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File: poor dite.jpg (115 KB, 946x828)
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dont be this guy edition

>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-71
Previous: https://itch.io/jam/agdg-demo-day-70

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads: >>>/vg/agdg
Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter

>Previous Thread
>>584087051
>>
>Old Sister Thread
>>>/g/109986135
>Little Sister Thread
>>>/bant/25149304
>>
>>584174272
If a team of people is expected to finish their game in about 4 years. How long should a solo dev take?
>>
first for mojito the cat
>>
Which game do you reckon this was?
https://momo5502.com/posts/2026-10-09-game-decompilation/
>>
mojito is not a good game just because youre being contrarian because you hate bokudev btw
>>
>>584174526
name 2 things bokube does better
>>
>>584171557

my unc taste in games might come back around to being popular just like my unc taste in clothing and music
>>
A six year development cycle is the equivalent to being constipated on the toilet
You want to be able to shit game out
But not too fast, otherwise your game is liquid diarrhea slop
A good dev is able to digest ideas to shit out games in a regular fashion, just like a nice healthy no-wiper shit.
>>
>>584174460
a passion project should take you 7 years, 1.5 if you use AI(putting all passion into anything creative)
>>
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>>584174865
>food analogy
>>
>>584174443
Thank you for fixing the thread

>>584174471
Based

>>584174526
Also based
>>
>>584174603
A better(christian) message, and better character design
>>
>>584175361
why do you need a message from a goyim hating pdf incest rabbi who impregnated his own underage mother to give birth to himself thoughteverbeit?
>>
>>
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>>584175546
>>
>>584175679
look at this and tell me that AI is not amazing? nice 'gress AI chad
>>
>>584175680
how many purchases are thou expecting?
>>
I missed the Betz stream. How was it?
>>
>>584175771
At least 1000 copies at $4.99 as the price. Thats good enough for me.
>>
>>584175771
he said 6 millions but i think it will be closer to 271k copies sold max
>>
>>584175546
almost every word is ragebait, very impressive anon
>>
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Is bunniga still alive?
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>>584175741
it's kinda crazy, I'm finishing my optimization runs on ToS and I'm adding fully destructible environments to it after that, since we're going full on smaller objective maps, I'm going to go balls in with being able to blast through shit

>>584175848
how much for you to model infantry models (at least 3 different outfits)?
>>
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The worst devs come up with the same ideas
>>
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Proggy of the day: pathfinding. This is the first time in the project I had to cheat and get claude help, because polygon merge stuff is waaay too much math for me. That said, I went very far on my own, only the merge of polygons was trouble.

Also... prooggy anchor doko
>>
>>584177001
thats sick, makes me want to replay the entire triology
>>
>>584177205
>CHADgoon outta nowhere
here is your (you) kanna"dev"
>>
>>584175679
ask claude to add a new scary and unexpected enemy, but not to tell you, to surprise you. let it cook.
>>
>>584175848
I will do a bulk order for my chat if you release this year
>>
Daily schizoproggy and Infodump for Signal Protocol:

>Added Shock/CSAM jokes
If your scraper detects CSAM or shock content, a Purge Protocol is initiated.
>Added research bibliography, e.g. Zannettou, et al, 2018
>Thumbnail first collection reduces legal liability
>Sister project, [Redacted] is beginning development
>>
>>584177445
>This is the first time in the project I had to cheat and get claude help
yes... yes... come my child.
>>
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>>584177205
Hey now, my jam submission had multiple weapons with vastly different control styles.
>>
>>584178514
Solve et Coagula.
>>
>>584174272
Here's a question I'd like some help with regarding game design.
1. Let's say you have a typical firearm with three **firing modes** automatic, semi-automatic (single shot), and burst fire.

2A. **Player Zoom** A default zoom function independent of the weapon, where the player squints or focuses their eyes to identify something in the distance. (Not applicable to the firearm itself just mentioning)

2B. **Weapon Zoom (Default)** The weapon has its own default aiming or zoom function, separate from player zoom. This is the standard weapon zoom when using the default sights or scopes or sights are attached.

