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AGDG - Another Great Demoday General

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Thread replies: 785
Thread images: 152

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Demo Day 15 is live! PART 2

> Previous Thread >>181406890

> Play Demo Day 15 itch.io/jam/agdg-demo-day-15
> Play Monster Jam itch.io/jam/agdg-monster-jam
> Play Demo Day 14 itch.io/jam/agdg-demo-day-14

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days pastebin.com/JqsQeru
> Previous Jams pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
First for anime games
>>
Good job demo daggers
>>
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Did I ever tell you how much I suck at animating?
Oh wait, I don't need to tell you. Just look at this shit.
>>
I pick this one.
>>
>>181453040
The animation is good enough for the quality of the model. But you know that and just fishing, so good job ya got me.
>>
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My demo is finally uploaded! Time to finally relax and start playing all your games. Thank you for all your help, /agdg/. I like you guys even tough you shitpost a lot
>>
>>181453040
do nudes of her.
>>
>>181453138
No, I did a shit job and I wanted to get shit on.
If you're saying the model is shit too then yeah I guess you're right
>>
>>181453184
is this the ironmash dev or just a shitpost
>>
>>181453184
Slowly making my way through
>>
>>181453184
sleep tight devver
>>
>>181453272
It has peg limbs. What kind animation where you expecting it to have?
>>
How do you motivate yourselfs to get to work?

I've had all these ideas but I don't know how to get started when it comes to actually developing the game.
>>
>>181453389
I can never get the pace of the animations right, you know, the contrast between slow motions and fast ones.
>>
>>181453040
That is really fucking nice man. What are you working on?
>>
>>181453570
I post what I am going to today in the thread then I proceed to do it
>>
>>181453570
when starting on a jam game, listen to hype music, get pumped to work

when it comes to devving my main game, it's just a matter of routine
>>
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>>181453284
yes it's me anon
>>
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Am I an amateur game developer now? Also, what do you look for in a tactics game? Interesting characters or something more like X-com where the characters don't really matter?
>>
>trying to into art
haha any of you lads got some spare rope and a chair? unrelated to the art issue, of course
>>
>>181453993
Interesting characters. Fire Emblem is shit now, and I only play it for the characters anyways. Get a good enough artist and fun characters and i'll play it.
>>
>>181453993
The characters are merely a medium for me to sperg about tactics and numbers. They will be defined by their successes and failures in battle.
>>
>>181454306
Happy little clouds
>>
>>181453993
there needs to be more than one way to handle any problem
don't ever force the player to learn a specific thing outside the basics, always give them a choice
This is something I learned too late
>>
I use unity and my game doesn't run poorly. There , now can we end this argument?
>>
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>>181454306
Just practice.

A few of weeks of /i/ and /ic/ will get you to a halfway competent level.

>>181454328
>Fire Emblem

I miss 7, it was fun to play.
>>
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map editor progress
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>>181454560
Why /i/ and /ic/? What do they offer?
>>
>>181455658
a foot up your ass
>>
>>181455592
i'm impressed
>>
>>181453993
Do coordinates in a hex grid work the same as in a regular grid? Basically what I mean is are hex grids just like regular grids but with the second, fourth etc rows being displaced half a tile to the side?
>>
>>181455716
Wow, rude.
>>
>>181423053
what does putting t at the end of sentences means?
>>
>>181455814
Its your choice
>>
>>181455592
What is this map editor for?
>>
>>181455819
>end
Found the Japanese guy
>>
>>181455895
my non-existent game
>>
>>181455819
It's like an "author of a post: xy". Some finnish word I believe, and it became a meme. It's used to imply that somebody specific wrote the post.

t. me
>>
>>181455819
t. newfag
>>
>>181455963
I mean what type of game will it be? Or have you not decided?
>>
>>181456053
Tactics rpg. In my mind you'll conquering small villages and recruit/upgrade units to conquer even more villages.
>>
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/r/ing the ideafag's anno picture
>>
>>181452837
You could at least link to Demo Day in the OP.
https://itch.io/jam/agdg-demo-day-15

>>181423064
>5 difficulty modes
aaaaa
I like the UI a lot though.
>>
>>181454328
>>181454409
Thanks, that's interesting.

>>181454532
That's a good point.

>>181455720
That's the gist of it, I'm definitely not an expert though. http://www.redblobgames.com/ has a bunch of stuff that is probably useful to you.
>>
>>181455957
what's the correct way?
>>
Why is the dwarven queen a guy
>>
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>>181456447
Oh I see the demo day link now.
I'm still unsatisfied.
>>
>>181456447
>Demo Day 15 is live! PART 2

> Previous Thread >>181406890 (Cross-thread)

> Play Demo Day 15 itch.io/jam/agdg-demo-day-15
> Play Monster Jam itch.io/jam/agdg-monster-jam
> Play Demo Day 14 itch.io/jam/agdg-demo-day-14

>>>>>>>>>>>>> Play Demo Day 15 itch.io/jam/agdg-demo-day-15
>>
I'm thinking of building a 2D MMORPG. Is this a delusional idea? l aready wrote a TCP server capable of handling multiple concurrent clients + a basic game protocol for client-server communication.

pls respond /agdg/
>>
>>181453040
body proportions ok, ugly face
>>
>>181456392
Damn there are a lot of tactics rpg in this general. I'm making one as well but I haven't posted about it yet since I haven't got much worth showing yet
>>
>>181456731
There is 0 chance that your game would be an MMO
maybe it would a persistent online RPG but that's a different target that you have to keep in mind
>>
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What is this? A menu for ants?
Or is it going along with the dwarfes thing, I dunno
>>
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Generator now scales such that all islands should look fairly similar independent of size. That is, bigger islands don't end up looking like archipelagos. The generator was tuned for 1000x1000 maps, like the ones I was posting yesterday, though this map is 3000x3000 and looks pretty good for using pretty much the exact same values.
>>
>>181456731
it's not impossible, but consider the following:

>nobody has ever 1MA'd an MMORPG
>multiplayer indie games tend to fail even if they're good because they can't attract enough players and enter a death spiral
>the golden age of MMORPGs is distant past in the west
>>
>>181456731
sort of related, has anyone made a multiplayer roguelike?
>>
>>181456731
>game
>TCP
>>
>>181457427
I worked on one for a while, but never finished it. Friends didn't pick up the pace and I lost steam, I think the idea could work.
>>
>>181457447
MMORPGs don't need UDP
>>
>>181453236
this + tinier waist
Actually just make your game a porn game. Easy sell
>>
>>181457143
Shoreline looks very Mediterranean. See a lot of Greeces, Italies, Cretes, etc. in there.
>>
>>181453040
my favorite nodev
>>
>>181457539
just make it non turn based bro, what was the problem?
>>
what do you guys think about programming something very inefficiently but it works fine anyway?
>>
Still not visible progress with the stuff im putting in.

Just adding all of the different stages of the turn.
Move / confirm move / end turn. etc.

Added a small menu.
>>
>>181457562
Everything is better with a tailored UDP solution unless you are literally reimplementing TCP in the process.
>>
>>181457669
He's not a nodev
>>
>>181457690
t. webdev retard.
>>
>>181457576
Thanks! That's what I was going for I think, the smaller islands had sorta the same feel but not enough space to make the full Mediterranean look.

Eventually I'm going to be able to tag a map with some shit like "Chaotic" and "Mountainous" and have it generate accordingly. In that example, there'd probably be a lot more curves / jags, and a boost to every tile's height for example.
>>
>>181457779
name one of his released games
>>
>>181457690
If you only care about correctness and not efficiency then go ahead. I care about both. Simple as.
>>
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>>181457228
>multiplayer indie games tend to fail even if they're good because they can't attract enough players and enter a death spiral

fuck
>>
>>181457427
Not a true rougelike but Crawl is an interesting type of game like that.
>>
>>181457887
>good
>>
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Still not visible progress with the stuff im putting in.

Just adding all of the different stages of the turn.
Move / confirm move / end turn. etc.

Added a small menu..
>>
>>181457870
idolm@ster
>>
>>181458094
not an actual game
>>
>>181457690
Its fine if it saves you time and the slowdown is unnoticeable to the end user. Just remember what you did and have a way to improve performance if it does become something that affects the user.
>>
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>>181456447
>>5 difficulty modes
>aaaaa
calm, gale and hurricane are renamed old difficulty levels
breeze and storm are the new ones and are somewhere between the old ones
>I like the UI a lot though.
thanks
>>
>>181458156
you didn't ask me to name ACTUAL games. you asked for RELEASED games
>>
>>181457730
even if you're reimplementing TCP it's better to do everything in one udp stream as opposed to having UDP/TCP open at the same time apparently
this is why enet exists
>>
>>181457690
write spaghetti as you see fit, refactor as you see fit
>>
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>>181458598
>UDP stream
>reimplementing TCP with UDP means you have UDP and TCP open simultaneously
>>
>>181458702
You can't refactor spaghetti, that's why it's called spaghetti. You should write good procedural code and refactor (I prefer "compress") to reduce duplication only.
>>
>>181458242
Please keep furshite out of /agdg/.
>>
>>181458921
You can refactor spaghetti, why wouldn't you be able to? Its just harder than non spaghetti. Write spaghetti if you want, just know you'll pay for it down the road.
>>
>>181458921
Unfortunately you won't know how to avoid spaghetti until you make a mess. That's how life works.
>>
>>181458921
I think there's two kind of spaghetti.
The regular kind, hard to make out the individual pasta but still doable.
And the cheesy spaghetti, where cheese melted all over and it just forms indissociable clumps
>>
>>181449495
>project inspired by fight knight and GMOTA
Oh christ I've inspired someone. Tell me more about your game dude. Also you might want to make the the flashing end sooner.
>>
>>181458921
refactoring is the process of untangling spaghetti code itself. if you didn't have any spaghetti code (code is clean), there's nothing to refactor.
>>
>>181459112
Refactoring spaghetti involves untangling it into good procedural code.

>>181459520
I wouldn't call decent code with duplication spaghetti code. It has the potential to be, sure, but it's more like prototypal code.
>>
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>>181458242
Your menus are excellent, I love the names you've given for your two characters too.
Still hoping to be able to play as one of those cute little gators as a bonus character
>>
>>181458156
Define actual game.
also wiyag
>>
>>181459765
>the gators are weak in most ways but have a powerful redeeming factor if you're good
>>
>>181457870
At least he's in the process of deving, unlike you.
>>
>>181459878
>all of their bullets have crap range regardless of their weapon, but they can do a bite attack that does a crap load of damage, and can do a lunge both on the ground and in the air, useful as a double jump or a means to go FAST
>>
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>>181459001

>nodev can't think of a legitimate criticism for the best agdg game

kek.
>>
>>181453993
stolen
>>
>>181459992
actually to take this further.
>gators HAVE no bullets, depending on their weapon, they have different bites
>instead of the umbrella shield, they have the aforementioned lunge, gives i-frames
>only 2 HP, maybe 1
>>
>>181460112
That's not I don't know there's a lot of good games actually
>>
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Anybody found my easteregg?
>>
>>181460112
Being a furry-themed game is legitimate criticism, just like a being a game about abducting children is legitimate criticism.
>>
>>181460492
Sorry, couldn't see it.
>>
>>181460492
Haven't played it yet, will play it next
>>
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>>181453698
Thanks.
This is the game. It's (going to be) a stealth game where you play as Little Red Riding Hood and have to hide from the wolves while collecting sweets to give your Grandma.

>>181456758
Yeah, I started to notice it too and I'll try to fix her face.

