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/agdg/ - Amateur Game Dev General
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Play Demo Day 9 games!

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

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

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

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

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/hVhvNWLw

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for waifus
>>
Second for get off of 4chan and go work on your game you stinky nodev
>>
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>>148132921
low poly military waifus
>>
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I fixed the light bug, doesn't this look better?
>>
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>>148132921
Cube waifus
>>
>>148132991
d-do you need sound or art...
>>
>>148132991
your whole game looks like shit honestly
>>
>>148132287
Those are great news. Would you mind posting a screenshot with the whole map unlocked? I want to check if I missed any room.
>>
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For the RoR with mechs dev:
I can''t tell if they are quite in scale with your sprites. I know the shading on the body is pretty bad.

Do these fit the aesthetic?
Can you post the image with all the sprites you've made so far?
>>
How hard would it be to make an online competitive game as a one-man dev
>>
>>148132985
>that guy that was making a soldier girl game for Waifu Jam
>disappeared halfway through
>tfw no cute WW1 soldier girl game ever
Fuck
>>
>>148132991
Shots are too faded. looks like dustballs.

My personal choice would be to make them bright saturated colours and then adjust bloom threshold effects so bullets and afterburners end up blooming but normal ships don''t, makes shot appear more like glowing hot dangerous plasma.
>>
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Where is recap guy?
>>
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>>148133109
I could use concept art/drawings of battles for advertising
>>
>>148133228
The hard part would probably be having enough concurrent players for it to be competitive
>>
>>148132991
Those thick lightbeams need fixing and your sprites/models could use some detail
>>
>>148133118
Your game looks great. Pic related is your game.
>>
>>148133279
He died. RIP in piss__
>>
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>>148133296
kk, downloading now.

Also I'm this musicbro js-
>>148131984
>>
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>>148133167
Here's full map of demo.
>>
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>>148133279
There was another guy doing his job because the actual one is like dead, he is probably going to post soon.
>>
Reposting.
I need ideas for my next idol(s) and new songs. I already have a couple of musicbros available but more options is always better.

What should my next idol look like?
https://www.suggestionox.com/r/hsQoL8
>>
>>148132991

I like it, however it looks a little washed out or sun bleached
>>
>>148133324
How hard is it to even set up the thing to get to that point
>>
>>148133564
This is so fucking cool. What are you making this in?
>>
>>148133646
You're asking how hard is it to make a game?
>>
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>>148133593
Make the next song this:
https://www.youtube.com/watch?v=efSsILTqPo4

>>148133341
I'm not good at drawing, so the sprites are going to have to stay for now. Are you talking about the trails behind the orange projectiles?
>>148133262
The gray shells are flak, so they're not the most dangerous weapons in the game, is >>148133296 better with the orange shells?
>>
>>148132991

are you colour blind?
>>
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>>148122979
If that jellyfish had a nose it'd be bleeding right now.
>>148124610
>implying she didnt BRRRAPPPP instead
>>
>>148133720
GM:S.

You don't even want to know how awful it was to write map system with it.
>>
>>148133762
How hard it is to make a game with online features while being a one man dev
>>
>>148132991
Looks awesome but that planet isn't a perfect circle which triggers my autism
>>
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>>148122979
>still no bunny
>>
>>148133806
Dungeon Break dev here. How did you wind up doing your map system? Mine was easy because each map is a grid, but I'm curious how you handled a freeform map like that.
>>
Guys, today is the day. I'm gonna launch my Greenlight campaign. For real.
It's time to see if there are enough people who care about nanomachines.

We will get the answer in a few hours.
>>
>>148133783
No the projectiles themselves. They look like Cheetos in that webm
>>
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Hello, I'm writing Pong.
>>
>>148133979
does anyone go to greenlight without being linked there? I sure as fuck don't. do you have any way to get people there to vote you up? other than spamming it here of course
>>
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>>148133979
Congrats anon!
>>
>>148133979
Good luck.
>>
>>148133884
About 29 difficulty units.

