had i known the horrors that were about to unfold, i would have made an op but it is too late
Adam Hughes
So... this is the power of Unreal Engine...
David Anderson
fuck anime
Caleb Campbell
We would if we could.
Brayden Adams
What, you got a problem with oreimo or something?
Luis Jackson
falling platforms!
Evan Anderson
Daily reminder that all of you are great, and I love seeing your games.
Tyler Flores
>not an actual nep mmo
Zachary Anderson
I prefer digestives
Robert Mitchell
no, it's my favorite brand of cookies!
Eli Nelson
we vr drivebys now
needs improvements but it's actually kind of fun controlling the wheel with one hand and a gun with another
Chase Fisher
Anyone here has any experience with Kinect? I want to make a game using the kinect gesture recognition, and I am willing to buy one to try it out, but I have no idea if I should buy the normal one, or the v2.
Connor Watson
you could get some meme streamers with that shit I'm sure
Jason Perry
I'll just start this now. URLs in the web field are now automatically linkified. Also added the scores page
--------- AGDG Weekly Recap --------- Fill out the form to be a part of the weekly progress recap. Submissions will be accepted for at least the next 36 hours.
--------- Links Site: recap.agdg.io Last recap: recap.agdg.io/view?id=17082
Grayson Hughes
wiyg
Ryder Taylor
I'm really bad with shaders so it took longer than I'd like to admit to find/make changes to a custom one, but now sandstorms fade at the bottom instead of an ugly flat cutoff line when you go underground. The scrolling's direction and speed is also an indicator of which way/how hard you get pushed although it looks a little silly like snow in low winds. Also slightly changed underground backgrounds to include some variety like curved edges at the top instead of a rectangle for all backgrounds.
Good job, and good choice for early obstacles
Looks fun, if you polish it you can definitely get some attention going.
Noah Lee
how long until whodevs can submit their whoprogress to the whocap offsite and we're finally rid of it?
Carson Sanchez
That character seems too cute for me to not get a better look at him
Carter Martin
Lemme see some progress and if you have, show me some really early progress from your game also
Leo Brooks
What does the doug button do?
Lucas Russell
----[ Recap ]---- Game: Whimp the Bold Dev: AttaBoy Tools: GM:S, Aseprite Web: twitter.com/AttaBoyGames , attaboydev.tumblr.com Progress: + Made a new possession shader and feel like a shader god + Improved Whimp's run cycle - Still procrastinating doing background and environmental work
Jose Martinez
looks real smooth and responsive. Didn't realize he was riding a tiny horse until he fell. So cute.
Gabriel Ward
Summon Doug. The Nickelodeon one, not the Disney one.
Landon Perez
It makes people ask what the Doug button does
Oliver Cook
nice
Gabriel Hill
>tfw been working on game for most of the year >tfw suddenly have another idea I'm more interested in
Jordan Gutierrez
The frame with the game info should also encompass the image, instead of having a space. So they're more clearly together.
Also maybe have the exact dates for the week being shown? What happens if a week is half in one month and half in another? Will it count as the previous months week, or the new months week?
A link at the top to return to the main page of the website would be nice as well.
Overall nice work.
Nathaniel Gomez
----[ Recap ]---- Game: Spaceship Crew Self-Defense Simulator Dev: chaikaDev Tools: GMS 2 Web: Progress: + fixed some bugs + NPCs will search for you after finding a corpse
Daniel James
what is the process to getting a test build of a UE4 game on an iphone?
Justin Hall
The camera doesn't need to move up with you every time you jump Most 3D platformers don't adjust the height of the camera until you land, because visually you get to see the character jump in the air clearly rather than the ground moving down - but the camera will move down with you if you fall below the height you started your off-ground state at
Christopher Evans
>same exact post for the third week in a row >no progress inbetween whatsoever nodevs spamming to keep their shitty combo up delete the whocap
Xavier Richardson
Write down the ideas and finish your current project. It's important for your self esteem.
