>Now the web version is completely broken But I only reuploaded the version that was already up What game are you playing here, itch?
Kayden Perez
I'll write the code of conduct.
Aaron Williams
But I'm here only for money, fuck off with your feel good bullshit.
Grayson Murphy
You probably shouldn't be in agdg then. You should be browsing reddit articles about the best microtransactions to put in your mobile clicker game
Nolan Phillips
Hey, I'm not satan.
Logan Peterson
Why aren't you making a game about fidget spinners?
Chase Morris
>discover various amazing tools such as megascans
What the fuck, I need literally no talent to create AAA graphics and content for my shitty game idea. Time to pay some indian to program my shit and become fucking rich.
Alexander Harris
pursuing photorealism is a waste of time for this reason
Carson Miller
Let's see your best menu sounds.
Lucas Rodriguez
too late
Adrian Jones
I've never used one, it'd be like a virgin making a sex game :^)
Brody Martinez
>he thinks my game has any sounds
Ryder Watson
...
Nolan White
>or a menu
Zachary Gomez
this is what some people actually believe
Gabriel Perez
Because Mystery jam is over
Kevin Foster
you're a sad little man
Leo Watson
i haven't been posting because i'm working on some major improvement to a lot of things, kind of uncertain about it all. wish me luck.
Leo Stewart
----[ Recap ]---- Game: Geoya Dev: user Tools: SFML C++ Blender Web: Progress: + bug fixes - that's it :(
Easton Myers
Nice
Rocket jumping when
Josiah Morgan
I know literally nothing about programming. Which language should I start learning if I want to make an ASCII game? It'd be sort of tactical and Fire Emblem-y.
Jaxson Jones
will you be deluded but happy or disillusioned but skilled
Eli Barnes
>not creating the next generic multiplayer early access survival fps for guaranteed, risk-less money
you do realize your shitty 2d game which takes way more effort to create will never earn you a single fucking dollar
Chase Clark
I wish you luck
Elijah Cook
was this an inspiration?
Connor Perez
Are any of those games even remotely polished?
They all seem janky and buggy as shit, I guess their popularity passes before they ever get finished.
Andrew Perez
...
Nicholas Rivera
nah the next guaranteed market is making something like but not quite
Henry Cox
>feels good about his shit art >post it on agdg >gets surprised when everyone says it's shit
Don't fall for the trap.
Christopher Phillips
No, the latest fad game of this genre looks like absolutely trash. It has literally no graphics.
They've earned $100 M I L L I O N
Jacob Gutierrez
don't draw patterns from outliers
by the time there is a $100 million game, you're too late to market
Charles Rivera
>I hate feedback
Adrian Parker
...
Charles Parker
There has been a similar game nearly every year, and they all earn between $100ks to nearly a million.
PUBG literally just changed the format just ever so slightly which made it more popular than its predecessors.
They even went with garbage graphics as tradition requires of this idiot genre, nobody cared.
Jordan Richardson
whats wrong with PUBG's graphics? can you explain why its bad?
Nathaniel Green
we're getting there boys only a matter of hours now
Logan Robinson
it uses default ue4 editor settings it's marketplace assets cobbled together every texture is blurry and flat lighting is horrible, looks fully bright
just google pics or watch some vids
David Rogers
so it's NOT a guaranteed success, then. you still have to change the formula in a clever way, which requires skill.
Cooper Ross
it's a guaranteed $100k and early access is your safety net you can just abandon it and nobody will care
Jason Morris
First time caller here, thought I'd bring my 2D Pixelshit Gamemaker Babby shit to the table. I've actually posted some music on a /v/ thread, but this is the first time posting it here. Its a bit of a love letter to Bubble Bobble, but with its own mechanics that aren't about popping bubbles.
