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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

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

184b2d No.14742111

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.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

After this thread is culled, please post criticism/bugs/etc here: >>>/agdg/31455

095fd0 No.14742115

benis


184b2d No.14742117

File: 228a26925a5b3dd⋯.png (101.16 KB, 1764x840, 21:10, memewar2.png)

File: 72bfb0f196f7afb⋯.png (11.74 KB, 300x300, 1:1, post-memes.png)

File: 854dd95c2bd5dc9⋯.png (14.02 KB, 300x300, 1:1, shoot-downvotes.png)

>>14742111

Meme War: shitposting turned into a top-down 2D shooter, think minecraft + reddit + geometry wars

http://memewar.io

http://memewar.io/about

http://8agdg.wikidot.com/meme-war

I like spending all day on the internet looking for dank memes. However, it always bothered me that every site worked in pretty much the same linear way: scroll down til you find something to click. Meme War turns that experience into a game with a world to explore and enemies to kill. The enemies are only adbots, downvote brigades, and naggers right now but more as well as multiplayer is coming soon. Naturally we want to add more items and features as well as a third dimension. The hope is that someday this can become something that let's you monetize your content like https://sola.foundation/


184b2d No.14742120

File: a39c9bbacc81ec5⋯.png (775.74 KB, 1019x768, 1019:768, 2.png)

File: 8ac38920096589f⋯.png (1.08 MB, 1019x763, 1019:763, 1.png)

File: 56830c4dfc8acff⋯.png (636.38 KB, 1013x729, 1013:729, 0.png)

Sentience is a rather experimental turn-based RPG. The player controls a party of creatures and build a team out of them. The crux of combat is the unique magic system, in which health and magic are treated as the same and are composed of different elements.

There's a lot of stuff planned, but for now this serves as a rough demo of the high concept of combat. This will be developed further as time goes on. Nothing is considered finalized here and a lot of this is composed of prototype assets. Art direction is in the works and sound will exist someday.

There's a lot of rough edges and hold-over stuff, with at least one bug I'm already aware of (clicking back on the target menu.) It closes out a bit unceremonally, too. Win or lose, it'll just shut down.

Linux: https://ln.sync.com/dl/6b1e26a60/ca83jvf5-ibyzekpf-22wj2dj4-64x6xecv

OSX: https://ln.sync.com/dl/bf31bcac0/3pxq37wy-ia55jasj-egbiaq6p-jrh73gvt

Windows: https://ln.sync.com/dl/c129ec210/r74666a2-mjusz96q-ri6qycmt-pthpj5fz


ece4d7 No.14742154

>>14742120

can you impregnate quill?


bb4f0a No.14742159

oh shit, another demo day already?

time really flies by.

>>14742115

absolutely savage, GG will conquer the world at this rate


f54c75 No.14742199

File: 95f788cc41423ce⋯.png (83.59 KB, 1600x900, 16:9, ss1.png)

File: 62fe2d165e250c4⋯.png (102.22 KB, 1600x900, 16:9, ss2.png)

File: 75f42f38314bea0⋯.png (119.03 KB, 1600x900, 16:9, ss3.png)

File: 9db9b94d07058b0⋯.png (24.86 KB, 1600x900, 16:9, ss4.png)

Argos, an RPG heavily influenced by the second Ultima trilogy and other early RPGs.

https://mega.nz/#!ssxnCRyI!ZGTRFgMKDF2DBnFgw5vkTTxMkNDTUnvxLwr6y6P2UMg

This is a VERY early demo for the purposes of showcasing what I've been working on. The main story line isn't active nor are the locations fully fleshed out. NPCs that give you no response are not written at all yet, so the tasks and story chains that exist may seem to begin/end out of nowhere. That being said, there is still a bit of exploration and a tad bit of fun to be had, I think. I probably have another couple of years of work. Assets such as sound, music, and graphics are all in an early stage. The UI is VERY early stage and so are the controls. Many investigative features are still missing.

Roaming controls

arrow keys - move

C - set up camp

P - change active party member

Tab - cycle between status, inventory, spellbook

Space - climb ladders, stairs, and enter locations

At any time, close the game by pressing Alt+Q (or Alt+F4)

Status, inventory, spellbook controls

Up/down arrows - move selection up and down (in status mode, move party member up or down)

Left/right arrows - select previous/next party member

Enter - interact (use items by interacting with it twice)

Escape - return to roaming

Combat controls

arrow keys - move, melee attack, navigate spellbook

A - attack at range/accept target

C - open spellbook

Space - defend/wait

Enter - accept target/selection

Escape - cancel range attack/spell targeting

Tips:

When talking to an npc and you don't know what to say, you can always ask someone their name and job.

Some locations are hidden from the world map. If you're given directions to a place and you cannot see it, you can press space and attempt to enter the location.

In combat, the color of the movement tile tells you how many actions you will have left after moving. Teal movement takes no actions, blue movement means you will have 1 action remaining, and orange movement means that you will have no more actions to spend. By default, combatants get 2 actions per turn.

The priest begins the demo holding an item that can revive a dead character. Place the item in the dead characters inventory and use it to revive them. If you use them up, you can swap the dead character for another party member that is at the chapterhouse in the city.

The test AI is retarded and is easily taken advantage of.


2f9ae5 No.14742217

File: c89968e19264dc5⋯.png (5.5 KB, 576x384, 3:2, fishing.png)

>>14742111

Erni's Iceberg: A pixelshit arcade-style fishing game where you play as the penguin Erni on a spastic frenzy to catch as many fish as possible in 10 days before the winter solstice. There's still no sound or music as that's just starting to get implemented in LIKO-12. Watch out for leopard seals and don't kick your bucket into the water.

Controls:

Arrow Keys to move

Z - Cast/Reel Fishing Rod

X - Grab/Drop Bucket

C - Pause

Esc - Hard Reset

Windows exe:

https://drive.google.com/uc?id=13fRDrHKsqUN6DiOcMB3npK9KI7V0W0ob&export=download

Love File (Run with Love2D on any platform):

https://drive.google.com/uc?id=1MdSfyhR757Z0TlNCH8WYSqA5b3qqRUcq&export=download


e5f585 No.14742251

>>14742111

How do we know if we aren't getting another lostboy.exe all over again?


c41c77 No.14742270

>>14742251

By not being a newfag, and using a sandbox if you're paranoid. But mostly the not being a newfag part, why would people spend months posting progress on a game only to bait a dozen or two people into blowing up their computer?


e7b2d9 No.14742278

File: b2c12b9585595b6⋯.webm (15.68 MB, 924x520, 231:130, Spring Demo Day.webm)

I will definitely be looking at these demos after I get up. Before I head to bed, just know that even though I'm a random anon, I'm proud of you fags for doing your best; regardless if you made it to Demo Day or not. It's honestly inspiring.


e5f585 No.14742282

>>14742270

>why would people spend months posting progress on a game only to bait a dozen or two people into blowing up their computer?

because there's everything to gain and lulz to reap, with nothing to lose


095fd0 No.14742287

>>14742270

>sandboxing

>not rolling back to your backup

what a moron


d160b2 No.14742297

File: 758632df7d4ba20⋯.png (1.07 MB, 1178x734, 589:367, Recreation Practice.PNG)

>>14742111

More the product of a training regime rather than an honest attempt at making a game. This is a loose recreation of the opening area of Kingdom Hearts.

Windows: https://mega.nz/#!LO5RCAiT!T6siXripiPRdh57BdGVMGA--Z06k17o0ENlAHYi_CBs


03fcc4 No.14742328

There was some fucker doing a Valkyrie Chronicles game knockoff last time. Is he gonna show off his stuff here or what?


095fd0 No.14742335

File: a0ba0e8b4f92354⋯.png (6.15 KB, 413x145, 413:145, morelike-learnmyasshole.png)

>>14742209

wow nice gaem


095fd0 No.14742404

File: 72bad67550dd59f⋯.png (21.98 KB, 1920x1080, 16:9, argos.png)

>>14742199

>no tab completion / can't use one letter to do an action (see pic related)

>no wasd/hjkl for movement

although the music is actually decent.


