I decided on a dev name for myself, I'm gonna call myself nodev because I'm writing a game in node (get it? lol)
Jason Baker
>demoday 13 hype is dead before the submission deadline is here
Jason Brooks
anyone want me to stream their demo
Juan Edwards
Nah, I think I've gotten all I can out of watching folks play my game for now.
Brody Wood
It's the same every DD.
Angel Peterson
Press F to pay respects to Sir Howard Hodgkin, AGDG incarnate.
>"People have often said to me, 'aren't you lucky to be able to do this for a living' and I say no, thank you, I'm not lucky," he told the BBC in 2014. >"I may be lucky with the result but to go through the horrors of painting pictures is not something I ever look forward to." >“I’ve always hated doing it.” Seriously? “Yes, seriously.” So why carry on? “It’s what I do. I have no other skills. It’s always been agony.”
Angel Evans
It should honestly probably be 24 hours
Aiden Edwards
Is this real? >I have no skill at thing and hate doing it but someone mistook my utter incompetence for artistic brilliance once and now I have to keep doing this forever because if I stop they'll stop throwing money at me
Jack Gray
repost, working on auto incline adjustment because there isn't any right now.
One time repost for anyone who cared but missed it. Thank you for trying the demo! Four of the biggest concerns I have seen besides keyboard and dpad issues (which I fixed with the v_3 upload) I will address below.
1. Lag/fps: I have not nailed down the recommended system requirements yet so it will not run at 60fps for all players (but it absolutely can run at 60). I will do my best to optimize things so more people to enjoy the game.
2. Invisible hitbox: I noticed most ppl never used the Focus button in their plays/attempts. If you hold the Focus button (default is Shift on kb and L.Trigger on controller) it will both slow down your movement to make dodging easier as well as make your hit box visible (a small dot in the middle of her sprite). Focus also brings your burst flames in closer if you have any so you can concentrate your attacks.
tl;dr Use focus for dodging and concentrating attacks and unfocused for faster movement and spread attack
3. Difficulty: I am striving for this to be as accessible as possible to even casual/beginners of the genre but at this early stage I knew balance was still yet to be reached. I added a Lost Coin Purse to the Shrine>Offering section for this purpose. Normally you get spirit coins by playing but this option will let you not only get enough coins to buy all of the upgrades above it (lives, credits, dust) but it will also let you start the demo with max burst
4. Burst button does nothing: In order to use your Burst attack for large damage and score boost your gauge under your portrait needs to read 5.0/4.0 Each 1.0 you get up to 4 will add a black flame which attacks with you to increase your overall damage. Exceeding will give you a blue flame (picture related) which indicates you can fire it. Firing it drops you back to 4.0/4.0
Use your Special (tap, release, and then hold shoot) to fire red and build burst faster but you have to refresh it every few seconds.
Thank you again for giving my project a chance!
Logan Reed
>mfw that boobgrab
Julian Allen
How many FPS does your game get when you let it run on unlimited SANIC speed? Mine gets 5.5k on average.
Carter White
Believe it or not there are already a few of those out there
Aaron Davis
28 my optimization sucks
Ian Evans
node sucks, but the pun/name is great
Nathaniel Carter
I don't have a computer that can run it turbofast but apparently some of the people doing streams are running my game at 2k or 3k FPS
Jonathan Sanchez
Lots of boring backend progress, but there's fancy new menus now, and those play better for webms.
If anyone's got any suggestions for options (besides visible hitbox and legacy hud, working on that now) feel free to post 'em.
Usually hovers around 2k, but goes up to 5k sometimes.
Josiah Sanchez
My engine doesn't let me go over 60.
Dylan Roberts
...
Parker Morales
...
Aiden Gomez
I mean, I guess I could program in an FPS limit that you set.
Samuel Cook
the perspective on the red buildings look weird
Lucas Green
>he doesn't know how to make a state machine
Joseph Young
having things that are two or more pixels wide doesn't automatically mean you have mixels, especially if you're going for a stylized, uh, style, like you clearly are
James Martin
I don't, got any tutorials that can help me?