2C. **Optional Sights and Scopes** The weapon can have optional sights or scopes, such as a red dot sight or a sniper scope. These attachments can provide their own aiming interfaces and levels of magnification, separate from both player zoom and the default weapon zoom.

3. The weapon also has an **Alternate fire mode**, similar to the double-shot shotgun mechanic in **Half-Life**, providing an additional attack option beyond its standard firing modes.

4. On top of that, the weapon has an **Underbarrel attachment** that provides an additional firing option, such as a grenade launcher or shotgun attachment.

**Control Scheme** What control scheme do you think would work best to accommodate all these functions? Switching between fire modes (SS, B, A), player zoom, weapon zoom, alternate weapon zoom if a secondary sight is mounted, alternate fire, and the underbarrel attachment.

The reason I ask is that every game i have played feels very clunky when it comes to switching between modes and accessing different weapon functions. It often feels like interacting with a separate menu system rather than something you can do organically during gameplay.
>>
>>584178796
I only copypaste chatGPT as a bit. Do better.
>>
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Made a game engine that can make pong.
>>
progress:
>>
>>584179074
damn, you gonna be rich now
>>
>>584179210
marmo...
>>
>>584179210
Nothing like watching the donut tutorial for the fourth time.
>>
>>584178907
>>584178907
I did… it’s just that I write in a very logical, structured way. For the past 20 years, I’ve always been told that my writing is weird or confusing.

Now, apparently, I write like AI since 2022. Despite 20 years of evidence to say otherwise.
>>
>>584179474
Apologies, then. The **Asterisks** are telltale of the .Md format. On a second glance, your wording is appearing human.
>>
godot .net or godot normal?
>>
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>>584178191
chances are he'll fetch one of the ones I was already planning, but we'll see, who knows, I'll try not to read the console either

>>584177445
I wish I could do this, this is cool
>>
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almost done for DD
>>
>>584179897
I havent used gd .net but if its anything like gd rust stck to normal
>>
>>584179964
>I wish I could do this, this is cool
you have claude moron
>>
>>584179646
>>584179646
Oh, that's just me using bold text for Discord while asking the same question in game development servers. I don't know why it doesn't embed on 4chan anymore. It's like spoiler tags that just refuse to work.

It's been bothering me for a few weeks now control schemes.
>>
Progress:
Made a game engine that can make pong.
>>
>>584179993
>He hasn't updated it to be Unity Spark
>>
>>584180130
Are you in any of the /agdg/ or other development servers then if you're looking for discord
>>
>>584178796
The best approach is to organize controls by action type, keeping essential functions immediately accessible and avoiding menus.
Primary fire (LMB/RT): Fires using the selected mode: single-shot, burst, or automatic.

Aim (RMB/LT): Aims through the currently selected sight or scope.

Player zoom (Mouse 3/R3): Independently focuses on distant objects.

Fire-mode selector (B/D-pad): Cycles between single-shot, burst, and automatic. The selected mode persists.

Alternate fire (V/RB): Immediately triggers a special attack, such as a double-shot blast.

Underbarrel (G/LB): Directly fires an attached grenade launcher, shotgun, or other auxiliary weapon.

Sight selector (Mouse 4/D-pad): Switches between the default sight and an optional optic.

Magnification control (mouse wheel/modifier): Adjusts zoom on compatible scopes.
Core design principle: Separate immediate actions (shooting), persistent configurations (fire modes and sights), and continuous states (aiming and player zoom).
This keeps the weapon's functions accessible without requiring the player to navigate menus or memorize complicated button combinations. The HUD should clearly display the current firing mode, active sight, and auxiliary ammunition.
One final consideration: the best solution depends heavily on whether this is primarily a fast multiplayer shooter, a slower tactical FPS, or a single-player immersive sim. In a fast shooter, immediate access and muscle memory dominate. In a tactical game, deliberate weapon manipulation can be part of the experience. In an immersive sim, contextual interactions may be worthwhile if they reinforce the fiction.