11b36a No.14742485

>>14742335

Interesting, what OS are you on? Any antivirus etc?

Here's the x64 build you can try.

https://mega.nz/#!fK5lURxJ!hLcP79fbN-pEKcrvzLg1hLjeEyv4kIFU0bWLXHHL854


f64809 No.14742580

File: b1457e84d139045⋯.png (101.11 KB, 1296x758, 648:379, amazing video game.png)

File: f25d63c1022b6c9⋯.png (150.29 KB, 1296x758, 648:379, It has items.png)

File: 5ed8d6295acc9bf⋯.png (74.68 KB, 1296x758, 648:379, there is a really tiny con….png)

>>14742111

Bots aint got souls is a videogame where you disassemble bots through violence.

It is a coop game where you team up with other players who will probably end up killing you since there is friendly fire.

This game is mainly a test for the multiplayer networking. It utilizes rollback magic similar to many fightan games. As such, if you live far away from the server (located in the Netherlands) or have a spotty connection, things will be visibly and audibly warp over the place.

However, even if you live on the other side of the planet, I would still appreciate it if you joined and report your results. As long as you don't get close to other players, the rollbacks wont be impacting game play.

If you want to see other games/genres be made into online games using the same rollback network sorcery, feel free to post it in the thread. I am the eternal enginedev, and the main reason I started on this project is the absolute lack of online coop in many games. Let alone online coop that actually fucking works.

The gameplay code was rushed together over the course of just a week. It's filled with bugs, odd behavior, and some crashes. You don't need to report on any of that, as I will most likely never work on this game again due the loathing I developed for it over the last week of crunch.

Requirements

>Windows 7, 64-bit.

>GPU with OpenGL3.3 support.

>When hosting: A forwarded port.

Win64 build: https://mega.nz/#!Ax0D1ZpS!NS-qtfB5lbUS5lzpYt_STQp27qAw9ek0M4DI-WKMS5g

There is no 32-bit Windows or Linux build. My friend reported wine not working.

The server IP is "213.46.109.238". Please join it.

How2play

>Enter: Chat. You can also type console commands here. Please be so kind and type "/connect 213.46.109.238".

>F10: Close game.

>F11: Toggle between fullscreen & windowed mode.

>WASD: Move.

>Left Mouse: Melee attack. (Hits generate energy.)

>Right Mouse: Shoot. (Costs energy.)

>Shift: Engine ability. (Either sprint or dash, depending on engine equipped. Default engine grants sprint.)

>E: Pick up item.

>ESC: Open UI. You can drag around, pick up and drop items here.

>When all enemies are defeated, a new round starts with raised difficulty, spawning more enemies than last time.

>When all players are defeated, a new round starts with lowered difficulty, spawning less enemies than last time.

Console commands

>/connect <hostname>: Connects you to a specified server. If you are already connected to a server, then this command will disconnect you instead.

>/host: Hosts a server.


70a276 No.14742583

>>14742297

So I just played your game. A lot of cool stuff. This is coming from a perspective of a guy who beat KH2 as a kid a long while back. I made it to level 3 in your game.

Pros:

- intro and everything was like kingdom hearts

- menu was like kingdom hearts

- camera was looking in the right places (enemies were slow and weren't flying around though)

- controls were nice for a keyboard setup

Cons:

- can't attack in the air. I know air combat is a big hurdle but I was kinda expecting that from the get go

- inverted camera control when you weren't locked on

- No tutorial on how to navigate menus (I and J for people who read this before playing)

- No tutorial on the charge attack

- music just stopped so there were moments of complete silence

- I'm not sure if i was doing charge attacks after the end of each combo string

- somethimes treasure boxes didn't disappear when you used them

- You said Magnet not Item Magnet when I got the level up. I thought I was getting magic

- My potato was on fire the whole time

- Not enough yaoi shit for a KH inspired game

0/10 it's bretty gud for a test development game.


095fd0 No.14742588

>>14742485

It also didn't work on linux or wingdings 7, also antivirus lmao. Would have preferred the other enemies to not hide their numbers away completely, maybe slightly make them transparent.


11b36a No.14742620

>>14742588

You managed to get it to run eventually?


095fd0 No.14742629

>>14742620

Yeah I got the game running with the 64-bit build, although it was running at a very low resolution, but fixed in the options menu.


d7b503 No.14742635

>>14742328

That dude actually works for CD Projekt RED, and is compelled to type like a press copy ad. He belongs in /pgdg/. I'm interested in his game, though.


bce801 No.14742669

>>14742583

>My potato was on fire the whole time

Mine was too.


e7d1e3 No.14742672

File: e0602c84e93abc0⋯.png (1.61 MB, 1918x1024, 959:512, ClipboardImage.png)

>>14742111

Quizzard's Quest is a teaching game for kids around ages 4-8 to practice their math skills. The demo is pretty much a vertical slice of what to expect with two different levels to try. I am especially interested in knowing what people think of the GUI and sound, since that's what I've mainly been working on for this demo.

One thing that's not obvious from the game, you can answer questions on enemies by clicking 1-4 on your keyboard, so you don't have to move your mouse so much. Everything else should be self-explanatory.

MEGA: https://mega.nz/#F!GG50AKYC!Lj4N49xqC3-mZc2bqXACKQ

Sorry for the repost, demo seemed to have some significant issues

>>14742629

Thanks anon, you've been a great help.


70a276 No.14742684

>>14742669

unreal engine assets are a bitch. I have another potato that is a potato compared to this one but I think it's some kind of engine thing where it uses all of the resources as it can to where it needs a fan trying to fan the flames. Anyway weird shit. I've done some minor development games in unreal 4 so I see where the dev is coming from


ddaa01 No.14742705

>>14742209

UI design is solid. However, sometimes when a question is cleared and there are enemies bunched-up the remaining questions overlap and take a while to seperate. Made it a bit harder to lock-on to targets when the next enemy I was fixating on is the question underneath an overlap.

Also, the game's visuals are rather dark/grey for a kid's game.

>>14742217

An alright game. Reeling fish into the bucket directly is satisfying. One problem I found with the game though is that it's way too easy to recover most of the fish (spam Z) in the event of accidently dropping the bucket in the water. Perhaps make the fish scatter more quickly when this occurs?

I hope this feedback helps. Keep at it.


c9ae50 No.14742720

>>14742217

Will you be adding an option to assign keys yourself?

Playing on a QWERTZ keyboard here where x and z are quite a bit apart.


4a3f6b No.14742825

File: 136ddba8df0a058⋯.png (26.2 KB, 1920x1080, 16:9, Gloria FP all says 0.png)

File: 23c9c08a28a7ec1⋯.png (109.3 KB, 1920x1080, 16:9, Search doesn't work.png)

File: 327b6b873bc39a5⋯.png (13.86 KB, 1920x1080, 16:9, Store Text and Dialogue Ov….png)

>>14742199

Played through the lighthouse and up until the graveyard in the city before getting anyone that wasn't Sigismund slaughtered. Issues I noticed during that time were that Gloria's spells were all listed as costing 0 FP when they weren't actually free, the "search" option doesn't appear to work on chests, and the store text overlaps the dialogue from before you go to purchase gear.

Overall, it was enjoyable for being an early build even if movement felt a bit slow whenever combat wasn't happening, such as walking around the wall of the city with its one entrance.


526328 No.14742991

File: 11e464f2e062c2d⋯.mp4 (365.29 KB, 640x360, 16:9, AGDG.mp4)

Don't be like vid related. Work hard, keep at it, and you'll eventually make what you want to make, how you want to make it.

Every mistake made is a step toward not making those mistakes again.


3fab15 No.14743002

File: 8be7da64a85bd3a⋯.png (2.48 MB, 1926x1080, 107:60, MenuDoubled.png)

>>14742120

Selecting a skill, then clicking back makes twice as many menu options appear. Also, the resolution it's being rendered at is the resolution on the inner part of the window. The windowed border makes the game just slightly too large for my screen.

