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AGDG DEMODAY TURBO EDITION - GET DEV OR GET FUCKED KIDDO
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THE DEMODAY MARATHON CONTINUES ON THE BIGGEST TV IN NEW YORK
https://itch.io/jam/agdg-demo-day-9
SUBMIT OR GET KILLED IRL
> Next (less improtant)Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

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

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

> Previous (Less good) Demodays
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: (lol) 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/
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>tfw u finally submit a demo day demo
feels gud to b a yesdev
>>
No game is better than bad game.
>>
>>147880415
>implying I have a demo
not for you bullies anyway
>>
>>147880745
What isn't an excuse? Is there a real good reason to nodev?
>>
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>>147880869
sounds about right
>>
>>147880632

Forwarding this to new thread.

Feedback here for several devs, if you guys hadn't seen it yet. I also copied these comments to your itch.io pages so you have it documented.
>>
>>147877774
>Then I went on to work on a platformer that I gave up on, which had character movement mechanics implemented, so it was playable.
>I've made a few other "games" since then, to be fair they were more proofs of concepts than games
Is this who I think it is?
>>
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Play my game!

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

FAQ:
>G drops current held item
>Shop is on northwest side of map
>Save and Quit (to main menu) on the Tab menu before entering the shop to save planted trees and saplings
>>
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>tfw made just 20 minutes' worth of progress today
Fuck.
>>
>>147881137
That's Robert Downey's Jr. height in time units. Work more.
>>
>>147880869
>>147880993
>still trying to make yourself feel better for being a nodev among gamedevs
Why? Do you hang out in /fit/ and tell everyone that it's okay to be fat and weak?
>>
>>147878025

>Crouch
It shall be so

>Difficult to dodge
This is actually something that's been bothering me so far. The enemy AI is really rudimentary at the moment. When they see you they just shoot constantly in a set random cone. I have some ideas to make them more predictable so it won't stay this way for release.

>Multiplayer
I know, god I know. I really want it to have split-screen like Perfect Dark or Goldeneye but it will have to wait until I'm completely done with the singleplayer as that's the focus.
>>
>>147881252
>Why? Do you hang out in /fit/ and tell everyone that it's okay to be fat and weak?
You now realize every board/general/community/whatever has people like this, quite a lot of them in fact.

That is humanity.
>>
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Reminder that space jam is still on.
>>
>>147881023
>my game not played
:(
>>
>>147879793
There's a WASD control option and Xbox controller support (recommended obviously).

Esc opening menu is standard for all games.

And yeah you can remap the controls.

Lots of "different feeling" stuff is planned and in the works.

>>147880452
>>147880761
Thanks for all the thoughtful feedback though. I agree with a lot of it, and many things are still early/rough so look forward to future progress. :)
>>
>>147881312
Awesome, sounds cool.

Maybe for the enemies, you could make it so they shoot at a certain point, that follows the player's coordinates, but somewhat lags behind by a second or so? So if you're standing still, they'll shred you, but if you're sprinting around, you can generally stay out of their line of fire?

Just an idea. I can't into3D so that might not be the right move.
>>
>>147881495
Sorry man! I worked 9 hours today and I want a little bit of me time tonight haha. Which game is yours? I'm going to play some more tomorrow.
>>
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>he's not devving his android game on android using raw Lua with no sprites
What kind of nodev are you
someone save me from this hell
>>
i believe in you, Anon
>>
>>147881685
You can run Lua on Android?

I'm asking because you used the word "raw" so I assume you're not using any framework or library to facilitate that process.
>>
>>147881486
Well the strange thing is that you won't find anyone on /fit/ making arguments that it's okay to be fat and weak.

But you'll find more than a handful of people in agdg or even steamchat who think it's okay to hang out with gamedevs as if they are a gamedev themselves when they're not.

I know that deep inside they know it's pathetic and are just trying to justify it, but why even try to justify it? Where does that need come from? Fat and weak people in /fit/ don't spend time trying to justify it.

If you want to be a shitposting nodev, just do it. It's when you make excuses for it that the shame is obvious.
>>
>>147881685
>mobile shit
kys
>>
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>>147881680
play mine if you can! >>147881064

i'm really starving for some feedback. there's some rough edges here and there but i want to know if i'm headed in the right direction. i only got 20 downloads so far
>>
Free released 2D or 3D cute girl when?
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it's 370mb but maybe 1 or 2 people will try it out

