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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

YouTube embed. Click thumbnail to play.

febf0a  No.31939[Reply]

Hi /agdg/ In this thread I'll show you and talk a bit about my demo for the Commodore 64. It is not a game and if you think it shouldn't belong here you can remove it, but /tech/ is full of dev larpers and /v/ seemed interested in the demoscene when I made 2 or 3 threads some time ago.

The embeded video shows the current state of the demo. Two 99% finished parts and a third one which is almost done, there's just some design work to be done yet. My plan is to make 5 parts + an end part and release it.... hopefully soon. In the next posts I'll talk about some technical details.

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4ab64c  No.31946

>>31945

I honestly didn't know 8580 was capable to playback samples, also the C64 demoscene is honestly my favorite one to look into just because of how programmers work on an almost 40-year-old machine. I mean I heard composers making Speech Synthesis from the waveform themselves.

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febf0a  No.31947

YouTube embed. Click thumbnail to play.

>>31946

yeah, well the old sid had a bug, it makes noise when you change the master volume (4 bits) and so changing the volume continuously gives you a 4 bit playback. Because the cpu is only 1 mhz you can get around 8khz with that.

playing samples on new sid is a different technique, actually there's couple of them but I know only one (just in theory though). There's a bit which you can set and it causes the oscillator to reset, so what they do is play some wave form with specific parameters and then restart the oscillator and pick another wave. It can be computer what waves and when to select to play arbitrary samples.

I will explain some more video effects tomorrow.

Video embedded is first tech tech effect on c64

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f85e3e  No.32050

YouTube embed. Click thumbnail to play.

Well, it's been more than one day. But here it is. I want to explain the third effect with the scrolltext moving in different patters. It's a fucking clever trick and it makes a lot of cool stuff possible.

On C64 you've got 8 hardware sprites. They are 24x21 pixels big, have their own X and Y registers and you can position them anywhere you want.

24x21 might seem like odd size, but it makes sence in binary form. 1 byte is 8 bits and 1 bit encodes one pixel (bit 1 = color, bit 0 = transparent), so 3 bytes make up one line (3 * 8 = 24) and 21 lines * 3 bytes is 63 bytes. Add one extra and you have 64 bytes aligned sprites. The VIC memory bank is 16kb (from $0000 to $4000 for example) so you can fill it all with 256 sprites (64 * 256 = 16kb). For each hadrware sprite there's a sprite pointer and it's just a byte which is multily of 64 to determine where the graphics are. For example sprite pointer 0 is $0000, 1 is $0040, 128 is $2000

Sprites can also be double with and double height. There's a register for that, 8 bit value, one bit for one sprite. If the bit is 1 the sprite is double with / double hight ($d01d for width $d017 for height).

However, there's a bug in the VIC. If you set the double height register ($d017 = $ff) and then unset it ($d017 = $00) at the line where the sprite is displayed, that line will be doubled. So if you do that trick on every line you will stretch that sprite. That's how the logo at the bottom in the first part with dog is stretching. I am doing this $d017 trick more or less on every frame which makes a stretching movement.

Now the scroller in the third part is done with "FPP" Flexible pixel position, meaning on every line of the screen you can display any line of graphic. With that setup, it only depends on what line and where you choose to show, so I can do stretching, moving it upside down, repeating the logos, spliting it every line to make "blinds" effects etc. But how do you do that ?

You set up your sprites next to each other, but one pixel higher than the previous. You start your stretching code at the line where first sprite beggins. Now because the other sprites are 1 pixel higher, you will strePost too long. Click here to view the full text.

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44d7d8  No.32175

YouTube embed. Click thumbnail to play.

I'm working on a new demo part and this is what I have so far. Pretty cool (in my opinion) sinus dots in 4 colors. About 900 dots moving around. Uses 4 sprites with just 2 dots as their graphic and moved around on every line with raster code.

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44d7d8  No.32195

File: 6acfd8683cbecd7⋯.webm (8.06 MB, 710x536, 355:268, demo5.webm)

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File: a0a34738e56d3e5⋯.png (145.21 KB, 640x480, 4:3, text-adventure-1.png)

71d4c1  No.31769[Reply]

Thinking about getting out of the nodev state I'm in right now, and throw together a quick, text-based/UI-based/point-and-click/cookie-clicker type of game. Something simple, using logic, and probably just fucking around in mainly the UI in whatever engine that I decide to use, but I can't decide what to make it about and need some inspiration.

