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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: babes_of_agdg.png (94 KB, 850x602)
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babes edition

>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-69
Previous: 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/agdg

Archives:
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.com
https://github.com/argorar/WebMConverter
size limit too small? >>>/wsg/other+boards

>Previous Thread
https://archived.moe/bant/thread/24560581/
>>
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post it
>>
How many people her actually develop anything?
>>
>>24585357
i think about developing something
>>
>>24585394
What tech stack do you use?
>>
>>24585398
poonity
>>
>>24585357
Seems like quite a few actually. Maybe only a few that look like something interesting, but a lot of people chip away on small personal projects. Demo Day keeps people going.
>>
>>24585399
I started coding with unity. Now slaving for a web dev. Either way if you'd like an company or a teammate I would like to join you if you have any great ideas
>>
>>24585406
thanks for the offer but i just need to stop slacking and do it myself, no point relying on someone else if i dont put in the effort
>>
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>>24585356
Done some new art.
Added a small 'spinning' thingy.
Added a UFO that fly around the board and gives player score when destroy.
Also added a music, but not sure if it even fits the game. If anybody has any good music genre that will fit the game, feel free to suggest it.

As always, you can try playing it here.
https://zuzoisland.itch.io/pachinko-overdrive
>>
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Last launcher progress update, everything is pretty much done other than server host controls. I integrated the services offered from my game's website (market, forum, tickets, 2fa,..). For context I monetize through cosmetics primarily (different character faces). Cosmetics are recognized between official servers and community servers.
>>
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Hopefully the last part of this art face but I'm designing varios props for specific settings. One reason because Hirdrih will have new worlds whose assets would be done in ways to suit the crappy resolution, so I'm doing them a bit "realized" before the actual game resolution and hopefully they get to look better when I get to my third game. These for example are for Setuhr, Tfoorie's home planet and a specific ref I'm using is the movie Fantastic Planet.
>>
>>24585357
i want to, but i only have good ideas
learning game dev seems impossible, especially in this job market and economy
>>
>>24585531
Learning isn't the problem. The long-term commitment is.
>>
I like this thread a lot more than the /vg/ one
>>
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>>24585545
yeah, for me its less a learning thing (even before ai, you could find tutorials for most things) and more of a long term/incremental project you need to chip away for years
just... is it worth doing any of this? if i can just go to my job
i can burn the midnight oil on coomdev fine because its something for myself, but a real project just ends with me thinking "who would even care about this, i cant deal with legal/managerial stuff so i will never be able to publish this, i have to buy a domain for this but i wont because it will never be finished", etc
>>
>>24585789
>is it worth it having a hobby?
truly a slave mindset
>>
>>24585789
Sorry to hear you have been afflicted by this defeatism. I do this as a hobby because I enjoy the act of doing it, in the same way I enjoy drawing or writing. If you're doing this for the sake of others/money this is one of the worst create avenues to take. If coomdev is what you enjoy you should stick to it.
>>24585772
The /vg/ thread is almost entirely spam and samefagging from the Frenchman, hopefully his devices melt in the heat soon.
>>
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This roof has more vertices than your entire game does. A beautiful thing.
>>
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>>24585346
This is my thread!

>>24585356
Progress:
>Interconnected levels are up and running.
>Fail/Win States are complete.
>Explosion VFX when enemies die.
>Clothing systems are up and running.
>Control over the girls’ faces when they are undressed.
>The Fail State has a nice glass distortion effect on screen.
>I’ve added an effect where ice bullets explode with a fade when they collide.

Technical updates:
> Downloaded a gallery of anime SFX.
> Improvements to the Unity editor to allow listening to SFX while using the selector.
> Fixed a bug where enemies would slow down when approaching the player

Future tasks.
>Shoot a wing and make that wing move.
>Shoot a shoe and activate the foot layer.
>Small animations for the girls.
>Combat decisions that affect enemies.
>Enemies and bosses
>Modifiers

The artists are already working on the concept art and final designs.
Now I should look for another artist for the enemies drawings and music, thinking in Artcore Style.

>>24585357
Right now, I want to develop more games than ever.
>>
>>24585789
I do it because it is cool and entertainment for me, almost like playing vidya but producing something.

Yes, you will fail, and fail again, and fail hundreds of times, but it doesn't matter it you treat it as playing a video games.
Just grab aseprite (it is free if you compile it yourself) and usagi engine and start doing shit, write shit code until it works, draw shit sprites until they look good to you.