I'm mostly just curious if it runs on other people's computers
>>
>>147881976
What the fuck do you think this is, 1998?
>>
>>147881852
Well, if you change it a little you can. Actually, I'm using the Lua Scripting app which uses the LuaJava library, that adds some useful functions to game and app development
>>
>>147881896
I can check it out tomorrow probably. Don't feel bad, I submitted mine at 6am and I don't have many more downloads :P
>>
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snek
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>>147877778
FEEDBACK #2
- You've done well to present the immensity of space
- The back button on the options screen is a bit hard to notice
- Page Up/Page Down should move the zoom level in pre-defined increments - right now they seem to be "hold down to instantly zoom out to ant-size / ship-covers-the-whole-screen size"
- I think targeting a ship should highlight the ship
- The space background could use some work (understandable for a demo, but I think this will be very important as you continue making the game... a really nice dynamic background would really make the atmosphere)
- In the tutorial, I locked onto the nomad, rammed it to death (didn't realise you had to do that... I was looking for a shoot button) and then tried locking onto the farm ship but only 4 coloured empty boxes appeared at the top instead of the previous list of ships
- That 'boink' sound when ships are destroyed.......
- Flying a small fast ship is really fun
- I like the big "laser lines in space" thing in huge combat zones, reminds me of Legend of the Galactic Heroes
>>
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http://www.strawpoll.me/10702263
>>
starting today's nightly game

the theme is "infinite runner"

everyone is welcome to participate.

time to make a game in 1 night!
>>
>>147881883
Yea
>>
>>147881896
>20 downloads
>only
>>
>>147882271
>http://www.strawpoll.me/10702263

Raiden > Gradius

I do like Pulstar and Blazing Star quite a bit though.
>>
Played the wingman game, really amazing work for one person. My only gripe is that the green indicators for enemies was confusing and the boxes were hard to see. Please just make enemies red and friendlies green and make the boxes much more distinctive (darker color and bolder). I'm not sure about all the keyboard controls, so maybe these already exist, but a "target enemy under reticle" and "target closest enemy" would be useful.
>>
>>147877910
FEEDBACK #3
...I actually already gave you feedback vampirefu-dev

You should see my feedback on your itch.io page under the name 'zeroquest' (I think I posted it in the thread the other day too)...
>>
Playing Pug's game. Next to Neetdev he's the only one of you faggots I ever cared about. I guess Arikado is cool too.
>>
>>147882101
I'm in Nicaragua with shit internet so I didn't download anything over 100mb
>>
My game has 1 (one) download.

Where do I go from here?
>>
>>147882429
>one person
>>
>>147881137
I didn't made any progress at all today, but at least now thanks for the feedback I know all the shit that needs to be fixed.
>>
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Jelly game developer here.

I read through all the responses I could and will take not. It seems like one of the biggest complaints is the floaty controls which I will try to fix. I would prefer them to be more direct like a normal platformer.
>>
>>147882558
2 downloads.
>>
>>147882271
D I A G O N A L
I
A
G
O
N
A
L
>>
>>147882558
Pitch to VCs
>>
Didn't the ninja arena dev say he might put a demo out this time? Getting nervous.
>>
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It's been a long road, getting from there to here. It's been a long time, but my time is finally near.
>>
>>147882602

Take note*.
>>
Who is Skeleton Boomerang-dev? Have they actually posted progress here before, and how did I miss it?
>>
Spriting is way harder than it looks, people always give "lol retro" games a lot of shit but I can't even do those kinds of graphics.

I hope you all like colored rectangles
>>
>>147882558
post link I'll review
there is still a day left to submit too, you'll get some stragglers
>>
>>147882739
Just a whodev. There are lots of them.
>>
>>147882713
noice
>>
>>147882713
dang, that's looking really good now. you've got all the pieces
>>
I don't know real programming but the times I tried scripting I always tried to keep the code as autistically efficient and short as possible even if it looked confusing and broke completely with a stiff breeze.

What's the right programming language for me?
>>
>>147883025
perl
>>
>>147883025
haskell
>>
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>want to make content
>try to draw an enemy
>give up because cant draw
being a programmer is suffering
>>
>>147882897
Why do they come here and force their way into our demo day? I looked up the game and it already has a decent following on tumblr and elsewhere. Why take attention away from the poor devs here who post progress regularly?

They're the 2nd most popular game now (if itch.io's sorting really is by popularity as it seems to be). Only the idol one is beating it.

Feels like we should have moderation or something.
>>
A game where you are a cool dude and you must defeat the bad dude.
>>
A game where you are the bad dude and you must defeat yourself.
>>
>>147883025
you're a functional autist.
go pick up haskell or some other flavor.
Per))))))))))))))) will trigger your autism.
>>
>>147878136
FEEDBACK #4
...I've also already given you feedback, sorry. I was the one in steam chat who gave you live feedback.
>>
>>147878469
Thanks for the feedback anon, and you're spot on with all of what you mentioned with a few exceptions of things I didn't know were a thing. To answer some of your issues though (these aren't excuses I mention I'll fix them, just explaining the current mechanics):

>The light isn't coming correctly out of either the red and the green lantern.

I hate those things. Yeah. Sorry about that.