What do you guys think would make one of these fun?

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a1c7a6  No.31796

im working on making a shadowrun like game where it's more about the network than the external actions.

My stack is: JS/Canvas for UI, Flask, Memcache/Zmq/Couchdb

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ccd6c0  No.31836

I'm working on a game that is text based. It's like all these random stories that you play through.

It's easy to make a single art that you show the stories in. Like it doesn't need to be a game in a console window.

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b72ac6  No.31840

>>31796

How are you using Flask and Zmq? Do you really want to use Zmq?

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927f1e  No.32077

>>31769

Good writing helps, evocative descriptions above all since you're trying to create a world in the mind of the player.

Look at the Iron Hills (IIRC, it's the only dwarven starting point) on Multi-Users in MiddleEarth as an example.

I'm making a text-based game in C with Ncurses right now. It's a comfy way of working. Something like an old-school dungeon crawler, but with more text and a turn-based combat system.

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3cb4c6  No.32157

>>31769

I'm thinking about making one myself too. Personally I enjoy the ones that go with the theme of "a text game on a terminal", as in, the character is using a terminal to communicate like in a chat room, operate a computer or a machinery... it's easier to be immersed when you're literally doing what the character in the story is doing.

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File: fc7bd45cf1bf2fc⋯.png (1.59 MB, 1743x979, 1743:979, Stampede_cover.png)

a3768f  No.32156[Reply]

Hey guys, let's rate each other's games for the jam, here's mine:

https://itch.io/jam/gmtk-2018/rate/300897

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File: f010ac68d7daf83⋯.png (1.27 MB, 1280x698, 640:349, ClipboardImage.png)

5faf81  No.30746[Reply]

Do anyone remember him?

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5faf81  No.30747

File: bb104c6631f8d2d⋯.webm (4.5 MB, 1072x632, 134:79, puzz.webm)

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fdfb33  No.32117

I remember.

t. 2014friend

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dc6fd6  No.32131

I followed him on Tumblr for a while, when I posted there

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File: 7d28f7795112b4d⋯.jpg (87.54 KB, 600x470, 60:47, 1458548118349.jpg)

8049e9  No.32100[Reply]

I always loved modding games. It just was so convenient and fun. When I tried making my own game it suddenly became a bit more painful, and as things have progressed the tools I've made have become unwieldy and tedious. I noticed a lot of anons that post progress seem to have their shit pretty organized, so I thought I'd ask.

Anyone got general advice on keeping dev environments from becoming a hassle?

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d1d736  No.32101

File: a8f60f41296a795⋯.png (180.05 KB, 1280x720, 16:9, UnrealEd2.1.png)

>>32100

Not really advice, but god I wish more teams that made editors did floating docks and viewports. And a grid viewport option. And multiple viewport settings to view different things like mesh only, collision, mesh type, etc.

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8049e9  No.32104

>>32101

Source did this to, but not as extreme. The NWN editor also did this. It's a really good thing to keep in mind.

>>32102

>>32103

This isn't the new /agdg/ thread.

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752528  No.32105

File: 5a74f0c42a9dcd7⋯.png (4.89 MB, 3840x5394, 640:899, 5a7.png)

>>32104

>>>32103 (You)

i now notice the mistake and will commit suduku

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00eb8f  No.32110

File: 3208da0dbbae18e⋯.png (401.49 KB, 600x630, 20:21, tohru working hard.png)

>>32100

My policy is: make anything you want, but make visible progress before starting the next thing

Wanna make a character? model it, then go do something else if you feel like, otherwise start making the UV and textures, got bored? do something else, otherwise start doing the armature of the character.

The only important thing is making progress, as long as you don't interrupt an important process, you can't call a modeled torso and arms a character, model the entire body before calling it a day and do something else.

Just don't force yourself to do something for too long, if you decide to model ALL characters at once you will get burned, model one then work on terrain/level design, then model two more and go work on music, model another and make animations.

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8049e9  No.32113

>>32110

I was doing that for a while, but then I started doing the barebones approach to things. Eventually it led to the work environment becoming a hassle, which sucks the fun out of things and makes it a real chore. When things become a chore for a prolonged period of time that's when motivation starts dying.