Don't use tutorials or AI unless you are absolutely stuck on something, you don't learn by following tutorials, only by practicing and learning from your mistakes.
>>
>>24585925
>Don't use tutorials or AI

To be clear if you're to the point you what a method, class, interface, list, dictionary, are, and you've spent like, a couple months making apps, a good long tutorial that spans like a hundred videos in a row is extremely useful. And AI is extremely useful when breaking into new grounds. Into more complicated grounds. But I agree that beginners shouldn't use it. Or very sparingly or just to debug an error message or something.
>>
>>24586081
how do i make game?
>>
How the fuck do I deal with post release depression?
Everything went better than I could have hoped for but now I want to kill myself.
>>
>>24586345
why not?
>>
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>>24585356
Since October last year
>>
>>24585356
Processing transcripts, about 200/600 done so far.

I've got surprised with the reception, I didn't think the game was that bad
>>
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started working on some sort of prototype ai director, which is one of the things i dread the most.
no pics to post except for floating cubes, so here's a cute gyaru
>>
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>>24586603
Share the floating cubes
>>
>>24586370
Is this lighting just using a circle cutout? How did you get it pixelated? I'm stuck using the hi res light in Unity.
>>
>>24586668
Can you teahc me
>>
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>>24586668
I'm using Godot, so I use nodes like pointlight2d, which requires to have a texture.

So I create a pixel art texture in white, and apply to the node, which includes a modulation for the color.

Also the dark parts are basically the whole level having a filter with a "canvasmodulate" node in Godot.

I'm not sure if there are texture based lighting systems in Unity, or how it works
>>
>>24585357
I'm making an attempt. Game is nothing but a bunch of gray squares on a 3d display for now and I wanted to fix that by learning blender and oh my god what the fuck is this program
>>
A few updates but mostly related to edge cases with the quest system.
> opening and closing maintains entries
> new quests refresh focus unless the widget is opened on another tab, otherwise the active tab gets focus
> quest details are passing through a local array that builds and stores quest data to list a history of actions, objectives, and steps completed with extra detail flavor text.
> completing objectives flags turn in = true and updates the quest entry to a new description (this blips on screen when tabbing to a quest in this state and is not smooth this will be fixed soon)
< - next steps - >
> building a new actor component - event manager to handle event actions to centralize game functions tied to quests, dialogue, triggers, etc. Like storing quest phases and saving progress, picking up quests before initiating the quest.
> fixing saving with quest progression
>>
>>24586889
>quest details are passing through a local array that builds
>> fixing saving with quest progression
Depending on how you want saving to work, maybe split up parts of your game that require saving and save and load parts separately, like every time your quest state changes, create an async request to save the quest log to a file (in order, so two saves don't race), then you can save other stuff periodically too. A save file might look like a special folder which is filled with smaller files you can change independently.

I haven't done save files in a long time, but opening/closing/overwriting files these days can't be that expensive on modern PCs. This has been my thoughts of how to do it.

The local array that stores quest stuff can be saved or validated by a single point giving your an in memory version to work with, and synchronizes itself with the save file version automatically behind the scenes. Just timestamp everything and keep track of what's getting saved and loaded.
>>
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>>24585356
It's ugly, I'll improve it later but it took far too long to get all the settings and menus to work properly, I've had enough for now
>>
>>24585346
>all /agdg/ pedos are turdies
Who is surprised? Not me, AI chads won btw.
>>
>>24587263
make a game
>>
>>24587263
Still no game? I thought AI was supposed to make you a 100x developer?
>>
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>>24587277
I don't know what to do I'm waiting for fable to come back and GPT 5.5 is too dumb right now to work on anything serious I'm just stacking resets and waiting for 5.6, I'm just making background assets in the meantime
>>
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>liberte egalite fraternite
>>
>>24587287
So no game, just perpetually waiting "2 more weeks" for the next AI meme to drop so you can start working on it, right?
>>
please stop replying
>>
>>24585416
>https://zuzoisland.itch.io/pachinko-overdrive

I tried your game.

I saw your level selection. I didn't understand the difference. For me, it seemed like three of the same levels. Then there's no difficulty progression.

It wasn't clear what the arrows and spacebar were supposed to do because your green strength meter is not really noticeable, as all the other UI elements are extremely bright. As well as these gray balls. I didn't see them at first.

I'd recommend creating a very small first level with very few obstacles. Make the balls more visible and add a trajectory marker so players can see the effect of the arrow input.
>>
>>24585925
>Don't use tutorials or AI unless you are absolutely stuck on something, you don't learn by following tutorials, only by practicing and learning from your mistakes.
Absolutely not true.

The learning process is a cycle of
>Research (tutorial, reference art, etc) --> immediately practice what you've learned --> review what you've just done --> repeat
The further you get into development or art or anything, the less you need to rely on tutorials/references, but they are still very important if you get stuck on something or need ideas.