This game is complicated yo.


af8eaf No.14743058

File: 99d15fdcb499d6e⋯.jpg (42.44 KB, 620x387, 620:387, argos.jpg)


bce801 No.14743100

>>14742580

Was very playable even from Australia, even if it wasn't for you. I could move freely and time attacks fairly well. Slight bit of input lag at worst when playing on your server while being near your sprite but nothing awful and I did not witness any rubberbanding on my side.

Red sword/dash engine/red battery/machinegun master race.


cbc23b No.14743137

File: 5c9d6813d2b8a88⋯.png (532.98 KB, 879x726, 293:242, agdgdoor.png)

File: 3213e26a536096c⋯.png (740.31 KB, 1305x764, 1305:764, doorsgone.png)

File: 2940fa355a24519⋯.png (439.41 KB, 1281x719, 1281:719, Screenshot_1 (2).png)

Here you go guys, press ESC to get back to the main menu, to climb up ledges you need to repeatedly press space and duck

when the timer gets to zero you die btw, have fun!

https://mega.nz/#!aF4l2JrL!pbQ9w3FJ-lfWXGkrLERc98JAHfyULyWuWmm-xI3G6FY


899a2f No.14743143

>>14742111

>after you've played it of course

:^)


f9ed04 No.14743221

File: 2e213687e9a4ae9⋯.mp4 (10.59 MB, 1920x1080, 16:9, 2018-05-05 16-55-44.mp4)

File: 655fb9c667b6e56⋯.png (2.79 MB, 1804x1029, 1804:1029, ClipboardImage.png)

>>14742111

Posting an updated version of a recent project we made with a few fellow anons

https://mega.nz/#!sl830B7R!Xy6Udw5Gsidgf9bCCNh5pbIA1M94F_4_38QW_MPiYl0


4fa6a3 No.14743224

File: 9affbb4268afc8c⋯.jpg (461.36 KB, 1920x1080, 16:9, 2018-05-05 20_28_06-LEARN.jpg)

File: 2e25393ac883c49⋯.jpg (256.63 KB, 1920x1080, 16:9, 2018-05-05 20_26_58-LEARN.jpg)

File: d1b680e8dc4ab44⋯.jpg (174.03 KB, 1920x1080, 16:9, 2018-05-05 20_07_53-LEARN.jpg)

File: c78be866ea90878⋯.jpg (324.48 KB, 1920x1080, 16:9, 2018-05-05 20_07_04-LEARN.jpg)

>>14742672

It certainly looks good for demo, the wizards' bolts and the town(?) at the starting. Here is what I faced:

>It started at the lowest possible resolution 320x240 and couldn't change it before making a profile. Hence named nigger.

>The castle defence levels had enemies swarming in and I had slight difficulty selecting enemy, whichever was the closest. And then moving mouse down to select the answer. Perhaps auto-target to next enemy?

>The keyboard selection didn't work very well as I had to keep 4 fingers at 4 numbers and kept hitting the wrong key. Did improve over time.

>The character selection was cool, as was most environment and enemies; blocky unity styled trees and smoke.

>Music was okay enough to not get in the way. Not particularly bad or good. So for a demo it was excellent.


f130e8 No.14743228

File: 7f3843c98b7e66d⋯.png (1.58 MB, 1920x1080, 16:9, bug.png)

>>14742580

It's alright, but I feel like there needs to be more for the player to do. More incentive to keep going on. Obviously, this is just a test demo, but I'd like to make some suggestions for improvement all the same.

>item descriptions

>varied enemy designs

>movement should be more fluid, shooting/attacking shouldn't stop you

Keep up the good work, anon.

>>14742672

Few criticisms here, as well. Though I will say it's admirable to be making a learning game. Just needs more tweaks and improvements so kids also find it fun instead of a chore.

>Bug in level 2, pictured here, answers were positioned oddly and couldn't click on most of them - sorry, I don't know how it happened

>2nd + 3rd stars should be for higher difficulty challenges such as harder questions or finishing at a quicker time - look at Letter Quest for a good example of how star challenges are done well.

>Enemy stops moving when being shot

>needs a health bar for the castle

>castle level needs to be shorter or at least have an enemy limit

>scrolls depicting the questions should be larger, so should the enemies

>enemies should move faster as well, maybe have a variation that moves slower but has a harder question

>penalty for getting questions wrong should be greater

>enemies lag and stand still for a second or two after leaving the pause menu

>wrong answers should be MUCH closer to the right answer

Pros:

>UI is good

>particles and effects cool

>good sounds/music

Other than that, keep up the good work and keep on improving.

>>14743137

>\ for shield is bogus

>needs control configuration

>options doesn't work

>needs hammer impact sounds

>barrel destruction sounds

>item list, showing what keys you have + how many gears


27f940 No.14743230

File: a5b1db8de5b3ff2⋯.mp4 (3.31 MB, 1280x720, 16:9, 2018-05-05_08-07-43.mp4)

>>14742111 (trips of trials)

Anon's Unnamed 3D Puzzle-Platfomer

Unfortunately it is quite short. No loading screen when switching levels, it may freeze for a bit if your disk access is slow.

Controls are in-game.

Requires a graphics card that supports OpenGL ES 3.0.

Download from itch.io:

cwook.itch.io/unnamed-platformer (password is "jlmg"; lowercase, no quotes)

Or hosted directed on mixtape.moe:

Windows 32-bits:

https://my.mixtape.moe/fhxaol.7z

Windows 64-bits:

https://my.mixtape.moe/awwvjm.7z

Linux:

https://my.mixtape.moe/tsqlcs.7z


d160b2 No.14743242

>>14742583

Appreciate the comments.

Wasn't quite able to finish everything I wanted for demo day (in particular the air attack, refining the music track, a bit of a tutorial about the menu, and the config menu where inverted camera controls would've been). I forgot to update the description of the Execute skill which allows the charge attack to be instantly used at the end of a combo string.

>>14742669

>>14742684

>My potato was on fire the whole time

yeah from my experience, even the editor will light up anything that comes close to being a potato. It's one of the drawbacks of the Unreal engine.


e7d1e3 No.14743262

>>14743224

>>14743228

This is excellent feedback, thanks anons. I'm screencapping and archiving all of this for review for my next sprint. I'm trying to squash some bugs as we go like the answer buttons moving around, will try and update the mega with the fix sometime this evening.


04dcf4 No.14743315

File: 23c2bfcd2b23572⋯.png (31.24 KB, 512x512, 1:1, tiles.png)

Well I missed another demo day, but I guess there's no harm in asking for public feedback on some of my game art?

My game is supposed to be a spiritual successor to SubTerra, which itself is like an extension of Chip's Challenge or Supaplex or Boulderdash.


baf1ef No.14743340

>>14743315

looks like flash art. Its nice. It would be something from like RPG maker tho


cbc23b No.14743408

>>14743228

you can see what keys you have in the inventory screen, the rest is going to get added


cbc23b No.14743424

>>14743228

>>14743408

also I think mouse3 still works for the shield I had to change it to \ when my mouse broke


338a6e No.14743441

File: 73186ff215203b5⋯.png (4.41 KB, 953x59, 953:59, machine learning.png)

File: 40f611319b33df9⋯.png (37.63 KB, 1500x1500, 1:1, spurdo polar bear.png)

>>14742672

>scan the files

>see this

What the fuck is machine learning/anomalous? Did Unity start adding some malware into its games or what?


11b36a No.14743483

>>14743441

Interesting. What antivirus are you using? I'm going to contact unity about this.


338a6e No.14743500

File: 5bb6618aec67375⋯.png (5.61 KB, 253x199, 253:199, spurdo goncern.png)

>>14743483

Malwarebytes.

>mfw also making game in Unity


877552 No.14743536

>>14742120

I like the concept of the battle system here. Wouldn't mind playing a full game of it. Only real issue I can think of is that menu bug that's already been mentioned.


184b2d No.14743548

>>14743002

Yeah. I mention that bug existing in the README. I'm surprised no one's mentioned the game softlocking after killing someone. Literally right after I posted this, a friend checked it and got a softlock. This was fairly rushed for Demo Day so there's probably a lot of subtle oversights I need to spitpolish in logic.

>>14743536

Thanks. Once I fix up the battle, the goal is to have some field navigation and way to change your characters' skills, stat allocations, etc. I don't know if we can get a whole intro dungeon thing done before the August demo day, but that's my dream-tier goal.


