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/agdg/ - Amateur Game Development General

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

File: a3d0cb54cd8f265⋯.gif (4.88 MB,502x241,502:241,bat versus cat.gif)

File: 9774d3992deef1b⋯.png (134.55 KB,864x608,27:19,download.png)

File: e76f9639ad93580⋯.png (83.86 KB,540x960,9:16,gitlab on samsung phone.png)

0c420d No.28423

It is playable at http://tiledbattle.com

It only lacks the players :'(

Here is an old video

https://www.youtube.com/watch?v=ROIdBH9ZjK4

I removed fireball since then

I'll use this thread to devlog, we can discuss features and weapons and game modes here too!

Please play my game!!

This week I'm trying to make it run on mobile browser, then maybe later I think I'll go back to making npcs and PvE

____________________________
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0c420d No.28424

This one it won't let me upload, it's from when I was implementing A*

http://imgur.com/8axauvw

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0c420d No.28425

I'm on the death match room. I'm waiting. 1 vs 1 no johns.

also, it kinda a lag when I try to move

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0c420d No.28426

>>28423

>Please play my game!!

why?

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0c420d No.28427

I don't have time to test atm, but it looks interesting. I've wanted to try making a similar online game too (although a multiplayer RPG with a persistent world), but never got into it.

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0c420d No.28436

>>28426

Why not? I mean, yeah...

>>28425

It suffers from a continuous lack of players. Also, I don't know why it might be lagging, since it shouldn't be lagging due to the prediction code.

>>28427

I actually started trying to make an "mmo" in Love but then decided to make a [battles inside rooms where everyone kills each other].

But you can still self-host a room and make it mmo-like, placing it in a big server.

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0c420d No.28439

Ok, I might make an mmo, just so I can create lots of content.

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0c420d No.28444

>>28436

I mean why do you want us to play?

do you need QA testers? looking for feedback? is the game almost done and you just want people to play it?

if you don't explicitly ask for help, people aren't going to spend the effort to play a half finished game looking for bugs and then writing up a report.

and also why should we play?

making your game appealing is just as important as making it fun. you have more leeway on a game dev board but you still only get a glance or two before the post is disregarded indefinitely. should be spending the few sentences you have of someone's attention explaining the game's potential and why it's exiting instead of how it isn't finished.

congrats on having something presentable though, more than what most people can put together. what engines tools are you making it with?

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0c420d No.28481

>>28444

He wants you to play his shit game so he can spread his virus around

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0c420d No.28502

>>28444

I'm not an advertiser, but a dev. Maybe I shouldn't have said "please play my game" but still it is playable. In this community we usually play each other's games and give reviews and suggestions, I think, and that's what I was expecting.

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0c420d No.28523

>>28502

>I'm not an advertiser, but a dev

as long as you're a solo dev, you're stuck with all of the jobs. and it's a little counter intuitive but proper marketing can be about as important to the game play as the art or story. as least brush up on communication skills if you're going to write a dev blog.

>In this community we usually play each others games and give reviews and suggestions

It looks like you're just trying to copy the frame work of tibia, which is fine, but that's all it is. with no other players and no objective all I can do is click around and make sure all the buttons work. there isn't a game here to review and I don't think people here are interested in designing other people's games. making progress is fantastic, you're just not at the point to be taking game play feedback yet.

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