/agdg/ - Amateur Game Dev General

Give feedback on demos!

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

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

> Previous Thread
> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

Other urls found in this thread:

dailymotion.com/video/x4zqead_code-monkeys-s01e05-just-one-of-the-gamers_fun
homph.com/steam/
youtube.com/watch?v=g9VNmv5fQFA
youtube.com/watch?v=MMcy2oAQ9p4
youtube.com/watch?v=McPmECfNFDM
twitter.com/SFWRedditVideos

Personally I hate, for example, Dark Souls inventory because there's too many icons that don't give enough information just glancing over

I don't know how many times I've been looking through my inventory for just one specific item and have no idea where it is

Best show about gamedev?

dailymotion.com/video/x4zqead_code-monkeys-s01e05-just-one-of-the-gamers_fun

do you like this menu?

I just implemented A* search for enemy pathfinding.

This is the first time I have ever used anything from my Artificial Intelligence classes.

Dialogue system is nearly finalized. Cursor finally shows up now so I can actually feel better about putting the game up on itch.

Hopefully I'll have a build up soon for everyone to ignore.

>even shortstackified, the style doesn't really work

dang it
i'll just try out another style then i guess

Posted just as the thread died.
Reposting in case fraukidev misses it:

Frauki feedback
>browser build runs like poop
>desktop "build" (it's just packing it with webkit isn't it?") runs good
>game feels nice and fast
>like the graphics and sound effects
>Frauki a cute
>welcome back to this shithole, I missed your progress

Cons:
>controls feel too slippery, please make them tighter by reducing that acceleration/deceleration
>game starts in windowed fullscreen and can't go to a windowed mode by pressing alt+enter or anything

Yeah I like it, reminds me of the gameboy Zelda game's menus.
I like the map a lot.

are there any /agdg/ success stories?

I love this but it looks too detailed and it will take you ages to animate. Reduce the color count and resolution a bit and you have something feasible.
Look at momodora4 for example.

not this guy but I have Frauki feedback too.

For some reason, X360 controller's analog sticks doesnt work, but d-pad does. Is this intentional? You might want to let player use analog sticks to move.

I scrolled through your tumblr and couldn't find any item list or anything, but I see you got a boomerang, a bow thing, and a few other classic staples.

Should be good.

Is 16-bit color enough for a game?

What color grass tile set for this level is acceptable agdg? (look on the path where boku is).

homph.com/steam/

Sure, there's a few games that came from AGDG and made splashes. Risk of Rain, etc.

If it counts, I'm a developer who hangs around here and, though I haven't launched any projects from my own personal hobby-library of prototypes and such, I have worked on two moderately successful games that combined have some 200k+ units sold.

Tutorials were a mistake.

in which regard?

Grey muddy is a spooky one

>analog for 2d platformers
I don't disagree with letting users remap but who plays 2d platformers with the analog?

I agree. It's why I'm not really a fan of grid inventories except for in games with very simple sets of items, it works well in Minecraft for example.

But for a game like dark souls and Skyrim it's better to have an inventory list that is separated into tabs (weapons, armor, books, etc). This is why I like SkyUI. Of course there is still scrolling in SkyUI, but it takes a lot more items before scrolling needs to happen. It's easier to scroll, and you can easily sort the inventory. Inventory should be the easiest thing in a game to navigate.

will you just be using the one grass colour? The red and the green together would be nice, like by green areas and red paths

I bet you've played more tutorials than you know. Good games camouflage the tutorial within the first few levels. Guiding and teaching you with an invisible hand.

Do you have an example of grey muddy? Sorry to ask.

You want desaturated colors for this kind of area.
More greys and browns like the other guy said

every time I see Skyrim's original UI I just sit and think what happened. how can someone make something so bad. someone got paid to make that

...

>trailer
youtube.com/watch?v=g9VNmv5fQFA
>actual show
youtube.com/watch?v=MMcy2oAQ9p4
youtube.com/watch?v=McPmECfNFDM

Thanks for the example il try to match this colour pallet.

Yeah that was the brown one in your scene

Will the soundtrack become spooky?

Do not give bokudev advice. He does not listen, do not reply to bokuposts.

We have been trying in the discord for years. He just ignores our posts.


Btw that level needs work it looks awful and has clashing art not that you would listen it should all be blocks.

pixel progress

Taking a break from learning 3D / Unity to slip quietly back into my 2D comfort zone for awhile

>flat out lying

Bokudev took feedback and advice just recently.