You haven't even said if it's 2D/3D, what genre, what art style. And even with all that information an estimate is useless because it entirely depends on your ability.
>>
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>>148133979
aww shit
>>
>>148133564
>game is like 360x240 at best
>image is 960x640

??
>>
>>148134021
Why?
>>
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>>148133914
It's a work in progress nerd
>>
>>148134109
Because they told me to write Pong as my first game.
>>
>>148134089
If I haven't said what kind of game I'm making, that would mean I'm asking about general online features that could apply to any game, geez anon it's not hard using insight
>>
>>148134021
Wow where do I learn C++ and how long will it take me
>>
>>148134225
I know, I'm just getting impatient because I've been looking forward to it from before DD9 even started.
>>
>>148134246
Make your own game instead
>>
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Every time I make a song for my game it sounds wildly different to the last one.

https://clyp.it/wm5da3a1
https://clyp.it/eq1epfj0
https://clyp.it/mvamiytg

Is there any way to help make them all sound similar? I imagine making all the instruments be the same will help to a degree.
>>
>>148134452
http://www.pastefile.com/JgA9lN
>>
>>148133956
I have basically 2 map systems. The rooms are named like "rm_XX_YY" and XX and YY are coordinates and every time you leave the boundaries, you are moved in grid. Okay, if all rooms were same size, I could just do ds_grid that checks position from those coordinates, but as rooms are different sizes, this doesn't work.

So I created my own map editor which saves full map as grid and create temporary map which checks the values of full map's ds_grid (each grid has variable depending on which room image it should have, 0 being empty).

Then I have controller which checks player's position on map depending on from where he entered and size of the room and then add few values to the map position to correct the movement on minimap.

I can't really describe it any better.
>>
>>148134303
Because online chess and WoW have the same netcode
>>
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>>148134439
step 1. you don't
>>
>>148134523
Oh shit man, that sounds really similar to what I did.

So my dungeons are always 8x8, but rooms can be 1 or 2 rooms tall. So basically each cell is still it's own cell, but if a room is 2 cells tall, only one cell hold's the "room" data, and the other cell is assigned as a "subroom", and if the game tries to retrieve information about a subroom, its directed to the main "cell" of that room to get info.

It was a bitch and a half to get working, especially since I use a similar "if player is outside of room bounds, move him to the next cell over"
>>
>>148134647
>C
>C++
>>
how do I stop myself from getting constant boners while deving?
>>
>>148134732
with cpp you can learn to be a code monkey

with c you can learn to be a programmer
>>
>>148134798
Masturbate a lot.
>>
>>148134798
fap until your dick stops working temporarily. takes about 6 hours of fapping for me.
>>
>>148134798
remove the cute anime girl from your desktop and think about math
>>
>>148134463
motifs and the same instruments, yeah

I really like your third song and I think you're in the right direction here. identify the hook and make a variation for the next one

otherwise try a 3/4 time signature, slightly slower tempo and more liberal use of reverb to achieve a more underwatery feel

https://clyp.it/wpt3tykt
>>
>>148134103
You can change the screen scale from settings. The native resolution is 240x160. You can also stretch the window and set it as fullscreen and shit, but there won't be any mixels or rixels or whatever fuck.

>>148134704
Yeah it definitely isn't easy, especially when trying to calculate player's position and add values to map position, because GM:S count's X and Y from top left so I had to reverse the math behind position when player enters from "bottom" or/and "right" part of map.

At least it works.
>>
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Day 15, still no gameplay. At least it's getting kind of comfy...
>>
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>>148133995
I never noticed them as cheetos before.
>>
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>>148134931

I remember this song. I have both versions you sent saved still. I always thought it was nice.
>>
>>148135108
Definitely need some ground shadows and crepuscular rays

and gameplay
>>
>>148134021
Dude, I have the same goal in my mind now, what resources have you used? (What library, tutorial, etc.)
>>
>>148135141
I don't think it fits your game anymore since it plays much faster and arcadey now, back then I thought it was a bit like ecco the dolphin or aquaria

I loved your demo by the way, and the new controls are much better
>>
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Here is the link:
http://steamcommunity.com/sharedfiles/filedetails/?id=722390586
I think it will appear publicly in the "recent submissions" when Steam Guys will have checked it.

>>148134058
>do you have any way to get people there to vote you up? other than spamming it here of course
I made an OC for Aggy Daggy >>148132835

Also, I tried to carefully insert some chan culture into my game.