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File: 01ccb4ecf8c6d2a⋯.png (66.18 KB, 595x842, 595:842, ClipboardImage.png)

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, agdg1.png)

File: 4948c8ea3b44a84⋯.png (908.8 KB, 2310x2147, 2310:2147, ClipboardImage.png)

e67b2b  No.32002[Reply]

OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/

Presented by the Reich edition

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

Demos

More will come as devs get ready

>>>/v/15269297

>>>/v/15269413

>>>/agdg/31994

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e67b2b  No.32003

File: 04ab8c965f1baad⋯.png (834.4 KB, 1000x1333, 1000:1333, ClipboardImage.png)

ANCHOR POST FOR DEVS

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914c61  No.32018

>>32002

Which anon was this one? >>>/v/15269297

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914c61  No.32019

>>32018

nvm >>>/v/15275653

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File: f0b1b2329440bc5⋯.png (2.96 MB, 3564x4384, 891:1096, opengl.png)

ead8a1  No.31975[Reply]

Let's say I have two uniform blocks defined in my shader, call them A and B.

In my program code I generate the name and create data store for each one using

something like:

glGenBuffers(1, &buffer);

glBindBuffer(GL_UNIFORM_BUFFER, buffer);

glBufferData(GL_UNIFORM_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);

I then bind each one with: glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, buffer);

and set the block bindings in shader: glUniformBlockBinding(handle, UBOindex, bindingPoint);

Now it's time to update the buffer data. I call glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data).

Since two UBOs are bound and the above call does not accept binding point I have

no idea what will happen. Can anyone help?

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File: 6704629ec74d377⋯.jpg (741.47 KB, 2000x1418, 1000:709, 1519173237666.jpg)

87ca62  No.31969[Reply]

Is there someone up to help me to make a turned based RPG - Horror like?

It's a little bit like Darkest Dungeon, I got a programmer and an artist, I really need someone who can think about a cool battle system, this is the thing I need most.

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3bbb84  No.31971

Try the main thread on /v/, you may find someone to partner up with.

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File: d0c5a15305ef1a2⋯.png (224.77 KB, 700x526, 350:263, agdg.prep.bread.png)

File: ab11e34932444bc⋯.png (53.67 KB, 700x526, 350:263, demoday_3.png)

554ea2  No.31455[Reply]

http://8agdg.wikidot.com/demo-days

Allocated a new topic for properly organizing Demo Day, as it wasn't very well organized for February 2. If no one else makes the official /v/ post for Demo Day, I'll go ahead and do it, but note that'll be 12:00 PST.

If you're not gonna be available to post at that time, you could post your demo's info here as you'd like it posted on the official topic and OP can follow up posting it once the topic is made. But you'll be up at that time anyways, won't you anon?

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b00cad  No.31473

>>31472

What's your OS and specs?

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cf1767  No.31476

>>31473

Windows 7 64 bit. HD 5770.

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89f41d  No.31477

>>31468

Level 1 loads flawlessly, but trying to load level 2 throws a parse error that completely stops the game from loading any more. With my flawed programming knowledge, I assume it's missing a file somewhere.

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ead12d  No.31504

>source isn't banned from all demo days

Why?

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6227e2  No.31961

It's almost that time again.

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File: e11693898720f9b⋯.png (126.85 KB, 864x867, 288:289, test-team-6-final2.png)

d8da4e  No.31895[Reply]

Where do you find people for art, music, writing, programing/scripting, design? Are there any tips for building a team and keeping it together?

Where do you find people? What about unique skill sets or knowledge that goes beyond basic stuff like specific art styles or subject matter?

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086188  No.31916

>>31915

Unless you're recycling assets out the ass art will take up more than 20%. You're going to need to provide half the assets, utilize money or find someone who's as motivated for your game as you are.

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d8da4e  No.31917

>>31916

You might be right. I don't really mind doing ether of those things. My main issue is that I'm not sure where to start looking other then maybe gamejolt and I don't even know if that's a good place.

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086188  No.31918

>>31917

My plan was to go to game jams or something to build connections. For art though you can probably find someone starving for commissions

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2fb5e9  No.31948

the only way to get a good crew is to know each other irl. Games studios big or small did not come out of bunch people working over internet. That might work too I think if the project is free and really fucking something and not just another rpg maker type game (linux kernel for example)

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086188  No.31958

>>31948

> Games studios big or small did not come out of bunch people working over internet.

