AGDG - Another Great Demoday General

Demo Day 15 is live! PART 2

> Previous Thread

> Play Demo Day 15 itch.io/jam/agdg-demo-day-15
> Play Monster Jam itch.io/jam/agdg-monster-jam
> Play Demo Day 14 itch.io/jam/agdg-demo-day-14

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days pastebin.com/JqsQeru
> Previous Jams pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter

Other urls found in this thread:

itch.io/jam/agdg-demo-day-15
redblobgames.com/
twitter.com/SFWRedditGifs

First for anime games

Good job demo daggers

Did I ever tell you how much I suck at animating?
Oh wait, I don't need to tell you. Just look at this shit.

I pick this one.

The animation is good enough for the quality of the model. But you know that and just fishing, so good job ya got me.

My demo is finally uploaded! Time to finally relax and start playing all your games. Thank you for all your help, /agdg/. I like you guys even tough you shitpost a lot

do nudes of her.

No, I did a shit job and I wanted to get shit on.
If you're saying the model is shit too then yeah I guess you're right

is this the ironmash dev or just a shitpost

Slowly making my way through

sleep tight devver

It has peg limbs. What kind animation where you expecting it to have?

How do you motivate yourselfs to get to work?

I've had all these ideas but I don't know how to get started when it comes to actually developing the game.

I can never get the pace of the animations right, you know, the contrast between slow motions and fast ones.

That is really fucking nice man. What are you working on?

I post what I am going to today in the thread then I proceed to do it

when starting on a jam game, listen to hype music, get pumped to work

when it comes to devving my main game, it's just a matter of routine

yes it's me user

Am I an amateur game developer now? Also, what do you look for in a tactics game? Interesting characters or something more like X-com where the characters don't really matter?

>trying to into art
haha any of you lads got some spare rope and a chair? unrelated to the art issue, of course

Interesting characters. Fire Emblem is shit now, and I only play it for the characters anyways. Get a good enough artist and fun characters and i'll play it.

The characters are merely a medium for me to sperg about tactics and numbers. They will be defined by their successes and failures in battle.

Happy little clouds

there needs to be more than one way to handle any problem
don't ever force the player to learn a specific thing outside the basics, always give them a choice
This is something I learned too late

I use unity and my game doesn't run poorly. There , now can we end this argument?

Just practice.

A few of weeks of /i/ and /ic/ will get you to a halfway competent level.

>Fire Emblem

I miss 7, it was fun to play.

map editor progress

Why /i/ and /ic/? What do they offer?

a foot up your ass

i'm impressed

Do coordinates in a hex grid work the same as in a regular grid? Basically what I mean is are hex grids just like regular grids but with the second, fourth etc rows being displaced half a tile to the side?

Wow, rude.

what does putting t at the end of sentences means?

Its your choice

What is this map editor for?

>end
Found the Japanese guy

my non-existent game

It's like an "author of a post: xy". Some finnish word I believe, and it became a meme. It's used to imply that somebody specific wrote the post.

t. me

t. newfag

I mean what type of game will it be? Or have you not decided?

Tactics rpg. In my mind you'll conquering small villages and recruit/upgrade units to conquer even more villages.

/r/ing the ideafag's anno picture

You could at least link to Demo Day in the OP.
itch.io/jam/agdg-demo-day-15

>5 difficulty modes
aaaaa
I like the UI a lot though.

Thanks, that's interesting.

That's a good point.

That's the gist of it, I'm definitely not an expert though. redblobgames.com/ has a bunch of stuff that is probably useful to you.

what's the correct way?

Why is the dwarven queen a guy

Oh I see the demo day link now.
I'm still unsatisfied.

>Demo Day 15 is live! PART 2

> Previous Thread (Cross-thread)

> Play Demo Day 15 itch.io/jam/agdg-demo-day-15
> Play Monster Jam itch.io/jam/agdg-monster-jam
> Play Demo Day 14 itch.io/jam/agdg-demo-day-14

>>>>>>>>>>>>> Play Demo Day 15 itch.io/jam/agdg-demo-day-15

I'm thinking of building a 2D MMORPG. Is this a delusional idea? l aready wrote a TCP server capable of handling multiple concurrent clients + a basic game protocol for client-server communication.

pls respond /agdg/

body proportions ok, ugly face

Damn there are a lot of tactics rpg in this general. I'm making one as well but I haven't posted about it yet since I haven't got much worth showing yet

There is 0 chance that your game would be an MMO
maybe it would a persistent online RPG but that's a different target that you have to keep in mind

What is this? A menu for ants?
Or is it going along with the dwarfes thing, I dunno

Generator now scales such that all islands should look fairly similar independent of size. That is, bigger islands don't end up looking like archipelagos. The generator was tuned for 1000x1000 maps, like the ones I was posting yesterday, though this map is 3000x3000 and looks pretty good for using pretty much the exact same values.

it's not impossible, but consider the following:

>nobody has ever 1MA'd an MMORPG
>multiplayer indie games tend to fail even if they're good because they can't attract enough players and enter a death spiral
>the golden age of MMORPGs is distant past in the west

sort of related, has anyone made a multiplayer roguelike?

