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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: 19beda1d4baa545⋯.jpg (165.6 KB, 499x477, 499:477, medium.jpg)

fc00ff  No.34225

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

>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.

____________________________
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fc00ff  No.34226

File: 3de63d9eca52b59⋯.jpg (32.22 KB, 375x521, 375:521, ee9585f1e65aa82a10d643cd8c….jpg)

>>34225

Late devs reply to this post, so anons can see your demo.

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417bea  No.34227

Don't forget to include your Bitcoin address with your demo post if you want a 10$ or 15$ reward. More info:

>>34200

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7f1c43  No.34228

File: c21bac71da0421b⋯.png (11.91 KB, 640x400, 8:5, lolicom.png)

>>34225

Loli Commander

Small clone of Missile Command, except with lolis instead of cities, because that's what we do in /agdg/. This is a small demo to test out my terminal emulator and engine code. This went pretty well so I hope to make more random demos on future demo days.

OpenAL is a huge faggot to code with, so I included a no audio version in case the normal version doesn't work.

https://mega.nz/#!50I1WKRR!l9tDlJ6COw-oWh7RdwpAOPuG51O9xgYbPAppSgLwKWE

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7f1c43  No.34230

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436003  No.34231

File: 5c3f2ad524b7b0f⋯.jpg (230.52 KB, 1280x544, 40:17, photo_2020-02-02_15-48-22.jpg)

File: 3cbb0954588307f⋯.jpg (194.27 KB, 1280x515, 256:103, photo_2020-02-02_15-52-58.jpg)

>>34226

Everyday Life: Edengrall 2/2 Demo

If you already played the previous demo (released in late december) this isn't too different, we spent this month updating Unity, cleaning the project and optimizing.

There is a new girl, Anna the Oni, she is a lovely lady who the player will be able to marry.

We are also expanding the grass system to allow things like flower fields and crop fields.

We would like to apply for the Demoday Fund

bitcoin:bc1q2vyuclssfhk0759xtm7yzsqplk6clnaluf7p7u

Here are the links:

https://www.mediafire.com/file/ox9xtwgiww8qhzq/Demoday_02-02.zip/file

https://mega.nz/#!mxsDnagK!Fm5AecE3eFAfbyWYUJsnGzkAcKYhU8aYbcmhVOKWmHE

If you need a guide for the cooking system you can watch it here

https://www.youtube.com/watch?v=JeZOrFBLI0c&t=

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763d94  No.34232

File: 77b6ef069ac4399⋯.png (5.28 MB, 1637x1571, 1637:1571, ClipboardImage.png)

>>34226

Peripeteia

A cyberpunk stealth shooter with PS1-inspired graphics and a cute protagonist.

https://shodanon.itch.io/peripetaia/download/vFE8z_vVbUuMwSX8DScOCqYVuMjJfQOGlb6QX1rb

Think Deus Ex mixed with Splinter Cell. Avoid confrontation until you find a gun, hack computers and panels by mashing your keyboard to discover the password. Switch between first person and third person view by scrolling your mousewheel. Watch your light meter and shimmy on ledges to stay out of the patrolling enemies' sight. Hold F to hide bodies.

Made in around 2 weeks by a group of anons, including members of Die Totenmaske team and Beelzebox devs. We hope you enjoy the demo.

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2b12cd  No.34243

==Uncommon Time Retuned== (Working title)

Uncommon Time Retuned (help me think of a better name please), is a near-total-conversion of FeralPheonix's game, Uncommon Time. 99% of tumblrshit has been removed- including the faggotry/tumblrshit of two of the game's playable characters. This game serves as a "to the side" alternative universe of the original game. Uncommon Time sought to challenge classic hero's story tropes, Retuned seeks to reincorporate them, thus more main characters for the story have been added.

Changes from last demo day.

-- Currently up to Bel Canto, rewrite progress as of this build stops after you get instruments.

-- Truncated dialogue in some parts, mostly arpeggio pass.

-- Added a wandering merchant in dungeons where you can't return to town.

-- Rework of damage formulas across most of the board to make it more uniform and less clunky.

-- Switched from Yanfly's Free-Turn-Battle back to Vanilla, shit was way too clunky for what I needed.

Known flaws, bugs & other shit

-- Just started implementing seperate-window nametags, progress is inconsistent. I will take effort to iron this shit out in the meantime, as 90% of the offending dialogue is strictly in act one.

-- Arena flaws. I need to eventually get a script that allows me to disable the use of items in glissando arena's battle sections, furthermore, some battles have bloated stats.

-- Difficulty is all over the place. This is the challenge working with pre-made content.

-- Healing is broken. Healing is supposed to use part of the target's current missing HP and factor in stats from the healer and the patient, but it's just grossly overpowered somehow.

-- Placeholders galore, the new characters are temporarily using stock stuff and recolors of old characters, plenty of temporary music from other vidya. Some of the party (most notably Mezzo) do not have a good range of faces for certain lines in the game. When I get around to getting my drawing skills improved, obviously I'll do more art.

-- Spelling errors. My writing style is all over the place, as are typos and randomly capitalized words.

Shit I want specific feedback on

-- Teagan and Alto's Characterization. Every single one of the main cast has changed in some way, but Teagan holds a special place with many anons. I want to be sure that her characterization is consistent enough with what anons liked, but also make sure that her new traits work well with what appealed to her.

Alto, I want to make her have more player agency with what she says (even if the game ultimately gets a bit railroaded). Aside from what I have now, what points in the current game do you think I can add some dialogue branches if need be to accommodate for this?

-- Speaking of Dialogue, many points, even though truncated from the original still may be wordswordswordswords, where are these points and what should I do to allieviate that?

-- Boss balance. My overall combat goal (at least in chapter one) is mildly unobtrusive monster encounters, with hard bosses. What areas do I need to balance this?

-- Inconsistencies. Mostly little elements that look and sound "Not right" for characters and such. It may be something I'll bring back up later in the story, but I would like that so I can know in case it -is- something that needs to be changed.

-- Italian language autism. 90% of musical terms are just words in italian, therefore I could use.

Uncommon Time Retuned v1.0.1

Download : https://mega.nz/#!hehnmChJ!m3G5yeUZNsZdvspKq4b7DoLhhgtAcjXbZwPwlM40ehc

download size is still ridiculous because I don't want to risk breaking shit when it already breaks too easily.

Should I wait until I get character sketches to make a real thread for this game, or just fucking post what I got?

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2b12cd  No.34244

File: 6e5448c4e71c1a7⋯.jpg (103.51 KB, 642x418, 321:209, UCTR_altered_instrument_se….jpg)

File: f67a7108f5c93d2⋯.jpg (156.47 KB, 640x420, 32:21, UCTR_battle_full_party.jpg)

>>34243

images didn't upload for some reason, if this doesn't work a second time, I'm going to be irritated

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85c41d  No.34246

>>34226

>>34243

>>34244

Might as well point out because I don't feel like redoing another build package.

Uncommon time retuned has a debug map set as its opening scene. To start the game as intended, do the following:

-- after starting a new game, talk to the old man and go to the warp room.

-- interact with the bridge concealed in the upper left corner of the warp room.

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