>JRPG >Job based like Final Fantasy >Cave layout similar to Ancient Cave in Lufia, no random encounters >Every X number of floors you get access to a new job >Every X number of floors you have to fight a boss >Incorporate puzzle elements on certain floors which will yield things like HP/MP restores, extra jobs, or valuable equipment >Goal is to reach floor 100, but you can go deeper, another 100 floors
Would that be enough for people? Or would I need to incorporate a seperate "story" mode like a standard JRPG.
Blake Thompson
How are your engines going, fellow GAMEdevs?
Jacob Evans
>JLMG noice.
Evan Flores
Accidental vaporwave fog. I didn't like the default fog modes in unity so I used particles to make moving fog instead, totally not what I had in my mind but the result looks interesting so I'll keep it.
Jace Martinez
>JRPG with no story
Dylan Perez
Fresh thread, semi-fresh progress. Got the hotbar and custom keybindings working. Just need to fix the keys not updating on the hotbar.
Xavier Long
First for mad drunk and insane progress.
Ayden Cooper
DD15 when?
Jonathan Russell
...
Robert Butler
I want to use GameMaker Studio but don't have the 100 shekels for it yet.
So... should I use Godot, Unity, or Love until then?
I'm looking for what is closest to GM Studio and/or what has the most online resources/tutorials.
Liam Sanders
Don't see any fog. Also, where did you get this CTR effect?
Blake Gutierrez
godot if you want to be a new software guinea pig unity otherwise
Carter Adams
I suggest pirating GMS or GM8 if you're decided on GM.
Gavin Diaz
Godot is strictly better than GMS.
Daniel Brooks
I'd vote Unity. Godot might be closer to GM I guess but Unity has way more tutorials and online resources.
Camden Hughes
Unity has the most resources but is for 3D games, not 2D games. Godot is better than Gamemaker in nearly every way, but lacks a lot of tutorials. Love is if you have a fetish for Lua.
Liam Green
*pirating GMS1
Logan Ward
Hello, fellow neondev. I love where this is going.
My level gen tools are shaping, so I'm gonna start work on implementing some actual obstacles. Taking suggestions!
Kevin Nelson
Why do people have such animosity towards Unity?
Gabriel Turner
Because it's not perfect, and it's the #1 recommendation.
Jaxon Davis
>no game
Angel Martinez
I don't have any animosity towards Unity, I do have animosity towards people saying it is things it's not, such as perfect, or the best engine.
Jaxson Sanchez
because shit devs use it to make shit games which start with a "MADE IN UNITY" screen
Zachary Ward
I want to make a game that starts with a "MADE IN UNREAL" screen
Justin Allen
Can I play it?
Jack Ward
Justifies using their less popular engine.
Not that popular means it's good.
Cameron Taylor
>Stealing my game idea
Asher Wilson
I want to make a 2D game with sprite animation. Would Godot be better?
I'm not that decided on it.
Hunter Cooper
I don't have anything like a demo yet, nope. Still gotta implement a bunch of features before I can make anything like a level.
Parker Barnes
Finished simplifying the resources. There is no longer a split between offensive and defensive stock. Everything is compressed into one thing now: Moth Dust. It can be used for Burst (heavy damage attacks) and Dust (bombing to clear the screen of enemy attacks). Each moth has her own gauge to facilitate using her unique playstyle. Should be a bit easier to manage when you only have to keep track of your remaining hearts and your one gauge (not pictured is that the HUDs light up/change depending on how full they are). Still balancing moth dust regeneration so that offensive action is kept fast paced but defensive ability isn't overpowered because of it. Might resort to making dust eat 2 stock but not sure yet.
Jason Cooper
Is there much demand for a game where you wear a wrist strap connected to the computer while playing, and if you play badly then it gives you an electric shock?
John Jones
hows that bokube trailer going
Anthony Ortiz
Why do your moths have mammary glands? Real moths don't.
Leo Collins
blog?
Nicholas Anderson
I haven't done any actual game dev aside from small game maker shit, is it a bad idea to go straight into MonoGame? I have a decent amount of experience with programming, but it looks a little complex compared to some other engines.
Xavier Cook
>moth girl forever ded
Daniel Hughes
>looking up some books for research what did the botnet mean by this?
So will there be an easier way to regenerate this shared recourse then? Because if I remember correctly Sana could regen it by attacking, but I don't think the other character (forgot her name) could, well there might have been a pick up like in touhou but I can't remember. But my point is, if it isn't easy to regen it then I'm never going to use the special attack because I don't really care about the bonus grace point thing and I feel like the dps was good enough on the regular attack for me to just stick to that.
Henry Gomez
because they havent finished any games.
Hudson Long
it meant you need to drop several dozen kilos you whale
Evan Parker
bonus
Austin Hernandez
MonoGame isn't an engine, it's a framework. You'll need to do way more programming than you're expecting.
Parker Young
I have to agree with googs on this one, even flashdevs has higher success rate than unity devs
Nolan Collins
It's more akin to a true Roguelike, where you're actually engaging in turn based combat.