>The Dark levels are completely unfair without a lantern, it's just poking around without any hint of what the level looks like.

This is fair, originally there was no yellow light and my friends that playtested it suggested making it easier, should I make the background a darker shade of grey instead of the same color as the walls?

>The hurtable, red lights are so subtle I had to die half a dozen times to notice what was going on.

I've been having trouble conveying those being bad. Maybe just an image showing that it's bad or a dog running into it in a level before?

>The tutorial level with the fireflies is terribly hard to understand what to do since the button only works randomly.

If it's the chase level, the button is a Kaizo mario button, it creates a block making the level unbeatable. Skip it and jump on the green fairy coming in from the right to get the height needed but like I'll say in a second, I'll make this a fixed value

>The green dots that make you jump higher have completely arbitrary values of how high they will send you.

Green light height is dependent on how long you've been in contact with it, coming from bellow will send you higher than coming from above, but since you think it's random I'll make it a set amount from now on like the green arrows do.

1/2
>>
>>147883194
>Why take attention away
For attention and visibility, obviously.
That's how marketing works and those devs don't give a fuck about agdg.

I would usually point it out but it's useless considering that we have idiots here defending them.
>>
A game where you are a cool dude and you must defeat other cool dudes.
>>
>>147883194
>Feels like we should have moderation or something.
Put one of those cocksucking shitposter mods from steamchat on the job.

Oh wait they all say 4chan is shit and that they never read the thread so they would have no idea who is a whodev anyway.

No idea if vine even keeps a watch on the threads anymore either.
>>
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https://itch.io/jam/agdg-demo-day-9/rate/74917
ok, the 64-bit version is uploaded. uploading 32-bit now. but if anyone is curious and doesn't mind a big download, feel free to let me know if it works or not
>>
>>147883271
that's my life
>>
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TacticalRPGdev does this means that my toaster can't run your game?
>>
>>147883364
vine just wants more people for her demo day she doesnt give a shit about agdg
>>
>>147883315
>>147878469
>The kick action seems to have no use, though I haven't played all levels yet.

You have to be standing directly next to the object or carrying it to kick it. I'll make this more lax on the distance or give him a cartoonishly big foot to kick with when he does battletoads style.

>The player has absolutely no notion of what's going on since there are no "holding" or "jumping" or even "standing still" sprites.

There is technically a standing still sprite, it's him looking around. But you're right I've been procrastinating on the holding and jumping sprites.
>>
>>147883426
It probably means I can't write shader code. Mind sharing your graphics card?
>>
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now drawing a scaled 480*360 playfield in the window
>>
>>147883147
Whaddup see >>147882762
>>
>open social media
>cops cops cops!black people black people black people!
>walk outside
>cops cops cops!black people black people black people!
>watch casual fun comedy show
>cops cops cops!black people black people black people!

wheres the meme game agdg
>>
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>>147882268
> rammed it to death (didn't realise you had to do that... I was looking for a shoot button)
It should've said to press the C key, it didn't?
>That 'boink' sound when ships are destroyed
Are you listing this as a good thing or a bad thing?
>4 coloured empty boxes appeared at the top instead of the previous list of ships
You're supposed to click one of them, each one of those buttons is to list ships from a specific team.
>>
>>147883746
getting sick of this shit also
>>
>>147882602
yes anon, your controls are shit, make it so it wasd update with the rotation. W will always be pointing where the head is at,A to the left side of the body and D to the right side of the body. i quit the game within 10seconds from pure frustration. would love to test it out in the future if you manage to fix those darn controls.

game looks beautiful by the way =]
>>
>>147883859
Do you know how I know that you're white? You're whining about the supposed whining of others
>>
A game where you shoot black bomber maniacs as a white sniper.

I call it Team Fortress 2.
>>
>>147883315
>should I make the background a darker shade of grey instead of the same color as the walls?
I don't think that's a good solution. It would be just like a normal level but a darker background. If you really want to make levels like these just make the light radius around you bigger.

>If it's the chase level, the button is a Kaizo mario button, it creates a block making the level unbeatable
I see, I beat it without knowing what I did at all. But it wasn't really a chase since I just used the bug of falling in a hole and getting HP.

>Green light height is dependent on how long you've been in contact with it [...]
I just had real problems with it in the bug level. If I jumped from the yellow to the green it was completely ineffective, so I had to hurt myself on the red and then touch the green. This change is up to you.
>>
>>147883746
All my games from now on with have zero black people, or any ethnic minorities because I'm sick of hearing about it.

