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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: N8nghp.jpg (1.76 MB, 3840x1536)
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sexy number edition

>Demo Days
NOW: 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/24601964/
>>
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proggy anchor
>>
why are there people in the banner who didn't even submit a game yet?
>>
Steam Charts
2026/07/04 (1 day ago)

>By review count (>=5)
11 - https://store.steampowered.com/app/2191410/For_the_Crown/
8 - https://store.steampowered.com/app/4557030/DRUMP_SIMULATOR/
7 - https://store.steampowered.com/app/3384540/Spirit_of_the_Dome/
>>
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>>24613037
Thank you.
I have plans for this series to not be so "mini". But currently focused on smaller games until such a time that I can begin a big 2D Kasha adventure game.
I've already begun a prototype of it.
>>
I've put together a quick piece of fanart for Demo Day 69. There were a lot of new and unique games and some really promising demos.
For DD69 I stuck to the females and made it a little risque. My art isn't the best but it was fun making it.
>>
I can't be fucking bothered with this 3D modeling shit anymore. I think I will just never finish any game just because I suck at 3D so hard
>>
>>24615130
did you make anything 2d yet
>>
>>24615130
nobody told you to use 3D
>>
>>24615130
I recommend you take a break from creating assets and just learn to make 3D models for the sake of learning how to make 3D models.
Rawdogging Blender as a newbie for your commercial projects never works well and will only lead to stagnation.
>>
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On to Hirdrih's opinions.
>The magic arrow being controlled by key arrows is because I fear something technical could go wrong with your actual mouse
>I tried giving feedback to what works with the arrow (Interrogaction mark and those things on the battery)
>I tried making solid/interactible entities with black outlines and the rest either no outlines or colored differently
>You can still use the arrow keys to move the player and arrow, not just WADS
>The magic arrow will probably remain having basic interactions
But also:
>>pressing start shows a black screen with two U shaped elements and nothing else
Not sure what's causing this though.
Is it a Windows 10 thing?
>>
>>24615163
>>>pressing start shows a black screen with two U shaped elements and nothing else
was that my review? i dunno, might be my browser being overly restrictive, might be something else. you got a download link?
>>
>>24615168
https://eyeballtank.itch.io/hirdrih-technologic-wip
Hirdrih is both browser (Itch and NG) and also on Windows and Linux.
>>
>>24615169
yeah it works on standalone, win10 ltsc. no errors or anything.
>>
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>>24614794
Best of luck to everyone submitting to 69, I'll hopefully see you in the next one. Shame to miss out on such an important number, but time got short
>>
>>24615188
Looks like tranny luddite shit
>>
File: gameplay.mp4 (1.77 MB, 1920x1080)
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Can I have some feedback?
>>
>>24615225
can't see shit with that bitrate, why the fuck are you posting at 1080p? hello? make it 960x720 or something
>>
>>24615136
Rawdoggin worked for me, but I used to build with LEGOs all the time as a kid. Now what I really hate is texturing.
>>
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>>24615225
>>24615219
>ai spammer is a jewish schizo
how unexpected lmaoooo
>>
>>24614794
ps2 rock band guitar hero algorithm
>>
>>24614794
xbox oomph algorithm
>>
>>24614794
snk capcom vs snk two algorithm
>>
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SStrikethrough feedback:
>Platforms need to to be more readable. Maybe give them a high contrast outline until you finalize the art.
>Camera should imo be positioned lower when above the ground floor. Or maybe have a minimap.
>Subpixel camera would be nice. I use subpixels when moving in my game, and round to pixel perfect when stationary.
>Crouching to jump was fine imo, but accidentally sliding and not being able to jump out of the slide was annoying.
>Art style good.
Is the game going to be more combat focused in the future?
>>
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I want to make the base game cheap, 10-15 usd/euro roughly, considering the art style. but for the DLCs I also want to charge at least 10. is this doable? or will poorfags throw a fit over the DLC costing nearly as much as the original game?
>>
>>24615130
i gave in and am just making pixel slop
>>
>>24615409
depends on the size of the game and the size and type of the DLCs and multitude of other factors. noone can give you a definitive answer. factorio dlc costs as much as the base game, and nobody bats an eye. also
>anyone that doesn't like my pricing is a poorfag
さすが
>>
>>24615420
the base game includes 9 stages(maps) and like 70 different enemies.
The DLCs each introduce 5 stages and roughly 40 enemies. So quite a lot in my opinion

also there's like 60 items for the base game, and each DLC introduces another 30

but if factorio can do it then I should be good. Thanks upside down indo poster
>>
>>24615420
to be fair factorio dlc doubles the size and length of the game
>>
>>24615409
>is this doable?
yes especially if you advertise it as BIG, MAJOR UPDATE etc.
>>
>>24615381
Thank you for the art and feedback.
>Platforms need to to be more readable
I'm gonna have to set a day to study some pixel art on other games to see how they handle readability.
>Or maybe have a minimap.
Gonna try that idea.
>Subpixel camera would be nice.
This one might take awhile to get right. It should be subpixel, but maybe it's moving too fast that it isn't as smooth. My eyes might not be seeing it.
>not being able to jump out of the slide was annoying.
Saw another player on stream have a similar problem. I'll let the player cancel it early or do a small jump from it. One of the upgrades is a "long jump/roll" and I figured I didn't want to add a move that could be overwritten.
>Art style good.
Thanks
>Is the game going to be more combat focused in the future?
I keep swing back & forth on how I want the combat to play out. Don't want to do combos and strings like you have for your game, but don't want to make things super easy and die in 1 hit. I may lean to making enemies quicker to kill since platforming and exploration is the main focus.
>>
>>24614794
Between the cube and the shotgun there's a minigun censored and I'm angry because I want minigun NOW.
>>
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Aste-Droyds dev here, implemented some changes based on the feedback so far.

