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>>164994909
Just a reminder that no matter what happens don't let /agdg/ shitposters or anyone else keep you from achieving your dreams. You can do it, and will someday be an indie success too!
>>
>>165002906
20.
Yes.
I am technically overweight but no one would be able to tell and would probably call me thin. I've been exercising.
No.
Yes.
No. Definitely not.
>>
>>165003715
and believe in you...
>>
>>165002906
>Age
21
>Virgin?
no
>Fat?
no
>Ugly?
no
>Living with parents?
Yes
>Normie?
no
>>
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>>165002906
71
>>
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player can now switch from basic weapon to the more powerful green one which does extra damage at the cost of the green energy bar.
>>
>>165003993
looking good, keep it up.
what will the game be about?
>>
>>165003175
>>165003605
>>165003653
>>165003783
>>165003918
>>165003175
surely at least one of you lied about being a normie, i said no lies guys.
>>
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Grapple thing is working better now.

Also decreased Ribbert's initial jump height by quite abit but if you jump a few times in a row your jump height gets bigger. Increased double jump height to accommodate the lower initial jump height
>>
>>165003660
literally who
>>
>>165003735
>don't let /agdg/ shitposters or anyone else keep you from achieving your dreams.
This place is a hugbox compared to how it was a couple years ago.
>>
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>>165004367
No, it's the truth.

I don't go outside for long periods of time, don't have any irl friends, and I have an obsession with the lolis
>>
>>165001502
Forget textures if you can't do them yourself, just do flat shaded and gradients like monument valley.
You can go real far with that simple style and nice colors choices. (use a palette site to figure that out if you can,t)
>>
>>165004367
No, but I lied about not living with parents.
I live with my gf's parents
>>
>>165004368
You should steal the high jump idea from Wario Land 2:
after landing a jump, you go into a crouch animation for a few frames. jump while doing that specific crouch and your next jump will be one block higher. super satisfying.
>>
>>165004368
how is this game mechanically different from marty's. seems like the exact same thing
>>
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Updated the Bokube demo (again) with new controls on how to control boku to add some further polish.

Mainly the biggest change in them being is you have to tap the WASD keys in a direction for every tile move, UNLESS you hold the "Sprint-Roll" button (left shift on keyboard, and X button on gamepad) which will let you continuously roll without stopping.
Other than making changes based on feedback il be busy with making art assets for the games last 4 worlds.
>>
>>165004367
Nah, I'm not a normalfag. I'm a shut in, obsess over retro vidya and frequently jerk off to lizard women
>>
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>>165004798
>obsess over retro vidya
i guess that wouldn't be considered "Normal" if we're not talking about nes games eveeryone knows about. normalfags are fucking gay.
>>
>>165005136
Nah dude I take it a step further and I look into the lesser known shit like Xexyz, Low G Man, Robo Warrior and a bunch of other shit.

Those are the games that inspire me.
>>
>>165004625
That's actually whats happening already. You squish when you land, so if you jump while you're squished your jumps are higher. In my code it works this way based on the yscale of the sprite.

>>165004636
niether of us invented the grapple/swinging so not really sure what you mean. Ribbert is focused almost entirely on the tongue mechanic where his game seems like its just an additional mechanic. Soon we'll be adding a kirby-esque mechanic where you can use enemy's items with your tongue. (ex: picking up enemy sword)

also he's been working on that game for 5+ years and again just recently started all over
>>
>>165004569
>lolis
Patrician
>>
>>165004569
you pass
>>165004591
you're a normie, if you post progress we'll keep you
>>165004798
you pass
>>
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>>165005318
I expected as much.
>>
>decide i wanna do pixel art
>go on youtube
>watch a few vids of people doing simple sprites
>open up paint
>can't even draw a silhouette of a character
should i just kysmys?
>>
>>165005541
You need art skills to make good pixel art
>>
lol poor theonian wanting to participate in demoday but not having anything playable
>>
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>>165004172
protect the distress beacon from gradually stronger alium goon squads until help arrives. this game is art and has a hidden meaning though.
>>
>>165005593
don't ruin my dreams, surely you can learn.
I mean everyone in my family used to draw during their early teens-mid 20s, i didn't and i can't draw now for shit
>>
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>>165005541
you don't just make the pixels you start with lines and put pixels over them. It's an aesthetic choice at this point.
>>
>>165003660
Nice reverse shill
>>
>>165005709
Marion is mai waifu
>>
>>165004570
I wonder. This artstyle works fine for a puzzle game but would that even work for a building game?
When restricted to a 2D plan most games rely on heavy art, probably because of that. I guess it would work for a 3D one but then it'd just be minecraft.

That's funny because now that I have a somehow prototype for the last days I've been thinking of nothing but design choices.
Your monument valley suggestion is very good for something else I have in mind though.
>>
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>>165005769
Nice taste.
>>
>>165003271

Horse racing? The Japanese love that stuff.
>>
>>165004367
What counts as normie?
>>
>>165003660
WHO
DEV
>>
>>165005695
Of course you can learn. Do it.
>>
>>165002906
>Age
32
>Virgin?
no
>Fat?
no
>Ugly?
no
>Living with parents?
yes
>Normie?
no
>>
>>165003660
>>165004405
>>165005750
>>165005961
he's not a really who-dev I'm pretty sure. He made that robot arena game and has posted progress on his youtube channel.
>>
>>165003660
a literal who
>>
>/agdg/ suddenly hates Jack and Casie
>>
>>165002906
>Age
18
>Virgin?
no
>Fat?
no
>Ugly?
no
>Living with parents?
yes
>Normie?
no
>>
>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110392

Glad the rush to finish a demo is over. Can focus back on designing levels now
>>
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lmao I have no idea what I'm doing
>>
>>165005895
Someone who enjoys being with other people more than sitting on the komputor.
>>
>spend 2 days remaking collisions
>not done in time for demo day
>it doesn't work 100% correctly
>it's so expensive I can't use it anyway

fuck games
>>
>>165002906
>Age
21
>Virgin?
yes
>Fat?
no
>Ugly?
no
>Living with parents?
yes, until i'm done with my B.S. and M.S. in a year.
>Normie?
no
>>
anyone streaming playthroughs of demos this time? i love watching comfy agdg demoday streams
>>
>>165005895

If you have to ask...
>>
>>165002906
>Age
27
>Virgin?
yes
>Fat?
yes
>Ugly?
not according to my mom
>Living with parents?
no
>Normie?
no
>>
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>>165005624
He came so close.
>>
Has anyone seen this?
https://www.ascensiongamedev.com/community/
>>
>>165006885
>AGD
lel what a ripoff
>>
>>165006798
I didn't realize we had webms back then
>>
>>165005709
>>165005885
Game?
Hot gimmick brings up some weird manga
>>
>>165004798
tracydev is that you
>>
>>165006798
>that door looping animation
Every fucking time.
>>
>>165005624
Fuck, you got me there

AT least I made some creepy heads today...

>>164997823
>>164998426
>>
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>>165006262
my dude your game is pretty janky. its way to easy to get into areas that im not supposed to be in i guess. I got to the spot in pic related and then couldnt jump back onto the platform to go back over. and there are other spots where the camera gets into a place where my view is complete obstructed and i cant see where the player is going 0/10 unplayable
>>
We should make a thread on /v/
just for demoday
if they can keep an eceleb on the front page, our demos are at least as relevant to videogames
>>
Ok, a little bit of feedback.

>Catgirl pool party
Nice to see you have added stuff, Physics feel way better than before, but catgirls has too much momentum in my opinion. Can't see anything but the gun on options screens, worked fine on the previous demo (using GENS)
If you exit to title screen and start the game again the ground appears at the wrong position for a few seconds.

>Helleton
Love this game so much, great music, nice looking graphics, and really fun to play.
Kinda feel like the difficulty goes up too much on level 2. I could beat level 1 on the first try, but can't get through level 2 as soon as the mother fucking skelletons appear.

>Super space jam Jetpack robot
Great progress on this. I like the new portratis and how you add little details to involve yourself with the characters and story on each demo.
>>
>all the easy basic games have demos
>none of the unique games do

Kinda disappointing, but I'll review some games none the less
>>
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>>165007343
Marion is from Gunbird 1 and 2.
>>
>>165007517
ecelebs are more interesting than videogames made by you virginal fucking nerds lmao
>>
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>>165007379

I really hope Tracy dev and date sim dev upload their demos soon. I-I'm not furry or anything I was just hoping to see their games in action.

...Yeah.
>>
>>165005695
the best pixel artists are good ARTISTS first
the principles are the same
>>
>>165007379
Naw, I don't have Tracydev's skill. I'm someone's who has lost their motivation and is slowly getting it back. You'll see my progress again soon enough though.
>>
>>165005624
maybe he's spending his time making his shit not look blurry
>>
>>165007628
Thanks
>>
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Just got this shader done, to have properly lit fogged glass
How does it look?
>>
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>>165008043
>>
>>165007610
What games do you want to see anon?
>>
>>165008043
Wouldn't that make the light on the walls more softer too?
>>
>>165008189
It would, but I don't think that Unity has support for anything like that.
>>
I want to kill myself now more than I ever did before. Not a joke.
>>
>>165007568
>TUSSLE
Not sure what you have changed since the last demo but controls feel better than what I remember from the last demo. I have no friends ;_; so I only jumped around and punched motionles enemies. Only complain is that the character/stage select screen isn't really appealing, and you can barely see what you are choosing, but I guess those are placeholder graphics. Hope to see some devs making their characters for this.

>[Placeholder title]
I like the new modules mechanics. Could make for interesting variation of builds and add a lot of replayabilty value to the game.

>Umbrella Warriors
Not too much to say, this game just keep getting better and better. I missed the sewer level from last demo though.
>>
>>165006798
>Zoey Quinn

for what purpose?
>>
>>165004368
This reminds me of top hunter for neo geo
>>
>>165008043
It looks great.
But isnt that an observation window?
Then the fogged would logically make less sense.
Not that that would matter in a game much.
>>
>>165008351
Because you have no game? How long has it been?
>>
>>164999129
They're called Spectres. The effect is explained here: https://doomwiki.org/wiki/Partial_invisibility_effect
>>
Demo day build finally finished! Now comes the boring housekeeping marketing part of setting up the itch.io page.
>>
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>>165006262
your game is too easy.
>>
Is godot still a meme engine? Can it do 3D well? The unity splash screen triggers my autism.
>>
>>165007197
We've had webms for years now. moot was still our admin when we got webms.
>>
>>165008830
>Can it do 3D well?
No
>>
>>165008830

>The unity splash screen triggers my autism

this is the only reason I'm trying to use unreal
>>
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>>165008426
Well the idea is that they get a clear view of you without you getting a clear view of them. You never get to get close to any of the actual people, but if you get close to the vacant ones you can see through fairly clearly.

Also, a closeup of how the lights work (It's actually pretty neat, a side-effect of how I'm rendering this is an effect exactly like the effect that you see on the back of a laptop light dispersal sheet- and it's probably operating on that same principle).
>>
How do you make a game that has analog controls for a specific reason with PC players in mind? Just disable KB+M?
>>
>>165009623

>how do you piss off people before they've even started playing?
>>
>>165001903
You can accomplish this by referencing the objects specific id. If you are going by collision then using other.id will return the id of the wall you actually touched and not any of the others around you. You could then do something like
with other.id{
do-shit-here}
>>
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z targeting in. its kind of shitty atm and only targets the closest enemy, and is really stupid when switching targets - but the camera and player follow the enemy target accordingly. I want to make it more like Kingdom Hearts 2 where you can cycle through targets left and right with the shoulder buttons. for that I I'm gonna need to make some list tracking which targets have been cycled through I guess? probably harder than it looks
>>
>>165004636
Woah, MartyFun is an AGDG dev?
>>165006885
Those bastards stole from us!
>>165007428
It also slams 5 times.... so...
>>
>>165009912
You wouldn't expect someone to just play a car simulator that requires fine analog controls to use KB+M, right?
>>
>>164997069
this guy is on discord non-stop you should check in occasionally to see other progress
>>
>>165010887
why the fuck are you targeting pc if you're not supporting kbm?
>>
>>165008830
>Can it do 3D well?
Depends on what you mean by "well".