All regeneration is up by .2 (this is actually a lot more than it sounds) and can be regenerated via normal attacks. I am having the hardest time getting anyone to use the faster way of regenerating (if you tap, release then hold the attack button the normal shot changes color and for a few seconds regenerates resources about 2x faster. This can be kept up by holding for 3 seconds then immediately repeating the tap>hold if desired). I don't want to drop it entirely though because I know use of it can result in pretty satisfying gameplay (granted in my biased opinion) so I am looking into ways to get anyone to actually attempt it. Also since there are no longer double resources to worry about all non heart/point pickups now regenerate moth dust overall.
Blake Nguyen
I feel like most people will just find it annoying to constantly be double tapping the attack button. And I think a lot of people might end up thinking "well I can't be bothered doing this all the time so I might as well just not do it at all". I think if you make it more of a situational thing then people will be willing to use it in the situation where it is useful, as long as that situation isn't really common. So like, if you were to make it so that it only increases regen if you're very low on Moth Dust, then people will want to seize the opportunity to increase their stock when they've just used up a bunch of it, and they can just ignore it the rest of the time without feeling bad about it.
Owen James
>slip some Wagner into the background music for one level >nobody notices Why do I even bother?
James Thomas
redpill me on being an enginedev
Chase King
it's fun but you won't finish a game desu as a hobby that's fine
Landon Lopez
it makes girls moist
Jacob Ward
When you finish your engine, it's gonna be the most perfect, completely tuned to you engine in the universe, and it'll be able to let you create the perfect game. When you finish it, anyway. aka never. engies = autism
Cooper Morales
That is not a bad idea at all honestly. If regen at a 1/3 or less remaining is what benefited from it then I could see people maybe caring as well. I might have to put some kind of tell in so that it is noticeable maybe. Like either the portrait or an animation around the moth sprite. Lots to think about now. Thank you for the feedback, user!
Zachary Lopez
I enjoyed trying out Unity as a novelty, even if it wasn't exactly optimised for sprite-based games, but when I found out it refused to store joypad ports consistently I stopped working with it.
Jordan Parker
people tend to give enginedevs shit because they pretty much never come up with any full games of substance, with a few notable exceptions. the rate of started to finished games here is infinitesimal already (I've posted about three separate projects here off and on in the past two years, none of which I've actually finished in any capacity)
if you wanna enginedev, fuckin' go for it man, nothing's stopping you. having the skills to code a piece of software as complex as a video game from scratch is impressive. but if you're going back and forth about being a enginedev or a dev that uses an existing engine, and productivity matters to you, maybe don't worry about writing your own engine.
Tyler Bell
you don't have to use unity's input
Brody Johnson
anyone looking for an animator please feel free to look at my portfolio, im not expensive.
exndlgames.wixsite.com/exndl
Oliver Bailey
I don't have to use Unity either
Brandon Gomez
what do you recommend for sprite games?
William Ortiz
$hader$
Matthew Sullivan
Lisp + SDL2
Grayson Nguyen
>exndlgames.wixsite.com/exndl Classy site. You might want to put your portfolio on the first page so people can just scroll through it.
Do yourself a favor and make some demo animations with a nicer looking model, a free one is fine.
Dominic Jenkins
I don't think it would make much sense for it to be a portrait change when the portrait already changes when you do that shot (unless you have removed that for some reason). Which portrait would take priority? Would you be able to tell when you are no longer getting that bonus? I would prefer it if it was an animation around the moth sprite like you said.
Carson Morales
danks
Landon Campbell
what are you even trying to emulate with your broken outline
Brody Bailey
>No textures
?
Brayden Hernandez
I'm doing some very late reviews of demo day games since the streaming isn't going to work out very well and I do still want to play these and give feedback it's even later than I intended because I've been very busy because of that and because there was less than usual that I was interested in it'll only be these few games, hopefully things go better next time
House Cleaner: This still functions pretty well, except for some occasional slowdown that didn't seem intentional, these two enemies that got stuck on a corner once, and a red 0 that showed up and stayed on the right side of the screen (pic related). I didn't play a ton of it but I did finish the first level this time, and I tried the second one, and it had the same aesthetic and the same enemies, which didn't seem too promising.
COAL: Despite how basic this is, it's coming along very nicely. I got stuck at the top of a ramp in the second level, there needs to be more ammo, and this game is crying out for a sprint button, but those are all extremely fixable issues. I like the designs of the enemies, and the feeling of using the weapons is decent. The things that bothered me the most were the aim-down-sights thing that's wonky (mostly because I switched to it by accident) and the undocumented lean controls that were initially conflicting with the custom controls I set (I usually use ESDF instead of WASD).
(1/2)
Joshua Martin
Is there nothing like DearImGUI for monogame?
I never thought I would see the day I would be tooling in C++ over C#.
Jaxson Cooper
(2/2)
Star Children: I couldn't figure out the controls and I got crazy screen tearing. I could've gone back to it but I don't care for RPGs or turn-based games anyway. Sorry I don't have more to say.
