super AGDG bros. edition>Demo Days Next: https://itch.io/jam/agdg-demo-day-70Previous: https://itch.io/jam/agdg-demo-day-69>AGDG Resources https://hackmd.io/SNd2YQugRG-36CLYc8Og2w>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/24664233/
proggy anchor
>>24702375 check out old texture discs on archive.org like https://archive.org/details/leather-texture-volume-19
I 'member on the cursed /AGDG/ somebody posted some basic concepts and dashing poses for a Megaman X type Metroidvania in Unreal, is that still being made? Looked cool.
>>24700572It's more like my game "runs" in browser really, webgl can't really handle my spaghetti code at its worst. I will give it a try after optimizing further though, spent my childhood on Newgrounds and ArmorGames so can't believe I haven't thought of it myself.
Is Dusqk an artist who uses this board or is there just a fan of theirs here? Someone last thread linked me to their Seraphim Tears track and implied their sound is similar or inspired by the soundtracks of Phantasy Star Online, and I'd have to agree. I have actually come across a few of these tracks myself in the wild.I'm not sure what genre to call it, but I know it when I hear it.On a separate note I tend to listen to "PS1 Jungle Mix" tracks which are always like 5 hour long mixes of video game music that suits coding for me. Sometimes they say "Liquid Drum and Bass" but it's this real 2000 era sound.
>>24703154i got approached by a site after one of my webgames got popular on itch.it seems like theres a lot of sites that building ads into the game is a big driver of revenue. it seemed pretty easy but i didnt end up doing itas an aside, having the webgl tag on your game is a huge buff to itchio's valuepeople search often under combined tags like "webgl" + "3d Platformer" and the games in some of those categories are largely garbage. with anything decent you can hang out at the top of the list for a loong timei recommend having a steam page up and a wishlist link built in from the beginning though. i would get 3-5 wishlists from about 1000 plays. which is BIG money if you are sitting at <1000 wishlists
>>24702790Here's my latest monster design. It's a typical chain-chomp 'ball with teeth' thing, except it's based off of the demon core, so it causes a blue flash of radiation every time it bites. Haven't come up with a name for it yet, but it'll be considered a 'demon' in terms of gameplay.I keep flip-flopping about whether I want the outline to be thick like this or not. It works really well for monsters with simple shapes like this, but there are others that look better with a more minimal outline, and I want it to be consistent.
>>24703421Well it seems your game was far more presentable than mine, because after 3 weeks I've got less than a hundred plays in total, and most of those happened in the beginning (possibly from DD69). No idea what I'm doing wrong, maybe my game is fundamentally unattractive.
Not nearly as vicious as the javelin bomb, but still an interesting way to use it. Not sure this weapon should insta explode all things, it's already too chaotic as it is.
>>24703465I had pogo3D up for MONTHS before i saw any motion on it.If you are committed to the project release a major update with a devlog. I dont remember how exactly to trigger it but you can boost your ranking temporarily, and you can do it multiple times. Just try to space them out by a couple months. About every demoday should be fine?
>>24703517What im saying is i had stopped working on it and started working on something else for several months when it went from 1-10 views a day to 1000 completely randomly
>>24703517>If you are committed to the project release a major update with a devlogOn itch? Funny that you mention it, I did exactly that yesterday. It is currently sitting at a comfortable 6 views, compared to 30 and 40 of my previous, non-major devlogs. It's like the game is rigged, man. And your gaem suddenly getting a random spike of thousands of plays feels like a lightning in a bottle.
>>24703421>as an aside, having the webgl tag on your game is a huge buff to itchio's valueBig if true. That tag isn’t even in the pregenerated list. Added it manually, I will be interested to see if a boost arises.
>>24703503Damn howd you do that lightning
>want to export>has templates for basically every platform>single file export>all with just a clicklove godot. it just werks. unity could never
Alright, I decided to finish up the game and release it after the next steam next fest.It's time to figure out the next game to make.
>>24703823why are you mexican?
>>24702829Thanks anon, how do the licenses for stuff like this work? I assume some rando uploaded these files and not the actual company that owns the IP to them.
>>24704119KEKYPOW
>>24703694You mean lightning in the background or discharge arcs? The one in the background is just two sprites, one with a flipbook animation.
>>24703823I don't know how it is elsewhere, I've always used godot.I have 8 exports, win/mac/linux/android making 4, then a separate version which doesn't include a certain folder so I can have two different game versions ready to export at any time.Works pretty fast. The biggest issue I have is if I'm uploading to somewhere besides itch.io it takes me a while so patching issues is an issue. It's insanely fast for me to patch an issue on itch.io.Not as fast as I've seen someone patch another game, though. I've seen someone patching issues live while someone plays the actual game on another computer, I believe it was on steam? There's always something faster.
Getting addicted to m’y own game I hate collect resources slop so much it’s unrealBeen playing all day and only made it ~30% throughWorking as intended
>>24703823Now upload them to steamworks
I've been thinking hard about project hopping to some proximity voice friendslop, but I still can't decide on a primary gameplay loop. I want it to be co-op and not pvp, so I'm excluding game loops like hide and seek (MECCHA CHAMELEON) and social deduction (Among Us). What options do I have? (e.g. "extraction" à la LC/REPO or "get somewhere" à la PEAK/RV there yet)
does anyone wanna start a dev team with me.
Seeing ingame results after working on your babbys first assets is so much fun. Actually dealing with blender's UI is as fun as pulling teeth
>>24703823>>has templates for basically every platformyea unless you want web exports for c#. stupid fuckass engine
>>24703649weird i used to have platform-web html5 and webgl all as tags now it looks like only platform-web?you dont get to see historical referrer data and i cant find a screenshot of my old data so i cant tell you if it used to matter or still matters but i dont see it in my referrer list now
>>24704965
>>24705019it turns out i really like painting so making textures in krita is a joyful experience and all of that gets drained away the moment it hits the 3d mesh
>>24704693Sure. What are you looking for?
>>24705025you might give substance painter a tryits not as nice a drawing tool as other stuff but it inverts the workflow. you make the mesh then draw on itplus you can do stuff like baking ambient occlusion in one click which makes your stuff look a lot nicer
>>24705086game designer and artist, i just cant do 2d it's underwhelming.
>>24705091this stuff you bake in one click and can mix it into any of your layers for FREEfrom left to right>Ambient Occlusion>Thickness>Curvatureeasily pirated and also you can buy a specific version for a one-time fee on steam