It can do isometric, 2.5D and low-poly just fine, but any more than that and you'll need something a little beefier if you want something playable.
>>
>>165009623
Support KBM by letting it somewhat emulate analog control at least. Like using modifier keys to adjust the magnitude or something.
>>
This is a list of the basic stats for my text based adventure RPG, more than likely pseudocyberpunk. Other anons have told me it was too many but I would lIke other opinion

http://pastebin.com/DED9x8YK
>>
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>tfw your demo never gets fanart
>tfw you can't point out what your demo is when someone asks for it to make pity-fueled fanart because people will laugh at you
>>
>>165008721
We want the speedrunning audience.
>>
>search on youtube how to make game without art
>0 result
>gives how to make a game without coding results instead
>lots of them

it really sucks to be a coder
>>
bros would you rather have a bullethell game that is:
A- Easy to pick up and just play without too much stuff (simple hp, skills and weaps with fixed dmg)
B- With stats, gear, talents, mana and resourses instead of skill usage beying only limited by cooldowns, different types of dmg and shit (armor and resists, crits,wtc)
>>
>>165011384
it is easier to reuse programmer's work for your own projects than it is an artist's. sad fact of life. not to mention so many programmers believe in sharing and open source, and they usually just get taken advantage of
>>
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>>165003660

hi im jncdev

im mostly on the discord chat but basically jack and casie is a puzzle rpg that's an elaborate meme to get furries to fund /m/ shit

the setting is all like diesel powered cars huddled into shitty little nomadic caravan towns that are constantly being harassed by grunt suits and metal gears and walker machines n shit from an ancient civilization

its like the first half of gurren but it's just yoko and lagann and they spend all day getting chased around by, like, the forces of Dr. Hell
>>
>>165010347

animations pretty shitty but the juice is cute
>>
>>165011384
>git gud at colors
there are a billion sites that just give you a palette
>git gud at shaders
selecting if not writing them
>git gud at combining primitives into good shapes
>use an unconventional artstyle
>learn silhouette, color theory, and hone your artistic taste, but don't bother to learn technical art skill
>use a bad artstyle intentionally

bokube is the best example of some of these methods
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110400
>>
>>165001440
>>From what I can tell there's no "this"
https://docs.yoyogames.com/source/dadiospice/002_reference/objects%20and%20instances/instances/instance%20properties/id.html
>>
>>165011293
i can relate to this feel but only to some degree
>>
game idea:
Rogue Logic or something like that
roguelike based on testing/deduction/reasoning skills

take nethack's id system and apply it anywhere possible. I:E wands, mushrooms, potions, spells, and monsters all have randomized intrinsics at the start of the game. the intrinsics are somewhat linked by ASCII features, so discovering what symbol'd wand shoots fire means players should be able to discern that symbol on other features. however, the symbology should be somewhat item-dependent so that when the player shoots off a fire wand they don't automatically know the one symbol that means fire for everything.

classes at the start of the game would determine which innate knowledge a player has. IE: wizard knows all spell runes, alchemist knows all potion recipes (But not ingredients), ranger knows all herbs and mushrooms, and fighter knows all the monster types

game would be about deducing the proc-genned symbology for the game in order to complete dungeon
>>
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Is it worth hiring a publisher to do your marketing? Can they realistically increase your sales enough to cover their costs, or are most well received indie games good enough to get attention on their own?
>>
>>165003228
>>165003228
>you've got some real-life friends

your game is dead
>>
>>165003228
Unity's network stuff is pretty easy to use, better add it soon before the game gets too complicated
>>
have so many demos i want to try i don't even know where to start
>>
>>165011667
If by mostly you mean 100% then alright. Just start posting progress. Even if its only once every 1-2 weeks at least it is still posting progress. We want to see the journey not just the destination.
>>
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I spent a couple days arting this boss ship, but unfortunately this will be my last progress post for a while. Maybe I'll find time to give it a paintjob and color-in the accompanying anime girl, but no new features most likely.
>>
>>165010981
Shouldn't PC players that take gaming seriously have a controller in the first place
>>
>>165013223
start from the bottom of the page to fairly distribute the feedback
>>
>>165012686
>40 KB JPG
>Is it worth hiring a publisher to do your marketing?
Absolutely fucking not. While they can bring fairly good attention to your game, the income your game DOES get will get so entangled in red tape and other bureaucratic bullshit that you end up worrying more about who your money is going to than just enjoying your games release. And this is to say nothing of the fucking contracts nearly every publisher forces you to sign, wherein you have to distribute through them for X number of projects/years (unless you like the idea of paying out the ass/risking legal repercussions for your freedom).

Publishers have their place in the game dev world, but they're fucking leeches as far as indie devs go.
>>
anyone have a good resource for some foundation code to learn for something like unity?

Don't really want to rely on tutorials and not understand what stuff means.
>>
>>165008375
>Space Chaika Defense Simulator
This was hard but fun before, now is just impossible. AI at least should have the same field of view restrictions as the player. The field of view effect looks really cool and I had no performance issues in my toaster. Will try it on my potato notebook later.
Clicking outside of the window is still an issue in my opinion.

>Clarent
Love the new title screen, but miss the music on it. Black font is difficult to read, specially on the menu.
Thanks for adding the destructible shit and the lamps back but can you break lamps or are just there for decoration? Lots of great additions like the water and the elevators.
First room on the Black Castle gives me a little of lag sometimes, not sure what causes it because it doesn't happen all the time.
>>
>Remember I bought the game programming book humble bundle a few weeks back
>check it out to get ready to read up on game maker
>not a single game maker book
Hoooooly shit what a ripoff.
>>
>>164999318
Itch character limits suck
This game has a lot of potential, but in the state that it’s currently in it needs much improvement.
Positives:
• The method of casting spells is really novel, although symbol recognition needs a bit more work ( writing ‘^’ gave me ‘o’ more often than not)
• The effects for dungeon level introduction is really cool
Negatives:
• After trying out all the spells, I found myself only choosing the gun upgrade. I’d say because you can’t get hit even once, the incentive for choosing spells is low due to high risk low reward (ESPECIALLY for the close-quarter spell). I’d say maybe adding more support spells, like a shield or increase stats, would help mitigate the issue
• Every time I used the teleport spell, I teleported into a wall
• There’s no real weight to anything: you shoot an enemy, they die; you cast a spell, the spell immediately activates. More effects, like a little animation when you cast a spell, would definitely add more to the “fun factor”
• For some reason the game only plays on ¼ of my screen
Overall, this game needs work, but I can’t wait to see what the dev does with the game. I’m looking forward to the next demo build.
>>
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Wew finally uploaded my demo

https://itch.io/jam/agdg-demo-day-12/rate/110539

Would appreciate any feedback/insults
>>
>>165013808
What was included in the bundle?
>>
>>165010954
Discord is not /agdg/
/agdg/ is /agdg/
>>
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Finished the basics of the turn-based combat, now comes the hard part. Also got random encounters and saving player position working.
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>>165006262
Looking forward to the rest of the game. Still trying to find a better strat, but for now this will have to do. I hereby claim my world record.
>>
>>165007568
thank you for the feedback anon! yeah im getting a lot of criticism on the difficulty, so ill need to be doing some rebalancing
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>>165011667
On the one hand, I'm positive you'd get just as much shit for posting here as anubisdev. On the other, anubis doesn't care and keeps posting.
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https://itch.io/jam/agdg-demo-day-12/rate/83235
>tfw you'll never appeal to anyone with your niche as fuck game
>>
it's a good thing when your game makes you laugh. fills me with GOOD VIBRATIONS
>>
It's truly been a pleasure to be with this thread all the way until this demo day.
Everything!
Dinodev, Placeholderdev, Monolithdev,[insert everybody else here] and all of the nodevs and lurkers.
(Even s*rcefag)
All of you were a joy to watch compliment, vote, criticize, and shitpost.
>>
>>165013742
Thanks for the feedback, it's really appreciated.
>>
>>165014821
>no offensive armament
Did the ricochets kill the other person or something?

imo ur dakka needs moar juice
>>
>>165013851
Thanks for the feedback! What resolution are you running at?

Most of the upgrades are placeholders at the moment so I'm not surprised they're unbalanced. Glad you like the idea though. The teleport spell should teleport you to your cursor, but if the resolutions bugged out it's probably not working right

>>165015114
Thanks anon!
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>>164995230
you're supposed to follow along with the tutorial Anon, not just read it
>>
damn after some time away had no idea deadbolt was already out.
on what is hopoo working now?
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>>165014449

i dont avoid posting here because my game is furry, i avoid posting here because i trigger nodevs and i cant get any worthwhile feedback

if i could get feedback though maybe it would be a different story
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>>165014821

But it looks cool!
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>7 views
>2 downloads
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>>165013742
>World of Horror
Great improvements.
Love the new location system and the small old pc intro screen. If you could tie all the events in a mystery more to make it seem like a more coherent story this game would be perfect.
Art and music are excellent as always.
Issues I have found: Can't get the different palettes and the volume control at the options to work.
Got stuck on the Cursed Grimoire screen on my first play. And no matter where I went I kept getting it and the resolve event button didn't work. Had to restart the game and everything went smoothly then.

I will play more demos later and probably will repost the feedback on each games page.
>>
@165015374
>not posting the link
you're begging for (You)s, too
>>
>>165015114

Tens years ago a bunch of NEETs putting out demos for their own games using only tools they found online, let alone working torwards a commercial release would have been extremely giant task.

Look at you guys today!
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>>165015279
1366x798
Oh another thing, the enemy's should definitely have a maximum range. I found myself getting sniped off-screen in most of my runs
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>>165015374
What's your game, anon? I'll download it.
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>>165015341
>Choose not to post in agdg
>Consider yourself an agdg dev and put your game in agdg events
Choose one, please. It's really tasteless of you to do what you're doing.
>>
>>165015341
When have you posted the above game and not received feedback from the general?
Conversely when have you posted a game and not gotten feedback from the general? (no this is not a where is your game memeing).