>>181457669
Thx bby
It's not my fault if I can only come up with small ideas and have fun making them into games
>>
>>181460730
Stamina gauge to force measured use of shorty dash when
>>
>>181460730
Damn nigga that's kawaii
>>
>>181460492
I haven't played your demo but a cool feature would be that enemies that aren't visible anymore leave some mark where they have been last seen, which would progressively disappear
>>
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>>181460527

its about as furry as loony toons. he's one of the few people here that makes animal characters not look like pandering furshit. the game is so fluid and tight even it was literal fur bait it wouldn't make it any less fun.
>>
>>181460946
I'll consider it, thanks for the feedback.
>>
Remind Yourself That Overconfidence Is A Slow and Insidious Killer
>>
>>181460901
Soon. Actually I didn't consider it, because running will make noise so the wolves will hear you and come get you. So I though that would be enough reason not to abuse it.
Oh and the wolves will move faster hen chasing you, for now I'm only keeping them slow while testing stuff.

>>181460926
Thank you.
>>
>>181453347
This shit is so nice and comfy I could probably nut just watching this. It makes level design seem so easy
>>
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>>181461142
Is jaden smith still in his chuuni phase?
>>
>>181460962
It looks like TheBigManSini's LITCHERAL [sic] pandering furshit.
>>
>>181461142
>>181461294
It's partly true though.
Overconfidence without skills generally makes for crappy results.
Overconfidence with skills just makes you come out as a dick but that doesn't matter as much.
>>
>>181461367
Which game? Because I'm sure whatever it is, it doesn't take notes from Gunstar Heroes
>>
>>181454559
it's an agdg meme you dont have to believe everything people tell you
>>
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>>181461294
unrelated but he actually still is
>>
>>181461142
>>181461432
Overconfidence without skills = googum
Overconfidence with skills = any elite artists.
>>
>>181461432
Many fall in the face of chaos; but not this one, not today.

>>181461294
Those who covet injury find it in no short supply.

>>181461607
Another life wasted in the pursuit of glory and gold.
>>
>>181461549
Why is there a deep quote along two pictures of xxxtentacion ?

>>181461607
>Overconfidence without skills = googum
spot on
>>
>>181458242
hey, Furdev! i'm an admin from PinkieCraft , the pony roleplay Minecraft server that you play on! i wanted to personally extend my thank you for the 1000$ you donated to help keep our server alive! next time you log on we'll make sure to let me know and i'll make sure to get you that custom pony body you donated for! i regret to inform you, however, that we don't currently have a way to give you "20 foot horse cock" like you requested but we'll work on it thank you
>>
What's the best programming pattern?
>>
>>181461918
Whatever googs doesn't use, probably.
>>
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>>181461851
t. newfag trying too hard with his first bait

my craft is (You) powered, by the way
>>
>>181461851
ebin XDD
>>
>>181461851
being an admin on a pony porn minecraft server is way more embarrassing than playing on one
>>
>>181461918
The one that best suits the problem at hand.
>>
>>181461918
Carelessness will find no clemency in this place!
>>
>>181462228
That said, many popular patterns are solutions looking for problems or simply cargo cult practices that make things worse no matter what.
>>
dark souls but a roguelike!
>>
>>181462564
Dark Souls but a metroidvania
>>
>>181462619
>tfw I'm actually making a Metroidlike (no -vania elements) with heavy Demon's Souls influences
>>
>>181462619
dark souls but a procedurally generated metroidvania H-RPG
>>
Why did Rustdev stop posting in AGDG?
>>
>>181462619
Dark Souls but bright
>>
Dark Souls but no religion
>>
>>181462742
Already exists
>>
>>181462619
>>181462564
>>181462781
>>181462742

dark souls but good
>>
>>181462920
that's just demons souls
>>
is there any H FPS?
>>
dark souls but crash bandicoot has become it
>>
>>181462619
>>181462742
>>181463053
Demon's Souls but with the Land of Giants
>>
>>181462770
Which one? I'm the perpetual enginedev that never gets anything done. There's also Skylarksdev who comes in infrequently mostly for recap.
>>
The cost of preparedness - measured now in gold, later in blood
>>
>>181463272
Yes, I also played Darkest Dungeon.
>>
Is painting over something a copyright infringement? Like if I only keep the silhouette of the original pixel art its not a big deal, right?
>>
>>181463272
These nightmarish creatures can be felled! They can be beaten!
>>
>>181463408
Ask a lawyer.
>>
okay i've followed the anon's advice and i'll put everything i've learned into a single game (well not everything), i got an idea that i want to implement, trying to find the aesthetics i have in mind before starting, next time i post i will have some progress
>>
>>181463408
no but dont do it
>>
>>181457427
>>181457539
>>181457943
You mean a roguelite? RoR.
There's also Barony which lacks the persistent progression aspect but is procedural and perma death and has multiplayer. Oh and Necropolis.

I don't think a traditional roguelike would work well in multiplayer since everyone would have to input their move before the game could advance a turn.
>>
What's a good way to structure a tile-based game? I want objects to be as self-contained as possible and avoid a central controller but how much information should the tile array/dictionary contain? I want levels to be easily saved and loaded too with the correct state of the game.
>>
>>181463408
As long as you change at least one pixel then it's no longer copyright infringement
>>
>>181463582
I mean I've already done it thats why I'm asking lol
>>
>>181463726
start over
>>
>>181463726
Its only illegal if you get caught
>>
>>181457690
If that code is something you simply need to get functional and don't have to go back to or use elsewhere then it's fine to write a mess.

If writing it properly would save you countless man hours because you have to use it in the future then do it proper. But also try not to overestimate things and as a result overengineer your code.
>>
>>181463821
guess I'm safe then since I'm a nodev
>>
>>181463726
https://www.youtube.com/watch?v=6HOnlgAv3D8
>>
>>181457690
If it works, it works.
Programming is just voodoo for a post-Rational society.
>>
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>this wasn't made by aggydaggy

https://www.youtube.com/watch?v=U7ssjlXDpMY
>>
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Now the object that's blocking the vision itself can still be seen, vision only begins getting blocked behind them. Decided bushes won't actually block light, just testing on them for now, there'll be a bigger sprite that will get that functionality instead.

Also working on a circular 'light' area around vision blockers, should look pretty good when done but each one adds a few dozen triangles to the field of view drawing function.
>>
>>181463643
Different types of tiles should be saved somewhere and your map should be a collection of references to what tile is in what coord. That way your maps can basically be arrays of ints and really easy to save and load.
>>
>>181460492
I can't find the easter egg, I even searched the corners of the map in godmode

pls gib hint
>>
>>181463643
>how much information should the tile array/dictionary contain?
How much information do you need?
>>
>>181464474
read the readme.txt
>>
>>181464512
oh, well that was easy
>>
how do i find a girlfriend.
>>
>>181455720
Best way to do hex coordinates is to use the x + y + z = 0 plane. Every "one hex move" is +1 in one axis and -1 in the other (so you get six directions).
>>
>>181464661
make money.
>>
>>181464661
consult gelbooru.com
>>
>>181464601
you know it's not the ascii-art right?
>>
>>181464312
it already does look good anon! i was going to suggest that but i didn't think it's possible. i'd love to see it with the proper sprite
>>
>>181464693
Not "the other", "an other", sorry.
>>
>>181464882
sorry for doubting you
>>
>>181464882
>no spoiler tag
thanks i guess
>>
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>>181465045
No freebies for non-readme-readers
>>
>>181465161
Too late, I already saw it.
>>
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Finally found time to work on this again. Made some progress, but I still can't design a decent GUI and I still suck at art. Major hurdle is creating content.
* Fixed the shading issues so they work again
* Partially implemented network play. Currently limited to AI vs AI.
* Designed and implemented some necessary single player menus like party management
* Equipment is now working and has limits based on skills
* Story system mostly working for single player


>>181453993
Interesting characters are important to me, but I think it really depends on the structure of the story. X-Com's story doesn't revolve around any characters in your squad, so they can be generic.
>>
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I played Unnamed Pixel Platformer.
https://youtu.be/eiuGLhrYV1c?list=PLQOFZ7Uvt6WxSzRyabBtUn3XFK7xHOdMk

I will not forgive those of you who did not submit their demos to demo day, and also BokuDev for just resubmitting an old demo.
>>
>>181465285
looks pretty cool
>>
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thanks for replying
>>181459765
glad to hear you like the names
i'm considering bonus playable characters, have yet to see what ultimately gets in though
>>
>>181465827
>I will not forgive those of you who did not submit their demos to demo day
well its not functional so, yeah...
>>
I get this feeling that aggydaggy hates OOP, but I'm wrong right?
>>
>>181466290
I hate memelords that argue over stupid shit instead of making games.
>>
>>181466290
I use OOP with the understanding that it's not the best solution for everything
it makes doing games easy tho :p
>>
>Everytime I try to make a video OBS ends up lagging
I dont get it, the game runs fine but than the video is shit quality
>>
>>181466290
OOP is usually not the right fit. You will realize this when you start writing code first instead of just wasting time on empty abstractions.
>>
>>181466290
It doesn't matter as long as your game is good and plays smoothly.
>>
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I made a shader that blends objects using distance fields, inspired on Battlefront's technology.

Now I only need to come up with a game to make use of it!
>>
>>181466883
earthbending game perhaps?
>>
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Did a live commentary of Ctesiphon, I last played it DD13 I think, so it's mostly fresh impression
https://youtu.be/awEPKpCZJJQ

First time making one of these things, no bully
>>
>>181466883
Make a THING game were you play as the THING
>>
>>181466290
Autists cry about OOP because it's an abstraction instead of a wrapper for machine code.
>>
>>181467028
Abstractions have no inherent value.
>>
>>181467073
This is exactly what I'm talking about: they will cry about abstractions just because they're abstractions.
>>
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>>181465827
>I will not forgive those of you who did not submit their demos to demo day

All I did was implement some half-finished menus since last demo day and I really doubt I can finish the thing I wanted to re-add within the remaining time for submissions.
>>
>>181467162
Why is this a bad thing? Unless the abstraction is being used effectively then it's worthless and probably even harmful.
>>
>>181467214
you had 2 moonths
>>
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>>181466883
It smoothes out the normals, so that clipping is less noticeable

>>181467026
I'm stealing this idea
>>
>>181467262
Cool

Use webms you silly goose
>>
>>181467253
Video games kept coming out, and when I have to do things that involve art I tend to get really lazy.
>>
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Wh- what's with the skybox?
>>
>>181465827
Two in a row was enough to make some people not even bother trying the second stating it couldn't be that different from the first so it was better to just get something more meaningful done for a third presentation at a later date.
>>
>I want less flexibility and usually also less performance for no reason
>everybody who disagrees is autistic
>>
>>181455592
This reminds me of something I saw in this year's E3 stream which looked like a medieval advance wars
>>
>>181467424
Just a placeholder, free skybox I got from substance painter. Didn't think it was important to change it, but I will, eventually.
>>
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>>181467251
Abstractions aren't inherently bad any more than they're inherently good.
Most developers don't care about machine code and don't need to care about machine code.
>>
>>181465827
I was in it last time and shit ain't done yet
and you hate all my games anyway
>>
>>181467571
No, it's cool. I just thought you took a random picture, tinted it red and used it as a skybox
>>
>>181467579
>Most developers don't care about machine code and don't need to care about machine code.
That is completely irrelevant because you are alluding to a very successful form of abstraction.
>>
>>181467504
What are you memeing about? OOP?
>>
>>181467073
When you talk about a house, do you describe each individual wooden plank, doors, windows and everything else?

No, you'd usually just refer to it as the "house", because you don't always need to describe things in detail. That's what abstraction does.
>>
>>181467641
I'm at 12/20 for this demo day now and there's no game I hated yet.

Even smaller games and games with programmer art have their charms, anon.
>>
>>181467731
Yes, OOP and machine code are both successful forms of abstraction.
OOP is more abstracted though, and most people are more comfortable working in it and haven't got any reason to go down to a lower level.
>>
>>181467731
Maybe successful is the wrong word. OOP has been very successful at propagating itself in the industry as a panacea despite being rarely actually the best tool. Abstracting over machine code is obviously good for most situations because you want to port to different processors and computers are better at micro optimization than humans are.

>>181467834
That is an effective abstraction. Why are you spinning criticism of OOP into hate for all abstraction?

