Just some more basic functionality and you faggots will be able to use this as base for your own RTS
Michael Foster
made two types of cactus enemies
one just walks slowly back and fourth, but the other follows the players inputs (and has some AI) to keep it from falling at times
it tries to BOX the player in to stab them while following their movements basically
Liam Cox
sorry to burst your bubble, but nobody here decided to make game just so they can use other peoples work instead, this is a game dev thread not a game mod thread
Noah Hernandez
Should I still post it if it's just gui screens integrating the RPG half of the game into the action half of the game?
Nicholas Kelly
nope
Parker Cruz
sure
Julian Adams
...
Eli Lopez
>tfw fell for the entity component system meme
Ryan Flores
Is your game not suited for it? It's nice being able to play as enemies to test them out.
Andrew Adams
Yet Another Child Diddler OP
Sebastian Taylor
Drawing decaptiated bodies. Whee.
Ryan King
>not knowing old /agdg/ waifus
Henry Gomez
He knows them the tranny is just being triggered by them.
Zachary Fisher
Post DinoJam stats
William Morales
so everyone here is enginedev who does not plan on finishing the game?
Christian King
>nodev triggered by devs typical.
Alexander Nelson
>post something >it instantly gets compared to some other dev's work and implied that I'm stealing their style >I have literally no idea who they are
Cooper Myers
>this video is unavailable
Thomas Davis
>12 entries >5 submissions Dino Jam confirmed for most successful AGDG jam?
>successful >most successful Stop. Just stop. You're embarrassing everyone in this thread. I sure as hell hope that itch.io will not notice how lazy you all are.
Juan Wright
>getting this mad over obvious sarcasm
Colton Moore
>such a buster that he jacks other niggas' style without meaning to
Jordan Powell
minor improvement >equipment and status card buttons are now cleaner >curses and injuries are black
Josiah Bennett
anybody have the new recap format? the old one doesnt work i think
Luke Cook
What? Almost half of the entries delivered a game, how is that not successful?
Adrian Howard
>sarcasm see
Hudson Moore
publicly visible video on Google Drive. I can see it trough FF and Chrome on Linux and Windows, both in normal and private mode. Unless you are using some serious tinfoil-hat browser extensions it should work fine. I can upload it to Youtube trough some throwaway account if you want.
Ryder Barnes
This year, I think, Bunny girl and Vampire girl was the most famous. The oldest (as in: being in development for the longest time) might be Charlotte.
Blake Kelly
>your game will never have a player-base this dedicated
Caleb Cox
Wasn't the question.
Nathan Brown
dedicated to youtube bucks maybe
Eli Russell
Had some electrical problems at home during the weekend so I couldn't post before.
Progress time: Uploaded a new build: jcs.itch.io/vampires-bit-demo No new features on it besides having a 4x resolution option, some tweaks/optimization and F12 to take screenshots, since I have been focusing on getting rid of all the game breaking bugs before adding the new content.
If you still have that bug with the vampire not appearing at the start of the level, wait for the timer to be between 50 and 30 seconds and press T to get an error code I need to fix it, because I could never replicate that bug.
Parker Lewis
>northernlion Honestly rather be who Dev than have my game be touched by this filth.
Eli Morris
>waifu agdg games are always inevitably dying The only successful waifu games are the ones with a big dev team behind like Dreaming Sarah or Memedora and they've all decided to permanently cut ties with this place.
>webm related haven't seen this dev since
Angel Campbell
momodora had no ties with agdg in the first place, he shilled here for 3 days and had a meltdown and left
Zachary Stewart
It worked for my when I used a different browser. It looks great, keep it up user
Josiah Phillips
I thought Dreaming Sara was made by a 1MA.
And yes, I'm also hoping to see more progress from that dev.
Isaac White
suddenly idea.
Easton Sanchez
I remember somebody here basically ripped off Momodora sprites or Momodora basically ripped off the sprites of somebody here. Can anyone remember which, or is that lost to time at this point?
Leo Brown
gwyn had a lot of (((striking similarities))) to momodora and was the fulcrum of the meltdown, yes
Kevin Butler
>waifu agdg games are always inevitably dying >one of them posted 30 seconds before him
Ian Russell
Make it release some steam outta nowhere.
Kevin Walker
but who is the most handsome agdg husbando?
Matthew Thompson
Having trouble finding the beauty and variation in the female dimorphism for these Firryn.
Gavin Cox
it works on a bunch of things.
John Bailey
Noir without a doubt. Even Charlotte wants him.
Ryan Morgan
>dev is pivoting into a game about plumbing
Gavin Martinez
whats wrong with there fucking heads.
Jonathan Sanders
try making them not look like shit next time
Jaxson Diaz
they're ok if they're meant to be dwarfy looking
Levi James
don't listen to the retards that is some the best drawing I've seen in this shithole
Noah Morales
Hike over to /ic/ if you want worthwhile criticism on your drawing.
Jose Clark
>Even Charlotte wants him Lies
Logan Richardson
Accept it.
Brandon Clark
Seriously what is wrong with their heads m8.
Kevin Bell
Charlotte is pure. PURE.
Nolan Thompson
Nah I've got enough recommendations for Loomis to last me a month or two yet.
Somewhat childish/baby faced. Without beard etc mistakeable for human children/teenagers due to their facial proportions and large eyes/ears
Thanks. I'm trying to polish this game up for Greenwich so I can make a few dollars.