Generally, I intend to tell aggy daggy how things work for me, so people here will be able to avoid my mistakes / do things right.
>>
Are there some other channels like Game Maker's Toolkit for devs?
>>
>>148134931
Aaaah what instruments are you using here

How do you construct a song

All my shit sounds boring and awful god show me a tutorial or something please.
>>
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testing out new toys
>>
>>148135445
so you intend to spam it here, generating ill will from the community, and hope someone notices it for the 5 seconds it's on the recent submissions on steam?

and you expect to get votes?
>>
Do you credit stackoverflow and various online programming resources in the credits to your video game? If not for them, you would've never completed your game.
>>
>>148133592
I thought Homph was recap guy?
>>
>>148135445
I voted no thanks/not interested
>>
>>148135532
You got a blog or something? Your game looks fucking sick.
>>
>>148133593
Why don't you fix the real issues with your game first? You still haven't addressed the problem with the gameplay: keys, rows and whatnot.
>>
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Apparently GM does support sprite fonts, just not through the IDE.
>>
>>148133564
Thanks! seems I did miss one room after all.
>>
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*~====Weekly Recap====~*
>>Recap Guy Is Dead Edition

Reply to this post with the format filled out below and join the weekly recap. Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
>>148135525
did you ask me the same thing yesterday

I like to help but your question is vague and I can't really write you a tutorial. I also don't know any music tutorials that aren't just... books

collect samples, write a shitton of songs until it stops sounding bad. copy other songs. try to start chords first since it's easier
>>
>>148135558
>so you intend to spam it here, generating ill will from the community, and hope someone notices it for the 5 seconds it's on the recent submissions on steam?
The question was "any to get people THERE". So I talked about how I intend to get people THERE.
I have of course a bigger advertising strategy, involving the community I built up during the last 18 months, professional contacts, site news ready to write things, niche subreddits, IRL communities caring about robots, etc.
>>
So I'm completely new to GM and coding in general, and I might be overthinking this, but let's say I want to have stat types that are shared between every enemy and ally in the game (stuff like HP, Armor, Evade). Do I have to define all of those variables for each object or would I want to set up a script to define what each one is?

Or am I completely overthinking it and all I have to do is put in like "hp = 100;" into each character? If I use the same terms between them all, would the game know what I'm talking about when I'm trying to have an enemy attack someone?
>>
>>148135115
dangerously cheesy
>>
>>148135532
Awesomeee
How long have you been working on this? Why haven't I seen you here before the last couple days?
>>
>>148135606
Yeah, when he dissapeared in April Sayaka took his place. There was recap last week but it was a little late, maybe today happens the same.
>>
>>148135796
Game Name: God is a Cube
Dev Name: King Kadelfek
Tools Used: Unity 3D
Website(s): www.godisacube.com
Progress:
+ launching the Greenlight campaign http://www.godisacube.com/greenlight
>>
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>>148135318
I think the shader for the ground is broken, you can barely see shadows with dark textures.
There's a lot to do, i don't even need to think about gameplay right now.
>>
What does /agdg/ thinks of Superpowers?

http://superpowers-html5.com/index.en.html

https://itch.io/c/27733/games-made-with-superpowers
>>
>>148135946
Nevermind that's what I get for posting before reading all the new posts.
>>
>>148135858
Make a script to initialize each type of enemy and then set the object to run said script on the create event.

So if you had a goblin, you'd have a "on_create_goblin" script and a "goblin" object. In the goblin object's create event, you'd execute the script. The script would define and initialize any variables like HP.
>>
>>148135532
Whodev as fuck, but slick game nonetheless.
>>
>>148135757
>think to myself "that reminds me of the C64"
>read the window title
You're cool in my book, anon.
>>
>>148136117
You're too new to be acting like you know what whodevs are. Stop trying so hard.
>>
>>148136063
Also, you might want to be a little more generic and just use script_execute with arguments to execute a "on_create_enemy" type script. That'd prevent you from accidentally creating enemies missing required values.
>>
>>148135817
Im a different person. I just wanna know your process, I know enough about music in theory to make songs but they don't sound as complete and varied as the one you posted. How do you decide what instruments to use? What did you make first? How do you know that the song should bring in another instrument at such and such a place. I find my issue is that the further I go into a song (Adding instruments, new patterns and so on) The more it begins to fall apart and sound wrong.