04dbb2 No.14743550

>>14743221

>Dynamic music

Nice


2f9ae5 No.14743565

>>14742705

>One problem I found with the game though is that it's way too easy to recover most of the fish (spam Z) in the event of accidently dropping the bucket in the water.

I'm thinking of adding a very small recoil after you reel a fish in– I actually have the sprites for it, just haven't implemented them yet. I want the game to be fast but the rapid fire re-catching is pretty silly.

>>14742720

Hm, I'll have to look into that. I hadn't considered alternate keyboard layouts.


229e4c No.14743593

File: 5883ce2fe9ebd4f⋯.gif (360.18 KB, 301x301, 1:1, 5883ce2fe9ebd4fc3af8d85286….gif)

>>14743221

You have to kill anime moeblobs

Downloading now


d160b2 No.14743599

>>14743548

Think the soft lock occurs if the enemy overloads from Heatwave (which despite what it says will overload them on their turn)


f3222d No.14743640

File: 34e58fffdebe8ad⋯.png (208.88 KB, 402x597, 134:199, fuck yeah.png)

>>14743230

I like the game so far, the controls are very twitchy though, it feels off and it makes some parts like the end of level 1 really easy since the turning is so sharp. Also a little faster movement speed in walking mode would be nice.


184b2d No.14743700

>>14743599

Aaah, that's happening? I specifically told it to do the opposite of that in the script. Specifically, it was supposed to set the power of the infusion to 0, since I didn't have time to correct this issue for Demo Day. _Well I have time to fix it for August._


a10459 No.14743734

>>14742297

Could you add in a Windowed Mode and the controls for keyboard/mouse? Like I didn't know what triangle would be on the keyboard


482eff No.14743812

File: a9fc40c239e7120⋯.jpg (164.05 KB, 640x480, 4:3, Dransik027 - Copy.jpg)

File: c258a5bb542d264⋯.jpg (151.34 KB, 640x480, 4:3, Dransik002 - Copy.jpg)

File: eabca166ccbae42⋯.jpg (142.83 KB, 640x480, 4:3, Dransik083 - Copy.jpg)

File: 9b82a17b967eabb⋯.jpg (153.94 KB, 640x480, 4:3, Dransik060 - Copy.jpg)

>>14742199

Wow that looks interesting. For similar inspiration have you ever heard of Dransik Classic? Made by an ultima dev, an mmorpg similar to ultima 5 graphics. Its still online if you ever want a feel of how he saw fit an ultima 5 style game should play. Things like double clicking a door to open rather than pressing the 'door open' button and selecting direction.

He's also made a new mmorpg last year called Lothgar Online, also similar to the design. Not as great though. https:// www. lothgaronline.com/

and dransik. com


00e64f No.14743830

>>14742287

>rolling back to your backup

You're retarded, backups don't undo everything that's changed by a virus especially if it's one that doesn't even reside in the same space as your OS, a proper sandbox is an enclosed environment so whatever changes the virus makes in it will cease when the sandbox is gone.


338a6e No.14743918

File: e88fd460abd7532⋯.png (1.32 MB, 1262x707, 1262:707, ClipboardImage.png)

>>14743230

I like it. At the beginning I though turning is too fast but after completing 1st level I think it's pretty neat.

A question though, Iis it normal for level 2 to not load? When I try to load level 1, the console displays few error messages about some nodes being not found but it loads anyway. When I try to load level 2, there shitton of errors and nothing happens, it just stays at the main menu.

>>14743221

Nice to see you fixed it since the LD. Pretty short but I had fun figuring out how to evade the bullets and beat the moe blobs. There is some problem with the game though. At the beginning it works normally but over time the game starts slowing down and player character moves like a slug. If I walk away from the starting area the game becomes normal again. Sometimes it get's to the point where the game simply freezes and I had to restart it. Also, what is pic related? I though this was just some misplaced object when I played it just after the jam, but since it's still here in the improved version, is it deliberate?


27f940 No.14743954

File: 25f2dff867e4eda⋯.png (265.24 KB, 488x287, 488:287, AGDG.png)


b08e06 No.14743992

File: 8e99322e320e5b7⋯.webm (5.11 MB, 1170x516, 195:86, grass.webm)

File: b97a0e5b472d02a⋯.webm (6.96 MB, 1228x512, 307:128, new trees.webm)

Well here it is…

We couldn't finish any of the actual game features in time since we are still building the base of the game and the assets, so we can only show a Grass & Leaves demo, we didn't manage to optimize it, so be careful when looking at the trees, your GPU might complain, also the character animations are shit, we know, will improve.

Also the buttons get glitchy sometimes, we are looking into it

https://drive.google.com/open?id=1jCdZmiAvpkKiuSMX7qaQ21ymtvILXOZ5

Its very underwhelming, we might have something actually fun next demoday


27f940 No.14744018

File: 7cc84f464554dcf⋯.png (46.95 KB, 1920x1080, 16:9, ClipboardImage.png)

>>14742199

I really like the aesthetic you've got going. Some usability suggestions:

>Change the color of the name to indicate which character is current.

>Change the color of keywords during dialogue (inn, merchant, warehouse, store)

>Some more work could go into the text parser. For example, the leather store merchant asks "Can I interest you in anything?" If you reply "No", he says "I cannot help you with that, instead of ending the dialogue.

Other things:

FP cost not correctly displayed (all 0)

Overall, it feels like a solid proof-on-concept in terms of mechanics, it just needs more content.

>>14743640

I wanted to limit the movement controls based on speed and normal direction (so you can't do a 180 degree turn when going slow on a horizontal wall), but I ran out of time.

>>14743918

>Iis it normal for level 2 to not load?

Crap, I just checked and I guess I forgot to include some things in the export, I'll upload a working version. You aren't missing much though.


27f940 No.14744040

>>14743230

update, fixed level 2 not loading

Windows 64 bits: https://my.mixtape.moe/qlaicg.7z

Windows 32 bits: https://my.mixtape.moe/ephcfv.7z

Linux: https://my.mixtape.moe/vtltdg.7z

itch.io link: https://cwook.itch.io/unnamed-platformer (password is jlmg)


27f940 No.14744219

>>14742217

Very cute.

>>14743992

Nice, I really like the grass. It should be fewer leaves, not less leaves


7a6d51 No.14744237

File: eb569a3a71ce759⋯.png (84.41 KB, 1920x1080, 16:9, Fuck me.png)


b08e06 No.14744337

>>14744219

I was also confused by that when my brother sent me the demo, but i forgot to tell him that


240e33 No.14744432

File: fb4866cf1c8d320⋯.png (98.56 KB, 1920x1080, 16:9, mirrorTECHNOLOGY.png)

File: 72056ae05284cb4⋯.png (133.39 KB, 1920x1080, 16:9, howthefuckIlevel.png)

>>14742199

>stand in front of mirror

>sigismund has a face on the back of his head

mirror technology tho this some next level shit

>grind goblets

>feeling strong

>level up time

how the fuck do I level up

this was pretty fun though, surprised. needs some more stuff to do, did the lighthouse but couldn't find anything else, could not figure out how to talk to npcs meaningfully or sell items. did not know what sandals or gloves did or if they were cosmetic, there should be a stats page with more info about armor etc. sfx a little loud at times like the magi bolt and opening shit

combat surprisingly fun, AI suffers from downs but that is expected from something called goblet. music legit good, travel song was a good accompaniment to the wanton goblet slaughter. keep working on this


e46f13 No.14744467

>>14744040

Pretty fun. Will there be points or speed boosts for successfully pulling off flips and shit? Will there be other tricks you could pull off, like grinding along pipes/ledges? It kinda makes me want to go and replay some old tony hawk games.


e7d1e3 No.14744478

File: 069742c3497dd9a⋯.png (48.66 KB, 831x374, 831:374, ClipboardImage.png)

>>14742117

I'll be honest. I tried to like it, but I just don't get it.

>>14742217

I like this. It's simple but fun. Only thing missing is I would like some kind of acceleration/deceleration on the penguin movement? Especially deceleration to get some kind of sliding would be nice. It feels a bit stiff right now.