The symbols on the border light up when you hit an enemy with a fireball, according to which symbol pops out of your fireball, which is based on, essentially, 30 sided die roll (As there's 30 symbols). You can get items that take out symbols you've already gotten, and there's a bonus if you get all of them, but if you game over you lose all the ones you've collected, but can start from the level you died at. The drops for items that take out symbols you've already hit increase in the later levels to balance out the later levels being harder (And there's actually a lore reason to, if that fancies you). Since there's also a low chance that you won't hit all the symbols even with item upgrades, if you go long enough without game overing, the item drops will start including unclaimed symbols themselves, so there's a ceiling to how much bad luck can prevent you from unlocking the secret.
This screenshot is only of a test level which is not going into the final product, the point font will certainly change, and I intend to do something about the background (Any good links to tutorials for background art would be nice).
I have a blog for this if you want to follow, but I intend to post here with progress too so don't worry about it. Also if you hate it don't worry about it.
>straight to the point >based off those fun single screen arcade games >shows progress >describes gameplay mechanics fairly in depth
Continue, please. You have my attention.
Hunter Scott
>feel good about shit art >dont post it >still act superior This was hard
Leo Long
...
Robert Lee
>ASCII game You should consider not doing that, in the year 2017. Basic tiles are worlds better than ASCII, and don't take that much skill.
To answer your question though, any language will do. Something high level like Java or C# will be more fast enough, and will help with faster dev times.
That said shitty old languages have more fleshed out console based libraries for vidya and whatnot... so you might consider that too.
Noah Ortiz
...
Dylan Barnes
What is this game about?
Aaron Moore
It's diep.io in hyperbolic space.
Nathan Myers
Uh, let's see, I'm diving into things that aren't finished except for lore shenanigans.
>The reason there's plant-like enemies in a cave setting is because the big bad uses plant matter to bind the monsters here in THE REAL WORLD. As you get into deeper levels the background will start including roots and vines and shit and plus I like the all around theme of a tree growing unnaturally through rocks. Almost every enemy has that plant theme, except two potential ones (And one of those is actually just regular ass birds who were "called" towards the center of the cave). Again, this lore stuff is more sub-surface, you'll be able to just play the game completely without knowing anything.
>Those eyeball monsters shoot shit at you, and their eyes follow you when you get close. I had a gameplay video but I'm working on an old ass Acer and it couldn't handle OBS and Gamemaker going at the same time without cutting the framerate in half, which upset the crap outta me because it runs at a sweet 60 FPS.
>I have not yet programmed it in, but you should be able to map your own keys in the final product, because I've already tied keys to variables so it shouldn't be too much of an issue for me to get right. This is something that a lot of indie devs don't think about and that bugs me.
Logan Long
Please consider instead of a noisy texture, using a background with more high-level structure. If you want to be realistic, something like rocks and trees would work. Or just abstract shapes. Landmarks will help people navigate, I think diep sort of does this with the collectibles that spawn in RECOGNIZABLE, NON-UNIFORM patterns.
Nicholas Gutierrez
Good man, keep it up and I want to see some gameplay footage if you can manage it in the near future.
Andrew Kelly
What does /AGDG/ think of SDL2?
Mason Reyes
Valve
Camden Kelly
'salright there's never any reason to use the builtin render API though, always spring for the opengl option
I plan to add scenery. Getting a good background texture is hard because hyperbolic space doesn't tile the same way as euclidean space, so anything I use I have to generate it myself. Before I was considering dividing it into areas like this, but there's no way to avoid having narrow sections if I want them to be bordered by straight lines, and to do it another way would be complicated.
Jack Jackson
Which engine has the best bouyancy physics and water rendering?
Jordan Williams
Mine.
Thomas Walker
>buoyancy physics
Unity and UE4 both use the same physics engine so I would expect that you would get similar results in each.
Mason Long
would you make games for the switch?
Lincoln Martin
sure as long as it's profitable
Jace Robinson
yeah, after it does well on steam, why not
Blake Murphy
is there any demand for a subterranean furry dating simulator?
Connor Ortiz
Of course. Nintendo consoles are the only good consoles. PS4 and XBone are just worse PCs.