I wish there was some channel on Youtube that would explain this kind of thing more in the context of a DAC, all I get when i look up FL Studio related stuff is people making generic dance music and sound mixing rather than anything to do with the actual composition of a song.
>>
>>148136297
Doesn't it taste good, anon, the taste of your own poison? :)

You made me
>>
A free released 2D or 3D cute girl etc.
>>
>>148136063
>>148136303
That makes sense. So that way I could basically just create a library of each type of enemy in the game and whenever I wanted, just use a generic script to call and place a predefined copy.
>>
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>>148135796
Game Name: Vampire's Bit
Dev Name: Vampiredev (JCS)
Tools Used: Game Maker, Photoshop
Website(s): https://jcs.itch.io/vampires-bit-demo
Progress:
All this updates are included in the Demo Day 9 build
+ A few more changes to level design and hunter's AI.
+ Small tweaks on some assets and bug fixing.
+ Added a "Thanks for playing" screen.
- X-Input doesn't work properly.
- Didn't like the banner on the itch.io page so got rid of it.
- Still haven't finished promotional art.
>>
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>>148135717
no, but that's an interesting idea.

>>148135874
last 8 months, tho technically we started 5 years ago, then laid it to rest for 4 years because we sucked at it

so guess there just wasnt that much to show off yet

pic related

>>148136117

t-thanks
>>
>>148136620
A serious case of art being more interesting than the sprites in-game.
>>
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>>148135796
Game Name: SNEK
Dev Name: snekdev
Tools Used: Unity, Blender
Website(s): snekdev.tumblr.com
Progress:
+All new unit graphics
+Units have trails for better visibility
+Removed one-hit-kill system, units are damaged now
+3 new unit types
+Multiple moves in a line
+THE GAME IS FUN NOW
>>
>>148135532
Brb stealing those fireballs
>>
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>>148135796
>Game Name: Ball Run
>Dev Name: Raflosti
>Tools Used: Unity, paint tool Sai, Photoshop
>Website(s): None yet
>Progress:
+Back from a loong break
+Demo submitted (see in Demoday 9)
+Began working on a control mapping menu because people who played the demo didn't know the controls
-Bugs list piling up
>>
>>148136297
>newfag desperately tries to garner favor with random whodevs
>>
>>148136703
Doesn't that apply to pretty much any 2D games? Also keep in mind he's doing NES graphics on purpose, obviously fan arts are going to be prettier than his game, but there's nothing wrong with that.
>>
>>148135796
Game Name: Idol Comm@ander
Dev Name: SquareDev
Tools Used: Unity, Blender
Website(s): squaredev.itch.io, squaredev.tumblr.com
Progress:
+ working on implementi the feedback I received
+ beatmap overlayed on the stage
+ removed twists in the map (I might put them back though)
+ stage camera rotates and zooms around Bunny
- need to make different control schemes
- need suggestions for new idols
- need to make easier version of the beatmap and work on syncing it better with the music
>>
>>148136575
See
>>148054823
>>
>>148136575
I promise anon, one day when I get good at 3D I will make an AGDG-chan model complete with skeleton and animation. And it will be free to use for agdg only.
>>
>>148136703
I have plans of reworking the sprites a little bit to improve them as much as I can, but I will keep the 8-bit look so don't expect nothing too big either. I'll slowly make and add more art to the game too.
>>
>>148136626
>we
Dropped
>>
>>148135331
SDL2.
>>
>>148137029

me and bruv
>>
>>148136434
>How do you decide what instruments to use?

a lot of the decisions I make are simply from memory or imitation. in truth I write cliches rather than songs, they only have just enough of a personal style to sound unique

e.g I knew I wanted a slow watery song so I started out with a 3/4 time signature (ecco the dolphin) added a slow lead with a very long attack (I can't recall what game this is from, maybe duck tales). then the bells (I add bells to everything) and reverby percussion

https://clyp.it/anghnsml

same here. I wanted to write something jun ishikawa ish so I listened to a shitton of kirby songs until I figured out I needed to have stabby panflute chords and short bursts of melody

I hope this helps but probably not
>>
>>148136703

I guess you never played SNES games. The cover art most of the time looked nothing like the game ad we liked it!! You young whippersnappers don't like anything!
>>
>>148135796
Game Name: [Placeholder Title]
Dev Name: Ogier
Tools Used: GM:S, GraphicsGale
Website(s): https://ogier.itch.io/placeholder-title
Progress:
+Moved boss to new room
+Boss attack adjustments
+Fixed some bugs
+Posted Demo on DD9 page
+Working on adding a bit of a tutorial
+One-way platforms now work
+Redesigning older maps to account for new jump height
>>
>>148137078

mah negbro
>>
>>148134521
>http://www.pastefile.com/JgA9lN
GUYs herei s my pong demo try i
>>
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Small update.
Now the explosion radius of the mines is visible and the HUD fades when the torpedo is near it.
>>
>>148137191
>short bursts of melody

these are called accents but alas I'm retarded
>>
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The hand unit can break obstacles now.