I am just curious if your response is based on actual personal experience with the thread or second hand information from another dev it happened to and you heard about it in Discord chat.
>>
>>165013851
>Itch character limits suck
Can't believe they haven't fixed that.
>>
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>>165015374
Then again I actively told people not to play it because it was so shit
>>
>>165015374
>>165015581
What game friendos?
>>
>>165015194
No problem! I'm glad I can help.
>>
>>165014821
Silky smooth. What did you do to the physics?
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>>165015549
Yeh I'm debating whether I should make bigger levels and give enemies better AI or if I should make smaller arena-ish levels
>>
>>165015570
>When have you posted the above game and not received feedback from the general?
Can the archive be searched by image/file upload?
>>
>tfw your game makes you feel empty
>>
>>165015683
Cybership, can you say how long it takes to load in the beginning?
>>
>>165013553
Well I heard Chucklefish only charged Stardew Valley 5% to market it, which doesn't seem like much. They're probably a lot better connected than the average indie dev so they should be able to generate at least 5% extra sales, effectively paying for themselves, no? I agree that contracts could be more trouble than they're worth though
>>
>>165015570
i posted some of my earlier games (armored dove http://gamejolt.com/games/armored-dove/31959, landshark lariat https://www.youtube.com/watch?v=O0Nghf9Zbjs, tetsujin http://gamejolt.com/games/tetsujin/19498) and only lariat got anything worthwhile, dove and tetsujin were just ignored

i get better results in the steamchat and discord because then i can at least shill in real time

>>165015567
:smugcat:
>>
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/75096
>>
>>165016150
Did you just plop down a link to an existing game and ask for feedback? /agdg/ is pretty sensitive to progress versus projects
>>
>>164995545
>Discord shitter game

No thanks. You don't even post progress here like other discord memers even do.
>>
>>165016006
Playing from a shittop, but starting from the unity logo it takes 25 seconds for the game to start for me
>>
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>can only use below average gifs
for what purpose
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Took a hiatus, but I am back devving. I have some new arts for a few enemies, and impvoed behavior as well.
>>
>>165016108

Not worth it. Chucklefish 'published' Halfway and the only thing they did for marketing for the game was afew twitter posts and didn't defer to the actual developer.

It's not worth even the small sales boost.
>>
>>165016150
>Admitting to only chasing attention and ignoring agdg unless you can shill your project visibly
So you ARE just a shill then, right? Fuck outta here with your bullshit.
>>
>>165016238
man these scenes are still busy, they look good but so much is going on in one frame
>>
>>165016590
>25 seconds
unacceptabru
>>
>>165016927
Every single frame is so dense there's so much going on
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>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110499
>>
>>165016108
>wanting your game to be associated with chucklefish

Might as well partner up with blackshellmedia too.
>>
>>165017096
If it's good enough for hopoo it's good enough for me
>>
>>165016815
https://itch.io/jam/agdg-demo-day-12/rate/12565

Oh yeah, the link to the thing
>>
>>165017089
Aw shit that game looked cool when you were posting progress.
Will this run on toasters?
>>
>>165017238
Show some standards.
>>
>>165016927
I think your looking at early screenshots of WIP levels. Try the new DD12 demo those scenes are very polished since that is the beginning of the game/oldest levels. Think you will find there that its not busy.
>>
>>165017274
Fraukkidev you magnificent fucker. Welcome back. Looking forward to your progress!
>>
>>165016815
I was wondering where you went.
>>
>>165017405
Who needs standards when you have a million sales
>>
>>165015724
I think the current size or larger is good, so just better AI. imo smaller levels would be pretty cramped, and with AI like that there would be potential for cheaper deaths
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>>165017292
Depends on how much of a toaster it is. If it lags, try using a lower screen resolution for now.

I don't have any menu for graphics settings yet.

Also, here's some progress (that didn't make it to demo day 12).

Testing a new enemy character I'll put in. No texture yet, just testing the 3d model's skeleton in-game.
>>
>>165017535
>>165017564
Thanks guys :D I've been working hard to save up a bunch of money so I can dev all day.
>>
>>165017274
Desktop builds when? Runs terrible in FF and I don't want to use that botnet browser.
>>
>>165017583
You're not making Risk of Rain. Publishers aren't some magical fairy that will make your game an instant hit and make you millions of bucks, unless you're lucky all joining up with a publisher will do is force you into a shitty agreement that actively harms your dev future.
>>
"Don’t copy, but do carefully analyze (and imitate!) the styles of art that you like."

But isn't that copying? I don't get it.
>>
>>165017454
Ok gotcha will give it a run, yeah the recent levels on twitter were way better actually
>>
>>165017858
Working on it now, give me half hour. Electron was updated with some breaking changes
>>
>>165008830
Waiting for Godot 3.0, completely rewritten 3D renderer, new PBR features, improved shaders.
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>>165014362
sorry my dude but I just ran it in 29.6 seconds. and i even missed some saves on my rooftop jumps, so i could still do better.
>>
>>165017990
If that was true then why did hoppo's other game without a publisher not even make half of risk of rains sales?

I'd say the publisher does alot even if they are shitty to work with. Marketing goes farther than we think and its not easy to market the game you need to be busy spending time making it good instead of marketing.
>>
>>165017763
Okay so it runs:
>Fighting looks a bit slow but feels decent
>Please don't force gamepad controls, it works fine one keyboard/mouse if you make a decent layout
>Holy shit that CPU usage, please optimize
>ghost knight looks cool but the fact that he's floating looks kinda lazy in terms of animation
There wasn't much to do so I look forward to the next demo
>>
>>165018150
>why did hoppo's other game without a publisher not even make half of risk of rains sales?
it's boring
no multiplayer
indie market is much harder to impact now
>>
>>165017858
Ok the desktop build is up

https://itch.io/jam/agdg-demo-day-12/rate/12565

Missed u mr botnet
>>
>>165018008

don't know where you got that from, but sounds like what it meant was...

imagine if you could paint like Yoji Shinkawa (concept artist for metal gear), now make some medieval characters. Same art style, different application.
>>
>>165018150
>Marketing goes farther than we think and its not easy to market the game you need to be busy spending time making it good instead of marketing.
And I agree with that. But publishers are not the answer. Marketing, like any other part of game dev, is a skill, and in the age of social media there is no reason to ever actively hurt yourself just to make sure people see your game. Set aside the time to tell the world about your game. Make a devblog. Update as much as you can on Twitter. Show your game to the communities who would want to know about it. Just like market game.
>>
>>165018284
More like Hoppo didn't even try and thought he would have another lucky break and make millions again because agdg kept on praising him as the saint god of success.

This is exactly why steamchat or discord exist. Devs with a game get full of themselves and start to think that they're better than anyone here.
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>>165013857

The model clips if you're going fast and you land from a big jump. All the items are very expensive so you really have to play alot to get to look cool unless I missed somthing. I just went with the booster and kept tuning it for speed.

I think it's a fun core game! Really fits the rollerblading death robot niche that has been lacking in the market since Heavy Gear. Obvious it needs the fixings.

Keep it up man!
>>
>>165018534
Should I finish my game and then start marketing it so I don't gain a following that will die off if I take too long to the finish the game?
>>
>>165018662
Do you actively take every opportunity to shit on discord or does it just come naturally?
>>
>>165018765
Maybe there would be less tribalism if the people on the agdg discord and steam chat actually posted on agdg instead of acting like there's an "us | them" divide.
>>
>>165018853
>secure tripfags versus anon
There will always, always be tension, its a philosophical difference
>>
>>165018853
the only time I've seen an "us vs them" attitude is you shitting on the discord here
>>
>>164997785
something about those hind legs doesn't look right, they look like a cross between a frog's legs and legs from some other kind of animal
I mean I know you're working in low-poly but you could have a different shape with the same number of polygons
other than that and the animations it's cute and frog-like
>>
>>165018256

Noted. Thanks for the feedback! This is a solo effort right now, so don't expect all of the feedback immediately addressed on the next demo day.
>>
>>165019070
I think you know that's a lie.
>>
>>165018853
The very existence of the chat is already their way to say that they're better than us.
Why would you need the discord anyway? You can post here everyday at whatever hour and get an instant feedback reply.

It's just a circlejerking place, nothing more, nothing less. And the fact that they only show up for the demo's day proves it.
>>
>>165019106
Good luck dude
>>
>>165016660
COOL!
>>
>>165019240
Truth: the post
>>
>>165019070
Steam chat and discord has always acted like the /agdg/ thread is just peasants, and they are yesdev royalty.
>>
>>165019240
>>
>>165019240
Nice try sourcedev but there is plenty of posters from the steamchat/discord that post here alot.
>>
>>165019528
Why do we keep putting them in the OP then?
>>
>>165019650
who is we?
>>
>>165019650
They throw a fit and make their own OP and shitpost the first one into oblivion if it lacks Social links
>>
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>>165019078
into the trash it goes
>>
>>165019528
Steamchat
>has vine, the famous girl dev and creator of the critically acclaimed game cavern kings
/agdg/
>has literally insane shitposters and pedos
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>>165019323
>>
I think it's time I stopped using OnGUI and started using a canvas but I have no idea how the work.
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>>165019240
>>165018853
>>165019528
>shitposters can run rampant in thread
>get btfo if they try it in steamchat/discord
>proceeds to cry about them in thread
Anonymity is good for a lot of things but boy does it make falseflagging shitfests easy
>>
>>165019650
Can you show me where the link to discord is in the OP?
>>
>>165019648
>implying sourceposter isn't a chat faggot
kek
>>
>>165019841
Oh, so it sounds like the discord and steam chat are personality cults where there's probably an "inner circle" that jerks around and acts better than everyone else, just like any place where identities and centralized authority are set up. How close am I?
>>
>>165019932
As close as >>165019240 and >>165019504
At least demo days don't have banners that only feature games from discord on them
>>
>>165019753
the sourceposter is controlled opposition. steamchat pays him to shitpost in the /agdg/ threads to give the thread a bad rep. and make people want to use steamchat.

anyone who read this post has just been truly redpilled on the whole literally insane shitposter situation.
>>
>>165019728
I saw the text and at first thought it said King of Potatoes. Super rare ingredients you have to actually look around to find? (warning: absolutely fuck huge scope increase incoming). Make a somewhat open world (even if it is a smaller island of some kind) and have super rare ingredients of all kinds to be found in special areas. Just adding a little exploration to your little restaurant (almost like Recettear but a restaurant instead of item shop). Go exploring for ingredients, bring back, cook, sell, keep shop going. Upgrade backpack to go back out and find more goodies.
>>
>>165019845
It's right on the front page of the tools website and I see it in the OP all the time. It's not on this one though. Ideally the discord, steam chat, and thread would have the same population but I get the feeling that because of how separated they are that fluidly using all 3 would be impossible.
>>
>>165018675
fug I thought I had doubled the mission rewards

Any technical issues like lag, shaky camera, weird lighting or slow mouse?

Also, thanks mate

>>165019501
The blurry gif makes it look better than it actually is :^)
>>
>>165019845
Its taken a lot of passive aggressive whining to keep them at bay lately
you're welcome

>>165019932
>just like any place where identities and centralized authority are set up
Which is why we were all drawn here, to 4chan
>>
>>165019841
>shitposters can run rampant in thread
Completely false. Insane shitposting is against the rules, it's just unfortunate that /vg/ janitors take forever to clean it up most of the time.
>>
>>165019240

I'll have you know starving Africans pay good money for circle jerks you get for free, young man!
>>
>>165020082
I thought about it buut yeah scope. there will be cataloguing of rarer ingredients though
>>
>>165018435
Those big enemies hitting that hard when being so much faster than you was kind of off-putting, and it seemed like multiple times I got hit when rolling into them even when the sword never touched my character. Also I can't say I agree with giving enemies i-frames after you hit them. Otherwise it plays very nicely.
>>
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>>165019841
>get btfo in the discord
That's wrong. The people getting btfo are not the people acting like autists but just the ones who have hurt some notorious dev feelings.