Working my way through all of the games right now. Updated the builds available for my game with some fixes for bugs people have reported.


27f940 No.14744583

>>14744478

What issue tracker is that?


e7d1e3 No.14744595

>>14744583

http://hacknplan.com/

>>14742120

This is cute and has potential for sure. Hard to give a more elaborate opinion though since it's still pretty rough.

>>14742199

I fucking love this one. Combat is surprisingly fun and it really captures a good retro feel. The spastic animations just add to the feel, in my opinion.

>>14742297

10/10, captures KH autism perfectly.


b08e06 No.14744623

>>14744219

>It should be fewer leaves, not less leaves

originally it was more season too, because those are the names of the variables, and more leaves would make leaves disappear, because _FLeaves == 1 means no leaves in the trees


dc5d2d No.14744731

File: 9db70ade4d53391⋯.png (713.64 KB, 1200x1020, 20:17, game-cover.png)

File: 1d106cb655a7998⋯.png (63.87 KB, 797x478, 797:478, screenshot.png)

File: 5890a1aad6d7039⋯.swf (594.62 KB, Minigame4.swf)

File: a20e80d6aa82cb9⋯.swf (618.33 KB, Minigame5.swf)

>>14742111

Sundae Knights, a 2D platformer based on my obscure webcomic, Dragon Mango.

While the ACTUAL game is still absolutely fraught with bugs, the pseudo 8-bit minigame that you can play in the item shop is near fully-functional, and just the kind of fun standalone thing I should be posting on demo day.

So here are a couple of levels in Flash format: or, if you wisely don't let SWFs run in your browser, here's a direct download link to the demos as .exe files. I'm interested in how well they run on people's PCs, and whether the joystick support is working!

http://www.dragon-mango.com/Sundae_Demoday.zip

Controls:

WASD or arrows to Move

Z or K to Jump

X or L to Attack

Cruller has a double-jump. Just hit jump again in midair to activate it.

Angel's sword can block projectiles.

Caramel can fly, so for her the Jump button creates a shield rather than jumping.

Apologies to those running Linux: while the flash demos DO run correctly (mostly), you're going to have horrible sound sync issues if you use Pulse. Sorry about that.


b8d1b3 No.14744866

File: 62e40e53b45d313⋯.jpg (3.46 KB, 125x119, 125:119, 1406961076230.jpg)

Congratulations to all you glorious faggots following your dreams and sharing something on demo day. Good luck to you bastards that hope to have something ready next time. I hope all of you homos are having a wonderful beaner inebriation day.


063384 No.14744963

YouTube embed. Click thumbnail to play.

>>14744866

>beaner inebriation day.

It's also Children's Day, the last celebration of Golden Week. I hope that someday a kid gets the same enjoyment out of my games that I did out of the games that I played as a child.

https://en.wikipedia.org/wiki/Children%27s_Day_(Japan)


e9dff2 No.14744980

>>14743230

>>14744040

The mouse look isn't working right. Moving my mouse down is way more sensitive than any other direction to the point that it's almost unusable because I always end up looking straight down unless I'm really careful with it. Other than that it's pretty fun.

Some errors showed up too if it helps.

OpenGL ES 3.0 Renderer: GeForce GT 750M/PCIe/SSE2

player not found!

ERROR: Node not found: ScrollContainer/VBoxContainer2/HBoxContainer/MSAAOptions

At: scene\main\node.cpp:1524

ERROR: Node not found: ScrollContainer/VBoxContainer2/HBoxContainer/MSAAOptions

At: scene\main\node.cpp:1524

ERROR: Spatial::get_global_transform: Condition ' !is_inside_tree() ' is true. returned: Transform()

At: scene\3d\spatial.cpp:268

ERROR: Node not found: ../Grass

At: scene\main\node.cpp:1524

ERROR: Node not found: ../Player

At: scene\main\node.cpp:1524

ERROR: Node not found: ../Player

At: scene\main\node.cpp:1524

ERROR: Node not found: ../Player

At: scene\main\node.cpp:1524

ERROR: Node not found: ScrollContainer/VBoxContainer2/HBoxContainer/MSAAOptions

At: scene\main\node.cpp:1524

ERROR: Transform::set_look_at: Condition ' p_eye == p_target ' is true.

At: core\math\transform.cpp:87

ERROR: Transform::set_look_at: Condition ' p_eye == p_target ' is true.

At: core\math\transform.cpp:87

ERROR: Node not found: ScrollContainer/VBoxContainer2/HBoxContainer/MSAAOptions

At: scene\main\node.cpp:1524

ERROR: Spatial::get_global_transform: Condition ' !is_inside_tree() ' is true. returned: Transform()

At: scene\3d\spatial.cpp:268

ERROR: Node not found: ../Grass

At: scene\main\node.cpp:1524


27f940 No.14745124

>>14744980

Are you getting a good framerate? I just did some frame-limiting tests and it does seem to have unusual behavior at low framerates. Also, what is your mouse DPI?

Those errors are expected, they wouldn't be related.


d160b2 No.14745176

>>14743734

Windowed mode was going to be in the config menu which didn't quite make the cut for demo day. I thought I removed all mention of controller buttons for this demo, but some must have gotten through (triangle is P on the keyboard). I think I'll stick with strictly keyboard or strictly controller for control schemes. Keyboard+mouse gives too much view control for a KH type of game.


e9dff2 No.14745198

>>14745124

My framerate was fine. Disabling display scaling at high DPI settings fixed it.


2f9ae5 No.14745293

>>14744478

>Only thing missing is I would like some kind of acceleration/deceleration on the penguin movement?

Hm, really? I thought slipping around would just be annoying.


fa5e5a No.14745366

>>14745293

I think he means just a little bit of acceleration and deceleration, not ice level tier acceleration/deceleration.


2b138f No.14745482

>>14743441

Looks like crappy heuristics false positive.


623766 No.14745582

>>14744731

I remember this game. I'm glad to see you're still going with it.


9074dd No.14745613

File: 14ea8434cc6623c⋯.png (417.28 KB, 950x775, 38:31, final.png)

>>14744731

with both angel and cruller I was able to stun lock the frog boss on minigame 5 just by mashing the attack key making for an easy win.

Caramel felt way too easy as I was able to fly off the map out of the range of any enemies all the way to the boss.

K for jump and L for attack don't work on Mini game 5

some pretty fun mini games.


5ad4d6 No.14745679

>>14744963

It's also my birthday.

So far it's been kinda lackluster. Hope to see something fun to play in here.


9074dd No.14745796

File: b221ed221f15f4c⋯.png (1.79 MB, 1292x750, 646:375, fuck.png)

>>14743230

>>14744040

Playing around is pretty fun the part I liked most was the part where I was going fast.

I managed to slam myself into a rock at one point where I was stuck for about 10 seconds with the character model having a seizure before it spit me out of the rock pic related.

I forgot to get the error string it printed when that happened and was unable to reproduce.

It will out put an error when you use reset when in skate mode

ERROR: Transform::set_look_at: Condition ' p_eye == p_target ' is true

At: core\math\transform.cpp:87


dc5d2d No.14746079

File: 4f5cb7873771f02⋯.png (196.53 KB, 800x480, 5:3, Ow_My_Groin.png)

File: 8ba1642c212690a⋯.swf (595.08 KB, Minigame4.swf)

File: 764833f52c746f8⋯.swf (622.54 KB, Minigame5.swf)

>>14745613

Thanks for catching that - clearly made a mistake assembling these and left out a couple of small but vital lines of code. (Not only the K/L option, but Caramel SHOULD be unable to fly out of the view area.)

For the frog, though, you were honestly just lucky. Stunlocking isn't actually a thing in the minigame version (though it's Cruller's specialty in the main game) - the frog's bad random AI just made him sit there while you killed him. Thanks for observing that, too - I've put him on a timer now instead of a percentage chance of doing something. Also fixed his death animation (part of it was missing).

Always the way, isn't it - fix one thing, break two more!

>>14745582

Thanks! I'm doing my best to have something substantial playable for Anime North (in about 3 weeks), so wish me luck!