James Hill
>fixing bugs isn't progress
Joseph Watson
but my current project will easily take another year at least
Mason Young
I know the feel, and it sucks. But you just have to accept that working on one game at a time is the best thing to do. Finish your current game and make it as best as you can. Think of it this way, you'll improve as a gamedev while making the current game, and then when you make the new game that you're more interested in, you'll likely make it even better than your last.
As the other user said, write down the ideas so you don't forget later.
Hudson Bailey
I love this kind of platformer. Good job, user.
James Thomas
----[ Recap ]---- Game: Asteroids Rogue Dev: CowThing Tools: Aseprite, Blender, Godot Web: Progress: + Improved AI even more + Improved movement even more + Played around with having areas that attract, repel, and force objects in various directions. Could be used for hazards or enemy mechanics - Was too lazy to record a webm of any of this - Was too lazy to make anything substantial + I'll do better next week
Benjamin Bell
you spilled chickpeas over your screenshot
Gavin Peterson
>>same exact post for the third week in a row
2 weeks ago I didn't post on the recap.
Porting the game from GMS 1.4 to GMS 2 broke a few features which I fixed this week. A bug related to the shadows was really finicky in particular.
Last week I was merely beginning to work on the corpses. Now the AI properly react to them and will start to search for the player.
I'm not proud of the amount of total work I've done this week but I did make some progress.
Isaiah Murphy
----[ Recap ]---- Game:Kick-in' Dev:Kickindev Tools:Gamemaker Studio, My Tears Web: kickindev.tumblr.com Progress: + More progress and tweaks on enemy stunbreaking code. It now behaves properly for all player attacks and enemy reactions. + Modified how super attacks interact with enemy stun to smooth out the amount of damage the player can deal in a single counterattack + Modified enemy dodge behavior so he's now vulnerable at the tail end of it. + Rewrote enemy guard-swapping behavior so he now takes longer to swap where he's guarding after being attacked. +The enemy AI is now almost to the point where I feel confident using it as a base to make other enemies with
Jordan Barnes
----[ Recap ]---- Game: Ghost Knight Victis Dev: Anomalous Underdog Tools: Unity, Blender, Substance Painter, Photoshop CC Web: hypertensiongamedev.tumblr.com Progress: + Fixed bad animation transition between Warhammer's 2nd attack back to 1st attack (when repeating the combo) + Fixed bug with player's cape getting stuck inside his own colliders if playing an attack animation that makes the cloth simulation move too fast + Integrated the Warhammer's charged attack combo animations in-game + Started on the Warhammer visual effects for its charged attack
Ryan Morris
will you ever be bringing the old recap posts into the website? Even if it's just from January 2017 up to the missing week 1 and 2 of July on the site. would love to see them.
Nathaniel Campbell
>posting for only recap >not sharing progress otherwise makes you think
Sebastian Phillips
makes me wish I'd kept developing my agdg scraper into a whodev classifier is what I think
Dominic Bailey
>the people who post progress and feedback but don't post recaps
Nicholas Hughes
Sure, why not.
----[ Recap ]---- Game: Negativa Poetica Dev: Template88 is the artist. Tools: Godot, milkytracker/Audacity, that online Piskelapp site? Web: Progress: Bunch of shit that doesn't really account for much when the scope of the project could fit in a thimble.
Gavin Clark
I'm guilty. I don't mean to though. Just if I don't have any visible progress I don't end up posting it.
- Doing bandit's leader battle sprite even she is not recruitable in the demo.
Brody Gutierrez
Those are good suggestions. Thanks. A homepage link on each recap is already planned, along with download links for all of the images and dev data. Yeah I've been thinking about that. I changed the recap data format recently, so I'll just need to write a script to convert all the old data. In the meantime I think I could just provide links to the images in the old dropbox archive.