Don't give me that btfo crap when posters like this Enyx guy are still rampant over there just because he's a long time user, aka circlejerker.
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>>165018110
guess that that wr is mine now
>>
>>165019240
I like having multiple venues of conversation, even if it's from the same source or environment
I'm in the discord, but I never stop posting here because of it, and I make sure to post progress in both places whenever I have anything worth showing
>>
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>I always thought that Rem and CyberShip are the same game
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Not a real game (and at like 10 fps not going to be one even if I optimize it), but I'm proud of working out the math for myself. Almost looking good.
>>
>>165019753

Sorry man, sounds like you stand a better chance of getting laid here.
>>
>>165020392
They both want the autist audience
>>
>>165020313
Thanks. The enemies you are fighting now are generally going to be mid-late game ones in the final game. Just still working on the easier guys art and behavior. I will do some more work on the hitboxes, I know there are some weirdnesses. Also, I will shorten the i-frame window. I just don't want a game where you juggle enemies every time to win. Thanks for the feedback
>>
>DD on Sunday-Monday
What terrible timing
>>
>>165020082
>Game about cooking dinosaur cooking
>Potato King.

I think there is a game plot right there.
>>
>>165020450
Oh look an enginede-
>form1
C# babby pls go.

Memes aside, nice job anon.
>>
>>165020908
>>165020450
>form1
what the hell, you can make video games in winforms?
>>
>>165021165
I don't know. You can host opengl shit in there with a library. That's all you need for a game.
>>
>>165020106
>Any technical issues like lag, shaky camera, weird lighting or slow mouse?

Not that I noticed. It is alittle jarring with the instant deceleration in movement instead of a rolling stop, which makes combat movement alittle stilted, but that's just a funtime problem. The game is pretty stable so far although I'm using a rig with alot of resources.

I wanna see this next demo day, bigger and better!
>>
Kyoufu no Sekai:
I have an issue where clicking on the mystery at the bottom of the main screen also clicks the "investigate" and "travel" buttons underneath the overlay.
Also, I get music playing over itself if I select the spell/item tab while in combat.
>>
>>165021165

>you can make video games in winforms?

why wouldn't you be able to?
>>
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what do you guys think of my passive skill tree so far???
>>
>>165021680
Hard to read.
>>
>>165021756
youre not supposed to, just the general shape
>>
>>165007508
>>165008721
>>165014362

Shit maybe I shouldn't have rushed a playable demo for demo day. Sorry guys, It'll be a lot better for next demo day. I thought I had 2 full days to work on polishing up a demo but it turned into pretty much half a day, so there are a lot of hack jobs in terms of collision boxes and such
>>
>>165021680
Too many linear paths. Looks like you'll get locked into one-choice skill upgrade paths very early and then have no choices.
>>
>>165021796

Where do you start on the tree?
>>
>>165021165
I just did it because it's quick to make stuff in, but I actually know a guy who made a whole RPG, with a level editor, in WinForms. When all you have is a hammer...
>>
>>165021796
Looks too much like a duck IMO. Maybe make the shape look more like a pig.
>>
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First real progress update, now that I'm getting less shy about showing stuff off. Here's a new unit I've been working on, the rogue. He's got some nifty dashes and re-positioning tools, and he deals bonus damage when he hits enemies in their weak point (randomly positioned around the enemy, designated with the purple triangle).
>>
>>165021680
Skill trees are stupid
>>
>>165021957
thanks thats what i figured. the full tree will have 3 "tiers" and right now im doing only the first one, which is concerned with getting you to a general zone of choice and keeping you there. the second tier will expand out around all 4 zones, link them together and provide ways to "get out" of your initial choice. then the 3rd tier will surround most of the second tier and will contain a lot of the really gameplay changing stuff

>>165022083
ure stupid

>>165021963
at the X in the middle. only the top and left paths are done so far
>>
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Two more additions to the crew!

I'm done for today!
>>
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Space Carrier Ops demo is now available.
https://why485.itch.io/space-carrier-ops

The webm makes it look way cooler than it actually is.
>>
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>>165022045
>Another anon is using the oryx sprites
>His game is better than mine
>>
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>>165021849

You can update the demo even after the gamejam.

Demo day is about stepping over the line and ballsing up to submit a build for review. Getting over that barrier to release a game and dealing with the fallout.

So your game sucks, the animation sucks, it's barely a game, and it barely runs right. Doesn't matter, your goal was to get it released so you could.
>>
>>165022257
Are these meant to be creepy? Cause they are creepin me out. But they do look good.
>>
>>165022257
Are you not making that spyro type of game? This style seems kinda more realistic than what you were showing before
>>
>>165022152
>at the X in the middle.

I'll taken your word for it.
>>
>>165022045
Nice. Does he have optional ranged capabilities? (don't rogues in these types of settings usually have access to bow skills/crossbows? Or are you saving that for a Ranger/Scout/Huntsman type class?)
>>
>>165022587
Everyone says so, and I guess they are a bit creepy, but it wasn't initially the intention.
I really like creepy, though!

>>165022618
Yeah, I just had a fit of inspiration, and didn't feel like stopping until I lost motivation or got too tired to carry on.
However, I think this could be the starting point for a stylistic change to the Spyro-clone.
I'm best at doing creepy stuff really, and I've decided to swap Kairo out anyway, because that gryphon looked really bad from behind (which sucks in a 3rd-person platformer).
>>
don't forget, building for linux makes you a cooler and more morally correct human and hot open source girls will want your dick

just ask all the devs who did, they can back me up
>>
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>>164995545

https://itch.io/jam/agdg-demo-day-12/rate/110388

I should try to post at better times of the day, really.
>>
>>165022883
No ranged attacks on him. I am planning on having a "hunter"ish character though, that comes with a pet character that needs to be micro'd individually and will function as a sort of mini-rogue.
>>
>>165022951
>hot open source girls
Where is the repository to clone them from?
>>
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Did you push changes to version control, anon? It'll be nice to be able to go back to the DD12 build in the future to see how far you've come.
>>
>>165023258
just pretend this is a really funny git url because I couldn't come up with one
>>
>>165023258
your mums free and open source if you know what i mean
>>
>>165023742
https://github.com/unity3d-jp/unitychan-crs
>>
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>>164994909
>>164994909
thanks
>>
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Been killing myself with this shit for like an hour more but I'm too ashamed to admit it.

Why the fuck won't it register my mousing over or clicking.
>>
>Going through GMS tutorials and source codes
>No one fucking uses delta time, everything's based on room time, tying game logic to fps
what the fuck?
>>
>>165024304
most gamedevs are not programmers and really don't give a fuck, for better or worse
>>
>>165024304
>>165024374
I am making a shmup. If my game lags or slows down for any reason I would prefer the game to enter slo-mo and allow the player to still survive until shit sorts itself out rather than them to start encountering teleporting bullets that cheap kill them.
>>
>>165024157
Please remove and replace with the hot chick version of bokubay.
>>
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>>165024539
Using deltatime to calculate movement would not cause teleporting objects. In fact it would prevent it.

>Try to use delta time to move my character in my shoperkeeper prototype
>Nothing perssonell, customer
>>
>>165024539
Either use Unity/Godot or stop using GM:S.
>>
>>165024304
I sincerely don't understand agdg's hardon for delta time, or I completely misunderstand how it works.

When I play a game, if there is slowdown for ANY reason, I would much, much prefer the game go into slow motion than things "continue" in the space between the frames that are displayed. I won't say "agdg is always wrong and doesn't know anything about what people want", but there are some things that agdg seems dead set on that I know for a fact most people don't give a shit about or prefer the opposite of, and I feel like this has to be one of them.

agdg's hardon for delta time mostly seems like a way to posture for superiority over those who don't use it, but I know that even before I had even considered programming a game myself, I never would've dreamed of wanting things in a game to happen in a way that would cause me to perceive and interact with less of them.
>>
>>165024197
There is probably something blocking the mouse. If you have a control node that covers the full screen make sure to set it to ignore the mouse.
>>
>>165024647
Please explain how delta time would prevent teleporting objects in a way that would be better than not using delta time and allowing the game to simply run slower.
>>
>>165024715
>no delta time
>game runs at 60 fps
>character moving at x speed
>fps drops to 30 because user is running a toaster or whatever reason
>character now moving at half the speed

>use delta time
>character moving at the same speed regardless if the game is running at 30, 60 or 100 fps


I wonder why agdg prefers it.
>>
>>165024928
I tested it on the scene in the screnshot by just adding a light and a camera, and I enabled visible collisions, nothing.
>>
>>165024715
To demonstrate the extreme importance of separating game logic from framerate, try running an old pc game that does not have such separation on powerful current PC hardware.

Spoilers: Yakkity Sax

Framerate independent game logic allows a game to run consistently regardless of fps changes, and eliminates the possibility of very nasty unintended side effects.

It's not about pretentiousness and superiority, it's simply a matter of having a game run well.

It's the reason that if you run dark souls 1 at > 30fps that the physics completely break. It's the reason that if FO4 framerate got too high you got stuck in a computer console or debris on the ground one-hit you if you ran over it at an angle (before patches).

Unnecessary coupling of game systems is ALWAYS a no-no, and separating fps from game logic is one of the most basic, easy-to-do things you can do. There's literally no downside.
>>
>>165024647
>>165024649
I have only actually encountered the slowdown/lag after I had breached the 650+ drawn objects at once scenario (dropped from my capped 60fps to bouncing between 55 and 57). I admit it is a bit jarring but when I added some extra stuff on top of that I got wedged right into the mid 30s zone so I am working stuff out at the moment. I don't mind the 55-57 dips during extremely bullet dense patterns because the minor slow down comes off almost like intended (f-feature, right guys?) but without a doubt if I could get it back to running at 60 during those times I would do so without hesitation.
>>
>>165024647
if the game went into a low frame rate, delta time would end up with a big value (remember, delta time is the time between last frame and current), unless you're doing something else to manually never accept a delta time larger than some fixed value.
>>
>>165025123
>>165024956
Isn't this why you would cap FPS then? To avoid the Sanic Speedo?
>>
>>165025107
Is the RigidBody's "Ray Pickable" setting checked?
Also make sure it's checked in the Project Settings as well. Physics -> object_ray_pickable
>>
>>165025123
>There's literally no downside
I hope you mean literally figuratively and not literally literally because there literally is a downside, lose of fine control during severe framerate dips. You might not consider it a significant downside, but it most certainly is one.
>>
To the GKV dev: add some hitstop or slowdown or something, and some moves need to end a little sooner or have a more weight to the animation.
>>
>>165025291
you could, and then you'd run into problems when people in X years try to play your game on their 144hz monitors and your game's still clocking in at 30fps

alternatively you could separate the logic from the framerate and future-proof your game potentially forever
>>
>>165025208
forgot to say, and so if delta time is too large (FPS is low), your objects will end up "jumping" since they use that large delta time value for movement
>>
>>165025291
>Unnecessary coupling of game systems is ALWAYS a no-no, and separating fps from game logic is one of the most basic, easy-to-do things you can do. There's literally no downside.
The point of untying game logic from framerate is to eliminate or lessen the effect that fps changes have on the core gameplay. You should read up on the importance of framerate independence, dude. I don't mean any disrespect but it sounds like you majorly misunderstand it.

>>165025368
Ok that's fair, maybe if you're making an intense 3d game for a specific console and you need to fine-tune control of the game at every frame. But for everyone in this thread and basically every indie developer that's completely irrelevant.
>>
>>165025291
Yes. Additionally, that guy's other examples aren't even good because both of the issues he described were instances of some portions of a game's logic being framerate dependent while others were not, which is what causes the fuckery he's describing.
>>
>>165025368
If your game has severe FPS drops then either your computer is too shit to be playing the game in the first place, or the game has a severe problem that needs to be fixed.
>>
>>165025491
>But for everyone in this thread and basically every indie developer that's completely irrelevant.
Yeah you're full of shit.
>>
>>165025491
No insult taken. I always strive to find any little thing that can make my game better. Information is never a bad thing, even if one chooses not to apply it at the present.
>>
Can someone give me 1(ONE) reason NOT to use delta time? All I see is autists arguing against something for the sake of autism.
>>
>>165025597
>If your game has severe FPS drops then either your computer is too shit to be playing the game in the first place
I agree. 60fps no delta time it is, then. If your shit is dipping to 30 then get bent.
>>
>>165025723
Then you aren't actually following the thread
>>
>>165025632
Oh, ok anon.