Cops don't just go around shooting niggers. Cops only shoot people who are

>being belligerent and failing to comply
>do something really stupid with a knife/gun like charge them
>have concealed and illegal weaponry

Black people are so fucking stupid. If you just comply with the cops you're not going to get shot.
>>
>>147877089
I don't mind, I enjoy the style very much. Where will it be available? You should advertise it in agdg when it's done
>>
>>147882271
>>147882426
>RType
>Thunder Force
>Metal Black
>Gate of Thunder
>Einhander

Horizontal shmups are for people who like videogames and fun.
Vertical shmups are for people who like high scores.
>>
>>147883943
What color does it make you if you complain about someone's complaining?
>>
>>147884027
lmaoing at your white privelege

black guy in the car wasn't any of those things
>>
>>147878471
FEEDBACK #5 (Charlotte's Dream v0.2)
- It would be nice if the environment was more animated (e.g. the water)
- Guitar riff on power slide when? (sounds when?)
- Took me a moment to notice the 'pile of sand = crab' thing... although I guess that's just me being silly, but maybe make it slightly lighter/glowier than the normal sand to make it more obvious?
- The "you woke up" sequence is great
- Cute animations
- The hermit things aren't that bad, not sure why someone was complaining about them before
>>
>>147883910

I don't think I will be making it like that. I would rather prefer it to work like old platformer controls. using A and D to turn while using W to move forward sounds very strange.
>>
>>147882271
The shmup I made is horizontal, so I think the answer is a bit clear plz give feedback

>>147882669
Zaxxon and Motherbase 2000 are cool and all, but most games doing that fall flat on there faces.

>>147884163
holy shit are you me
>>
>>147883982
Oh yeah, I understand what you mean. I thought of it as a damage boost in order to reach it, these instances were supposed to make the player feel clever not uncertain if that was the intended route, I'll think of something. Maybe remove the yellow one entirely? Or the red one.
Good luck on the boss if you get to it, it's the big door at the bottom. The chase level spits you out to the hub just before it.
>>
>>147884315
who gives a shit about a single event happening.
there's so many people in the world, bad things are bound to happen
>>
Game development.
>>
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>>147884685
RRRRREEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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I think it's far enough in that I can can reply to feedback. Thanks to all the devs who played and reviewed!

>WASD for panning
Done. I'll have remappable keys in the final version of course.

>Move several squares at once
I tried to implement this, using the pathfinding that I used elsewhere, but it clashed with some previous assumptions I'd made in the code. I'll definitely add it soon.

>UI / Clarity
One of you suggested that I add a UI with all a unit's information, abilities, size, type, etc. I already had that coded up but it was ugly and incomplete, so I left it out. A few of you still managed to figure out the gameplay!
Another reviewer suggested NOT adding any real UI, and letting the player discover everything themselves.

So I'm torn between a minimal UI, or a very cyberpunk baroque ui where every marginally useful piece of data is shown at once. I don't really like the middle path of a standardd UI.
>size of this unit's trail
>this unit's head location
>unit at the mouse's head location
>unit at the mouse's abilities
>distance between head and the mouse location
>and more

I already am tracking all this info in the code, so the only work is making a UI for it.

(1/2)
>>
>>147884530
>Zaxxon
Holy what, I might be.
>>
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>>147884685
Just a few more hours and I'll post it
>>
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So redid the tank to be more low poly.
Only 334 tris.
>>
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Staying up all night to dev, demo tomorrow.

This was a dumb idea, even if I can code it I don't know how to design a fun shmup.
Not to mention I suck at them
>>
>>147884593
You.
I like you.
>>
wait
if you made a SHMUP, link me right now.
I want to play them.
>>
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Updated the demo with a target direction indicator and some minor balancing changes to the levels. Hopefully the former will make the player's target easier to follow on more crowded levels, but I'd like some suggestions on what else I can do there

I'd also like some feedback on how much more effort I should put into this. The core gameplay feels like it's coming together, but I'm pretty burnt out so I'm not sure if I should just finish the gameplay and release it as a short arcade game, or keep going and do tons of extra shit like a story mode, half-decent graphics and music, and extra gameplay stuff. I basically just want some honest feedback on how much potential this game actually has

Also, where should I start posting if I want to get a bit more attention? I mostly just use twitter to document my progress for my own sake. Is tumblr or anything like that any good?
>>
>>147877394

thank you for the very detailed feedback! ill do my best to improve everything
>>
>>147884943
https://itch.io/jam/agdg-demo-day-9/rate/73660
>>
>>147884858
low poly vehicles/textures are cool
someone should make a racing game like that
>>
>>147884741
(2/2)

>Is it based on Spybotics: The Nightfall Incident?
Yes it is. Those devs really stumbled on a v good mechanic.

>Delete from tail to head or vice versa
Right now all abilities simply cut off the tail of the unit. I wanted to experiment with the mechanic instead of simply cloning nightfall.
Nightfall became a race to deal damage in later levels. There was also a degenerate stragey where you pumped one unit so big and so fast so that it could always outgrow the enemy team's DPS.
()Fiddle + Heisenbug for any of you that played it. )

All that said, I'll try a build that imitates Nightfall more closely.