Justin Ross
The bump is a sensor, sort of like the tiny eyes on top of the heads of reptiles like the tuatara that senses light and heat. These, instead, sense magical energies well enough that they could be described as 'an eye'.
Gabriel Bell
>All this denial
Jackson Kelly
Greenwich is apparently how android likes to spell greenlight. There's a good joke in there somewhere.
Leo Smith
----[ Recap ]---- Game: Skylarks Dev: Mako Tools: Rust, Blender, Logic, SDL2 Web: - Progress: + Worked on ships + Saw some wild names on tombstones and stole a few for my characters
Aaron Price
Here's what would happen to him if he were to try anything funny
Thomas Bailey
>must of
Jace Torres
No surprise a loser who makes games like this can't form a simple sentence.
Logan Stewart
Yeah but he's making a game. The same cannot be said for you
Logan Jenkins
Wish I could daterape Charlotte ;_;
Robert Turner
So do you:
a) Work on the feature until it's "done". It's functional, does what it's supposed to do, at a very basic level, so you can move on to other features, and put all the polish and tweaking at the end.
b) Work on the feature and spend more time on it until it stand and you probably won't have to touch it ever again.
It appears to me that (a) would be wiser, because of flexibility and how everything can change during development, no matter how slightly.
The only thing I get from (b) is just the gratification of getting something done in a definite way.
What does AGDG think?
Liam Miller
A
Isaiah Scott
You're the biggest loser here, geek. Probably a virgin too.
Ryder Howard
B will make you feel better. You won't feel like you have to come back to it later.
But I find it's also pretty unrealistic. Unless you know exactly what you're making you're bound to change things as you keep deving.
Lucas Howard
>b) Work on the feature and spend more time on it until it stand and you probably won't have to touch it ever again. B will literally never happen
Connor Hill
A unless it's the only mechanic in the game. When mechanics interact, often stuff comes up that wasn't anticipated. Best to not spend time doing work that'll only ultimately be undone while you work on the interplay between your mechanics.
Cooper Wood
A unless you already have all the features and game structure planned ahead
Hunter Smith
b) option is the nodev option. and an illusion
Nathaniel King
c) work on a feature until i get bored, promise ill finish it later, then never do, until i remove it one day because i cbf to fix it
Aiden Clark
yep, there's the /agdg/ I know
Isaiah Parker
...
Jordan King
posted last thread, but no replies.
i need some help with gamemaker
i'm running a shader that is global to the application surface. since im redrawing the application surface, i need to manually resize it since if i change the resolution, it gets fucked up the issue is that sometimes if i close the game, i get an error message after its closed that it cannot retrieve the window's dimensions (since it's closed). how do i work around this? its inconsistent and only happens about 1/4 times i close the game. i added the conditional thinking that it would alleviate the problem but it didnt help.
I know Youtubers have a bad rap here (for good reason), but at least when I watched some of his old original BoI videos, he seemed like a pretty chill dude.
Jordan Jackson
Finished my PID controllers. This is being driven entirely by physics forces. Feels good man.
It should look more convincing once I rig up some thrusters.
Josiah Perez
>bored >can't get myself to work on main game >listening to some megaman III music >before I knew it made another programmer art mechgrill >mfw it's highly compatible since I have a charge system and all Hum...
Neat.
Josiah Davis
Looking good, user. Are you doing between nodes flight path correction to avoid obstacles?
----[ Recap ]---- Game: VikinGirl RPG (temp) Dev: SquareDev Tools: Unity, (Blender) Web: squaredev.tumblr.com, squaredev.itch.io Progress: + First recap for the game + Overworld/Battle scene switching works + first prototype for battle system works + Laid the base for leveling up + came up with card system to use in combat - still haven't decided on a them, might go with viking/valkyrie-inspired magical girl - this means no models for anything - haven't started working on inventory, equipment, dialog system, quests, enemy AI, saving/loading, etc yet + have come up with a different targeting/movement system in battle - haven't coded t yet
Justin Lopez
A 100% Learn from shitty nintendo clone dev
Eli Morales
----[ Recap ]---- Game: Ancient Saga Dev: Plessy Tools: Monogame Web: teamessell.tumblr.com Progress: +Completed data entry for the passive and valeo systems. +Completed the passive and valeo GUI screens. +Optimized GUI drawing so it won't chug in certain menus on weak machines. +Did a bunch of art ranging from icons to character graphics. -Most of my progress was boring so I didn't post it in AGDG. Sorry, whobros.
Juan Harris
Oops, didn't mean to quote .
Jonathan Foster
anyone got the old recap image (i've forgotten what I put down in terms of name and stuff)
Henry Wright
Why do people waste their time writing code for simple shit in UE4?
So many needless lines of code have been broken for me when updating to new versions that I don't get why people still shit on Blueprints.
Asher Rodriguez
>shitty nintendo clone dev
Ryan Peterson
...
Lincoln Torres
----[ Recap ]---- Game: Clarent Dev: Arikado, PHI Tools: GM:S Web: arikado.itch.io/clarent-demo Progress: + all menu codes has been redone now (including store) + added 1h weapons + option to turn off screen shake + added area names + made map screen smaller so you can see entire map + added animations for portraits + fixed some minor issues - 1h animations are kinda crappy
Matthew Robinson
say what you want but that cunt is organised af
Juan Morris
>shitty nintendo clone dev literally who
Tyler James
I stole a UI idea from you like 3 recap mondays ago. Sorry, Arikado.