getting better and better edition>Demo Days NEXT: https://itch.io/jam/agdg-demo-day-69Previous: https://itch.io/jam/agdg-demo-day-68>AGDG Resources https://hackmd.io/SNd2YQugRG-36CLYc8Og2w>Progress Posting Guide https://pastebin.com/0xEt5atn>Helpful Links New Threads:>>>/bant/agdg>>>/vg/agdgArchives:https://archived.moe/bant/search/subject/agdg/https://arch.b4k.dev/vg/search/subject/agdg//agdg/ Steam Games: https://made-by-agdg.vercel.app/>How to WebM https://obsproject.comhttps://github.com/argorar/WebMConvertersize limit too small? >>>/wsg/other+boards>Previous Threadhttps://archived.moe/bant/thread/24523106/
it goes right round baby right round
pedotrannylu’ status: lost
proggy anchor
>>24539486KRAKAPOW
>>24539487Added intents and the buttons work now.Are any of you guys also playing other games as "research" for your current project?Part of me wants to get really good at them all so I can know how they tick and have robust opinions about their design, but it will probably also take me hundreds of hours for each of them and I do wonder if that's time better spent in the IDE.
>>24539499>Part of me wants to get really good at themWhich ones are you eyeing?
>>24539499personally I just take a glance at videos of youtubers playing them to get a general idea
am I a game dev if I only make visual novels on renpy?
>>24539551technically yes but I feel like no.
>>24539551>renpyyou’re an Brazilian tranny pedo gooner KEKYPOW kys
>>24539551Probably depends on the level of interactivity. Are there dialogue options that result in notable story changes? Then maybe. But I don't know if I would consider a kinetic novel made in renpy a game.
As an ordinary gamer/end-user how do I understand the inner workings of 3D graphics? I'm specifically talking about 3D graphics of PC games from Windows XP-era.
>>24539582>how do I understand the inner workings of 3D graphics?By not being an ordinary gamer/end-user. Try 3D modeling.
>>24539465What's /agdg/ doing on /bant/?
>>24539487It feels weird making low detail models. Like it's too easy and that I should add more.
>>24539582Try getting into the OpenGL basics… specifically older tutorials. You can still use the OpenGL 1 and 2 APIs today, even though the underlying hardware (GPUs) changed a lot. So you get a very fitting taste of XP era graphics programming this way. These old APIs are rather easy to use, too.If you’re very ambitious, you can try getting into DirectX9 programming, which was probably more widespread in games back then. But the tooling in modern Windows versions is more involved to set up and tutorials are probably gonna be sparser. (Though you should be able to find many many thick old books on DX9 for little money.)
>>24539622>general complainingWhat part of random is hard to understand?
>>24539639Thanks. Is OpenGL a good starting point for me since the games I like use DX8/9?
>>24539694Like I said, DX8/9 are a bit more annoying to set up nowadays. If we’re talking really about graphics programming concepts, then OpenGL is just as fine: The API kinda matters less than what it models, and both libraries model "the same" era of graphics programming in the end.(And both are entirely sufficient to make games that look like XP era and also run on modern hardware.)To give you the full gory DX9 setup, according to my research:>To get D3DX you have to install the June 2010 DirectX SDK, which is the last standalone release. And that installer has a well-known failure: it throws error S1023 on modern machines because of a conflict with newer Visual C++ 2010 redistributables already on the system. The usual fix is uninstalling those redistributables, running the SDK installer, then reinstalling them — annoying but documented widely.>So if you're starting a D3D9 project today, you have two realistic paths:>Either install the June 2010 SDK (work around S1023) and use D3DX the way the classic tutorials do, or skip D3DX entirely — use the Windows SDK's d3d9.h, bring your own math library (DirectXMath works fine), use D3DCompiler for shaders, and load textures/meshes yourself. The second is more work upfront but avoids the legacy-SDK headaches and is generally what people recommend now.>One honest note carrying over from the OpenGL conversation: D3D9 is a genuinely nicer, more coherent API to learn on than legacy OpenGL immediate mode — it already pushes you toward vertex/index buffers and shader model 2/3 — but it's still a dead end relative to modern GPU work.