>>181468032
OOP isn't high level by any stretch of the imagination. You can do OOP with assembly subroutines and untyped memory..
>>
>>181468182
Was your mother raped in front of you by an OOP programmer or something?
>>
>>181467986
>Even smaller games and games with programmer art have their charms
boi that's not what you thought at dd9
>>
>>181468182
>Why are you spinning criticism of OOP into hate for all abstraction?

I was only countering this claim: "Abstractions have no inherent value." from >>181467073
>>
How many downloads your game got for DD guys ?

9 here.
>>
>>181468428
I got 0 because I didn't upload anything because I haven't got anything in a state to be shown off oh god why can't I work faster
>>
>>181468428
23 :O
>>
>>181468428
25
>>
>>181468428
10
but 62 views, which also count now that I have a web version It's the worst version, though
>>
>>181468372
Yes, abstractions have no inherent value. Abstractions that are being used can be valuable. To use the house analogy, "house" as just a series of letters or a vocalization with no meaning is worthless. Just like interfaces and classes are useless without actual code. You don't say that you want to make up a new word and then assign some meaning to it, you look at a concept that takes too many words to explain now and make a new word for it.

If you're using OOP to organize code that has already been written to reduce duplication then that is fine. But I find that OOP is rarely the right tool for the job.
>>
>>181467456
So you're saying people who played the first demo didn't play the second because they wanted to wait until a later demo and that was your reason for not giving them a third?

>>181467641
Of course I do, anonymous nonspecific poster. Vagueness betrays the fear of the devil in you.
>>
>>181468428
Mine's up to 14 views, 11 downloads, which is about a third of what it had at this point in DD14.
>>
>>181468696
>and that was your reason for not giving them a third?

No the reason there is no third is because I am making sweeping changes to the game so that there IS something worth checking out when I release a third. The sweeping change is in direct response to how the second was received (or ignored if you like). I see it as a good thing. In the pursuit of making something more meaningful I am hoping to make it more fun. I feel I am on the right path and hope to have some progress to post soon but the changes overall will take a while.

tl;dr there is no DD15 build because the game is torn apart atm in an attempt to make an even better DD16 presentation
>>
Is this the place to ask for a Game Maker crack?
>>
>>181469164
no
>>
>>181469026
>being this non-specific about game development in a game development thread
>>
>>181469164
>Game Maker Crack
>Not getting a free Tizen license
>>
>>181469164
Sure.
https://godotengine.org
>>
>>181465827
Dev here, much appreciated, I'll rewatch this with more thought tomorrow when I'm not tired out of my mind.

One thing I noticed was that you mistook the shield "refund" (it returns some special charge for each orb that didn't hit anything) as recharging special meter. There's currently no auto regen, you gain charges by killing enemies. Typically that's 3-4 enemies for one charge, you can see how much each enemy is worth from the tiny magic sparkles they leave when killed. Each full charge is 10 points.

Near the end with the plant on the ledge, I put the spring there so you can launch rocks at the plant you can use them to kill the snake in the tree after the first checkpoint too, but I should've made it more apparent that that was actually an option.
>>
>>181468428
23
>>
>>181465827
my excuse is that I don't have a game, just a very shitty "tech demo"
>>
>>181469243
Not sure what you want, anon. I could show you my chicken scratch scribbles that I make for myself as part of my 'design' references but I am not sure anyone would even want to see that. More specifically I am changing all of the main attacks in some way (some more than others) and completely changing how defensive and offensive abilities work. If I am vague right now it is because there would be nothing but backend code to show.
>>
>>181469164
I'd like to crack u one m8. Support game devs and pay for your tools.
>>
>>181468428
41
>>
>>181469971
M- MASAKA
>>
Should i anti alias my rendered sprites? If i do AA them will they get further AA from the players gpu resulting in altered colors and blur?
>>
I know this will probably just get me laughed at, but how is RPG Maker MV compared to VX Ace?
>>
>>181470325
>Should i anti alias my rendered sprites?
If you want AA.
>If i do AA them will they get further AA from the players gpu
If you have AA enabled.
>resulting in altered colors and blur?
No, it will look correct.
>>
Chasing FPS has led to a bug I call Earthquake Mode
>>
>>181470385
There is a RPGMaker general they're probably mor e qualified to answer
>>180934324
>>
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Posted in wrong thread
Mcree time.
>>
>>181470698
Is that a placeholder gun? It's not animated.
>>
>>181470968
>It's not animated
Wat
>>
quick "your game doesn't work in the twitch app" name&shame:

Catgirl Pool Party
Project K2
Ironmash
Spaceship Crew Self-Defense Simulator

https://itch.io/docs/itch/integrating/quickstart.html
>>
>>181468428
44 views / 27 downloads
>>
>>181471031
Maybe the hand is in the way but it looks like the cylinder doesn't rotate and the hammer doesn't move.
>>
>>181470525
you realize why it's doing that right
>>
>>181471031
he means the parts don't move independently
the hammer doesn't tilt and the cylinder doesn't rotate
>>
>>181471059
Isn't Catgirl Pool Party a fucking megadrive ROM
Why would you expect it to work in anything
>>
>>181471059
Dunno what working in the twitch app entails but it sounds mad gay, so I can't say I think any less of those devs for it.
>>
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>>181471194
Just happens quickly, they both move.
>>
>>181471356
may be a good idea to make it more obvious, it really looks like it's not moving at all
>>
>>181471059
I don't get it. My game probably doesn't work with it either, since I don't have a manifest.
>>
>>181471356
Ah, okay. Maybe you should try to move the hand a little just so it's visible. At the very least you should be the able to see the cylinder rotate or else it just looks like a toy gun with no moving parts.
>>
>0 downloads
>>
>>181471237
Yeah there's just a int -> float error somewhere in the old bit of code I mashed into the new system.
>>
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>>181471448
Making it slower to see it more would completely negate the faster speed, which is the only reason you'd fan it over shooting it double action.

>>181471534
Maybe I'll try that, but the hand needs to maintain contact with the hammer so it's hard to move it out of the way.
>>
>>181471578
I'm too tired for the day, I'll play some more tomorrow. We'll get that download counter to 1, anon.
>>
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Pretty sure my main drive is on the brink of failure
>>
>>181472104
My main worry is that github finds out I once laughed about a jew joke
>>
>>181469658
>so you can launch rocks at the plant
I had no idea. I didn't even realize those were rocks at first desu.

By the way I just found out that if you hold down and try to jump you cant jump.
>>
Have you guys ever tried using board games for your inspiration? For me it works wonders, both for mechanics and visuals.
>>
Unity UNet is a fucking mess dammit
>>
>>181472973
I don't like board games and I don't like games inspired by board games.
>>
>>181472973
>For me it works wonders
Yeah, I bet you've produced some great games.
>>
>>181473156
>>181473230
You guys really are a weird bunch.
>>
I did it boys
I released a playable demo.

No longer a nodev
>>
>>181473584
Downloading it as we speak
>>
>>181473584
I don't recall you posting it in the thread though.
>>
What game engine is best for visual thinkers/artists?
>>
>>181473584
pirating it now
>>
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I started again.
>>
>>181473801
Unreal is the only one I know with a functional visual scripting system.
>>
>>181473801
C++ and SDL 2.0, with Lua as an embedded scripting language
>>
>>181472973
I'm on the same boat but have no IRL friends to play those games nor money to buy them.

>>181473156
board games (the good ones) are years light ahead of anything games has ever done, in terms of mechanics.
>>
>>181473762
wot thread
>>
>>181474008
Why do people bother to qualify SDL's version? Obviously one would use the latest one.
>>
>>181472634
>I just found out that if you hold down and try to jump you cant jump.
It's kind of working as intended, as it's for dropping down platforms and I never bothered to check if the player is actually standing on a platform like that. Not sure why people are only reporting it now since that's the way it has been since DD10 though, but since people find it annoying I'll add a check for that. I'll probably push an update later where I fix a couple of other issues as well, but I don't have a convenient cross-compilation setup for windows builds set up so that'll be a while from now.

Oh, one more thing about the video, there is analog support in the game but you can currently only map one input per action and the default is dpad. You can change the controller mappings in the settings if you wish.
>>
>tried to practice pixel art
>decide to draw a bush
>end up with a weird melting brain monster instead
i don't think art is for me
>>
>made a SDL window
am I an enginedev now?
>>
>>181474286
Post it.
>>
>>181455592
Nice Wargroove clone
I'm jealous, this looks really nice
>>
>>181473801
UE4
>>
>>181474463
Sure, why not
>>
Daily reminder that we will all make it.
>>
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>>181474480
>>
>>181474286
That's not how learning works, Anon.
>>
>>181474694
Pretty good as a melting brain monster.
>>
>>181474694
how is this not a bush? Are you fucking blind?
>>
>>181473801
why not just learn to program?
>>
>>181474708
learning never was my strong suit
>>
>>181474286
Dang how is there such a consistent flow of people who don't get how learning works. AGDG has been getting people like this for years.

>read
>practice regularly for a long time
>get constructive feedback
>get a teacher if you want regular feedback of higher quality

Problem solved.
>>
>>181473801
>he fell for the "different people learn differently" meme
>>
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>More people view, less people download
What did I ever do
>>
>>181475003
How can you learn to learn if you dont know how to learn?
>>
>>181475176
Got linked somewhere that wasn't terribly relevant? Lots of click throughs but zero interest.
>>
>>181475003
he wasn't learning, he was practicing
>>
>>181475176
Opening the jam page with the download links doesn't count as a view.
>>
>>181475340
>Got linked somewhere that wasn't terribly relevant?
/agdg/ demo day, I guess
>>
How do I get a UMG widget to wait X seconds and then delete itself?
They can't use delay nodes and don't have a life span.
>>
>>181475587
You wait X seconds somewhere else and delete the widget from there, I guess.
>>
>>181475176
Are repeat views from the same IP counted in a viewcount like that?
>>
>>181475663
I think yes
>>
>>181475648
That's stupid and also hard to implement in this particular case since I'm spawning the widget from inside another widget.
I just want to make text appear on-screen for 3 seconds and then go away, it should be easy because every game does this.
>>
>>181475587
Widgets can have delay nodes
>>
>>181468428
13 downloads
16 views.
At least i have good download to view ratio. I honestly thought there were more people on these threads.
>>
>reading gameprogrammingpatterns
>first pattern already deals with like 2 layers of abstraction
I think I will just stick to my "put this code in the thing and that's it" method.
>>
>>181475952
>71 posters
Most people don't care about jams they don't participate in, though.
>>
>>181474286
>Deciding to start learning with an amorphous object that has a complex texture and shading
>Not starting with a house or some easy shit
>>
>>181475952
not all people here care about discord day
>>
>>181471340
i meant itch app sorry
>>181471509
so long as you include a runnable .exe and don't use something dumb like a rar file you should be good
also you have to tag the package as a windows package
>>
>>181476058
I'd already done a tree. Relax boys, life's not that serious.
>>
>>181475992
An intellectual apathy endemic to your generation.
>>
>>181468428
I just broke my milestone 1 downloads
>>
>>181475867
Fuck me, I couldn't make a delay because I was inside a function.
I can just call an event at the end of the function, though. Thanks.
>>
>>181476121
The discord cares even less about demo day, a lot of the regulars there don't even bother looking at the page.
>>
>>181476184
oh boy it works
now if only my game wasn't shit
>>
>>181476296
I even wrote a comment
I really liked it, although it was about as intuitive as a japanese cockpit
>>
>>181476315
yet its a discord regular that doesn't even post here anymore that makes the page every time
>>
>>181476296
you should put pictures and dont lock the site project delta
>>
>>181476449
I think you accidentally downloaded the Japanese version