Kevin Ramirez
----[ Recap ]---- Game: Skylarks Dev: Mako Tools: Rust, Logic, Blender, SDL2 Web: mako.itch.io/skylarks Progress: + Refactoring + Fleshed out some important scenes for a major storyline - There's a bunch of zero-G sex but I'm implying it instead of describing it so I feel like a heretic
Josiah Peterson
>tfw full of great ideas but most of them would require at least a small team of experienced devs so I just end up doing the small and boring ones
Dominic Ortiz
How do you feel about enemies that violate designated safe spaces like save rooms and such?
Josiah Roberts
triggered
Ethan James
>no graphics
Wut game? I thought you were talking about the playerunknown thing
Nathan Evans
[meme potential increases]
Henry Morales
I like them the only problem I see is if the player stops playing for a minute to leave assuming they're safe and they appear but as long as you can pause I don't see a problem
Caleb Jackson
Well, you're violating a rule that you've set for the player. So the question is, do you also violate other conventions? Then you'd be setting up a meta rule that standard videogame rules don't apply, and players should expect more where that came from.
It also depends on how often you do it. Is it a one time thing, or is it a crossing of a threshold, after which no room is safe? Do you spring it on the player when they're unaware, or is it done as part of a dramatic moment in the game?
If it's a rule introduced from the beginning that no space is safe, fine, but then you're not really violating anything, you're just saying that if you want to be safe you turn off the game.
Jace Ward
The inverted fisheye one loos like you're exploring an ocean trench
Justin Morales
How do you feel about enemies that violate designated pause states?
Ayden Stewart
How do you feel about enemies that rape you repeatedly?
Julian Gutierrez
>pause furry
Parker Stewart
See , it's the exact same problem absracted one level.
Nathan Williams
What's the "easiest" 3D art style to learn so I can just make cheap shit that looks vaguely consistent for my game? Is something cartoony like vietnamese ripoff wind waker feasable?
Asher Jones
is Spaceship Crew Self-Defense Simulator only two rooms or am I missing something
Parker Foster
untextured memepoly just add some lazy post-process like depth of field and chromatic aberration and enjoy your GOTY awards
>Anyone want a writer? I do! are you on the Discord?
Blake Morales
sorry, i'm already using him.
Andrew Cox
Guy who was making a roguelike in gamemaker here. I'm not dead but I have no progress. >trying to do fov/line of sight >really, really fucking complicated >try to implement a simple raycasting algorithm, fuck up because my octant was 90 degrees instead of 45 degrees, don;t think I want to do raycasting anyway because of the artifacts >think about doing it with collision detection, but gamemaker doesn't have a function that returns all objects for a given line >try to look up other solutions so I can convert their code to gamemaker >all of them are for languages that allow classes and have other features, porting it to my rickety setup in gamemaker would probably be harder than just figuring it out myself >even depite all of this I have the basics of shadowcasting down now but I don't know how to iterate across all squares that a line is touching withour making artifacts or fucking it up somehow
Feel free to laugh at me, I don't even want help honestly. All I can say is holy fucking christ, I never in my wildest dreams though that this line of sight shit would be harder than doing my battle system or anything else. God I fucking hate grids.
Caleb Cooper
please be shitposting
Austin Diaz
gamemaker really makes everything harder
Jeremiah Brooks
simply code something ugly and fast so you can fix it later
Aaron Peterson
>i have pokemon x fire emblem idea >the idea is so unoriginal that i require team to work for it >btw i don't have any skills except making pipe dream of mishmash games
Blake Morgan
sorry my friend, he is used goods. we hit it up on AOL and now he's writing my comp sci essay
Jayden Murphy
>TL;DR: The Game
Alexander Collins
Does anyone know what kind of income we're talking for this kind of thing? Just out of curiosity.
Luis Martin
It's a sequel to DBZ Legendary Super Warriors
Will move to Love 2D eventually
Hudson Foster
I'm really trying to get people here
Gavin Baker
Billions if you design it well enough to trick people out of their money and make the game addicting.