Camden Sanchez
>want to rip some textures >.crn what do
Elijah Ramirez
howd you make this user
Tyler Scott
120-140 FPS standing still, 100-110 FPS in motion I was thinking of letting the player pick their FPS cap, with settings at 24, 25, 30, 45, 50, 60, 70, 90, 100, 120, 200, and uncapped-- or something like that
Joseph Flores
I'll have you know my entire game is a series of state machines
Jose Cox
Why not just let the player type in any number, and 0 be uncapped?
Logan Thompson
this it feels too easy to be correct
Asher Richardson
Guys the videos are finally done processing for the first batch, the descriptions got deleted though for some reason.
These are the current games recorded so far. The recordings aren't lets plays, they're pretty much only for statistical video reference that the devs can use. I tried to cycle through menu options, use gamepad/keyboard/mouse, and various other test stuff.
International Bounty Hunter DEV! I had a bug with the load box that popped up that I tried to replicate but wasn't able to. Its at about 1:09, 1 min 9 secs, I thought it might be related to the resolution and windowed mode but I couldn't replicate it like I said before.
Liam Adams
Today I Implemented movement and line of sight for the portion of my game that involves moving around.
The idea is you'll be finding food and resources while bigger players try to find and eat you.
Liam Taylor
pastebin.com/UPvj6rHb $100 please
Owen Hall
Yeah, a couple of the buildings in the middle row are also at different perspectives; it'll probably get another art pass sooner or later, after the first level is done. It's pretty serviceable as a title screen right now, though.
Ian Baker
My game doesn't look as good as the ones people post on here, should I give up?
Oliver Diaz
god damn if the whole bob ross gamedev was just a setup for this joke it was worth it
Kayden Sullivan
just say the art is ironically bad
Jace Wright
>public class StateMachine You lose.
Cooper Thomas
recursive pushing works with rotator blocks!
but I broke non-recursive
Bentley Richardson
whats the difference between the dark green and light green tiles?
Angel Cox
but UI design IS fun
Lincoln Wilson
I think your game has some pretty great gameplay but honestly the writing and character design need complete overhauls, they are as boring as it gets. "Edgy teen living with his grandma finds an ancient secret in a tiny cave just outside town" doesn't cut it.
Logan Thomas
...
Noah Bell
the right side of the leftmost red building is the biggest offender. other than that its looking really really good.
Isaiah Hall
Is the Megaman Battle network clone dev still alive?
Hunter Bell
Now 100x the effort!
James Baker
He posted a few hours ago.
Austin Turner
Its real early looks wise. The two shades of green are grass and brush (brush will be visible but you can only see whats inside if you're connected).
The light tiles are whats in your line of sight and the darker ones are out of line of sight.
Grey tiles are rocks.
Connor Moore
Actually looks like you introduced mixels...
Now you've got fat pixels (eyes, mouth) and small pixels (everything else).
Walljumping that feels okay and a new emoji added. I want to redo the eggplant one but it is hard to draw a small eggplant.
Logan Lewis
120-130 in Firefox, 240 in Chrome. This is on Linux with open-source AMD drivers.
Dominic Torres
>he doesn't have a change_state function with double nested switch statements
Evan Young
Dang that tree is gnarly. Neat.
Xavier Rivera
huh cool. i look forward to seeing your progress.
Justin Reyes
...
Ethan Long
Did the Ctesiphon dev use Sonniss as an audio source? I think I recognize one of the "machine whirr" sounds from there.
Elijah Adams
Most indie devs (that actually release games) are indie studios that have to pay for an office, payroll, hardware, (legal) software and contract stuff out such as music, promotion and VAing... and most of this stuff is paid for with loans, investors or the team's savings. When you see these sorts of statistics bandied around, remember that they're talking about professional independent teams who specifically do it as a job, not hobbists or amateurs who do it in their spare time. An amateur dev should not have any overhead other than green-light, unless you are a complete idiot.
Josiah Kelly
>tfw you add something new and it causes a bug because of an oversight you made earlier without realising
Leo Howard
Is this guy ever gonna make more tutorial type stuff? This state machine article actually helped me a ton with understanding how to make a state machine a couple months ago. I'd like to see more.
Daniel Cox
thanks I forgot to make it bigger so you can actually see here it is bigger
Landon Brooks
>try to make happy song >sounds like a distorted ambient rape song where the protagonist is trapped on the moon or something
we moon level now boys
Blake Gomez
Sorry.