Thanks though man, that's good to hear, what would you suggest is the largest flaw, intuition wise?
>>
>>181476464
Why do you even care about who makes the page? Most of the games submitted to DD are thread-only.
>>
>>181476653
i don't. that's why i said not all people here care about discord day
>>
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Progress from last week, should actually work on main project but it's fun to fuck around with this. Tried making a simple animation system so I can add lotsa skins
>>
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I think it looks pretty cool in combat as well. Any suggestions for a skin? I wanna draw a new one
>>
>>181477000
Am I looking at giant metal arms heihachi here
>>
>>181476623
"What is my goal and how do I achieve it", I guess.
Kinda hard to describe. I mean, once you figure out how stuff works, it's fun, just getting to know stuff might be something players don't have patience for. Maybe it's just because it's an early demo and I'm just being retarded, in that case, don't mind. Your scrollover texts were good at explaining stuff. THE RETARDED THEORY IS REALLY HOLDING UP DAMMIT

One thing I'd mention is that you should be able to select towers/walls/etc. by clicking them on the UI. It just looks that way. You can keep the keys as shortcuts.
>>
>>181477202
Do a knight. Or a robot of some kind
>>
>>181477202
Knight is the theme of the week
>>
>>181477202
Are you in DD15? I wanna play dat shit

Make a skin where he's a lizard monster and the grappling hook is a frog tongue
>>
If i render my sprites in blender with AA, the outer pixels become transparent, how do i fix this? Theres a solution on blender stack exchange but it does not work
>>
>>181477478
Knight is theme of every day for me.
>>
>>181477202
Post template and let aggies draw some
>>
>>181477309

Oh right I forgot to put that in, I only added all that visual stuff last minute. Previously you needed to scour the readme.
Having an introduction demo was something further down the pipeline, I want to see if I can finish my game before I teach people how to play it, rather than teach people to play an unfinished game.
Thanks for the feedback though! I'll think of ways to make it more streamlined
>>
Holy shit Fight Knight is so good except for the excessive tapping of the fucking space bar.
>>
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>>181477362
Already have a robot skin in the works, but I'll do the knight as well
>>181477492
Nope, not really that much to do yet
But holy fuck the lizard is a good idea
>>181477649
That sounds good actually. Will post template files after this post
>>
>restarted everything
>made a cleaner version
>everything works as intended now
Unity is just a troll.

>no reply from agdg on a complex subject
Nothing new though.
>>
>>181478402
Is that a fucking nose?
>>
>>181478746
where's ur game nodev
>>
>>181478746
>>181478931

you're confused, dummy. This is AGDG, not AGDQ
>>
>>181478931
>>181478746
stream? wha
>>
somebody speedrun unnamed pixel platformer
>>
>>181479267
>i work in web dev
we all do

Unity welcomes you with open arms
>>
>>181479267
then frick off nodev
>>
>>181478402
Is that Dolph Lundgren in the top left?
>>
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It's that time again...
>>
>>181479647
I never seen this card before, updated cards?
>>
>>181479724
Negative.
>>
>>181464312
I would be pretty cool that some vision got through the bushes, like seeing through the branches. I guess you could accomplish this easly by making the vision blockers smaller points distributed randomly inside the bush.

Unless the vision blockers have to be tile sized, then it's not worth the effort
>>
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>>181479390
i dont
i am a usuless neet, making a shit game that not even amateurs want to touch
>>
>>181480054
also did i miss anything? i going to do reviews tomorrow
>>
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>/v/ is still pretending to play a game with that vermins bullshit instead of making it a real game
I should exploit this.
>>
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>>181478761
see >>181479606

Also, here's the template. Do your worst agdg
>>
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>>181480475
>>
How do I add UMG widgets to the top of a vertical box instead of the bottom? Google's not helping.
A way to simply move them to the top after adding them would also be fine.
>>
>>181480343
But it is a real game.
>>
>>181480893
There got to bea checkbox somewhere
>>
>>181480054
>>181480194
That Project Delta game is missing
Also Arrow pit and FERAS
>>
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>>181480475
>>
>>181480194
>i going to do reviews tomorrow
god bless your health
>>
>>181480893
I'm pretty sure you're going to have to create a sorting algorithm. You can use 'Insert' to insert your new widget at the top, but you'll have to remove all all children and add them again. I always make a func in my widgets "refresh X" that removes all children, then sorts, then adds to the viewport.
>>
Professional MSpaint artist here, if anyone wants something done for their game let me know. Just give me size and idea
>>
>>181481371
>you'll have to remove all all children and add them again.
That's just dreadful.
Fortunately, this isn't very important and I can put it off indefinitely. It's mostly cosmetic.
>>
>>181481404
1920x1080
A jar of water
>>
>>181481404
Brown futa with 3 dicks
>>
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>>181481547
Watah
>>
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This wuh happun if ur gaem aint thread safe
>>
>>181481404
as a matter of fact, I do need a wide angle shot of a 1972 cadillac deville coupe, turquoise glossy paint with white top, dutch angle optional, 512*384 canvas, I leave the background and lighting up to you
>>
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>>181481582
My best work by far.
>>
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>>181481226
im so not gonna credit you with this one, i will rake in all the money from your hard work while you sit behind your computer and pout
>>
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>>181482940
>left the font in
>>
Do uploaded games go up instantly?
>>
>>181482940
Shit man
I wasn't sold on your game before, but now I want to invest ca. 100000 dollars into your kickstarter
>>
>>181483234
On itch? No, you can make your new release a draft page.
>>
>>181473801
the best engine is Grow Up and Learn to Code
there are visual systems out there but they're not easier than text, they're just different
it works for some people but most end up using more text than flowcharts or whatever, even the artists and ideaguys
>>
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>>181482940
fantastic
>>
>>181474286
artistic talent is mostly a sham
artistic talent like what you see in movies and TV is entirely a sham
skills are learned, not inherent
>>
>>181483260
much appreciated, and with the 100k backer reward you get to create your very own skin!
>>
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How's your game going?
>>
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Demo up. I know the combat system is garbage and i'm experimenting with faster paced versions of it
>>
>>181482940
I actually really like your animations
>>
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i have an idea thats eating me alive but i'm an artist not a game dev

send help
>>
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>>181482236
That took me way longer than I thought it would
>>
>>181484517
don't worry, perfection takes time
>>
>>181484398
start learning to make game like everyone else in this thread
>>
>>181484398
What is the idea? I promise to make a shitty game with the idea or write a book about it.
>>
>>181484702
im tryin man i really am
>>
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>>181483775
It's chugging along slowly but surely
>>
>>181484897
I like it, anon. Are you going to be posting to a tumblr or twitter? I would like to follow you
>>
>>181483507
Wrong.

Talent and disposition exist this is why we have people who are artists, others who are musicians and others who are programmers.
Only stupid Americans think they can do anything with just hard work.
>>
>>181484398
Don't worry, if you tried putting your idea into practice you'd just see why it hasn't been done, and what practical limitations prevent it.

Also, your idea is almost assuredly not that good given you have no experience in game design.
>>
>>181484985
Thanks.
>Are you going to be posting to a tumblr or twitter?
Nah, I'm not the type of guy that would have a blog, just ain't my thing. But I'll post here from time to time.
>>
>>181484897
Your ability to finish this small project will define your gamedev career for the rest of your life
>>
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One step closer to enginedev.

I've finally reached my goal and soon I'll be able to mock enginekiddies with superiority.
>>
>>181484762
normal guy mc has a near death experience one day. the following day, weird bullshit leads him to Little Devils Antiques, a shop he finds buys and sells certain peculiar or cursed items.

there, he learns that due to cheating death, he is now in service of some greater being. mc is tasked with hunting down and acquiring certain paranormal items

think of a game with light metroidvania style shit that involves playing paranormal investigator for all sorts of weird stuff. tone would range from legit spooks to campy b-movie horror where you have to track down a sewer gator or some obvious hoax or whatnot.

awful explanation for stuff im still figurin out but whatever im sure you can get the gist.

>>181485305
all these things are true but who lets that stop them
>>
>>181485536
There might be truth in that. I've been trying to make bigger games from time to time in the past, but would eventually drop them for various reasons.
Then I realized it would be better to just make a small but fun game rather than to end up with a bunch of unfinished prototypes. And I'm sure that when I'm done with this, it'll provide motivation and additional drive in future endeavors.
I just like wanted to make a game.
>>
>>181486059
None of this has anything to do with gameplay.
>>
>>181486059
You need to come up with some gameplay.
You haven't even said if it's 2D or 3D.
Are you sure it's a game idea and not a comic idea?
>>
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>>181483775
Pretty good. I have to design the music and environment of my survival horror game. Basically all the fear factor is on my hands.
>>
is the catfish island guy still afk and is rotatedev a homosexual still?
>>
>>181483775
Steadily, I am very happy I've got another monster pretty much done with the exception of two special death animations.
>>
>>181486153
>>181486849
metroidvania style game where the map is a plain city. new powers come in the form of the cursed macguffins you're chasing down

i imagine in terms of design the area around the shop would act as a sort of hub, so theres not a shitload of time just navigating plain streets where there's no combat

as said, im new to this. figuring shit out as i go for the most part. prolly gonna crash and burn but thats half the fun i suppose
>>
>>181487236
start with pong
>>
>>181487342
will do
>>
>>181483775
It's alright, the art is starting to feel good, but now it's getting to the point where I have to deal with real things like the User Experience (TM) and that scares me. Also still can't do shit for level design, and that's the whole fucking game
>>
How can proprietary engines compete?
https://twitter.com/reduzio/status/881713365256679428
>>
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>>181483775
About like this.
>>
>>181487236
>metroidvania style game where the map is a plain city.
that sounds boring as shit my dude
>>
>>181483775
That's some Orwellian shit right there.
>>
>>181488371
Not to me.
>>
>>181483775
I solved one of the segfault problems but there are still others. Right now I am once again struggling with my makefile
>>
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How would I make a bullet hell platformer fun ?
>>
>>181488491
You are free to leave the trolley in the next stop.
But why would you? You are riding the trolley because you want to reach your destination.
>>
>>181488715
A top tier soundtrack and instant restart on death, as well as controls that don't feel like shit.
>>
>>181488734
Is it the destination I chose for myself or did the trolley make that decision for me?
>>
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>players told me game is too hard
>I made it harder
>>
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>tfw can finally calculate y on bezier curve for given x
god damn time to move on
>>
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r8 my damage calculation system
>>
>>181488937
Choice is an illusion, nature always picks the path of least resistance, humans included.
>>
>>181489075
This shit better feel intuitive in game or your game better be a goddamn pokemon clone, because otherwise players are gonna feel cheated with every hit that does more than they expect
>>
I posted feedback for
>Unnamed Pixel Platformer
>Arrowpit
>Last Bullet
>Legacy Code
>Project Delta

Anyone want me to play their demo right now? Otherwise I'll just keep going down the list
>>
>>181489075
>braces on new lines
+1
>no space after //
-1
>getMonthBonus
yo what the fuck is this
>>
>>181489067
nice graphing calculator
>>
3.0...any...second...now...
>>
>>181489567
>braces on new lines
>+1
more like fucking dropped, how is that more readable?
>>
>>181453040
>no boob window
>>
>>181490257
because the first brace guides your eyes downward to the second when scanning. I feel it makes the block body more explicit.
but honestly all brace languages are shit
>>
>>181489567
Magic spells, each in game day of week, and each in game month are aspected to different elements. If the magic spell you're casting is of the same element as the current in game day then you get a bonus based on the in game time of day. Also if the spell you're casting is of the same element as the current in game month then you get a bonus based on the day of the month. The bonus is highest during the middle of the day / month and weakest towards the beginning/end of the day/month. The weather also gives you a bonus.
>>
>>181489567
>>181490257
>>181490439
cats > dogs
>>
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Source: https://www.youtube.com/watch?v=ygchZzqfgzw
>>
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>>181490514
2d catgirls > cats > dogs
>>
>>181490439
Eh, I see something like if or while and I instinctively look for the end bracket. I just think it disconnects so much from the if statement
>>
>>181490462
This sounds really complicated for a Persona clone
>>
>>181490668
nigga that is a cartoon girl. fool get outta here
>>
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>>181482940

You considered a character creator? Just have a lot of elements, eyes, head, jaw, hat etc., which a player can drag and drop to a canvas with guides. Then they hit create and it puts it together into a sprite sheet for the character.