>>165025647
https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>165024715
>dev game at 60fps
>player 1 plays at 60fps
>everything goes well
>player 2 plays at 44-60fps
>random slowdowns
>player 3 plays at 30fps
>perma slowmo
>player 4 plays at 60-75fps
>game goes sanic every now and then
>player 5 plays at 120fps
>https://www.youtube.com/watch?v=PX7zPlQjAr8
DeltaTime is your friend, he fights for your freedom
>>
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if someone can't run your game at the right framerate, maybe they shouldn't be playeing you're game?
>>
>>165025291
it can be an optimization technique

higher framerates will give you smoother animations. it's noticeable when going from 20 fps to 60 fps, but going higher than 100 frames perhaps (debatable, depends on the game), the smoothness improvements will hardly be noticeable anymore.

so if you force the game rendering to not go above 60 frames per second (a reasonable value), it will free up computer resources for other tasks while still managing to get smooth animations
>>
>>165025325
>Is the RigidBody's "Ray Pickable" setting checked?
Yep, just checked it to make sure.

>Also make sure it's checked in the Project Settings as well. Physics -> object_ray_pickable
I only see a "enable_object_picking" but I've turned I've checked it. Sadly not it.

Might just be that my project is fucked for some reason. I'm having some random issues like the editor and game refusing to close, even if I use get_tree().quit()
>>
>>165025961
It's what "minimum requirements" hardware/software lists are for.
>>
>>165025961
>The fact I'm lazy us someone else's fault
>>
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>>165011243
I.. I have a pic also I'm anot idiots realized that 90% of the games ITT are demo ready when I'm not nearly
>>
>>165025961
t. consolefag
>>
Dino dungeon is cool as fuck dess
>>
>>165025906
Thank you for this resource, anon. I will go over it when I make some oatmeal and bacon bit later.
>>
>>165026041
>60fps -> 144fps is hardly noticable
anon I don't understand..
>>
>>165026123
Buying a game you can't run is pretty fucking retarded, anon.
>>
>>165026139
Doesn't seem like too many stats if you're handing out points like candy
As long as it's clear how those stats interact with the world then go nuts
>>
>>165026139
>alienware
>>
>>165026078
Yeah, I meant enable_object_picking, my bad.
I can't think of any other reason it wouldn't be registering input, I tried it myself and it was working. Maybe try making a new project and see if it works in that?
If not then I'm out of ideas. Asking on the Godot QA site might be helpful as well, more people there.
>>
>>165026139
why would anyone invest points in smelling?
>>
>>165026409
to smell better
>>
>>165026339
Dads computer, shit-tier fast food job,

>inb4 underage
19
>>
>>165026214
choose whatever value you want. the point is, the improvements will plateau at a certain point
>>
>>165026409
maybe he's a furry and wants to become a drug sniffing dog
>>
>>165026490
not when we get cybernetic eyes. at least until we plug directly into our brains
>>
>>165026409
My bad read the paste bin I changed that to Awareness
>>
>>165026409
https://www.youtube.com/watch?v=M9ks4DLsHUc
>>
Any advice for determining if a vertical surface is suitable to act as cover for an AI?
>>
>>165013405
Sure but poeple are willing to overlook shitty kbm controls if the game is good, see dark souls.
>>
>>165026161
Thanks!
>>
>>165026605
you should be designing your environments with this in mind from the first place, not calculating it at runtime based on existing scene geometry
>>
>>165026349
I guess I'll just remake the project, shouldn't take too long. Thanks for trying to help.
>>
>>165026795
I want the AI to find cover at least somewhat dynamically. If nothing else than to learn how
>>
>>165026947
you would mark an object as cover when placing it into your level
>>
>>165025746
Nope, still wrong. You should still be using delta time. For one thing games regularly dip to 58 and 59 for one frame, even on the best computers, so it helps keep everything smooth. What happens when someone wants to play the game above 60 FPS? Sure 60 FPS is a good target, but that doesn't mean you should stop the game from ever running above 60 FPS.

And as for all this talk about how delta time makes things "teleport" around, it's not delta time's fault, it's the fact that the game is low FPS making it look choppy. In any engine worth it's salt physics will still act the same at 60 FPS as it does at 30 FPS with delta time, so you're not going to have things teleporting through walls or some shit.

Also above all else delta time makes math easier. Because multiplying a number by delta will convert that number from "number per frame" to "number per second". So you're going from some arbitrary frame timescale to a very easy to understand second timescale.
>>
>>165025723
>reason NOT to use delta time
making your engine deterministic

given a starting state and identical inputs the end state will always be the same regardless of fps

with deltatime collisions may not always have the same outcome.
>>
>>165026947
ok, here's a stab at it: shoot several parallel raycasts from the AI in the direction of the player. Count the % that make it all the way to the player.

you could shoot the raycasts from the AI's limbs, and perhaps weight them too. like, the head raycast(s) are worth twice as much.
>>
>>165026605
just check if it's tall enough? use a collision box at head height I guess?
>>
>>165027040
I'd like to to find arbitrary near-vertical surfaces that are at least as wide and high as the npc. I could use box colliders but I mostly want to figure out how it could be done more programtically, again if only to learn. It's not like no game ever used dynamic cover discovery
>>
>>165027153
>with deltatime collisions may not always have the same outcome
False. Physics uses a fixed delta time that is separate from render FPS. So your FPS will have no affect on physics precision. In fact tying your game logic to FPS has more potential to break the physics.
>>
>>165027090
>it's not delta time's fault, it's the fact that the game is low FPS making it look choppy.
That same argument can apply to not using delta time.
>it's not the logic tied to framerate's fault that it looks slowmo, it's the fact that the game is low FPS.

If a player's computer freezes up midgame, I'd much rather have no update calls than one update call that moves them across the map.
>>
>>165027353
What I'd like is for it to get injured and search for any surface in it's "vision". I was thinking of raycasting maybe every 10 degrees in front of itself and check for something that's at least x height and y width. The easiest thing to do is design it the level with specific cover objects but I'd still like to know if it can be done without adding extra objects to do it. I'm not necessarily interested in the "best" approach, I just want to figure out this
>>
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I did some minor progress, also did other clothes for the player
>>
The marmoreal art is so cute lol, it actually looks like anime but badly drawn.
>>
>>165027693
Like the skates idea. Also creepy catface in door why?
>>
>>165027806
Placeholder, but im thinking on keeping it when the player gets stressed and start hallucinating
>>
>>165007568
Thanks for playing and giving feedback anon!
>>
Hey agdg
i have this problem with my game...
I'm using state machines, and i don't know how to stop this guy getting that high (related pic) :/
here's my code:
///st_TestBeetle_Jump

if(state_new){
sprite_index = Beetle_Jump
image_speed = 0.25; image_index = 0;
y_start=y;

}

//vertical jump
if (image_index <= image_number/2)
y_speed = -jump_speed;
else y_speed = jump_speed;
if(y_speed!=0) y = clamp(y * y_speed, 0, y_start);

if(image_index >= image_number-image_speed)

{
//state change
state_switch_previous();
y = y_start
}
>>
marmodev_screaming_and_crying.jpeg remains the most unhinged pic I've ever seen from a dev here
>>
>>165027090
>In any engine worth it's salt physics will still act the same at 60 FPS as it does at 30 FPS with delta time, so you're not going to have things teleporting through walls or some shit.
There is a secret behind this. Standard practice is to run physics with a fixed delta time but allow rendering to update more or less often, potentially with interpolation.

>So you're going from some arbitrary frame timescale to a very easy to understand second timescale.
You can do this on a fixed framerate game anyway.
>>
>>165028658
>if(y_speed!=0) y = clamp(y * y_speed, 0, y_start);
I believe it's possible you meant
if(y_speed!=0) y = clamp(y + y_speed, 0, y_start);
>>
>>165028695
post it
>>
>>165028980
So you agree that tying game logic to FPS has no benefit.
>>
>>165028980
Agree.

http://gafferongames.com/game-physics/fix-your-timestep/

Also look at the API of your physics engine. It will allow you to set this sort of timestep.
>>
>>165029331
Isn't a fixed delta time the same thing as tying it to FPS?
>>
>>165029098
Oh woah, it works!
A little slower but i can fix that, thanks dude!
>>
>>165029331
im not sure what you are trying to say
>>
>>165029448
No. The physics don't render, they just calculate the change. If physics updates at 60 FPS, and your game is running at 30 FPS, then physics will update two times before rendering the next frame. If you're running at 120 FPS then physics will update every other render frame (possibly with interpolation to make the render smoother).
So the physics will update at the same rate no matter what your FPS is.

Tying gameplay to FPS however will make your game's logic run slower or faster if it's not rendering at your predetermined target FPS.
>>
>>165029448
no because the fixed delta time won't fluctuate like fps. the engine will run a certain number of frames in a period of time, and if it gets behind because of frame drops then it will run the necessary number of frames to catch up.

it's basically splitting up the calculations into chunks so you don't get things warping through each other and the physics remain consistent.
>>
>>165029307
can't, i never saved it
someone else must have it though
>>
>not just multithreading your game
Cmon guys
>>
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had to downsize the file to get all 29 seconds in the webm, but heres the basic gameplay of my game. every nightfall enemies spawn from the holes in the ground and chase the player for try to damage the beacon. player shoots the aliums and they drop coins which can be used to buy health or ammo for the power gun.
>>
>>165030993
>shitposting all day
Do something. Get out of the internet. Get a life.
>>
>first demo day without blonde girl with the snakes and mosquitoes
Where are you, anon?
>>
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>What a function to generate a random sized array of random ints and sort them in descending order looks like in UE4 blueprints

lmao
>>
>>165014821
You appeal to me anon.


I just woke up and heading to work, going to try them all out when I get home and then start my project.
>>
>>165031524
i think its time to write some actual code anon
>>
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>>165022898
>I think this could be the starting point for a stylistic change to the Spyro-clone.

Why tho.
>>
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>>
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How do I into art?

I can make music and can write well, at least by terrible modern vidya standards, and I'm attempting, badly, to do gamemaker """programming""", but I've always been shit at art.

How do I do it all, guys?
>>
>>165022898
>>165032797
I think it could serve as an amazing contrast to have the more light hearted looking griffin but have this like... uncanny fuck-twisted world he is exploring. Where everything is Tim Burton levels of why complete with hanging bodies or other things to just take it out of the Spyro cutesy comfort zone but keeping the actual inspired gameplay. Mite b kewl
>>
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lol I slept through Sunday. Completely forgot it was demo day too. Good thing it wasn't my job to upload.

So I guess I should do some Let's Plays? There's a massive amount of demos this time, holy crap. Good work dudes.

>>165013389
Looks great!
>>
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>>165033042
Watcha need done, senpai ?

Also just a lot of practice. Not only pixel art, anatomy study, perspective, color, yada yada.
>>
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>>165031524
but i thought blueprints were easy and quick
>>
>>165033140
Mite be. Can we keep the spyro gem system though?
>>
>>165002298
If it doesn't work on the stars/space debris what's the point?
>>
>>165033253
Sure. It would add even more to the contrast. A depressed, broken and dying world being explored by a fairly unphased, if not cautious griffon and his shiny gems being the only other thing in this world actually showing life/hope.
>>
>>165033250

I'm sure there's a simpler way

>L.sort();
>>
>>165033253
By necessity.
>>
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>>165033238
Did you do that gif? Good god some of y'all are talented. Fuck me.