>AI is stupid
Yep. I'm aiming for dumb but predictable. If anything it's too smart right now. Really predictable would be stuff like go forward till you hit a wall, then go left.

>Best strategy is to wait most turns
That is a serious problem. I find that advancing crosses tend to wipe out hands, but maybe keeping a fully powered cross is enough to fend off advancing AIs?

Also this meta is stupid because it only has 2 units. I've coded up at least 5 working units, but I didn't like how they played for Demo day. Adding units is my next priority.

>>147882192
thanks for the fanart :^)
>>
>>147884321
Thanks for the feedback anon!
I'll add sounds one day, I've got an actual guitar so I'll just play all the chords and stuff for the guitar attacks and use that. Not sure what direction I'll be taking with the other sounds though.
>>
>>147884881
It's ok maiddev I still love you
>>
>>147884858
Needs more texture detail, specifically the turret. Rear could use mesh detail in the form of fuel tank and other shit that was on there irl
>>
>>147885030
Hmm, a spybots nightfall game. I'll have to give it a try, then
>>
>>147884967
>2D Dogfighting (Ace Combat 2D)
You really improved since the last demo, flying feels better and the missiles actually hit when you know what you're doing.
But man, stop working in anything else, because this game needs sound effects urgently. I don't care if they are silly stuff or end-product shit. Just do it.
There's no sign that you hit the enemy or not, there's no sign that you're being chased, there's no sign that you've been hit. Just plain, uninformative silence.
I put Comona to play and went into level 2 and the game suddenly got 10 times as fun, though I was still completely unaware of most of the current happenings.
Next Demo I want to see some SFX on this game. No excuses.
>>
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>>147885105
Thanks anon
>>
Question: Should platforms interpolate their movement to make them look pretty?

I'm conflicted because I think the more predictable they are, the better
>>
>>147884967
Make an arcade game first. If it's fun as an arcade game it can be fun as a story/mission game. But no story will make bad gameplay good.

You need machine gun visuals badly. Even a placeholder laser would be ok.
>>
>>147885024
Thank you for this awesome game demo. Its so aesthetically pleasing I can't stand it.
>>
reminder to put a functioning "end" part to your demo otherwise im stuck in limbo with my dick in my hand
>>
>>147878753
FEEDBACK #6 (TacticalRPG)
- I think you need a better explanation of what you're doing right when you start the game (when you're placing units) - I thought the game hadn't loaded the textures/models correctly when it was just showing black and a few tiles, and then I tried soloing the fight with just 1 dude
- When your turn ends you need to select a facing direction... is that so you can avoid being attacked from behind? Just seems a bit weird as I wasn't sure what it was doing
- The action is a bit slow - if possible I'd speed up almost all animations x2
- I like the cel shading aesthetic, although I think the grass looks a bit out of place - I think a cleaner, more solid colour look would be better
- Does Chivalry do anything?
- Overall it looks like you've got a solid base for the SRPG mechanics to work from, mostly just needs a lot of polish and user friendliness improvements
- Wow did you make your own engine?
>>
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>>147883426
This issue is maybe fixed if you're willing to download the latest version.
howdogamedev.itch.io/tacticalrpg
>>
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>>147883746
I wish you were exaggerating
>>
>>147885025
p.fun so far
gotta change those backgrounds or sprites though.
very easy to lose your place.
>>
>>147885815
>using tumblr
well there's your problem
>>
>>147880858
You did good.
Greatjob, anon.
>>
>>147885329
I've been putting off sound effects for so long, it's just something I don't know anything about. But yeah, it is definitely time I start working on that. You inspire me

>>147885516
No matter what I'll finish it as an arcade game, gameplay first. Story and all that would be really long-term, and even then I'd probably include a simple, no story arcade mode in the final game because I do want the gameplay to stand out more than anything

And you're definitely right about machine gun visuals. I have some old graphics from when the machine gun actually created projectiles rather than just using an area of effect, maybe I can use those just as visual flare
>>
>>147885025
What are you making this in?
>>
>>147885815
whats a "pro feminist"
>>
>>147885989
>I've been putting off sound effects for so long, it's just something I don't know anything about.
http://www.bfxr.net/
>>
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I'm not playing any demos. It'll only remind me of all the demo days I missed.
>>
>>147885829
The anon that linked it isn't the author, I am.
But yeah, I've been getting that a lot, and the first thing on the list after the demo was to re-do the player's sprites to make them more visible and less shitty. The backgrounds used to be a lot worse imo, but I apparently didn't tone them down quite enough.