>>24585917
where'd the art in the background come from? i like
>>
>>24586345
You too? Every time I release an update I get a little depressed for a day or two. I learned to accept it and give myself a day or two off.
Maybe I'm feeling it less now though.
>>
>>24585789
I was trying to do something in free time from work for a long time but I get burned out every time. I wont do it alone again for sure
>>
>>24585917
If you were to attach demo link I would leave a review but you didnt
>>
will hire that guy be on demo day
>>
>>24587527
me?
>>
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>>24585346
back from holidays, figured there's no way I can get anything decent ready for the upcoming demo days, so am now focusing on a much more polished vertical slice for #70. Still one level/boss fight, but now I have time to make the models pretty, unreal systems scalable, etc. Picrel player character.
>>
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>>24587571
>noticed the hashcode changed, still me, your friendly neighbourhood diesel souls guy
in line with the whole biomechanical theme, the hull is the creature's armour; when it's damaged, cracked or missing panels will reveal tissue and bone chassis. undecided on the upgrade system, probably not a good idea to start the player off with the dopest vehicle I can create, but that's a full game problem.
>>
>>24587571
Looking good, you must be the greatest dev in all of Guernsey
>>
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>>24586713
Keep at it fren, find the donut tutorial by blender guru on YouTube and do the whole shtick. I went from top to bottom in like 3 weeks, with wagie extras taking up most of my time.
>>
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>>24587636
idk bro i haven't actually devved a game yet, there's apparently some indie 2d titles made by guerns on steam tho.
>>
>>24587669
where download?
>>
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>>24587679
of the model? nowhere, not finished. game is some ways away still.
>>
>>24587020
Appreciate the reply!
That part is all created just the end of each update node needs to mutate the save data so it gets locked in while saving. I dont want the game to be set up in a way where you get a save checkpoint, it is more old achool and expects you to find a totem to save at it. Part of me MIGHT come up with a trigger that quicksaves upon overlap but im not there yet. There are totems placed in various places and you can save 5 slots as many times as you want. So long you remember to do it.
Right now the widget for quests is successfully passing its info around i just need to build the set nodes that add those updates back. That is also why im making an event manager so it can call all of these updates in one component that fires across all blueprints
>>
>>24587311
Thanks for the feedback.
Currently, there's no different boards yet, but plan to have it in the future.
They are currently all same boards right now.
>>
man ive been doing more market research and the depths of normie consoomerism continues to surprise me. but it also presents such fantastic wealth enrichment opportunities once you got them ensnared on your company/game

btw this guy >>24586698 is one of the spammers idk how some of you are failing to notice him despite his obvious posting pattern since last thread

>>24586699
no worries that was helpful. gonna have to think how i'll handle lighting

>>24587806
fucking kek its penis cannon guy. you're gonna redesign it right?
>>
>>24586668
In Unity, can't you just put a black image blocking everything as "shadow" / "darkness".
And then draw the "pixelated" area and use mask to show it as "light"?
>>
Selecting units by clicking or even with a selection box. Next is control groups, and soon movement.
>>
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got magnet tracks working last night

>>24587806
pretty sick man. also nothing wrong with making the first weapon/item/armor the most solid ones that can carry you to endgame, fromsoft always does that with the starting swords
>>
>>24588508
How did I make the nipples?
>>
don't try making video games until capable of making something fun from only simple shapes in any dimension
>>
>>24588697
Like what?
>>
What do I do if no idea sounds good? Am I just thinking too much into it?
>>
>>24588548
The nips is where most indie RTS devs get stuck. Once I sort them out, pathfinding will be a breeze.
>>
>>24588734
isn't the whole point of an "idea" something that seems interesting which we didn't particularily "try" to come up with?
it sounds like "idea" in this context is forcing something
>>
>>24588751
Words of wisdom, I hope I can be like you one day.
>>
>>24588734
In the end, it's the execution of idea that counts.
I have so many ideas that sounds good in my head, but when I actually develop them, they suck so hard.
>>
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New switch type that requires you fan it.
Turns on at full speed, and can be set to turn off at zero speed for some timed interaction stuff.
Wanna add some gear tiles and stuff that will move along with the fan at full speed and kind of show what things will be active, maybe...
>>
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>>24585356
Took a break over the weekend because I did two stretches past midnight to commit something two nights in a row and my brain was starting to melt.
Finished up all of the skills for the first round of party members, now on to the party selection screen.

>>24586345
Interesting that game devs feel this, but I have never felt anything like it while working in tech.

>>24589281
I see you've only been posting a single tileset. Are all the features you're adding for one area?
>>
>>24589375
Mainly yeah, first dungeon.
Some of these aspects might end up in later areas instead. Its kind of a hodgepodge of ideas at the moment.
>>
Anybody shilling their games on TikTok or youtube shorts?
Any advice / tips on how to do that?
Or you just post the shorts and hope algorithm somehow pick it up?



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