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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: dd69.png (1.19 MB, 1091x1049)
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we're so back edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-70
Previous: https://itch.io/jam/agdg-demo-day-69

>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/24614794/
>>
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proggy anchor
>>
spic, luddite and pedophile? pick a struggle nigga sheesh
>>
>>24630308
Finished yesterday's trailer draft.

https://www.youtube.com/watch?v=gLAQEEE9OKQ

Not very happy with it, but feels like I shouldn't overthink a literal demo trailer?
>>
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>>24630343
Look who's talking.
>>
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>>24630308
Taking some time off the programming grind to focus on the art grind. Even if I don't end up doing the game art myself, I still want to be able to communicate about it intelligently.

Going through Drawabox right now and I did not expect boxes to melt my brain this much.
>>
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>>24630308
some bugfixes, some targeting, spawning and movement improvements. no gameplay yet
>>
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>>24630308
Working on 3D flow field pathfinding
>>
>>24630558
>this is happening inside your computer RIGHT NOW
>>
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>>24630624
things *they* don't want you to know
>>
Did any of you play Convent of Magical Chambers? I got stuck at the room with the spell symbol on the ground where I had to move a block onto it to open the door on the cliff. Except once done I obviously could not get up there.
>>
>he thinks that’ll save him from being sent to the frontline as drone magnet
dumb h’van
>>
>>24630398
I would try cutting it down to 1 minute and start with a fast reel of action mixed with the management aspects showing the entire loop in 5-10 seconds
>>
>>24630757
Shorter duration sounds good, I'm already cutting it as we speak, but is opening up with action really such a huge deal? I mean I get it, I've read that people decide whether to continue watching in the first 5 seconds, but the game itself starts slow and ramps up in speed later, and I really wanted the trailer to represent that.
>>
>>24630453
fuck me where ever i go this shit is haunting me
anon i have sperged out and derailed much a thread by arguing against drawabox, i have changed, i am a new man, i will not sperg out anymore
*vietnam style flashbacks of (You)s, captchas, slurs... all of which leaving the audience to wonder what dangerous and mysterious past i must have*
but please allow me this one, un-asked-for, piece of advice

whatever you might think you are learning from drawabox, you could learn and practice more efficiently in other ways. drawabox is meant to give you artificial gratification of achievement by grinding exercises... on top of that the resulting pages of geometric lines are easy to appreciate by non--artists when posted on social media. drawabox is a meme, a literal thought virus.

consider practicing that which you are actually interested in drawing, or at least something that is closer to your subject and trains transferable skills. unless your desire is to draw landscapes of densely build skyscrapers, drawabox is wasting your time and motivation

in any case, ganbatte anon
>>
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>>24630765
>>
>>24630605
Looking good, why can't they hug the wall tho, clipping issues?
>>
>>24630763
I would say that type of opening is required for steam trailers (I'm still a nodev albeit) you can literally just add the sequence in front of the current trailer and it's already better
>>
I'm jumping into 3D development with a buddy teaching me programming as we go in Godot, it feels like there's a million things to learn, does anyone have anywhere to start as a good 3D foundation? I've only done basics so far like character and camera movement and reusable highlighted objects.
>>
>>24630777
alright, point taken
>>
>>24630817
hey anon, keep typing, i for one prefer informative posts, even if they have nothing to do with me
>>
>need to keep working on my main project
>cant stop romanticizing the future main project
is there a cure for this, aggy?
>>
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>>24630308
proggy:
updating level visuals. the layout looked like an old boring bunker instead of a spaceship
>>
>>24630831
A bullet to the head, I think. On average I romanticize about 3 possible future projects every day. Nodev days were even better, didn't need to actually build anything, could just focus on daydreaming.

>>24630786
So going fast, then slow, then fast again would work? I can see it, but I can't seem to actually fit any of my footage together. Is it bad when part of the trailer has in-game sounds and part doesn't? Most of my footage is either muted or has in-game music on because I am not a clever man.
>>
>>24630833
is this horror, action-horror or action?
>>
>>24630855
primarily action. you shoot cyborgs with big guns until they go splat, with some rpg and horror on top
>>
>>24630783
Any intersection marks the cell as impassable right now but I'm working to make it so if only a small percentage of the cell is clipping it won't mark it as invalid.
>>
>>24630884
>you shoot cyborgs
no ayyys?
>>
>>24630889
no ayys at all, all baddies are recycled humanoids spliced with literally anything available because the antagonist ran out of useful bodies/resources 50 years ago
>>
How do you guys stay motivated to do gamedev despite AI progressively reducing your value as a gamedev and the viability of making money with it?
>>
>>24630986
AI is not stopping you from making a financially viable cool game tho...
It can even help you if you choose to use it.
>>
>>24630986
Human made games will always exist and will continue being significantly better for a long time, probably.
>>
>>24630304
Played Mortan.
Cute game.
Also neat that I saw Leon in this OP image.
>>
https://streamable.com/xdo5t2
>>
>>24630833
>looked like an old bunker instead of a spaceship
The walls facing the camera show a bit of a concave shape like the corridors of Alien movies which is immediately recognizable as "spaceship" but the walls facing away from the camera appear solid black and straight, which looks like a regular Earthly structure.
Have you considered making these walls semi-transparent so their concave shape can still be seen? It would also allow the player to stand directly next to these walls without being obscured, although I don't know if that's something that you want or if your camera has a fixed rotation.
>>
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>>24631125
i shouldve specified that i didnt add any walls facing away from the camera yet (in that video, anyway), so it really is just a black void. im working on preventing complex wall geometry like the electrical box or computer-wall variants from being distracting when transparent, which is very visible in this clip
a lot of the shader code for this is just copied from my last game which had 'simple' walls so it wasnt an issue back then
>>
is demo day nov 6th or is it a placeholder date?
>>
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Attempt #2.

I somehow like it even less than the first one.

https://www.youtube.com/watch?v=7CBEB9TP9Uw



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