-------- 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.
A roguelite WRPG that plays like Baldurs Gate where your party members are permadeath and have random abilities/classes
Nolan Barnes
Make it so that you have a limited party and at the end of a floor you get a new potential party member so you can switch your old guys out for new guys
Brody Sanders
We are not releasing Unity as open source. Not even a little bit. (Sorry.) It’s not that we don’t like open source. We’d open source all of Unity today if we thought we could get away with it and still be in business tomorrow, and we do have a growing number of open source projects. But the main engine will remain proprietary for the foreseeable future, and the C# reference source code is released under a license which only permits you to read the code, not modify it. Please consult the full license text for details before you get carried away.
Nicholas Sanchez
What's the point in releasing the source code if nobody is allowed to modify it?
Tyler Bennett
>We’d open source all of Unity today if we thought we could get away with it and still be in business tomorrow >meanwhile unreal 4 is open source and making epic billions
----[ Recap ]---- Game: The Cavern Dev: Snow Tools: Unity, Blender, Photoshop Web: snowdev.itch.io/the-cavern Progress: + bug fixing + water area is now two storeys - bug finding
Oh boy, right before I'm about to go back to the uni. I love you Recapman.
----[ Recap ]---- Game:Mech game that should be dead Dev:Tomo Ge Tools:Blender, UE4, Gimp, Krita Web:twitter.com/TomoGeGamedev Progress: + Still changing the bullet pool, component works now, only need to update shooting functions and AI + Shooting at a target can finally be limited to a maximum angle properly instead of coming out straight. + Detailing part by part and baking works nicely for mechas + More concept art + Decided grunt went through enough iteration/small variations, shape/outline is now final + Learned about smoke/fire simulation and cloud rendering in Blender - Rewriting stuff to account for the new pooling is tedious - Spent a lot of time "practicing" rendering because shit's slow
----[ Recap ]---- Game: Ctesiphon Dev: Stomy Tools: C++/OpenGL, Blender, Krita Web: stomygame.tumblr.com Progress: + The C++ rewrite continues (All engine code now complete) + Fixed a bug where textures were rendering with full alpha after map reloads + Changed view/weapon bobbing to make it a little more bouncy + Fixed some collision regressions + Currently porting over Particle System
Stallman pls go, the source is open and available for anyone to view and edit, which is what Unity is scared of
Liam Rodriguez
>tfw no male protagonist (female)
Brody Green
----[ Recap ]---- Game: Euro Wars Dev: polinc Tools:LibGDX, Blender, Inkscape Web: N/A yet Progress: + for the first time I reached the level where I can post any gameplay on one basic map - literally everything from UI, textures, levels, sounds, music etc.
unreal 4 is a massive clusterfuck which only industry veterans can hope to modify. unity is clean and neat and any brainlet could make a fork.
Julian Wilson
I'd rather know how to prevent people from reverse engineering my unity game. Don't want some cheeky faggot looking up all my secret endings from game files
Xavier Miller
Is 3d just for the looks? Looking at most 3d games they don't make any use of the 3rd dimension, you could make mechanically identical game in 2d.
Ethan Cook
boss of pillow shading
Eli Bell
Yeah, all those first person games would work identically in 2d.
Genesis sounds best but you gotta be really good to make it work. Nes + extension chips is the way. Sound instantly recognizable by many, enough sound channels to make music that sounds complete, good tools.
Gabriel Robinson
What's a good book to learn the basics in general (like how to go about it, how a game looks like in the background, what the components are) Most books I've seen are like "How to make your own game with X" but I already know how to program. I would like to learn about the "project" part of a game.
Use Famitracker for NES stuff. Fuck you and everything you ever opine about ever again you deaf little millenial shit.
Austin Ross
NES. FamiTracker. Don't bother with anything else unless you can master that first. SID tunes are way more complex than the others, btw.
Bentley Rogers
Anybody using this engine? defold.com/ Is it good?