>Being this mad a yesdev chooses to not listen to your shitposts you call feedback so you meme he doesn't listen to everyone.

attaching drama to every yesdev is getting fucking annoying. Notice how it seems to come from discord/steamchat?

Do not give nodevs (You)'s. They do not have games, do not reply to nodevs.

>filename

Make his hook hand fire out like a hookshot, that'd be cool

no

It doesn't come from there it just ferments there.

does this help, from what your giving me, I can see the bottom right is a map easily enough, so that's good, and I can also infer that each square marks up where the screen boundaries would be,

after that, why is the floor option here? show me just what the overworld would look like, or just a dungeon.

then from there I'm left to guess that the top right are quick items of some sort I can equip at any time, then to the right of that is maybe... tabs?
or are they more items? what lead you to seperate items into multiple boxes on screen?
then above everything I can tell that this would be the hud that displays while playing the game unpaused. Otherwise, not sure why you have so many things seperate.

>discord
Stopped reading there.
Discord and steamchat can kindly go away.

I'll be finalizing these crawling animations tonight. What can I improve here?

I wish this meme would stop to be honest.

I'm glad we aren't linking them in the OP anymore.

I am pertty sure the stardew valley guy worked here.

Feels like watching a cutscene with a Cloverfield cameraguy

Worth noting that there's at least one troll hanging around in /agdg/ who has made it his goal in life to do nothing but generate drama and derail threads.

If the drama you see in this thread feels manufactured, it probably is. Do not respond to dramaposts. The only way to get rid of someone who wants to be a court jester is to ignore and report.

That's the plan! Gonna try to figure out some kind of pseudo physics grapple system, like from Super Metroid or Castlevania IV. Never done anything like that though

hand is a little tight fisted, maybe he claws at the ground, looks good to me though.

I feel you man. I also wish the meme of anons going to chatrooms to be namefags would stop.

Fuck yeah, is he gonna have any other weapons? Like a pistol or some shit for MAXIMUM SWASHBUCKLING

...

They run the show. Demoday is their thing. Most of the jams too.

>Anons going to chatrooms to be namefags
There's much better actual dev discussions going on in there than these threads. You have to have a name in Discord.

>you will never be a rich successful ideagirl

christ that is so much information. I'm missing context though, if you have a player playing through a whole game, and know what items they've picked up, then giving them a million items in a menu isn't exactly wrong, some people dig organizing menus and having a bunch of items placed exactly where they need them. Look at other games like the RE4 item menu.

More specifically, what kind of items are in your game/how many items will they pick up/ how fast do you want them to have access to it. I might be able to draw up a system for you in illustrator or something.

WE

I have a boner for flintlock / antique pistols so definitely. It's going to be a pirate themed spelunky-like. I've already replicated spelunkys level generator before and it was surprisingly simple

>Implying there is a separation between discord and agdg threads
We're all the same group of people, RIGHT?

Looking at your artstyle, are you DungeonBreak dev?

maybe you have a tab for "Most recent pick up"
I found in bloodbourne I would be mashing X while picking up items and then I didn't see the name of something, then wouldn't be able to tell what I got that was new when I went back and checked inventory.

Submission time is almost over, can safely assume all the games are up.

What's your final verdict on the demos? Favourites? Hidden gems? Anything you would like to tell the devs?

I refuse to use discord.

N...no
(yes)

CALLED IT.

Sneak your goofy skeleton shopkeeper into the pirate game.

You can assume it, but mine still isn't up. It will be in before the submission period's over.

>can safely assume all the games are up
Theres always a small burst at the end

Well the menu automatically organizes, and having it split into categories makes it very easy to navigate and find what you want. The menu can be sorted by name, weight, type, damage/armor value, etc. The menu has favorites as well, making it even easier to set which items are important.

Its just become a separate meme from the threads, mainly one held in the discord that bokudev doesn't listen to feedback Iv watched the event unfold. I for one love to lurk in there and research it analytically because iv seen this repeat throughout agdg's history long before bokudev I mean look at risk of rain before that took off.

You people that go on the thread forget about discord or steamchat but its really a separate agdg culture at this point. Alot of it is filled with yesdevs or at least those of us who actually actively dev. I love posting my patreon porn from time to time.