So the player has Bit-Man to add and remove obstacles, but that could be seriously broken if you could just block the orb. The AI player is too stupid to know which obstacles are important and use its own bit-man effectively. I gave obstacle removal to the hand instead because it can be used for attacking too
>>
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>>148135796
Game Name: Frogs Life
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): http://nastyoldwizard.tumblr.com/
Progress:
+watering can
+walking with tools
+tool bar/item switching
+better fishing
+first steps for cooking
+easier to understand shop UI
>>
>>148137206
So can you not draw whatsoever or...
>>
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Next critical asset done, can go back to game making. Truck gonna be visible from distance and it's for mobile, so my rubish texture skills won't be so visible.
>>
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>>148135796
Game Name: Clarent
Dev Name: Arikado, SouthCXC, P.H.I
Tools Used: GM:S, Aseprite, Paint.net
Website(s): https://arikado.itch.io/clarent-demo
Progress:
+grappling hook can be used while crouching
+fixed bugs
+AI tweaks
+fixed audio settings and gamepad deadzone
+gameplay balances
+changed how ledge grab works
+lots of other stuff
+released patch for the demo I released on demo day 9
>>
>>148137317
Fuck off with your shitty Stardew Valley clone
>>
>>148137380
I'm pretty sure Twinsen's Oddysey: Relentless Adventure was released with an animation exactly like yours. you're all good
>>
>>148137285
Nice, that's fantastic.
>>
>>148137443
lol
>>
>>148137191
Nah this is helpful, And that kirby esque song is very good, at least to my amateur shit ear. You use soundfonts right? How do you get them to sound good? Because mine always sound terrible.
>>
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>>148135796
Game Name: Ordinary Platformer Life
Dev Name: Wur
Tools Used: GM:S, CSP
Website(s): Nothing yet
Progress:
+ Enemies
+ Simple GUI
+ Score system
+ Lives, death animation and a game over screen
- There are some weird hitbox related bugs
>>
>>148137443
stardew valley is a clone itself, I've never even played the game, I like to think of it as an animal crossing clone with farming.
>>
>>148137505
>How do you get them to sound good?

layering. even in retro sounding songs I add stuff until it takes the edge off the soundfonts
>>
>>148137450
Animation is just for the webm. Such silly things won't happen in game.
>>
>>148137419
Is this a game for ants?
>>
>>148137206
I'm not trying to bully you but why do you use GraphicsGale if you are only drawing boxes?
>>
>>148137720
Let me guess, you were born after 2000.
>>
>>148137861
for maximum box quality
>>
>>148137568
>CSP
What's this?
>>
>>148133593
Add more songs.

But first change keyboard mapping between qwer or sdkl for both hands.
>>
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>>148137330
Nope.

>>148137861
It makes my life easier (drawing the slash effects is simpler in it compared to GM:S), and I kinda wanted to get used to the program.
>>
>>148137912
No, actually around the time I could hold a controller to play SotN, which still had a better resolution than this
>>
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I guess I should post to the recap to motivate myself but I don't have much to show so I'd feel bad about cluttering it with low energy shit
>>
>>148133797
I want to fuck the pink one.
>>
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>>148133797
>>
>>148138038
Do it so you can see improvement from week to week
>>
>>148137309
shit looks like a mini map tho
>>
idea guy here

its like a video game but theres a fast forward button
>>
>>148138038
Oh shut up and post it.
>>
>>148138148
What do you mean? I cropped the image because otherwise it hits 3mb in like 5 seconds
>>
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>>148137309
remove tron glow
go full vector
>>
>>148137969
Clip Studio Paint, It's an illustration software.
>>
>>148138180
I lost track of time being sick so I honestly can't even remember if it was this week or last week I accomplished something
>>
>>148134463
I think you're overthinking it, I think they sound like they would work together just fine.
>>
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>>148138276
It looks cleaner but much duller.
>>
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Game Name: Tier 1
Dev Name: Zillo7
Tools Used: C#, .NET
Website(s): http://zillo7.itch.io/tier-1, http://www.indiedb.com/games/tier-1/stats
Progress:
+Revamped the UI
+Fixed minor bugs
>>
>>148138026
That game's resolution has less than 100 pixels of diference with Playstation's.
>>
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Working away hard at a first level. The important geometry is already laid out, now it just needs to be dressed to look convincing. Doing up the enemies to look passable.