Revised versions of the two demo levels here (and I've updated them in the zip, too.)


9074dd No.14746140

>>14742297

I know it it has been said elsewhere in this thread but damn my graphics card and system was not happy while I was playing.

Graphics card memory was pegged at max (2gb) and caused a Blue screen twice both with seemingly different causes. and I don't even have a potato.

The first blue screen was when I was messing around on the abilities screen trying to equip quick charge and then got the first blue screen. The second blue screen was after combat on the fourth stage after I had equipped charge and had been using it. during the fight the game got progressively slower and eventually the next blue screen occurred.

It was pretty fun to play but feels stiff and slow, with very linear attacks, I have only tried the dream sword so the other weapons may play differently, but I expect that will get smoother as it grows.

Major pain point was not knowing the keys to press which lead me to eventually just plugging in a controller. The switching between controller keys and keyboard keys in dialogs and menu texts meant I had no clue what "J" mapped to after I had plugged in my controller to play easier.

For a small little practice game it is not bad, and I did have fun, I do wish it would not crash my computer, but not much I can do about that. If the unreal engine is the cause and not the models or scenes you are using I should probably steer clear of using unreal for my own projects in the future.


04dcf4 No.14746203

When you guys say you have shit potatoes, how bad are we talking?


9074dd No.14746362

>>14743221

Neat mechanics with the time slowdown if you don't move, I had some fun just running around dodging at the last second after I spent a few runs rag-dolling the enemies into the sky.

But I had the same issues as this anon

>>14743918

The Game started at 144 fps and takes a nose dive as soon as the game starts hitting sub 20 fps not long after starting, I tried setting the quality to lowest but it makes no difference it just gets slower as time goes on.

Also the AI seems to have a hard time hitting you if you emulate an armed midget running everywhere while crouched, the aim seems to be off or they wont fire at all.

Pretty short and fun but that continuous frame drop is the most annoying part of the game.


f54fb6 No.14746537

File: a5ef0b2d05e637f⋯.png (105.46 KB, 331x412, 331:412, Eliminate Skeletons.png)

>>14743137

>skeleton game

Oh yes.

>>14743228

>hammer impact sounds

The hammer makes noise when it hits barrels, doors and chests.

>barrel destruction sounds

Barrels make a "bloop" sound when broken, just like all the other furniture. Unless you mean a more proper sound then yeah.

Speaking of issues, the timer starts going once the game is launched. I don't know if this is intentional or not. Options and Exit/Quit don't work either. Hell, for some reason the cursor can't go low enough to click on Quit/Exit. I was going to bitch at how short the demo was and felt jewed by not seeing any skeletons. That was until I figured out that the cages are elevators. Then I saw a skeleton.

Aside from the obvious no options and the inability to exit the game, its fine. It would also help if you could tell us how to screen shot, unless that's already there, but I'm not familiar with Unreal.


22d117 No.14746613

>>14746079

do you have minigames 1 to 3? I seem to have somehow lost them.


74ada9 No.14746723

>>14742199

I like it, you don't need to copy the graphic style but its alright. The way the fighter moves on the screen is kinda goofy. All and all a solid concept, I want to see where you go with it.


e9dff2 No.14746752

>>14742199

I really like the style and I want to see what there is to explore so far, but the movement speed is way too slow. And it seems like there's no way to deselect an item, you either have to move it to another inventory slot or equip it then unequip it.


9074dd No.14746753

>>14742297

Blue screen anon from this post

>>14746140

I did my testing again with and without controller and found that without a controller the game runs flawlessly, something about the controller + UE causes my computer to have some crazy behavior.

After retesting I managed to get pretty far combat still feels pretty stiff, but with the quick charge the combat is more fun, even more so knowing it wont crash randomly.


4c0385 No.14746800

File: 075267aabb02b4a⋯.png (146.57 KB, 1061x711, 1061:711, apc.png)

Here's my game APC demo. Unforturenately for you Windowsfags, I only have Linux. You could try it out on a Virtual machine if you want I guess.

https://my.mixtape.moe/devrfo.zip


ac032b No.14746851

>>14746800

Looks pretty c&c anon!


7d1a98 No.14746913

>>14745679

I was just thinking about how that day was my fathers birthday. Neat.


095fd0 No.14746940

File: 9ddc72c9c1ee916⋯.png (262.1 KB, 1920x1078, 960:539, blu.png)

>>14746800

>can still shoot while paused

>its not even an actual pause

epic


4c0385 No.14746953

>>14746940

Not supposed to be an actual pause. There's supposed to be multiplayer.


f64809 No.14747171

>>14742580

I'm taking the server down. Thanks to everybody that dropped by! Seeing how the netcode functions in practice over different connections helps me further understand how to make it less shit.

>>14743228

Some of that was already on the to-do list, but unfortunately I ran out of time.


e7d1e3 No.14747218

>>14745293

>>14745366

Dubsman is right, just a slight bit of deceleration to make it feel smooth. I'd leave having extra slippery ice patches as a gameplay element though, would make the level design more interesting.


cbc23b No.14747443

>>14746537

yea there's no options screen at the moment, quit should work through, When you press new game I believe the timer restarts


f54c75 No.14747604

Sorry for the late reply, I haven't had a chance to look through the thread but I'm finally about to start playing some of the games and replying.

>>14742404

There really is no reason to have more than 1 button press to choose one of those actions, I'm going to fix that probably first thing when I get time to work on it. I'll add key bindings and preset control options eventually that should make WASD usable for people who want it.

>>14742825

>even if movement felt a bit slow whenever combat wasn't happening

As I expand the world and add more places, I'm noticing it does feel pretty slow. I'll tweak it and if I have a big dead end like the walls I'll at least have something there hidden so it doesn't feel like ass, sorry for the wasted time.

>>14743812

I have heard of Dransik Classic but I never got a chance to play it. I might try that soon. I haven't heard of Lothgar until now. What makes Lothgar not as good as Dransik? I'll probably try both if I get the time.

>>14744018

I'll look some of these over pretty good. I do genuinely need to do a ton of UI and dialogue work.

>Change the color of the name to indicate which character is current.

Are you referring to the active player selected with P? I do need to indicate that. Combat and menus color the current character to yellow, unless I missed one.

>>14744432

>needs some more stuff to do, did the lighthouse but couldn't find anything else

There is a crypt in the walled city's graveyard with one fight, but that's the only easily visible thing. The carpenter in the forest village points you at the farmer who can tell you about a grove just south of town with one fight in it. Since most of the harder work is out of the way I'll start developing meaningful content soon. I'm glad you enjoyed it enough to grind on goblets! Leveling isn't in the demo though. I didn't expect anyone to play it long enough for it to become relevant.

>>14746723

The newer things I've been drawing have been slightly more departed, so I'll see about revisiting a few things later on to make sure everything is consistent while keeping the same aesthetic.


4a50fe No.14747812

File: 424e8f8fdbfee45⋯.png (250.54 KB, 535x526, 535:526, 1472258372137.png)

>mfw rotten cunt still hasn't posted a demo ever


cbc23b No.14747871

>>14746537

I think you need the console to take screenshots within unreal


6758ca No.14748161

File: 6866d438ebdcbfc⋯.jpeg (95.29 KB, 778x1510, 389:755, 397e96e5da2be12de35c2dbae….jpeg)

>>14747812

He's too busy blogging about how depressed he is and how it "keeps me from working"


4a50fe No.14748173

>>14748161

What a fucking cuckold faggot. Anyway, sorry for offtopic and bringing that piece of useless garbage up.


