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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: 1d0fccb3df0dd0f⋯.png (59.08 KB,1030x793,1030:793,ClipboardImage.png)

a7cb50 No.29638

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

____________________________
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a7cb50 No.29639

File: 7f77b7a43e666d1⋯.png (2.06 KB,590x322,295:161,22578560bd6effa672a1551dcd….png)

File: bb84dc517388671⋯.png (53.13 KB,1030x793,1030:793,bb84dc517388671e28c4eb3992….png)

File: ed0253bf053db19⋯.png (10.07 KB,704x320,11:5,comfy.png)

File: deeac7da71e7b86⋯.png (16.21 KB,512x512,1:1,deeac7da71e7b86e6a63978b4c….png)

Various old WIPs

Nothing playable yet, but I'm working on the core engine features that makes objects and shit flexible

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a7cb50 No.29656

File: 148efad5a3d3cb8⋯.webm (7.47 MB,1024x768,4:3,2017-10-13-2207-18_1.webm)

Almost getting to the point where I can interact with things.

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6d409b No.29694

Weekly progress bump.

Haven't got much more tangible stuff to show off, but I'm leaning towards making it into a puzzle game, rather than a puzzle platformer. Mostly, I couldn't think of more interesting mechanics, and enemies in a platform game with strict tile movement are kind of annoying to get past. Also gap traversal.

Anyways, I cleaned up a lot of shit and I'm getting a decent flow for creating interactions now

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6d409b No.29731

File: fba7a0410031611⋯.webm (644.61 KB,1024x768,4:3,2017-10-24-2002-12.webm)

File: 2479f3e16bf1acb⋯.webm (4.03 MB,1024x768,4:3,2017-10-25-0101-17.webm)

It took about 4-5 days, but I got the movement code ironed out so things more or less more very predictably, but there are a few edge cases to work on when things get busy.

Dragons can eat gems, rocks now.

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6d409b No.29767

File: a98cc1f07cd883e⋯.webm (4.38 MB,1024x768,4:3,2017-10-29-0326-34.webm)

> +Lots of progress

< -Slightly less charming

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6d409b No.29768

Also, not that I expect anyone to care, but I made a Tumblr for posting more wordy entries so I can also expose my game to normalfags

http://legendariumgame.tumblr.com/

Also a wiki page

8agdg.wikidot.com/squishtest

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14ea36 No.29771

>>29767

looks kinda cool

i'm confused though, is it a platformer or top-down? the gems fall down, but the player can move around arbitrarily

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d7298e No.29803

>>29731

Have a look at supaplex for how it handles falling things in a grid.

Also I fucking love Lode Runner, was kinda hoping you would have enemies in your game when I saw the thread.

Looks pretty nice though.

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105be3 No.29847

File: afa412930d9444e⋯.png (58.59 KB,1286x745,1286:745,ClipboardImage.png)

Okay, spent the last 2 weeks gearing up for Demo Day. Not quite there but I just need to redo the behaviors for objects and we'll be golden - everything else works, including text-based level editing (eg, custom levels).

I also made a new devlog and page:

Tumblr: https://jackalsoft.net/

Twitter: https://twitter.com/JackalsoftGames

Will post a demo soon. It's under 1 MB.

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105be3 No.29848

>>29771

>>29803

Originally it was concepted as a game like Jetpack, Loderunner, or Fire N Ice, but I had difficultly thinking of ways to cross gaps that was challenging and not overpowered or too difficult. Ultimately, I decided to just clone a puzzle game I was already familiar with.

Primarily, it's a remake of SubTerra (http://crystalshard.net), but that game is itself an extension of games like Chip's Challenge, Supaplex, or Boulderdash.

So, it's kind of both. It's mostly top-down tile based, but some objects are affected by gravity. The focus is on object interactions.

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105be3 No.29949

File: 743029bedbda9d6⋯.mp4 (6.54 MB,1280x720,16:9,2017-11-21 18-00-34.mp4)

File: 6f595d09e2342a2⋯.mp4 (4.25 MB,208x208,1:1,2017-11-14 21-41-40.mp4)

Let's see, since the last demo day, I've:

>Tore down my code, twice, and heavily restructured a lot of engine shit that will let me do what I need

>Loading certain data from files, as well as textures

>Still figuring out how to best approach behaviors

>Got a crude behavior working (vid related)

>Tile animations are working smoothly (second vid)

<Got permission from original game's author to make a clone, but several of my images are too similar to the source material, despite using a different palette and a cleaner/more detailed aesthetic, so I'll have to redo a bunch

>Almost got my tools' graphics finished (just need speed boots and a bomb vest)

Buncha other shit too

Still not even playable, you can kinda walk around but that's it

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105be3 No.29984

>>29949

Got behavior hooks working now.