>>24539465Got to blocking out the main body of the boss b4 off for a week on holiday, very much doubt I'll get anything playable in time for 69, I'm worried I'll lose incentive unless I have some immediate deadline. 3 months to 70 might make me too relaxed.Anyway, what's up with agdg being on /bant/? I've been posting on v's Monday dev, and vg's threads, but the latter is crammed with hot air
>>24539512For my game in particular:>Slay The SpireI'm taking some obvious inspiration here and I want to have a good idea of the balance between the characters and the way the archetypes within a character play into each other.Unfortunately, there's 4 characters and 20 ascendancy levels. With runs taking around an hour it will take 80 hours to to get all of them there and that's assuming I win every single one.>TFTI like how you can make harder pivots and how managing money and balancing short-term and long-term needs is something to consider in the drafting strategy.I've also got some other auto-battlers on the list like The Bazaar and Backpack Battles.>Darkest DungeonLow priority since the only thing I'm taking is the "4 guys in a row" format for turn-based combat. Also I'm 10 hours in and already hate it.>>24539514That's basically what the Balatro guy did, but I think I'm better at looking at what's there with a critical eye rather than coming up with something completely new.
>>24539977
>>24539977Doing materials won't be fun
>>24539977>what's up with agdg being on /bant/We're running from the French
>>24539514This is what I do too. Its inferior to actually playing it to get a good idea of how it feels and plays, but its just far more time and cost efficient
>>24540434looks like an uncut cock?
>>24539499>Are any of you guys also playing other games as "research" for your current project?I did that and I changed my game's genre 3 times during development, so tread with caution. Also keep in mind that Slay the Spire is not the kind of game that was solved on paper first. They iterated thousands of times over the course of several years with many testers, both dedicated ones in the developers discord group and early access players with hundreds of in-game metrics. https://www.youtube.com/watch?v=7rqfbvnO_H0They got a couple of presentations, you could probably check that out while playing the games.
>>24539622Look at the French flags. It's one deranged schizophrenic faggot that spams nonsense. Over here he's relatively subdued because even he is still capable of shame when confronted with his own behaviour thanks to IDs. But on the /vg/ threads his bullshit spam makes up more than half of every thread. I've only just come back to aggy daggy in the last fortnight but apparently he has been doing this non-stop since at least last November. He's not going to stop so /vg/ aggy daggy is kill. At least here we all just annoy the non-entity and filter him. These /bant/ threads have consistently had over 10% of posts being progress posts. Over there now it's less than 5%.
>>24540502>uncut cockNo such thing. You don't describe other body parts that way, "looks like an uncut labia". Either your body part is intact or mutilated.
>>24539977>Anyway, what's up with agdg being on /bant/? See >>24540568Demo Day is getting close. I need to have a big day today. I need to make some changes to the werewolf's state machine. Once that's done, I can add all appropriate SFX and animations for each state.Then I need to rig my knight characters so they just have an idle animation and also a script to make them look at the player when she gets close to them.Then I need to model, texture, rig and animate two minor characters that the player interacts with very briefly.With all those characters finished I can move on to the finishing touches on mechanics. Hoping to post some proggy shots of new characters within 12 hours from now.
>>24540571sure, but the point stands
>>24540510>I did that and I changed my game's genre 3 times during developmentI'm not worried about that, I've got a good idea of the high level ideas I want to implement and if my first 200 hours of STS hasn't shaken me, I doubt the next 200 will.>They iterated thousands of times over the course of several years with many testersI'm aware and I'm not in any rush to get this out, strictly a "nights and weekends" project. Unfortunately, I don't have the entire professional Android Netrunner community to test my game, but maybe I can rope some competent people in.>They got a couple of presentations, you could probably check that out while playing the games.I have already watched everything they put out, as well as the devlogs for sts2 and Casey's blog. They've been interesting, but implementing any of it can wait until I have a demoable game.