People love that stuff.
>>
>>181490514
sure, but let's not deny some languages are inherently prettier than others. lots of modern languages suffer from indentation creep, keyword clutter, etc, while others practically format themselves neatly down the page.
>>
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>>181490840
who doesn't like cartoon girls
>>
>>181490827
I've never played Persona. Do those games use similar things? I took a lot of inspiration from FFXI when designing my game.
>>
https://www.youtube.com/watch?v=JzS96auqau0
>this general will never produce a moment like this
>>
>>181491030
P3/4/5 have a calendar system where you play through about 9 months. You have to decide how to spend your time to optimize your abilities in dungeons. They all have various gameplay effects based on either weather or, in P3, the phases of the moon.
>>
>>181485646
>code::blocks
heh
>>
>>181491471
Oh okay, I had no idea. I'm modeling my game mostly after FFXIs gameplay but with elemental abilities being a much larger factor. The only stuff my in game time system affects is the magic, when certain shops are open / closed, quests and story related things.
>>
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>>181490668
2d wolf girls > 2d cat girls > cats > dogs
>>
>>181491843
Isn't FFXI an MMO?
>>
>>181492060
Yes, but it's combat system is really good for an MMO and would actually work really well for a single player game while also not being too difficult to program. I would go for more of a hack and slash combat system if I could, but I'm not skilled enough to make something like that as of right now without it detracting from the overall experience and quality of the game.
>>
>>181487236
>metroidvania style game where the map is a plain city.

That sounds like a pretty bad idea my man. Think about it, in a 2d cityscape you have two primary directions that you can go in and both of them have to be flat streets. Plus, the only avenue for side areas off the main drag is going to be buildings, sewers and maybe subways or something.
You'd be much better off designing it with an overworld and having each location self contained and accessible by taxi or something. That way you can have a whole load of different places to go to without having to make the player
traipse down a completely linear, flat path.
>>
Should i:
* go to work
* just like make games
* go back to sleep

I just say that it's 6 am, and i go asleep at like 2 am.
>>
Whoever had the school game that goes first person. I liked your game but it crashed on me when I looked at the poster. Also you should need to keep all of the rules of a puzzle present at all times.
>>
>>181492483
>in a 2d cityscape you have two primary directions that you can go in and both of them have to be flat streets.
Uh no
>>
>>181492610
jlmg for an hour, then go to work. be on time, finish on time, go back home to do a bit more dev, then sleep.
>>
>>181492804
the thing is i can go to work any time i want... i even dont need to go today
>>
>>181492916
I'm in a similar boat. it's still good to try and get at least 7-8 hours of work in every day, even if you don't feel like it.
>>
>>181466883
Holy. . That's super cool. I'd buy that for eight bucks if you put it on the marketplace and it was easy to use.
>>
>>181490595
>uses "lower resolution" in reference to aspect ratios
why are people this dumb allowed to make info videos?
>>
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So what have you guys been up to? I've been trying some random stupidities while figuring out a way to make my card system satisfying.

Any demo recommendation? Might try a few to chill for a bit.
>>
>>181492710
I think you have a memory leak
>>
>>181492483
>all cities are new york
kys
>>
>>181490595
>Hi-Bit refers to widescreen resolution
>Hi-Bit doesn't refer to Owlboy having insanely fucking detailed pixel art that isn't noticably pixel art from a distance

That's retarded, anyone that says that Owlboy and HyperLightDrifter are in the same artstyle category is blind
>>
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>time to implement weapons
>need basic animations to hold the gun, fire the gun, cock the hammer, and reload
>don't know anything about animation and it's way more complicated than I expected
>will also have to learn IK probably
Fuck me
>>
>>181493924
Try Whimp the Bold, lemme know what you think

Also everytime you post your game it's like a dose of existential dread, I love your artstyle. I've said it before, but it reminds me of the covers of scifi novels from the 50s
>>
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>>181490880
Holy shit, this so much.
>>
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Prerendered backgrounds combined with active time combat and random encounters. Good idea or great idea?
>>
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trying to learn how to make robots look fluid yet stiff, how does this look?
>>
>>181493013
the biggest offender in i dont want to go to work right now, is that i dont know if it will be rainy day or sunny day.
>>
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>>181492710
Was it this poster?

>>181493961
oh shit you may be right
>>
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>>181494439
looped
>>
>>181494525
virtue's last reward
>>
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>>181494396
If you're going to clone Raidou at least clone the second one.
The first one is kind of bad.

There's also no reason to use prerendered backgrounds in The Year of Our Lord Two Thousand And Seventeen.
>>
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Don't mind me, i'll just borrow all yar games
>>
>>181494345
thanks, and I'll go try that.
>>
>>181494587
i feel like the density of the black dots shouldn't change so much, it looks like they increase in amount. it looks pretty good though
>>
>>181494670
But I think they look really good, plus if I prerender it and use a fixed camera I can make sure that only my best work is seen and almost none of my failures are visible.
>>
>>181494945
But fixed cameras are annoying as shit, sudden camera changes are jarring, and there's no way a OMA can make backgrounds detailed enough to justify prerendering them.

I've been playing through REmake this weekend and the fixed camera is easily the worst part of the game.
>>
looks like flash tier garbage.
>>
>>181494508
whichever is the case: so what? life is nothing if not for the small pleasures and displeasures. just fucking go do something instead of procrastinate at least
>>
>>181495149
much like you are posting lol
>>
>>181495349
the case is that i dont want my fat ass sweat all the day. And if i could i want to avoid this particular displeasure
>>
INFINITE
EVIDENCE
>>
>>181495747
>avoiding minor displeasures
do you even live? I hope you don't do the same when it comes to gamedev
>>
>>181495827
stop stealing my ideas right this moment
>>
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>his game doesn't have waifu
>>
>>181495349
>>181495747
>>181495950
Dude shut the fuck up about whether you go to work or not holy fuck. Talk gamedev or get the fuck out.
>>
>>181495950
>do you even live
you can ask me that kind of questions at 6 am
>>
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>>181495093
Well I disagree with your opinion but I can see where you're coming from so I respect it.
>>
>level editor I made in GM saves an objects index to be loaded upon level start
>Add a new object in my game
>it adds its index in the fucking middle, so every other object above it has its index shifted up one
>levels now load the wrong object
what the fuck gamemaker
>>
>>181494345
Pretty great stuff, nice music, nice sprites. Nice effects in the dialogues as well (also what was that all about in the secret area?).

Being a Backburr (think that's the name) was my favorite for sure. That "wall jumping" area was pretty tight.

Only thing I'm unsure is two deaths involving hitting an enemy and then a wall right after, like killing a Noggie and then bam I'm dead as well. Maybe it was some timing but I don't think they hurt that much.

Overall very nice game, can't wait to see more!
>>
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>>181492483
oh well, it's been fun making this I guess, to the trash it goes
>>
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>>181496581
What the fuck indeed.
>>
>>181492483
holyshit you just sparked some idea for an elevator-kind of thing in my isometric game.
>>
>>181492483
>>181496736
Seemed fine in the olde GTA games
>>
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>make prototype
>pitch to nintendo
>wah
>>
>>181496736
Do you even know what a metroidvania is?
>>
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A games where you control a snake that eat random critters. You gain random attribute as you consume them. As you consume more of the same kind critter you start to gain special attribute like able to see in the dark, leap further, able to smell varied critters. It's survival rpgames.
>>
>>181492483
River City Ransom
i have in my game idea list a 2D RCR like city simulation for a zombie game (based around my opinion that the best part of zombie fiction is the transition period)
>>
>>181496652
secret area was referencing a character from the last 2 demos. Backburr (now called Sprolic, but I have to change the nametag) is also one of my favorites, glad you like it

Interesting about the enemy thing, not sure I can picture it, and it doesn't sound like any bug I've come across. Youre just hitting a wall and then you suddenly have no health? Were you Backburr for this?
>>
>>181497081
well I'm making up the base of one right now, so I'd hope I do
>>
>>181496881
>the only solution I can think of to this problem is to make the editor load objects based on a string comparison of their name
>tfw gamemaker is forcing me to code unoptimized garbage
>>
>>181496976
>>181497204
>>181497279
Metriovanias are side scrolling games, not top down.
>>
>>181497242
Nah I was the whip. It was in the area where you need to cross a hole, then there's one Noggie and one of those cannon-guys a bit higher. So I jump, hit the Noggie (instead of absorbing it) and then he pops but I die as-well. Happened twice, then the third time I just possessed him and went on with the rest and didn't see this happen. Maybe I didn't see some explosive shot coming above or something or maybe I had less health on respawn than I remember, its a bit late.
>>
>>181497490
I call autism
>>
>>181497534
And youre sure you're not just at one health when you hit the Noogie? Hitting an enemy takes away a life in addition to popping the enemy. It might also be that you're skimming the bottom of the screen, triggering an instakill (an issue I'm fixing). But I don't think you'd be able to make it to the noogie in time if that happened
>>
>>181497204
what do you mean the transition period?
also, have you read IAMAHERO
>>
>>181497740
ah yeah maybe he hits me and I hit him back so ever more damage, that would make sense. Either way good job anon!
>>
>>181497490
why did you (You) me?
>>
>>181473584
I dream of this day
>>
>>181497846
the transition period from a society of not-zombies to very much zombies.
and yeah, although i would never mention it in a conversation about zombies, spoils the masterpiece of its first few volumes
>>
>>181497879
Thanks anon, glad you enjoyed it! And thanks for your feedback and excellent taste in enemies
>>
>>181498089
i agree, it's the aspect of your comfortable environment suddenly becoming alien and hostile (including your lover, parents etc). Thats why i think zombie fiction works better indoors than outdoors. highschool of the dead is a lot scarier than dead island, they are in different mediums but the fact that dead island starts in a foreign setting from the beginning eliminates the point of having zombies. since you were talking about linear setting zombie fiction, check out Train to Busan, it has some clever stuff going on
>>
>>181498086
dont let memes be dreams
>>
whimp the bold


___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_LightningControl:

Data structure with index does not exist.
at gml_Script_ds_queue_requeue
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_ds_queue_requeue (line 0)
gml_Object_obj_LightningControl_Draw_0
>>
>>181497490
well maybe, but for me metroidvania encompasses:

>world map made up of interconnected self-contained yet open-ended handcrafted levels
>light rpg elements that tie in to the world heavily (unlocking areas with new abilities)
>respawning enemies
>brisk gameplay

which all enables the core of metroidvania:

>tremendous sense of player growth through rewarding exploration, and rewarding exploration through player growth

there's no reason why a metroidvania can't be top-down, in fact metroid itself was actually a result of nintendo putting zelda's exploration-based gameplay in a platformer
>>
>>181498418
seen it... was alright if a bit too ~action movie~. hard to recommend me anything cool i havent already seen because its what i do instead of playing vidya.
>>
>>181496062
so, how's your progress?
>>
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here I come for your demos
>>
>>181497490
>Metriovanias are side scrolling games
This isn't true anon.
Game doesn't have to be a side scroller, to be regarded as a metroidvania.
>>
Just out of curiosity, how do you implement achievements in a game?
>>
>>181498887
stories are a big part of making games i think. seeing lots of stuff and being able to identify what clicks is important. I enjoy your ideas a lot googs, maybe not so much the execution...
>>
>>181499986
>player's playing normally
>"whoa you did good buddy"
>"here's some puns and pixel art to pat you in the back"
>>
>>181499986
through steamAPI?
just plug that into some triggers and there you go
>>
>>181500282
>just plug that into some triggers and there you go
things that no steamdev would ever say
steamworks only works in C++, more useful adaptions like steamworks.net have all sorts of bugs and inconsistent documentation (meaning inconsistent with steamworks official documentation as well as minimal documentation of itself).
>>
>>181500494
shut up gookgem. Nobody play your games anyway.
>>
>>181494670
Not everyone can make Crash Bandicoot with real time graphics you fuck.
>>
>>181500551
please keep speaking. everyone will play your games once they exist.
>>
>>181499986
event queue, multiple producers one consumer
>>
>>181498624
Huh. What were you doing when this crash happened?
>>
What do you guys think about waifus that are 16 by 16 pixels?
>>
>>181500965
not alot of place to make a waifu
>>
>>181500280
he's clearly talking about steam you tard
>>
>>181500282
>>181500494
if any of you guys are dissapointed with steamworks.net, there's facepunch.steamworks

steamworks.net is a very thin layer mimicking the C++ API of the steamworks, but facepunch.steamworks tales advantage of C# and simplifies things
>>
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>>181500965
need at least 17x17 for ultimate waifu
>>
>>181497156
fund it
>>
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>>181501079
>>181501589
rate my non-waifu I guess
>>
>>181467016

Dev here, thanks for the commentary! I think I will end up a tweaking a few things going forward.