Just gotta make shit more easy to work with

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105be3 No.30034

Probably about 75% done my tiles. I still need to redo a few things that the original creator deemed too similar, plus a few other animations.

After that, I still need to do objects, backgrounds, ui, etc., as well as getting behavior coded it

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105be3 No.30324

File: 1261520753388de⋯.mp4 (4.36 MB,1280x720,16:9,2017-12-27 23-51-07.mp4)

Haven't got much more done because of the holiday crunch, but I'm going from 40h/week to 12/h week in January, so I will have much more time to work on shit.

Still tinkering with the animation and displaying of graphics

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778cdb No.30660

Well, I didn't quite make it to demo day, but I'm still working on this thing.

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778cdb No.30740

Unofficially retiring this project. Surprise.

Too burnt out to continue working on it, and I haven't even got a demo to show off.

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c69cd5 No.30901

>>30740

Sad to hear that after the work you put into the sprites.

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778cdb No.31189

>>30901

It's in a weird state of limbo right now.

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778cdb No.31424

File: 8568c512f723a75⋯.jpg (827.18 KB,2000x2700,20:27,abd5b2c2fd05f136934b653990….jpg)

Got a kind anon on /v/'s drawthread to help refine Autumn's design a bit, as well as make a SFW reference for her. Great!

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1c76d2 No.31806

This looks really cool. Keep it up!

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8de703 No.32009

>>31806

Thanks. I'm still working on it, albeit very slowly. Hopefully I'll have something for next demo day.

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8de703 No.32343

File: 5aff38dbbaa9839⋯.png (695 KB,1280x720,16:9,bkg01.png)

File: 4091fff974cd66d⋯.png (492.72 KB,1280x720,16:9,bkg08.png)

File: e9e712d5d4037d6⋯.png (514.74 KB,1280x720,16:9,bkg16.png)

File: c82359a0dea25d3⋯.png (353.96 KB,1280x720,16:9,bkg17.png)

Game is still under active development. Mostly been working on engine stuff some more, so nothing visual to show off.

I have most of the rendering loop done, so I can start to move onto actual game stuff, without having to rely on hacked-together draw calls, which was one of my main early goals. I really dig the art style in the OP post, so I might consider ways to incorporate that sort of visual stuff back into the game. I enjoy the look of low resolution palette'd photographs for backgrounds, pic related.

Hopefully I'll have something visually interesting in time for demo day, whether or not it's actually ready by then.

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fe448d No.33562

File: cb74a67e90aad3f⋯.png (65.38 KB,1040x534,520:267,ClipboardImage.png)

Politely bumping my thread to the first page. It's been 6 months, and the holiday crunch is well over. I've started to work on this project again. I keep getting distracted by VIDEOGAMES and work. Hopefully I can post interesting updates at least once a month (and reminder that I shitpost occasionally on Twitter: https://twitter.com/jackalsoftgames )

As for what's new, I split the game into 3 assembly projects - one is a general purpose engine on top of SFML that has all my universal things like custom collections, draw helpers, etc etc. The second assembly is a self-contained gamestate package which acts as the main mechanical stuff for the levels themselves. Finally, the third assembly combines the two (and SFML) into the game itself. It creates gamestate objects to simulate maps and replays, etc.

At least that's the plan. A lot of stuff is still barebones, but I'm hoping to have a functional demo by August's demo day, May if I'm able to ship a proof-of-concept demo by then.

I worked on a wire/logic system as well (pic related). I'm still ironing out the exact mechanics, but the idea is that you can interact with the buttons (the one with the dot) and send signals along the wires into the gates. The signal translates into an "activation" instruction to whatever tile it terminates on - this would flip gates, open traps, activate cloners and so on.

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053a47 No.34046

I'll hopefully have something for demo day, but it depends how well it comes together.

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f43181 No.34106

I'm still working on this, slowly.

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