What do I need done? Uh, everything? My shit looks like Josef Albers took a dump all over the screen.

Can I ask you a bunch of art questions, or is that really irritating at this point in these threads? If it is, I'll fuck off.
>>
>>165033590
Yeah, post a tumblr or something if ya wanna discuss, wouldn't want to clog the thread.
>>
>>165031524
1. that's not a function
2. that's creating and sorting UI elements
>>
>>165033042
Go to /ic/, check the critique/practice or whatever general. In their sticky, there's a very well detailed document which tells you what you need to get good at art.
>>
>>165033480
>gems confirmed shiny
>>
>>165033862

Well, it populates an array then makes UI elements from the array when you click a button
>>
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>>165033694
what if i told you i didn't have a tumblr

>>165033903
I will check the fuck out of that. Fingers crossed it talks about digital art.
>>
>>165034342
Make one dud. Marketing doesn't do itself.
>>
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Added weaknesses and actual delay between attacks, which was much more of a bitch than I was expecting. Glad I got that figured out.
>>
Procgen:
>1 floor with various sized rooms connected by hallways and open spaces (Nuclear throne, Brogue)
>Same-sized rooms connected by exits on walls with various layouts and enemies (zelda, binding of isaac, monolith)

which one works better for an action game?
>>
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>>165034695
well fought kid, you earned this because you are friends with your pokemon. congratulations.
>>
>>165034669
Alright, I'll do that and then pass out.
>>
Is using ripped sprites as placeholders a good idea or will it get me sued down the line?
>>
>>165034981
It's just placeholders. No worries unless you monetize it.
>>
>>165034815
Thanks, anon! The game actually has nothing to do with Pokemon, I just haven't made a sprite for the player yet and am too lazy to come up with move names .
>>
>>165034723
>which one works better for an action game
I have a heavy preference for the latter, but really you're asking the wrong question, as either can make for an entertaining action game.

The real question is which one suits your purposes. The Isaac/Monolith format doesn't really require ANY worldgen, which leads to a much more tightly controlled experience, even in the contents of the rooms themselves are memorized. Entire randomly generated floors/levels, on the other hand, are a less directed experience (generally), but they allow the possibility for the true hallmark of roguelikes, unpredictability through the confluence of elements throughout the level interacting in novel or unexpected ways.
>>
>>165035080
>even in the contents of the rooms themselves are memorized
Wow time for bed

Just omit that sentence. The Isaac/Monolith format obviously does require at least some worldgen if the contents of the rooms are memorized, but less so compared to more expansive floors of roguelike tradition.
>>
>>165034981
They'll just send you a C&D so C&D if they ever do.
>>
>>165035197
randomized

if the contents of the rooms are RANDOMIZED

g'night
>>
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>>165035080
Well the game's a shopkeeper game with dungeoncrawling being a mini-game like experience that you're meant to go through to kill monsters for loot.

You pay X amount of gold and that generates a dungeon. The size of the dungeon, the difficulty of the monsters, and the value of the loot they drop correlates to how much you spend to generate the dungeon.

I'm thinking I should create a couple dozen room templates and build TBOI-style dungeon floors with them because, like you said, that more tightly-controlled experience will be easier to make because I need to ensure that more expensive dungeons are "harder". I can make specifically "hard" room layouts and save them for the upper-difficulties, etc. Much better than trying to write algorithms to generate rogue-style floors of varying difficulties.

The latter option will also make each new room you go to before the boss room feel like a "reroll" on your chance for loot, whereas one floor may feel like you're wandering around a wasteland and get tedious if you get an unlucky streak for drops.

Yeeee I think I'm going to go for TBOI style the more I think about it. Procgen isn't prohibitively hard, I can do it, like in pic-related I build some OK procgen with varying floor features (deep water, volcanos, grass, etc) based on floor depth. I've done it before. What's hard is balance, and I think I can balance and make it more fun if I use the latter style.
>>
>>165033238
hair curls up too much, tone it down 15%.
>>
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Emissive Maps
>>
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>>165015446
>Can't get the different palettes and the volume control at the options to work.
Got stuck on the Cursed Grimoire screen on my first play. And no matter where I went I kept getting it and the resolve event button didn't work. Had to restart the game and everything went smoothly then.
Noted! I will go through all issues as soon as possible. Thanks
>I have an issue where clicking on the mystery at the bottom of the main screen also clicks the "investigate" and "travel" buttons underneath the overlay.
Fixed, thanks for reporting that
>>
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Is it a bad idea to have stuff going on in the background of menus? I want to expand on the lore of my game and showing stuff in the background seems like an interesting way to do it. Like when you go to the options menu there'd be people doing stuff in a lab or when you go to the bestiary theres people reading in a library. Or would that annoy you when you just want to change the options?
>>
>>165036242
It wont annoy if they dont have vibrant colours that draw too much attention. Maybe even that isnt annoying if done right
>>
>>165036242
as long as it doesn't interfere with the ability to read text nobody gives a fuck
>>
>>165036325
Yeh I was thinking of using a shader to make it looks like pencil drawings so it wouldn't be too vibrant. They'd have little animations though

>>165036330
Most menus are so boring though, there must be a reason
>>
okay faggots, make your own personal tier list for demo day 12
>god tier
>great tier
>ok tier
>meh tier
>bad tier
>didn't play tier
>>
>>165036242
That kind of thing has been done before. And it never bothered me personally.

Off the top of my head, Lego Lord of The Rings had a few scenes in the menu background, most noticeably the Shire.

Spyro had animations in the background of the menu.

I think as long as the menu is in focus and not the background it should be fine.
>>
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>>165031524
just gotta think outside the box
>>
>>165036738
oh whoops, there should be a +1 on item in set array elem
>>
>>165036574
it's not over yet
>>
>>165036574
Nice list of tiers. Here's my list of tiers.

>honestly has potential tier
>made me laugh but it's shit tier
>stopped playing almost immediately tier
>didn't play tier
>>
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I'm back to making progress.
>>
Tyranny 3000 is the best game I've play in DD12 so far just because of the song.
>>
>>165036014
I couldn't play your game because it's a .jar. What kind of Oracle travesty do I need to download in order to play it?
>>
>>165036850

brety fuking cool m7
>>
>>165036459
most menus are boring because they're menus not art installations

if you want to do something fancy go ahead but as others said make sure it doesn't fuck with the actual function
>>
>>165037151
It should just work with any JRE, I've known some systems to require you to actually type -java -jar (Game).jar- in a command line, but you should just be able to double click.

I've tried packaging it up with an .exe but it didn't work with openjdk so I need to try again with oracle

>>165036850
I love your progress, did you upload a demo?
>>
>>165037473
>I love your progress, did you upload a demo?

I'm going to be sharing a WIP version of this update once the sword is 100% redone, I still need to finish two more sword techs, the ultimate strike, and some HUD polishing.

Then after that the arm cannon overhauls will begin, which should be a lot easier seeing as it's not as animation intensive as the sword is.

It's technically not a demo seeing as it's just a mod though, so make sure to grab a doom source port
>>
>>165037473
If you haven't, try using Launch4J to package a JRE with your game into a .exe
>>
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So some people were complaining how you couldn't see the character at some point, I assume most were talking about when you jump off this ledge, the camera didn't move, so you kinda had to guess where the player was. Would moving the camera up like this for parts like that help?
>>
>>165037615
much better
>>
If I snag a HD picture of a background/object offline and twist/warp/edit the ever living fuck out of it does that make it derivative enough for me to use as my own?
>>
>>165037615
Don't make radioactive grass please. My eyes are hurting just from looking at the thumbnail.
>>
>>165037931
officially no, but it doesn't matter if no one can tell
>>
>>165037931
Who cares
It's called photobashing
If you change it enough only autists can find it
>>
>>165022372
>missiles going that slow
>airplane is pace when there is no actual air
>landing strip when there is no gravity

Sorry, I'm too autistic for your game.
>>
>>164995545
https://itch.io/jam/agdg-demo-day-12/rate/110367
>>
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>>165037968
Eh I dunno...Everything just seems dull if I go dark
>>
>>165038207
It's just my opinion but to me it's 1000x better. It's true that the grass is pretty plain looking though.
>>
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Baby's first crawl animation
>>
>>165038340
Looks good but it gives me nausea.
>>
>>165038207
Just have some areas of radioactive grass mixed with regular
>>
>>165038618
This. For the record, I much prefer the darker grass as well if it's between the two.
>>
>>165038340
this looks exactly like what it looked like when i crawled for the first time, good job
>>
>>165039895
>For the first time
wut
>>
>>165000498
>concave eye
There are basically two ways to model the front of a human eye so that it looks "properly":

The easier way is to have an almost transparent "cornea" layer for reflections and to catch specular highlights following the actual curvature of the eye and a concave "iris" layer behind it for the eye colour and texture. The latter is concave to simulate the refractive index of the cornea-air interface. This only looks "properly" when viewed from straight on, but the difference is typically not noticeable unless you look for it and zoom in.

The harder variant models the eye as it is (cornea stays the same, but the iris is now slightly convex) and simulates the refraction with shaders. This look "correct" from all sides, including extreme side views, but is more expensive in terms of shader cycles and harder to do correctly.
>>
>>165036242
depends on the execution.

as long as:

1. it doesn't interfere with the readability of the text and buttons

2. it doesn't increase loading time

3. any fluffy transition animation going from one menu to another will be fast and snappy (even if it looks impressive, if it takes too long and if I've seen it before, it'll annoy me and make me want to press the skip button repeatedly)
>>
>>165006323
I feel u man. All tutorials use blueprints, which is OK. But I really want some c++ or BP/c++ mixed tutorials. Implementating loops and some logic in BP is fucking pain.
>>
>fps increased by 5 just by shifting around some code

sweet
>>
>>165041617
>What is frame time
>>
>>165004368
This looks really cute. Wish i could make pixel art this good.
>>
If anyone is familiar with how MMO servers work, I'm just curious on how scripting works.

So the actual world itself is blank except for terrain, etc (represented by the client itself). But I'm assuming here that it's the scripting provided by the server that populates everything else in the world? ie, the player, npcs, mobs, etc. Does the client provide no logic at all?

How does the server inject the scripts into the client?
>>
>>165042240

Every game is different

Some MMOs have lots of client-side things, some have almost none

The more that the game relies on client side stuff, the easier it is to cheat. The more the game relies on server side stuff, the slower it is for most users and uses up more server data, etc.
>>
I believe I will make it.
I know I will.
I will not let myself down.
>>
>>165042448
Protip: Write this several times a day and you'll persuade yourself more effectively
>>
>>165042448

I believe in you anon
>>
>>165037595
I was trying with packr, I assumed the one made by the same people who made libgdx would work well with it but apparently not, I'll be sure to try Launch4J instead
>>
>>165036242
As long as it doesnt increase the load time of bringing up the menu it is a cool idea. Or have a "simple menus" options that removes them.