Leo Reed
>----[ Recap ]---- Game: Unknown World Dev: Dewdneym Tools: RPG Maker VX Ace Web: dewdneym.tumblr.com Progress: + Redoing super old character sprites + Finally finished an event I've been stuck on for a long time + Working on new dungeon + Planning out new story events, working on details of old ones I had outlines for - just came off a long break
>criticizing shading again >not the copy pasta hands and legs come on user, put that art degree to use
Yeah, gonna add a big grenade detonator to the back that works as a booster too
Kevin Taylor
What? You don't like extension chips? Some of the best famicom tunes use them. Calm down
Logan Richardson
>look! I recolored some dragon quest sprites!
William Long
Good to see I at least have the style down then.
Michael Allen
>impotent and angry shitposter is trying harass people Get owned, nerd.
Adrian Parker
I do not and I don't like hipster little fucks like you who are all "oh yeah this is ~totally an authentic NES tune~ because ~this one game that was only released in Japan and cost $200 USD at the time of release~ used it and it reminds me totally of my fucking childhood as a 80's kid even though I'm only fucking 16 right now and neither the hair on my balls nor my sense of fucking taste have grown yet"
Jackson Campbell
Hero reminds me of Persona 4's main character Do you have any battle gameplay yet? I'm guessing this is like an FF1 setup where you pick a team and just go for it
Nathaniel Turner
Why are you using vx ace over mv? Just curious, I'm using mv meyself
It's funny because the edits you did really fucked up the things to become walk cycles that are humanly impossible but you know so fucking little that you didn't even notice.
Xavier Cooper
It was on sale.
Isaac Ward
----[ Recap ]---- Game: Sipho Dev: All Parts Connected Tools: Unity, Trello, Telegram Web: sipho.itch.io/sipho Progress: + Added final sprites for Sea breed + Made Structure Zooids to increase max energy and Consumption Zooids increase energy regeneraion. This gives player a reason to grow larger. + Don't despawn enemies at level end, but rather make them very aware of your presence and flee or attack. The former behavior broke immersion as players would assume enemies are still somewhere to be found. + AI tries to flank their victim if they're fast enough + AI doesn't try to use all their skills at once, but randomly chooses next ready-to-use skill + Added imminent Mine explosion animation + Added breed-unlocking food pickups and UI-bar indication of collecting one + Various fixes and consistency tweaks - Bosses are still just super aggressive enemies - Levels feel empty and samey
>everything that I didn't experience during MY childhood is bad and not authentic Imagine being this fucking self centered
Angel Perry
----[ Recap ]---- Game: Knight & Witch Dev: SquareDev Tools: Unity, Blender, Krita, Photoshop Web: squaredev.itch.io, squaredev.tumblr.com, @squareanon Progress: + Implemented switches + Implemented system to have elements of the game (such as spike traps or doors) that are toggled on and off at regular intervals, or for a limited time after the player activates a mechanism + Implemented objects you can pick up physically and drop + Implemented blocks you can push and pull - Had to create some spaghetti code for this, which I'm not happy with + Painted some more textures, I think I'm getting better at it - I'm painting random terrains and surfaces which I don't even need yet + Implemented system where the game focuses on something that happened (such as a door unlocking or monsters spawning) - Got a bit distracted by Small World Jam - Still haven't decided what to work on this week
----[ Recap ]---- Game: Dolmexica Infinite Dev: Dogma Tools: SDL2, Emscripten, KallistiOS, C Web: twitter.com/CaptDreamcast Progress: + Air jumps and other gameplay fixes + Shadows, reflections - Small world jam game is gonna be a close call
i like your models but i feel your colour palette + lighting would benefit from a do over
Jeremiah Lopez
----[ Recap ]---- Game: Monospaced Lovers Dev: Scarlet String Studios Tools: Unity Web: N/A Progress: + Made decision prompts and a simple branching dialogue system + Cleaned up my save/load code so that it's not entangled with anything else + Made stage select screen + Found a bunch of image effects I can use instead of re-implementing the wheel - Overall UI design is still questionable
Ignorant of what? You're the one ignoring sound capabilities of famicom because you're not nostalgic for it.