Frictional Games.

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File: 05ba1f5b057dbb0⋯.png (478.55 KB, 1920x1080, 16:9, 1.png)

312d47  No.29600[Reply]

I've been working on this project for a bit, but just recently decided to make my own thread concerning it.

The name is bland, the assets are placeholders, and many of the core features are undergoing development.

The goals for this project are simple.

> Implement industry-standard features for this genre.

> Build a code base that is maintainable, professional, and modular.

> Develop additional features to differentiate this game from its competitors.

> Release the source code as freeware for any devs in the near or distant future to use.

The most recent playable demo can be found on itch.io

https://blukatstudios.itch.io/fps-project

I will use this thread primarily to announce the release of playable demos, and will appreciate any constructive feedback.

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47fb50  No.29900

>>29836

kek I've also looked at Sauerbraten/Cube2's source code at times, out of curiosity.

I respect its code because it works really well, but structurally.. it's very odd and unintuitive, I could never work with that.

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1a069f  No.29902

>>29900

Yeah. I really do respect how well it works, but I'll do my best to keep my project from ever being both strangely written and completely undocumented.

My most recent efforts have been toward rewriting the AI to eschew the use of Coroutines in favor of working iteratively from an Update() method that is called with the same frequency as the ActorInputHandler is. This will hopefully reduce overhead and complexity whilst making AI.cs's convenience methods more reusable.

Once I've got the existing AI (wandering and fighting) rei-mplemented, I'll work on getting some basic follower AI that operates like a turret that follows you.

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1a069f  No.29919

Ok, I finished converting the existing AI to work around an Update() method. try-catch blocks have proved incredibly useful for overcoming null pointer exceptions caused by actors respawning.

I fear that my new job(I've begun the moving process and the job will start shortly) will sharply reduce my time budget. My plans right now are to prune non-functioning code and finish providing thorough documentation so that this project can serve as an entry into my portfolio.

After I am settled into my new job(ie get past the initial learning curve and busy season), I expect to budget more time toward hobbies. This project will most likely be abandoned along with my use of Unity3D. When I begin my next project, I'll mention it in this thread.

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3cdbfa  No.31903

File: ceb5809bdde9e50⋯.png (101.91 KB, 1920x1080, 16:9, inventory_menu.png)

So, it's been a considerable amount of time and I've abandoned Unity3D for Godot 3.

A good portion of my time was spent focusing on work while waiting for updates to render the engine usable for C# scripting.

Now that I've been using it for a while, I find it superior to Unity in a number of aspects. Whilst it lacks features such as 3D view of an active scene, it makes up for that by providing a more source-code oriented workflow. In Unity there were many systems that simply demanded I click and drag for an hour or two instead of writing and changing a script that dynamically does the work for me. I've yet to run into anything that has forced me to not use code. Additionally, Godot core classes are both serializeable and have constructors. This means that I don't need to produce scenes/prefabs and can instead build node trees on the fly depending on the needs at the time. I haven't done anything terribly fancy with this functionality yet, but have had the pleasure of making a game out of source code and not binary files. Additionally, the one class per node seems more intuitive to me than a gamenode with however many components attached.

Once it was working well enough for my purposes, I made this project. (With a new github accunt).

https://github.com/blukatstudios/FPS_Project

This project is MIT license, so feel free to use it as the starting point for a commercial product if you want, or to reference its code if you aim to learn Godot.

The game right now has almost no content in it, and this is intentional. I'm trying to get the game functional to do some fancy functionality and I don't want a ton of content or polish features to slow down core changes or introduce regression. Once the bones of the game are put in place, I'll take a second pass to clean up the look and feel.

The latest release contains a simple multiplayer arena shooter. This will serve as a place to test the look/feel/balance of combat features when they are developed in the future.

Post too long. Click here to view the full text.

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3cdbfa  No.31904

Oh, I forgot to add. This game is made for myself and the linux community. If people want to port it to windows, I welcome them to do so, but I have no intention of doing so myself(partly because I have no dedicated windows machine that would be up for this task).

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File: 626627ac7526973⋯.png (62.74 KB, 421x590, 421:590, I don't actually know the ….png)

d5c2cb  No.31876[Reply]

I remember reading somewhere a book like pic related existed. I don't remember if it was on /tech/ or /v/.