Ryan Ramirez
I'll contribute a compiler tutorial if people want that.
Jacob Bennett
>sounds like a distorted ambient rape song doubt
James Howard
Updated the previous demo day and jam pastebins. Use them for the next thread, whoever makes it.
> Previous Demo Days pastebin.com/rmiZV5yX
> Previous Jams pastebin.com/LKEdLxdG
Daniel Scott
you have to post it now user
David Kelly
LINK DAT SHIT IGGA
Carter Hernandez
anyone got any good tutorials on pixel art?
Joshua Kelly
The right portrait looks low-res compared to actual ingame graphics, sorry there was no context.
I realize the writing's weak in the beginning, but I'm hoping to make the world a lot more interesting through the characters you meet later. Character design is boring though, but I'm pretty lost on how to create good designs...
The eyes are thick on purpose, mouth I'll have to rethink.
Christian Scott
>$1050 paycheck every two weeks >after costs of living >"we only get 12 dollars an hour guys!" >On top of the massive potential profits from a successful game
They probably sleep in their studio too so they're straight up pocketing their paycheck.
Carson Bell
is it better to make your own music or pay someone else to make it? How much money do composers expect per song? Does it depend on the length?
Kayden Young
>mfw I'm CC'd on company invoices >I get to see how much each project makes >calculate how many 'me's each project is worth >continually reminded of how underpaid I am versus how much profit is turned each year
Aw shit, son, do an X-Naut Fortress level.
Michael Jenkins
Depends on as many factors as you can imagine, user.
>all his art looks like it was made by a toddler >pretentious artfags pretend it's not shit >everyone is too afraid of being ridiculed as uncultured to state the obvious, that his meme art is terrible and belongs on the walls of a daycare >millions of dollars and a knighthood later, this dude dies
I can't hate the fact this guy hustled tons of money out of fools.
>I have no skill at thing and hate doing it but someone mistook my utter incompetence for artistic brilliance once and now I have to keep doing this forever because if I stop they'll stop throwing money at me He's not wrong.
Brandon Mitchell
The indie scene can be good for contractors and team members who have no financial investment in the company. For investors and people dumb enough to fund the studio with their own loans or savings, it's a financial apocalypse. This is why you often see indie companies that put out one apparently successful game and then fold; the people paying the bills usually lose money or barely make a profit to justify the effort and risk, even with a game that sells well.
Grayson White
A game needs to be interesting right from the beginning, it doesn't matter if the second half is the best story ever told if most people won't even reach it because the first half is so boring.
There's no world building, the city is boring as all hell and there's no sense of urgency in the plot, nothing actually happens other than the player talking to the convenient plot device known as the old healer woman that directs the player to whatever he needs to do next. It feels like you are just copying some very superficial tropes from other games without any personality and coherence.
Don't get me wrong, I'm only shitting on your game because I liked it and I think it has potential.
Brandon Bennett
anyone have any good Blender tutorials?
Parker Peterson
How the hell does dungeon design work? Like, do you just randomly place keys, rooms and enemies and puzzles until something is fun?
Christian Baker
You have to imagine the history of the dungeon. What was it for originally? How old is it, where was it built? How did it get so fucked up with monsters? You gotta play Dwarf Fortress in your head.
Juan Reed
Build backwards.
Nicholas Flores
What the fuck? This was meant to be happy?
Nathaniel Ross
a-user, what does happy mean to you?
Thomas Cook
jesus
David Jackson
consider a therapist
Benjamin Torres
...
Brandon Hill
...
Bentley Williams
very good unsettling music, very shit happy music
Julian Diaz
dungeon design should work based on what your game is
for instance if your dungeon is very large you could feature a vender for the player to sell goods to
or if your dungeon is very small you make it so it loops around once you finish it
a perfect dungeon to me is black rock depths or hellfire ramparts
the way to move should be clear but also leave way for exploration
you shouldnt have puzzles in your dungeon just because
make it so that the puzzles reflect on the dungeon
such as in legend of zelda when there's some fire dungeon you can make water lava platforms by dropping water or something
Gavin Ortiz
This unironically sounds like music you'd hear while fighting Giygas from earthbound. Go make a secret ungodly horror boss and make this its bgm.