482eff No.14748188

>>14747604

Dransik Classic has the game progression depth not many mmo's can achieve. Playing that in its hey day was awesome. No one plays it anymore though so you'll be trekking through ghost towns with only NPC's, guards, and store keepers. The world map is insanely huge, 2 continents separated by water, connected by underground tunnels or by a portal. There are specific zones for leveling your character, each zone maintaining elemental-based monsters, where you can maximize damage with your elemental weapon. Winter Wonder Land (WWL) is in the far north on mainland, use fire weapons, the area is good for level 20-60. Ettins have a few good areas for level 40-70. Hell is endgame where Ice weapons are used, and fire armor is required. Also the music is wonderful. There are some fun npc quests, but very few. There is so much to know about this game you kind of need an experienced guy to walk you through. There's blacksmithing and side skills too like cooking and crafting (although very minimal unlike runescape's)

Lothgar Online doesn't have this kind of complexity, or world vastness. A lot of the weapons are just interchangeable, and you are stuck with whatever weapon you choose to raise skill, because it takes ages to raise skill level. People might still play this since its a year old, that's the only thing it has going. Lothgar is the guy who made Dransik Classic / Dransik ISO (which is Ashen Empires).

Just try the game out and get a feel for the UI and such. Its a fun experience, which can feel like a rogue-like too.


06170d No.14748215

File: 981becd2e38fdbc⋯.gif (410.38 KB, 250x251, 250:251, 981becd2e38fdbc30d02157a67….gif)

>>14748161

>not finding joy in game development

>gamedev not being the only reason you live

It's like you don't actually want to ever make a game or something.

I kid, but hey, whatever works, right?


4a50fe No.14748229

>>14748215

I'm half convinced that he never actually had a game. He talked like an ideaguy, and he sounded like he had no idea what went into making one. Then again… He did mention "working with" someone else so he could've been posting someone else's work and ideas, especially the animations.

saged and spoilered for offtopic and mentioning the maggot. let his name be forever stricken from the /agdg/ history.


945f81 No.14748238

>>14744478

Meme War dev here. Thanks for being honest. My game is supposed to be a game AND an imageboard, so it's kind of hard to make it work without a real userbase. The main goal of the game is to spread your memes after all, and if there are few other people playing that goal doesn't really make sense. I'm hoping that simultaneous multiplayer and better graphics/UI will be enough to entice people into using it. I think adding in a pre-generated world (a la Minecraft) and more enemy types and weapons will help too.


063384 No.14748244

>>14748173

>>14748161

>>14748229

>Acknowledging the mistake but then still taking jabs after supposedly apologizing.

Your Sorry-Not-Sorry's not good enough for this one. You're getting bullied.

>Feeling the need to bring up irrelevant drama in the Demo Day thread.

What the fuck is wrong with you? Was getting the "Haha, take that" feeling in some pointless internet quibble that almost nobody cares about worth tainting something sacred for? You're the one keeping it alive at this point. Sit in the corner and think about what you've done.


4a50fe No.14748250

>>14748244

Okay mate I was being cheeky there but you've actually made me feel guilty. I'm sorry ok? I promise I'll never bring him up again, and I hope everyone else will also follow suit. He's exiled and his name is forgotten from this point on.


f64809 No.14748268

>>14742117

What the fuck is this?

>>14742120

The .txt file you included in the windows version does not have windows-style newlines. ("\n\r" instead of "\n")

As a result, opening the file in notepad (which is the default for most people) will result in a painful to read file.

I am mostly mentioning this so you're aware of the windows vs linux file ending bullshit.

I personally dislike all turn based RPG combat games so I don't really have any meaningful opinions to add.

>>14742199

When talking to an NPC, the guy decided to become jesus and walk on water.

>>14742217

Holding down Z (triggering the keyboard repeat) causes some weird behavior.

Physics could use some work too. One time I put down a bucket left of me, and then it shot down&right of me. I think I might've stepped slightly into the bucket sending it flying. (I can't recall what direction I was moving at the time.)

>>14743137

If you press interact on the elevator the bars can bug out, trapping you there.

Skeletons are too fucking spooky.

Game could use more landmarks or better torch, I can't fucking see shit and get lost way too easily.


000000 No.14748302

>>14742199

I played for a few minutes, the game seems really solid so far. The only two problems I had were that I moved way too slow and that selecting options for the door and chests would be faster with a single letter, not the whole word. I didn't test out the inventory system. I was immediately having fun exploring and getting into brawls with gobs. Really cool so far, I hope you finish it.

What game engine (and version) did you use? Judging from the file layout, you used Gamemaker, is that right?


945f81 No.14748452

File: 2c618a54bded92b⋯.jpg (92.24 KB, 1280x720, 16:9, maxresdefault.jpg)

File: 228a26925a5b3dd⋯.png (101.16 KB, 1764x840, 21:10, memewar2.png)

>>14742117

>>14748268

It's an imageboard that is more like a real image board (see pic) with enemies and weapons. You need MV to use the items and it's also your health, so it basically functions as your ammo and health. In a way it's also like your action points, because you need MV to make create new posts or upvote/downvote others. It's kind of like 8chan in that anyone can create a new board using the "pocket dimension creator" but also everyone is a mod because anyone can delete any post if they shoot it with enough downvotes.

Controls in case it's not clear:

>arrow keys or left click to move

>mouse wheel or left click the inventory in the top left to equip item

>control key or middle click to use the equipped item

>right click to reply to or copy post


d160b2 No.14748517

>>14746753

>>14746140

Interesting to note regarding the controller. I don't ever recall my controller giving me issues but I wouldn't put it passed the Unreal Engine to do that for others.

I thought I had converted all the button promts to keyboard, but it sounds like I missed quite a few. Anyways I appreciate the feedback and its always nice to hear that there's elements of fun in what I made.


f9ed04 No.14748621

perhaps we should keep this stickied for one more day?


72e7ad No.14748681

>>14748621

why not?

its a slow weekend


cbc23b No.14748767

>>14748268

when the lift comes back up the bars retract, The rooms are a bit empty at the moment so it can be hard to work out where you are, I have added "breadcrumbs" that you can drop so you can see where you have been they also act like a compass


184b2d No.14748905

>>14742154

She's ethereal.

>>14743002

>This game is complicated yo.

The explanations were written very fast for the crunch, and it's fairly wordy. We'll work on spacing out concepts so it's a little easier to grasp what's going on.

>>14743536

Thanks. A full game is the goal, but I'm a bit uncomfortable about putting out too little content for the buck since content takes a long time to make and ensure doesn't break badly. There's a pretty long road ahead to get there.

>>14748268

I wasn't too familiar with the newline differences. Pretty lame. I'll try to keep it in mind and convert somehow if I need to next time.

>>14744731

I'll probably post more updates as time goes on in these topics, or eventually make a proper /agdg/ topic soon. Still setting this kind of stuff up.


4f60e3 No.14748937

File: f7760c38967424d⋯.png (2.14 MB, 1247x855, 1247:855, ClipboardImage.png)

File: 3ca34f3e9badca7⋯.png (496.23 KB, 1069x439, 1069:439, ClipboardImage.png)

>>14743992

I did what had to be done

the grass tech is amazing, though I'd make it grow either in patches or make the blades more randomly distributed

I love the look of the spring leaves, though when they are in abundance their look gets muddled. Maybe add an outline for them or some sort of AO?


dc5d2d No.14749153

File: 53ed880c53d576b⋯.swf (587.41 KB, Minigame1.swf)

File: 76e13048a95da23⋯.swf (590.08 KB, Minigame2.swf)

File: 4bdb23b575d532d⋯.swf (1.04 MB, Minigame-Tower.swf)

File: 1b8f26637581005⋯.swf (630.8 KB, Minigame6.swf)

>>14746613

Sure, here ya go. Still a bit rough around the edges, but (mostly) functional. Have an extra new level, too!


a30ac9 No.14749421

>>14742217

>start game

>immediately throw bucket into ocean

well shit


37c023 No.14749467

>>14744731

This was fun- the enemy placement near landings was cool. The skeleton boss felt a bit too easy though.

I also really really like your design for Cruller


27f940 No.14749482

>>14749421

You can fish it out with your pole.


f64809 No.14749509

>>14748767

>when the lift comes back up the bars retract

Not correctly.

