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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: 1737738568091455.jpg (276 KB, 585x750)
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sovl 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/24645880/
>>
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proggy anchor
>>
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>>24664237
>take week off programming to do art
>week ends
>get back to programming
>work dumps a project on my lap and says it's launching next week and we need it done right now right now right now
"Rest and vest" is a meme.

Anyway working on leveling up characters when duplicates appear in the shop. I have the leveling up part working, now I just need to add logic to all of the skills to make the numbers bigger when the party member's level is higher.
It'll be tedious but at least it doesn't take any brain power.
>>
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>>24664237
Working on a row boat right now and you can capsize the boat if you punch it at the right angle and ride it upside down under the water
>>
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>>24664237
I've been testing out some different styles for this monster I'm nearly done drawing, and would appreciate some opinions, particularly about which outline or face you guys prefer.
I have my own preference, but it'd be useful for me to know how others feel about these styles going forward. In the meantime, I'll be putting the finishing touches on an animation.
>>
>>24664269
This is the exact kind of janky shit that I love. Please keep it in.
>>
>>24664275
middle because where is the black coming from, really
>>
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>>24664237
Made a new capsule art to replace the previous placeholder one.
Let's hope this increase the CTR %
>>
>>24664282
Mostly just for consistency, because every other monster I've done so far has a solid black outline. I was thinking of doing the outline on the left with the middle one's face
>>
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>>24664275
>>
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>>24664293
>>
>>24664275
the middle one looks like a proper slime. the right one looks like someone cosplaying as a slime in a 70s scifi tv show
>>
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>>24664275
>>24664287
This is the look I was planning to go with. Does this look any better to you, or do you still prefer the middle one? If people really do prefer the middle one, it's no harm done to me, that's the one with the animation done.
>>
>>24664275
>>24664313
When it comes to non-solid objects I typically go with a colored outline. I think with slimes they're kind of in the middle, so it depends on your art style I suppose. In this case I think colored looks better though I'd change the colors to increase the contrast.
>>
>>24664313
without context, still the middle one
>>
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>>24664237
been working on unit frames and tab targeting
>>
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>>24664315
>>24664319
Alright, thanks for your input. Have this as a reward.
>>
>>24664344
booooooooooooooba
>>
>>24664293
this
>>
>>24661102
Late reply but shieet, you've done a lot more than I did. How many wishlists were you sitting on before the release, after all that?
>>
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>>24664237
progrry, suffering and learning modeling and texturing
my very first model from scratch, that lil bear face
>>
:GloamSnarl, dungeon crawler:

Finished up the town upgrade logic and menu display, and finished up making it so those things affect and are affected by inflation rates. Also made it so doing business at the specialty shops adds progress to the district they're in. Random bug squishing continues. Taking a break from code to finish up the basic four class models for the remaining playable races. Just finished up the Zombie male and female priest, fighter, wizard, and knight. Those will probably need some weighting fixes. Also updated the basic model on the specters to have that classic ghost tail and hover off the ground a bit. Still working on the texture/material for those.
>>
>>24664237
>Splits off of /vg/ because muh AI
>Uses picture with AI for his "proggy anchor"
Pack it up, Jose
>>
>>24664723
It's a drawn character beating up ai crabs.
>>
Don't reply to the trolls.
Hide the post by ID and ignore.
>>
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This blacksmith has 4 job scripts:
- Every night go to the tavern and takes a beer from a table at 8PM (goes to inventory; used as food)
- Mon/Tue/Wed mine iron ore from 8AM-6PM (inventory dumps to home chest storage)
- Thurs/Fri smelt iron bars from 8AM-6PM
- Sat/Sun smith iron bars to iron platebodies

The NPC jobs system supports branches so:
- If you take all the beer from the tables in the tavern at the time the blacksmith shows up, it he will complain
- If you keep all of the iron ore mined, he won't be able to collect iron for the other jobs. I would like to have a full ecosystem of NPC interactions that make a sort of economy, since the rate of restock could change prices for example. Still thinking on those pieces.
>>
>>24664269
What happened to your tank game? Are you making a STALKR like now
>>
>>24664800
How big you plan the world to be? Do you plan to abstract NPC job outcomes once players get far away or simulate everything?
>>
>>24664831
>How big you plan the world to be?
I will probably do a few towns that might be in total 4M tiles'ish for the default realm?
>simulation LOD
Simulate everything on the official servers (I plan to keep all LOD off for those). And for people hosting their own the LOD is configurable. No abstraction to the job system in place but you can have inactive chunks scale down the tick rates, despawn, or freeze entities and also whitelist specific job assignments on the LOD. The jobs system itself is exposed over YAML definitions currently.
>>
>>24664877
what happens if rat kills blacksmith?
>>
>>24664997
Explodes and then respawns after 30s to resume job. Technically he drops his inventory items also but I don't have that shipped to players yet, it just happens on the simulation right now.
>>
>>24665045
>Explodes and then respawns after 30s to resume job.
What an easy life.
>>
>>24664275
Right looks like she's a psycho who's going to eat me instead.
At a glance I prefer left, because the outline is unified, but if she leaves the cup and it isn't part of her design, then I'd prefer middle. Though as an amateur pixel artist myself I need to mention that the outline decision can rarely be made in a void, it depends heavily on the background and other sprites.
>>
>>24664768
It's still AI. Are we to believe that if he is so lazy as to use an AI slop picture instead of redrawing it that he wouldn't do the same with his own work?
>>
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>>24665576
AI won pedophilia lost thoughtbeit
>>
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>>24665689
>>
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>>24664281
lol I might
>>24664823
Oh different anon haha but yeah its more like the Fallout NV with some STALKER elements (like I've got a system for simulating the npcs that's really similar the to A-life system) and multiplayer!
>>
>>24664237
https://youtu.be/nHI0rkR53Tw?si=xkoKOSRR2XSpnyun