A book where you program your own engine and end up with a doom clone. Probably a very simple clone but I'm looking for that book nonetheless. I haven't had much luck with google so I was hoping some of you might know the book I'm talking about. It's fine if you don't actually have it, by giving me accurate information about it (title, author, publisher, etc) I can search it on my own.

I'd apologize for killing a thread for this but the last threads in the catalog haven't shown any sign of activity since early 2016

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File: 1444032092787.jpg (47.1 KB, 600x600, 1:1, Adobe-Flash-Logo.jpg)

b0b50c  No.22728[Reply]

So, at the school i'm at we're taught flash/AS3.0 and i just fail to see the value in deving with flash, since it's being killed at an ever accelerating rate...

So, is it even worth wasting my time trying to learn it properly or should i just do enough to pass the class and on my own time focus on some better language to make games or use some ready-made tool like RPG Maker (just a random example, bought them years ago) or game maker (isn't it free now?) or something like that.

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b0b50c  No.27781

www.newgrounds.com

/r/webgames

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b0b50c  No.27782

oh, and kongregate, of course

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f1f95c  No.29335

f

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5291aa  No.31805

>>22922

Nope HTML5 is rather 'penetrated'. Especially with webasm on the horizon and emscriptens asm.js optimizations that can convert C SDL into WebGL and similar web technologies for performant graphics.

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dc4bda  No.31858

If you really want something like Flash, you're probably better off with OpenFL + its Starling port.

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File: d3268b4ff6547e7⋯.jpg (65.44 KB, 384x548, 96:137, RPG-Maker-VX-Ace-Free-Down….jpg)

939430  No.31839[Reply]

I'd like to make a game in rpg maker. I know it's not the best and that I should move on to something better/more flexible but for now I really want to just make something and it works for what I am making. I have VX Ace. Are there any recommended tutorials or things I should look into? My original idea before I scaled back had two battle systems although I don't see any good example of games that do that. I don't mind limiting it to just one but if anyone has any examples of that in VX Ace project let me know.

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File: 72118b577be6ba8⋯.jpg (8.08 KB, 100x100, 1:1, classics.jpg)

5437d2  No.31781[Reply]

Topic for little touches you can make to immediately make your game seem better, especially things you might not notice at first. One example, and probably the best thing I can think of, is text noises. For some reason, a lot of people forget them.

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400972  No.31788

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5437d2  No.31789

>>31788

the devil is in the [lack of] detail

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bb970b  No.31826

Here are some things that I think instantly make your game better, and it shows to anyone considering your game:

>Effort put into the assets

In other words, try not to have your game have shitty repetitive music, grating sound effects, pixelshit graphics, mobileshit graphics, or rip your graphics from elsewhere (unoriginal graphics, Unity store shit). The game should try to be unique and stand on its own.

>Don't use over-extravagant animations for everything

By this I mean don't do shit that looks like it would be in an old licensed Barbie game, a mobile game, or some other shovelware. Really, you can look at a lot of trash games for examples of what NOT to do, and this seems to be a common one. It's a dead giveaway that you're playing literal shovelware.

>A nice, consistent art style and theme

Whether it's cartoony, anime, abstract, realistic, or whatever, there shouldn't be anything that looks out of place unless it is expressly meant to be out of place. Also goes back to original graphics.

>Attention to contrast/color theory

For example, in a platformer, the foreground should be distinct from the background. A player should be able to take a quick glance at the screen and tell what can be interacted with and what can't, and in what ways. Thought should be put into how the game looks in screenshots; what is the general tone of the game, or the particular level, scene, etc? How easy is it to see or miss things during play?

>Special attention paid to controls

How the game feels is really important to if the game is fun or not. If the controls are awful, you might have a game that is only fun at specific moments in the game and shit everywhere else, like certain 3d Sonic games. Key configuration/gamepad binding built in is good too, particularly if it works with whatever you throw at it.

>Bugs have been removed and the game is stable

Some bugs are okay if they are fun and don't break the game, but everything else must be fixed. If you can find a bug almost immediately when playing blind, then you just know the gPost too long. Click here to view the full text.

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5437d2  No.31857

>>31826

Thanks, this is exactly the kind of stuff I had in mind.

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