WIP of a standard enemy soldier. I know it's not the most impressive project ever, but I want a decent, short, FPS that isn't a trainwreck.
>>
>>148138509
It looks better with bloom.
>>
>>148134587
That would obviously exclude a question about netcode anon, where IS your insight???
>>
>>148138585
is that the wew lad guy
>>
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>>148138585
>>
>>148138540
But 100 pixels is like half the pixels
>>
>>148138693
cool thumbnail champ
>>
>>148138723
Who cares? Still looks good.
>>
>>148138509
let me help you out

[OPTIONS]
BLOOM ON[] OFF[]

no prob friend
>>
>>148138846
but muh artistic vision
>>
>>148135796
Game Name: Unnamed Pixel Platformer
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Aseprite, Tiled
Website(s): N/A
Progress:
+Added enemies and spikes as hazards
+Added states instead of jumping straight into game, paving way for menus and such
+Various new sounds and sprites
+Added attacks for the player
+Level goal so you can actually finish levels now
+Made a complete level for demo
+Participated in DD9
+Changed the player controls a bit based on demo feedback
+Various little tweaks and bugfixes
-Some of the rushed features for demo day need to be refactored
-Still no name, just kill me now
>>
>>148138840
Who cares? It plays like shit.
>>
>>148139098
Meme Girl Jump Game
>>
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Added toaster support and fixed some bugs
>>
>>148135532
Holy fucking shit
Who are you and why does your game look so good
Is that a metroidvania SHMUP?

>>148135858
Make a parent "character" object that sets default stats.
Every ally and enemy object inherits from "character" and uses event_inherited() to get the default stats upon creation. After that you can set the stats again to non-default values if necessary.

If you calculate damage, handle abilities, etc. all on your "character" parent object every child object should use the same code and you'll avoid duplicating a thousand lines of code every time.

DON'T USE SCRIPTS. If you make a script for every single enemy you'll clog up your script folder with useless shit. Really. Don't.
>>
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>>148135796
Game Name: Knightly Terrors (working title)
Dev Name: Razmig, Theonian
Tools Used: GM:S
Website(s): http://theonian.tumblr.com/
Progress:
+some particle systems added
+working on a new MC, with more character and (hopefully) better animations
-working on new MC
-still supposed to write finals
-spent more time than intended on making video tutorials
>>
>>148138540
Relatively, that's a lot

maybe increasing the resolution would allow you to make actually detailed sprites, but that requires effort
>>
>>148138585
What's wrong with your face
>>
>>148139382
I see a lot of your pixel art around, do you have a finished game or a demo somewhere?
>>
>>148137285
What's the point of the mines if you can avoid them by naturally dodging enemy rockets?

>>148138509
That would look really sick if the inside of units was black with colored outlines.
>>
Why is everyone here doing a Metroidvania / sidescroller game? No love for top/down? Or is it because top/down requires more work?

Though it could be that I never was much into sidescroller but RPGs, etc, instead.
>>
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I added a health bar and stamina bar. My game is starting to kinda look like a real video game now! I just mean mechanically though, the sprites aren't mine as always.
>>
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>>148138629
What doesn't?
>>
>>148138585
you really captured the russian characteristics with that face.
>>
>>148139569
>black with colored outlines
I wanted to. I looked for a wireframe shader but couldn't find one that worked with multiple triangles inside one quad.
At this point I think using one would reduce the contrast of the units against the background too much

>>148139573
Several tactics games too, I've noticed
>>
>>148139659
>What doesn't?
dwarf fortress
>>
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Thanks to Unvanquished, I learned that q3map2 can create high resolution map files, and I CAN'T GO BACK. Too bad compiling this map went from 5 seconds to 6 and a half minutes. Here's a jump from 128x128 to 1024x1024.
>>
>>148139573
2d platformers are easy to make

>>148139885
use the shitty version for testing, quality for final, don't wanna fuck with your workflow
>>
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>>148139573
I am doing a top down atm and I don't think it is more work but you have to cut corners in other ways like I have very few actual animations. I'm adding a shitload of features that would be weird to put into a sidescroller game I think.
>>
>>148139334
Okay, cool. What if I have to call from multiple things for the full picture? Like say I have a robot that has a pilot, and you can change the pilots out. Would I just make two objects called "Robot" and "Pilot", and the "Robot" would draw from the "Pilot" for stats to add together? Would that still work with event_inherited()?