Landon Hughes
shovel knight called they want you to be nostalgia-baited for things that didn't exist more
Cooper Myers
How do i stop one transform from affecting others in Godot? I have an instance that is scaled and translated. But when I call the 'look_at' function, it's scale and translation resets
I've seen this game on Recap but I don't think I've seen anything besides screenshots like this What's the basic idea, exactly
Jeremiah Anderson
You telling me you're experience nostalgia playing new games as long as the game is in correct resolution and uses the right amount of sound channels? Or you need some sprite flicker to go with it as well? Protip: Shovel Knight was successful not because of nostalgia.
Nathaniel Nelson
Don't give him anymore (you)s, he's just picking internet sissy slapfights for attention.
Luke Moore
>have a dream that I drowned >waked up >feel disappointed that it wasn't real
Is anyone good with quaternions? I'm stuck on pic related I'm making an editor tool where I want to be able to rotate multiple points at once, with rotations relative to their individual orientations. The rotation handle only exists on one point, but that rotation delta needs to apply to all points locally.
For the point where the tool is, I know my starting rotation (prevQuat0), and the new rotation after the tool's been used (newQuat0). I'm also able to derive the difference between these (delta) by using the inverse of prevQuat0.
How can I use this information on prevQuat1 so that I can derive newQuat1, by applying the same rotation but along its local orientation? At the moment I've got something that calculates the difference between prevQuat0 and prevQuat1, but if I make a point rotate by that*delta it just makes it match the same rotation as the point with the rotation handle. I feel like I'm close but I'm just not applying the data properly. Do I need to figure out a way to get the quaternion.identity oriented equivalent of delta, and then rotate that by prevQuat1 to make the delta oriented for that point?
I just want to know where his hipster extension chip boogeyman touched him.
Cooper Williams
>today I will learn to make game >download godot, screw around for a bit >read tutorial in docs >tells me to download example project >import example project from the downloaded folder >Invalid project path, the path must exist!
The project.godot file is clearly there though, is this godot's fault as a shit engine or am I just being retarded? I feel like having problems just even starting a project is a bad sign but I'm too ignorant to know really. I can't figure out why it is doing this.
----[ Recap ]---- Game:Devil Engine Dev:shmoopdev Tools:GMS,Photoshop,Aesprite Web:shmoopdev.tumblr.com/ Progress: +Stage 5 boss done +Added shrapnel to enemy deaths that scales with how close you are to obtaining a powerup +Started on the final boss -Not gonna show it off,Gotta keep SOME secrets -Computer is all sorts of busted, being set back for a few days
Thanks. Are the mixels big enough of a problem that they warrant immediate attention? I'm planning on releasing a new demo update once my musician makes the last few songs I need and im thinking of working out the UI kinks now so I don't have to later.
Dylan Cox
You're getting too retarded in your argument. Enjoy this last (you), you've deserved it.
Owen Stewart
Godot engine question:
How do I give the position of the player to my ennemy ? The ennemies have to be able to aim qt the pmayer on a level. I though about using signal but surely there is a better way.
John Parker
>+Started on the final boss UH >-Not gonna show it off,Gotta keep SOME secrets awww
Lucas Cook
you seriously think I'd play your game?
Connor Morgan
Does this mean you're almost done with the game? Might we see an actual /agdg/ release soon?
Ryan Smith
put the player in a group and make the enemies get the first node of the group
Dominic Wood
/agdg/ is not about catching a bunny. Its about chasing it, catching and fucking.
Sorry user, I've shown a ton of the game so far, gotta leave some mystery. There's also the stuff I just don't talk about
Just because i'm making the final boss doesn't mean I'm almost done. Still gotta balance the harder difficulties the demo was locked on easy btw, add online leader boards, and some other sekrit stuff.
Levi Ward
Do I get the position in the script of the level or in the script of the enemies ?
Tyler Diaz
Looks fine to me, godspeed
Andrew Thompson
Most people won't play your game. Out of context progress ain't spoiling shit.
At least your own argument against expansion chips was extremely convincing. Now that I heard about hairless hipster balls and shovel knight bait nostalgia I'll make sure to completely avoid all expansion options in famitracker.
Carson Russell
You should keep all AI logic contained within the AI enemy, no reason to spread it everywhere.