>>147886040
Game Maker.
>>
>>147886064
someone whos really good at yelling
>>
>>147884858
Will it be /pol/ tier?
>>
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Fixed the issues of the character fucking disappearing when she jumps to high, and getting stuck on wall/invisible walls because of the knockback (and now I have this weird thing with the enemies)

Thank you for your feedback guys! hope I can make this game more solid and interesting for the next DD.
>>
>>147879832
Thanks for the feedback!

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

I'll keep everyone else in mind. Thanks again!
>>
>>147886131
>Game Maker.
May I ask how you're handling level setup and enemy spawning? Just a really huge room or are you using some sort of director? I'm trying to make a shmup in GM as well and I feel kind of torn between the two methods.
>>
>>147885989
If I were you, I would publish the game complete as the arcade mode and put aside the project for a while. Make a prototype or another game. Come back to this game or make a "sequel" if players demand a story, but don't sink too much time into this one project past completion.
>>
>>147886064
No amateur
>>
>>147850247
I know that feeling, except I'm too stupid for programming in general
>friend and I have a pokemon kick
>decide to have a friendly competition and see who can create a cooler Ditto IV calculator, given any ditto attained from the friend safaris
>friend finishes his within three days with a nice UI and Ditto theme
>I couldn't even get a working input field for stats in order to begin calculations
>a month later friend stops asking to see my ditto calculator because he knows I don't have anything that is remotely functional

I just mostly sit here discussing what anons have made until I can't take the bitter resentment anymore and kill myself.
>>
whats a "pro dev"
>>
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>>147885650
- Deployment Instructions: You're correct. I sometimes miss simple stuff like that. I'll add something to explain what's expected. The deployment screen is very barebones.

- Facing Direction: Only a few skills take this into account, including the basic attack. It can affect the damage and the evasion chance.

- Action Speed: You're right. It is a bit sluggish. I'll look into speeding things up.

- Grass: Most of the stage textures are placeholders. The grass is one that's pointed out a lot. I'll try to come up with something better.

- Chivalry: No. It's a job class without any skills. "Guy" is pretty worthless.

- Polish and User Friendliness: I agree. I'm missing a lot of things that a user needs. I think, as you've said, my base is solid and I can start pivoting more towards things like that.

- Engine: Yes, it's my own engine. I find it pretty easy to use. Allows me to work on games like this SRPG and things like what's in my WEBM.

Thanks for all of your feedback. It's invaluable and helps me see a lot of things I easily miss.
>>
>>147886401
a dev who wins demo day
>>
>>147886401
A professional game developer.
AKA someone who doesn't post here
>>
>>147886565
Is it a competition?
>>
>>147886434
this would be an interesting idea if you didn't try to copy pacman

you can't just make pac man in first person and have it work, you have to adapt it
>>
>>147886292
Timelines. Spawn the enemy ~5 pixels off screen and time it from there, or if it's level geometry you want to be exact, have the X origin at 0 and spawn one pixel out of view. The room is a bog standard 480p size, and the only thing natively going on in it is a couple of objects to imitate the timelines.

The downside here though is it's kinda hard to get things frame perfect exactly placed, but with enough tweaking you can eventually get things smooth enough.
>>
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Stop adding games, I spent the whole day playing your games, and now I have to find what I have not played and add it to my excel and stuff.
>>
>>147886715
no you don't
>>
>>147886715
thats why you should have waited till the end of the submission period dummy
>>
>>147886565
official tier list eagerly awaited
>>
>>147878869
FEEDBACK #7 (2D Dogfighting Demo)
- You really need to add the visual/sounds for taking/receiving damage... I know it's just a demo, but adding just placeholders for either of those would improve the game 10x!
- In the bombing mission I'm not sure what sort of strategy you need to use to not die (since you can't exactly dodge right)
- I didn't realise you needed to get the circle indicator over an enemy (turning them pink momentarily) to make your missiles home in (at least I think that's what it does)... it'd be good if you mentioned this somewhere (unless i missed it sorry)
- The actual flying mechanics seem solid and work pretty well
- I think I'd reduce the # of missiles it takes to destroy a ship and if possible make it more difficult to get behind an enemy, so it feels less like missile-sponge-gameplay and more like those scenes in movies where they get behind a ship and one-shot them
>>
>want to learn how to pixel art
>try learning
>give up the first day because you're shit at art and realize it'll take more than a year to make anything decent looking
>>
Should I learn c++ completely or immediately start making pong or some shit.
>>
>>147886376
Me too, dude. I like doing art because it comes more naturally to me. I literally have 20 tabs open with tutorials and a Google page on call because of how often I have to look things up. the worst part is I'm not even new, I've been doing this for ~two years now

However, I've found that solving programming problems is one of the best experiences. It's what keeps me going.

We may not make it, but it is pretty fun
>>
>>147886215
Does 2 player not use the mouse? Basically it's just a bit janky to have players/enemies always snap instantly to the direction they need to face. If you found a way to smooth it out, even if it made it take 5 frames instead of 1 frame, it'd look alot smoother.