I'll be redoing the enemy colliders soon, so it'll be a cinch to add headshots then. There's no plan for multiplayer (at lost not on release) so I don't mind.

I made it so you can lose enemies and sneak up on them, but I haven't coded up any way for them to react to this so that's why they'll just sit there and take it.

I don't want to add strafe-jumping, but rocket-jumping is possible. It currently only applies 1/4 the vertical velocity, which is something I think I'll scrap because I saw you couldn't even cross a gap with it as it is.

Thanks for playing again!

There will also be gibbing, that's coming up soon on the to-do list
>>
>>181500494
I have steamworks going in Java. Try again
>>
>>181501884
anim8 her m8 and i mite r8 8/8
>>
>>181501434
currently my only issue with steamworks.net is that if it tries to connect to steam for anything (leaderboards, achievements) it crashes linux builds making it completely unusable on linux.
will it solve that?
>>
>>181501884
>side-thighs probably showing
slut
>>
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I... feel stupid. I don't understand.
>>
>>181483775
i stopped working for a few months to get some other things taken care of but I'm getting back into it now.

goal is to have the basic systems working by end of the summer. basics are just old school jrpg mechanics so it shouldn't be too hard.
>>
>>181501974
not thanks to steam you dont.
>>
>>181495998
my game is entirely about waifu.

I realized there's not really any truly anime games out there, only VNs and garbage, so I wanted to make one that was actually fun.

We'll see if it works out when I get finished in 2055.
>>
>>181502192
can't really say as I don't have linux, you'd have to try it out yourself
>>
Does someone have the webm of that game where you were in a room running a steam engine? I really like the concept of game and have been thinking about how to flesh out a sort of indirect control combat system.
>>
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>>181502253
nevermind I'm starting to figure it out
>>
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>>181502529
aww I press esc and...
>>
>>181483775
slow
I just dont have enough time to make any significant progress.

I imagine most of agdg are NEETs
>>
my game will achieve peak performance
>>
>>181502634
>editor
Did someone not build a release version?
>>
>>181502638
most of us are trannies actually.
>>
>>181502916
only rotatedev was a tranny and they dont post here anymore
>>
>>181502956
rotatedev does post her game here, actualy
>>
>>181503060
>https://rotationdev.tumblr.com/
>havent devved in a year
>>
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Spent most of the day modelling and implementing this bow, pretty rad to finally see it working.
>>
>>181503141
jesus christ
>>
>>181503141
Holy shit what a depressing page
>>
>>181503141
Friendly reminder this is what happens if you go off the deep end into shitposting nodevry depression.

Work hard. Make game.
>>
>>181503553
You become a girl that drinks nonstop?
>>
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>>181503141
>>
>>181501956
No problem dude, it was fun! And yeah the rocket jumping was kinda hard and inconsistent, if you made it work well that'd be 10/10
>>
>>181503631
it's a broken man who failed to achieve anything and keeps failing at everything they try to do, so they sustain themselves through pretending to be an popular instagram teenage girl
>>
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>>181503141

> those fangs

I think I'm in love.
>>
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>>181503141
>>
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>>181503801
>>181504170
Get back to work.
>>
>>181503631
>You become a girl that drinks nonstop?
yes, becoming the girl and chemical dependence are common symptoms of nodev syndrome.
>>
>>181503801
>>181504170
fags
>>
>>181504298
you can't talk gogem.
you're practically a few steps away.
>>
>>181504510
>girl
>fags
>>
>>181504686
its not girl, it's dude, dude

he has a penis
>>
>>181504680
shovelwaregem btfo
>>
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CTESIPHON

You going to be at AVCON? You live in Adelaide?
>>
>>181504680
too manly and too many games to be considered in the same universe as rotate.
>>
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>>181504769

Cute girls or cute boys, all the same to me really.
>>
>>181504957
fag
>>
>>181504957
Didn't this person kill themselves awhile ago?
>>
>>181505031

Yeah, unfortunately.

Gender dimorphism messes with people's heads.
>>
>>181505031
You can still see gogem around here.
>>
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You have 24 hours to SUBMIT your DEMO.
>>
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I think I'm trapped in this room
>>
>>181455592
what about when you want to rotate shit, like having homes face a different direction?
>>
>>181477000
is this just cause 2d
>>
>>181500836
'''''''''''playing''''''''' your shitty game.
>>
>>181505584
I'll just add a few different tilesets so the buildings aren't all the same
>>
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-------- AGDG Weekly Recap --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- Format
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- Links
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
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>>181506390
Game: Hogpens Playpen
Dev: Gogem.Pro
Tools: Unity
Web: gogem.pro
Progress: architecture and anatomy study
+ created a patreon page
- have no support on patreon
>>
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Whoa...the power of screen shake...
>>
>>181506681
>anatomy study
>>
>find waldo
>and then kill him because it's an assassination game
Post examples of games that have done this, I can't find any and want to play.
>>
I'm so glad I could bring this back
>>
>>181507046
i think that describes something that dukope made prior to papers, please.
>>
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>>181507046
Shots Fired
>>
I'm trying to make a 3D picross game engine in unity, but I'm really stumped on how to set the surface to generate the cubes and how to set the logic for the hints. Can anyone help?
>>
>>181507150
>fight knight beta
>>
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>>181506390
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Slightly increased length of Spear.
+ Enemies now only detect the player if their vision isn't obstructed.
+ Made a test level for Demo Day 15.
+ Gathered many good and actionable feedback.
>>
>>181507046
spyparty kinda fits the bill, but instead of waldo you try and kill a non-ai
>>
>>181507287
6 Degrees of Sabotage
>>
>>181507046
I know Dishonored had something like that

https://www.youtube.com/watch?v=JS94jUbqUZc

Not sure why nobody tried to use this mechanic for a full game.
>>
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>>181506390
----[ Recap ]----
Game: Spaceship Crew Self-Defense Simulator
Dev: chaikaDev
Tools: GMS 1.4
Web:
Progress:
+ added ammo system
+ added item description for the inventory
+ windows can be destroyed with explosives
+ added a swap functionality in the inventory
+ added easteregg
+ released version for DD15
- big performance issues
>>
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----[ Recap ]----
Game: Ye Olde Noir GTA
Dev: Drury
Tools: Unity, Paint.NET
Web: https://drury.itch.io/
Progress:
+yes graphics
-no gameplay
>>
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First ever Ctesiphon speedrun, goddamn this game is rad. Keep it up, will continue to play it every demo day and eventually buy it.
>>
>>181509281
wut is happening
>>
>>181509281
fuckin nice
>>
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>>181509281
>>
>>181509379
the confetti means end of the demo, had to cut out the "thanks for playing" screen to fit under 3mb
>>
>>181509281
>can interact from behind it
>no walls,walls broken(?)
>no sound detection
>not even that guy facing you, saw you

embarrassing
>>
>>181509449
>>no walls,walls broken(?)
Have you seriously never seen an out of bounds strat?
>>
>walls broken
>>
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>>181506390
----[ Recap ]----
Game: Good Night, Knight
Dev: Knightdev
Tools: GM:S, Aseprite
Web: http://knightdev.tumblr.com/
Progress:
+ Noise system for detecting noisy unseen enemies
+ New enemy
+ Added three new items
+ Many field of view optimizations and bugfixes
>>
>>181509281
gtfo agdqfa-
wait what
>>
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>>181509281
Nice
>>
>>181509281
>First ever Ctesiphon speedrun
It's not but it's the slickest by far. Can you not just walk straight to the button anymore?
>>
>>181509948
Oh, had no idea. Haven't been around /agdg/ for like a year and just saw this rad game
>>
I made menu using arrays

works like:
array[0] = new game
array[1] = settings
array[2] = exit game

I use variable "slot" to cycle between arrays in menu to be able to select what happens when pressed button in menu. This works well with keyboard, but how do I make mouse work with this too?

Basically I'd have to do collision check with the drawn text (well area of text) and have some kind of system to check on which menu is the cursor one when pressed LMB. I have no idea how I'd do this.

I was thinking of making loop that creates collision_rectangle with each set area for menu items, but it didn't work well.
>>
>>181510098
literally why.

make an int
at 0, new/continue game is focused
when down is pressed. int++ and setting is focused.
reverse for up
and then wrap and re-set value to go from new-exit and VVersa
>>
>>181510289
You just described to him what he already has working.
>>
>>181510360
now with only one arrayless-variable.
>>
I'm afraid to run my code
>>
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>11 downloads
>>
>>181510425
The point of his post was how to get the mouse in there. It's not like there is a need to refactor a fucking main menu.
>>
>>181510506
looping through an array for a menu is trash.
And most anything should have a value for text bounds.
>>
>>181510098
you could create objects that respond to clicks and put them in the array. when you click on the object it'll update the selected state for the array with its own index
>>
>>181509281
This is the dev speaking, I love you, this is hilarious.

There's an extra raycast done to prevent doing this with the keycard readers, but I apparently forgot to do it with the end-level button. Fuck it though, I'm gonna keep it like this.

Don't count on me making the other levels this easy to cheese though!

Also yeah, >>181509948 is right, there was another guy who did one a couple demo days ago, there will be an easter egg commemorating it hidden somewhere in the final game
>>
>>181510456
i will run your code if you know what i meant
>>
Can someone explain projecting vectors onto planes and how it's used in gamedev?
>>
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it feels like bath time.
>>
>>181510557
You are wasting everyone's time. We are all poorer because of your decision.

>>181510098
Have you considered using buttons?
>>
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How much do you think a single spritesheet of 16x16 animations would cost?
>>
>>181510618
Can't wait to try and break the next levels!

Very cool game though my dude, keep up the great work.
>>
>>181510098

What I currently have:

//loop through menu
for (var i = 0; i < array_length_1d(menu); i++;)
{
var selector_w = string_width(menu[slot]); //calculate width of menu string

//check for collision with menu
if collision_rectangle(view_xview, view_yview + menu_top + (menu_height * i), view_xview + (selector_w) + 8, view_yview + menu_top + (menu_height * i) + 7, o_cursor, true, true)
{
//set slot
slot = i;
}
}

I'm not smart man. I don't get why this doesnt work.

>>181510579
I don't want to create millions of objects just for that.

>>181510289
I already do that... I just want mouse to get work with menus too because I'm making PC game.
>>
>>181510668
>a single spritesheet
A 16x16 sheet will cost you less than a 1600x1600 sheet.
>>
>>181510729
https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/401_12_switch.html
>calculate width of menu string
Does GM really not have a text_bounds to check against your mouse position?
>>
>>181510668
how many frames of animation? I will charge you 100 dollars minimum and it will increase per frame.
>>
hey everyone, game dev sim dev here
if you're interested, I've made a new progress video in which I talk about a new gameplay mechanic (rival game companies):

https://youtu.be/_M_BQQI42f8

give it a watch if you're interested, and, if you can, give me some feedback and/or suggestions for potential improvements in terms of gameplay
>>
I've written about this in one of the previous threads, but I want to ask you guys if this makes sense, since I worry about this mechanic that should be the main part of the game.