The way I can best describe it is as follows:

>Default state of bars is open, e.g. pos.x=0

>When going on the elevator, the bars move to a new position, blocking the exits. pos.x=1

>Interacting with the elevator before the bars retracted caused the bars to move a second time. pos.x=2

>When the elevator arrives again, the bars retract back one state, but the path is still blocked. pos.x=1

>Activating the elevator again makes the move again to the bugged blocking state (pos.x=2), and when the elevator stops, they once again retract to the normal blocking state. pos.x=1

>No fucking way out aside from the deadly abyss below

Unless you're telling me I should've just tried to repeat the bug until the bars completely phase through each other, giving me space to pass. But I can't believe that's intentional.


cbc23b No.14749562

>>14749509

ah right I see, thanks for that i'll get that fixed, they should retract before you're able to interact with the lift again


000000 No.14749583

>>14743228

what game is in that picture?


e7d1e3 No.14749593


f9ed04 No.14750478

File: f46aac53ebef077⋯.webm (4.32 MB, 1280x800, 8:5, 2018-05-07 00-30-35_1.webm)

>>14743918

>At the beginning it works normally but over time the game starts slowing down and player character moves like a slug

I tracked down the issue. The bulletholes were causing the problem. I used this chance to learn a bit about Unity's occlusion system.

your pic is a spawn point for enemies that never got used. I totally ignored its existence.

Here is what I'd consider the final version, with quality of life features added.

https://mega.nz/#!R5VyFQjK!Oy738sIqbxIEEVZ3f0htb5_MaHYpy12ZDY2EEJRy6OI


e4e981 No.14750552

Meme War is broken.

>Tunnel 02f884a0.ngrok.io not found

What happened?


519d51 No.14751754

File: 6145aa3d3110494⋯.png (7.2 KB, 652x488, 163:122, Red Anon Benis.png)

I love you guys


945f81 No.14751756

>>14750552

Server was down while I try to optimize the code. It's back up now, but the main room is still pretty crowded and still pretty laggy. You can speed it up by destroying other postblocks or by just creating a new room/pocket dimension or using one of the less cluttered already created pocket dimensions.


e4e981 No.14751995

>>14751756

It's fucking terrible. It runs like garbage. You need native clients for this. The web is not yet equipped to do what you want to do with it.


22d117 No.14752059


945f81 No.14753054

>>14751995

It runs terrible because it's coded by an amateur. lmao for instance, I retrieve all blocks from the server THREE TIMES every time the page reloads because I just copy pasted a bunch of code to duct tape something together for demoday. Also I need to put an upper limit on how many blocks can be in a room at once.


ccb601 No.14753263

I need to check these kind of threads more often, that will motivate me a bit more.

Currently working on the animation loading code with assimp and couldn't decide which memory organization I should use.

I'm trying to make something from scratch

Just because I can


aeb0ef No.14753574

Gonna unsticky soon


e7d1e3 No.14753583

File: 2e63d3976c9e74f⋯.gif (280.46 KB, 400x388, 100:97, 1411070695911.gif)

>>14753574

RIP in piss demo day, we hardly knew ye.

I expected a bigger turnout to be honest


f9ed04 No.14753623

>>14753583

>spoiler

this is the most demos we had


e7d1e3 No.14753631

>>14753623

I was thinking about the rest of /v/ trying the games, I'm impressed with the number of demos put out there, everyone did a really good job.


aeb0ef No.14753652

>>14753631

>>14753623

agreed, also the whole GamerGate thing is probably an issue when it comes to having devs on the site. So I think if it wasn't for that we'd see more games.


100442 No.14753664

>>14753652

I don't think people or journos care about that stigma. If it did, KC:D would have sold badly.


aeb0ef No.14753684

>>14753664

people don't care, but the PR types probably do. Especially since they're in bed with the journos and wanna avoid bad press as much as possible.


9e95a4 No.14753692

>>14753664

It's not that, it's about employment. If you're employer finds out that you post on any imageboard, you're not getting the job. It doesn't matter if they support GG or not, it's the fact that you're a ticking time bomb of bad press.

And it doesn't even matter if you're in the public eye.


f19119 No.14753763

>>14753692

If you browse 8chan at work you are a retard and deserve to be fired. The term "hide your powerlevel" exists for a reason


338a6e No.14754012

File: 03cd6d5ad06b72b⋯.png (30.12 KB, 592x422, 296:211, ClipboardImage.png)

File: 31aca1784ac2b52⋯.png (23.88 KB, 592x422, 296:211, ClipboardImage.png)

File: 5436a1aa982ae5a⋯.gif (492.99 KB, 440x330, 4:3, galo.gif)

>>14742217

Pretty good. I really like that you can sometimes fish up something other than fish. Even if it's just useless trash like pic rel it still makes a game a little more exciting when you see something new. I can't think of any criticism, aside from the obvious shit about the menus and such.

>>14742672

I didn't think much of your game when I saw it in the general but hat was surprisingly fun and challenging. Now I want to play some game resolving around solving math.

The one issue I had was with the order of possible equation answers. Beside the challenge of solving the equation there is also, sort of a random challenge of finding where the solution is. It takes fraction of seconds but that additional time I had to spend looking for the answer was sometimes annoying, especially in more intense moments. Maybe ordering the answers from small to big would make it easier to navigate.

Also how are the equations generated? I got the impression I was almost exclusively picking either 10, 9 or 7. The rest of numbers between 2 and 8 were much rarer.


e7d1e3 No.14754073

File: f83f8316f6cc320⋯.gif (1.46 MB, 450x337, 450:337, thumbs.gif)

>>14754012

>I didn't think much of your game when I saw it in the general but hat was surprisingly fun and challenging

That makes me really happy to hear anon, thanks.

>Maybe ordering the answers from small to big would make it easier to navigate.

This is a great idea, I'm going to implement that.

>Also how are the equations generated

Yeah there seems to be some bias issue with the random generation which I am going to have to take a look at.

Great feedback, it's much appreciated.


c41c77 No.14754087

>>14754073

Maybe you could make the answer ordering a difficulty dependent thing.


d11f23 No.14754111

>>14753583

I've got the tab open and will be reading but I hardly visit /v/ any more I spend most of my time on /hgg/ and /htg/ these days


e64701 No.14754169

>>14753583

I was all hyped but couldn't figure out how to even control most of the ones I played, so I never gave any feedback….still, it's really cool what everyone's doing here.


e7d1e3 No.14754273

>>14754087

Yeah that might work actually. I really like when games switch up difficulty levels with more than just higher numbers.


b08e06 No.14754588

File: 61a95e6d3241023⋯.png (370.91 KB, 933x529, 933:529, treehouse distrct.png)

>>14748937

Thanks man

We are looking into the leaves, my bro is remaking the shader to make it much faster and have less GPU hogging, so it might get some extra features to make them look better, we are also discussing how to make the leaves move with wind, meanwhile im making a treehouse district in the game's town


562d69 No.14755756

>>14742120

I like this idea a lot. I think I hit a bug. One of the enemies exploded from overcharging magic, but their turn didn't pass, so the battle is left in a sort of soft lock. Quill is cute though. Would be interested when this comes along more. On the loonix version just for reference, though I doubt it matters.


fab6a8 No.14756996

>>14753763

My point exactly.


4f60e3 No.14759738

File: 14526614678f8d1⋯.png (3.9 KB, 873x129, 291:43, ClipboardImage.png)

>>14742199

oh fuck


93f598 No.14760005

File: 56620d5f6ab80ce⋯.png (68.07 KB, 1904x1081, 1904:1081, ClipboardImage.png)

>>14742199

ok learned to play properly. got to this guy for now. Wish I could save. though I guess I'll just keep the game running.

It's excellent tbh. As other people said, some QoL stuff like movement speed would make it better.but only slightly


a09489 No.14760036

>>14754169

how does it feel to be mentally handicapped? is it summer already?


6fc17f No.14764618

>>14742199

couldn't find the foul beast the keeper spoke of. Other than that, I had much fun with this


2dc723 No.14768248

>>14744731

my windows defender registers Trojans in these gamefiles, wtf?


a10459 No.14769740

File: aaaf2526e5e148d⋯.png (3.07 MB, 1429x1788, 1429:1788, Screenshot_13.png)

does your game have any waifus /agdg/?


58abce No.14769747

>>14769740

Not yet.


de28fc No.14772168

>>14769740

you had at least 3 games with waifus this demo day

>>14744731

>>14750478

>>14742297

I know you're crossposting, you cuck




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