If you tell me which of those three directions you're targeting, I can propose a more tightly integrated control scheme rather than a general-purpose one.
>>
>>584178796
ever tried stalker gamma?
some of the guns in there have exactly all that you're looking for:
you can 'squint' by default, you got the iron sight, then some of the guns have a scope and an iron sight (with different zoom levels each) that you can switch to and from, and then... I know some guns have under barrel launchers, unsure if there's a gun with ALL of them

are you asking for KBM or for gamepad? because those are two different beasts, but assuming you want both: just do buttons that do different things based on context
you probably do not want to have a button for the underbarrel and then one for the gun, you want to 'switch firemode' between ub and standard, that way you can also have a single reload button for both (if you're in standard mode, it reloads standard ammo, if you switch to ub, it fits in a new grenade), then you got scroll wheel to switch between scope/iron sight, and then mouse 4 to squint (this is the gamma way)

but it'll always be clunky to a new player, I mean you're just throwing like 5 different system/features all at once on their ass, what do you expect?
but people get used to it, it's just how it is
>>
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>>584180267
>We live in a era now where you can make in a single prompt a custom game engine for your game

Oh no no no.
lmao.
>>
>>584179074
2 hours >>584167637
>>584180267
one prompt
>>
>>584179993
seems slow, have you tried Claude opus 5.5? you don't need to do all that typing, it knows what your game needs.
>>
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>>584179993
>still no mayo
ngmi
>>
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Fiat Missiles now knock back enemies and carve out impact chunks.
>>
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holy shit claude's cooking.....
>>
>>584180582
google "git clone"
>>
>>584178796
LMB Fire Weapon
MMB Alt Fire Weapon
LMB + MMB Underbarrel Weapon

RMB Zoom Weapon
RMB + MMB Alt Zoom Weapon

How is that?
>>
>>584180713
this looks so good, I'm scared about whether it'd be readable if there's a lot of fighting on screen happening at once tho?
>>
man, this is amazing, lmao.
wtf.
lol
>>
>>584181157
1,1 MiB!? amazing
lol.
>>
>>584181157
1mb
meanwhile my sotc clone with 4 bosses is 19kb
>>
>>584181883
SOTC isn't a text adventure though
>>
>>584182209
not yet.
>>
>>584181347
>>584181883
I now have a gui screen window.

lmao.
>>
So who won the game jam?
>>
>>584182259
I can do this by punchcards
>>
>>584179964
why did you have to fucking make claude look trans? its a fucking crab
weirdo
>>
This is amazing, chuds.
>>
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>>584182370
you fucking little nigger bitch, this is the major you fucking zooming SWINE
>>
>>584182470
i dont know xim
put the crab back on
>>
>>584182632
nta but if you really don't know her, fuck. we have failed the younger generation. every nerd worth his salt knew her.
>>
>>584182686
thats a girl? lol
>>
>>584182632
>>584182915
https://www.youtube.com/watch?v=gQXl9gaeNLQ&list=RDgQXl9gaeNLQ&start_radio=1
>>
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>>584181157
mine is better >>584180267
>>
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Bokube is trully an inspiration
>>
>>584174460
hobbydev = however long you want
jobbydev = if it takes more than 2 years its never ever coming out
>>
I've been telling you that taste is what makes a game good. Now this eceleb agrees with me desu...
>>
>>584184268
wait did he change the title
>>
>>584184161
Can the devs in agdg be split between a hobbydev group and a jobbydev group. I feel Cris is a hobbydev.
>>
>>584117383
There's more to a community than discord. Discord is for the ultra fans. But a game only you know about has no streamer play it, has no friend you can discuss the boss you liked with, has no wiki to look up, has no steam reviews you can read to see other opinions, has no youtube deep dives. It's just you.
This doesn't matter to everyone, but it will to some. People installing skyrim coomer mods don't just leave it there, they post about it on a 4chan thread.
>>
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>>584183108
2d animators were built different back then
>>
>>584184365
yeah, I still have the previous in a tab and it says "Your Taste is Your Biggest Advantage as an indie Dev "
maybe he asked AI for a better more tasteful title, A/B testing
>>
>>584174460
If you got money and go balls in on AI and you don't have kids or a job that'll waste your time, you can probably do something the size a 6-10 man team would take 4 years for in, maybe 6-12 months.
But the PASSION is what really matters, do you like sleeping?