>you basically travel from one small town/village to another
>you are tasked to sabotage their production, steal, kill etc.
>the key part is that those villages/towns are not used to the outside visitors, and so if they see you've been there and something bad happened at the same day, they'll become suspicious
>the next time you come back to a previous town, they will pay more attention to your moves as a stranger and the game will become harder
>if you plan accordingly, you'll sneak all the time and won't be seen by anyone, in that case, suspicion level will stay at 0 and the next time you come back, you'll still be safe
>on the other hand, if you let yourself be seen and talk to people a lot, suspicion will rise, and if they catch you do something fishy, it will rise even more
>the next time you come back, it will be significantly harder to complete your missions, since there will be more patrol on the streets, blocked entrances etc.

What I worry about:
>how to make sense from the fact that they immediately suspect it was the stranger's fault?
If it's some small village, there will probably be not a lot of crime, so they could immediately be sure you were the saboteur
>if it's a bigger town where not everyone knows everyone, in that case, why would they even think it was the stranger's fault, and how would anyone even know that you're just a visitor to their town?

I also don't know how to incorporate that in the story:
>why are you traveling back and forth from one town to another, and who sent you, what are your motives?
>why are the villages not used to visitors? I'm not sure how to make their behavior realistic.

If you could help a bit, please do, I'm dying over this for days and the deadline is near.
>>
>>181511293
it's shit. Move on.
>>
>>181511651
could you be more constructive please?
>>
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>>181506390
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Melee attack pushes back the user
+ Melee attack has wider collision detection with enemies and smaller with tiles
+ Added jumping enemy
+ Fixed projectile collision crash
>>
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>people think my AI is dumb because it doesn't have animations or sounds
>it's actually my best implementation yet

NO BULLY
ITS MY FIRST DEMO DAY

Project Delta
>>
how come the unity pc windows stand alone compiles fine but when i want to compile a ios version it fucks up?
>>
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First attempt at a bigger sight blocker sprite, still changing it around. How's it so far?
>>
>>181512165
Do you get an error when compiling or does it just not work when you try it on ios?
>>
>>181511293
>court cases
i thought i had seen the most retardedly unrealistic gamedev games already but you've definitely taken it up a @notch
>>
Somehow I can't find information about publishing free games via Steam Direct. Any of you guys know some details?
I mean what if I want to publish my game completely free of charge, no payments no f2p shit, just to put it out there for free. I still have to pay $100 fee to do this even though I wouldn't be able to recoupe it ever?
>>
>>181512383
yes
>>
>>181512302
care to elaborate what makes it retarded? legal action can be taken against libel, and there have been multiple such cases where people went to court due to defamation/libel/slander
>>
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daily reminder to hang in there and just have fun!

were all going to make it!
>>
>>181511354
>why are the villages not used to visitors?
depends on the setting
you could be in a wasteland where scarcity of resources has led to distrust of everyone
they could have had bad past experiences with villagers
they could be so isolated that they're not used to new faces, and fear visitors out of unfamiliarity
>>
>>181512246
says " Type 'Object' does not support slicing."

i have a feeling it something to do with the import settings

anyone know a quick fix?
>>
>>181512579
can you point me to anything in creative industries where anything actually gets to court? giant companies use threats of court to wave their dicks around but nothing ever actually goes to court unless theres 2 dick waving giant companies who refuse to flinch.... super rare.
the only creative industry court case i can think of that is of real consequence that actually went to court and was heard was the case over the copyright ownership of the "happy birthday" song... it was infamously an owned composition for a long long time before the copyright defense failed in court, making it now public domain.
>>
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Fixed this error that was stopping me all day. Tried to pre-bake high-res terrain textures by 16x16 chunks and load them as the screen moved.

It was making this weird distortion that only affected certain layers. I thought it was a problem with the world generation getting dicked by multithreading, but it was actually a problem with XNA's content manager getting path->texture associations wrong because I wasn't correctly locking around texture loads. Fuck me.
>>
>>181512893
you'd have a valid point if I was trying to make a 100% realistic game, but when I thought of adding rival game companies I knew that it would mean realism taking a hit, the extra fun and gameplay dynamics that are made possible by this one feature far outweigh the realism cost imo

so yeah, it's super rare, but that doesn't mean I can't fantasize and make it work a bit different in the game I'm making, it's a game after all :)
>>
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>>181506390
----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity
Web: https://sgtadman.itch.io/untitled-bullet-hell-game
Progress:
+ Built the pattern system that generates objects per wave
+ Currently rebuilding it to take the update tick into account which should give me considerable flexibility in object generation, meaning I should be able to dictate specific power-up items or enemies should I wish.
- This specific system has taken me a month to get working properly.
>>
>>181512813
You could just make the terrain really mountainous and set the timeline a ways back. There were definitely areas where small settlements would prop up in fairly close proximity with limited contact, just because traveling between towns was too difficult to facilitate major, worthwhile trade.
>>
>>181513081
>you'd have a valid point if I was trying to make a 100% realistic game
i still have a point whether or not realism is your intent
>>181512302 was a comment not a critique or judgement of your intent
>>
Does anyone need a writer?
I have no idea who desirable or even necessary this is for you guys, but I'm interested in the industry and I'd like to have some experience under my belt.
I'll write anything you like, no matter how large or small it is. I imagine most of you have already got story ideas that you want to implement, but if you'd like some extra minutia or to have some of the background detail fleshed out, I'd love to help.
Of course if you need a more complete amount of writing done, I'd be happy to do that as well.
>>
Phaser or HaxeFlixel?
>>
>>181513290
>>181512813
Yeah, I was planning to go with medieval period, not only because of that fact you mentioned but also some other reasons. What I visualize is that small town from "Call of Cthulhu: Dark Corners of the Earth", where all the citizens look at you in the weird way and are kinda distrustful.

I'm pissed I'm not familiar with more history in that period, it could certainly be helpful. I don't know if I could pull off that I'm some spy sent from a larger empire to ruin their towns for some reason, maybe to force them to be dependent on our resources or something like that. The other option was that (since it's medieval), my character makes a pact with some mythical creature and is forced to ruin the villages for some unknown reasons.

But that's the story part. I worry if the suspicion mechanics will work.
>>
>>181513379
well it's a shit comment. if your idea of getting a point across is by having a shit attitude and being passive aggressive, then you can go fuck yourself
>>
>>181502634
I will release an update today that should fix the crashing people are having, sorrey about that.
>>
>>181495998
Waifu is the centerpiece of my game
>>
>>181513916
>projects emotions on to my comment
>gets mad at projected emotions
depressiondevs need to go.
>>
>>181497490
Oh I though he was going to have both.

Top down to travel, sidescroller for inside buildings.
>>
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almost ready with the demo
>>
>>181514108
>talks about projecting
>projects depression on to my comment

ok
>>
>>181510494
Source?
>>
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>>181498624
nice, that looks like a completely useless dump

>>181505934
pic related lol
>>
>>181504957
RIP. Shame he didn't follow people's advice to stay away from HRT and just be a feminine male if he really had to express himself.
>>
>>181514117
What the hell is this?
Looks fucking awesome!
>>
>>181514201
if you're not projecting then you're just dont understand words? what's your first language?
>>
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>>181506390
----[ Recap ]----
Game: Totally not Castlevania
Dev: Anon
Tools: Game Maker
Web: N/A
Progress:
+ Fixed tons of bugs
+ Tweaked zombie's AI a little
+ Made a ghost enemy that acts like Medusa heads
+ Started working on a really simple boss
+ First Stage's layout is pretty much ready
- Still not a single background tile anywhere
- More bugs fucking everywhere
>>
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>>181514542
cosmic horror card game
>>
>>181512092
What kinda game though? Action games generally don't need good (ie smart) AI, they just have to have interesting patterns.
>>
>>181512656
>all going to make it
This is a really bad meme. Unless of course you're defining "making it" as releasing a game / having fun with the process / making something your proud of. Then sure, maybe.

A lot of people no doubt don't define it that way, though.
>>
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>need at least 48 sprites per character
>double if I want smooth animation
oh boy, I can't wait.
>>
>>181514773
don't be such a debbie downer. i'm sure you're all capable of making it
>>
File: recap 2.png (19KB, 358x261px) Image search: [Google]
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>>181506390
----[ Recap ]----
Game: Island of 1000 Crabs
Dev: Cosmo
Tools: GM:S
Web: https://cosmonautical.itch.io/crab-island
Progress:
+ Added tooltip bubbles for DD15
+ All tier 3 towers added but one
- I think I forgot to comment last recap, bummer
>>
>>181514773
'making it' means whatever you want it to mean
but i agree, we're definitely not all going to make it because some of us have psychological issues that will not allow the recognition of any accomplishments to be 'it' and others are just shitposters who will never have accomplishments to be 'it'.
>>
>>181514878
Huh? It's still pretty positive to make it in the way I outlined.

But, there's no fucking chance we're all going to release a successful game. That's just impossible and misleading and kinda terrible to push on people. Way worse than being slightly negative to be realistic.
>>
>>181514837
>not just making quick shitty ones and then redrawing them once the game is done and you can relax for a bit
>>
>>181514972
Ok now that's reasonable. I guess I'll chill when people say that.
>>
Was Monolith actually made by AGDG? I bought it and it seems very well made compared to almost all the shit I see in this thread.
>>
>>181514989
Of course it's possible. Why are you giving up before even trying?
>>
>>181515061
Monolith was a team game, most people here are 1MA.
>>
>>181515061
eggy deggy BTFO
>>
>>181515061
>completed game looks better than incompleted games
really activates my almonds.
>>
>>181515067
>possible
Good to see you're aware what shaky ground you're standing on.
>>
>>181515061
>Was Monolith actually made by AGDG?
yep, googum certified seen progress posts for months

>I bought it and it seems very well made compared to almost all the shit I see in this thread.
it oughta be, it's a genre with thousands of entries (meaning majority of design decisions is shoulders of giants) and he apparently spent 5 years on it.
>>
File: broken trees.webm (2MB, 1280x720px) Image search: [Google]
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>>181512224
And here they are in action, the circular vision field around them still needs some work.
>>
>>181515061
thanks for reminding me to pirate it.
>>
>>181515061
Monolith is a five years old project with a team
>>
>>181515205
You said it's impossible and I'm telling you it's not. Want to know how I know you didn't even try? Because I'm sure you would have made it if you did try. Give it your all anon. You might think you won't make it at first but keep at it.
>>
>>181515260
I also pirated it but then bought it because it was so much fun
>>
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>>181506390
----[ Recap ]----
Game: Unnamed Pixel Platformer
Dev: Anonymous
Tools: C++, SDL2, Code::Blocks, Aseprite, Tiled
Web: N/A
Progress:
+ Posted a demo for DD15
+ Made a new level to show off the new features added since last demo
+ Some new sprites for enemy hurt states
+ Fixed some issues based on demo feedback
- One year in the making, and still no name
>>
>>181515231
>can now see behind self a little
>enemies dont also block vision
>can have active vision of as much as 4/5ths of the screenspace
whoa there, this is ridiculous, is the player an owl or something? tone it down, no one can actually see things in real life.
>>
File: just do it.gif (2MB, 480x270px) Image search: [Google]
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>>181515228
>>181515262
>team working on small game with pixel graphics took 5 years
>I thought I could finish my game alone in 2
>>
>>181515535
>a
That's the twist ending, he takes off his helmet to reveal WHO he really is
>>
File: 2017-06-18-01.png (379KB, 628x522px) Image search: [Google]
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Can I submit my progress for the jam if the game uses placeholder assets from other games?
Maybe if I add a permanent "placeholder art not final, copyrights to NIS" message on screen?
>>
>>181515538
You can if you work on it fulltime and scope proper.
>>
>>181515535
*1/5ths