I'm basically trying to do a turn based robot army game.
>>
>>148139559
Nope.
I've had four programmers flake on me before, but currently I'm the one working slowly and letting my programmer down because of school and family.

Have been spending years not getting anywhere, so after I'm completely done with all the university shit I'll be going all-in, working full-time on this for at least 5-6 months.
During that time, we aim to get a really polished demo done.
>>
>>148139885
Don't fall for the lightmap meme, do dynamic GI instead.
>>
>>148140016
What kind of game is it?
>>
>tfw you drink too much coffee while devving and end up spending half of your dev time pissing
>>
Why the FUCK would you post your game on 4chan
>>
>>148140160
Why not?
Is le anonymoose army gonna steal my idea?
>>
>>148140117
It's a MMORPG. With neural networks. Hand coded in assembly for maximum performance and graphics implemented with Vulkan for portability.
>>
>>148140160
To get raw feedback.
>>
>>148140117
Metroidvania - Trying to make something similar to SoTN or the DS Castlevanias. I just love how those look, and they inspired me to waste my life trying to figure out how to make similar graphics.
>>
>>148139098
The game with the little girl on it.
>>
>>148140160
I've never seen anyone having problems after posting their game on 4chan unless they were a dick themselves.

That or if you're a girl then hide it. You have no reason to mention you're a girl; and yes, we have girls around here.
>>
>>148139593
nice stolen art.
>>
>>148140334
Not him but if you can't get raw feedback on your game irl then you are never going to finish your game
>>
>>148140137
I had to cut back on coffee because I get the shits. And then my anus starts bleeding from all the shitting and wiping. And then I come here to post about it and the thread is derailed by caffeine meme debates instead.
>>
Videos for Console Pet, Comfyville, Bokube, Snek, Raiders, Deeplinks, Essence Tactics, and Tender Arms are done processing now. If that's your game, check it out at:
https://www.youtube.com/watch?v=uHfmUDxyiCM&index=20&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S
>>
>>148140572
>open
>ASMR
>close
>>
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>>148140502
mfw I had to cut back on coffee because it was fucking my stomach too much.
>>
>>148140498
Feedback from IRL playtesters is watered down even in professional playtests. In my country it is even more than others I think.
>>
>>148140685
>open
>made by gogem
>close
>>
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>tfw you color pick from environments of other games and hope you don't get caught
>>
When it comes to Gamedev. What are enum States? and how am I supposed to use them?
>>
>>148140137
>>148140502
>>148140690
I haven't had coffee in many years now. Why aren't you guys trying tea? There many sorts, just a bunch until you find one(s) you like.

Don't buy teabags though, they're acid and taste like iron. Get a teaball and buy/order real tea - nah it's not more expensive, all the opposite.
>>
>>148140868
>how am I supposed to use them?
Very carefully.
>>
>>148140778
You could slightly alter their colors. If the # is the same then it's kinda dumb of you.
>>
>>148140729
I don't mean just playtesters, I mean like, mentors and other game devs

If you're working on your game all by yourself at home you are not very likely to finish
>>
>>148139382
If you removed the bones on the cape, it would probably be great. Btw, in the left frames, you have a solid dark area at the very top of the cape which looks like a void. Makes it look like he's holding a tower shield.
>>
>>148140868
In order to officially become a noob.
>>
>>148139334

twinstick shmup, structure's more like BoI
>>
It's like World of Warcraft but with all the features from the start
>>
>>148141036
Oh, that is not a problem for me.
>>
oh fuck, I was writing some texture atlas shit for unity but it actually repacks everything behind the scenes

I don't know if I should feel good that it does it automatically or bad that I wasted time on this
>>
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>>148135796
Game Name: Dark Elf
Dev Name: Anonymous
Tools Used: Aseprite
Website(s): None
Progress:
+Darker Elf (new palette)
+Fixed tit size on portrait... I think
+Improved kick motion I still can't decide whether I like it or not
-Realized legs are too short
-Will have to fix all frames of all animations
>>
>>148141694
Post portrait. Post animations. Post anything that isn't that fucking sprite.
>>
>>148141673
Sure thing pal, that's what all the neverfinishdevs say
>>
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>>148135796
game: Throbot
tools: PS CS6, GM:S
site: http://scarfdev.tumblr.com/

+basic platform and slope stuff started
+designed player character/ made some sprites
+upgraded from notepad document to slightly more specific documentation for game plans
-only 10% done with player sprites
-have 0 enemies or platforms sprited
-can't suck it up and use placeholders
-fuck sprite sheets
>>
>>148141694
Have you ever showed anything else than this particular sprite? Just asking.