You can also imagine the amount of circle-jerking about GOOD work that goes on in there I mean lets face it, discord has less nodevs or source posting even much more progress is going on in there or at least gets posted there for instant replies.
Now imagine there being some yesdevs in there that don't like other yesdevs work, there may be some who are jealous of circejerks not ALWAYS being on their game; its becomes a simple notion to create a negative condescending meme about your opponent and try to spread that meme to cover the truth of that yesdevs actual actions.

Iv seen it repeat over and over again. Best of all to the agdg games that have the most potential for success.
TLDR; The discord is full of people that dislike potentially successful games because of the jealously that surrounds them wanting a hugely or even potentially successful game of their own. Memes are created to SHUT people down.

Fuck off, the submissions aren't done yet.
I don't play any of the games until submission time has finished.

You know how french people spit to show disgust when you mention someone they hate? That's what they did when they were still steamchat whenever anyone tried to mention agdg. I got tired of the hypocrisy considering whenever demo day started or one of them was trying to start a game jam they acted like they were official agdg.

alright hold up bubba I'm gonna hit you with a summer of graphic design internship experience.

Haha I use the same shopkeeper in every single game. Same shop theme and everything, although he's a human in non-fantasy games.

Sounds incredibly cancerous. Why do we still let them submit games to our jams?

>unfinished but heavily advertised stuff selling 10x as much as finished games
Guess early access is the way to go

>TLDR; The discord is full of people that dislike potentially successful games because of the jealously that surrounds them wanting a hugely or even potentially successful game of their own. Memes are created to SHUT people down.
Truth.
>discord has less nodevs or source posting
Not true unfortunately. Many of those chat faggots have no game and source shitter has always been from chat.

He has taken plenty of advice from the /agdg/ thread and he has gotten leaps and bounds better for it. Maybe stop giving shit advice?

Just because they think they're exclusive (as all circle jerking cliques do) doesn't mean we need to be. The reality is they want to be a part of this party and have their own private party, but everyone in the main party knows the private partyers are faggots. And Veeky Forums has never been a private party.

So I made that change I was thinking about. Now hitscan attacks aim in a direction and automatically attack when they reach an enemy. Projectile attacks still require a manual delay.

Current issues are about what to do with the slider and the targeting line. It's going to be messy to make the slider only come up for certain lines the way it's currently set up, and I'm I'm not sure if the targeting lines should be there until the attack is actually completed or go away on turn start like it currently does.

When's the next gamejam guys?

It's just some salty chat fag attacking bokube because he can't do it with his name in the chat. That's what was meant by

If I want to make a non-pixel art 2D game in GMS, would I have any particular issues (with scaling and whatnot) or would I be better off with things like Unity or Godot from the get-go?

That's some good insight breh. Been here since 2005 and I think it's easy to lose sight of that.

Late January.

>come up with idea
>excited to start devving
>remember i have to learn a new programming language + rewrite engine before i can start

m-maybe i'll just play some ace attorney instead

How close to being finished should my game be for me to show you guys it?

okay, so here's a first version.
I put favorites off to the side because users may want to access that quickly, at the same time they may feel comfortable getting to it like the normal options.

Do half an hour now, user. Just half an hour.

Then again tomorrow, and the day after, and 1.5 hours each day at the weekend. Before you know it, you'll be making good progress.

Okay, /agdg/. I've spent literal days redrawing this character and I just can't seem to get it right. Am I getting caught up on stupid details? What's your process here.

>inb4 "is that an eye"
It's a helmet with a light.

As early as your first rainbow square

It's never going to have rainbow squares...

Box moving in a room and a general idea of what you want kind of want to create if someone asks you what your goal is.

Man, I always struggle with adding enough negative space in my textures.

This is beginning to look okay, right?
I think I'll make the lower arms less detailed and probably adjust the colours a bit

I don't mind working for a while, it just sucks 'cause I'm a shitty programmer and I don't know how to fix all these fucking glitches oh god why do I even try

Give me like 10-15min

>I'm a shitty programmer
>write engine

start by showing off the fact you were able to get a window open

>he didn't start with a rainbow tri

There's no silver bullet user, no magic solution. Just go through them one at a time. For each one, figure out what's causing it, using the tools available to you (you can get far with a debugger with breakpoints that lets you inspect values, and if all else fails you can use printf/commenting out code), and then come up with a solution. You can do it.

looks like a plaid hoodie