ecelebs 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>Progress Posting Guide https://pastebin.com/0xEt5atn>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/24742433/
proggy anchor
>>24798577first for godot
>>24798577why does it take so god damn long for steam to review game builds? 3-5 business days my ass
>>24798580Great thanks for the reminder. 10 sets of 40 a day isnt that hard.
>>24798580>proggy anchorAll rooms and entities in a world are still simulated when not being rendered, and are now present in the same world space.
Gray Box maxxing
>>24798580Crosspostan from AGDG, forgives pls.Further work on the astral plane / limbo / deadplane (name WIP). Got a few more of the towers modeled and placed, remodeled a few to be less ostentatious and match the vibe a bit better. Cleaned up the lighting and removed the giant purple thingy.Hard to tell in the dark lighting, but the other towers also have the ancient brick texture, hopefully tying the whole thing together aesthetically.
>>24798580made assets for the other boards.Now just need to think about what gimmick should each boards have.
>>24798580Good night, agdgies. How y'all doing?I was working on new sprites overall, revamping the looks of the demo
I added the concept of "waypoints" to my enemy classes. Still ironing things out but my snail will soon effectively patrol in some semi-random patterns leaving slime trails.I also woke up in a creative furvor at about 3:00AM earlier this morning and designed several new monster encounters and a boss. Its the kind of synergy where the enemies each teach a mechanic; and then the boss uses all variations of that mechanic together. Its all just ideas and a lot of work away from making a reality but it was a productive brainstorm.Here are some of the ideas:- Forrest of tall plants, and some fake plant that attacks back. Which one are the fakes will randomize and have a small cosmetic detail missing to tell them apart. Attacking the real plants will cause a hostile environmental effect (and cause the fake plants to giggle).And for a more 'tech' level:- Several machine enemies that deploy shockwaves that ask you to adopt a behavior or receive a penalty. "Stop" "Go" and "Turn Back". To approach the enemy to deal the most damage, you ideally pay attention to which behaviour each robot demands.- Some turrets that force behaviour "Don't Approach" and "Spread Apart" (for multiplayer) that penalise you for standing near your party members with a chain-lightning. I think it would be appropriate to juke the "Don't Approach" turret to shoot other enemies.- A BOSS with conveyerbelts pushing you away which tie these individual mechanics above into a three-phase Dance-Dance-Revolution approach puzzle.
>>24798580His form is all fucked up.
>>24799087I've upgraded to orange checkerboard maxxing
>>24798580The Skeleton Archer uses its body as a quiver, pulling out arrows (sometimes poisonous) to shoot at the party members behind your tank.>>>/wsg/6210675
>>>/v/744964951Finally got walking and jogging transitions working albeit rough right now. It turns out my controller generates large numbers than I realized. Print string is a god send.
Made this leaderboard for my shoot em up plane roguelite. Whats nice is that selecting one of the leaderboard slots starts an endless waves mode where you get to use the plane at the peak of its power with all upgrades implemented. So that you can relive your most successful runs. without it actually contributing to campaign progression. Just thought it'd be neatNow to figure out how to actually make the game fun.
>>24801325haven't heard of that feature before, neat
>>24798577i was trying to have a weapon that has a hit box that activates upon button press but otherwise it is inactivei was going to use this to make a short range weapons and melee weaponsi tried a boolean type solution to this:func _input(event) -> void: area#D.visible = false if event is InputEventMouseButton: area3D.visible = true anim.play("cast", -1, 1.5) check_and_shoot()but this didnt really work the hit box was still active even without a button pressmy goal is hit box is usually inactive unless if i were to click my mouse, then, the hit box activates briefly to deal damage before deactivating again
>>24802558What i do is set a cuatom event to a sphere trace that only activates when I swing the weapon or the animation starts. Then it disables it.
>>24801062Looking good. Cozy
>>24801144Wait, are author of this game? I think I saw your devlog