Its a fun game though. Definitely on a good track.
>>
> 1 download
I don't remember if I clicked on the download link myself or not...
>>
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>>147886782
I did. I'm a fucking NEET afterall

>>147886889
I have work to do and I need to start as soon as possible.
>>
>>147887075
http://www.learncpp.com/
1-8 minimum
>>
>>147886685
Making PacMan in first person was the point though. It was my first attempt at 3D and I needed something simple that I could learn from. Never really planned on taking it further than that.
>>
>>147886709
I see, that's pretty helpful. Thanks anon.

Great job overall on your shmup, by the way. Only thing I thought was an issue were the busy backgrounds. Pacing and action were pretty good.
>>
>>147887047
Story of my life.
>>
>>147887253
Will this teach you c++ or is it just another trash online tutorial?
>>
>>147887154
post the link faggot
>>
>tfw released two games on steam
>tfw still feel like a nodev
because they were both garbage and nobody bought them
>>
>>147887456
it will teach you c++.
all text.
>>
>>147883536
An integrated Intel Chipset Family something something
>>147885794
I'll try it.
>>
>>147887529
link 'em senpai.
>>
>>147887208
WHAT'S THAT HIDDEN COLUMN NAME?
>>
If I make my game require an xinput controller, how many people here can play it?
>>
>>147887529
I will buy both if you link.
>>
>>147887520
https://hapro.itch.io/newnewsorpigal

I just realized the controls aren't listed on the jam page, so hopefully if anyone tries to play it they figure out to go to the real game page.
>>
I don't want to be one to beg, but if you liked my demo please don't forget to vote for it

thanks :)
>>
>>147887745
don't forget to like and subscribe to see more content like this :)
>>
>>147879462
FEEDBACK #8 (Falling)
- This art...
- Make the angels start flashing when they're about to disappear (I thought I could be smart and stay on the same angel for ages)
- I like the physicsy platforming (with the rotations), made for some interesting situations when the wings arced up
- Good as for a nightly game (assuming this was one of your nightly games)
- I got to 60 then stopped
>>
>>147887640
>>147887690
>two garbage games on Steam
clearly its googem
>>
>>147887653
>not supporting gamepads and KBM
>>
>>147887745
setn ;)
>>
>>147887047
>want to learn how to make games
>try learning
>give up art after the first day because nothing I made looks even close to what I want it to be
>give up on writing after three days because everything I write is cringey fanfic shit that would make your average human being projectile vomit
>give up on programming after a month because I can't even get basic windows functioning and everything is unoptimized as fuck and is actually worse than your average indian code monkey that overuses the shit out of if/or statements
>delete everything and go back to drinking and playing video games
>>
>>147887794
I hope your taking feedback from this thread too, because cross necro post is silly.
https://itch.io/jam/agdg-demo-day-9/rate/73660
>>
>>147887802
>gaggems
>calling his games shit
>>
>>147887208
>I'm a fucking NEET
>I have work to do
>>
>>147887723
delete that inventory screenshot. it looks like a screencap of the editor
>>
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I tried changing the movement to a direct vector based movement instead of unity's addForce stuff. Although jumping out of water now is kind of hard and I might have to completely reprogram it to be 'simulated' gravity but I have no idea how. It may take a while. but at the least people might appreciate the sharp response time in moving around.
>>
>>147887836
I learn my programming from my CS degree but I've been using cgcookie for blender stuff this week and it's really helpful in terms of maintaining
my attention on learning stuff
>>
>>147887825
:D
>>
>nothing can knock idol commander from first place

kek
>>
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Too many bullets?
>>
>>147887836
desu it makes no sense to ever make art at all. today there is so much content that you will never get to experience, why bother throwing more shit in the fire?
>>
>>147888180
I will have a game next demoday.
>>
>>147885498
Please answer!!!!!
>>
>>147888180
how is place calculated anyway?
>>
>>147888228
Too big of a player hitbox, pham
>>
>>147888228
Your scale is whack, the bullets need to be bigger.
>>
>>147888228
If you want to make a bullet hell game, you either need to make movement slower and the hitbox smaller.
>>
>>147888270
Draw us a picture please.
>>
>>147888371
Whoever gets the most votes
>>
>>147888180
I'm going to add a secret porn minigame to my game in the next demoday
>>
>>147888371
Waifu cuteness
>>
>>147888238
because the shit you throw into the fire is YOUR shit, you made it, and it is everything YOU want in it and anything else injected is allowed since you have direct oversight over it

it's your baby, and even if it's a piece of shit you love it in some deranged angry way. you throw it into the fire because you hope it'll explode and make the other people standing around the fire go holy shit that was pretty cool. and even if it doesn't blow up, you can at least say you made your dream come to life.
>>
>>147888530
are you meming
where can I vote
>>
>>147888494
Fanart or what do you want?
>>
>>147888805
I'd take it if you're offering
>>
>>147888737
somebody should make a poll once all submissions are made
>>
>>147888036
anon you can still move forward and sideways using addforce,

