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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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File: 13578768511802.png (7 KB, 800x600)
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just like make game edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-71
Previous: https://itch.io/jam/agdg-demo-day-70

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads:
>>>/bant/agdg
>>>/vg/agdg
>>>/g/gedg

Archives:
https://archived.moe/bant/search/subject/agdg/
https://arch.b4k.dev/vg/search/subject/agdg/
https://desuarchive.org/g/search/subject/gedg/

/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/25002293/
>>
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proggy anchor
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>>25149304
archive.palanq.win is a better bant archive
>>
whoops
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>>25149537
One of the benches is facing a pole
>>
>>>25138835
>It seems like it's a bit of a balancing issue. But I also am not an engineer, it just seems like everything is louder than the main weapons and it's a bit jarring. I'd just ask chatgpt their opinion and add volumne options to the settings if you haven't already to let the user adjust settings for music, sound effects, main weapon noise. Idk if that's the right solution, I'm just brain storming what I'd do. Looks really good though.

I already got separate volume sliders for weapons, collisions, ui and music, but I think my settings had weapons louder than the rest already. Curious, I'll look into it.
>>
>>25150269
I'm kinda retarded when it comes to sound, don't worry too much about my thoughts. As long as I can adjust things a bit I'd be happy.
>>
Devving for yourself is the biggest joy.
>it would be cool if I could shockwave grenades away
>add it
>instantly gets a niche by killing three enemies at once
>>
>>25150767
Thats where the soul lives anon
>>
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>>25149309
some visual enhancement for radiator/heat sinks.
also added autoloader audio for weapon reloads, so all the player hears after firing rotary cannons is CLICK CLACK DING CLICK for 10 seconds as the autoloader feed every individual round.
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>>25150824
>actually showing the heat exiting the exhaust
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>>25149309
>>
>>25150824
Cool as heck
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>>25150886
I love the texturing, but I really feel like a camera shutter effect would work even better for a blink, but maybe that's not the vibe you want to give whatever that is
>>
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>>25149309
First attempt at a functional combat system. Spent too much time trying to figure out stats, formulas, battle mechanics and how it'll all be put together. None of it made sense and nothing was balanced, so maybe having a way to interact with it ingame rather than staring at the notepad.txt all day will give me some answers. At the very least I'll get to stare into the maple mushmom's dreamy eyes while I procrastinate.

Combat happens in the exploration 3d space instead of random encounters + separate battle scene. I want creatures to be interactable in various non-combat ways while you're out wandering the dungeon. Front & back rows make it kinda awkward if a big sprite is in the front & a small dude sits in the back, i dunno, got no answer how to deal with that one. Perspective shifts can only do so much. Maybe not that big of a deal in the long run. Speed stat governs how often characters act rather than turn order. 100 speed character vs 200 speed monster has the creature move twice as often as you, that kinda thing. The actual stats, their formulas or how everything will interact is so fucking far beyond me and I've only made progress by looking at existing rpgs I'm familiar with.

I got my mapping tools to a decent place, pretty happy with that.
>>
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Lot of fixes
>>>/v/749430902
//////Camera, Combat & World Polish///////
--->Smarter Lock-On
>Close enemies come first. Locking on now favors the enemy near you instead of one far away that happens to be in the middle of the screen.
>No more targeting behind you. Switching targets won't swing the camera 180° onto an enemy at your back.
>Close-range priority. An enemy right next to Luke can win a target switch even if he's slightly off to the side.
>Smooth lock-on turn. The camera now eases onto your target instead of snapping.
--->Camera Overhaul
>Rebuilt camera collision. The camera handles walls properly now and doesn't spring or jitter.
>Better angles. Limits on how high and low the camera can tilt mean no more looking up from the floor.
>Stays at head height near walls. When a wall pushes the camera in, it now rises toward Luke's shoulders instead of dropping to his waist.
>No more movement jiggle. Fixed a small shake that showed up while moving.
--->See-Through World
>Trees, foliage, and props fade smoothly when the camera passes through them, instead of blocking your view.
>Tree trunks and branches fade too. Before, only the leaves did.
>No more popping at a distance. Faraway trees and rocks fade in gently instead of blinking in and out.
>Luke fades when the camera gets very close, so you never see inside his armor.
--->Bug Fixes
>Save/load fix: Luke no longer loads into a save holding a weapon he never equipped. Empty inventory slots were being treated as equipped swords.
--->What's Next
>Cleaning up the old targeting code
>Fixing Luke's death sequence and death screen
>Tuning tree detail distances for more performance
>animations and animation blueprints and updating all animations to correct skeleton
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>>25150886
looks really good, but i kinda agree w/ the other anon that an effect like pic rel could be even cooler
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>>25149309
huge fan of this update



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