>>584184768
I'm pretty sure this was my first fap tbqh, or at least the 'wait why is my dick hard' moment.
>>
goofy ahh niggas
>>
>>584183810
this is ripped directly from bokudevs brain using BCI + AI + E = mc2
>>
>>584184961
Same... Fuchikoma is so hot...
>>
>>584183108
Man. We'll never getting back the style and effort of late 90s/early 2000s media.
>>
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>>584185354
AI will :^)
>>
>>584185354
All those animators are in their 60s now...
>>
>>584185354
I will do it
>>
>>584185872
Do it now!
>>
when are our local anime posters going to post their progress? this thread is awful
>>
>>584186224
fygoon joey? he warned us about this very situation
>>
>>584186224
people who complain about lack of progress while not posting their own are the worst nodevs
>>
>>584184768

at the time of release, one animator on this, Toshihiro Kawamoto, was just a year away from co-founding Studio Bones and giving the world Cowboy Bebop.

and Yoh Yoshinari also animated on this, was only 26. 14 years before he’d help found Studio Trigger and direct Little Witch Academia and Cyberpunk: Edgerunners.
>>
>>584186224
anime is gamedev fuel
>>
>>584186224
Right now I'm too busy. I will post progress in a month or two.
>>
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Creator of Dragon Quest is an AI slopper. owari da...
>>
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I feel like boku is by far the one that posts the most progress, and then it's me, and I've yet to see any of the whiny bitches post anything, thus, I will have to post anime once again
>>
>>584174975
>1.5 years if you use AI
By that time AI will advance enough to do whatever took you months to with worse AI model in just an hour from a single prompt. AI gamedevs are also fucked by AI.
>>
>>584186956
Passion projects don't just materialize in your head fully formed. assuming starting from 0(no GDD you worked on for 10 years prior before committing to making a game), it's still going to take a long time. no AI can do this for you.
>>
im a new programmer and im making the mistake of trying to make a fighting game after my first project (textboard). im only worried about the programming part desu. i think the only agdg dev who made something fighting game like was ivysly right? i wanted to get some advice.
>>
>>584187659
Fighting games are easy even Cris can do it
>>
>>584187727
even with rollback?
>>
fighting game programing is easy, everything else is SSS difficulty
>>
>>584187791
yes, its easily the most braindead genre to program
>>
>>584187798
>>584187862
stop fucking with me son.
>>
>>584187659
Lethal League devs are also agdg, and that's a fighting game I guess. imagine being there for that era...
>>
>>584187659
There are a couple current agdg devs making fighting games.
one is a single player platformer/fighting game with the purple suit lady and lots of blood and hobos
the other is a dojo style thing, with 3d backgrounds and characters.
I can't recall the names of these games.
>>
>>584187659
>he doesn't know about the best AGDG fighting game
https://www.youtube.com/watch?v=_z-cXdFMByM
>>
>>584187791
don't listen to /agdg/ about programming, they are absolute retards
>>
>>584188820
ok what makes them hard to program then hotshot
>>
>>584188927
Me.
>>
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No anchor?

I simplified my UI, and did some gameplay refining. Here's a full exploited planet, with miners, collectors, and canons to return resources.

Not much progress today, but cleaning up a lot of stuff, and trying to figure out how to expand the gameplay.
>>
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i relapsed again...
>>
>>584189318
You can stop now, I'm already buying your game bro.
>>
>>584189318
I feel like I played this game 20 years ago on addictinggames. Something about shooting rocks into black holes
>>
>>584189318
Sorry anon. This is /agdg/. You're not allowed to post GMI games here. Only amateur garbage is allowed.
>>
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>>584189572
>>
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Proggy, added airdrops via VTOL/airlifter for reinforcements instead of just spawning them in. Not very realistic for militias to airlift in urbies but better than teleporting them in. Comes with disposable retro thrusters. I should make the transports spam flares for extra vibes.
>>
>>584183780
kino. homage to sonic adventure 2
truly a game for the ages
dont mess it up and do some stupid shit like the biolizard sonic adventure 2 shoulda just ended with sonic vs shadow
>>
>>584190153
dis nigga about to become a millionaire. will you upgrade the graphics before launch? or are you keeping them this way



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