when pressing W use: GetComponent<Rigidbody2D>().AddForce(transform.up * PowerVariableHere, ForceMode2D.Force);

when rotating left: transform.Rotate(Vector3.forward * Time.deltaTime * 100.0f);
when rotating right: transform.Rotate(-Vector3.forward * Time.deltaTime * 100.0f);

i use it for my spaceship movement
>>
>>147887529
>and nobody bought them
How many people is nobody? There must have been one or two sales.
>>
>>147888884
okay, hold on
>>
>>147888893
>i have a botnet
nice try
>>
>>147888893
we should start a subreddit for each jam
>>
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>>147888893
>everyone vote for their own game
>>
>>147888952

That isn't how I want it to control though. Think more like ecco the dolphin.
>>
>>147889056
best would be a multi-vote poll with limited votes
>>
>>147889056
give everybody 2 votes, problem solved
unless somebody submitted two games
>>
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Dungeon Break was a fun game I liked the graphics and sound design a lot.

I am hoping the dev continues with the game because I think it has a lot of potential.
>>
My game has a constantly operating string that holds every variable of my game. I split every number/text with a comma and use a call function for each token
>>
>>147889270
still faster than unity
>>
>>147889270
why
>>
>>147889270
what
>>
>>147889270
How well does it run?
>>
>>147888180
Did anyone even get to see the secret costume?
>>
>>147889270
EEEEEEEE?
>>
>>147889270
post Frame rate pls
>>
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apologies to all 3 of my followers for not releasing Frognok demo day 9. I will make a build for spacejam.
>>
>>147889561
I didn't unlock it but I saw it in the game files
>>
>>147888228
Not even Junko's danmaku is this dense.
>>
>>147889270
>not also serializing all of your sprites/sounds/etc. into base64 and storing that in the string too

get a load of this guy
>>
>>147889342
Haha nice one engie!
Hey how's that game of yours going?

Oh...
>>
All i have is visual basic in my pockets and i want to make a 2D vidya, which engine should i go for?
>>
>>147887921
I'll see if I have time to play it later... 8 feedbacks in a row was tough so I'm taking a break.
>>
Anyone have any good monogame tutorials? Google isn't really giving me anything good.
>>
>>147889930
Learn something other than visual basic, it won't take long
If you're insistent I guess you could use VB.net with monogame
>>
Hey engie I really enjoyed playing your demo!

Oh wait...
>>
>>147890004
No I don't sorry
>>
>>147890201

wheres ur game

t. unity dev
>>
Anyone have any lil' game tips for me??
>>
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>>147890226
Aww. Thanks anyway anon. I'll wait for someone who does. Have a cute anime for your time.
>>
>>147889247
Thanks anon. I am continuing to work on it; Demo Days gave me tons of motivation to get to work on it.
>>
>>147890354
don't make a degenerate furfag or weeb game
>>
>>147890342
My game is safely tucked inside a fully functional engine from which it can be deployed like so many of my other games were, to a nice web player or an .exe all with loads of customizable options like controls and screen setup.

My game is doing great.

How's yours going?

Oh...
>>
>>147890004
go suck a dick faggot
>>
>>147890653
Why are you so angry, anon?
>>
>>147890593
are robot girls degenerate
>>
>>147890587

ur welcome buddy keep up the good work
>>
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Spent the later half of today making all new animations. Some of them still need work (like the climbing animation) but overall I'm happy with them.

Also added a ground attack and an air attack. He's suppose to have a sword, I just haven't modeled it yet. So just pretend that's what he's swinging instead of his arm.

Trying to bust my ass to have atleast a few minutes worth of a demo by the end of tomorrow
>>
so what'd the lewd bunny costume look like?
can't be fucked trying to rhythm right now.
>>
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>>147890692
bcus my gaym wasn't ready for demo day, and it's not a space game so i can't post it in space jam
>>
>>147890692
He's an engie.
>>
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>>147890705
Not by my standards senpai
>>
>>147890705
like androids? nah
>>
>>147890838
That sucks anon. Work really hard, and your game can be ready by the next demo day. I believe in you.

>>147890856
Different strokes for different folks.
>>
>>147890705
robots can not have genders
>>
>>147890862
>>147890983
not like this
purely metal and rubber
>>
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I keep dying to this at least once.
Am I just bad at my own game?
>>
>>147891074
post examples
>>
>>147890826
I'd post it, but this is a blue board
>>
Just for the sake of conversation, does anyone here with games on steam have a lot of customers refund after purchasing? I don't know how steam works from the merchant side at all.
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