Bokube: I gave this another chance. It seems more polished than the last time, but I had to lower the resolution and the graphical quality to make it smooth. Switching camera views could be snappier but I understand why it's a bit sluggish, it might be better that way for most players. I get that it's all supposed to be cute, but it's so fucking cute I can't stand it. I couldn't figure out how to move the red cube in the second level, so I had to stop there. This is not my kind of game at all, but I hope you do well with it, because you've clearly put a lot of effort into the aesthetics and controls and overall feel.
Legacy Code: The controls made my hands start to go numb, but I didn't try it with a controller, which I can only assume would've worked better. Because of that and because I'm not fond of roguelikes/roguelites/proc-gen, I didn't play very far. I can say that the walking, running, jumping, attacking, and ledge interactions feel good; I'm not sure about the wall-sliding because I'm not used to game that have it. I like and respect the prompt interface you have, but it's not very user-friendly, in particular I couldn't figure out what the current keybinds were.
see you next time!
Eli Scott
>there's no story so it's a roguelike lol
Bentley Lopez
The portrait changes are unchanged. I was initially thinking something like an "emotion" animation separate from the portrait's state (like panic lines or something) but it would probably be a bit too much because there is already a new state the portrait is now also tracking (to be posted later when it is full working). So probably something unobtrusive around the moth sprite. A subtle "hey you could do a nice thing right now if you really wanted to". The tell could kick in at 1/3 or below and stay active until you pass the 2/3 full mark maybe then fade out.
Gabriel Flores
Thanks user!
----[ Recap ]---- Game: Kugelblitz Dev: user Tools: Unreal, Blender Web: Progress: + Created a noise generation library. Only value and Perlin noise for now, Voronoi might come in eventually. + Also made a dynamic texture material to test the noise gen. No immediate application, but it's nice to have in the toolbox. + Create landscapes around the level using the noise. Looks pretty good, but I meet dead ends relatively often. Voronoi might be better for creating obstacles that you can always get around of... - Ship handles like a barge, so I'll be working on making it a bit more fun to drive.
Brody Price
I think my marketing strategy is a little bugged.
But seriously, what else is there? For all I know there's a radioactive wasteland outside of these boards.
Justin Cruz
I'm getting slowdown in a level with a spline that generates child actors (Rings) at all of its points.
at begin play, the level blueprint gets all child actors and destroys them, then spawns those actors at the same transformation (this is done so that another actor can interact with them)
in the outliner, during simulated play; the Rings are numbered normally, from nothing to n-1. however, when not simulating, the child Rings that exist on the spline are numbered in increasing digits, getting to 5 figures pretty quickly.
notably, these new changes seem to cause jittering of physics objects (the player's pawn) but not a huge framerate hit. does anyone know a common mistake in this kind of operation that causes problems?
thanks
Henry Rivera
you don't have to use a programming language
Owen Harris
>all those words are underlined What the fuck language do you speak?
Posting some progress on twitter is nice, if you're lucky someone with a lot of followers might retweet you. If you need more characters to post progress create a blog, and tweet your blog posts.
That's about it, really. Other sites just aren't too good for marketing. And unless you have someone on your team dedicated to marketing there's no point in wasting time posting on every social site, just Twitter is enough.
Andrew James
twitter, tumblr, tigsource >but tigsource is dead and for gay old dinosaurs Devolver straight up poaches devs off of tigsource.
Brody Thompson
Wait a minute. You're telling me I can post a juicy pixel meme (you know the style) progress post and devolver will hire me
Anthony Fisher
If you had a place where you could list all the links relevant to your project, which places would you like to link to? I'd assume: >website >tumblr >twitter
What else?
Leo Hall
Today's progress
Zachary Butler
Thanks for the help guys.
I'll check these out.
Elijah Ortiz
your itch.io and/or steam page.
Austin Garcia
Devolver nabbed the developer of My Friend Pedro and Adult Swim Games nabbed the developers of Rain World off of tigsource. indiegames.com's feed is basically a "what's new on tigsource" blog.
Gabriel Kelly
Have a look at the Etrian Odyssey games.
They're dungeon crawlers with no story, although the newer ones have a story mode in addition to the classic one.
Just remembered the Okhlos developers also got poached off of tig.
Joseph Wood
Forgot about those. Cheers.
Ryder Stewart
I'd like to see that when you simplify it and make some normal maps.
Logan Collins
How good is TIGS for people who actually want to improve their pixel animation work and not just have people say "wow cool!!"?
Jordan Anderson
itch.io is for uploading a game, not version control.
Liam Nguyen
1st progress post. Everything is obv placeholder. I had a weapon swap system implemented yesterday but it was too buggy and unoptimised with too many variables. Are arrays the most efficient way to do an inventory system in GM?
Dominic Bell
So my dream of a version-controlled UE4 game is basically fucked?
What the hell
This might actually be a good business idea. Version control, like github, tailored for games.
Owen Edwards
If I make a game will people want to be my friend?
Jeremiah Peterson
That looks so fucking bad, lmao.
Luis Ortiz
Thanks brother
Kevin Hernandez
If you're not a cunt you can be friends with devs.
If you get big enough you'll have orbiters, even fucking gogem does. But do you want to be friends with them?