>moved the meat and potatoes of the game closer to the start, crystals used to appear on Wave 4, they're on Wave 2 now
>added some parallax to make it easier to see where you're going
>removed the scrolling movement from walls for the same reason
>screen-oriented controls are now default
>tutorial is skippable and should now be harder to break

If you didn't try it, or tried it and didn't like any of the things addressed above, I'd be happy if you gave it a shot!

Also, skipped the LTO performance optimizations in the new WebGL build because the build times were atrocious otherwise, let me know if it runs too badly now, I'll try and add them back.
>>
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Let me give a rundown in case no one knows. I haven't posted here often but I'll try.

Kasha is a character I've had since the early 2000s. Around 2001 or 2002 thereabouts, I can't remember exactly when I created her.
She is a catgirl with a transforming tail who can turn it into almost any tool or weapon she can imagine. She can even temporarily detach it. I was planning a bunch of different games with her in a fashion similar to a classic Nintendo character, and so far I have a few in production.

Kasha vs. Kritters (current project, active development)
Hole-in-Nyan (3D minigolf game with Kasha, sort of like Kirby's Dream Course - prototype made, unsure when I'll continue it)
Kasha's big adventure (currently untitled, a Super Mario World-style platforming adventure with all kinds of tail transforms and stuff).

Currently working on Kasha vs Kritters with a couple of other people but I hope that when I move onto the other games I'll be able to work with more.
>>
I'm internally debating quitting my full time job and getting a part time one so I have more time to dev
>>
>>24615494
I've thought of that myself, but with how prices keep going up. I don't want to be strap for cash and work on something that might not make back the money. If things are easier on your side and you know putting more time into your game will bring you success and happiness. Give it a try.
>>
>>24615428
i'd say more like quadruples even
>>24615426
it might be good, it might not. to me it sounds fairly reasonable, considering people spend 20 dollars on fucking anime jpegs in this day and age.
>>24615494
>quitting my full time job
>in this economy
literally suicidal move
>>
Here's a small game I made last year with Kasha.
Was planning on polishing it up and submitting it to newgrounds but haven't had time yet.
>>
>>24615505
Oops fuck
https://psychojosh.itch.io/kasha-catcha
>>
>>24615503
>>24615502
>literally suicidal move
this full time job is somewhat ass I'm out of the house for 12 hours a day for it and it pays 1550
If I can find a part time that pays just 1000 euros that's around 250/300 bucks to live with each month once rent and utilities are factored out. No gf, friends or car so I can live with that.
But yeah I definitely shouldn't do it unless I'm at that stage where the game is done mechanically and just needs content.
>>
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a prototype i threw together for a game centered around fire simulation and explosions. very barebones right now, but i think it'll play and feel better as i go along and add more effects and the like.
>>
>>24615549
The character is cute, so that's a plus. It could be fun to play as an arson. Don't think there's many games about that. Fire spreading is a bit common though. Be it as it may. Good start.
>>
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>>24615443
I checked and it's definitely not drawing sub pixel positions right now.
>>
>>24615556
thanks anon, i appreciate it. destruction in vidya is something i always had a soft spot for, so i figured i might as well do a take on it myself.
>>
>>24614794
Just checking on the pedofile luddite troons, I see very little progress week by week, couldn't be me (an AI chad making extremely fast progress)
KEKY to the POW
>>
>>24615561
I'll mess around if it a bit. Though should it break the prefect pixel rule or maybe it's should visually move 1 pixel each frame?
>>
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>>24615130
i'm making a whole dark souls style map in blender. Just felt like it, i trust my pure autism to get me through it.

currently, most of the detail is in the interiors/underground caves and dungeons, planning the route and level design throughout.
>>
>>24615726
Looks good anon, looks really fun.
Level design is so hard, but you seem like you have a good grasp.
>>
>>24615726
>>24615726
that looks very cool anon, it looks like runescape!
>>
>>24615443
>I may lean to making enemies quicker to kill since platforming and exploration is the main focus.
This is a vidya game for adults, they want their action fightslop. Exploration is for the kids games.
>>
>>24615855
I know you're being /s about it. The thing is I would go that route if they're wasn't so many games with needless combat. Like anyone is free to make their 2D Mario platformer have DMC like combat, but when every game has it, it's a bit tiring. Some game don't need it and slow the experience down.
>>
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>>24614813
Working on some SFX for the game, editing them for my purposes
>>
>>24615267
transhua isn't jewish, he's british. He's using a proxy to ban evade. That's why jannies can't deal with him, it's literally impossible.
>>
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>>24614813
The "fuck around and find out" update is on its way
>>
>>24615130
sculpt and retopo >>>>>>>> modeling
>>
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>>24615892
>DMC like
Every action platformer larps as Megaman and has the enemies die in 1 to 3 hits. Combat isn't as pace breaking as you're suggesting.
>>
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>>24615964
decided to put an outline around the weapons so they're easier to see
>>
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Gotta say, the one positive pr00mpting has had is shortcutting the implementation time needed to see my shitty ideas failing head first
Not that there isn't value in the implementation step, but I've spent so much time there and less on the actual design side it's become obvious what needs improvement
>>
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Literally what went wrong?



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