>>181515538
2 years is 2 long
5 years i dont even believe... not like ive seen it being posted for more than a few months. he might be including his babbydev time because its some dreamgame he's been pursuing the whole time through multiple restarts.
>>
>>181515538
it really depends of the game type and quantity of assets you use. fixed games like card games, puzzle games, platformers or classic shooters are relatively quick to do. What you don't want to do is a RPG or a fighting game, or a anything story driven that isn't a VN
>>
File: Kickin cover.png (76KB, 315x250px) Image search: [Google]
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>>181506390
----[ Recap ]----
Game:Kick-in'
Dev:Kickindev
Tools:Gamemaker Studio
Web:Kickindev.tumblr.com
Progress:
+ Participated in DD15! A playable demo is downloadable there.
+Many missing behaviors implemented and primary game loop closed.
+Player now has limited lives and it is harder to get back up on successive knockdowns.
+Victory states mostly done. Unintentionally made the enemy have a decent one because of how attack queuing works, but it looks cool so I'm keeping it for now.
+Going to begin work on gamemodes next, implementing the basics of Championchip, Single Fighter, and Endless modes. Also going to need to implement more menus and an enemy fighter select screen as a result.
--Something something art
>>
>>181515787
none of what you said is true. anything can take years and anything can be made within 2 months.
the word you're looking for is SCOPE.
>>
>>181515687
>>181515787

first 3 years were on and off prototyping & learning how2GMS. actual real content work was from around 2015.
>>
>>181515636
Please do, anon
>>
What you do if you dont feel like working on game?
>>
Anyone here work in 3D?
Where did you learn the math for it? Shit's complex.
>>
>>181516042
Masturbate
>>
>>181516042
Work on a non-game programming project
or if my brains mush, play vidya or write
if im beyond that but dont want to sleep, anime or netflix.
>>
File: RATTLE ME BONES.webm (2MB, 628x758px) Image search: [Google]
RATTLE ME BONES.webm
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WARNING: Skeleton inside
>>
>>181516070
>not using engines and visual scripting that does everything for you
Stay tryhard.
>>
>>181516042
shitposting and pretending to be gookgum
>>
>>181511354
You should play Pathologic, either the original or the upcoming remake.
It's not the kind of game you're describing (nothing like that exists), but it's set in a remote village in the Russian steppe and it's great at making you feel like a foreigner. Plus, I'll take any excuse to shill it because it's one of the best-written games ever made, even if the prose is a little purple.
>>
>>181515860
>anything can take years
With incompetence, yes. If you know your shit, no. You won't take 5 years making a bejewelled clone, or else you shouldn't even be programming
>>
>>181516042
Practice art
>>
>>181516497
I like math.
>>
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https://ambientdev.itch.io/seasons-past
got my demo done, also have a playthrough of it up
https://www.youtube.com/watch?v=ahdAW2FF2Vc
>>
>>181516628
Yeah, I forgot to mention it too, but that and Call of Cthulhu are my 2 main sources of inspiration for that feel of a stranger in a town. Awesome atmosphere!
>>
File: 410.gif (3MB, 540x435px) Image search: [Google]
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updated water
>>
>I've been getting better and better with my pixel art!
>really happy with all of my latest pieces
>draw one more piece, its unredeemable dog shit
O-oh okay
>>
>>181516864
why is female gannon vomitting water?
>>
>>181516985
It's okay anon ,you will never make it
>>
How many of you here are almost solely programmers?
I don't feel like it's a lot.
>>
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: vampiredev.tumblr.com · twitter.com/jcsvampire
Progress:
+ Focusing a lot on art this week
+ Still cleaning some tiles
+ Seems I found a way to add the colors I wanted to the palette
- Will have to redo some assets and some people will hate the changes
- Still unsure on how I want to organize levels
- Didn't code anything new
>>
>>181517168
I am. Feelsbadman.
>>
>>181516985
Good. Now you know what to practice next
>>
>>181517168
I am.
>>
>>181517168
i am solely shitposting.
>>
>>181516864
your water needs to be thicker
>>
File: UNITY UNET HELL.png (15KB, 596x317px) Image search: [Google]
UNITY UNET HELL.png
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>>181517168
You called?
>>
>>181517168
I don't get why you'd get into solo gamedev when you're only a programmer
>>
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411.gif
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>>181517643
>>
>>181516770
Btw, I just turn on a bit of Pathologic for inspiration. And actually it does make sense to make my towns poor and desperate, too. Since the goal is to completely destroy them, it would make more sense that the citizens are already poor and in a need of some resource, therefore, a few sabotages, assassinations and stealings could really ruin those settlements. Otherwise it wouldn't make much sense "hurr durr I burned one of your bakeries, now half of the city will die".

I've just witnessed some people chasing a poor woman throughout the town, so yeah, they could be in conflict with each other already, so that suspicion system could be logical in that case. Thanks for the help guys, I think it started to click.
>>
Now there's way less lag when zooming in and out between the two views. Rad.
>>
>>181516770
Nice. It's good to see someone else who's even heard of the game. It's criminally obscure.

How's Dark Corners anyway? I bought it years ago but assumed it would either terrifying or boring and never played it. I'm starting a survival horror bender and wondering if I should play it before or after Amnesia.
>>
>>181518294
Play it till you get the weapon and decide yourself. Devil's reef and chase scene are definitely game's highpoints
>>
>>181517371
seems pretty good anon.
>>
>>181518294
Yeah, what the other guy said. Actually I haven't finished it (maybe will one day), but that chase scene and the beginning of the game in general is awesome. Haven't played other CoC games but I really enjoyed the direction.
>>
>>181518282
divide map into smaller segments and spread out the LOD change to a few different frames
>>
I will put $1000 towards the first good idea I see here, starting now.
>>
File: cut2.png (28KB, 854x480px) Image search: [Google]
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Hello, I make video games sometimes. Currently working on a virtual boy indie game with a heavy focus on good looking art. Dont use 4chan often but I am interested in AGDG.

Addtional Cutscene Art:
https://cdn.discordapp.com/attachments/221300251607302144/331256468353581059/cut1.png
>>
>>181518719
Will this run on an actual Virtual Boy?
>>
this is a long-shot and i doubt anyone here knows, but is it possible to use dynamic joint physics with a character controller in >unity?
it seems like the movement of the controller doesn't affect the joints at all, which makes this entire thing pointless for a dynamic system attached to a character rig.

i could simulate the physics in a 3d package and bake it into the animations, but that seems less than desirable.
as a last resort i know there's also the cloth system, but i can only imagine this mesh would fucking destroy the framerate.
>>
>>181517168
me but I have to do everything else in my game anyway
>>
>>181518719
it's shit.
>>
>>181518712
>game like Medal of Honor, but instead of WW2 shooter, you play as a dragon flying around and burning villages
>>
>>181518712
Dynasty Warriors, but with beloved historic personalities like Hitler, Stalin, Mao, etc.
They go to war shirtless and beat people up with their bare hands.
>>
>>181518712
Anime SoL MMORPG
>>
>>181518782
Totally. Working on both a PC and VB version.
>>
I said "good ideas", please try harder
>>
>>181471059
>>181476184
I don't get it. I do have a runnable .exe.
>>
>>181518929
My idea is good prove me wrong if you can
>>
>>181518919
Damn, that's amazing.
>>
>>181518712
mario & luigi/paper mario style game
>>
>>181518963
You need to specify which platform(s) your game is for.
>>
>>181518712
You play as a fist fighter through randomly generated dungeon. Your main ability is to punch and block enemy attack with your hands. Original idea do not steal
>>
>>181518712
give me the money, i need them for hookers
>>
>>181518929
The lady thought of as a witch is sent into a labyrinth-like cave by her fellow citizens. According to a legend, only the purest of the souls are able to find a way out of it. You're some creature that lurks there and when you see her you fall in love and try to do everything in your power to get her out of there alive. You're too ugly to go outside of the shadows, so she must not see you. As she is walking around and trying to find her way out, you're setting up clues and hints for her to follow, like scribblings on walls, ropes with only one end visible and torches signalizing where she should go. All sorts of monsters live in that cave too, so you have to be constantly in front of her, lure the monsters away as she passes by them, solve puzzles to open hidden doors or disable traps, and just constanly make sure she doesn't do something stupid like pressing a button which will trigger huge axes from the walls that will cut her in half, or make a noise which will trigger nearby enemies. Once she escapes, you'll shed a tear and know you did something good, even though she will never know who her guardian and saviour really was. 3D Topdown or third person, not sure.
>>
>>181519128
I forgot to check the windows logo when I uploaded a patched version. Now the game is streamable on twitch?
>>
I have a released asset pack on a marketplace and am making good progress on what I consider my first "real" game after making lots of prototypes and gaining experience. After already releasing a fairly large scale asset pack, I'm feeling pretty confident I can finish a game for Steam. I have a lot of progress on mine so far.

My question is

Do I use a personal twitter account I haven't touched in a year that has a lot of bad goy comments I've since grown up from, or do I make a new twatter and start from scratch under my studios name?

I do have like 4k followers on twatter, all interested in gaming since it was from goymergate
>>
>>181518719
hot damn that is on point!
Keep it up anon!
>>
>>181516749
donglord pls
>>
>>181519668
You keep making this post and I keep telling you to delete the compromising tweets and change your name. If the SJWs somehow recognize you anyway, they'll only give you free advertising.
>>
>>181519650
That anon made a mistake, he meant the itch store app that allows one click installing and running games from itch.
>>
>>181517813
ughhhh THICKER
>>
>>181519847
I work with people who don't want to be affiliated though

my shit would actually get ruined if someone wanted too
>>
>i made an asset pack so i can make a game
The delusion here is amazing
>>
>>181520008
But anon my game is 60% complete. I literally just need to make levels (of which I have some), the programming and art is done.

Keep trying to neg me though, I understand it must be frustrated when you haven't released anything at all and others have.
>>
----[ Recap ]----
Game: sports
Dev: alloyed runninblood
Tools: love
Web: alloyed.itch.io
Progress:
+ lots of small polish-related stuff
+ music fades
+ locked game to 60fps
+ juiced up target animations
+ local leaderboard
+ demon day
>>
>>181519949
Only SJWs care what you said about Gamergate 2 years ago and odds are none of them will recognize you if you delete the tweets and change your username.

If they do, just make a public statement saying you've moved on and never speak if it again. Anyone who's still mad after that doesn't play video games anyway.
>>
>>181516749
Hey that looks actually kinda cool. Guess you weren't a retarded hack after all. Keep up the good work Anon!

Sorry, there's literally zero sarcasm in my post I don't know if that got across.
>>
>>181520247
>+ locked game to 60fps
>+
>>
>>181517789
1. want to make gaem as child
2. learn programming because that's what you're told you'll need
3a. realize gamedev pays like shit because everyone wants to do it
3b. also in the 5-10 years it took you to go from dreaming child to respectable programmer, multiple AAA engines get released invalidating the reason you became a specialist programmer in the first place

I think that is the path of most programmers, but I may be projecting since it was my path.
>>
File: Ironmash_Logo.png (286KB, 1600x902px) Image search: [Google]
Ironmash_Logo.png
286KB, 1600x902px
----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+demo day!
+menus look neater now
+fixed some minor bugs caused by skill activation
+added healthbars, so you can better see the sate of the game at a glance
>>
File: 2017-07-01_193409.jpg (11KB, 245x291px) Image search: [Google]
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still waiting
>>
>>181521157
>>181521157
>>181521157
>>181521157
>>
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549KB, 1024x768px
>>181506390

----[ Recap ]----
Game: FTC
Dev: RPG
Tools: Unity, Inkscape, GIMP2
Web: www.fleettacticalcommand.com
Progress:
+ Tutorial Script, Mock-up, Storyboard
+ Tutorial Art Plan
+ Clean Project Setup
+ Icons & Cursors
+ Time Mechanics
+ Repair Systems
+ Functional UI Implementation
- Announcement Trailer
- Playable Version
>>
>>181519543
>3D Topdown or third person, not sure.
I would've thought 2d side-scroller, it's easier to see traps if the game is laid out that way especially since you are always running out of time running after her, this being one giant escort mission
>>
>>181517168
wait, programmers exist? I thought agdg was just shitposters and ideaguys, and the games just kinda happened by magic.
Thread posts: 785
Thread images: 152


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