I personally think it would be cool if interesting things happen when left idle for awhile. like someone falling over in the background or something.
>>
>>165042448
You can do it senpai!
>>
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Guys I'm so happy!
I choose to be a YESDEV!
>>yfw
>>
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Well, it turned out pretty meh. But still, I'm over with this shitshow of a track. Fuck this shit.

https://soundcloud.com/1take-belgium/haru-bossfight-in-square-minor
>>
>>165042746
I'm more of a shikouken type of person
>>
>>165042691
Using LibGDX too... not that that's relevant. I used Launch4j for my game on steam. People haven't complained about it not running so there's that.
>>
>>165042448
https://vimeo.com/104358402
>>
Hey, /agdg/, I'm not a dev, but I look through your threads every now and then. What are Yesdevs/Nodevs?
>>
>>165043127
A yesdev is the same thing a dev is (which makes the term redundant IMO)
A nodev is a person who does not dev, be it a lazy dev or an actual non-developer.
>>
>>165042240

client has the graphics, the 3d models, the textures, sounds, GUI, etc.

client is the player's tool to request the server to perform movement and attacks, send chat messages, etc.

when the server receives those commands, it might check if the such requests are within the rules, and may silently ignore anything that resembles cheating (perform an attack even though it's still on cooldown, moving to a place in the map that should not be accessible)

if it allows your request, it'll send an update to you (your new position if it was movement, an acknowledgement that the attack was performed, etc.)

which means the client correspondingly updates the visuals to reflect that. other clients who can see you will likely be sent that update as well, so that their copy of your character will also update

for real-time games, usually, current position is continually sent by the client as a stream, without bothering to initiate a move command and wait for acknowledgement. the server merely makes checks on your current position if it's within the rules. this is to help keep player positions up-to-date as much as possible.

also, you are only sent updates from the server on things your character should be able to see, so if the game is made well, you won't be able to wallhack and see enemies across a wall, for example, because you're not being updated of where enemies are in the first place if the server deemed you having no line-of-sight to them

because visual updates have to go through the server, usually, clients will perform interpolation to smoothen things up. example: high lag made the client out of sync with where the player really is supposed to be. when the client finally got the updated positions, it will slowly transition the player from where they are visually, to where they are supposed to be, according to the server.

>How does the server inject the scripts into the client?

Not sure what you mean here. Patches?
>>
>>165043210
then what's a whodev
>>
>>165043329
A dev who is not recognized by the poster
>>
>>165043329
Someone who is not port of the community but posts here to shill his game and pretend he is.
>>
>>165043392
Innacurate definition. A dev that posts anonymously and doesn't post his game would be both part of the community and a whodev.
>>
>>165043590
If you don't post progress regularly you're not part of the community no matter how much you post.
>>
> love2d using 25% of my cpu to display 24 lines of text

I'm starting to think this is the wrong tool for the job
>>
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I've made progress
>>
>>165043646
That's a ridiculous, especially in an anonymous image board
>>
>>165043794
Wow that's nice.
>>
>>165043802
No it's not. If you don't identify yourself with your game, you're not part of the gamedev community of this general. I could post my finished game and say "dudes, I'm one of us because I posted here for years, but I never posted my game lol", would you say I'm not a whodev?
>>
>>165043802
unless you namefag/become a meme like googum, all we get to see is a faggot that shills his ready game
it doesn't matter that that there is a possibility that faggot has written dozens of anonymous posts like "Just hanging out with my game :)", "Just hanging out with my GF :)", "What are some good anime to dev to?", "Remember to exercise and stay hydrated, /agdg/!"
all we see is a faggot shilling a game no-one has ever seen before
>>
>>165043887
>>165043973
>A dev who is not recognized by the poster
I would say you are a whodev because I do not recognize you or your game, but claiming you aren't part of the community when you posted here regularly for years is just silly.
>>
Monolith feedback:

- Green UI flickering regardless of settings is hard on the eyes. Photosensitivity setting does not disable this
- White text is hard to read against white sprite in pause menu
- Upgrade station humming sets completely different tone compared to the game before it
- Background music floor 1 too upbeat to match enemy visuals
- Didn't regard the room south of level 1's spawn as new room to enter until combing through the level twice and finding nothing to open the nimbus door. Thought the map indicated the last room of the tutorial
- Razor is one of the greatest weapons I had the pleasure of killing with for a long time
- Boss font hard to read. Especially prominent with Ringleader: not enough time to decipher the name before the fight starts
- Often found myself wishing to be able to swap back to the default version to conserve ammo. Wasting dozens of vulcan bullets to open item /weapon containers was unsatisfying
- Hitboxes very forgiving. Sometimes I had the feeling that a projectile had definitely hit me though
- Collision boxes for dropped items very small

Very enjoyable game, definitely worth money. Gute Arbeit!
>>
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>tfw to intelligent to make my own art assets
>>
>>165044080
Seriously dude.
Let's say I post my finished game that I never posted here before. Following your logic, you can't call me a whodev, because I posted anonymously about anime or about gogem or about anything but my own game here for 2 years.
Does this make sense to you? No, no it doesn't.
>>
>>165043257
>>165042332
Thanks for your replies.

>Not sure what you mean here. Patches?

I'm just a little bit confused about things like LUA scripting I guess. Looking at WoW and other MMO emulator source code they all seem to be using LUA scripts on the server side to make the world playable. I don't really understand how these work. Is it just a simpler way of populating world states and game logic from the server to the client, rather than just manually sending packets of bytes and having to interpret that on the client side?

Also, as an example how does the client know that a talkable NPC is located at coordinate (25,25). Would this all be sent as packets from the server as the player is drawn near to the NPC, or is everything loaded beforehand?
>>
>>165044210
Following my logic I can call you a whodev as long as I don't recognize your game so
>you can't call me a whodev
is false.
>>
>>165043659
You have to limit FPS
>>
>>165044297
Yeah but your logic is retarded so.
>>
>>165044354
Nice argument.
>>
what if we're all just anondevs
>>
>>165044373

Well, it is true.

It's alot of panty twisting over 'I don't recognize your project'

Whodev means the poster doesn't know your project. That's it.

You want to be part of the community? Post shit. Want to be part of the community as a developer? Post shit about your project.

No elitism.
>>
>>165044502
Even namefags like googum?
>>
>>165044607
no, namefags are attention seeking whoredevs
>>
GunMetal feedback: http://pastebin.com/5RhFeGup
>>
>>165044681
>>165044607
yet yall are the ones desperate for my (You)s
>>
>>165044347
that's the true horror, anon
it IS limited
if i let it back to 60fps it uses 50%
>>
>>165044810
Can I steal your detective game idea
>>
>>165002056
haha kys while I continue to make bank and fuck women
>>
>>165044291
>I'm just a little bit confused about things like LUA scripting I guess

Haven't played WoW but from what I heard, LUA is only there to help players mod their GUI (more buttons, or maybe make it more minimalistic, etc.)

>they all seem to be using LUA scripts on the server side

I'm not familiar with that. Could be some of those MMOs really just use LUA as their scripting language of choice.

Might be the server has some scripting environment in it to let the devs tweak things without having to recompile the whole server code (which would inconveniently have required players to log out first). But in that case it's only more of a convenience to make tweaks to the server faster, and it's used exclusively by the devs.

>rather than just manually sending packets of bytes and having to interpret that on the client side

it will always boil down to that, underneath it all. If not (if there's some client code/script dictating the world state), it'll be susceptible to cheating.

>Also, as an example how does the client know that a talkable NPC is located at coordinate (25,25). Would this all be sent as packets from the server as the player is drawn near to the NPC, or is everything loaded beforehand?

Entirely depends on the game. I'd say if that NPC never moves at all, it'd be safe for the client to load it where it's expected to be, without having to bother the server about its location. Client only sends things like "I talked to this NPC" or "I accepted this NPC's quest", but without regard of where that NPC is, in the world.

If that NPC moves, or if their location is significant enough that it would impact gameplay, then the server would treat it as another character moving around the world and send clients updates about its location as needed.
>>
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>>165044607
>>
https://itch.io/jam/agdg-demo-day-12/rate/110388

Did anyone play this yet? I'm wondering how the jumping around feels to other people, I ended up fucking around with it a lot and have gravity set to 5x normal because anything else felt too slow and floaty.
>>
>>165045042
Currently working on feedback. I'll test yours, too, eventually.
>>
>>165044948
ideas cant be stolen so no.
>>
>>165044502
>https://www.youtube.com/watch?v=cU8HrO7XuiE
*music plays*
>>
>>165045125
Okay, I will be "inspired" by it
>>
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>Take part in a half-year gamedev thingy arranged by the city
>Everything seems how it's supposed to be
>"You may now use the remaining time to get to know all the others, we'll start things tomorrow"
>So many exchange students, talking about eSports and VR
>All the fernandos circling around the only warning color hair girl

I may have made a mistake here.
>>
>>165044927
honestly, game engines that make use of the frame-based update approach will tax the CPU. I don't see what's wrong.

the only games that don't hog CPU usage are games that don't have that much animations, and are usually turn-based/event-based, like the windows minesweeper or solitaire, because they redraw the graphics only when there's something happening on-screen.

>>165045042
played it, left feedback on itch. boosting takes a while to get used to but it's a good way to fly around the map. perhaps add some trails to help with visual feedback on what direction the boost went to, it would also help see how fast you're falling
>>
>>165045336
>That one guy who also browses 4chan
There is always at least one, have you found him yet?

It's a game I play, kinda like find waldo but harder and irl
>>
>>165045336
Try and look for the people that are a bit silent and outside that main group then. They probably aren't interested in those topics.
>>
>>165045105
Thanks, looking forward to it.

>>165045392
I saw that, thanks for leaving it. Shame about the character limit, someone should bother itch guy about it.

I definitely need more visual feedback in general, hopefully it'll be a lot easier once there's proper animations and effects on things. I only added an effect for the parrying because I couldn't tell myself if it was working or not before that.
>>
>>165045464
>implying I don't know many people that browse 4chan
>>
>>165045586
also, can you make it that if you perfect parry, the laser will fly right back at the enemy? that would feel satisfying and make parry a good offensive option
>>
>47 demos submitted
if your thumbnail isnt animated im not playing it sorry
>>
>>165045947
That was one of my plans for how to deal with it, same with the ones that shoot not-lasers, but it felt too easy when I was playing around with it and then I forgot to add it back in to the demo for other people.

The other option is that I want to have parrying to maybe fill up some sort of meter? Or tied to score, something like that, so that you're not just trying to kill things in the most efficient manner possible but are intentionally putting yourself at risk.
>>
>>165044089
Well, for turning assets and making $$$, buying assets is a great idea.

For making your life's masterpiece... Perhaps not so much.
>>
Tender Arms feedback
http://pastebin.com/qwnNwemF
>>
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Does anyone need any pixel assets ? I'm bored out of my mind.

The more scifi grim-dark the better.
>>
>>165046023
if it's too easy, make the parry window smaller, as far as making lasers go back at the enemy is concerned, but widen the late/early parry to compensate (I'm assuming late/early parry will still deflect lasers).

if you're worried about it being overpowered, you can make the reflected lasers deal only 50% damage or something. then explain it in-game as attenuation or something

absorbing lasers to charge up some meter sounds good too, maybe it'll power up some powerful beam for you to use.

don't see it making sense to have both reflecting lasers and absorbing them to power up an attack. so I guess you could make them insertable upgrades to your mech, or maybe the player will choose from different mechs.
>>
>>165046257
me
make me something that can jump and carry electricity
>>
>>165046257
Do The Demo Day Drawing
>>
>>165046308
On it.
>>
>>165046257
>>165046320
this
>>
>>165043794
Cool but I would be pissed off waiting for the wheel to catch up.
>>
>>165046257
draw me a space pyramid, will ya please? thanks mate
>>
>>164997771
consider adding like a white circle whith block number above trhe entrance
>>
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>>165046257
Draw me some enemy.
>>
>all this choke
Jesus Christ, this is a trainwreck.
>>
>>165046737
wrong thread my friend
>>
>tfw 1MA
>not good enough at anything
>my dream is still to be the ideaguy and have more talented people make my game
;_;
>>
>>165046737
Why don't you people search for agdq? Or seeing how often this shit happens, why not learn how to read the title of a thread?
>>
>>165046920
Just like make money and then hire people to make a game for you
>>
>>165046920
just keep pushing on and obsessively use /agdg/ feedback to improve assuming you are not memeing
>>
>>165046205
Thanks.