Samuel Sanchez
im guilty of this, but only because i forget what days recap is, and i only post progress when i have it :)
Camden Morales
----[ Recap ]---- Game: Business Quest (placeholder) Dev: StarReaper Studios Tools: Unreal Engine 4 Web: twitter.com/StarReaperStu Progress: +Traffic System and AI +Pedestrian System and AI +Police AI +VR support, including climbing, touch control driving, drive-by shooting +Non-VR traditional support as well +Day/Night system that affects the cities lights -Still need some kind of gameplay loop beyond sandbox messing around. Probably will have a procedural mission system and you can take the missions at phone booth, at least to start, or something like that.
Jayden Thomas
...
Levi Price
do you take suggestions? actually fuck that, I'll just say it: I'd really like an option to make my character smother their face on any NPC's boobs
Chase Ortiz
It's Monday Recap I wonder what day it happens on.
Dylan Stewart
literally who
Elijah Price
Jesus, I didn't realize I'd been away that long. I've been posting Whimp for probably over a year, though there have definitely been some breaks in my posting
Jeremiah Baker
yeah but i never know what day is monday (or how far away it is)
Isaiah Ward
I'm pretty sure he's memeing.
Daniel Russell
oh its today ill do one now :)
Cooper Mitchell
shit
Hunter Perry
is that a triangle on the shoulder/armpit?
Jordan Gray
But like how though. I'm a full on NEET who has no actual need to know the specific day, but I still know what day it is because it's actually impossible to avoid.
Juan Ramirez
Thoughts on the tooltips appearing directly over the object? Or maybe I should put them on the middle-top instead of the currently-held item?
Connor Brown
yep
Levi Peterson
>Idea guy a passion project for a month, get my dev document and project plan together. >Suddenly have a brilliant flash of inspiration for an older idea that I never really considered viable for 1MA. >Start writing a dev document for that.
Once you're able to recognize this as a form of procrastination and stress relief, it becomes a lot easier to manage. My way of dealing with it is to have a document that I jot down "brilliant" ideas to get them out of my system.
Camden Rodriguez
Is this a Monaco clone
Aiden Nelson
I think it looks decent as-is, but I think you might wanna have an outline on the text for easier readability.
Robert Richardson
I don't always comment on your progress, but I look at almost every single progress post.
Easton Walker
ill redo now and see if i can fix :)
Grayson Harris
Well sometimes there's just not much to say either way.
Ian Allen
No, I wasn't aware of that game until now.
Nathaniel Reyes
>tfw you are starting to get gud enough to work things out without tutorials I just made my own script to work out tile-based movement ranges for the Advance Wars clone I'm making. It's probably shitty and unoptomized (I should probably change it from a "while" loop to a for(movementRange), for example), but it works and I didn't even glance at a tutorial. Not only do I know the cost to get to each tile in the movement range, but I know the cheapest path to get there. >Add the unit's starting tile to a List >For each unchecked tile in the List, check the movement cost to get to each tile around it. >If the tile can't be moved to or has a cumulative cost which would exceed the maximum movement range, ignore it >If the tile is not already in the List, add it >If it is already in the List but with a higher movement cost, replace it >Loop this until there are no unchecked tiles remaining (every possible movement path has been exhausted) >Each node keeps track of the node it was generated from, so you can move to any viable spot at the lowest cost by reverse-engineering from the end tile to the start tile
----[ Recap ]---- Game: Jolly Colony Dev: Jofer Tools: Unity Web: twitter.com/JofersGames Progress: Context-sensitive menus, collision and pathing issues fixed and the selection window only draws the selected player now :)
Benjamin Robinson
Either over the object or in the middle of the screen, but not over the character is best.
Lucas Gomez
Now that I have a main mechanic figured out I created helper ability system which would take priority when getting weapon objects So characters no longer have their own dedicated melee attack. This guy has the sausages only as a placeholder until I add the helpers in the ability system
Mason Adams
Hey /agdg/ how does turn radius work in 3d games?
Brody Bailey
forgot to tone down the camera directional bias
Angel Bennett
same as it does in 2d, the ground is in 2d.
Levi Moore
i see that you're making a bullet hell, how many bullets can you get on screen before it the game goes bellow 60fps?