I'm researching music of the olden days
>>
>>24664269
>>24665708
anon this looks kino. do you have any blogs/socials i can follow you on?
>>
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>>24665763
Thanks anon that means a lot!
But no no socials yet. Need to get around to setting some up at some point. Pretty much just post it here.
>>
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>>24664233
I kind of resent going for this style, it takes tooooo much time! And I still have to correct a lot of little things.
>>
>>24665824
oh, i see. well, i'll be watching your progress closely here then, i like the sound of what you're making.
>>
>>24664321
i want to play this game, i love how it looks. i also like the puppet-girl model, but i assume that's a placeholder.
>>24665833
the flesh above the boobs is moving too much, otherwise pretty impressive
>>
Sorry guys things broke from a crash, but updating soon. It sucks but an annoying bug was fixed and saved so it is alright.
>>
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water performance test
settled water - 0.0002ms/tick
pond equalizing with river(exchanging water) - 0.5~0.0132ms/tick
breach moment(big spikes) - 5~1.2779 a single tick each
>>
>>24665833
yup, it's a trap that's easy to fall into as an artist
>>
>>24665936
Is this going to be a beaver dam building game?
>>
>>24666001
interesting concept
>>
>>24666001
rodents, yes, but not beavers, water will be important resource, especially rivers, so I want to minimize it's impact on CPU
>>
>>24665708
Kino

>>24665833
Cute

>>24665946
>yup, it's a trap that's easy to fall into
Kek, iykwim
>>
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still needs more refining, as you can see it created still body b#6 as connection between river r#0 and body b#9
>>
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>>24665833
just use less frames per animation. It's an rpgmaker game right? Your target audience is already used to 3 frame walk animations.
>>
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>>24665899
thank you anony! that's really motivating to hear for the first time. I'm a novice modeler and animator and still figuring out my style so yes I'm practicing with placeholders for now.
>>24664532
very cute bear!
>>
>>24666304
>loads of pixels
>only three frames of animation
This might be the winning play (looks good in screenshots, if nothing else), but are you sure you want the balance tilted like this?
>>
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>>24664237
>>>/wsg/6196439

New better terrain + grass.
Added ion cannon weapon types, will prob do vehicles and tanks next, add some combined arms variety to mechs.
>>
>>24664237
I need to double the total unit cap for gameplay reasons, but the game is already laggy in lategame.

I cooked up a "hellhole" stress test and used that as a benchmark for codex to optimise it. Besides trying repeatedly to game the benchmark, it was pretty good.

Probably had like a 60% performance gain out of this from just fixing really stupid code but now I've hit a wall.
>>
>>24667565
dumb question from a >>>g/vcg/ tourist: how good are your clankers at instrumenting performance stuff and finding out where the hot spots are?
>>
an amazing amount of progress is happening on my game https://www.twitch.tv/tenswins
you will probably be very confused what you're seeing without explanation though
>>
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Another character sketch for VN. Needs refinement on what to keep or change, but moving onto another char.
>>
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testing alternate control schemes for those too scared to hit their keyboards. this one works pretty well although it lacks the oomph. also requires tablet and installing an app. slightly different hardware requirement than a low-profile keyboard with soft key caps. will be adding separate leaderboards for the different control schemes

https://www.youtube.com/watch?v=CDGvAKM5UcQ
>>
Shit no one cares about blog below
I hit the point on my current project where motivation has flatlined. Usually when I hit this point, I go from working 8-10 hours every day to only being able to do 2 hours before collapsing into a nap.
This always happens with my projects and I'm not sure why. But I feel like it's because I used up my well of inspiration. I went into my project with a curated set of ideas I was excited about trying, like "Let's do A, B, and C!" and then I added them and it was cool. But then it's like, now what? A few cool ideas is nothing close to a full game. And I don't even feel like polishing up the cool ideas. Because the energy and enthusiasm wave I was riding when I added that stuff is gone. So I know anything I add to my stuff right now is just gonna water it down. People have said a lot of stuff about my art, but they've never said it's boring. I think if I embrace the mundane work route, it's gonna become boring.
Maybe the solution is to just be inspired as much as possible?
>>
>>24668698
why seperate the leaderboards? osu's mouse and tablet leaderboards are the same. people who play the less played control scheme will be mad that their rank doesnt count for anything too, just like in league, not many people play flex and the rank doesnt really mean anything
>>
>>24668739
i dont want the weak baby touch control scores to contaminate the true chad keyboard scores. will also have separate rankings.
>>
>>24668790
*separate user ratings
>>
>>24667749
>clankers
anyone here speak reddit want to translate this
>>
>>24668823
>How good are your AI agents at performance profiling?
>>
>>24667565
Did you try checking what exactly hogs all the CPU?
>>
>>24664321
Game feels familiar, name?

>>24668486
Cute. Very pretty.
>>
>>24668790
i agree that keyboard users are the trve chads, but reconsider. alienating a portion of your playerbase is bad
>>
>>24669358
They're not alienated. They're contained.



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