Every demo there are people wanting to use the mouse - that'll be the next thing I'll try.

For the keyboard controls themselves - I can't think of a more convenient scheme that would not slow down gameplay, such as the modifiers, as you would mess up really easily by hitting something instead of selecting it. Though I'll experiment for a bit and/or make the intro give you more time to adjust to them before moving on.

Also, which part are you referring to when saying riddle portion? The campaign levels?
>>
>>165047003
Oh gee thanks, in the mean time I'll also get a 10/10 gf

>>165047019
Yeah I don't plan on giving up, it's just I feel frustrated because I see people that have been in gamedev less than me and they're already much better than me. But oh well. I'll keep working hard.
>>
>>165047079
post your game
>>
>>165046510
The wheel speed set now or the wheel in general? I've been thinking of doubling the wheel speed after you go past the last spell on the wheel.
>>
>>165003271
Make sure to add separate bones for the cock, so it can dangle by physics when he runs if you want to make any sales
>>
>>165046289
It wasn't so much "absorb the beam" as "do cool things to build up a meter that represents your HEART and or SOUL"

Windows for both regular and perfect parry are customizable, my goal is to have it so that every attack is ultimately parryable, but for some of them practically impossible.
>>
>>165046920
Are you me?
>>
>>165044089
nothing triggers me more than when shitters in modeling programs don use correct scale
that grid isn't there for fun.
>>
>>165047058
>which part are you referring to when saying riddle portion?
The campaign level where you were to Yakety-Sax the enemies. Using the term 'riddle' loosely here.

>as you would mess up really easily by hitting something instead of selecting it
That has happened to me I think three times with this control scheme. I know you are used to it, but not using ijkl at all in the rest of my gaming life meant getting in the right mindset first.
>>
>>165047341
Wait scratch that you're not like me
>>
>>165046920
I'm good at programming but shit at everything else, if i had money i would just diea guy as well. Why do the serf grind when you can just boss around other people to do it. My dev team would be composed from talented japanese HS grills who have a thing for older men
>>
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>>165047079
We can do it, anon!!!
>>
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>>165046257
>The more scifi grim-dark the better.

Oh god yes.

I need some soldiers for my top-down shooter.

Anything better than circles will do.
>>
>>165045392
event/turn-based is pretty much exactly what I need but I haven't found anything that seemed obviously geared for that

except, I dunno, javascript or some shit
>>
So, who is the most hardworking dev on agdg?
>>
>>165047552
Why would bullets light up the fog of war?
>>
>>165047602
I think everybody who dare to try and maintain the consistency. It's hard to be a yesdev u know...
>>
>>165000808
>>165047058
Hey, 23\Prometheus dev here. I've just read you review. I have a question. The place you mentioned was after all that Careful Walking scene? Cause I'm not sure what "1" you were reffering to.

Also big thanks for playing!
>>
>>165047661
They are poor mans shadows
>>
is my game too hard if I can't even beat the level I made in 20 tries?
>>
>>165047602
if the amount of public progress they shit out is the only measure, might be boku
>>
>>165047602
me if i have a project
16 hrs a day, 365 days a year? no problem hombre
>>
>>165047661
my attempt at juice

it's gone now

I'm too lazy to make another webum
>>
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>>165046594
>>
>>165047592
you can customize the main game loop in love. that's where you can start if you want to create something closer to event-based

https://love2d.org/wiki/love.run
>>
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>>165046308
Here you go. Electricity is gathered via pylons and stored in the battery at the bottom.
>>
>>165046737
wat
>>
>>165007568
Thanks for feedback. I know about the menu text disappearing I made a mistake but fixed it last night.

Was checking if I could fix the after images but instead the text disappeared.

The collision for shooting the bubbles isn't implemented in this version because it didn't work too well. I was rushing with trying to get it to work before demo day 12 but the code became a mess and lagged the game and it still didn't work.

Also couldn't implement sound or sfx yet.
>>
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Early WIP on a spooky forest level.
>>
>>165046594
What's the pixel...limit to fit within the style?
>>
>>165047725
I think it's after that - you walk past the spikes, wall jump twice, then fall jump. There's a save point, you go right then up then left, then the 1 in a box appears on the wall and then as if moving left got stuck. I can try it again later in the evening to see if it happens again.
>>
>>165048234
16x16, 24x24, 32x32 or something else that can be divided by 8. I'm almost following color limitations of NES so 3 colors per sprite + alpha, 4 colors + alpha for tiles.
>>
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>>165048329
Understood.
>>
>>165048031
that's... actually a lot simpler than I was expecting

I'd wrap that love.graphics block in an "only do this if there are events pending" or something, right?

that's a great starting point anyway, thanks anon
>>
>>165046869
What is a good tutprial on how to make muzzle flashes in Unity?
All the tutprials I see merely use a single picture for the flash, but I want to know how to create a small animation of several different textures for the flash.
>>
>>165048302
Yeah, I get it now. That "1" you have called was just my shitty try on making key "I" (i) drawing on wall.

I know this bug, but I don't know how it works - because sometimes the bug won't happen and everything works perfectly (tested on few pc by few players), but sometimes shit happens.

Thanks for feedback.
>>
>>165047742
you could be really shit at games, so not necessarily
if you're good at games of the genre you're making then sure, could be
>>
>>165048125
thank you, that's really nice. i appreciate the effort but unfortunately, it doesn't fit in with the rest of the game. it's my fault, i should have been more descriptive, i'm really sorry.
>>
>>165047742
Creator should be able to 100% his game without a problem
>>
>>165048507
I'd make it a particle system that emits only one particle on demand, but is animated using a texture sheet

https://www.youtube.com/watch?v=zGcvXWbREnE
>>
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What game will you make for Comfy jam?
Is anyone even entering? Seems like there's no hype even though it's supposed to start in a week. I get that we're in the middle of DDXII but still.
>>
>making a tutorial level
Ah, the things you do for normies
>>
>>165047552
Hello epilepsy.
>>
>>165048827
>comfy jam
Aka the make any kind of game jam that's not too insense. Worst jam idea desu.
>>
>>165048953
any jam that is a good excuse to be posting le cute loli is a good excuse
>>
>>165048953
Hey I was against it too but it won with more than 40 votes. Mecha Jam was better dearimasu
>>
>>165047602
I know who definitely isn't
>>
Feedback for Bokube. Fuck you, Bokudev.
http://pastebin.com/pq56FGg2
>>
>>165049137
>>
>>165048953
> aka the make any kind of game jam that's [not too intense | contains robots | is set in winter | etc. ]

it's not about being restrictive it's about working to a theme
>>
>>165048827
FPS zombie survival shooter
>>
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>>
>>165048827
The feeling of comfy is foreign to me
>>
>tfw wanted to implement neural network into my game for the enemy AI
>turns out they are super simple if you need shit like predicting a number based on input but it's insanely complicated if you need them to do anything non retarded
>>
>>165049237
this is not the agdq general you dumbass learn to read
>>
Awesome Games Done Gick :-DD
>>
>>165048827
10 days you've been asking the same question in this thread.

10 days.
>>
>>165048827
i'm going to make a game where you have to talk to a cashier without dropping your spaghetti

the twist is that every option is correct and you can't fuck it up
>>
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>>165049281
>>
>>165048953
>t. nodev

Some of us enjoy just like making game. Not every jam needs to have some restricting theme that forces creativity. Sometimes it's nice to just make something freely.
>>
>>165048125
>>165048553
Someone else here. I might use it for my next game if I can.
>>
>>165049387
>Sometimes it's nice to just make something freely
that's literally what you're supposed to doing when you're not participating in a jam
>>
>>165001725
This is looking amazing anon, looking forward to your progress.
>>
>>165049445
But posting cute animu without jam context makes people sperg out.
>>
>>165049276
Doing a PhD in neural net evolution. General solutions to them are bad in contrast to specialized, but those take a long amount of time to design and/or train.

You can impress the generic pinkdie devs with their oh so quirky procgen when doing text/graphics generation. though.
>>
If Unnamed RTS RPG wanted feedback they should have made a game shitters like me can actually play.
>>
>>165049730
but what you're saying is one form of feedback already, anon
>>
>>165049445
I don't have a main game though. But comfy jam has given me an idea, so I'm working on that.
>>
Muscular Hair, if you read this: Make rebindable keys damnit. ZX bindings are fucking people with non-QWERTY keyborads over big time.

>>165049823
I know.
>>
>>165050000
is
is there someone else in agdg using dvorak
>>
>>165050261
it's stupid, smelly euros
>>
>>165050301
i thought it was too good to be true
>>
>>165050261
German keyboards are QWERTZ and french ones are AZERTY.
I'm meaning to get a QWERTY labeled one sometime soon because programming assumes that layout and therefore I'm forced to do retarded stretches when using brackets or similar.
>>
whats the best game
>>
>>165050415
the best game
>>
>>165050415
(You)rs
>>
>>165048031
you're a goddamn hero anon
checked for update == true before drawing anything and set update = false *after* drawing everything
now it only draws the screen when I tell it something needs to happen and stops when it's done
it'll probably need unfucking and robustifying later but this is a huge step forward
>>
Should the tutorial for platformer game mechanics start before you even enter the main menu when you first start the game? Then when you finish/quit it you're directed to the main menu.
>>
>>165050618
no
>>
>>165050618
"no"
>>
>>165050618
not unless it's a fucking WILD platformer
people know how to jump over stuff at this point dude
>>
>>165050728
>people know how to jump over stuff at this point
you'd be surprised
>>
Helleton feedback
http://pastebin.com/zypswWDL
>>
>>165049161
Even if I'm not the dev, I appreciate your work and time you put into these. It's good stuff to read and learn. Thank you!
>>
>>165050728
It's for casuals and on android so I'd think the controls warrant a tutorial
>>
new thread!
>>165051175
>>165051175
>>165051175
new thread!
>>
>>165018680
You could do that, but you'd have to make sure to set a hard deadline for yourself to actually release your game because it's incredibly easy to fall into the "I'm just waiting for my fanbase to grow!" trap that keeps you from getting your game out there. In addition, it's harder to build hype if people know that the game is already finished because they'll end up wondering "If it's already done, why are you making me wait for it?"

In an ideal world, you'd start marketing once you're in the final 10-20% of development. I know that's not always the easiest thing to do, especially since the last chunk of development is usually the time you want to focus the most on the actual content of your game, but if you don't have any financial limitations requiring you to release ASAP then extending dev time to build your market is not an awful idea.
>>
>>165047218
If I press a button to switch something in a game I expect it to switch the moment I press the button, not to have to wait.
>>
>>165050261
Yes! I am!
>>
>>165008375
>Not too much to say, this game just keep getting better and better. I missed the sewer level from last demo though.
thanks, i appreciate that
sewers will return eventually
>>
I play too much let it die not to cook it.
>>
>Looking for a tutorial to explain the basic mechanics for how to set up a decent 3rd person shooter camera controller in unity.
>Every single controller tute on youtube is either a 3D platformer controller or a MMO style controller.
>Finally find one that probably has what I need to know.
>He's currently spent 4 half-hour videos on setting up IK animations and an animation controller.

I feel like I should have just looked up the general concept 3rd person cameras and made it myself at this point.
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