>>24540459I thought he was British?
>>24541155he forgot to activate his vpn before spamming lol we all made the connection instantly
>>24541218So he isn't joshua the arma mod melty, or was that guy also French
>>24540568I left vgaggy long ago due to it being an absolute shithole ruined by one severely mentally ill retard. This place gives me hope
new glb
>>24541521>aifag is a discordfag
>>24539487The capsule art is ugly as sin. WTF am I doing?But whatever, my goal is to set up a somewhat serviceable store page, and Everything from logo to capsule art will be revised & changed in the future anyway.My focus should be working on making a demo possible in 1 month.
>>24541663Unironically, do some positive affirmations and try not to take this too seriously. You're so cynical when talking about your game.You're not trying to make a masterpiece and most people aren't even able to commit to a project as small as yours unless their job makes them.
>>24539551
>>24539622it got invaded by the french
>>24541721>try not to take this too seriously>You're not trying to make a masterpieceThat's how people have failed project.If your goal is just release a game and don't care if anybody play your game, or even care about how others view your game, then sure, have your way.I'm super serious about this whole game development thing and if possible, I want to make it sustainable.And by being super serious, is how I will realize where my weaknesses are, and figure out a way to improve, instead of "Eh... I'm just a solodev, looking shit is normal, playing like shit is normal, shit is normal". That's just tolerating yourself towards a path of failure.Striving for improvement should be the goal of everybody here.No excuses for failure. No hiding from failure. If something is bad, point it out, acknowledge it, and keep pushing forward.Never compromise.The game is like my child. And I want to set it up for success, not tolerating it to be a failure because "single parent" is hard.Sorry in advance if I ruined the vibe for everyone here.
Using an occupancy grid to track where agents are on my Godot tilemap to have tile based collision without using areas and physics, because they feel shitty and very slop coded. Took me awhile to set up because I am codelet. Next I will sort out attacking enemies and context sensitive commands based on what is in the tile that you click on.Still can't upload images from my PC because of the ongoing range ban. It seems area of Canada has been brownlisted, so I can only phone post for now.I'm not sure how mobile data IP addresses work but I also get a banned IP if I post from the park across the street. Maybe my neighbor is the French schizo.
>>24541801thinking you can do everything on your own is mentally ill (i suffer the same illness)you can just pay someone to make you art for that it's probably not even that much but especially for like a steam image if you aren't confident in it why would you fuck around with it
>>24542006>thinking you can do everything on your ownThat's not what I think at all.I'm currently looking for someone I know to help me with music, since I can't do music at all.And the plan is pay someone to do the art only when I can justify spending the cost.For now, I haven't even gotten a single wishlist yet, and the game is still in unfinished state (Even if you don't care about the art at all, you still can't play the game just by itself), so I don't see why I should be spending on art yet.>if you aren't confident in it why would you fuck around with itBecause I'm setting up a steam page.And as I said previously, I know there's room to be improved, but if I wait only until everything is perfect before I act, then the project most likely will die sooner or later.
Think throwables should shatter when they hit walls/enemies?Right now they just keep moving if they hit an enemy, but stop x/y movement but keep falling (fake z) until they hit the floor.
>>24542202>Think throwables should shatter when they hit walls/enemies?The pots should at least, yes
Still working on quest completion and dialogue. I have effectively created a closed loop so starting the quest waits until objectives are complete before moving to the next dialogue piece, and completing the quest. Quest completion can occur during pickup, kill, npc dialogue, and other options. The quest is then removed from its scrollbar to the completed one. Edge cases will be added too, where a player gets the items before the npc gives the quest for example.
>>24542675Also, here is a debug string I set up that shows behind the scenes when I start a quest and when I pick up each quest item how it runs through each system to completion with green text.