>game
>TCP

I worked on one for a while, but never finished it. Friends didn't pick up the pace and I lost steam, I think the idea could work.

MMORPGs don't need UDP

this + tinier waist
Actually just make your game a porn game. Easy sell

Shoreline looks very Mediterranean. See a lot of Greeces, Italies, Cretes, etc. in there.

my favorite nodev

just make it non turn based bro, what was the problem?

what do you guys think about programming something very inefficiently but it works fine anyway?

Still not visible progress with the stuff im putting in.

Just adding all of the different stages of the turn.
Move / confirm move / end turn. etc.

Added a small menu.

Everything is better with a tailored UDP solution unless you are literally reimplementing TCP in the process.

He's not a nodev

t. webdev retard.

Thanks! That's what I was going for I think, the smaller islands had sorta the same feel but not enough space to make the full Mediterranean look.

Eventually I'm going to be able to tag a map with some shit like "Chaotic" and "Mountainous" and have it generate accordingly. In that example, there'd probably be a lot more curves / jags, and a boost to every tile's height for example.

name one of his released games

If you only care about correctness and not efficiency then go ahead. I care about both. Simple as.

>multiplayer indie games tend to fail even if they're good because they can't attract enough players and enter a death spiral

fuck

Not a true rougelike but Crawl is an interesting type of game like that.

>good

Still not visible progress with the stuff im putting in.

Just adding all of the different stages of the turn.
Move / confirm move / end turn. etc.

Added a small menu..

idolm@ster

not an actual game

Its fine if it saves you time and the slowdown is unnoticeable to the end user. Just remember what you did and have a way to improve performance if it does become something that affects the user.

difficulty modes
>aaaaa
calm, gale and hurricane are renamed old difficulty levels
breeze and storm are the new ones and are somewhere between the old ones
>I like the UI a lot though.
thanks

you didn't ask me to name ACTUAL games. you asked for RELEASED games

even if you're reimplementing TCP it's better to do everything in one udp stream as opposed to having UDP/TCP open at the same time apparently
this is why enet exists

write spaghetti as you see fit, refactor as you see fit

>UDP stream
>reimplementing TCP with UDP means you have UDP and TCP open simultaneously

You can't refactor spaghetti, that's why it's called spaghetti. You should write good procedural code and refactor (I prefer "compress") to reduce duplication only.

Please keep furshite out of /agdg/.

You can refactor spaghetti, why wouldn't you be able to? Its just harder than non spaghetti. Write spaghetti if you want, just know you'll pay for it down the road.

Unfortunately you won't know how to avoid spaghetti until you make a mess. That's how life works.

I think there's two kind of spaghetti.
The regular kind, hard to make out the individual pasta but still doable.
And the cheesy spaghetti, where cheese melted all over and it just forms indissociable clumps

>project inspired by fight knight and GMOTA
Oh christ I've inspired someone. Tell me more about your game dude. Also you might want to make the the flashing end sooner.

refactoring is the process of untangling spaghetti code itself. if you didn't have any spaghetti code (code is clean), there's nothing to refactor.

Refactoring spaghetti involves untangling it into good procedural code.

I wouldn't call decent code with duplication spaghetti code. It has the potential to be, sure, but it's more like prototypal code.

Your menus are excellent, I love the names you've given for your two characters too.
Still hoping to be able to play as one of those cute little gators as a bonus character

Define actual game.
also wiyag

>the gators are weak in most ways but have a powerful redeeming factor if you're good

At least he's in the process of deving, unlike you.

>all of their bullets have crap range regardless of their weapon, but they can do a bite attack that does a crap load of damage, and can do a lunge both on the ground and in the air, useful as a double jump or a means to go FAST

>nodev can't think of a legitimate criticism for the best agdg game

kek.

stolen

actually to take this further.
>gators HAVE no bullets, depending on their weapon, they have different bites
>instead of the umbrella shield, they have the aforementioned lunge, gives i-frames
>only 2 HP, maybe 1