Anon beat me to it.
>>
>>148140889
Yeah, I switched to green tea when I had to stop with the coffee. I didn't like it too much before, but now I'm crazy for it.
>>
>>148141694
This is my favorite agdg game
>>
>>148141810
I think you need to copy exactly what the Recap Format say so the automatized program thing add your post.
Also those are some sweet animation, hope you post some webms of your game when you got something made.
>>
>>148141786
but anon i am the mentor
>>
>>148140729
/agdg/ is pretty weak for gameplay feedack, but excellent for marketing feedback.
Just count the (You)s.
Having other devs give you gameplay feedback during demo day is good, though. Most IRL playtesters are not game designers, but devs will give suggestions for gameplay in the thread.
>>
>>148142354
Most people who buy and play games are not game designers
>>
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MC concept on the left I guess.

I'm kind of trying out a style that apes Cave Story and Paper Mario 64.
>>
What's the simplest path finding algorithm around?

I'm looking at A* and breadth first search but I'm kinda confused.

A* looks really complex and BFS looks relatively simple and they look like they give similar results.

Can somebody give me a rundown on these path finding algorithms?
>>
>>148142532
CUTE
>>
>>148142274
>the automatized program
Anon's a robot? I thought he was dead

>>148142532
Looks nice but having outlines that light might limit your color choices, so i'd say lower it just a bit.
>>
>>148142597
A* and BFS are the same, the only difference is in how they pick the next node to expand

try implementing BFS and then A* should make more sense
>>
>>148132835
I've considered ways of getting more reach. Marketing and such. And after some thought I think maybe giving keys to sites like g2a or hrk would be beneficial. If you could come to an agreement where they're only given away randomly then that'd get the game more reach.

Is there something I'm missing here? I don't think it'd affect my game negatively to _look_ like it's being farmed by g2a or hrk.

The idea is to flood the service with your keys so when they do their random keys shit they often pick your game. Not to offer it for sale on these sites directly (not below steam/humbebundle prices anyway).
>>
How do I draw a ship that doesn't look like penis
>>
>>148139569
The mines work as an invisible wall.

it is a lot harder to dodge the enemy torpedoes when you don't know how much room you actually have.
>>
>>148142597
A* cuts out paths that it knows are bad, but BFS search is basically an expanding square, so you'll get O(N^2) search time. A * is O(Nlog(N)) maybe? It's smaller at least.
At a small scale you could get away with both.
>>
>>148142532
Really nice, friend.
>>
>>148142698
Short and sweet, thanks!
>>
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>>148142778
Take inspiration from VTOL's rather than spaceships. Space ships are just the patriarchy's way of asserting it's dominance. VTOL's fight for freedom.

Every good faction uses VTOL's. Bad factions use strike ships.
>>
>>148142532
you are missing skeletons, a robot, a child, and a scaly.
>>
>>148142597
This is a good resource for understanding what they do in practice.
https://qiao.github.io/PathFinding.js/visual/

I'd say you should go with A* or a variant though, simply because it's rather efficient (doesn't _really_ matter on modern computers), produces a good result and is simple to implement.
>>
>>148142778
Why would you want to do that?
>>
>>148140572
Thanks anon for playing Tender Arms. It's a shame that it wasn't your first run, but the comments did help - fixed the overlapping text and you can select your own tile using "space", the controls should be rebindable at some point.
>>
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>>148142778
Stop thinking about penises
>>
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>>148142778
You need inspiration.
https://1drv.ms/f/s!ArdiMPwFCbN-k880kSWurQQVBqhiEw
>>
>>148143215
>>148142941
>>148143272
This. The male mind is drawn to the penis when there's no other inspiration.

Good thing it's fairly aerodynamic.
>>
short mall preview + rocket launcher
>>
>>148142683
I think he is dead but he uses some kind of script that make the work for him, that's why the posts needs to follow those specific rules.
>>
>>148143343
>low poly
>triggered
Thread replies: 255
Thread images: 219

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