Caleb Jones
I feel dumb for not knowing this. thanks for explaining this too me.
Hudson Rivera
>Dev: Template88 is the artist. are you saying you're primarily an artist? are you open to working on another project?
Charles Collins
Sorry not interested. Best of luck to you.
Matthew White
Thanks for posting it so early, now I can be more than half awake writing these!
----[ Recap ]---- Game:Devil Engine Dev:shmoopdev Tools:GMS,photoshop,aesprite Web: shmoopdev.tumblr.com Progress: +More level 3 +Most stage 3 placeholders replaced +Added some additional effects for bullets +Sound pass is mostly complete -Retooling the stage 3 miniboss somewhat -Slowish week
Thomas Collins
I've done some tests. No drops yet with 150-200 bullets on/offscreen, so that's working out well. Trying to keep the logic as cheap as humanly possible.
Nah, I'm just the programmer. Just taking credit for a project where it's the art that carries it 100% doesn't really ride with me. might actually be the artist but the answer wouldn't be different either way.
Jose Wright
Worked more on the goofy vine skulls ability to read the room and move toward his target.
>He's targeting player 1 by default (in expectation of single-player mode). Endgame for two-player is to have it decide its opening target at random then allow for target changes by proximity >Though taking the first hole he sees would work out for him in this instance, its more likely that going down a hole moving away from its target would take him away from target, so he chooses to reverse direction >First fall shows no danger, so he takes the fall >Second fall shows him moving into spikes, so he jumps it
This enemy may end up being weeks of work when its all through, but I'm happy with how he's coming along.
Concept looks interesting but the presentation looks like something from a student project.
I'd play but wouldn't pay for it. I'm not a big spender though.
Liam Peterson
----[ Recap ]---- Game: Vampire's Bit Dev: VampireDev Tools: Game Maker, Photoshop Web: vampiredev.tumblr.com · twitter.com/jcsvampire Progress: + Replaced font + Fixed some fire related bugs + Added a small dance animation when clearing the level + Cleaned and tweaked some code + Started working on new attack/death animations - Todo list is still too long - Bad week, couldn't dev too much
Asher Richardson
I didn't think anyone would appreciate someone who hasn't been posting here enough just pop in and drop a link, but I've decided to do it anyway for feedback.
It has very little sound, but you can play Bun Escape Reset if you like. and tell me all the ways it's terrible
Gavin Peterson
Only new people that don't know who you are and are rude for the sake of being rude will complain, so don't worry and ignore them. Downloading right now, will play and leave you feedback.
Isaiah Brown
use webms,my man. Installing right now and I will tell you what I think of it later.
Brayden Hughes
Having trouble with the collision in this bit, bruv.
Lucas Hall
Nevermind, was too used to playing it carefully with the Initial D handling that it didn't occur to me that the physics were intentional.
Plays alright.
Adam Hall
apologizing for being a whodev doesn't erase the fact that you're whodeving, bruv
Dominic Morales
----[ Recap ]---- Game: [Placeholder Title] Dev: Ogier Tools: GM:S, Aseprite Web: ogierdev.tumblr.comtwitter.com/Ogier_Dev Progress: +The boss now has a phase transition and forms its arms when appropriate +Fixed minor issue with sliding
Bentley Sanchez
I always worry. Thanks though!
I'm glad it worked out. Had me scared for a minute there.
I keep thinking a gif will be good enough, as it's simple pixel stuff, but you're right and I should use webms.
Xavier Carter
This is my first time doing this, I am the most whodev
----[ Recap ]---- Game: Young Cultist Dev: Lochbriar Tools: Gamemaker Studio, Fruityloop Studio Web: tumblr.com/blog/youngcultistgame (I'm not a frequent updater) Progress: + Three enemies are fully or close to fully coded + Many aspects of the player character(s) are fully coded + Working on fourth enemy behavior right now - He has a lot of behavior - I'm a OMA with a job so I can have dry spells